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key C (clamp) not work in edge slide function Operating system:windows 10 Graphics card: Radeon RX 460 Broken: oficial blender 2.79b and 2.79.7 Worked: (optional) in Edge slide function key G G , the key C (clanp) not work
[ "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. ", "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", "Blending Factor Slider in Image Editors not working\nOperating system: Linux-5.15.0-50-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.61.05\n\nBroken: version: 3.4.0 Alpha\n\nThe \"Blending Factor\" slider in the Mask Display options doesn't work (= the image outside the masked area stays black).\n\n![image.png](image.png)\n\nThe same display option works as expected in the Movie Clip Editor's mask mode.\n\n- Open Blender\n- Press F11 to open an Image Editor\n- Open an existing image or create a new e.g. a Color Grid\n- Switch the Image Editor to mask mode and draw a closed shape.\n- Go to the Mask Display menu and select the \"Overlay\" option and set it to \"Combined\"\n- Move the Blending Factor slider -> Nothing happens.", "Double click list renaming not working on heavy scenes\nVista64, 2.7a, gtx470\nWhen the scene is heavy, so that interface becomes slightly laggy, double click list rename stops working, especially for fast clicking.\n\n - Add subdivision modifiers to any mesh until interface becomes laggy.\n - Add a vertex group or UV map.\n - Double click to rename - renaming is not activated.\n", "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", "Vertex slide (GG) acts weird with zoom (steppy, jumping, not slowing down with shift)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\n\n\n[2020-02-22_06-30-18.mp4](2020-02-22_06-30-18.mp4)\n\n[gg.blend](gg.blend)\n\n", "GizmoGroup with setup_keymap() doesn't work if addon is enabled by default\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: all versions so far\nWorked: never\n\nIf an addon is enabled by default, any of its GizmoGroup with setup_keymap() classmethod won't react to user input (if they are registered in the register() function). However, if they are registered during the normal operation (i.e. after Blender initializes and draws the first frame), the problem does not appear.\n\n1. Install the attached addon.\n2. Enable the addon (it's called \"!Gizmo test!\").\n3. Save Blender preferences.\n4. Close Blender.\n5. Open Blender.\n6. Select a camera and try dragging the circular gizmo. The gizmo won't react to the input.\n7. Disable the addon, then enable it again.\n8. Select a camera and try dragging the circular gizmo. Now it will rotate the camera.\n[gizmo_test.py](gizmo_test.py)", "assigning shortcut key to wireframe overlay toggle not working\nOperating system: Linux-5.16.5-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n\nassigning any shortcut key to wireframe overlay toggle not working. but if i hold the short cut it turns on and off rapdly.\n\nright click on the wireframe toggle in the overlays menu and assign a shortcut.\npress that shortcut key the wireframe overlay will not be enabled. \nif you keep holding the shortcut key it will turn on and off rapidly \n![Screenshot_2022-02-14_01-06-45.png](Screenshot_2022-02-14_01-06-45.png)", "Multiple Edge Loop Selection doesn't always work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0\nWorked: 3.3\n\nMultiple Edge Loop Selection (Shift+Alt+Select) will sometimes stop working until Shift is released and depressed again. Problem started in Blender 3.4 and did not exist in Blender 3.3 (tested).\n\n\n- Create a cylinder primitive.\n- Enter Edit Mode.\n- Attempt to Edge Loop Select multiple edges by holding Shift+Alt and clicking on them. Occasionally, this function will simply stop working after the first few selects -- no more edge loops can be selected -- until Shift is released and depressed again.\n\nThis problem does not occur for general multi selection (when only Shift is held).\n\n", "In orthogonal view, XYZ axis overlay toggle doesn't work with axis aligned views\nBroken: 2.8x\n\nIn orthogonal view, XYZ axis overlay toggle doesn't work\n\n- press numpad 1/3/7\n- toggle xyz axis from overlays panel, they won't hide.\n\nVideo: [F8571714](2020-06-02_20-18-29.mp4)", "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\">", "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)", "Edge overlay seems to do nothing expected\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0\nWorked: 2.79\n\nBack in 2.79, we could disable the \"edge\" overlay in edit mode. This was useful I.E. in cases where highlighting edges in vertex selection mode made things hard to read :\n![image.png](image.png)\n\nIn the current stable version, this option seems to do nothing:\n\n![image.png](image.png)\n\nActually, when in solid mode, it seems to display another layer of wireframe on top of the already existing one, which definitely looks weird and pointless. GIF demo:\n\n![2022-03-29_396_blender.gif](2022-03-29_396_blender.gif)\n\nOn a mesh in edit mode, try toggling the edge overlay on and off.\n\n", "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", "Annotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.51\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nAnnotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\n\n- Go to edit mode try to draw with the d-key down + left mouse drag while one of this tool is selected: knife tool, loopcut tool, polybuild, curso tool \nNotice while drawing ( d-key down + left mouse drag )is broken, erase ( d-key down + right mouse drag) is still working properly.\n" ]
[ " Edge Slide doesn't work\nwindows 10\nGraphic card : AMD Radeon RX 460\n\nBroken: version 2.79c 5e8a030a08b\nWorked: 2.79b \n\nin edit mode , Edge Slide option Clamp on/off (key C) doesn't work\n\n" ]
rotate widget ``` windows 8.1 graphics card NVIDIA Quadro K1100M, Intel HD Graphics 4600 ``` 2.74 Has:000dfc0 ``` ``` ``` ``` ``` Open program-click on rotate button-(using left mouse button to select) click n drag X, Y, or Z coloured curved bars to rotate main cube. When I do this the whole cube moves most of the time and the coloured line disappear. ``` Has anyone else had any problems with using the widget to rotate as clicking in the x (red circle ) the whole cube moves. Clicking and dragging the green and blue sometimes moves whole cube or rotates other axis. HELP. nobody has offered a solution to this yet but I have seen a video on youtube where this works perfectly.
[ "The Tool Settings UI should update when holding modifier keys\nIn Sculpt Mode, users can hold Ctrl to invert the effect of the current tool. However, both the tool settings + and - buttons, as well as the color of the brush cursor, don't update to reflect that you've inverted the effect. \n\nBoth of these should update their state when the user holds Ctrl.\n\n![image.png](image.png)\n\nThe same is true for the selection tools and their modes.\n\n{[F5686801](Screenshot_2018-11-23_at_00.36.36.png), full=true}\n\nWhen holding Shift or Ctrl to add or remove, the state of these buttons should update to reflect that. ", "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!", "Curl/wave-kinked hair does not follow emitter rotation\nOperating system: macOS Monterey 12.2.1\nGraphics card: MacBook Air (M1, 2020)\n\nBroken: 3.0.1, dc2d18018171, master, 2022-01-25\n\nWhen an object is emitting curl/wave-kinked hair and then is rotated, its hair unexpectedly changes within the object's local space. This is a duplicate of #43753, but #43753 has been closed and archived. This is still a problem, so I’m opening a new report.\n\n1. Open the attached Blender file.\n2. Render an image to Slot 1.\n3. Rotate both the Sphere object and the Camera Pivot on the Z axis.\n4. Render another image to Slot 2. The images are different.\n\nBlender file:\n[Blender hair bug.blend](Blender_hair_bug.blend)\n\nThe same hairy UV sphere when rotated by 0°, 90°, 180°, and 270° (and with camera pivoting around the sphere):\n![Blender hair bug render (180°).png](Blender_hair_bug_render__180__.png) ![Blender hair bug render (270°).png](Blender_hair_bug_render__270__.png) ![Blender hair bug render (0°).png](Blender_hair_bug_render__0__.png) ![Blender hair bug render (90°).png](Blender_hair_bug_render__90__.png)\n", "Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n![dpglitch.gif](dpglitch.gif)\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.", "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", "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", "Collada Import Skeleton animations Y and Z axis are swapped\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nImport the attached Collada file.\nAnimation shows rotation in Z direction with a twisting motion.\nThe collada file has rotation in the Y direction which should appear as a bending motion.\n[BendCylinderY.zip](BendCylinderY.zip)", "Hair Dynamics Strange Behaviour\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0\n\nI have not seen hair behave this way before. For this example file, I have simply used the default hair dynamics settings. I have a bake in the file attached, and you can try bake yourself to replicate the issue. The hair will fly all over the place, it is not colliding with anything and I cannot figure out what is causing the issue. It was recommended by a developer that I post the issue here for others to have a look, many thanks.\n[HairProb.blend](HairProb.blend)\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", "The arrows for expanding N/T panel are now drawn when using cycles and render border exists in the viewport\nOperating system: Linux-5.15.0-78-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro K5100M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\nWorked: never...? 3.3.9~4.0 all broken like this\n\n\nThe arrows for expanding N/T panel are now drawn when using cycles and render border exists in the viewport.\n\nIt's only drawn once and then disappears. Moving the viewport will show it again for 1 redraw and then it disappears again.\n\nNot _that_ much of a problem, but if you are just using mouse/pen to find it during render preview it's kinda inconvenient.\n\n\n- Switch to cycles\n- Set a render border with `ctrl-b`\n- `Z -> Render Preview`, the arrow flickers for 1 redraw and then disappears.\n\n![图片](attachment)", "Workbench Shadow Improvement\n### Respect World Space Lighting option\nCurrently, the shadow is always in world space. Use view space orientation when matcaps is used or when studio lights use view space orientation.\n\n### Follow the brightest light\nCurrently, the shadow is not following any of the lights direction in the studio lighting config. Selecting the most bright light seems like a good default. Otherwise, we can add a flag in the studio-lights to tag which one the shadow should follow.\nA toggle option to force the use of the custom shadow direction should be added (disabled by default in new files, enabled in older files).\n\n\n### Follow the matcap\nWhen matcap brightest spot can be extracted, we should make the shadow follow this direction.\n\n", "Animation channels list UI\nThere are various problems with the animation editor's channel list. Many affordances from the Outliner are missing here, making it difficult to select, navigate and see clearly what is selected. We can also optimize how you switch between visible F-curves, which currently requires users to manually enable or disable visibility toggles.\n\n**List of changes**\n\nFunctional changes:\n- - [ ] Add an option, on by default, to only show the selected channel curves. When enabled, don't show the eye toggle, since it becomes redundant. \n- - [ ] Update the channel list to behave like the Outliner:\n - Hold Shift to do range selections (Ctrl to do normal extend)\n - Highlight the entire row on mouse-over.\n - Use arrows for walk-selection, also in combination with Shift to extend\n - Filter the icon columns like the restriction columns in the outliner. For example, not everybody uses modifiers, so having a column of buttons to disable modifiers can be useless.\n- - [ ] Replace box-select with click-drag (like buttons). This will give more immediate feedback of which channels are selected, rather than seeing that feedback only when releasing the mouse.\n- - [ ] Auto-scroll the list back into view when all the list entries are outside the view (happens when changing selections)\n- - [ ] Auto-scroll the channel list when drag-selecting.\n\n\nVisual changes:\n\n- - [x] Separate the eye toggle from the Graph Editor curve color indicator ([D5882](D5882))\n- - [ ] Use alternating lines (see Outliner)\n- - [ ] Highlighted row should use solid colored background (see Outliner)\n- - [ ] Rolling over rows should highlight them (see Outliner)", "Rotate bone snapping\nBroken: version: 3.2.0 Alpha\nWorked: -\n\nCannot rotate one bone (in edit or pose mode) to point at a target (any).\n\n- Open attached file or:\n - make an armature\n - edit mode\n - add bone (2 bones total)\n - move and rotate both bones off origin\n - turn on snap, snap to vertex, affect rotate\n - pivot on active element or individual origins\n - edit mode or pose mode\n- try to align one bone to point at the other bone head\n[snap_rotate_bug.blend](snap_rotate_bug.blend)", "Extrude Gizmo doesn't match extrusion direction\nOperating system: Linux-5.15.0-27-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.3.0 Alpha\n\nThis seems to be a bigger issue without an obvious solution.\nEssentially, when using the Extrude Tool it shows a handle that is oriented towards the normal Z axis. it is supposed to indicate the direction in which the extrusion will happen.\nWhen click & dragging it, it will instead use the normal Z axis of the newly created geometry.\n\nTo be clear, this is the intended and preferred behaviour! Before Blender 2.93 it used to take the original normal Z axis and it lead to a less intuitive experience.\n\nWhat this bug points out is that there is still a mismatch between the previewed direction and the direction that will be used.\n\n![Screenshot_2022-05-13_11-37-41.png](Screenshot_2022-05-13_11-37-41.png)\nIn this picture you can see how the extrusion handle and the direction arrow mismatch. This is after already extruding once, but it highlights the disconnect.\n\n- Go into edit mode on the default cube\n- Select the top face and move it to the side (To create a sheared cube shape)\n- Delete the selected top face\n- Select the open edges\n- Make the Extrude Tool active and use the yellow plus handle\n\n", "Edge/Vert Slide fail to properly \"redo\"\nCurrently vertex & edge-slide use the mouse input to calculate which edge to slide, the direction to slide, and the **Even** toggle is set at runtime.\n\nUsing operator redo is not re-running with the same options, so redoing the action fails.\n\nWe could simply disable redo with this operator, however being able to toggle **Correct UV** is important.\n\nAdding this report to merge in duplicates, since there are various reports on this, which all have the same root-cause." ]
[ "transform / rotate\nTASK DESCRIPTION\n ```\nwindows 8.1 graphics card NVIDIA Quadro K1100M, Intel HD Graphics 4600\n\n```\n 2.74 Has:000dfc0\n```\n\n```\n ```\n\n```\n ```\nOpen program-click on rotate button-(using left mouse button to select) click n drag X, Y, or Z coloured curved bars to rotate main cube. \n\nWhen I do this the whole cube moves most of the time and the coloured line disappear.\n```\n\n{[F192192](blender_rotate1.jpg)}![blender_rotate.jpg](https://archive.blender.org/developer/F192190/blender_rotate.jpg) ![blender_rotate2.jpg](blender_rotate2.jpg)\n\n\n1st screen shot = rotate initiated\n\n2nd screen shot = what happens after one attempt to rotate\n\n3rd screen shot = what happens after another attempt to rotate", "Transformation manipulator/ rotate\nwindows 8.1 graphics card NVIDIA Quadro K1100M, Intel HD Graphics 4600\n\n2.74 Has:000dfc0\n\n\nOpen program-click on rotate button-(using left mouse button to select) click n drag X, Y, or Z coloured curved bars to rotate main cube. \n\nWhen I do this the whole cube moves most of the time and the coloured line disappear.\n[Firstproject01.blend](Firstproject01.blend)" ]
If you delete a vertex group in edit mode, you won't be able to undo it until you switch to object mode. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 3.0.0 Alpha If you delete a vertex group in edit mode, you won't be able to undo it until you switch to object mode. Create a cube Switch to Edit Mode Create new Vertex Group Delete Vertex Group Try to undo. It won't work Switch to Object mode. Now undo works.
[ "Geo Nodes crash, when updating old node group with new (using user_remap()) \nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0 Beta\nWorked: I think it always crashed\n\nLets say I have two geo nodes: **old_node** group and **new_node** group. I want to update old to new using python:\n\n```\nold_ng.user_remap(new_ng)\n```\n![image.png](image.png)\n![image.png](image.png)\nBlender will crash after running code above, if scene has Cube object with geonodes modifier that uses **old_ng**. Crash happens only if modifiers tab is visible, and you re-select the cube. It wont crash, if new nodegroup does not have additional input.\n\n1. Run script from attached blend file ( it remaps old_ng to new_ng) \n2. re-select 'CubeOld' object. Blender will crash\n\n [gn_update_crash.blend](gn_update_crash.blend)\n\n", "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)", "Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases", "Nonfunctional \"Vertex Weight Proximity\" Modifier's Influence Mask Inversion\nOperating system: Linux-5.4.0-66-lowlatency-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nLast Broken: version: 2.93.0 Alpha\nFirst Broken: version: 2.90.0\nWorked: version: 2.83.13\n\nButton for inversion of Influence Mask (modifiers[\"VertexWeightProximity\"].invert_mask_vertex_group) in \"Vertex Weight Proximity\" Modifier doesn't work.\n\n\n* Open the attached .blend file.\n* Click Invert button of \"Mask Vertex Group\" in \"Vertex Weight Proximity\" modifier (Influence section).\n* Mask is not inverted on the model & Face button of Geometry proximity mode gets wrongly highlighted. (Its highlighting seems to be linked with the Invert button.)\n\n* Another thing I observed is that any change of Geometry Proximity mode (ie. Vertex / Edge / Face) clears both Falloff inversion and Mask Vertex Group inversion if they are switched on. Which was the case in Blender versions 2.83.x too.\n\n[Vertex Weight Proximity Bug.blend](Vertex_Weight_Proximity_Bug.blend)\n\nP.S.: This issue might be connected with the issue:\nT83863\n\nThanks and have a good day!\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)", "Programmatically creating a link involving a blank group input/output socket causes a UAF\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 3.0.0 Alpha\nAlso occurs in the 2.93.1 debug build\n\nGroup Input and Group Output nodes have blank sockets that can be used to automatically create a new group input or group output by plugging them into something. Trying to do this via `NodeTree.links.new()` causes a use-after-free in a debug build.\n\n1. Open the attached file\n2. Run the script\n3. AddressSanitizer causes a crash\n\n[group-socket-uaf.blend](group-socket-uaf.blend)\n\nAddressSanitizer output: [P2214](P2214.txt)\n\nEverything works as expected in a release build: a new group input or group output is correctly created.\n\nThis also happens if you try to directly create an output or input on the Group Input / Group Output sockets, but it happens in a different place: [P2215](P2215.txt) . I can spin that out into a separate task if needed.\n\nCreating inputs or outputs on the *node group* (which I'm pretty sure is what you're supposed to be doing) works fine.", "Geometry node group input for \"Single Value Only\"\nAdd a new \"Single Value Only\" option to node group inputs, only for geometry nodes.\n\nThis would hard-code the non-field status of that input, and remove the \"Use attribute\" toggle in modifier and tool inputs.\n\n", "mask animation is not undoable\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4454\n\n\nBroken: tested 2.79, 2.80\nWorked: non\n\n\nmask animation is not undoable\n\ncreate a mask and make an animation keyframe\npress ctl+Z or edit->undo : nothing happens!\n", "Erase Alpha in vertex paint not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: latest 2.7 nightly build date 2019/06/27\n\nErase Alpha not showing in viewport.\n\ngo to vertex paint set mode to erase alpha and when painting nothing happens.\nalso found no ways to use the alpha data.\n\nVertex Alpha painting are needed for asset creation on some game engines like creation engine.\n", "Hair: changing children related settings in objectmode dont show when switching to particle editmode\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: 2.83.7\nWorked: 2.79\n\nWhen I change additional options like Clumping, children not updates and their update stuck for edit mode for any try except 1st. \nDemonstration and details:\n[2020-10-15_01-46-01.mp4](2020-10-15_01-46-01.mp4)\n\n#69000 (Hair: changing children related settings not updating in particle editmode) is very much related", "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", "Particle Edit Breaks After Selecting a Mesh with Cloth Physics\nOperating system: macOS 10.13.6\nGraphics card: NVIDIA GeForce GT 650M 1024 MB\n\nBroken: at least 2.82 up to 2.92 experimental (I suspect it never worked since 2.80)\nWorked: 2.79\n\nParticle edit behaves like object edit mode, but the UI shows \"Particle Edit\" being active.\n- There is no circle typical for the comb tool around the mouse cursor.\n- No additional key points to select or black hair strands are rendered.\n- Instead of e.g. combing you will move the object around once you drag with the mouse.\nBasically everything except for the UI stays in \"Object Mode\".\n\nEffect On (broken):\n![EffectOn.png](EffectOn.png)\n\nEffect Off (works as expected):\n![EffectOff.png](EffectOff.png)\n\nBased on the default startup:\n1. Go to \"Particle Properties\"\n2. Add a particle system\n3. Set its type to \"Hair\"\n4. Add a second particle system\n5. Set its type to \"Hair\" too\n6. Add a new mesh e.g. \"Plane\"\n7. Go to \"Physics Properties\"\n8. Add \"Cloth\" physics\n9. Select the original \"Cube\" again\n10. Switch mode to \"Particle Edit\"\n\nWays to reverse the effect (make \"Particle Edit\" work properly again):\n- Either: Make a new file and append both objects of the old file\n- Or: Delete one of the particle systems on the \"Cube\" and undo the operation\n\nEven after reversing it you can restore the effect by selecting the \"Plane\" once.\nAt least two particle systems are required for the effect.\n\nThe effect can even be saved and stays the same after loading from the file again.\nThus I was able to create two files one with the effect and one without.\nThe file without the effect is a little bigger in size.\n\n[EffectOn.blend](EffectOn.blend)\n\n[EffectOff.blend](EffectOff.blend)\n\nIt took me a whole day to find the cause and boil it down so far.\nHope it helps and that it can be fixed with the provided info.", "Color picker undo adds step when cursor exist\nRun blender, logging undo events:\n\n```\n blender --log \"bke.undosys.*\" --log-level -1 --log-show-basename\n```\n\n\n\nClick on the object color swatch and move pointer away from the popup.\n\nEven though no changes have been made, an undo step is added.\n\n----\n\nIsn't high priority, reporting so it's not forgotten.", "Particle bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nHair particles in particle edit mode cannot add new particles if emit is set to vertices. When you try to change emit to faces - all previously created particles disappear.\n![image.png](image.png)\n\n[test.blend](test.blend)\n", "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" ]
[ "Undo unavailable for Remove Vertex Group in edit mode\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.01\n\nBroken: version: 2.82 (sub 1)\n\n**Bug description**\nAfter remove a vertex group from a mesh while in edit mode, the undo operator still works, but undo buffer does not seem to contain the remove vertex group operation, so using undo undoes whatever was done *before* the removal of vertex group. On entering object mode, using undo will undo the vertex group removal operation *before* any mesh editing, leading to confusing out-of-order undo operations\n\n**Repro steps:**\nCreate new mesh\nCreate vertex group\nSwitch to edit mode\nMove a vertex to make an obvious visible change\nRemove vertex group\nMove another vertex visibly\nSwitch to object mode\nUse 'undo' operator multiple times\n'undo' operator will undo vertex transforms, and appear to do nothing when it reaches the point in the undo buffer where it ought to undo 'remove vertex group'\nSwitch to object mode\nUse 'undo' operator\nRemoved vertex group is back, and edit mode is active\n\nI won't lay out all of the variations, but for more complicated failure modes with weirder out-of-order undo operations, try:\n\n* move vertex, remove group, move other vertex, switch to object mode, use undo function\n\n* create two vertex groups before entering edit mode, move vertex, delete first vertex group, move another vertex, delete second vertex group, move a third vertex. Enter object mode and use 'undo' operator\n\n\n\n\n\n\n\n[system-info.txt](system-info.txt)", "Vetice group assignments scrambled\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R4 Graphics ATI Technologies Inc. 4.5.13547 Core Profile Context 25.20.15018.12\n\nBroken: version: 2.93.5\n\nwas attempting to delete a shapekey, accidentally deleted a vertice group instead. I press CTRL+Z, this does not undo the deletion of a vertice group, why why does this not undo the deletion of a vertice group? i dont even know which one is now missing. i cannot close the file to recover because i lose 3 hours of work, only option is to rejoin the mesh to the armature. select both mesh and bones CTRL+P empty groups, vertice groups are recovered.... The vertice assignments are shuffled...WHY ARE THE VERTICE ASSIGNMENTS NOW SHUFFLED?????????? teeth are attached to toe bones, legs are attached to finger bones, there are fucking wings attached to the face, WHY ???? WHY???? WHO ALLOWED THIS TO HAPPEN?????? WHO DECIDED TO CHANGE THE VERTICES?????? I JUST WANTED TO RECOVER A VERTICE GROUP!!! CHAOS HAS CONSUMED THEE!!! ALL IS HELL!!! AUTOSAVE WAS 4 HOURS AGO, STATISTICS NUMBERS ARE OFF, CANNOT TRANSFER SHAPEKEYS FROM OLD FILE SUCCESSFULLY. I NOW HAVE TO DELETE ALL VERTICE GROUPS AND REASSIGN OVER 5000 VERTICES TO ARMATURE ALL OVER AGAIN. BECAUSE THE CTRL+Z DOESNT RECOVER DELETED VERTICE GROUPS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\n\n**1 create mesh\n2 create bones\n3 attach vertices to bones\n4 delete vertice group\n5 CTRL+Z\n6 watch as nothing happens\n7 cry in the corner for your god has abandoned you**\n\n" ]
2d Filter game engine not working correctly for stereo view standalone player %%%--- Operating System, Graphics card --- OS X 10.8.5, NVIDIA GeForce GT 650M 1024 MB - Blender version with error, and version that worked --- 2.69.1 r60985 & official 2.68a, ??? - Short description of error --- When using a 2d filter on the camera in the game engine and using stereo mode 'side by side', 'above below' or 'quad buffer' it works fine in the embedded player, but is broken in the stand alone player. - Steps for others to reproduce the error (preferably based on attached .blend file) --- Open attached blend file and 'Start' the standalone player. %%%
[ "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)", "Compositor: Viewport issues when Passepartout is off\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nComposition Mask is \"rendered\" wrongly in the viewport when the camera `Passepartout` is off.\nNote that the Compositor is set to Camera.\n\n\n* Open this file: [zoomed_out.blend](attachment)\n* Notice that the passepartout is disabled in this camera, but the viewport compositor is set to Camera.\n\nCurrent buggy result:\n![image](attachment)\n\nThe mask only matches when the camera has `Passepartout` on:\n![image](attachment)\n\n\nRelated: #111344\n\n", "Z-fighting in wireframe moded\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.90.1\nAlso tested with the latest 2.92 alpha build. Same results.\n\nI experience Z-fighting in wireframe mode when there are overlapping faces.\nWireframe mode should only render edges. Z-fighting indicates that faces are rendered too, but it only happens when they partially overlap.\n\nDuplicate the default cube and move it slightly in one axis, so that faces of the two cubes partially overlap. Switch to wireframe mode and you will see faces flickering where they overlap. You won't see it if the two cubes fully overlap by staying roughly in the same spot.\n\n[wireframe glitch.blend](wireframe_glitch.blend)\n", "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", "Stereoscopic - right side has incorrect render (Eevee)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.93.4\nWorked: unknown\n\nStereoscopic creates an incorrect image for the rendered Right side (Eevee).\nThe right side seems to be a mix of the correct render and a render with low samples (1?). This is clear on the soft shadows and AO.\n ![stereo_left_right.jpg](stereo_left_right.jpg)\nIt can only be resolved by enabling Screen Space Reflections, which isn't always desirable obviously. \n\nOpen attached blend file and render. \nCompare left and right render.\n\n[stereoscopic_rightSide_difference.blend](stereoscopic_rightSide_difference.blend)\n", "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", "Black Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nBlack Artefacts in EEVEE on Transparent BSDF when using Alpha Hashed for Blend mode and Camera Depth Of Field, if Shader Color is not pure white (similar problem with Layer Weight)\n\n**Exact steps for others to reproduce the error**![transp_artifacts.png](transp_artifacts.png)\n- Open attached file (Just a simple box (can be a plane) with Transparent BSDF. Camera' distance or depth of focus influences the result. Attached pictures in Image Editor from a real case).\n- Press F12 to render\n[transprarent_shader_artifacts_with_camera_DOF1.blend](transprarent_shader_artifacts_with_camera_DOF1.blend)\n\n\n", "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", "Render has distortion with stereo, panoramic and motion blur\nOperating system: Linux-5.4.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Ivybridge Mobile Intel Open Source Technology Center 4.2 (Core Profile) Mesa 19.2.6\n\nBroken: version: 2.81 (sub 16)\nWorked: Worked well in GUI mode.\n\nWhen batch render the 3D 360 scene, object with follow path modifier and motion blur enabled, the \"R\" eye image contains distorted object\n\n\n[3D_360.blend](3D_360.blend)\n\n0) Set render engine to \"Cycles\"\n1) set [Stenography] option ON, select [Stereo 3D]\n2) set camera to Panoramic, type Equirectangular\n3) Add object to scene\n4) Add curve to scene (circle for example)\n5) Add constrain [Follow Path]\n6) Add key frames with different offset values to make it move along the path\n7) Enable [Motion Blur] in \"Render properties\"\n8) Save the file and quit blender\n9) Run the rendering in batch mode (for example):\n$ blender -b scene.blend -f 1\n\n10) Examine saved image for _R eye.\n\n![0001_L.png](0001_L.png)\n\n![0001_R.png](0001_R.png)", "Local Camera doesn't allow animation of camera from excluded collection\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\n Local Camera in N-panel not playing camera action, if this camera is in excluded collection. For comparison Cube is parented to rotating Empty from the same excluded collection and it is working fine.\n\n\nIn default scene:\n - Give Camera an animation and put it in a new excluded collection\n - Select this Camera as Local Camera in N-panel\n - Remove Active Camera (or replace with another camera) from Scene Properties tab and play animation -> not working\n - Include collection back and play again -> working ok\n\nIn attached file:\n - Play animation with excluded/included New Collection\n\n[camera_problem.blend](camera_problem.blend)\n", "Tasks after BI removal\n* Code cleanup\n * Preview render code could be simplified, not used old preview.blend** Customdata mask handling still assumes old draw types\n * Move camera matrix code out of Render and into Freestyle, the only user\n * ~~Remove BLENDER_RENDER compat engine, find better system~~\n * Simplify GLSL shader coordinates, originally designed for camera space shading\n\n* Bigger tasks\n * #54696 (Blender Internal displacement baking move to Cycles)\n * [x] #54697 (Vertex color baking for Cycles)\n * #54656 (Cycles/Eevee texture nodes for modifiers, painting and more)", "Regression: Failure to render stereoscopy correctly in background (rendering of curve objects with cycles and motion blur)\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon Vega 8 Graphics (raven, LLVM 15.0.6, DRM 3.47, 5.19.0-41-generic) AMD 4.6 (Core Profile) Mesa 22.2.5\n\nBroken: version: 3.5.1\n\nCaused by b32f5a922f05989ff129c3d266ebbed14b751e2a\n\nIn stereoscopic rendering with cycles curve objects are missing (mesh objects are fine) for the right eye if motion blur is activated. This only occurs in rendering without GUI via command line.\n\nCreate new \"General\" file\nDelete Cube\nAdd Bezier-Curve\nSet Curve Data-Properties: Geometry-Bevel Depth to 0.1 m\n\nRender Properties: Cycles; Motion blur: ON\nOutput Properties: Stereoscopy ON\nSet Framerange from 1 to 1\nsave as \"test.blend\"\n\nRender animation from GUI -> works properly\nCommand line: \n$ blender --background test.blend -a\n\nproduces a frame without the curve for the right eye.\n\nThe bug has similarities to the one reported by @SimeonConzendorf in /blender/blender/issues/70114#issue-38464 several years ago (Version 2.81). The bug seems to have irregularities, I had a similar behaviour in version 3.0.0 where it occured not in every frame in a quite complex scene. But I was not able to reproduce it in a simple way. The uploaded file doesn't reproduce the bug in that version and 3.0.1, but after these in 3.1.0, 3.3.1 and the actual daily build blender-3.6.0-alpha+main.d5fc1b9ba4b8-linux.x86_64-release \n\nI uploaded smaller anaglyph images instead of the separated images for better illustration.\n\n", "snap to face broken with mirror modifier\nOperating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits\n(same behavior on Windows 8.1)\n\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 11)\nAlso broken in 2.80 stable\n\n* open demonstration blend file with no config dir\n* note that snap-to-face (target:closest, affect:move) is already enabled\n* select small cuboidal in lower left\n* G, then X, to move along X, and attempt to snap to broad side of nearby horizontal cuboidal\n* see that the object flashes erratically, alternately assuming its original position, and alternately assuming an incorrectly snapped position\n* if instead the cuboidal we are trying to move is moved a bit first, without snapping, and then we again try to snap to the face, it doesn't flicker any more, but it still snaps incorrectly (and actually still does flicker on the overlapping face but doesn't jump around in position)\n* if the mirror modifier on the cuboidal we are trying to move is disabled, it snaps correctly\n\nStarting position: ![starting_position.png](starting_position.png)\n\nIncorrect snap result: ![result.png](result.png)\n\nCorrectly snapped result: ![desired_result.png](desired_result.png)\n\nDemo blend file: [snapbug.blend](snapbug.blend)", "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", "Transparent Object intersecting shows artefacts in Render, but not in VP preview render\nOperating system: Win10\nGraphics card: GeForce980\n\n\nBroken: 2.93, 2.93, only in Cycles\nNote this was always visible, but there seems to be a change between 0f61b27e93 (where this was a lot less noticable) and then e14894aad2 (which already shows the current behavior).\n\n2 Objects imported from a CAD via .PLY, they intersect slightly. Gave one of them a fully transparent material, it shows up in render in the form of shadows (or dark reflections?) on the other one. Solving the intersection, disabling ray visibility for camera both solves this, but it still feels like a bug.\n\n\nOpen .blend, press render. Move up solid2_solid2, disable its ray visibility or use vp preview render for comparison.\nNormal Render (object is fully transparent)\n![grafik.png](grafik.png)\nobject hidden for camera (still some artefacts)\n![grafik.png](grafik.png)\nobject excluded from render - no artefacts\n![grafik.png](grafik.png)\n\n[OverlapBug.blend](OverlapBug.blend)" ]
[ "2d filter rendering error in side by side stereo\n**Category**: Rendering\n\n\n%%%--- Operating System, Graphics card ---\nwin7, nvidia geforce gtx 570\n\n - Blender version with error, and version that worked ---\n2.68a, no\n\n - Short description of error ---\nI have glsl 2d filter applied in the game engine while side by side stereo is applied. When i run engine embeded, it works. When i run it standalone, it doesn't work well - puts distortion double on left side (eye)\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\nrun game with standalone player. To compare run game with embeded...\n\n%%%" ]
Set Curve Radius does not work with default value Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40 Broken: version: 3.0.0 Alpha Set Curve Radius operator does not set radius unless property is changed from default value. In the video I'm pressing Enter but operator does not work until I change value to something different. [Set curve radius.mp4](Set_curve_radius.mp4) - Create curve. - Change point radius. - Use Set Curve Radius operator, edit the property but keep it at 1 then press enter (should not work). - Change property to another value, then set it back to 1 (should work). This operator should set radius when it is called, not when value is changed. I use it specifically to reset radius to 1, editing the property should not be required.
[ "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", "Scale and rotate using individual origins as the transform pivot point is useless on poly and NURBS spline types\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.1.0 Alpha\n\nWith Bezier curves, using scale resizes the handles for each control point, but with paths and meshes converted into curves does nothing since they don't have handles. It would have been more useful if it used the median point for each isolated spline instead. That is what I expected it would do.", "Sculpt Pivot Position is Reset when Exiting the Sculpt Mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\n\nSculpt Mode has it's own pivot point, which you can set in 4.0 with new shortcut Shift - RMB. But when you exit the sculpt mode and enter again sculpt pivot points resets to object origin point, it is not saved.\n\n1. Enter sculpt mode on Mesh and choose one of the transform tools (Grab, Scale, Rotate)\n2. Set pivot point with Shift RMB\n3. Go to object mode and back to sculpt mode\n\n", "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.", "Angle input fields fail to accept units when scene rotation units are set to radians\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nAngle input fields usually accept rotation units as 'd' for degrees and 'r' for radians after the entered number, however when scene rotation units are changed to radians in the scene properties, this functionality stops working. Blender reports an error when units are entered: \n\n\n> Error evaluating number, see Info editor for details: File \"<string>\", line 1\n> 2d\n> ^\n> SyntaxError: unexpected EOF while parsing\n> \n\n\n\n\n\n\n1. Open new scene and change rotation units to radians in the Properties Editor, Scene tab, Units section. \n2. Type some number followed by 'd' for degrees in any rotation input filed.\n\n\n", "Resetting default value does not work in popovers or menus\nOperating system: Windows 10, 64 bits, \nGraphics card: Nvidia GTX 1080 8 gb, Nvidia GTX1070 8 gb\n\nBroken:\nblender-2.81.0-git.ce2368cf69f5-windows64\n\nWorked: (optional)\n\nResetting options in the context menu (right click) of things like brush stroke strength, Autosmooth, plane offset and other parameters does not work at all, but does work through active Tool side panes and top bar. Probably it should work everywhere? If I'm working full screen I would want to be able to reset it in the context menu with my stylus as I sculpt.\n\n![image.png](image.png)\n\n1 Create any mesh\n2 Enable Sculpt mode\n3 Select any brush\n4 Right click to invoke context menu\n5 Try resetting any of the parameter to default values\n", "Lights with radius 0 produce a dark ring in EEVEE\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: blender-2.91.0-02677ec4e0fa-windows64\n\nIn EEVEE, objects with certain roughness values have a ring inside the specular highlight in which there is no light, when the light source has a radius of 0. Changing the radius to have a higher value makes the ring go away. Setting the value to near zero values such as 0.002 will still have the ring, but smaller. Both distributions GGX and Multiscatter GGX have the problem. Only the lights with a radius parameter have the ring (point and spot lights). Area lights use a size parameter and behave differently, so they do not have this issue. Sun lights have an angle parameter instead, and the fact that they are treated as having an infinite distance may also play a role.\n\n![specular_ring.png](specular_ring.png)\n[specular_ring.blend](specular_ring.blend)\nOpen blend file\nSet mode to rendered view\nNotice a dark ring around the specular highlight\nChange radius to value over 0.005\nThe ring goes away", "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", "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", "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", "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.", "\"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", "Select next active fails in some cases (default cylinder, cube)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 3.1.2\n\nWhen adding object: circle or cylinder, when selecting vertices, it does not select the next vertex at command: shif + ctrl + (+).\nif I select several vertices manually and give the command: shift + ctrl + (-) deselect, it works perfectly.\n\nany other option works, works well with other objects, sphere, monkey sesame, the circle object works if you select two consecutive vertices, if you select one vertex yes one no, it no longer works. .]\n\n- add cylinder object\n- Edit mode\n- Select 2 vertices then {key shift ctrl +}\n![Screenshot (1014).png](Screenshot__1014_.png)\n[2022-05-24 19-58-17.mp4](2022-05-24_19-58-17.mp4)", "Grease pencil set origin fails then object has transforms\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.78.01\n\nBroken: version: 3.4.1\n\nGrease pencil set origin fails then object has transforms\n\nCheck blend file:\n\n[GP test.blend](attachment)\n\n1 case: select left object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move aside like if rotation is cleared.\n\n![Peek 2023-03-01 01-22.gif](attachment)\n\n2 case: select central object, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object like if scale is cleared.\n\n![Peek 2023-03-01 01-23.gif](attachment)\n\n3 case: Select all 3 objects, press W -> Set Origin -> Origin to Geometry.\n\nOrigin will move to object as intended, but geometry data moves itself.\n\n![Peek 2023-03-01 01-25.gif](attachment)\n\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." ]
[ "Regression: Set curve radius does 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\nBroken: version: 3.0.0 Alpha\nWorked: 2.93.1 (but…)\nCaused by eb06ccc324\n\nExpected: works after pressing {key Enter} (applying existing value), works after entering value and pressing {key Enter}\n[2021-07-23_05-26-16.mp4](2021-07-23_05-26-16.mp4)\n\n- Open attached .blend file\n- Go to edit mode\n- Press {key F3} to enter the operator search box and search for \"Set Curve Radius\"\n- Without changing the default value (1.0) click on the field and confirm with {key Enter}.\nThe radius of each point on the curve should be 1.0, but nothing has changed.\n[untitled.blend](untitled.blend)\n" ]
Bevel Modifiers limit method "Vertex Group" does not recognize group values below 0.5 Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14 Broken: version: 2.91.0 Worked: unknown Basically if your vertex group "Group" is assigned at value 0.49 or lower the modifier does nothing. Values at 0.5 or above will be beveled as 1.0. So it seems to round up and down / true or false. ![BevelModifierVertexWeightBug.jpg](BevelModifierVertexWeightBug.jpg) I am not sure if this is intended, but wouldnt it make more sense to use the Vertex Groups assigned values to control the Bevel width as well? The Solidify Modifier works like this, for comparison. This allows to handle different bevel widths similar to the Edge Data variant (Weight). Sometimes I use two or more Bevel layers with different profiles for example. Since there is only one Edge Data available the vertex group method is the next best thing and such a feature would be very handy to avoid making more modifiers and vertex groups for control. [BevelModifierVertexWeightBug.blend](BevelModifierVertexWeightBug.blend)
[ "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", "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)", "Wrong UV after Vertex Slide or moving mesh with Correct Face Attributes\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 535.98\n\nBroken: version: 3.5.1\nWorked: unknown\n\nAfter Vertex Slide with \"Correct UV\" checked, or after moving mesh with \"Correct Face Attributes\" UV mapping is wrong. Vertices in UV get split and wrongly offset.\n\n\nExample 1\n1) Open attached Blend file\n[wrong_uv.blend](attachment)\n2) Locate objects plane01_small and plane01_larger. They are identical models with the same UVs. Just one is slightly smaller and one larger and they have different position.\n![image](attachment)\n3) Now we will be vertex sliding this vertex to the diagonal one with snapping on vertex on (see picture) with \"Correct UV\" checked. See that the larger model has UV correct, but the smaller one has wrong UV after the vertex slide\n![image](attachment)\n4) now go back (Undo) and lets try grab/move with snapping instead of vertex slide. Be sure to have checked ON \"Correct Face Attributes\" and \"Keep Connected\" in Tool Settings/Option - see picture. Now UVs are wrong in both cases\n![image](attachment)\n\nExample 2:\n1) Lets look at plane02_01 and plane02_02. They are totally identical duplicated objects (not instances) just with different position.\n![image](attachment)\n2) Vertex slide works OK in both cases here, so lets try Grab/move with vertex snapping and \"Correct Face Attributes\" + \"Keep Connected\" ON again. Here result UVs are OK in case of plane01_02 but wrong in case of plane01_01\n![image](attachment)\n\n", "Mesh calc_smooth_groups(use_bitflags=True) issue\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2070S\n\nBroken: 3.0.0\nWorked: \n\nIf use_bitflags is True calc_smooth_groups returns only 1 smoothing group for opposingly facing faces when they share a vertex, see attachment. \n[flip.blend](flip.blend)\nIf use_bitflags is False calc_smooth_groups returns 2 smoothing groups in this case which is fine.\nIf use_bitflags is True and the 2 faces share an edge it returns 2 smoothing groups which is also fine.\n\nbpy.data.collections- [x].objects- [x].to_mesh().calc_smooth_groups(use_bitflags=True)\nreturns ((1, 1), 1) instead of ((1,2), 2)", "Curve Deform Node\nNOTE: The design below is outdated. A curve deform node should be a field node now, with a vector input and output, and a curve input. Arguably it should just be a node group too.\n\n\n| {[F10152887](image.png) size=full}| {[F10152878](image.png) size=full} | {[F10152882](image.png) size=full} |\n| -- | -- | -- |\n\n\nThis is task is for a port of the \"Curve\" modifier to a node.\n{[F10150643](image.png), size=50%}\n\n\n**Details**\n* Any geometry component with a position attribute is supported by this node.\n* Only the first spline of the curve is used for deformation.\n* Two input modes modes are available. \n**The position mode uses point positions for the curve parameters.*** The position input is provided for convenience. In most common cases, a single axis of the position is used as a parameter for the curve.\n***The position is mapped to the curve based on length. So \"x=5m\" means, transform by traveling 5m along the spline. This is how the modifier works.** The attribute input mode uses any float attribute between zero and one, as a factor along the length of the curve.\n** For convenience, a \"Float\" option is available for the attribute when the whole geometry should have the same parameter.\n* Extrapolation should be handled by a separate node that can extrapolate a spline.\n \n\n**Further Questions**\n* Is an \"influence\" attribute input really necessary? The same thing could be achieved by mixing a copied position attribute before starting the operation.\n** The answer to this question will apply to other operations as well.\n* Which of the three \"Curve Deform\" settings are necessary in this node? \"Use Radius\" is likely not necessary, the attribute could just be filled beforehand.\n\n**Related Nodes**\n* A \"Curve Sample\" node could do a similar operation, but instead of deforming positions, it would sample an attribute along the length of a curve based on the same mapping controls.\n** This could be useful to have more flexible control of attributes with curves.\n\n\n**Implementation**\nThe implementation should be straightforward. Sampling arbitrary points along the curve is an natural extension of the uniform sampling that is already implemented.\nCurve parameters should be sorted before, and then changed into evaluated point indices and factors.\nThen, interpolation between the transform of neighboring evaluated points should be quite simple.\n", "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", "Weight gradient tool auto normalizes over locked groups\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.36 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Alpha\n\nWhen gradient painting over a group, the auto normalization affects other groups that are locked.\n\n[Weight Gradient Normalize.blend](attachment)\n1. Notice the weighing of the **Bone 1** vertex group.\n![image](attachment)\n2. Select the **Bone 2** vertex group.\n3. Drag over the model to gradient paint.\n![image](attachment)\n4. Select **Bone 1** again.\n**Bone 1** has been auto normalized even when it's locked\n![image](attachment)", "Drag-to-toggle visible/selectable/renderable in the Group view.\nWindows 64\n\nBroken: 2.70a\n\nThe drag-to-toggle visible/selectable/renderable in the Outliner does not work in the Groups view.\n", "Weight paint Auto Normalize not working when Armature modifier is disabled for viewport\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 474.30\n\nBroken: version: 3.6.1\n\nAuto normalize in weight painting mode is broken when the armature modifier is disabled for the viewport. \n\n- Open attached .blend file or\n - Create a basic rig. Can just be 3 bones.\n - Throw a mesh over the rig and parent with auto weights.\n- Select a single vertex group (Group 1) and weight paint all vertices of object to be fully weighted (fully red).\n- In the tools tab within the N menu of the 3D view go to Options and enable Auto Normal.\n- Select next vertex group (Group 2) of next bone and paint a few vertices.\n- Select previous vertex group (Group 1) that we painted fully red. The vertices that we painted in Group 2 will now be subtracted from Group 1.\n- Now, disable the armature modifier for the viewport.\n- Select the last vertex group for the last bone (Group 3) and paint a few vertices.\n\nYou will now notice when selecting Group 1 that Group 3's vertices are not subtracted from Group 1 as with Group 2.\nThis is not normal and is most likely a bug relating to the modifier.\n\n", "Removal of an attribute with same name as Vertex Group removes the Vertex Group instead of the Attribute\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: 3.4.0 (Also 3.5 Alpha hash: `50c7eb14f455`)\nWorked: Never, 3.3 both the attribute and vertex group are removed\n\nWhen removing an attribute that has the same name as an existing vertex group using either the UI button or the Python API the vertex group is removed instead of the attribute\n\n1. Open Blender\n2. Add an attribute named 'Group' to the default cube\n3. Add a vertex group (automatically name 'Group')\n4. Remove the attribute named 'Group' using either the - button or the following API command `C.object.data.attributes.remove(C.object.data.attributes['Group'])`\n5. The vertex group is removed instead of the attribute\n\nIn 3.3 LTS both the attribute and vertex group are removed when trying to remove the attribute.\n\n[removal_of_attributes_vg_bug.webm](removal_of_attributes_vg_bug.webm)", "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)", "unwanted uv-gap created by bevel modifier\nOperating system and graphics card\nwindows 7\nNVIDIA GeForce GTX 660\n\nBroken: 3d243eb\nWorked: same error on offical release 2.78\n\nbevel modifier (bevel by weight) creates an unwanted UV-gap at a vertex with 5 edges connected. 2 edges has bevel weight. Error visible if bevel modifier is applied of if subdiv modifier is active. The UV-gap disappears if 4 out of 5 edges has a 90 degree angle to one another.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nHard to explain how to model. Easiest for you is to open the .blend and test it. I put a shape key on the \"error mesh\". Turn the shapekey on/off to show the error.[bevel modifier error.blend](bevel_modifier_error.blend)", "Particles: texture density vs density vertex group [very different result]\n\nOperating system: Windows 10 \nGraphics card:2060 Super \n\nBroken: 2.92\nWorked: 2.92\n\nHello developers! I student and texture particle density not working properly. It should work like “vertex group (destiny)”. Sample:\n![2.png](2.png)\n\n[desinty.blend](desinty.blend)\n", "Copy Datablock button has different behaviour in Graph as Modifier\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.3.0\n\nThe button to duplicate the current node tree works as such in the node graph but on the modifier, it creates a new node tree.\nIn other areas of Blender (eg materials) the same button duplicates current datablock.\n![image.png](image.png)\n![image.png](image.png)\n\nAdd a new geometry node tree\nAdd a node\nClick the Copy Node group button in graph and see graph is duplicated\nClick the Copy Node group button in modifier and see graph is replaced\n[2022-09-15 11-14-53.mp4](2022-09-15_11-14-53.mp4)\n", "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" ]
[ "Bevel modifier with vertex group limit method is not working\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: 2.71 - 2.92.0\nWorked: version: 2.70 before 2a8f6e2f\n\nIn the 2.79 Release you can change the weight of the vertex group getting diferent bevel´s results.\nThanks and Kind Regards.\n\nI left this easy example when you can check that since 2.8xx release this parameter is broken.\nOnly I can get to have activated or no the bevel.\n[bevel_example.blend](bevel_example.blend)\n\n" ]
Resetting / Unsetting Editor Type to default value closes blender with no error / option to recover session Operating system: Windows 10 Graphics card: GTX 1080 Broken: 2.8, hash 191b8951f7af Resetting or Unsetting Editor Type to default value closes blender immediately with no error. Right mouse click the editor picking menu button (bottom left corner, above the timeline, left of the playback button), pick either Reset to default value or Unset, it will close Blender immediatley, causing all work to be lost.
[ "Panel order is not saved when preferences window closes\nWindows 10, GTX 1660\n\nversion: 2.83 (sub 7), branch: master (modified), commit date: 2020-03-10 07:58, hash: 1aa7c4c28a06, type: \nbuild date: 2020-03-10, 08:52:15\n\nWithin the Preferences Editor, you can change the ordering of various sections but the changes are not retained when you close the Preferences Editor.", "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", "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)", "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.", "Blender 3.2 crashes on opening a specific file\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: 3.2.0\nWorked: unknown\n\n**problem**\nBlender immediately crashes when opening the file steam_engine.blend\n\nThe latest object I was working on, was UV-unwrapping a mesh which I think I called 'greenthingy' or something like that. There was no crash prior to re-opening the file. I attach the file (hope it's not too big and apologies for the mess...). crash report and system_info.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[steam_engine.crash.txt](steam_engine.crash.txt)\n\n**Steps for others to reproduce the error**\n[steam_engine.blend](steam_engine.blend)\n[#99105.blend](T99105.blend)\n\nAfter opening `steam_engine.blend` file Blender crashes. \n`#99105.blend` is same file as `steam_engine.blend`, but material preview panel has beeen collapsed. This file does not crash. Interestingly it does not crash even when panel is re-opened. Tested with GPU and CPU\n", "Crash when renaming a world in a timer and dragging a world in the asset browser\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.4.0 Alpha\nWorked: Don't know, tested back to 3.1, and still got the crash\n\nWhen a python timer renames a world, and the user is dragging a world *from another file* in the asset browser, blender will crash. (doesn't happen if the world is from the current file)\n\nI also tested this on materials, and it didn't cause a crash, so I assume that it's limited to just worlds.\n\n[world renaming crash.blend](world_renaming_crash.blend)\n* Open the attached blend file, and run the script in the text editor.\n* That will start a timer that will run once a second for ten seconds, and will rename a world data-block each time.\n* During those ten seconds, in the asset browser window, start dragging a world asset that originates from another file.\n* Blender should crash.\n\n[2022-10-23 15-49-18.mp4](2022-10-23_15-49-18.mp4)\n\nThanks a lot!", "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)", "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.", "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", "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", "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", "Action Editor Name/Title field causing crashes, which further causes total loss of all stashed action data.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nWorked: Never\n\nThis is happening in a very specific file (I have similar files with similar models, which this does NOT happen for) - I have 2 monitors: one has a window for the layout & timeline, and the other monitor has a single, docked window for the Action editor, the graph editor, and NLA editor. So in the ACTION editor, I try to set a name in the in the title field for a new action (to be \"stashed\" for later use) - and the moment I hit enter or click out of the field, Blender crashes immediately. I don't even have to change the default name for this to occur. This happened a dozen or so times, and somewhere in that series of crashes, all the actions I had made and \"stashed\" were deleted from the file entirely, and as far as I can tell, are completely lost. Upon closing the docked windows, and again separating windows from within the blender window on my MAIN monitor, opening up the action editor again and going through the same process, this problem does NOT persist. So the crashing can be addressed with work-arounds, but the total loss of the existing action data is a big concern, as I cannot predict when this issue will happen again. See videos linked in the google drive file below. (Honestly not sure if the google drive file will replicate this issue, but I redownloaded it from google drive, and it opened the graph/nla/action editor in a separate docked window, and the bug persists - so it SHOULD be repeatable on your end too). In any event, the dumping of stashed action data I believe is the biggest issue to address here, since the crash problem can be worked around, although the crashing in and of itself is obviously a concern, since it seems to have been the cause of the loss of action data.\n\nIn the below Gdrive folder there are: 2 videos, 2 images, and the original .blend file that this problem persists within.\n\n1Gi62lbXBRlkQxFB2m7E5t5pjkqeQQrPY?usp=share_link\n\n[#104293.blend](T104293.blend)\n- Open file\n- In window with action editor, rename the action\n\nBlender should crash.\nIt doesn't crash if asset browser window is activated or if file is saved to different location.\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", "lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n", "Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n" ]
[ "Crash Resetting / Unsetting Editor Type to default value\nOperating system: Ubuntu 18.04 Bionic\nKernel: 4.15.0-39-lowlatency\nGraphics card:Radeon RX 560\nMemory 12GB\nAMD Ryzen 5 1400 Quad-Core Processor\n\n2.80 Beta Downloaded 11/29/2018\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\nAfter clicking Unset Blender shuts down /closes/goes away\nRight click on hierarchy icon and select \"unset\" closes out blender\nBased on the default startup or an attached .blend file (as simple as possible).\n" ]
Blender incorrectly allows 2 or more faces to share all same vertices Operating system: Windows 7, 8, 9, 10, 11 Graphics card: NVIDIA GeForce GTX TITAN Broken: 3.4/3.5 Worked: Never worked Blender allows for 2 or more faces to share exactly all vertices. They should have essentially merged into 1 face. But if you try to dissolve one vertex on a plane of 4 vertices, then it deletes the other face and becomes a one-faced triangle. So one of these 2 scenarios is a bug; either (1) Don't allow the 2 or more faces to co-exist or (2) Do not merge all faces into one when dissolving one vertex. More information here is-having-2-faces-with-all-shared-vertices-a-bug-or-valid-geometry You can easily reproduce this scenario by regular blender operations: 1.) Create a plane and go into Edit Mode 2.) Select a triangular part by selecting 3 vertices and pressing `F` 3.) Select the opposite triangle part by selecting another 3 vertices on the opposite side 4.) Press `A` and `X` *> Limited Dissolve* 5.) Notice that you have 2 faces now. 6.) Repeat this procedure and you can have as many faces as you like all sharing exactly the same 4 vertices ![image.png](image.png) ![infinite.gif](infinite.gif) Then try to dissolve one vertex with `X` *> Dissolve Vertex*. One face gets deleted.
[ "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).", "Meshes with the remesh modifier disappear when they are edited at the same time\n**System Information** :\nOperating system :Windows10, CPU:3950X\nDisplayCard: RTX4000\n\n **Blender version**: \nBlender:2.92\n\nWhen editing multiple objects in edit mode, if you edit more than one at the same time, some modifiers (such as remesh) cause the meshes to disappear.\n[2021-04-13 07-02-23.mp4](2021-04-13_07-02-23.mp4)\n\n- Open attached file\n- In edit mode select the face of an object\n- Scale (modifier updates correctly)\n- Deselect all and select the face of the other object\n- Scale (modifier updates correctly)\n- Select both faces\n- Scale (Meshes disappear)\n\n[UNTD_SIMPLIFIED.blend](UNTD_SIMPLIFIED.blend)\n\n---\n**Original description:**\n\nI added a lot of modifiers to these two objects.\n\nSelect one. Edit mode scale is fine. \n\nSelect two edit modes scale will disappear\n\nTest file : \n[UNTD.blend](UNTD.blend)", "Stitch tool only works on separate islands\nHello,\n\nIn my opinion the biggest issue with UVs in blender right now is the stitch tool.\n\nIn its current state you are unable to stitch edges that belong to the same UV island. It will only function if you are stitching two different UV islands together. \n\nThe only way to sew edges together that belong to the same island is to either change your seams and unfold the UV island again or manually go through each UV point and merge them one by one.\n\nI propose that we have full control over the stitch tool and remove this limitation. If the selected edges have the capability to be stitched, the tool should function as expected regardless if the selected edges belong to the same UV island or not.\n\nThanks to the Devs for all your efforts.\n\n", "Toggling mesh symmetry (X, Y or Z) by shortcut doesn't refresh its icons\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.0.0\n\nIf I assign a shortcut to enable symmetry on X axis in the tool settings > symmetry, symmetry works when sculpting and the X icon turn on/off accordingly.\nThe full path is bpy.data.meshes[\"Cube.001\"].use_mirror_x.\nIf I assign a shortcut to enable symmetry on X axis in the viewport, symmetry works when sculpting, but the X icon turn on/off only when mouse leave the viewport, like it needs a refresh.\nThe full path is bpy.data.objects[\"Cube.001\"].use_mesh_mirror_x\n\nOther than that it seems the two icons don't talk each other on the fly: if I turn off X in viewport, X in settings is still on and it will be off only when mouse goes over it.\nIf it's not fixable, my suggestion is to take down the three XYZ icons in viewport and just leave the butterfly icon with the actual drop down menu, in my opinion it's more important seeing there's the \"ghost brush\" on the other side, rather than having a not working icon or substitute them with the three icons from settings.\nThank you\n\n- with the default Cube go to Edit, Paint or Sculpt mode\n- Assign a shortcut to one of the mesh symmetry axis\n- press the shortcut\nSymmetry is enabled but the icon doesn't show it.\n", "Graph Editor: Automatic Colours can be confusing\nProblem: when there are many curves, the mapping from X/Y/Z/W to colour is inconsistent. For example, the same hue can be used for X in one bone and Y in another.\n\n**Proposal**: No concrete proposal yet, apart from the desire to have consistent X/Y/Z/W colours. The colour generator code could be altered to always produce the same hue for the same RNA `array_index`, for example, or use `array_index/array_length`.\n", "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?", "Edge Slide: Vertices leave path when using with Mirror Modifier's Clipping Option\nOperating system: Linux-5.8.14-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.28\n\nBroken: version: 2.91.0 Beta\nSame in Stable Release. (And with Factory Settings.)\n\nWhen edge sliding, vertices diverge from their path as they hit the clipping point. (See the short video)\nI would expect the vertices to just stop at the intersection point. Otherwise it is not possible join the vertices while maintaining the angle of the edges. (Not without a lengthy workaround at least.) \n\n[Peek 2020-10-23 15-40.mp4](Peek_2020-10-23_15-40.mp4)\n\n1. Set up one or multiple edges which aren't parallel to the mirror Axis.\n2. Add a Mirror Modifier and enable Clipping.\n3. Edge Slide the edges into the clipping plane. ", "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", "Generative modifiers (solidify, mirror) draw face normals from original face (wrong direction)\n@Baszczer information\nOperating system: Ubuntu 20.04\nGraphics card: Radeon Pro WX 7100\n\n@Alaska information\nOperating system: Linux-5.4.0-7629-generic-x86_64-with-debian-bullseye\nGraphics card: GTX 1050Ti 440.82\n\nBroken: 2.83 (2020-05-26 22:42) `f772a4b8fa`, 2.90 (2020-05-26 20:02) `eb5422828a`\nWorked: 2.82a\n\n**Short description of error:**\nThe viewpoint overlay for displaying faces normals in edit mode for faces that are part of a solidify modifier will always point in the direction of the face normal being solidified with Blender 2.83 and 2.90.\n\n![blend_2_82a.png](blend_2_82a.png)\n2.82a\n\n![blend_2_90.png](blend_2_90.png)\n2.83/2.90\n\n**Exact steps for others to reproduce the error:**\n1. Open Blender.\n2. Add a plane.\n3. Give the plane a solidify modifier.\n4. In the modifier panel, enable the \"On cage\" option for the solidify modifier.\n5. Enter edit mode on the plane. \n6. In the viewport overlays enable the \"Display normals\" option for faces. \n\n[#77090 - Solidify Normals.blend](T77090_-_Solidify_Normals.blend)\n\nIn 2.82a, this will be have as expected. The normal lines will be perpendicular to the faces of the solidifies plane. In 2.83, all the normal lines align with the normal line of the face being solidified.\n\nVideo because I feel like I'm having a hard time explaining this in words:\n[2020-05-27 22-55-31.mp4](2020-05-27_22-55-31.mp4)", "Mesh Mirror Node\n{[F9914997](mirror.png) size=500}\n\n**Changes and simplifications in comparison to the modifier:**\n\n1. It reflects on an arbitrary plane which is defined by position and rotation.\n\n2. It shows a gizmo that visualizes the reflection plane.\n\n3. Merge by distance operation can be done by a separate node.\n\n**Open Questions:**\n\n1. Will we handle UV data in this node or a separate one?\n\n2. How to handle the Bisect option. Having Bisect as separate node makes sense, but to use it in combination with the mirror node would require to some effort to get them lined up correctly e.g. using at least the same plane for both nodes.", "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", "Wrong UV after Vertex Slide or moving mesh with Correct Face Attributes\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 535.98\n\nBroken: version: 3.5.1\nWorked: unknown\n\nAfter Vertex Slide with \"Correct UV\" checked, or after moving mesh with \"Correct Face Attributes\" UV mapping is wrong. Vertices in UV get split and wrongly offset.\n\n\nExample 1\n1) Open attached Blend file\n[wrong_uv.blend](attachment)\n2) Locate objects plane01_small and plane01_larger. They are identical models with the same UVs. Just one is slightly smaller and one larger and they have different position.\n![image](attachment)\n3) Now we will be vertex sliding this vertex to the diagonal one with snapping on vertex on (see picture) with \"Correct UV\" checked. See that the larger model has UV correct, but the smaller one has wrong UV after the vertex slide\n![image](attachment)\n4) now go back (Undo) and lets try grab/move with snapping instead of vertex slide. Be sure to have checked ON \"Correct Face Attributes\" and \"Keep Connected\" in Tool Settings/Option - see picture. Now UVs are wrong in both cases\n![image](attachment)\n\nExample 2:\n1) Lets look at plane02_01 and plane02_02. They are totally identical duplicated objects (not instances) just with different position.\n![image](attachment)\n2) Vertex slide works OK in both cases here, so lets try Grab/move with vertex snapping and \"Correct Face Attributes\" + \"Keep Connected\" ON again. Here result UVs are OK in case of plane01_02 but wrong in case of plane01_01\n![image](attachment)\n\n", "Make Instances Real doesn't work for geometry instances\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0\n\nWhen I want to make instances real on object that has geometry nodes, blender create duplicate of whole mesh, togather with instances, on each place (point) where single instance mesh should be. I have attached screenshots and test scene that reproduces the bug. \n\nOpen .blend file I sent you, hover with mouse over 4 instaced spheres, and pres ctrl+A... select make instances real. You will see that geometry nodes instances are not created properly (whole geometry is duplicated on each geometry node point).\n\nSimilar thing happens when instancing collections, and trying to make them real - the parent relationship/hiararchy is not working. So there is a bug there also.[geom_nodes_bug.zip](geom_nodes_bug.zip)\n![blend01.jpg](blend01.jpg)\n\n![blend02.jpg](blend02.jpg)\n\n![blend03.jpg](blend03.jpg)", "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)", "Weight paint mode and vertex paint mode share the same brushes\nBroken: b8bb2bb960ac\n\nPretty much what the title says. When you adjust the settings of the Draw brush in the vertex paint mode the same changes apply to the weight paint mode. These are 2 separate modes with their own use cases and settings. They should not share their brushes." ]
[ "Dissolve can create duplicate faces\nOperating system:\nGraphics card:\n\nBroken: 2.81 R970d7ed all the way back to 2.70a\nWorked: likely never\n\nUsing the dissolve tool it's possible to create faces sharing the same boundary edges.\n\n\n**Exact steps for others to reproduce the error (using *Dissolve Vertices*):**\n\n1. In the default scene, edit the cube.\n2. In **vertex** selection mode, select one face (4 vertices).\n3. Still in vertex mode, dissolve using {key Ctrl X}.\n\nYou should be left with a \"plane\" that has 4 vertices, 4 edges, and **2** faces. None of the options for the Dissolve Selection (the ctrl+x) tool seem to help against it. I don't think that any of the built-in clean up helpers can detect these either, at least directly. Select Non-Manifold can be of some small help, if there's some adjacent geometry, but if there isn't (as in this example), it won't select anything.\n\n**Exact steps for others to reproduce the error (using *Limited Dissolve*):**\n\n1. Create a plane and go into Edit Mode\n2. Select a triangular part by selecting 3 vertices and pressing `F`\n3. Select the opposite triangle part by selecting another 3 vertices on the opposite side\n4. Press `A` and `X` *> Limited Dissolve*\n5. Notice that you have 2 faces now.\n6. Repeat this procedure and you can have as many faces as you like all sharing exactly the same 4 vertices\n \n![image.png](image.png)\n\n![infinite.gif](infinite.gif)\n\nThen try to dissolve one vertex with `X` *> Dissolve Vertex*. One face gets deleted.\n" ]
Click and drag toggling in the outliner doesn't work in "Groups" view Windows 7 64 Bits Nvidia gtx 580 Long standing 2.6# bug Click and drag visibility toggling in outliner doesn't work when in "Groups" view - In a scene with several groups do to the outliner - Change the dropdown menu to "Groups" view - Click and drag up or down one of the toggle buttons (Visibility/Selectability/Renderability) Would ideally toggle the visibility of the subsequently hovered groups, but it only seems to work on views other than "Groups"
[ "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", "'Reset to Default Value' sets any property on a node to 0\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn shader editor gamma default is 1 when I do the hover over setting and press backspace to reset the default it goes to 0.0\nSame with hue/saturation/value.. and probably more.\nThe one with hue is pretty annoying as it has specific default settings .\nSame deal with groups - I set the defaults, it doesn't default .. goes to 0\n\n- in any node editor hover over any setting and press backspace to reset to default value.\nIt defaults to 0 instead of 1 or whatever it's default was in shader editor..\n\n", "Sequencer: Can't toggle Channels sidebar when VSE view type is \"Sequencer & Preview\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nversion: 3.2.0\n\nAll in the title.\n\n1) Be in Video Sequencer editor\n2) Switch view type to Sequencer & Preview\n3) Try to toggle Channels sidebar : either with the little arrow (that doesn't show up), or by going to View > Channels (it doesn't toggle the sidebar, its checkbox doesn't get checked)\n\n", "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)", "`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", "Usability issues with old group operators\nBroken: 2.79, 2.8x\n\n\nWhen using linked objects, all the Group commands [Remove From Group / Remove From All Groups / Add Selected To Active Group / Remove Selected From Active Group] except [Create New Group (Ctrl G)], do nothing\n\n\nIn my particular usage, I link a scene from one file into my main scene, afterwards I create a [New scene with Link Objects] from the Linked scene. \n\n [GroupsFail.blend](GroupsFail.blend)\n [GroupsFail-MainScene.blend](GroupsFail-MainScene.blend)\n\nI can Create Groups by selected objects, and I can remove the group from the object in the Object Properties tab but the only way to remove multiple groups is through python script or deleting the group itself.\n\nSince this report is used to more generally handle issues with the old group operators and other reports have already been merged here, will also list these:\n- Ctrl G is placing new collections inside \"Orphan Data\"", "Outliner Sync Selection: Use general update method\nCurrently there is a callback to flag the `wmWindowManager` as needing selection to sync to the outliner `ED_outliner_select_sync_from_object_tag`.\n\nUsing this requires us to explicitly tag on any selection change. See: [D5572: Outliner synced selection refinements](D5572).\n\nWe currently have 2x function calls used when objects have been selected.\n\n```\nDEG_id_tag_update(&scene->id, ID_RECALC_SELECT);\nWM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);\n```\n\nThis task is to solve selection tagging in a more general way. \n\nPossible solutions could be:\n\n- Use the depsgraph tag or notifier to tag the outliner for selection syncing.\n- Add a function that calls `DEG_id_tag_update`, `WM_event_add_notifier` & `ED_outliner_select_sync_from_object_tag` so we don't need to duplicate the same lines of code in many places.\n\n\n----\n\n*Note, object selection is used for the purpose of discussion. Selection of other types may use a similar method.*\n\n", "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", "Viewer Node does not initialize from within Compositor node group\nOperating system: Windows 10 x64\nGraphics card: RTX 8000\n\nBroken: 10/26/2022 build\n\n\nViewer node does not work if used for the very first time inside a compositor node group. Once the user goes back to the top level composite and connects a Viewer Node, it works, and then updates normally when going back into node groups.\n\n**Reproduce from a file**\n\n[viewerNodeNotWorkingInNodeGroup.blend](viewerNodeNotWorkingInNodeGroup.blend)\n\n- Add a viewer node for the Image node output.\n- Notice how the backdrop and the Viewer image doesn't get initialize with the viewer content.\n- Go back to the top level node tree and add a viewer node.\n- Notice how the viewer is initialized.\n- Go back inside the node group.\n- Notice how it updates correctly, so it is only for the first time.\n\n**Reproduce from scratch**\n - New General file\n - Hit 0 and F12 to render one frame of the default cube\n - Change to Composite tab\n - Change top view to Image Editor\n - Pick dropdown and select Viewer Node\n - In compositor panel Shift-A to add a greenscreen image\n - Shift-A to add a Keyer node\n - PIck a green color to key it\n - Add Scale node, set to Fit and Render Size\n - Connect Keyer Image output to Scale node\n - Add Alpha Over node. Connect Render Layers to Alpha Over Background input and Scale node to Foreground input\n - Select Image, Keying, Scale, and Alpha Over nodes. \n - Ctrl-G to Group\n - Make sure Node Wrangler is enabled.\n - Inside the group. select the Image node.\n - Ctrl-Shift-LMB to add a Viewer and connect it\n - Note that Viewer Node display in Image Editor does not update.\n - Press Tab to go up one level.\n - Highlight Render Layers and press Ctrl-Shift-LMB. Now render layer is shown in Viewer Node.\n - Highlight Node Group and press Tab to go in.\n - Now image viewer is working and active.\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", "Sliders not being seamless overlap by sliders UI\nBroken: 3.3.0 from 2.8\nWorked: 2.79 All visibility icons hide behind sliders\n\nIf `bpy.context.space_data.show_sliders = True` and left panel is reduced, visibility eye icon hides under the slider each three rows .\n![image.png](image.png)\n\n- Have more than two keyframes visible in Curves editor (it starts at index 1 and then it repeats its 4 loop).\n- Enable Show Sliders in {nav Graph Editor > View > - [ ] Show Sliders} (`bpy.context.space_data.show_sliders = True`)\n- Decrease the space of the the Source List Panel (Left Panel)\n\n[Sliders_Overlay_Visibility_Icon_Curves_Editor.blend](Sliders_Overlay_Visibility_Icon_Curves_Editor.blend)\n", "Outliner displays non existing Screens.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.3 26.20.13001.18009\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nOutliner displays non existing Screens.\n\nThey exist in default blender workspace, however opening any editor in separate window with Shift and closing that window will create same thing, they wont be removed after saving and reopening file either.\n\n![screen.png](screen.png)\n", "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.", "Annotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.51\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nAnnotation: The d-key for annotation not correctly bind in edit mode when using: knife tool, loopcut tool, polybuild, curso tool\n\n- Go to edit mode try to draw with the d-key down + left mouse drag while one of this tool is selected: knife tool, loopcut tool, polybuild, curso tool \nNotice while drawing ( d-key down + left mouse drag )is broken, erase ( d-key down + right mouse drag) is still working properly.\n", "Eyedropper picker Afected by retopology overlay\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: \n\nBroken: version: 4.0.0 Alpha\n\n\nUsing the Eyedropper Data-Block wouldn't pick visible objects if edit mode and retopology overlay are active\n\n1. Enter edit mode with the default cube.\n2. Activate retopology overlay\n3. Enter in the view tab in the n-panel\n4. Use the Eyedropper Data-Block and you won't be able to pick the object, only if you are at the origin of the object.\n\n" ]
[ "Drag-to-toggle visible/selectable/renderable in the Group view.\nWindows 64\n\nBroken: 2.70a\n\nThe drag-to-toggle visible/selectable/renderable in the Outliner does not work in the Groups view.\n" ]
OpenCL error: CL_INVALID_KERNEL_ARGS in clEnqueueNDRangeKernel() Operating system: Linux-5.8.0-36-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.38.0, 5.8.0-36-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6 Broken: version: 2.92.0 Alpha GPU Kernel compilation fails with that error. Using amdgpu-pro-20.40-1147286-ubuntu-20.04 as 20.45 fails too because Rocm is not supported.
[ "EEVEE: Shader error for incorrect type connected to a AOV Output\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\n\n![image](attachment)\n\n```Cpp\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n 8604 | node_output_aov(vec4_from_Closure(tmp34), node_tree.u36, cons37, tmp38);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n |\n 8622 | node_output_aov(vec4_from_Closure(tmp72), node_tree.u74, cons75, tmp76);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n```\n\n1. Material node tree:\n a. Add `AOV Output`.\n b. Connect `Principled BSDF` to a `AOV Output`.\nSee terminal.\n\n", "3.4.1 Not Displaying GTX 1660 TI\nOperating system: Windows 10 Home 22H2\nGraphics card: GTX 1660 TI\n\nBroken: These versions do not display my GPU under CUDA/OptiX: 3.4.1, 3.4.1, 3.3.4, 3.3.3 and 3.3.2 (I was also getting Python errors when trying to install addons. (This is true whether they are installed or run from the unzipped .rar downloads.\n\nWorked: blender-2.93.15 candidate+v293.400f35914421-windows.amd64-release is the most recent version that works - everything works as it should!\n\n\nI tried uninstalling/installing the latest Nvidia game ready drivers, the studio drivers, the CUDA Toolkit (which asked for me to install Visual Studio, C++, etc... 🤦‍♂️ ), tweaking the registry settings etc... none of these things worked. \n\nOnly using the older version would detect my GPU. A user on the Discord forum asked me to run the GPU debugger in the latest version 3.4.1 and when I open the program that way, my GPU was finally showing! I sent him the error reports (I can post them below) and he said that Blender IS SEEING my GPU, it's just not displaying it for use.\n\n", "HIP binary kernel not found\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon 780M Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nCan't Render with GPU.\nHIP binary kernel for this graphics card compute capability (11.0) not found.\n![error.jpg](attachment)\n\n- Render any file with HIP\n\n", "Greasepencil operators (e.g.bpy.ops.gpencil.stroke_join) fail when running outside the 3Dview\nOperating system: Linux, pop-os 20.04\n\nBroken: 2.91.0 Alpha\n\nbpy.ops.gpencil.stroke_join operator fails ( but returns {'FINISHED'} without error ) when executed from a python script or the build-in python interpreter.\n\nThe operator works fine from the GUI\n[Bug_reproduce.mp4](Bug_reproduce.mp4)", "Error when denoising (Optix) large image\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090, 3060 Driver 522.30\n\nBroken: version: 3.3.1\nWorked: Never (3.0 failed, 2.90 did not start rendering)\n\nDenoising large image will fail and may result in crash.\n\nShortened log:\n```\nIllegal address in CUDA queue synchronize (film_convert_float3 filter_guiding_preprocess)\nE1122 18:16:01.843204 7088 denoiser_optix.cpp:470] Error converting denoising passes to RGB buffer.\nIllegal address in CUDA queue copy_from_device ()\n```\n\n[#102515.blend](T102515.blend)\n\nOpen file and render image.", "Microsoft store: Blender cannot be used in terminal\nWindows 11\n\nBroken: 3.4\nWorked: 3.3\n\n**Short Description**\nEver since blender 3.4 released, I have been unable to use blender in the command line. Running just the command \"blender\" gives error 0xc0000022 and whenever I try to run any actual command like \"blender -b untitled.blend -a\" nothing happens. I have never had any issues like this in versions prior to 3.4. I am running the Microsoft store version.\n\nIssue only happens with blender from Microsoft store\n\n**Steps to Reproduce**\n * Assuming that blender is already in your system path, which it should be by default,\n * open a terminal in absolutely any folder;\n * run absolutely any blender command;\n * for example, run \"blender -E help\"\n\n- - -\n!!For now, workaround is to type \"blender-launcher\" instead of \"blender\" to launch blender from command line (but that won't accept any arguments)!!", "Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x109d2903d (anonymous namespace)::Local::Local() + 29\n1 Blender \t 0x109d28fe9 memory_usage_init + 25\n2 Blender \t 0x109d26f09 MEM_init_memleak_detection + 9\n3 Blender \t 0x101e098c3 main + 227\n4 dyld \t 0x7ff815a5241f start + 1903\n```", "Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)", "AMD Radeon Pro W6800 not detected\nOperating system: Linux-5.4.0-155-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: AMD Radeon PRO W6800 (navi21, LLVM 16.0.3, DRM 3.53, 5.4.0-155-generic) AMD 4.6 (Core Profile) Mesa 23.2.0-devel\n\nBroken: version: 3.6.1\nWorked: None\n\nI have installed HIP, as `libamdhip64.so.5` and `libamdhip64.so` are both present in `/opt/rocm/hip/lib`. This aligns with the `hip_paths[]` array in `hipew.c`. `/opt/rocm/bin/hipconfig --full` reports that my HIP version is `5.6.31061-8c743ae5d`. Games and bench-marking utilities run well, so the card itself must be working. I've also built from source and tried the top two Daily Builds. It simply appears to not be detected.\n\nMenu Bar -> Edit -> Preferences -> System -> Cycles Render Devices -> HIP -> \"No compatible GPUs found for Cycles\"\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)", "CMake: Clang-specific features are handled as Apple-specific\nBroken: 3.6 main branch, `45c1deac4f61af39f586`\n\n**Description of error**\nThere were (addressed in #106675) issues with using AddressSanitizer on Clang-14 / Linux. When looking into this, I saw that there are compiler-specific configurations handled as if they are platform-specific ones. Basically `if (APPLE)` was used where `if (COMPILER_IS_CLANG)` logic would have been appropriate.\n\nThis issue is here to remind us of the per-compilerification of this part of `CMakeLists.txt`.\n", "Vulkan: Better handling of GPU debug when not having vulkan SDK installed.\nBlender libraries only contain a subset of the vulkan SDK. Most important is\nthat validation layers aren't added. These validation layers will be enabled\nwhen starting blender with `--debug-gpu` (or test cases).\n\nIn this case there is an error printed to the console. This should not be an\nerror, but we could add a log line when not found.\n\n", "Decals crash Eevee on AMD graphics card\nOperating system: Linux 6.2.7 Manjaro \nGraphics card: AMD 7900XT\n\nBroken: 3.3LTS, 3.4.1\n\nUsing decals will crash blender in Eevee. cycles works\n\nas an example file please see the .blend that was linked here by the decalmachine creator: 66438\n\nThe issue there is unrelated but the file can serve to show the issue I am having. The moment I switch to rendered view or materials preview blender will crash. I see no error message in console. The log files states just: \n\n```\nbpy.context.space_data.shading.type = 'RENDERED' # Property\nbpy.context.space_data.context = 'RENDER' # Property\nbpy.context.scene.render.engine = 'BLENDER_EEVEE' # Property\n \n```\n\n", "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", "USD: Crash when loading the Intel Moore Lane demo asset (related to Color Attributes)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 528.24\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 4.0.0 Alpha\nWorked: version: 4.0.0 Alpha\n\nCrashes during import of the Intel 4004 Moore Lane asset. Seemingly related to Color Attribute processing though the stack traces for the crash are not related.\n\n- Download the \"4004 Moore Lane v 1.1.0\" asset: 4004-moore-lane/\n- Attempt to import the `USD\\4004MooreLane_III_03_ASWF.usd` file with default settings --> observe crash\n- Attempt to import the same file but with the \"Color Attributes\" option unselected --> works\n\nOddly, the crashing stack occurs inside tbbmalloc and while seemingly dealing with mesh normals...\n```\n...\ntbbmalloc.dll!00007ffd7fa29f4e()\tUnknown\nblender.exe!MEM_lockfree_mallocN_aligned(unsigned __int64 len, unsigned __int64 alignment, const unsigned char * str) Line 310\tC\n[Inline Frame] blender.exe!blender::GuardedAllocator::allocate(unsigned __int64) Line 47\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::allocate(__int64) Line 425\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::get_buffer_for_size(__int64) Line 419\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::{ctor}(__int64) Line 122\tC++\nblender.exe!blender::bke::mesh::mesh_normals_loop_custom_set(blender::Span<blender::VecBase<float,3>> positions, blender::Span<blender::VecBase<int,2>> edges, const blender::offset_indices::OffsetIndices<int> faces, blender::Span<int> corner_verts, blender::Span<int> corner_edges, blender::Span<blender::VecBase<float,3>> vert_normals, blender::Span<blender::VecBase<float,3>> face_normals, const bool * sharp_faces, const bool use_vertices, blender::MutableSpan<blender::VecBase<float,3>> r_custom_loop_normals, blender::MutableSpan<bool> sharp_edges, blender::MutableSpan<blender::VecBase<short,2>> r_clnors_data) Line 1368\tC++\nblender.exe!blender::bke::mesh::mesh_set_custom_normals(Mesh * mesh, float[3] * r_custom_nors, const bool use_vertices) Line 1642\tC++\nblender.exe!blender::io::usd::USDMeshReader::process_normals_face_varying(Mesh * mesh) Line 797\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh_sample(blender::io::usd::ImportSettings * settings, Mesh * mesh, double motionSampleTime, bool new_mesh) Line 853\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh(Mesh * existing_mesh, USDMeshReadParams params, const char * * __formal) Line 1094\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_object_data(Main * bmain, double motionSampleTime) Line 249\tC++\nblender.exe!blender::io::usd::import_startjob(void * customdata, bool * stop, bool * do_update, float * progress) Line 288\tC++\n\n```\n\n" ]
[ "OpenCL error (-52): CL_INVALID_KERNEL_ARGS in clEnqueueNDRangeKernel()\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\n|Graphics card:|AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n| -- | -- |\n||Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: version: 2.90.0\nWorked: \"there were no errors in the previous versions\"\n\nIn specific .blend files I get the error \"OpenCL error (-52):cl_invalid_kernel_args in clEnqueueNDRangeKernel\"\nThis error is only seen when rendering (with F12)\n\n- Open attached file\n- Render\n[anim_wind_particles.blend](anim_wind_particles.blend)\n" ]
The keyboard shortcuts do not work if you change the keyboard input language. macos Catalina 10.15.7 (19H524 Version 2.93.3 (2.93.3 2021-08-18) When I change the keyboard to a different language, the keyboard shortcuts stop working. It exectly with the Russian language. Other languages i not tested. Change keyboard on Russian language. Shortcuts dost-n work. If change from Russian to English - shortcut work well.
[ "Sidebar panel missing a few text theme color properties\nOperating system: Windows 10 \nGraphics card: 1080ti\n\nBroken: 2.93.0\nWorked: ??\n\nThe N-panel sidebar cannot have the same tab highlighting in a user theme as the main top workspace tabs can.\n![region-text.png](region-text.png)\nIt seems that also the regular text falls under the same category.\n\n- Open new General template\n- Open 3D viewport side panel\n- Go to User Preferences > Themes > 3D Viewport > Theme Space\n- Change Region Text property\nTabs and labels will change color, they can't be set independently.", "Mantaflow not caching if path contains characters with accent\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.1.0\n\nIf the cache folder path for Manta FLow contains \"french\" accent character, no sim data is computed.\n\n\n- Create a simple blen file in a folder named \"d:\\Données\\Blender\\2 - Projets Blender\\MyFluidSim\\fluidSim.blend\"\n- Create a simple sphere\n- Choose Object/Quick effect/Quick fluid to create a simple domain\n- Set the cache directory to a subfolder of the .blend file\n# Move forward to the fluid sim... No simulation data create\n\nTo fix it :\n- Just rename \"d:\\**Données**\\Blender\\2 - Projets Blender\\MyFluidSim\\fluidSim.blend\" to \"d:\\**Workspace**\\Blender\\2 - Projets Blender\\MyFluidSim\\fluidSim.blend\"\n- Re-open the same file\n# It works\n\nIf cache folder is relative to .blend file or absolute, it doesn't create data if the path contains any character with accent.\n\nThank you for the great job you are doing\nHave a nice day\n\nDidier\n\n\n\n\n", "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", "Horizontal mouse wheel support for MS-Windows\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nLogitech MX Master 3 horizontal scrollwheel button works in mac os x, but not in windows 10 although both have the same settings in Preferences in Blender and Logitech Options App.\n\n\nSTEPS TO REPRODUCE ISSUE:\n\n1. Rez object, select it and orbit around it in Mac OS High Sierra and Blender 2.81 using MX Master 3.\n2. Do the same, but in Windows 10.\n\nBased on the default startup:\nA. Performance in Mac OS is the expected: when using the horizontal scrollwheel button (thumb button mouse) orbits. Works in a similar way than when Orbit with the Magic Mouse.\n\nB. In Windows 10 the thumb button doesn't work, even when the settings are the same in both computers for Blender and the mouse. \n\nWhy this happens and how can I get to make the thumb button to work in Blender for Windows?\n\n\n\n\n", "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", "Setting/editing keyframes on multiple characters in pose mode doesn't work for Whole Character and Whole Character(selected Bones Only) options.\nOperating system: Windows 10 Home Edition\nGraphics card: GeForce RTX 2080\n\nBroken: 3.1.0 Master Build\nWorked: never\n\nSetting/editing keyframes on multiple characters in pose mode at the same time only affects the Active Character's Keys on certain insert key options.\nIdeally the insert key options work consistently for all selected characters bones.\n\n - Add two character skeletons to a new scene (Shift+a > Armature > single bone)\n - Select the first bone then Shift+Select the second one.\n - Switch to pose mode\n - hit \"a\" to select all. You should have both bones highlighted\n # hit \"i\" to insert a keyframe.\n - # if you choose Whole Character or Whole character \"Selected bones only\" it will only set a key on the bones for the Active Character.\n - # if you choose any other option it sets keys on both characters.\n\n\n\n\n\n\n**Additional comments:**\nIdeally Whole character would key all characters currently in pose mode.\nand Whole Character (Select bones only) would Key any currently selected bones regardless of which character they belong to.\n\nThe current functionality is confusing, if it is intended, the label should read \"Active Character\" and \"Active Character(selected Bones only)\"\n\nHowever when a user chooses to have multiple characters in pose mode it is because they are trying to pose and key them at the same time without having to switch back and forth with every adjustment. So having the ability to key multiple whole characters, or a random selection of bones belonging to multiple characters would be useful.\n\nThat said keying rotation/translation/scale&custom properties gets me what I need so this is not a blocker but it is something that could be improved for clarity as it will frustrate many animators unaware of this inconsistent behavior for the last two options.\nI was relying on \"Whole character\" and \"whole character (Selected bones only)\" to essentially key everything until I had to do multiple characters and I got confused for a while why my animations were looking janky until a dug into it.", "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", "Blender's search in data-blocks is case-sansitive in cyrilic letters\nUbuntu 14.04\n\nBroken: 2.73\n\nSupporting of Utf-8 characters chars in names of objects and data-blocks are not completely done. While searching, uppercase and lowercase letters in the Cyrillic alphabet are considered as different letters. \n\nHere is the test file [casetest.blend](casetest.blend)\n\n![Снимок_экрана_из_2015-01-12_12:14:16.png](Снимок_экрана_из_2015-01-12_12_14_16.png)\n\n![Снимок_экрана_из_2015-01-12_12:14:30.png](Снимок_экрана_из_2015-01-12_12_14_30.png)\n", "pressing z key to switch between extrusion \n intel i5 ,win ,amd radeon \nblender 2.8 \n490a385c8124\n\n\n\n\nThis happens when transform orientation set to Global \nCreate a sphere , select a face and extrude \nBy default it will extrude along the normal , when pressing z it will now extrude along the global but it won't go back to normal when pressing the 'z'key again \n \n\n\n ", "Keymap system refactor\nListing issues with the current key-map system.\n\nKey-Map System\n--------------\n\n\n- Timers should be removed from the key-map, since they are for internal operations.\n- Action-zones should be removed from key-maps.\n\n\n\nUser Interface\n--------------\n\n- The ability to re-order key-map items.\n\n```\nThis is important as key-map items are handled in the order listed, with some items passing on to key-map items defined afterwards. \n```\n\n- Ability to select from existing operators list instead of typing in a string (similar to selecting ID's bones... etc).\n\n- Other features:\n\n - Remove duplicate key-map items.\n - Show invalid key-map items (missing operators, reference to invalid menu items... etc).\n - Disallow assigning invalid/duplicate key-map items when using \"Assign Shortcut\".\n\n\nOpen Topics\n-----------\n\nThese are larger issues which need design work, which this proposal doesn't (yet) handle, and it's not clear exactly how these would be handled.\n\n- Exporting key-maps looses the ability to access key-map preferences.\n- Mapping keys from keyboards which have keys not found on a US/English keyboard.\n- Workflow for editing and maintaining custom key-maps could be looked into & improved.", "Fallback Fonts\nBlender is currently shipping with four font files: variable width and fixed-pitch in small and (larger) \"international\" versions. It is in the plans to [reduce these to just two and use the big international fonts always ](D6854). This would mean that a large proportion of the glyphs of the all the major languages would always be available to all users, regardless of what language is chosen.\n\nAfter we do so it would be great to add two more: fallballback fonts.\n\nThe two fallbacks (variable width and fixed-pitch) would be small font files (less than 50k each) that would be loaded in RAM on startup and would be used to load glyphs that are not found in the main fonts. \n\nThese are needed because we have always allowed users to replace the main fonts (Edit / Preferences / Interface / Text Rendering) with any of their choosing. This might be because they prefer the appearance, or because the font handles their language better. But the danger is that the user will do so and replace the main font with one that does not contain characters needed for Blender to work correctly.\n\nFor example, [Google Noto fonts ](https:*www.google.com/get/noto/) can be found to work very well with almost every known language. However, many of these fonts do not even include the Basic Latin set (A-Z, etc). A user selecting such a font would surely file a bug report which would require someone to examine the font and then report back to the user that the font file is incomplete for the purpose. Not only would this waste time but it is also something the user cannot fix themselves. With a*built-in// **non-replaceable** set of fallback fonts Blender would continue to work correctly no matter what fonts the user selelected.\n\nFollowing are fallback versions of our two fonts, each made from our current versions (and also with Cyrillic corrections in D6960). Each of these contain only the Basic Latin set U+0000 - U+007E plus a minimal number of symbols that we use in the interface or might possibly use.\n\n[fallback.ttf](fallback.ttf)\n\n[fallbackmono.ttf](fallbackmono.ttf)\n\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", "Property Search Improvements\n**Ctrl-Tab Improvement**\nCurrently ctrl-tab doesn't know about which tabs have search results. It should change a little bit:\n* If used while the text field is in focus, keep that focus.\n* Only cycle through tabs with results.\n\n**Fuzzy Search**\n[D9145](D9145) *Needs to be altered to not use per-word comparison, instead compare the entire text block at once.*\n\n**Performance**\nIt's not yet known if search will be a bottleneck for anyone on lower end hardware. At least some efforts should be made to identify any performance issues, and possibly address them. I did some initial profiling. Although I didn't find any major bottleneck, it's possible some things could be looked at.\n![image.png](image.png)\nI tested by maximizing the property editor in a relatively complex file and ctrl-scrolling up and down very quickly, so it should be redrawing as quickly as it can.\n\n![image.png](image.png)\nHere are some interesting items from the \"Bottom up\" results:\n* `__strcmp_avx2`: 5.52%\n** `buttons_context`: 1.15%\n* `UI_panel_begin`: 0.85%\n* `BLI_strcasestr`: 0.617% -- *called from property search only*\n* `panel_add_check`: 0.61%\n* `uiItemFullR`: 0.582%\n\nI think the first thing I would consider is using GHash for `buttons_context.c`, similar to the recent changes in `screen_context`.\n", "Cancel gizmo is still working, even it is deactivated\n2.80\n\nCancel Generic Gizmo Tweak is still working even you delete this event or deactivate it.\n\n![image.png](image.png)\n\nBtw. I can not even found \"Generic Gizmo *\" in the hotkey list. Just with search function. Is it listed?\n\n", "After swapping the basis shape key to another one, the former basis key still affects the new one\n2.91.0\n\nWhat I try to do: I would like to make a later created shape key the basis one. \nI can do it with moving it to the top, and setting the former basis key's \"Relative To\" setting to this new basis one.\nIt works as expected until I'd like to make further changes in the old basis key (now just a regular shape key)\nIt affects the current basis, where - by definition - there's no \"relative to\" setting, so it shouldn't be affected by anything.\n\nI noticed that it does work as expected if I'm using the \"shape key in edit mode\" option - BUT it only behaves well until I come back to object mode. Then the new basis key instantaneously gets all the modifications I just made on the old basis.\n\nThe steps are below on an image with descriptions, but I attached the blend file too. Just change the shape key called \"starting basis\" and check what happens with the real basis one.\n\n![shapekeybug.png](shapekeybug.png)\n[shapekey_error.blend](shapekey_error.blend)\n\nNote: there was one time when I created a shape key pair where this whole thing worked as intended. But out of (literally) 6 tries, only one worked and I couldn't pinpoint what I did differently in that case." ]
[ "All symbols keys and keyboard shortcuts doesn't work on Russian language\nOperating system: macOS Catalina 10.15.7 (seems to be observed in other systems)\nGraphics card: Intel Iris Graphics 6100 1536 mb\n\nBroken: 2.90.1\n\nAll symbols keys and keyboard shortcuts doesn't work on Russian language\n\n1. switch to Russian language in the system (keyboard layout)\n2. press any symbols keys (E,S,G,V,M for example) or shortcuts with them (ctrl+c, ctrl+v for example).\n3. Blender ignores these pressed buttons\n\n However separately keys (ctrl,alt,shift) still work in Russian language." ]
Blender crashes when using sculpt mode Pose Brush Operating system: Windows 10 Graphics card: GTX 1080Ti Broken: v2.82 Beta, 2020-01-20 22:06 Blender exits to desktop after hovering over mesh with Pose Brush - load attached sculpt crash4.blend file{[F8295256](sculpt_crash4.blend)} - select Pose Brush - hover over the object - crash
[ "Blender crash in bmesh.to_mesh() while using it to modify weights\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\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\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", "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", "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", "Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "The 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", "Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n", "Regression: Damaged normals in sculpting with Multires modifier\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nWhen sculpting, sometimes breaks normals. Switching between modes fixes this.\n| Edited sculpture | Object mode |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Open attached file.\n2. Go to Sculpt mode.\n3. Do something.\nLook at the fact that in some places the normals are damaged.", "Using Sculpt Collision clips some of the hair curves in Rendered viewport shading\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Alpha\n\nEnabling the new Sculpt Collision, combing some hair and then switching to render mode clips parts of the hair.\n![Screenshot_2.png](attachment)\n\n- Open attached file\n- Select CUDA device\n- Disable cage opacity property\n- Enable viewport rendering and comb curve hairs\n[Add hair curves, add some hair, activate Sclupt Collisions, comb the hair, hit render viewport shading]\n[attached .blend file (as simple as possible)]\n\n", "Sculpt mode -> Curve Stroke causes Undo to behave differently\nOperating system: Windows 10 x64\nGraphics card: Nvidia 980 GTX\n\nBroken: v 2.82 Alpha, 10-12-2019\n\nIf Brush stroke is set to Curve and some sculpt detail is added (Ctrl + Left Click), (Ctrl + Z) or Undo does not work. Instead of Undo for the sculpt detail, the curve control points are removed.\n\n1. Start with default cube and add Multi-Res modifier, subdivide a couple of times.\n2. Go to sculpt mode and with the SculptDraw brush set the stroke to Curve.\n3. Draw a curve using (Ctrl + Right Click) to add some control points.\n4. Add sculpt details using Ctrl + Left Click. \n5. Press Ctrl + Z. Instead of removing the details the control points of the curve will be removed first. \n6. Press Ctrl + Z repeatedly. When the last control point remains then the sculpt detail will be removed.", "Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)", "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)", "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 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)" ]
[ "Pose Brush causing Blender to crash in the latest build\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nPose Brush causing Blender to crash in the latest build\n\nGo into sculpt mode and choose pose brush, it crashes\n\n", "Selecting pose brush (sculpt mode) in given file crashes blender\nOperating system: Linux-4.15.0-66201911071317-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nSelecting pose brush (sculpt mode) in the given file crashes blender.\n\n- open the file (see below) with Blender (version see above)\n- select pose brush\n- crash\n\n[Pissing AT AT.blend](Pissing_AT_AT.blend)\n\n", "Sculpt: Pose Brush Crashes with Vincent scene\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.81\n\nPBlender crashes when trying to use the pose brush on the vincent character from the blender cloud\n\n\n\n- Select the vincent mesh\n- Enter Sculpt mode\n- Chose pose brush\n- Try to pose\n\n[Vincent.blend](Vincent.blend)\n\n" ]
Collection instances shade bad if mirrored Operating system: Linux Mint 19.1 Graphics card: Nvidia Titan X Broken: (example: 2.80, 427c75e4c20b Worked: (2.80, 75f551facaf0) **On 3D view "LookDev" or "Rendered" shading mode, when mirroring an empty, that is instancing a collection, it displays bad/wrong shading.** ![Blender-Bug_MirroredInstances.jpg](Blender-Bug_MirroredInstances.jpg) - Create a new collection and call it "Layer1-Roof" - Create another collection and name it "Layer2-Tile"; - Create a simple tile looking object (a cube will do) and place it on collection named "Layer2-Tile"; - Set the shading to "LookDev" or "Rendered"; - On the"Layer1-Roof" add an Empty; - Select the Empty and, on the "Properties" window, go to "Object" -> "Instancing" -> "Collection" - On the "Collection" chooser box select -> "Layer2-Tile" - Mirror the Empty
[ "Object Info node random output doesn't work properly\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13399 Core Profile Context 0\n\nBroken: version: 3.6.2\nWorked:\n\n**Short description of error and steps for others to reproduce the error**\nI have a scene with many collection instances of a collection containing a car and its wheels. The car has a material on it with its base color being controlled by an object info node's random output:\n[![enter image description here][1]][1]\n\nEverything looks good as long as I am in material preview with the overlays turned off:\n[![enter image description here][2]][2]\n\nBut with the overlays turned on(or sometimes the other way around) or if rendered using the EEVEE render engine, all the cars will have the same color.\n[![enter image description here][3]][3]\n\nHere is the .blend file:\n4whyzTYK#LYLMOGpAT3VvUi4j73Jg63W2p8sG_HRQ8L3E_A107z0\n\n [1]: Api9y.png\n [2]: XZ0Gz.png\n [3]: OeeZJ.jpg\n\n", "FADE INNACTIVE GEOMETRY MODE doesn't work properly with COLLECTION INSTANCES\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.91.0 Alpha\n\nI really like this mode, but it feels likeit not completely done. It's not work with collection instances at all.\nHere is was my expectations and what it looks like currently: \n![FADE INNACTIVE GEOMETRY + COLLECTION INSTANCES.jpg](FADE_INNACTIVE_GEOMETRY___COLLECTION_INSTANCES.jpg)\nAnd even instances from other scenes ignore this mode too. Will be cool if it(instances) will work in stream ideology of this mode\n\n\nOpen this file [FADE INNACTIVE GEOMETRY DOESN'T WORK PROPERLY WITH INSTANCES.blend](FADE_INNACTIVE_GEOMETRY_DOESN_T_WORK_PROPERLY_WITH_INSTANCES.blend) and select (one by one) buttom figures (cone/torus/cube) and after selecting each one - press Tab.\nYou will see that instances ignores this mode\n\n", "Mirror Uv\nThere already exists an operator called Copy Mirrored UV Coords. This could be extended to support the features described below\n\n\n- From +X to -X for example (source can be positive or negative X, Y or Z) \n- Options:\n - By object space\n - By world space\n - By topology \n\n![image](image.png)\n\n**Starting point**\n![image](image.png)\n\n**Desired result**\n![image](image.png)\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.", "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)", "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", "2.8 - Particles in multi-level nested collections not visible\nOperating system: win10x64\nGraphics card: AMD Radeon Pro WX 7100\n\nBroken: 2.80, 54ffc4e19dc4, 2019-02-25\n\n\n\nIn nested collections, objects with particles work only in two levels of nesting. Particles in further levels of nesting seem to ignore collections instancing.\n\n\nRelated file: [particle-instances.blend](particle-instances.blend)\n\n- create cones with hair particles on a collection called **branches** ![image.png](image.png)\n- create a cube on a collection called **tree** ![image.png](image.png)\n- add a collection instance of branches within the collection called **tree** (1st level of nesting of branches) ![image.png](image.png)\n- create a new collection called **trees** and add a few collection instances of tree. \n- for all objects in trees, the particles are visible ( 2nd level of nesting) ![image.png](image.png)\n- create a new collection called **instances** and add a collection instance of trees. Here, the particle settings are not replicated. (3rd level of nesting) ![image.png](image.png).\n- For the sake of testing this further, create a new collection called **instances2** and add a collection instance of instances . Also, here the particle settings are not replicated. (4th level of nesting) ![image.png](image.png)\n\n\nIn collection Instances, only the initial particles are visible and their location seems to be reset based on the initial location\n\n\n", "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", "Objects do not retain View State when turning Collections Off then back On\nOperating system: Linux-5.8.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\n\nIf an object has been hidden within a collection, after turning the collection off and then back on the object becomes visible again. It's \"hidden\" state is not retained.\n\n\n- Drag the cube into a new collection\n- Disable `Hide in viewport (eye button)` option for cube\n- Disable `Exclude from view layer option (checkbox)` for collection.\n- Enable checkbox, now cube is visible (it should not)\n\nResult = the cube is visible, it should remain hidden.\n\nN.B. This does not affect whether the cube is hidden from renders - the render view state is retained.\n\n", "Collections (parent task)\nPossible improvements for collections user interface:\n* G-key group operators in the 3D viewport and object properties should become more clear.\n* Creating a new collection in the outliner could put all the selected objects (and collections?) in it.\n* Shortcut keys to improve usability, as in #54707.", "Sculpting/Painting on invisible objects\nOperating system: Linux-6.5.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 16.0.6, DRM 3.54, 6.5.2-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-b492f73f87)\n\nBroken: version: 4.0.0 Alpha\nWorked: ---\n\nThis is an inconsistency that I noticed when toggling between collections of objects while working on an asset. It's most likely not a regression.\n\nIn edit mode it's impossible to operate on the selection if the object is currently hidden. This is very helpful to prevent mistakes and as feedback that you might be editing the wrong object atm.\n\nWhile in sculpt mode or any of the painting modes this is not the case. If the object is currently hidden while in sculpt or weight paint mode, it is possible to use the brushes on the geometry.\n\nIdeally any operation should be prevented if the object is hidden.\n\n1. Enter edit mode.\n2. Select everything.\n3. Hide the object or collection in the outliner.\n4. Try to move or otherwise edit the selected geometry.\n5. Show the object again (No edits should have happened).\n6. Enter sculpt mode and hid the object/collection again.\n7. Use a brush on the hidden object.\n8. Show the object/collection (See the edits that have been done).\n\n", "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.", "Eevee contact shadows appearing from objects with shadows disabled\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nversion: 3.5.1\n\nIssue:\nObjects in Eevee with the material setting \"Shadow Mode\" set to \"None\" still casts contact shadows.\n\nreplication:\nWith the default scene add a plane and scale it up so a visible shadow is being casted on it from the default cube, go into material settings of the default cube and set shadow mode to none. Then go to the default point light and enable contact shadows on it. (or view the blend file)\n\n", "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)", "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)" ]
[ "Mirrored collection instances have wrong shading\nOperating system: elementaryOS 0.4.1\nGraphics card: GTX1080\n\nBroken: 2.80, c041e10c9a94\n\nWorked: 2.80, ff90589966ef675365e06aed804aa02ba2ddc2aa\n\nIf you mirror the instance of an object, it gets displayed with wrong, darker shading. \nHappened with this commit: ddb71e8c20c2ceba61b4ebddc602adc5b8eed5c8\n\nHere's a file, based off the startup file with a mirrored instance. It gets displayed dark here, while the original cube looks correct, even if I mirror it. \n[mirrored_instance_shading.blend](mirrored_instance_shading.blend)" ]
Particle info node returns null when child particles are enabled Archlinux GTX 460 Broken: 2.73, 2.74 RC2 Particle info node gives 0 on all outputs when child particles are enabled. 1. Open [cycles_no_info_for_child_particles.blend](cycles_no_info_for_child_particles.blend) 2. Turn on viewport render
[ "Compositor in start up file does not show specific passes\nBroken: version: 3.1.0 Alpha\nWorked: Prior to 7e712b2d6a\n\nWhen loading the startup file, some passes will be missing from the compositor. For example the denoiser.\n\nHere is a video showing off the issue: [F12781327](Missing_Passes_in_Compositor.mp4)\n\nWatch the video above or follow the steps below:\n\n1. Start up Blender and change the render engine to Cycles.\n2. Go to the `Viewlayer Properties` tab and enable Denoising Data.\n3. Change one of the areas to the `Compositor` and tick the `Use Nodes` box.\n4. Take note of the passes that are available on the `Render layer` node.\n5. Select from the top of Blender `File -> Defaults -> Save Startup File`\n6. Close Blender\n7. Open a new instance of Blender 3.1 and notice that the `Render Layer` node is missing some of the inputs that should be there.\n\nHow it looks before you re-open Blender:\n{[F13081662](image.png), size=full}\n\nHow it looks afterwards:\n{[F13081667](image.png), size=full}\n\n\nExample of startup.blend:\n[startup.blend](startup.blend)", "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", "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)", "Copy/Paste object operator copies collections specified somewhere in that object (e.g. Geometry Node Collection Info node, particle system instance collection, ...)\nBroken: Current master.\nWorked: Never.\n\nThe copy operator treats the `Collection Info` node as the fact that the object belongs to the collection.\n\n| Ctrl+C | Ctrl+V | Expected |\n| -- | -- | -- |\n| ![image](attachment) | ![image](attachment) | ![image](attachment) |\n\n1. Create collections `Collection_1`, `Collection_2`.\n2. Add Cube in `Collection_1`.\n3. Add Cone in `Collection_2`.\n4. Create geometry node modifier on Cube. Go in node tree:\n a. Create `Collection Info` node.\n b. Choose a `Collection_2`.\n5. Select `Collection_1`, Cube.\n6. Copy object in 3d view.\nExpected: Cube object will copied.\nBug: Copyring object, collection and attach that in collection that chosen in `Collection Info` node.\n\nThe same happens when you:\n\n- Create collections Collection_1, Collection_2.\n-- Add Cube in Collection_1.\n-- Add Cone in Collection_2.\n- Create a particle system on the Cube\n-- Render As Collection\n-- specify Collection_2 as the Instance Collection\n- Select Collection_1, Cube.\n-- Copy object in 3d view.\n-- Expected: Cube object will copied.\n-- Bug: Copying object, collection and attach that in collection that chosen in the Particle Instance Collection.", "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)", "Snapping collision object to particle emitter not working\nOperating system: Linux-5.9.3-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: AMD VERDE (DRM 2.50.0, 5.9.3-1-MANJARO, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.2.1\n\nBroken: 2.79 - version: 2.92.0 Alpha\nWorked: -\n\nIt is impossible to snap an object with Collision to an object with a Particle System (not event the snapping circle showing up), but it works the other way round (SnapTo set to everything but Increment). This seems to have been around for a long time, but I can't find any report regarding the issue.\n\nAdd a particle system to the default cube (P)\nAdd another primitive, activate collision in the physics settings (C)\nTry snapping C to P, it won't work\nBut snapping P to C works and collision objects can be snapped to each other. C to P only works if you remove the collision or the particle system.\n\n", "Particles animation dont show\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nemitter particles animation don't show movement when i press G shortcut to move the model that contain the particles but they don't show any movement, so i can't do an autokeying animation whit the desire movement of the mouse.\n\nadd a cube, put particle emitter, press space bar and G key to move, the particles don't show movement only flickering.\n", "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", "Animating particle lifetime effects all spawned particles in Cycles render\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.81 (sub 3)\n\nI animate particle lifetime to control the flow of particles from an emitter (setting it to 1 to cut off the flow). Unfortunately even after baking particle dynamics rendering in Cycles will cause the whole system to cut off/die when the lifetime of the particles is animated to a value of 1. This doesn't happen in viewport or anywhere else; only during Cycles render. \n\nMake particle system that has initial velocity from face(s), using an object for render. \nUse keyframes to animate the particle lifetime with \"constant\" interpolation. Set the lifetime to 1 when you want to cut off the \"flow\" of particles. \nIn viewport this will look as expected and the existing particles will continue to exist while new particles have a lifetime of 1.\nBake dynamics. \nUse Cycles render to render the animation: at the point that the animated value for lifetime is reached ALL particles emitted, old and new, are destroyed.", "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).", "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)", "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", "EEVEE Shading: string sockets node group interface value doesn't work\nBroken: version: 3.0.0 Alpha\nWorked: n/a\n\nin shading, String sockets exposed via node group interface don't use the value from the node group interface\n\nSteps to illustrate the problem\n\n* Use a quick smoke effect on a cube\n* Add a principled volume and connect it to material volume output\n* Change the Density Attribute to other text\n* Group the principled volume\n* Change the Density Attribute back to density\n\n[volume.blend](volume.blend)\n\n", "World aov output nodes dont work unless background node's colour is >= 0.0001\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: Unknown\n\nWorld aov output nodes dont work unless background node's colour is >= 0.0001\n\n\n1. Open attached file\n2. go to the compositor of 'scene' and render still image\n3. the custom world aov is blank\n4. go to scene.001 and render\n5. the world aov now outputs correctly\n\nBoth scene's are identical, the only difference is scene.001's world background node's colour is set to 0.0001. The custom AOV is of type Value rather than colour. This is problematic because it breaks compositor setups that check for values > 0 etc.\n\n", "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" ]
[ "Particle Info Node doesn't work for particle systems which have Children enabled\nOS X 10.9.0\n\nBroken: 2.64a – 2.69 r60991\nWorked (partially): 2.64 r51026\n\nParticle Info Node doesn't work for particle systems which have Children enabled.\n\n\n - Open attached blend file\n - Switch Viewport Shading to Rendered\n # From the Children area of the Particles tab of the Properties window, switch between 'None' and 'Simple'.\n\nWhen children are off, the emitted cube is rendered blue as it should be according to it's material. When children are on, the particle info node seems to always return 0 rendering the cubes red.\nI haven't tested this for all sockets of the particle info node, but I've tested all official releases until the very first official Blender version which included the particle info node. It turns out that this version is the only one where the particle info node has an influence when using children. Although the children themselves are immutable. I believe it should work all the same for the children as well.\n\n[particleinfonode-children-issue.blend](particleinfonode-children-issue.blend)\n" ]
Geometry nodes. Negative value for socket max, when I input positive 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 473.04 Broken: version: 3.2.0 Beta Open file, and try to input 9999999999999 to maximum for seed socket (group input) In blender 2.93 it produces -10000, in Blender 3.0+ it produces -2147483648 Also try to input 2147483647 and then add 1 (click to right or just input +1) [negative seed.blend](negative_seed.blend) [2022-05-10_08-58-03.mp4](2022-05-10_08-58-03.mp4)
[ "blender crash if boolean + very very big scale\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1, 3.2\n\n[2022-07-21 19-15-24.mp4](2022-07-21_19-15-24.mp4)\n\n1. add boolean modifier\n2. scale any object on very very big value", "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", "Node Group Texture slot problem\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 2.9\nWorked: N/A\n\nIn the Texture Paint mode, when all textures are inside a node group, if you change brush radius it jumps to the top texture slot every time.\n\n- Open attached file\n- In the property editor, select `test` texure slot\n- Change brush radius.\nThe top texture slot (`test`) was selected automatically\n[Node Group Texture Slot Problem.blend](Node_Group_Texture_Slot_Problem.blend)", "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", "Crazy-space support for meshes in geometry nodes\nIn [D15407](D15407) crazy-space support for curves is added to geometry nodes. Currently, meshes use a different system for crazy-space that is not really compatible with nodes as is.\n\nIt should be possible to use the approach implemented for curves for meshes as well, but that needs to be investigated further.", "Geometry Nodes: HSV color circle has incorrect position\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.5.0\n\n*Input > Constant > Color* shows incorrect position compared to numerical edit or shader editor.\n\nOpen file, compare node representation of a color with position, when you numerically edit input color\n\n", "Intermittent Segfault When Programmatically Creating Node Group\nThere have been intermittent crashes plaguing some of my addons. I think I have narrowed it down to creating node groups using the Python API. Specifically, to connecting something to a new node output.\n\nEnclosed [ldo_node_crash.py](ldo_node_crash.py) is a simple script that seems to reliably reproduce the problem for me; I hope it does for you, too. Open it in, or paste it into, Blender’s text editor, and run with ALT-P. I set the loop to run for 10 iterations, but for me, so far, it has always crashed before that.\n\nI am currently normally running Blender 2.82 on Debian Unstable AMD64; I tried a Blender build from the latest master branch, and the crash happens there, too. The backtrace looks like this:\n\n```\nblender-build-latest-debug/bin/blender(BLI_system_backtrace+0x26) [0x8257e79]\nblender-build-latest-debug/bin/blender() [0x2a09cfc]\nblender-build-latest-debug/bin/blender() [0x2a09efc]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3b7e0) [0x7f5c97ff07e0]\nblender-build-latest-debug/bin/blender() [0x3919d1c]\nblender-build-latest-debug/bin/blender() [0x3919e13]\nblender-build-latest-debug/bin/blender(node_connected_to_output+0xf6) [0x391a0a6]\nblender-build-latest-debug/bin/blender(ED_node_tag_update_nodetree+0x41) [0x390df93]\nblender-build-latest-debug/bin/blender() [0x321f7c6]\nblender-build-latest-debug/bin/blender(NodeLinks_new_call+0x98) [0x323b5c9]\nblender-build-latest-debug/bin/blender(RNA_function_call+0x47) [0x3159a88]\nblender-build-latest-debug/bin/blender() [0x334374e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyObject_FastCallKeywords+0xd7) [0x7f5c9890c887]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(+0x6dfc3) [0x7f5c9871bfc3]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalFrameDefault+0x68a2) [0x7f5c98722c42]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalCodeWithName+0x92d) [0x7f5c988443dd]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCodeEx+0x3e) [0x7f5c9884465e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCode+0x1b) [0x7f5c98844e8b]\nblender-build-latest-debug/bin/blender() [0x333463c]\nblender-build-latest-debug/bin/blender(BPY_execute_text+0x39) [0x33348cc]\nblender-build-latest-debug/bin/blender() [0x3969d26]\nblender-build-latest-debug/bin/blender() [0x3969dfb]\nblender-build-latest-debug/bin/blender() [0x2ce7313]\n```", "Animation (e.g. driver) jumps to another socket, when i move input socket in the node group.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.3.0\n\nOpen file, try to move Scale input socket upper. Driver will jump to Scale socket\n[driver jumps.blend](driver_jumps.blend)\n\n[2022-09-24_22-56-08.mp4](2022-09-24_22-56-08.mp4)\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)", "Support geometry node in glTF exporter\nThis should be possible when API will manage it.\nCurrent code used by glTF exporter:\n\n```\ndepsgraph = bpy.context.evaluated_depsgraph_get()\nblender_mesh_owner = blender_object.evaluated_get(depsgraph)\nblender_mesh = blender_mesh_owner.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)\n```", "Move function for creating id properties for node group inputs to blenkernel\nCurrently, we are doing a bad level call to `MOD_nodes_update_interface` in blenkernel. To remove this call @mont29 and me decided to add a new function in `node.c` that takes a node group and id property group as input, and creates id properties for the node group inputs.\n\nI intend to work on this after the id property refactor by @HooglyBoogly is done.", "When changing the width of frame, it also changes frame location.\nIf you create frame and set it into (0,0) location. Then grab right side of the frame node and make frames width bigger. Now using python read the frame \nlocation again and it is not (0,0) anymore. \n\n![loca1.jpg](loca1.jpg)", "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", "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", "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" ]
[ "Geometry Nodes Max integer socket input changes to negative\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0\nWorked: Unsure. Also broken in 2.93\n\nThe integer node socket seems to default to -2147483648 when you input anything over 2,147,483,647. I assume 2,147,483,648 is the max number allowed but it changes even that number to the negative. Only seems to be a problem in the integer node socket. Other integer props default to 0 or whatever the max is set to for that prop.\n\n1. Open Blender\n2. Add Geometry Node Tree\n3. Add anything that has an integer input (usually something with a seed if looking in 2.93)\n4. Type in 2147483648 or larger. Should change it to -2147483648\n" ]
Crash on adding screw modifier Operating system: Linux 5.4.28-1-MANJARO Graphics card: Intel Corporation 2nd Generation Core Processor Family Integrated Graphics Controller (rev 09) Broken: 2.83 Alpha, b555b8dedce0, 2020-03-30 22:07 Worked: 2.82a Adding a Screw modifier to a mesh leads to immediate crash. So does opening a file containing a mesh with a Screw modifier. Add Screw modifier to default cube. OR Open attached file [screw_cube.blend](screw_cube.blend) blender.crash.txt: [blender.crash.txt](blender.crash.txt) /usr/lib/libc.so.6 is owned by glibc 2.31-2 *Console output:* ``` found bundled python: /home/xxxx/.local/bin/blender-2.83-b555b8dedce0-linux64/2.83/python Writing: /tmp/blender.crash.txt Segmentation fault (core dumped)
[ "Meshes that are generated with the screw modifier cant use the box projection type\nOperating system:\nGraphics card:\n\nBroken: 83f9218801d4\n\nThe meshes that are modified or extended by the screw modifier can't use the box projection of an image map. All the objects in the screenshot use the same material and the texture projection. As you can see the box and the plane has no problem with the projection type.\n\n\n\n![image.png](image.png)\n\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n\n\n\n\nLoad the attached .blend\n\nEnable the material preview and check the object named \"Screw\"\n\nCtrl-A -> \"visual geometry to mesh\" to see that the texture would normally work on the mesh, except ehwn the modifier is enabled.\n\n[_23012023_1655_00.zip](_23012023_1655_00.zip)", "crash while setting vertices positions using foreach_set\nOperating system: macOS-12.6.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 6100 Intel Inc. 4.1 INTEL-18.8.6\n\nBroken: version: 3.6.0\n\ncrash while setting vertices positions using foreach_set\n\nstart blender, run script\n\n```python\nimport bpy\nimport numpy as np\n\nl = 2 ** 28\nme = bpy.data.meshes.new('mesh')\nme.vertices.add(l)\na = np.random.random((l, 3))\nme.vertices.foreach_set('co', a.ravel())\no = bpy.data.objects.new('mesh', me, )\nbpy.context.view_layer.active_layer_collection.collection.objects.link(o)\n```\n\noutput:\n```\nWriting: /tmp/blender.crash.txt\n[1] 13339 segmentation fault /Applications/Blender/blender-3.6.0.app/Contents/MacOS/Blender\n```\n\nin blender 3.4 while using 2**27 length output is this\n```\nError: Array length mismatch (expected -402653184, got 402653184)\nError: Python: Traceback (most recent call last):\n File \"/Text\", line 8, in <module>\nRuntimeError: internal error setting the array\n```\n\ncontents of `/tmp/blender.crash.txt` is just me running script, nothing interesting\n\ninteresting bit from crash report (i can provide in full)\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bbaef04 foreach_getset + 1124\n1 Blender \t 0x112f45046 cfunction_call + 134\n2 Blender \t 0x112f01015 _PyObject_MakeTpCall + 373\n3 Blender \t 0x112fdf95b call_function + 971\n4 Blender \t 0x112fdbc41 _PyEval_EvalFrameDefault + 24817\n5 Blender \t 0x112fd5a22 _PyEval_Vector + 146\n6 Blender \t 0x112fd5978 PyEval_EvalCode + 120\n7 Blender \t 0x10bb9cd2a python_script_exec + 506\n8 Blender \t 0x10c6754b0 text_run_script + 64\n9 Blender \t 0x10b600ce6 wm_operator_invoke(bContext*, wmOperatorType*, wmEvent const*, PointerRNA*, ReportList*, bool, bool) + 582\n10 Blender \t 0x10b600a03 wm_operator_call_internal(bContext*, wmOperatorType*, PointerRNA*, ReportList*, wmOperatorCallContext, bool, wmEvent const*) + 515\n11 Blender \t 0x10b602025 WM_operator_name_call_ptr_with_depends_on_cursor + 165\n12 Blender \t 0x10c36bffd ui_apply_but_funcs_after(bContext*) + 285\n13 Blender \t 0x10c366fc2 ui_handler_region_menu(bContext*, wmEvent const*, void*) + 434\n14 Blender \t 0x10b604a4f wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) + 1007\n15 Blender \t 0x10b604020 wm_handlers_do(bContext*, wmEvent*, ListBase*) + 48\n16 Blender \t 0x10b6033ba wm_event_do_handlers + 2554\n17 Blender \t 0x10b5f91b0 WM_main + 32\n18 Blender \t 0x10adea41e main + 878\n19 dyld \t 0x12788152e start + 462\n```\n\n", "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)", "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", "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)", "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.", "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", "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", "Remove and re-add the rigid body world causes Blender to crash.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I dont know.\n\nWhen the physical world is removed and added again, playback will cause the program to crash.\n\n\n1. Download the 2.blend and open it.\n2. Play 5 frame.\n3. Click the Remove Rigid Body World button.\n4. Click the Add Rigid Body World button.\n5. Click the rigid body world setting Collection. Then select RigidBodyWorld .\n6. Click the rigid body world setting Constraints. Then select RigidBodyConstraints .\n7. Move to 1 frame.\n8. Play 5 frame. Blender will crash immediately.\n\n[2.blend](2.blend)", "Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```", "Crash when selecting object on Mac\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.0\n\nSystem crash trying to open einar_hair.blend file\n\nDownload einar_hair.blend fle from ?asset=6072\nSelect any object.\n\nBlender will crash. Also hair is not visible. It's possible, that OS will crash as well. ", "Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)", "Blender sometimes crashes when loading a file with unregistered nodes\nOperating system: Windows 10 64 Bit\nGraphics card: Nvidia Geforce GTX 750 Ti\n\nBroken: 2.83.7 release\n\nSometimes when opening a file with unregistered custom nodes, Blender will crash with an `EXCEPTION_ACCESS_VIOLATION` error.\n\n**Stack trace from Visual Studio:**\n```\nblender.exe!node_free_node(bNodeTree * ntree, bNode * node) Zeile 2033\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (2033)\nblender.exe!ntree_free_data(ID * id) Zeile 227\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (227)\nblender.exe!BKE_libblock_free_datablock(ID * id, const int UNUSED_flag) Zeile 136\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\lib_id_delete.c (136)\nblender.exe!DEG::deg_free_copy_on_write_datablock(ID * id_cow) Zeile 1073\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1073)\nblender.exe!DEG::deg_update_copy_on_write_datablock(const DEG::Depsgraph * depsgraph, const DEG::IDNode * id_node) Zeile 952\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (952)\nblender.exe!DEG::deg_evaluate_copy_on_write(Depsgraph * graph, const DEG::IDNode * id_node) Zeile 1088\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1088)\nblender.exe!std::invoke<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, Depsgraph * && _Arg1, DEG::IDNode * & <_Args2_0>) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<std::_Unforced,0>::_Call<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & <_Vals_0>, Depsgraph * && <_Vals_1>, DEG::IDNode * & <_Vals_2>) Zeile 1658\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1658)\nblender.exe!std::_Call_binder<std::_Unforced,0,1,void (__cdecl*)(Depsgraph *,DEG::IDNode const *),std::tuple<std::_Ph<1>,DEG::IDNode *>,std::tuple<Depsgraph * &&>>(std::_Invoker_ret<std::_Unforced,0> __formal, std::integer_sequence<unsigned __int64,0,1> __formal, void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, std::tuple<std::_Ph<1>,DEG::IDNode *> & _Tpl, std::tuple<Depsgraph * &&> && _Ut) Zeile 1388\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1388)\nblender.exe!std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>::operator()<Depsgraph *>(Depsgraph * && <_Unbargs_0>) Zeile 1427\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1427)\nblender.exe!std::invoke<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & _Obj, Depsgraph * && _Arg1) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<void,1>::_Call<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & <_Vals_0>, Depsgraph * && <_Vals_1>) Zeile 1641\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1641)\nblender.exe!std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>,void,Depsgraph *>::_Do_call(Depsgraph * && <_Args_0>) Zeile 904\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (904)\nblender.exe!std::_Func_class<void,Depsgraph *>::operator()(Depsgraph * <_Args_0>) Zeile 952\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (952)\nblender.exe!DEG::`anonymous namespace'::evaluate_node(const DEG::`anonymous-namespace'::DepsgraphEvalState * state, DEG::OperationNode * operation_node) Zeile 117\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (117)\nblender.exe!DEG::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata, int thread_id) Zeile 129\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (129)\nblender.exe!BLI_task_pool_work_and_wait(TaskPool * pool) Zeile 939\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (939)\nblender.exe!BLI_task_pool_work_wait_and_reset(TaskPool * pool) Zeile 970\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (970)\nblender.exe!DEG::deg_evaluate_on_refresh(DEG::Depsgraph * graph) Zeile 403\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (403)\nblender.exe!DEG_evaluate_on_refresh(Main * bmain, Depsgraph * graph) Zeile 65\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\depsgraph_eval.cc (65)\nblender.exe!scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain, bool only_if_tagged) Zeile 1329\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1329)\nblender.exe!BKE_scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain) Zeile 1367\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1367)\nblender.exe!wm_event_do_depsgraph(bContext * C, bool is_after_open_file) Zeile 360\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (360)\nblender.exe!wm_event_do_refresh_wm_and_depsgraph(bContext * C) Zeile 387\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (387)\nblender.exe!wm_event_do_notifiers(bContext * C) Zeile 552\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (552)\nblender.exe!WM_main(bContext * C) Zeile 456\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c (456)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Zeile 530\n\tunter C:\\blender-git\\blender\\source\\creator\\creator.c (530)\nblender.exe!invoke_main() Zeile 79\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (79)\nblender.exe!__scrt_common_main_seh() Zeile 288\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (288)\nblender.exe!__scrt_common_main() Zeile 331\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (331)\nblender.exe!mainCRTStartup() Zeile 17\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp (17)\nkernel32.dll!00007ffca1667bd4()\nntdll.dll!00007ffca1e0ce51()\n```\n\nThe exception in line 2033 of node.c says that there is an access violation when reading at position `0xFFFFFFFFFFFFFFFF`. `node->typeinfo` does exist (is not null), but `freefunc` (and actually most of the other attributes) point to `0xdddd...`. Because of that, I think that this bug might be caused by a similar issue as described in #72833.\n\nI'm not sure if a core dump helps you, it's quite large (1GB + another GB for the .pdb file) so if you need it I can look for a way to make it available to you. I'm not a C or C++ dev so I don't know what is helpful.\n\n**EDIT**: I think this crash is caused by opening files files with nodes that were registered while the file was originaly saved but not anymore.\n\nIt's a bit complicated because it doesn't happen all the time. The particular file(s) where I observed this issue use nodes from an addon (Armory3D) which supports per-project custom nodes which get registered via a `on_load_post()` handler (so there is a delay between opening the file and registering the nodes). I'm not entirely sure, but it seems like the crash occurs when the nodes are registered again. The crash even occurs when unregistering the nodes before saving the file.\n\nBecause of that complicated setup (addon required + project setup + custom node package) I will go without an example file. If you aren't able to find the cause without one, please tell me so that I can prepare a minimal project setup for you.\n\nThank you very much!\n\n*Original issue*: 1890", "Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n", "Crash 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" ]
[ "Screw modifier crashes blender\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.83 (sub 11)\nWorked: blender-2.83-a103d09df485\n\nScrew modifier instantly crashes blender to desktop\n\nAdd screw modifier to object - instant crash\n\n" ]
Connected proportional editing differ between UV and 3D View ASUS ROG Strix GL503 Windows 10 Intel® Core™ i7 7700HQ Processor GTX 1060 6Gb 8Gb RAM DDR4 Broken: 2.79 master fa7e19b Connected proportional editing does not behave the same way in the UV/Image Editor and in the 3D View. The UV/Image Editor sees the mesh as disconnected only if they are different islands. In the 3D Viewport, a part is disconnected only if it is away from the part you are editing (see the video below). I think the right behavior is the 3D Viewport's one. Is it really a bug or is it meant to be like that ? [bug_proportional_editing0001-0101.mp4](bug_proportional_editing0001-0101.mp4)
[ "3D texturing: Fix seam bleeding\n# Version 1 (abandoned)\n\nThe concept of this approach is create a list of source pixels that should be copied to other areas of the texture. By doing this the seams will be fixed. During copying the pixels can be blended with near pixels to improve quality.\n\n* Scan over all uv edges that make the bounds of an UV island.\n* Scan over pixels that are 'intersect' with the found uv edges.\n* Pixels that are already part of the PBVH Pixels should be ignored.\n* Pixels that are not part of a PBVH Pixels should be 'fixed'\n* Find a corresponding pixels that could be used as a source to fix the pixel.\n* Add the source pixel to be copied to the pixel to be fixed. This should be added to the PBVHNode of the sourcing pixel. If the pixel was changed it should be copied to the target.\n\nDuring test we decided that this solution doesn't get to the quality we want.\n\n# Version 2 (new approach)\n\n- for now the unconnected uv edges will be the same as version 1, we can in the future change this by extending the edges. I left this out of scope for now.\n- split the mesh into uv island. \n- extract the pixels of the 'original' mesh.\n- per UDIM tile create uv island map (2d array with ints)\n- dilate the uv islands until they reach each other undecisive pixels should not be solved.\n- This map is used as a mask where uv island can extended.\n- per uv island find the sharpest corner.\n- go over the 3d mesh fan of the corner and see how this fan can be extended. For now I see 3 scenarios\n - the corner is a cut (both edges are connected in 3d space). for example see uvmap of cube. In this case we should duplicate the original faces and \n - the corner connects to another edge on the same uv island. might be similar to the first case, \n - the corner connects to one or multiple uv island. In this case the geometry that isn't connected in uv space, but is in 3d space should be added in between.\n- this generates new primitices that could be extracted using the pixel extractor.\n- the newly primitives should be stored in the PBVH as the uv coords must be stored somewhere.\n- the new primitives should still be mappable to the original primitives. ", "Sculpt brushes in UV editor work only with UV of active object\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3, 3,4\n\nsculpt brushes in the UV editor work only with the active object\n\n1. Create several meshes and select it\n2. Go to edit mode\n3. Use sculpt brushes (before this step, it is necessary to place the uv so that it is convenient to track where the uv of the active object is located, and where the uv of the remaining selected objects is located)\n[#103956.blend](T103956.blend)\n[2023-01-18 04-53-24.mp4](2023-01-18_04-53-24.mp4)", "straighten edges and unfold uv island\nStraighten selection and unwrap unselected vertices\n\n**Starting point**\n\nThe uv has pretty wonky topology. \n\n![image](image.png)\n\n\n**Desired result**\n\nThe selection is straightened and the non selected uv’s of the UV island is unwrapped. Should work on multiple uv islands\n\nSuggested approach:\n- Store\n - Original pinning\n - Original seams\n- Run “seams from islands”\n- Remove all pins\n- Pin selection\n- Align auto on selection\n- Unwrap\n- Restore \n - Original pinning\n - Original seams\n\n\n![image](image.png)", "Links persist invisibly after their source sockets are removed\nBroken: Probably forever (e.g. 3.0, 3.1)\nWorked: N/A\n\nIf the output socket of a node is removed, the input socket it was connected to does not show a button to input a value. It acts like it's still connected.\n\n**Detailed replication**\n1. Go into the Shader Editor\n2. Create the *Voronoi Texture* node and a *Math* node\n3. Set the *Voronoi Texture* node to 4D, and plug its new W output into the *Math* node\n4. Set the *Voronoi Texture* node to 3D. Observe that the input on the *Math* node still acts like it's connected\n5. Click and drag from that input on the *Math* node. A bogus wire will appear from the *Voronoi Texture* node, coming from where the W output used to be.\n\nYou can then plug this wire into another socket. It will disappear again once you let go. If you set the *Voronoi Texture* node back to 4D, the wires will re-appear.\n\nVideo example:\n\n[XwBMq60aMI.mp4](XwBMq60aMI.mp4)\n\n**Another example:**\n\n{[F13079601](free-socket.blend), size=full}\n\nIn this case you can even save the file in this state where you can't see or edit the value of the node until you disconnect it.\n\n![image.png](image.png)", "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)", "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", "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", "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", "UV: Copy/Paste UVs sometimes merges vertices\nOperating system: Windows 10\nGraphics card:\n\nBroken: 3.5.1, 3.6.0 (2023-05-24), 4.0.0 (2023-05-24)\n\n\nCopy/Paste UVs sometimes merges vertices.\n\nTest file: [UV - Copy Paste.blend](attachment)\n\n![UV - Copy Paste.png](attachment)\n\n", "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", "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", "Visualized face normals are duplicated when Edit Cage is enabled in subdivision modifier (GPU subdivision turned OFF)\n### Simplified Report\n\nHaving Edit Cage on subdivision modifier enabled causes visualized face normals to be duplicated started from the origin. Here is a simplified file with a single face:\n\n![20220830-084513.png](20220830-084513.png)\n\n[editCageWrongNormalDisplay.blend](editCageWrongNormalDisplay.blend)\n\nThis issue exists back to 2.83.\n\n### Original Report\n\nOperating system: Ubuntu 22.04 LTS\nGraphics card: Nvidia Quadro M4000\n\nBroken: 2.93.10, 2.83\nWorked: Unknown.\n\n\"Flying\" normals everywhere\n\nI have not discovered a correlation. The alignment of the normal is random, it changes when you exit edit mode and return.![Screenshot from 2022-08-28 11-53-05.png](Screenshot_from_2022-08-28_11-53-05.png)\n\n![Screenshot from 2022-08-28 11-52-51.png](Screenshot_from_2022-08-28_11-52-51.png)\n\n![Screenshot from 2022-08-13 09-34-02.png](Screenshot_from_2022-08-13_09-34-02.png)\n\n![Screenshot from 2022-08-13 09-35-09.png](Screenshot_from_2022-08-13_09-35-09.png)\n\n![Screenshot from 2022-08-28 11-52-31.png](Screenshot_from_2022-08-28_11-52-31.png)\n\n![Screenshot from 2022-08-13 14-33-00.png](Screenshot_from_2022-08-13_14-33-00.png)", "Bevel 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.", "UI: Image/UV Editor\nThe UI of the Image and UV Editor can be improved.\n\n* Move smooth edges option to user pref\n* Move overlays to an overlay popover\n![Screenshot 2019-11-20 at 00.59.39.png](Screenshot_2019-11-20_at_00.59.39.png)\n\n![Screenshot 2019-11-27 at 13.33.26.png](Screenshot_2019-11-27_at_13.33.26.png)\n\n* Move display settings to a popover\n* Change the Pixel Coordinates toggle into an enum to choose between Pixels or Normalized\n![Screenshot 2019-11-20 at 00.59.09.png](Screenshot_2019-11-20_at_00.59.09.png)\n\n* Slightly re-arrange the header:\n![Screenshot 2019-11-20 at 01.00.12.png](Screenshot_2019-11-20_at_01.00.12.png)\n* Move th UV Vertex panel away from the Image Sidebar category and into Item, and include Coordinates option here too:\n![Screenshot 2019-11-20 at 01.00.48.png](Screenshot_2019-11-20_at_01.00.48.png)\n", "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" ]
[ "UV / Image Editor's Proportional Edit (Connected) doesn't take edge connections into account.\nBroken: 2.78\n\n**Bug Description**\nWhen Proportional Edit (Connected) is active, the same translation of a vertex in 3D View doesn't equal UV / Image Editor's translation of the same vertex.\n\nUV / Image Editor doesn't take distance by edge into account (only checks if it's an island).\n\nBoth movements should be like seen in 3D View.\n\n[Bug_ProportionalEditConnectedUV2.blend](Bug_ProportionalEditConnectedUV2.blend)\n\n - Open the File\n - Try to move the selected vertex in both 3D View and then in UV / Image Editor\n\n" ]
Problem with object coloring in Cycles Ubuntu 14.04 LTS. Graphic Card: Intel Haswell Mobile Broken: Blender 2.75 (official release) Worked: (optional) When I try to color a second object, like a plane, the plane is not colored. I use the color wheel and the plane color does not change. There also seems to be a flutter in the image when I use the pie menu and when I use the color wheel. I first color a cube in cycles with just the color wheel. Then when I want to color a plane with the color wheel, the plane color doesn't change. This is the link for the blend file.36884
[ "Cycles Principled shader Fresnel glitches\nConsistent across 3 diffrent devices and operating systems.\n\nBroken: v2.8 stable\nstill Broken: v2.83 Alpha, 9d90cad3ed39, 2020-01-17 00:13\n\nSpecific combinations of roughness and specular cause weird visual artefacts in cylces, that also look diffrent in contrast to eevee. It is possible for the edges of an object to look brighter or darker, than it's surroundings in a uniformly lit environment or an object appearing darker overall despite only roughness being changed.\n\nUsing all white background to better visiualize artefacts.\nCycles:\n![image.png](image.png)\nEevee:\n![image.png](image.png)\n\nDelete cube+light, set environment to be white color, add spheres, assign principled shader, try out diffrent spec+rough+metal values.\n(Happens on both smooth and flat shaded objects...)\n\nHere's a 2.80 file to try it out:\n[bug_report_principled.blend](bug_report_principled.blend)", "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "The 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)", "File->Open Recent behaves different from Edit Override Library on Linked Object Materials\nOperating system: Windows 10\nGraphics card: AMD Radeon & NVidia 1060Ti\n\nBroken: 3.6.2\nWorked: Unknown\n\nWhen using File->Open Recent to change blend files, the overridden materials on a linked object are getting broken/changed. When using Edit Override Library on the linked object, the materials remain consistent.\nI am seeing a behaviour difference that breaks the material order when using File->Open Recent versus Edit Override Library. When using File->Open Recent it is changing the order of the materials destructively. This is related to linked objects and overriding their materials.\n\nDefault startup, 2 files needed.\nWhen using File->Open Recent the steps are:\n\n1. Create an object that will be linked. In this case, default cube\n2. Color it with 3 materials (Red, Blue, Green)\n3. Create a new blend file\n4. Link in the cube from step 1\n5. Make it a library override (Object->Library Overrides->Make)\n6. We are going to change material 3\n7. Select Material 3 change to Object Data\n8. Select the default material\n9. Change the color\n10. Save the file\n11. File->Open Recent->(File from step 1)\n12. File->Open Recent->(File from step 10)\n13. Notice that Material 1 and Material 3 are now the same materials\n\nWhen using Edit Override Library the steps are:\n\n1. Create an object that will be linked. In this case, default cube\n2. Color it with 3 materials (Red, Blue, Green)\n3. Create a new blend file\n4. Link in the cube from step 1\n5. Make it a library override (Object->Library Overrides->Make)\n6. We are going to change material 3\n7. Select Material 3 change to Object Data\n8. Select the default material\n9. Change the color\n10. Save the file\n11. Item->Edit Linked Library\n12. Item->Return to Original\n13. Notice that the Materials are in the order and color from step 7, no change\n\nThis requires several files as the initial set up gets broken. Easiest to follow the steps.\nFiles are included, they are:\n\nLinkedObjectMaterials.blend -> This is the file with the object that will be linked into the other files\nOverrideTest.blend -> File has a link to LinkedObjectMaterials.blend and it has a changed material that was set up and tested using EditOverride Method and the materials are OK\nFileOpenRecent.blent -> File has a link to LinkedObjectMaterials.blend and the 3rd material was changed and now both the first and third materials are the same.\n\nAsk if any clarifications are needed. It took me a while to narrow it down to this case.\n\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", "Blender 2.90/ 2.91 Sculpt Vertex Paint - Stencil not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Beta, branch: master, commit date: blender-2.90.0-0e280b96ca82-windows64\nWorked: I think this last work in 2.83.2 or 2.83.1\n\nSculpt Vertex Paint - Stencil not working\n\n\n[BlenderBug.blend](BlenderBug.blend)\n\nAdded colored image to texture\nChange texture mapping to stencil\nImage is coming out as black and white on the screen and image is not being transferred on the object.\n\nI have tried changing Blender Mode and Color Space but it didn't work.\n\nAlso I am not sure if this suppose to happen but the image for stencil disappears when I tick Color Ramp under Color in Texture Panel.\n\n", "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", "bpy.ops.paint.image_paint with a texture requires initialization with manual paint stroke otherwise color not quite right\nWin 10 5820K GTX 970\n\n2.79b and latest daily build\n\nbpy.ops.paint.image_paint with slightly wrong colors when painting on object with texture on brush before a manual paint stroke applied\n\n1. Load attached file\n2. Run script\n3. With mouse over the cube - press space and type Simple Modal Operator to activate modal paint operator\n4. move mouse about to paint. \n5. left click to stop modal paint operator\n6. now paint on the cube normally by holding mouse button down\n7. you will see this is a slightly different color \n8. press space and type Simple Modal Operator to activate modal paint operator again\n9. move mouse around\n10. you should now see modal operator painting correctly\n\nThis seems to happen each time I change the texture on the brush to a new one (with obviously different colors on it)\n\nImage is attached showing this.\n\nPossibly something not being initialized properly?\n\nThanks you in advance for any work on this.\n\n[modal_paint.blend](modal_paint.blend)\n\n![PaintColorBug.JPG](PaintColorBug.JPG)\n", "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)", "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", "Sculpt Mode Painting\nThis task outlines the remaining To Do's for fundamental sculpt mode painting.\n\n### Color Swapping\n\n- `X` for switching primary and secondary color\n- The current shortcut for `X` for the draw brush will be removed.\n\nIn one of the upcoming releases all brush shortcuts in sculpt mode will be removed anyway, for maximum user customization.\n\n### Canvas Picker & Viewport Color\n\nSince painting is something optional in sculpt mode we need to make sure that:\n- Color Attribute shading isn't enforced\n- Color attributes will be displayed when using painting tools\n- A fast way of choosing color attributes in the UI\n- An optional & discoverable way of switching the viewport shading for all objects (optimal painting scenario)\n\nThe proposal for this is:\n- Use [D16241](D16241) canvas picker UI in sculpt mode. Always visible but grayed out if viewport shading color is not `Attribute`\n- Whenever a painting tool is active, the canvas picker is no longer grayed out and the color attribute viewport shading is enforced in workbench shading on the active object only\n- In the canvas picker popover, add a message or button to switch the viewport color to Attribute if this is not yet the case, so that colors stay visible between brushes/tools. \n- Remove the current behavior of automatically switching the viewport color when a painting tool is used\n\nTo make sure the sculpting experience is already taking color attributes into account, the default sculpting template and workspace should use color attributes for viewport shading.", "Shader to RGB node is ignoring shading and just using color socket data directly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.4\n\n\nIf you have a Shader that is converted with the Shader to RGB node, and then the resulting Color is plugged into another shader node and rendered, the output of Eevee's Color pass for that shader shows color plugged to socket of shader that is converted to RGB. In example file it is pure white, when you would expect to see the converted shader to RGB.\n\nProblem exists with Diffuse, Glossy, and Emission shaders and passes with the exception that an Emission converted to RGB going into another Emission will show up properly in the emission pass.\n\nSee Node graph in attached image, or attached file.\n\n![image.png](image.png)\n[shader_to_rgb_eevee_pass.blend](shader_to_rgb_eevee_pass.blend)", "Error with paint curves and drawing with mouse buttons\n[system-info.txt](system-info.txt)\n\nBroken: blender-2.80.0-git.cc600de6695a-windows64 (and probably above)\n\nWhen using paint curves, they don't draw upon clicking the right mouse button if specified as the button to select with in the preferences. But they do if you set the mouse button to select with to be the left one. So if you have selected the LMB in the preferences then you can draw the paint curve (I don't mean creating the curve) with the LMB, but if you have chosen it to be the RMB then it doesn't work when pressing the RMB, neither does the LMB. (Also, the UI button for drawing the curve in the stroke panel does not work. But you can draw it when you type draw curve in the search panel)\n \nGo to the *Sculpting* screen layout and create a paint curve on an object (if it helps, I used the the normal *Draw* brush). Open the *Stroke* panel in the *Properties Editor* and set the *Stroke Method* to *Curve*. If you have chosen the left mouse button in the *Keymap* section in the *Blender Preferences* under *Select With:* , then everything works fine. You can draw the paint curve on the object by doing a left click after creating it by doing multiple Ctrl-RMB clicks. But if you now set the mouse button with which you want to select to *Right*, then you can create the paint curve with Ctrl-LMB clicks, but when you try to sculpt/draw the paint curve with either the left mouse button or the right mouse button, none of them work. (And again, if you try to draw the paint curve with the *Draw Curve* UI button in the *Stroke* panel, it will also do nothing but turn blue because you clicked on it...)", "Paint Mode: Color Fill Tools\nNOTE: This design is still under discussion and is incomplete.\n\n# Issue\n\nCurrently there are different implementations of filling a solid color while in a mode:\n- Fill Tool (Texture Painting)\n- Fill operator (Vertex Paint Mode)\n- Color Filter (Sculpt Mode)\n\nThis needs to be reworked for consistency and to ensure more convenient and efficient workflows.\n\n# Requirements\n\nThere are certain broader features that will be required, no matter how the design of color filling looks like:\n- Fill everything that is not masked\n- Gradual Fill (Not full strength)\n- Fill via gestures (Box, Lasso, Line, Polyline)\n- Fill entire UV-islands, mesh-islands, face sets\n- Fill faces instead of pixels\n\nThere is also the common use of gradients and expand. This should be further notes down in #99770.\n\n# Goal\n\n### Key Problem\n\nThere are many different ways to give all of these tools to the user.\nWhat we should avoid is to have a large set of tools or tool settings scattered throughout the UI.\nThis is already an observable problem with the existing gesture and filter tools in sculpt mode:\n- None of the tools have shortcuts\n- Picking the tool, tool-type and adjusting the settings is time consuming\n- Each tool has their own disconnected settings\n\n### Conclusion\nWe should aim for a more systematic approach.\nAll of the requirements need to be easy to understand and access.\nThat is easier to accomplish if there are fewer tools that are not specifically just for a single purpose.\n\n# Proposal\n\nInstead of adding a lot of new tools/brushes and settings for filling in colors, we can rely on the current and planned masking features.\n\n### Mask -> Fill\n\nFilling should be as instant as possible. But first you need to define what to fill.\nBlender often has a strong design of \"Selecting -> Operation\". By strengthening the masking features via #97955 we could rely on this for color filling operations too.\n\n### Fill Operator\n\nThe most important part as a baseline is a simple operator that immediately fills in everything that is unmasked.\nCurrently this is implemented in Vertex Paint Mode with the shortcut `Shift + K`.\nThis could get a more convenient shortcut on the left of the keyboard.\n\nIt needs to be always clear what color will be used for the operator.\nThe easiest answer would be the primary color of the currently used tool/brush.\nIf the current brush/tool doesn’t have a primary color, then the primary color of the scene color should be used.\nIn that case it becomes very important that this color is somehow exposed. Otherwise there will be too much unnecessary switching between masking and painting tools.\n\n### Auto-Masking\n\nThis way of targeting specific areas is useful for any brush or tool. It already proved itself essential in Sculpt Mode.\nThe aim should be to use auto-masking for the fill operator as well.\n\nIt will be vital to add auto-masking support to the image editor for painting. Topology auto-masking in this case could mask UV islands instead.\n\nOpen question:\n- Is a “UV-island” auto-masking in the 3D Viewport needed or is it more convenient to initialise face sets from UV seams?\nThis could save us space in the auto-masking pie menu.\n\n### Masking Modes\n\nWe also need to allow filling by faces instead of pixels.\n\nWe are already aiming to implement three masking modes in Paint Mode (#97955) and an inverted masking approach (#97903) that could also cover this use case.\nWith this feature it would be as easy as pressing `2` on the keyboard and using any masking tool/operator to mask faces.\nThe fill operator can then fill all unmasked areas, or they can be painted in more detail with any painting tool.\n\n### Gradual Filling\n\nFor this the Color Filter, fill type should still be used. \nBut the fill operator could also get a strength input in the adjust last operation panel.\n", "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" ]
[ "Materials bug or Object bug when trying to color an object\nUbuntu 14.04 LTS; Graphics Card System76 Kudu Professional Intel Haswell Mobile\n\nBroken: Blender 2.75 (Official) c6b042b, Blender 2.74 (official), and Blender 2.75 Test Build c702dab\nWorked: (optional)\n\nWhen I try to color a box the coloring works although there seemed to be a flutter when I wanted to change the color on the color wheel. However, when I wanted to color a plane, and I wanted to change the color on the color wheel, the plane would not change color. Then when I wanted to add a box to the plane and change the color on the box, the color on the box would not change either. I will show a link to a video I made of what is going on. I think there may be something wrong with the plane object.\n\nThis is the link to the video I made showing, what I think, is a bug.\nBlender_2.75_Bug?dl=0\n\n\n" ]
Background image positioned incorrectly in viewport render. Operating system: Ubuntu 18.04 Graphics card: Radeon RX Vega 64 Broken: ebcea3029d Background image is positioned incorrectly when doing a viewport render. 1. Open the .blend file. 2. Make sure you are in camera view. 2. In the 3D view: `View` -> `Viewport Render`. 3. See how the 3D scene is drawn from the perspective of the camera, but the image is drawn from the actual viewport camera. ![image.png](image.png) @Hjalti found this problem and needs a fix. I tried to fix this for a while now but could not found a good way to solve the issue yet. Basically `view3d_camera_border` just has to know when `rv3d` does not contain the actual camera data... @ideasman42, can you have a look maybe (I think you wrote the initial drawing code for this)? [background image bug.blend](background_image_bug.blend)
[ "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", "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", "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.", "Allow OpenGL image drawing in UI colour space\nSince 7ad802cf3a images are stored with premultiplied alpha and in scene linear space. This produces the wrong colours when used for drawing UI elements.\n\nExample from the Blender Cloud texture browser, with the post-7ad802cf3a drawing on the left and the expected colours on the right:\n\n![image.png](image.png)\n\n@brecht proposed adding a new shader that can be used from Python and that draws the textures in the correct colour space.\n", "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.", "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)", "Multilayer EXR UDIMs display incorrectly\nBroken: since introduction of UDIM in 2.82\n\nThis issue was encountered when investigating #100452 (USD Alab v2 import errors)\n\nThe attached zip archive contains two blend files, which are identical except that they reference EXR and PNG UDIMs, respectively. `alab_chair_exr_udim.blend`, referencing the EXRs, displays incorrectly in the viewport (first image). `alab_chair_png_udim.blend`, referencing PNGs, displays correctly (second image).\n\n![image.png](image.png)\n![image.png](image.png)\n\n[blender_exr_udim_bug.zip](blender_exr_udim_bug.zip)\n\nWhen the EXRs have multiple layers, even just 1, the problem occurs:\n| ok | not ok - uses a single layer called 'rgb' |\n| -- | -- |\n| ![ok.png](ok.png) | ![not-ok.png](not-ok.png) |\n\n----\nMultilayer EXRs have a custom loading sequence and storage location inside the `Image->rr (RenderResult)` field.\n\nThat code is quite intertwined with the RenderLayer/RenderPass system. It's unclear why this was chosen for multi-layer images. Maybe because it was the system that knew how to select layers/passes already? In any case, it is not UDIM aware and I'm not sure if the RenderLayer/RenderPass system should be aware of them.\n\nSince I don't have a full understanding of the history here a proper fix seems non trivial at first inspection.\n", "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", "Camera background image is hidden by GPencil fill with alpha\nOperating system: Linux-4.14.78-gentoo-x86_64-AMD_FX-tm-8350_Eight-Core_Processor-with-gentoo-2.6 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen I change the fill alpha while a background image is loaded, it behaves weirdly. i.e, when the alpha value is 0, the background image is visible, when alpha crosses 0.001, the image mysteriously disappears.\n\nIn Grease Pencil, I added a background image in the camera object data context menu,\nthen I drew a box and changed the alpha of fill, then the above said bug appears.\n\nI have included the blend file and a video to produce the bug.\n\n[blenderGreasePencilBugVid.mp4](blenderGreasePencilBugVid.mp4)\n\n[greasePencilBug.blend](greasePencilBug.blend)\n\n", "Viewport redraws unnecessarily after each selection when using Eevee in look-dev or rendered modes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 11)\nBroken: version: 2.83 (sub 10)\nWorked: n/a\n\nThe viewport will unnecessarily redraw each time a selection change occurs when using Eevee's rendered mode or look-dev mode. This does not occur with the Cycles Rendered viewport.\n\nLoad the attached .blend\n[badredraws.blend](badredraws.blend)\n\n- Contains a default cube, a ground plane, and 1 large radius light (to make it obvious that things are redrawing)\n- Go into look-dev or rendered modes with Eevee as the render engine\n- Select each object in the scene and notice that the viewport redraws each time a new selection is made (obvious due to the flickering of the shadows)\n- If switched to cycles rendered mode, selection changes do not cause re-rendering\n\n", "Image Editor: Viewing a value buffer could use incorrect channel selector\nThis is a long outstanding issue in the image editor that should be fixed.\nWhen rendering a value based AOV and switching in the render result to the AOV would render incorrect as the wrong channel selector is selected (Still Color + Alpha).\n\nThis is also visible when reading single channel images or OpenEXR files.\n\n**Solution**\nAdd an option to view `Value` option to the channel selector and change RNA get/set/itemf + add support of this to the image engine.", "Slow camera view navigation in Cycles rendered shading mode with many instances\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\n\nWhen looking through camera and navigating the viewport (with Lock Camera to View for example), the movement is much slower than a regular perspective view. This happens in rendered shading mode with Cycles, when many object instances are in the scene. Instances can be generated with Geometry Nodes or the old particle system. Also they don't even have to be visible on screen, you could be looking at a single cube somewhere to the side, and the camera navigation will still be slow.\n[camera navigation bug.blend](camera_navigation_bug.blend)\n\n\n - Use the provided file\n - Switch to rendered mode and disable overlays\n - Try looking around\n - Switch to camera view\n # Navigation should be much slower and unresponsive\n\n\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 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", "Stereoscopic - right side has incorrect render (Eevee)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.93.4\nWorked: unknown\n\nStereoscopic creates an incorrect image for the rendered Right side (Eevee).\nThe right side seems to be a mix of the correct render and a render with low samples (1?). This is clear on the soft shadows and AO.\n ![stereo_left_right.jpg](stereo_left_right.jpg)\nIt can only be resolved by enabling Screen Space Reflections, which isn't always desirable obviously. \n\nOpen attached blend file and render. \nCompare left and right render.\n\n[stereoscopic_rightSide_difference.blend](stereoscopic_rightSide_difference.blend)\n" ]
[ "On Viewport Render, Camera BackGround Image is misaligned\nOperating system:windows10\nGraphics card:Nvidia GeForce GTX960M\nBroken:blender-2.80.0-git.e795dd4a20a1 and older\n\nWhen use Camera BackGround image on 3DView.\nOn CameraView, Viewport Render drawed image is misaligned.\n\nIt seems that the image should be arranged in the view area of the camera \nbut the image is drawn based on the whole editor\n![image.png](image.png)" ]
When sculpt with Dyntopo and tiling is enabled, blender crash Win 10, RX 460, RAM 10GB Broken: 2.80 alpha 2, c750ebe113e When sculpt with Dyntopo and tiling is enabled, blender crash. 1. Go to sculpt mode 2. Enable Dyntopo and Tiling X 3. Sculpt
[ "Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n", "Crash 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)", "Curves sculpting collision with surface.\n", "Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: ![Screenshot-rig-bug.jpeg](Screenshot-rig-bug.jpeg)\n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```", "Sculpt Mode - Using Mask while Multiress active = Crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.2\n```\n Tried also with\n```\n 2.83LTS\n 2.92beta 77f73a928439\n 2.93.0 ae1e68f5146d\n\nWorked: None\n\nWas working in Sculpt mode, tried to hide the arms and the program crashed.\nI tried with another objects with multires and it doesn't happen\n\nHere the .Blend with the problem\n [Multires prueba.blend](Multires_prueba.blend)\n\nGo to Sculpt Mode -> Try to mask with mask brush, Mask Lasso or Mask Box", "Geometry Node Crash\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon HD - FirePro D500 1.2\n\nBroken: version: 3.6.2\n\nGeometry Node crash when I try to add a node to the default Cube.\n| Node Setup: | Crash Log: |\n| --- | --- |\n|![Screen Shot 2023-09-12 at 2.00.57 PM.png](attachment)|![Screen Shot 2023-09-12 at 2.01.43 PM.png](attachment)|\n\n- open blender\n- open the geometry node workspace\n- With the default cube selected, add a new Geo Node setup\n- add a node using the menu or Shift A\n\nBlender crashes.\n\nIf I delete the cube, add a plane, and add the geo node to the plane, blender does not crash.\n\n", "Geometry Nodes 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", "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", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "Blender 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 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", "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)", "Geometry Nodes: simulation crashes when \"Cache\" option is disabled\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.64.06 30.0.14064.6002\n\nBroken: version: 4.0.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\n\nDisabled \"Cache\" option causes a crash when jumping back to start frame.\n\nAdd a simulation zone, output the geometry result.\n![image](attachment)\nGo to the Physics tab and disable the __Cache__ option in the Simulation Nodes\n![image](attachment)\nSimulation a few frames, then jump back to the start frame.\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", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n" ]
[ "Sculpting Crash When Dyntopo Enabled With Tiling Settings Enabled\nUbuntu 18.04 bionic (Linux 4.15.0-39-generic)\nGnome Shell\nCPU: Intel Core i7-4770K\nGPU: GeForce GTX 760\nRAM: 11946MiB\n\nBroken: blender2.8 , a9bf6a3b3ad\n\nBlender will crash when working in dyntopo when tiling on x y or z is enabled. The crash seems to be caused by an uninitialized bounding box pointer inside the Object structure. Backtrace will be provided below. \n\n\n - Create a new blend file, use default cube or create a new cube or plane.\n - Click on the `sculpt` workspace\n - Click on `dyntopo` and enable with any setting (tested using relative detail)\n - Click on `Symmetry/Lock` and toggle X, Y, or Z tiling settings. Any offset should work.\n - Crash will occur immediately when trying to sculpt on surface.\n\nHere's a backtrace with some relevant information.\n\n```\nThread 1 \"blender\" received signal SIGSEGV, Segmentation fault.\n0x000055555768d87d in do_tiled (sd=0x7fffc78f6d88, ob=0x7fffcd98be08, brush=0x7fffc6909608, ups=0x7fffc793fff8, \n action=0x55555768b38e <sculpt_topology_update>)\n at /home/eoin/Source/blender/blender-git/source/blender/editors/sculpt_paint/sculpt.c:3972\n3972\t\t\t\tstart[dim] = (bbMin[dim] - orgLoc[dim] - radius) / step[dim];\n(gdb) bt\n- 0 0x000055555768d87d in do_tiled (sd=0x7fffc78f6d88, ob=0x7fffcd98be08, brush=0x7fffc6909608, ups=0x7fffc793fff8, action=0x55555768b38e <sculpt_topology_update>) at /home/eoin/Source/blender/blender-git/source/blender/editors/sculpt_paint/sculpt.c:3972\n- 1 0x000055555768ddb9 in do_symmetrical_brush_actions (sd=0x7fffc78f6d88, ob=0x7fffcd98be08, action=0x55555768b38e <sculpt_topology_update>, ups=0x7fffc793fff8) at /home/eoin/Source/blender/blender-git/source/blender/editors/sculpt_paint/sculpt.c:4055\n#2 0x0000555557690a6d in sculpt_stroke_update_step (C=0x7fffcdf1ca08, UNUSED_stroke=0x7fffb1fc5008, itemptr=0x7fffffffd590)\n at /home/eoin/Source/blender/blender-git/source/blender/editors/sculpt_paint/sculpt.c:4981\n#3 0x0000555557659bad in paint_brush_stroke_add_step (C=0x7fffcdf1ca08, op=0x7fffa8794688, mouse_in=0x7fffffffd64c, pressure=1)\n at /home/eoin/Source/blender/blender-git/source/blender/editors/sculpt_paint/paint_stroke.c:555\n#4 0x000055555765bfb9 in paint_stroke_modal (C=0x7fffcdf1ca08, op=0x7fffa8794688, event=0x7fffae7ef088)\n at /home/eoin/Source/blender/blender-git/source/blender/editors/sculpt_paint/paint_stroke.c:1302\n#5 0x0000555557690f25 in sculpt_brush_stroke_invoke (C=0x7fffcdf1ca08, op=0x7fffa8794688, event=0x7fffae7ef088)\n at /home/eoin/Source/blender/blender-git/source/blender/editors/sculpt_paint/sculpt.c:5104\n#6 0x000055555700d2ea in wm_operator_invoke (C=0x7fffcdf1ca08, ot=0x7fffc7a77108, event=0x7fffae7ef088, properties=0x7fffb1cc5908, reports=0x0, poll_only=false, use_last_properties=true)\n at /home/eoin/Source/blender/blender-git/source/blender/windowmanager/intern/wm_event_system.c:1323\n#7 0x000055555700ef94 in wm_handler_operator_call (C=0x7fffcdf1ca08, handlers=0x7fffc68dfa18, handler=0x7fffc694f288, event=0x7fffae7ef088, properties=0x7fffb1cc5908)\n at /home/eoin/Source/blender/blender-git/source/blender/windowmanager/intern/wm_event_system.c:2041\n#8 0x000055555700fa75 in wm_handlers_do_intern (C=0x7fffcdf1ca08, event=0x7fffae7ef088, handlers=0x7fffc68dfa18)\n at /home/eoin/Source/blender/blender-git/source/blender/windowmanager/intern/wm_event_system.c:2343\n#9 0x00005555570106f6 in wm_handlers_do (C=0x7fffcdf1ca08, event=0x7fffae7ef088, handlers=0x7fffc68dfa18)\n at /home/eoin/Source/blender/blender-git/source/blender/windowmanager/intern/wm_event_system.c:2603\n#10 0x0000555557011de6 in wm_event_do_handlers (C=0x7fffcdf1ca08)\n at /home/eoin/Source/blender/blender-git/source/blender/windowmanager/intern/wm_event_system.c:3074\n#11 0x00005555570065cb in WM_main (C=0x7fffcdf1ca08)\n---Type <return> to continue, or q <return> to quit---q\n at /home/eoin/Source/blender/blender-git/source/blender/windowmanager/intern/wQuit\n```\n\nMy attempts to try to fix this on my own were in vain. However, I found that the problem is likely due to an invalid pointer to the object's bounding box:\n```\n(gdb) p /s *ob->bb\nCannot access memory at address 0x0\n```\n\n`bbMin` and `bbMax` are thus invalid pointers and cannot be used in the following line:\n```\nstart[dim] = (bbMin[dim] - orgLoc[dim] - radius) / step[dim];\n```\n\nI would suggest checking that dyntopo is accurately creating and initializing bounding box data -- however, I'm not sure since I'm not familiar with the codebase. ", "Enable tiling with dynotopo sculpting mode make blender crash. \nWindows 10 x64 pro and GTX 1070ti\n\nBroken: 2.8 c750ebe113e\nWorked: (optional)\n\n**Enable tiling in dynotopo sculpting mode make blender crash**\n\n**just open Blender, go to sculpt mode, enable dynotopo and then check tiling x,y or z make blender crash**\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n", "2.8 Crash in sculpting mode with tilling and Dyntopo\nWindows 10\nIntel CPU\nAMD GPU\n\nblender-2.80.0-git.60d4d583760-windows64\n\n\nCrash in sculpting mode with tilling and Dyntopo\n\nSelect Brush in Sculpting Mode\nSelect X Y Tilling \nEnable Dyntopo \n\"try\" to draw -> CTD" ]
Blender unstable when using GPU Compute in any situation Windows 10 Creator's Update 4770k EVGA GTX 1060 3GB 8GB DDR3 Broken: 2.78c, 2.79 RC2 When using GPU Compute to render in any situation, whether it be actually rendering or just in render preview, Blender becomes really unstable and will either crash or turn all the panels either black or gray, as shown [here ]] and then eventually crash. CPU rendering works fine, however it is slower and it's annoying that I cannot take advantage of my GPU in Blender. This issue happens consistently every time I use the GPU Compute to render, no matter the project. Other users detail the same issue [[ https:*blenderartists.org/forum/showthread.php?427220-Render-preview-causes-blender-UI-to-turn-black-and-crash-blender-in-cycles-with-GPU | here ](http:*i.pr3cast.pw/08.22.17.FL.png), and also are using Pascal cards. I've tried reinstalling Blender multiple times, updating drivers, and have also tried 2.79 RC2 to find no improvement to my issue. I am a beginner in Blender so I cannot say if I have experienced this issue on older versions. Use GPU Compute to render in any situation, presumably on a Pascal card with recent drivers
[ "Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n", "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", "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.", "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", "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", "Low Roughness Value on Glass Material Causes Artifacts with GPU+CPU Renders\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 419.67\nCPU: AMD Ryzen 7 1700X\n\nBroken: version: 2.80 (sub 57)\nWorked: 2.79.6\n\nLight inside an object that has glass material with low roughness causes blocky artifacts on GPU+CPU Cycles renders. It renders fine either in GPU or CPU renders.\n\n\n - Launch Blender, delete light.\n - Add 3-4 level subdivision surface modifier to the cube and enable smooth shading.\n - Add Glass material to that object and set low roughness value (below 0.2)\n - Add Light inside that object.\n # Bring camera closer and render.\n\n![render_bug.jpg](render_bug.jpg)\n[glass_light_render_bug.blend](glass_light_render_bug.blend)\n", "Blender crashes with certain geometries (e.g. tweaked Jiggly Pudding simulation demo file)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\nWorked: Unsure\n\nWith certain geometries, Blender will freeze then crash. I have included a demonstration in the video attached below:\n<video src=\"attachment\" title=\"Jiggly Pudding Crash.mp4\" controls></video>\n\n1. Download the Jiggly Pudding demo from demo-files/\n2. Follow the steps outlined in the video attached above. The steps in the video are as follows:\n a. Open the Jiggly Pudding file.\n b. Select the Pudding and open a geometry node editor.\n c. Inside the Simulation zone there is a node with the title \"Scale\". Change the Scale from 0.85 to 10 or something higher.\n d. Open a 3D viewport (if you haven't already) and press play in the time line.\n e. Blender will freeze and crash.\n\n", "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", "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)", "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)", "Segfault after F12 render with multi-GPU Intel ARC A770 and experimental oneAPI packages on Debian\nOperating system: Linux-6.4.0-1-amd64-x86_64-with-glibc2.37 (Debian sid)\nGraphics card: two identical Intel ARC A770 Limited Edition 16GB\n\nBroken: 3.6.1, 4.0.0 Alpha, branch: main, commit date: 2023-07-25 19:23, hash: aebc743bf1c7\nWorked: 3.4, 3.4.1, 3.5.1\n\nSegfault when rendering Victor benchmark scene with F12 with second Intel ARC A770. This happens only when the second GPU is chosen as rendering device in Cycles. If both GPUs are selected first one seems to work correctly, but the second one causes a crash/error.\nEmbree on GPU does not seems to matter.\n\nBoth F12 and viewport renders with the second GPU give:\n`oneAPI kernel \"shader_eval_curve_shadow_transparency\" execution error: got runtime exception \"Native API failed. Native API returns: -50 (PI_ERROR_INVALID_ARG_VALUE) -50 (PI_ERROR_INVALID_ARG_VALUE)\"`\n\nRelevant info:\nI'm using following packages from experimental sources (I'm impatient I know :) ), so this crash might be very well caused by their incompatibility with Debian sid:\n`libigc1` - 1.0.13822.1-1\n`libigdfcl1` - 1.0.13822.1-1\n`intel-opencl-icd` - 23.13.26032.7-1\nRest of the packages, including all dependencies are from Debian sid.\n\nFull backtrace:\n\n```\n(gdb) backtrace full\n#0 0x0000000001cfee77 in ?? ()\nNo symbol table info available.\n#1 0x0000000001cffab9 in ?? ()\nNo symbol table info available.\n#2 0x0000000001b0fa9c in ?? ()\nNo symbol table info available.\n#3 0x0000000000f376a3 in ?? ()\nNo symbol table info available.\n#4 0x00007fffebaa63ec in start_thread (arg=<optimized out>) at ./nptl/pthread_create.c:444\n ret = <optimized out>\n pd = <optimized out>\n out = <optimized out>\n unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140737147199792, -8317621660586406251, -286296, 11, 140737488344416, 140734520795136, 8317937541230038677, 8317594907036290709}, mask_was_saved = 0}}, priv = {\n pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}\n not_first_call = <optimized out>\n#5 0x00007fffebb26a1c in clone3 () at ../sysdeps/unix/sysv/linux/x86_64/clone3.S:81\nNo locals.\n(gdb)\n```\n\n1. On Debian sid install experimental packages mentioned above.\n2. Set second ARC GPU as a rendering device in Blender. \n3. Open Victor benchmark scene.\n4. Hit F12 and wait for the crash.", "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", "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", "Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n", "Cycles takes very long to cancel a render\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 2.93\n\nEver since Cycles was upgraded to Cycles X whenever I render a scene with a high Max sample count and cancel the render mid-render it always takes very long (up to a few minutes) until the render actually stops.\nThe time it takes to until the render stops seems to be proportional to both scene complexity and Max sample count.\nAt the start of rendering the samples first go up at small increments and later go up at greater increments. The greater the increments between sample count updates the longer it takes to stop the render.\nChecking Task manager shows that after hitting `cancel render` it does keep using the GPU, therefore keep rendering, until it finally stops.\nDuring the time between hitting `cancel render` and Cycles actually stopping the render the entirety of Blender becomes completely unresponsive.\n\nThis is only a problem when actually rendering the scene. Viewport render doesn't seem have this issue.\n\nTest file:\n[untitled.blend](untitled.blend)\n\nHit render and wait a little until the rate samples go up slows down. The hit `cancel render`.\n\nThank you and have a great day!" ]
[ "Blender unstable when using GPU composite in any situation\nWindows 10 Creator's Update\n4770k\nEVGA GTX 1060 3GB\n8GB DDR3\n\nBroken: 2.78c, 2.79 RC2\n\nWhen using GPU composite to render in any situation, whether it be actually rendering or just in render preview, Blender becomes really unstable and will either crash or turn all the panels either black or gray, as shown here and then eventually crash. CPU rendering works fine, however it is slower and it's annoying that I cannot take advantage of my GPU in Blender. This issue happens consistently every time I use the GPU Composite to render, no matter the project. Other users detail the same issue here, and also are using Pascal cards. I've tried reinstalling Blender multiple times, updating drivers, and have also tried 2.79 RC2 to find no improvement to my issue. I am a beginner in Blender so I cannot say if I have experienced this issue on older versions.\n\nUse GPU Composite to render in any situation, presumably on a Pascal card with recent drivers\n\n**Note**\nI posted this a while back, but got no response after it closed, so here I am posting it again. Here's the old link: T52487" ]
Blender unstable when using GPU composite in any situation Windows 10 Creator's Update 4770k EVGA GTX 1060 3GB 8GB DDR3 Broken: 2.78c, 2.79 RC2 When using GPU composite to render in any situation, whether it be actually rendering or just in render preview, Blender becomes really unstable and will either crash or turn all the panels either black or gray, as shown here and then eventually crash. CPU rendering works fine, however it is slower and it's annoying that I cannot take advantage of my GPU in Blender. This issue happens consistently every time I use the GPU Composite to render, no matter the project. Other users detail the same issue here, and also are using Pascal cards. I've tried reinstalling Blender multiple times, updating drivers, and have also tried 2.79 RC2 to find no improvement to my issue. I am a beginner in Blender so I cannot say if I have experienced this issue on older versions. Use GPU Composite to render in any situation, presumably on a Pascal card with recent drivers **Note** I posted this a while back, but got no response after it closed, so here I am posting it again. Here's the old link: T52487
[ "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", "Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>", "Blender 3.2.1 / 3.4 - Cycles - Persistant Data and Motion Blur artifacts on GPU\nOperating system: Windows 10, Ubuntu 21.04\nGraphics card: GTX 1080, RTX 3080\n\nBroken: 3.2.1, b5e92c3dfe\nWorked: 2.79\n\nPersistant data is bugs out during renders sometimes.\n\n1. Open attached blend file in Blender 3.2.1\n2. Press f12\n3. Press right on the keyboard (frame 771)\n4. Press f12\n5. Press right on the keyboard (frame 772)\n6. Press f12\n7. Notice how its not as expected.\n8. Press f12 without framing forward\n9. Notice how it is fine\n\ngood\n![image.png](image.png)\nbad\n![image.png](image.png)\n\nThis means when rendering animations, it can produce frames which bad, which then require more re-renders.\n\nWindows and Linux have both been tested and results are the same.\n\nTested CUDA, Optix and both have issues. CPU renders fine. \n\nDisabling Persistant Data renders fine.\n[bug.blend](bug.blend)\n\nNOTE: We had #95475, #96822 already for Persistent Data and Motion Blur issues (these should be fixed), I can repro this case though.\n\nEDIT:\nAs another task #100729 has been merged into this file, there is another test file [BUG.blend](BUG.blend)\n", "Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n", "EOL GPU problems tracking report\nThis is a task to keep track of End Of Life GPU problems with blender 2.8\n\n(Note that closed issues at time of writing is not because they are resolved but because of lack of respons from reporter)\n\n**AMD**\nHD 8670M #64469 (UI and 3D viewport doesn't update visually unless mouse hovers over other UI elements)\nHD 8550G #58544 (White Viewport in [Object Mode])\nHD 7730M {#63243\nHD 7600 {#70091}}\nHD 7600 #70146 (hair eevee rendering broken.)\nHD 7450M #61890 (AMD Radeon HD 7450M. Exit before splash screen. 4-component vector of vec4 to: 4-component vector of uvec4)\nHD 7420G #63149 (Interface and vertices flickering)\nHD 7160M #61165 (Blender 2.8 beta doesnt start)\nHD 6870 #64081 (Eevee glitching [Linux, Radeon GPU])\nHD 5700 #62572 (unwrapping bug )\nHD 5700 #62701 (Hair edit mode crashes with AMD Radeon HD 5700)\nHD4870 #65721 (Crash on start)\nHD 4850 #61206 (Linux and AMD RV770 interface glitches)\nHD 4600 #59738 (Buggy GUI) #61896 (UI graphic glich) #63850 (Icons bug)\nHD 4550 #60104 (Blender's visuals go transparent and spasms )\nHD 4500M #63661 (Unstable back color in menues/ titlescreen. shifting Transparency /black )\nHD 4350 #59635 (blender 2.80.0 beta wont open on windows machine)\nHD 4300 #65075 (blender interface background of menus and every element in ui flickers (transparent and not))\nHD 3650 #60681 (Blinking menu and other menu)\nHD 3450 #63751 (when i open blender beta it chashes at start)\nHD 3200 #62543 (Crash at startup)\nHD 2600 #59738 (Buggy GUI)\n\n**NVIDIA**\nGTX 9800 #60425 (EEVEE objects black when using shadows, on 9800 GTX)\nGTX 9800 #65250 (Slackware, Blender 2.8 UI fonts glitch with nouveu driver.)\n\n**Intel**\n\nHD GFX (Baytrail) #65138 (Intel HD Graphics bone selection problems in edit mode/pose mode)\nHD 4000 #58938 (Crash when using EEVEE and Intel HD 4000) #65666 (Blender not responding a lot of time, especialy when working with texture and materials)\n\n**macOS**\n(AMD)\nHD 6750 #62072 (Princioled BSDF and Indirect Lighting BUG ) #65453 (Bake indirect lighting turns irradiance volumes into black areas)\nHD 4870 #62982 (Blender 2D draw mode shows as corrupted screen)\nHD 4670 #66014 (Blender 2.8 using Mac OS, all objects turn black in Lookdev mode)\nHD 2400 XT #60979 (2D Animation view goes crazy when trying to use brush)\n(NVIDIA)\nGS 8800 #59955 (Blender starts with totally corrupted graphics)\nGT 9600M #61844 (User interface looks very weird when starting Blender 2.8 with older MacBook Pro (Mid 2009))\nGT 130 #61551 (macOS 10.11 and NVIDIA user interface display broken)\nGT 320M #60179 (Bad render of default scene Mac OSX)\n780M #62578 (Eevee Screen Space Reflections crashes on OSX 10.9 / 10.11)\n640M #63018 (macOS 10.10 / NVIDIA: missing letters in 2.80 UI)\nQuadro 4000 #62766 (Eevee DOF cut plane)\n(Intel)\nHD 3000 #65551 (Bad shading on LockDev on Macbook 11\")\n", "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", "Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n", "Render Result not applying the compositor if the region is cropped\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0\n\nWhen you render just a small region (to save time) and make the composite in full size (fullHD), it isn't taken into account in the final result. \nHaving the resulting file (in this case full size - fullHD) without the compositing taken into account, makes no sense.\n\nThis really limits the use of both *render region* and *Compositor*\n\nWorkaround is *File Output* node but that doesnt support video output.\n![COMPOSITOR x RENDERREGION.jpg](COMPOSITOR_x_RENDERREGION.jpg)\n\nThanks and regards\n\n\n\n- Open attached file\n- render it and compare the compositor preview with the render result output\n\n[Test.blend](Test.blend)\n\n", "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", "Unusable display with AMD driver errors.\nOperating system: Ubuntu 22.04.2 LTS/Kernel version 5.15.0.75/FOSS amdgpu driver(default)\nGraphics card:MSI Radeon RX580 8GB\n\nBroken: 3.5.1, 3.1.0\nWorked: 3.1.0(Did not experience this until recently)\n\nWhen editing UV GPU gets reset after errors, the compositor does not recover. Garbled image on the screen with displays unusable. Log data attached.\n\nThis happens when pressing .(dot) on the keypad, selecting or moving a UV.\n\n", "Discrepancy between CPU and GPU rendering/material behaviour\nOperating system: macOS 13\nGraphics card: AMD W6800X Duo MPX module\n\nBroken: 3.3.1 (latest full release)\n\nI bought some assets which render with weird artefacts with the GPU, but work fine with CPU.\n\nThe assets are made by Bproduction (Florian Benedetto) on Blender Market. They are trees and vegetation models, which can be used individually or with Scatter 5.3. Simply put: they render properly with the CPU (Mac Pro, 24-core Intel), but render with horrible artefacts using the dual GPU. This doesn't happen with any other assets or materials I have.\n\nThe images below show the issue. I believe it's something to do with the material setup, but in any case it should render properly under both systems. Maybe it's an issue with macOS drivers?\n\n![Screenshot 2022-11-08 at 11.49.30 am.png](Screenshot_2022-11-08_at_11.49.30_am.png)\n\n![Screenshot 2022-11-08 at 11.48.41 am.png](Screenshot_2022-11-08_at_11.48.41_am.png)", "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)", "Dicrepency between requested mesh data layer and eval mesh data layer\nWhile fixing #91838 it became apparent that the data layers requested by `mesh_cd_calc_used_gpu_layers` differs from the ones when creating the batches. Which lead in this case to a crash.\n\nThe fix was just a workaround and fixing this would mean to have the same layers at request time. Or maybe, not assuming they will be available during batch creation.", "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", "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)" ]
[ "Blender unstable when using GPU Compute in any situation\nWindows 10 Creator's Update\n4770k\nEVGA GTX 1060 3GB\n8GB DDR3\n\nBroken: 2.78c, 2.79 RC2\n\nWhen using GPU Compute to render in any situation, whether it be actually rendering or just in render preview, Blender becomes really unstable and will either crash or turn all the panels either black or gray, as shown [here ]] and then eventually crash. CPU rendering works fine, however it is slower and it's annoying that I cannot take advantage of my GPU in Blender. This issue happens consistently every time I use the GPU Compute to render, no matter the project. Other users detail the same issue [[ https:*blenderartists.org/forum/showthread.php?427220-Render-preview-causes-blender-UI-to-turn-black-and-crash-blender-in-cycles-with-GPU | here ](http:*i.pr3cast.pw/08.22.17.FL.png), and also are using Pascal cards. I've tried reinstalling Blender multiple times, updating drivers, and have also tried 2.79 RC2 to find no improvement to my issue. I am a beginner in Blender so I cannot say if I have experienced this issue on older versions.\n\nUse GPU Compute to render in any situation, presumably on a Pascal card with recent drivers" ]
UVs are broken after applying the bevel modifier Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94 Broken: version: 3.4.0 ![UVS_Bug.jpg](UVS_Bug.jpg) **Short description of error**[name ](URL) After creating UVs for the object in the first image, I apply a Bevel modifier, and then the UVs are broken all over the place (second image). After creating UVs for the object in the first image, I apply a Bevel modifier, and then the UVs are broken all over the place (second image). This happens for any object when a bevel modifier is applied. UVs doesn't retain their original form and seams.
[ "Modifiers after physics ones shouldn't invalidate cache\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.93.0\n\nIn current Blender, any change on modifiers invalidates.\nModifiers *after* physics modifiers won't affect the result of physical simulation, therefore they shouldn't invalidate the cache. \n\n\n1. Create a plane\n2. Give it Cloth and Subdivision modifiers, in this order\n3. Set the end frame to 10\n4. Play animation until the end\n5. Stop animation\n\nNow the simulation is cached.\n\n6. Change the viewport division level on Subdivision modifier\n\nNow the cache is invalidated.\n\n", "Selected Objects render state (hidden in renders) causes baking of black images (also these are visible in renders after baking, setting is not as it was before)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0\nWorked: Cannot find any - tested back to 2.81\n\nIf rendering of the selected object is not enabled, then the baking will fail with a black image created.\nStrangely the rendering icon for this object will be automatically turned-on in the outliner - if you hover your mouse over.\nBaking will still fail - even though the icon now shows that rendering is enabled.\nTurning off render, then turning it back on again will fix the problem so that baking will now work.\n\nLoad the blend file attached (or use your own scene set-up for baking).\n[Bake selected to active has black image.blend](Bake_selected_to_active_has_black_image.blend)\nClick on Bake to confirm that the baking is successful.\n![image.png](image.png)\nDisable render for the Selected object.\n![image.png](image.png)\nClick on Bake again, and a black image will be created.\n![image.png](image.png)\nNote that the Selected object still has rendering disabled.. Move your mouse into the Outliner above the render icon, and observe that rendering for the Selected object automatically becomes enabled.\n![image.png](image.png)\nClick on Bake again and observe a black image is still created.\nDisable rendering for the Selected object, then enable it again.\nClick on Bake again and the baking will be successful.\n\n\nObservations:\n1) If rendering is disabled for the active object, then this error is shown.\n![image.png](image.png)\n2) The bake duration is the same whether the rendering is enabled for the selected object or not. (Mine was taking a 2.5 minutes, and it took a long time to figure out what the problem was.)\n3) Saving the blend file and reloading fixes the problem - the state is persisted as render==enabled.", "Crash of simulation demo file related to bevel modifier on a simulated mesh\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Beta\n\nin the file, play the Animation, and move \"Empty\". It should crash within 1 second.\nI find no crash when there's no bevel modifier.\n\n", "Hair Curves: Invalid surface UV attachment\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060 Super\n\nBroken: 3.6.1\nWorked: N/A\n\nWhen using 'Interpolate Hair Curves' and 'Deform Curves on Surface', a small amount of curves can appear that have a \"Invalid surface UV attachment\", causing these curves to be unable to pose. They are left as floating particles which is a big issue for final renders with posed characters/objects. \nFurthermore, if the surface mesh is subdivided, more curves appear that do not pose with the mesh correctly and instead stay in rest position, however these are not considered an \"invalid surface UV attachment\", and thus cannot be removed with the 'hair attachment info' node's selection. There is no way to clear these \"valid\" invalid curves, they stay floating. \n\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- The provided file contains a posed mesh, moved slightly to the right, to show that one particle is left floating in the air.\n- Open the provided file, and render the image.\n\nThe problem should appear in the render as a single floating particle.\nNow check the geometry nodes setup and see that we have deleted the supposedly invalid curves, but one remains yet floating in the air far from the posed mesh.\n\n**Notes about the file**\n- A simple small surface, posed with an armature slightly to the right to show that some curves are not moving with the mesh correctly\n- A regular UV map made with smart uv pack, no overlaps, udims or islands outside the bounds.\n- The hair curves object was made by converting a hair particle system object to curves, and then used \"snap to nearest surface\" on hair sculpt mode to attach it to the surface\n- Which hairs are bugged depends on the 'intepolate hair curves' node's seed, for example on seed 2 this \"valid\" invalid curve appears, but not on some other seeds, and more appear on other seeds, completely randomly\n\n\n**Further notes after experimenting**\n- I suspect this is related to seams, as the problem seems to happen more often close to seams on the subdivided mesh, and better UV maps result in the bug happening less, but still happening. I added more seams to the simple mesh in hopes of the bug appearing more often. \n- Problem seems to happen more often if you use the boundary smooth option on the subdivision modifier; still happens if option is disabled but less.\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", "Particle bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nHair particles in particle edit mode cannot add new particles if emit is set to vertices. When you try to change emit to faces - all previously created particles disappear.\n![image.png](image.png)\n\n[test.blend](test.blend)\n", "[cycles] - Distorted highlights when rendering detailed bump maps\nOperating system: Linux Mint 20.1 Ulyssa 64-bit\nGraphics card: GeForce RTX 2060\n\nBroken: 2.83, 2.92, 2.93 alpha\n\nWhen rendering dense scratch textures as bump maps, highlights appear as distorted rays instead of circles around the light. The error occurs with any high-frequency lines/micro-scratch image, including procedural and high-resolution textures. Changing bump strength/distance affects the size of the rays, but does not correct them. I have also tried different texture filtering and mapping options, and they all produce similar results.\n\n* Create/download a high density micro-scratch texture (long, thin lines in random directions)\n* Use the texture as height input for a bump node - more tiling will increase the effect\n* Set the bump strength or distance to a low value, around 0.005\n* Connect the bump node output to a glossy/reflective shader \nThe attached blend file has two bump map examples, and a normal map created from one of the bump textures. The normal map has the desired result, while the bump maps have distorted highlights/reflections.\n\n[scratch_highlight_example.blend](scratch_highlight_example.blend)\n\nResult from bump map (second one in blend file)\n![bumpmap_broken_highlights.png](bumpmap_broken_highlights.png)\n\nExpected result, using normal map (created from previous bump map)\n![normalmap_correct_highlight.png](normalmap_correct_highlight.png)\n\nMany thanks", "Texture distortions near a seam WITH some Mean Bevel Weight applied\nOperating system: Windows 10 64-bit\nGraphics card: GTX 1080Ti\n\nBroken: 2.93.3\nWorked: \n\nOn a concave surface, texture distorts near a seam edge with a bit of Mean Bevel Weight applied.\n\n1) Create a curvy concave vessel/cup/pot with thickness. \n2) Add Bevel modifier 0.1m amount, segments 2, Weight method\n3) Make the mouth rim edges to be seams, and apply about 0.10 - 0.25 mean bevel weight\n4) you can do the same on the base outer edge \n5) UV unwrap, create image, better with 2048 and with UV Grid to see effect, apply to mesh\n\nNotice the texture distorts near the outer seam edge of the concave surface (the outer skin of the pot/cup)\nSetting the Mean Bevel Weight back to 0 removes this phenomenon but defeats the bevel purpose.\nI made 3 blender files and all exhibit same \"problem\".\n\n[bugreport2.blend](bugreport2.blend)\n", "Bevel not correct adding bevel weight/crease in new edges\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\n\non mesh(Bevel_Weight_Bug) have 2 bevels:\n1- bevel with vertex group(for more nice view its be seam)\n2- bevel on weight edges\n\nsome of the new edges(after bevel 1) have information of bevel weight(green annotation), some not(red annotation)\n\n\non mesh(Cube) we have bevel 2 edges and subdivision\n\nnew edge after bevel don't have crease but all 3 connected edges at the base are with crease=1\n[Bevel_Bug_Report.blend](Bevel_Bug_Report.blend)\n\n![Bevel_Bug_Report.jpg](Bevel_Bug_Report.jpg)\n\n", "Stitch tool only works on separate islands\nHello,\n\nIn my opinion the biggest issue with UVs in blender right now is the stitch tool.\n\nIn its current state you are unable to stitch edges that belong to the same UV island. It will only function if you are stitching two different UV islands together. \n\nThe only way to sew edges together that belong to the same island is to either change your seams and unfold the UV island again or manually go through each UV point and merge them one by one.\n\nI propose that we have full control over the stitch tool and remove this limitation. If the selected edges have the capability to be stitched, the tool should function as expected regardless if the selected edges belong to the same UV island or not.\n\nThanks to the Devs for all your efforts.\n\n", "Wrong UV after Vertex Slide or moving mesh with Correct Face Attributes\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 535.98\n\nBroken: version: 3.5.1\nWorked: unknown\n\nAfter Vertex Slide with \"Correct UV\" checked, or after moving mesh with \"Correct Face Attributes\" UV mapping is wrong. Vertices in UV get split and wrongly offset.\n\n\nExample 1\n1) Open attached Blend file\n[wrong_uv.blend](attachment)\n2) Locate objects plane01_small and plane01_larger. They are identical models with the same UVs. Just one is slightly smaller and one larger and they have different position.\n![image](attachment)\n3) Now we will be vertex sliding this vertex to the diagonal one with snapping on vertex on (see picture) with \"Correct UV\" checked. See that the larger model has UV correct, but the smaller one has wrong UV after the vertex slide\n![image](attachment)\n4) now go back (Undo) and lets try grab/move with snapping instead of vertex slide. Be sure to have checked ON \"Correct Face Attributes\" and \"Keep Connected\" in Tool Settings/Option - see picture. Now UVs are wrong in both cases\n![image](attachment)\n\nExample 2:\n1) Lets look at plane02_01 and plane02_02. They are totally identical duplicated objects (not instances) just with different position.\n![image](attachment)\n2) Vertex slide works OK in both cases here, so lets try Grab/move with vertex snapping and \"Correct Face Attributes\" + \"Keep Connected\" ON again. Here result UVs are OK in case of plane01_02 but wrong in case of plane01_01\n![image](attachment)\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)", "Applying bevel modifer changes vertex group\nOperating system: Linux-5.4.0-120-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\nWorked: unknown\n\nApplying bevel modifier changes vertex group\n\n- Create a cube\n- Subdivide\n- Assign a vertex next to an edge that would be affected by an bevel to a vertex group\n- Add a bevel modifier\n- Apply bevel modifier\n- -> the vertex group is changed\n\nThe vertex group is only changed by applying the bevel modifier.\nAn active bevel modifier dont modifiy the vertex group which can be checked with an modifier that uses a vertex group placed after the bevel modifier.\n\nExample:\nUsed vertex group before apply bevel modifier\n![before.jpg](before.jpg)\n\nVertices in group\n![group_before_apply.jpg](group_before_apply.jpg)\n\nUsed vertex group after apply bevel modifier\n![after.jpg](after.jpg)\n\nVertices in group after applying bevel modifier\n![group_after_apply.jpg](group_after_apply.jpg)\n\nSimple example\n[bevel_modifier_apply_bug.blend](bevel_modifier_apply_bug.blend)\n\nComplex example\n[steam_traveller17.blend](steam_traveller17.blend)", "Boolean modifier assigns wrong material\nOperating system: win10\nGraphics card: 1050 ti\n\nBroken: 3.4 alpha\nWorked: 3.3.2\n\nMaterial transferred during boolean operation is not the one assigned to target geometry.\n\n[boolean_material_update_problem.blend](boolean_material_update_problem.blend)\nOpen attached file or:\n\n - Create some boolean difference situation with modifier\n - Add two materials to target, assign first to geometry and put it on second slot -> modifier owner slice has wrong material\n\n\n", "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)" ]
[ "bevel modifier break the uv seams \nOperating system: Windows\nGraphics card: Nvidia 2080\n\nBlender 3.3.0\n\n\nafter applying the bevel modifier all the UV seams are broken but the UVs are not. the bevel modifier doesn't change the UVs it creates en extra edge loop around the seams but for some reason break the seams in the viewport. I've attached an image that shows the problem and how it should look after the bevel modifier is applied \n\n\n![Screenshot - 2022-10-19 14.09.16.jpg](Screenshot_-_2022-10-19_14.09.16.jpg)\n\n[TestSeams.blend](TestSeams.blend)\n", "Bevel breaks UV and other things\nOperating system: Window 10\nGraphics card: RTX 3090\n\nBroken: At least since 3.3 and onwards to 4.0 alpha, but earlier as well as far as I can remember\nWorked: Don't know\n\n- Using bevel (both modifier and ctrl-b) breaks the UV in different ways. Some UV edges will get detached from each other even though they really shouldn't be (green circles in my screenshots) and when setting Miter Outer to Arc some faces that should be in one place appears in other places (red circles is where they should be and blue is where they turned up instead).\n- Having tagged edges to being UV seams will unexpectedly move those edges to the new most outer edges in the bevel instead of staying in the original middle edge making a new fast unwrap to fix the bad UV not possible. The same happens with edges with bevel weights and probably other edge data as well (red and blue lines along the edges in the viewport)\n- Also applying a bevel modifier will pin some UV vertices for some unclear reason.\n\nThe moved UV faces and split edges do happen even without the bevel modifier applied, but I had to apply it in my screenshots to be able see the actual bugs in the UV editor, and then also apply a subd modifier to make those split edges slightly clearer since we don't (yet? :) ) have a way to visualize UV borders in Blender.\n\nDo a bevel on a more complex shape and the bugs will turn up. But I guess it's easier to just look at my attached .blend and my weird object that I made to try to replicate some models I had breaking at work :)\n\n" ]
Lights Volume Scatter option in ray visibility not working anymore Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41 Broken: version: 3.0.0 Alpha Worked: version: 3.0.0 Alpha Lights Volume Scatter option not working using cycles 1 . Add volume scatter to world and make it less than 1 (0.01 for ex) 2. Check off the light scatter option of any light in the Ray Visibility options 3. Render normally or use the Viewport render [Based on the default startup]
[ "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", "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", "Volume voxels visible in compositing (Cycles)\nOperating system: Windows 10\nGraphics card: GeForce GTX 950 OC\n\nBlender 2.80 cc73d59ad580\n\nFirst of all :\nNot sure if this is a bug or if Im just not getting it.\n\nEverything is done in Cycles\n\nIm subtacting the DiffInd passes in compositing and I get the volxel shape of my smoke sim.\n\nHere a screenshot of my Nodesetup (note the backdrop)\n![Setup.PNG](Setup.PNG)\n\nI do this to extract the Indirect lighting of for example fire or something else while excluding the sun and stuff.\n\n\nThis is the image (the white cuby thing to the right of the smoke)\n![error.png](error.png)\n\n\n\nAdd a basic smoke simm with high resolution and a ground and wall.\nAdd a sun light\nAdd a new view layer\nExclude the smoke domain from the 2nd layer\nEnable the DiffInd pass for both layeres\n\nIn compositing :\nSubtract the DiffInd passes from each other.\n\n\nThis is an example scene:\n[debug.blend](debug.blend)\n\nIt seems like there is a problem how \"null\" surfaces get handeled.\nIf I set a layer to indirect only the indirect light only appear outside the voxels (where they are intersecting the geometry).\n", "Multiscatter GGX Refraction Roughness Bug\nOperating system:Windows 10\nGraphics card: 2080Ti\n\n**3.6**\nBroken: (Multiscatter GGX and Refraction Roughness Bug)\nWorked: (Version 3.3 works as expected. After that there´s the issue)\n\n**Cycles Objects don´t get blurrier the farther they are away from the glass (bug works only with thickness in Glass) **\n\n1. create a Plane, give it a bit of thickness\n2. Create Cylinder and place one end close the the glass and the other away from it\n3. Create Principled Shader, Set Roughness to 0.5, Set Transmission to 1. You should get frosted Glass\n4. Look through the camera in a way that the cylinder is behind the glass. \n5. The Cylinder should be sharper with the end touching the glass and blurrier with the other end\n6. Switch from GGX to Multiscatter GGX inside the principled shader.\n7. Now the Cylinder doesnt get blurry the farther it is from the glass.\n\n\nPlease improve Transparency and Metal in general in Blender.\nThanks :-)\n\n", "Cycles: Light leaks through objects in certain situations.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 4.0.0 Alpha\nWorked: I don't know\n\nUnder certain circumstances, light will leak through objects. This might be a precision issue and thus might be related to the ray offsetting changes made in version 3.1.\n\n![Light Leaking through cube.png](attachment)\n\n1. Change the render engine to Cycles.\n2. Remove all lights from the scene.\n3. Add a cube to the scene.\n4. Make the top face on the cube a high strength emissive.\n5. Underneath the cube add a plane.\n6. Render the scene, notice how some light is leaking through the cube and lighting up the plane.\n7. If you change the rendering backend (E.G. CPU vs GPU) the pattern/brightness that the light leaks in is different. Also if you adjust how the top face of the cube is constructed (E.G. Subdivide it), then that also changes the pattern. This is why I believe it is a precision issue.\n\nHere is a file with steps 1-5 done:\n[Light Leaking through cube.blend](attachment)\n\n", "Diffuse Light pass not working as expected in 3.2 Eevee with 'shader to RGB'\nOperating system: macOS-12.4-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.1\nWorked: 3.1\nAffected by 80859a6cb2\n\nDiffuse light pass does not work on shaders using 'shader to rgb' node and just comes back blank. it will severely limit the use of compositor with simple NPR style shaders if so. Unless there is a new approach to this node setup I'm not aware of. Other NPR shaders with a colour component also get lost when going between passes.\n\nAttached blend file has simple toon shader. When going from 'combined' pass to the 'diffuse light' pass all information is lost. Not able to isolate the passes that makes up the 'combined' pass for compositing etc.\n\n[3.2shadertest.blend](3.2shadertest.blend)\n\n![3.2 basic toon - diffuse light pass.png](3.2_basic_toon_-_diffuse_light_pass.png)\n\n![3.2 basic toon - combined pass.png](3.2_basic_toon_-_combined_pass.png)\n\n![3.1 basic toon - diffuse light pass.png](3.1_basic_toon_-_diffuse_light_pass.png)\n\n", "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", "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", "Improve volume render passes\nCycles volumes mostly do not write to render passes currently. Given the transparency it's not always useful or meaning to do this, but we can do better.\n\nA few known issues:\n- [ ] Cryptomatte is not written for volumes. We could accumulate cryptomatte contributions of objects while ray-marching.\n- [ ] Mist is not written, which causes the background value to be used when the volume is opaque. More useful would be to either write it based on the volume position weight by transparency, or to write mist for the object behind. (#91280)\n- [ ] There is no Volume Color pass currently, equivalent to the Diffuse/Glossy/Transmission Color passes. We do now write albedo for denoising, a similar thing could be added for volumes but it's unclear if this is useful for compositing in practice, especially with overlapping volumes.\n", "CYCLES: Surfaces inside volumes are Not Lit or Shadowed by the volume if the volume is not visible to Camera Rays\nLinux Mint Mate\nGTX 1050\n\n\nBlender 2.81 Alpha\n2019-09-27 22:44\nHash: 1c1a3198af9d\n\n\nDiscovered while trying to catch shadows from volumes on surfaces for compositing.\n\nSurfaces inside of volume meshes are not shaded (lit/shadowed) by the volume if the volume is invisible to camera rays\n(checkbox in Object Properties -> Visibility -> Ray Visibility -> Camera)\nAs far as i can tell this also affects Holdout.\n\n\n\n\nCurrent workaround: make sure volume IS visible to camera rays, and instead bypass it in the volume shader using the Camera Ray socket on the Light Path node\n\n\nTo Reproduce:\n\nOpen attached .blend , press render\nNote the missing shadow/light where the volume cubes intersect the default cube.\n\nI have in the .blend also included the \"expected behaviour\" by using the workaround, switch the Scene from \"Bug\" to \"Workaround\" and press render again.\nNote the shadow/light now covers the default cube properly.", "Speaker shuttering volume (regression)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 15)\nThe same for 2.82a release\nWorked: 2.79b last release\n\nWhen I change angle or distance to camera, sound do not changes at all or changes in very odd manner.\nIf I change speaker rotation sound starts shutter.\nIf I append speaker from 2.83 to 2.79 it do not work or work bad.\nWhan I append from 2.79 to 2.83 it silent.\nOnce speaker was unstable as in 2.83, but I can`t reproduce it.\n\n[2020-05-05_22-00-25.mp4](2020-05-05_22-00-25.mp4)\n\nHere is file for tests. Music packed, keep you ears.\n[ss.blend](ss.blend)\n\n", "Blender 3.6's window has 1/4 content area, 3/4 transparent area under Linux\nOperating system: Arch-based Linux, kernel 6.3.7-arch1-1\nGraphics card: Intel Arc A779\n\nBroken: blender-3.6.0-beta+v36.2ef27684c56c-linux.x86_64-release, but has happened with all 3.6 daily builds so far.\nWorked: 3.5.1, the latest version.\n\nThe content area is 1/4 of the window size when the window is first open. 3/4 of the window is transparent.\nGnome 44.2, Wayland, fractional scaling enabled (100%, 175%), dual monitors (1920x1200, 4K).\n\n![image](attachment)\n\n\nRun Blender 3.6\n\n", "Area light resize gizmo (amongst other gizmos) missing undo step?\nOperating system: Arch Linux\nGraphics card: GTX Titan\n\nBroken: 2.81.3 (232049dd9408)\n\n\nSeems an area light resize in the 3D view is not registered with the undo system. \n\n\n1. Add an area light to the scene\n2. Grab and move somewhere else\n3. Change size with widget\n4. Ctrl-Z\n5. The light is now back at the origin with the default size\n\nNote that when changing the size using the properties panel an undo *will* work correctly, i.e. only change back the size.\n\nThis seems true for a couple of Gizmos [not adding an undo step -- or at least not working correctly / as expected]\nThese are the ones I quickly checked:\n- Camera Focal Length\n- Area Light size\n- Spot Size\n- Wind Force Field Strength\n- Reference Image size\n- Compositor Backdrop\n- Reference image size and move\n", "OSL on the GPU displays all black for Voronoi Distance > Bump Height\nSystem:\nWindows 11\nRTX3090Ti gpu\n\nBump output is pitch black when using Voronoi (Distance) output into Bump Height. Colorramp in between does not fix it. Noise output into Bump Height works fine.\n(Blender 3.5 in cycles)\n\nedit: more useful info + screenshot + isolated blend file\n\nRunning OSL on the CPU works fine, only the new GPU support seems affected.", "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" ]
[ "2021-9-21 3.0.0: Object Properties -> Ray Visibility -> Uncheck Volume Scatter has no effect on lights\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\n\nWorked: 3.0.0 Alpha 2021-09-11 20:00\nhash: '15405685d9a0'\n\nObject Properties -> Ray Visibility -> Volume Scatter not working to make a light not effect volume\n\nTurn on cycles renderer\nSet default cube to principled BSDF\nSelect light\nObject Properties -> Ray Visibility -> Uncheck Volume Scatter\nYou should see that this takes no effect.\n\nI am using a prior version of 3.0 where it does take effect, and I downloaded the new version to see if my render times would be improved. My scene is using a volumetric that I noticed was incorrectly effected by a light in the scene where it was not in the prior version. I reproduced the bug in a new general blend in the few steps mentioned above\n\nI did not see this issue posted, hopefully this is helpful. Thanks for everything!\n\n", "Cycles regression: Light visible in volume when ray visibility for volumes is disabled\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\nBroken: version: 3.0.0 Alpha\nWorked: Prior to 0803119725\n\nLights still have an effect on volumes even when their ray visibility for volumes is turned off. This was caused by the Cycles-X merge with master.\n\n![Light is still visible in volume.png](Light_is_still_visible_in_volume.png)\n\nDownload the .blend provided, enter rendered viewport mode, select the light, and disable and enable `Volume Scatter` in the `Ray Visibilty` tab of the `Object Properties` panel observing that it doesn't produce the same effect it does in previous versions of Blender.\n[Light visible in volume.blend](Light_visible_in_volume.blend)\n\n1. Create a scene with a light, and an object with a volumetric shader.\n2. Change the render engine to Cycles\n3. Enter rendering viewport and observe that the light is having an impact on the volume.\n4. Select the light and in the `Object Properties` pannel disable `Volume Scatter` in the `Ray Visibilty` tab and notice that the light is still impacting the volume.\n\n\n\n" ]
Crash using Multiresolution Modifier Windows10, Intel Core i7-4770, Ram32GB, VideoCard Nvidia GTX-970 Broken: blender-2.80-76ea32d1926 Worked: (optional) In Sculpt Mode, smoothing when using Multiresolution Modifier causes Blender to Crash 1.- Apply Multiresolution Modifier to a cube (Subdivide once or twice). 2.- Go to Sculpt Mode 3.- Apply smooth brush....... blender crashes!!.
[ "Particle instance modifier can crash when create from Children is checked and Normal is not\nOSX 10.11.6, xeon w3680 6core 12thread \n[system-info.txt](system-info.txt)\n2.69.7 5bd8ac9\nalso Nightly 2.79 34fe3f9c069\n\n\nUsing a particle instance modifier with Children checked and Normal not checked and then attempting to change certain parameters of the particle system such as in the velocity or children tabs causes a crash. Enabling Normal in the particle instance modifier prevents this from happening.\nCreate a Plane with a hair type particle system.\nCreate a cube with a particle instance modifier and set the object to the Plane with the particle system.\nCheck the box for Children and uncheck the box for Normal.\nGo to the particle system on the Plane and check Advanced. \nDrag any of the values in Velocity or Children and soon it will crash.\n[Crash_ParticleInstance.zip](Crash_ParticleInstance.zip)", "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", "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", "Blender Crashing When Painting Stroke into a \"Moving Animated Character\" (heap-use-after-free)\nBroken: 4.0 alpha\nBroken: version: 2.79 - 2.82 (sub 7)\nWorked: Never\n\nI have this experiment of making LIVE talking head, via OSC. And I noticed that if I tried painting a stroke on a talking moving animated head, it will crash. Even with timeline not running.\n\nI got a video (Might need iPhone X with MOM addon to test this....) :\njhHdG6ZXFDU\n\n- Open attached file\n- Run animation\n- Paint over the animated object\n[paint_animated_shapekey_bug.blend](paint_animated_shapekey_bug.blend)\n\n\n", "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", "Sculpt performance warnings in the UI\nMultiple options in Blender can cause performance drops in sculpt mode (using modifiers, shape keys, EEVEE, dyntopo). Most of these options are handled in the code in ##BKE_sculptsession_use_pbvh_draw##\n\nUsers often report poor performance in sculpt mode because there is currently no information in the UI when the object is not using the sculpt mode optimizations. We have the ##use_deform_only## option to partially fix these problems, but new users are not aware of it and it only covers the modifier stack, but not EEVEE or dyntopo. \n\n**To be decided**\n - How and where to show these warnings\n - Should we include an operator to disable all settings (modifiers, viewport, shape keys...) that are causing the performance problems?", "Rendering instability from Blender 3.5 to 36+\nOperating system: macOS 13.4.1\nGraphics card: Apple/AMD W6800X Duo\n\nBroken: 3.6 to 4.0\nWorked: 3.5.1\n\nI get substantial instability when rendering animation sequences in Blender 3.6 and above, compared to 3.5. For example, I've built a large scene with lots of assets and displaced ground material. Today I left Blender 3.5 rendering and have outputted all 250 frames without a single issue using the GPU.\n\nBut previously in 3.6 I get a variety of frames – sometimes 30 or 40, sometime just a single frame – before I have to reboot Blender and start the rendering process again. I've tried all sorts of tricks, like using tiling to render and even switching to CPU-only, but in all cases, the animation process will eventually crash Blender. I thought it might be a VRAM issue, but my dual card has 32GB! My Mac Pro is a standard system with 64GB RAM and no strange or non-Apple additions – it should be rock solid.\n\nI don't have one specific scene to give you, but I've experienced all manner of instability since 3.6 came out – there is obviously a core difference in the app from 3.5 to 3.6+. However, I am really keen to help find the culprit. If you let me know what you need, I can provide crash reports or debug information, just point me in the right direction. Thanks!\n\n", "Blender crashes after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n", "blender crash if boolean + very very big scale\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1, 3.2\n\n[2022-07-21 19-15-24.mp4](2022-07-21_19-15-24.mp4)\n\n1. add boolean modifier\n2. scale any object on very very big value", "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.", "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", "Viewport Render crashes on macOS 12.3\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Beta\n\n\nUpdated MacOS to 12.3 (Beta) and going to Viewport Render will cause a full Mac freeze then crash. A hard reboot is the only resolution.\n\nNot sure if this is caused from the latest version of MacOS (12.3 Beta) or if it's the latest version of Blender (3.1Beta). \nI haven't tried with the latest Blender 3.1 Beta build with Monterey 12.2 Beta as this would require me to wipe the computer and reload all apps and files in the OS downgrade process.\n\nOpen default scene and toggle the Viewport Render button.\n\n", "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)", "Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n", "Blender crashes if simplify is turned on while baking multires\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: --\n\n\nBlender crashes if simplify is turned on while baking multires data\n\n\n- Grab any object and add multiresolution to if, subdivide at least once.\n- Activate simplify, and turn the max subdivisions on viewport to 0\n- Create a material and try to bake the multiresolution. Blender will crash instead of giving an error message or just baking normally \n\nTest File:\n[multires_crash.blend](multires_crash.blend) " ]
[ "Multiresolution Modifier Crash\nBroken: 2.8 2d05f91bea9\n\nWhen using the multiresolution modifier on an object and going into sculpt mode Blender immediately crashes." ]
Crash after saving new file without camera Operating system: Linux-5.4.0-87-generic-x86_64-with-glibc2.27 64 Bits Graphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.0.8 Broken: version: 3.0.0 Alpha Worked: I'm not sure, but until a month ago if I deleted everything from the scene and then saved, it worked if i delete the camera and then save the file.. Blender crash hqT8TaHFgZM open a new file--> delete camera-->save-->crash
[ "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", "Collada export crashes (when relative \"//\" is in `Preferences` > `File Paths` > `Temporary Files`)\nOperating system: macOS 12.1\nGraphics card: M1 MBP\n\nBroken: 3.0 with the attached userpref.blend\nBroken: 2.93.8\nBroken: 2.83.19\n\n\n\nfrom factory-startup:\n\n- - [x] type `//` in `Preferences` > `File Paths` > `Temporary Files`\n- - [x] `Export` > `Collada`\n- crash\n\nnote: in a debug build, the following assert is hit after step [1]\n```\n./bin/blender(BLI_system_backtrace+0x26) [0xf4a5f1b]\n./bin/blender(_BLI_assert_print_backtrace+0x16) [0xf344596]\n./bin/blender(BLI_exists+0x2a) [0xf497c6c]\n./bin/blender(BLI_is_dir+0x18) [0xf497d21]\n./bin/blender() [0x3c2a38d]\n./bin/blender(BKE_tempdir_init+0x27) [0x3c2a5e2]\n./bin/blender() [0x4c1ec17]\n./bin/blender() [0x4a2e592]\n./bin/blender(RNA_property_update+0x50) [0x4a2e7ca]\n./bin/blender() [0x55d728b]\n./bin/blender() [0x55f3b4a]\n./bin/blender() [0x435810e]\n./bin/blender() [0x435e018]\n./bin/blender() [0x435e5cc]\n./bin/blender(wm_event_do_handlers+0x7a0) [0x435fd81]\n./bin/blender(WM_main+0x30) [0x4351d2e]\n./bin/blender() [0x3c236af]\n/lib64/libc.so.6(+0x2d590) [0x7fb0c4842590]\n/lib64/libc.so.6(__libc_start_main+0x89) [0x7fb0c4842649]\n./bin/blender(_start+0x25) [0x3c23095]\nBLI_assert failed: source/blender/blenlib/intern/storage.c:348, BLI_exists(), at '!BLI_path_is_rel(path)'\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", "Python/BMesh: Add/removing textures between renders causes memory leak/ram crash\nOperating system and graphics card\nUbuntu 18.04, Nvidia GTX 960M\n\nBroken: blender-2.80-17bc0567268-linux-glibc219-x86_64\n\n**Working Blender Version**\nBlender 2.79b stable (ubuntu repository) with cycles\n\nIf you run the attached code and target it a directory with a large number of images, it will repeatedly:\n\n1. Load an image from file\n2. Set the image to be the content of a \"Image Texture\" node\n3. Delete/remove the image that use to be the image texture node\n4. Render \n\nAs it processes images, blender takes more and more memory. Eventually it will crash. If you leave out step 4, then it will not.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nImport python code, run \n\nLoadAndRemoveTextures(\"/folderWithManyImages\", 2000)\n\nin the console window.\n\n[imageMemoryProblem-WorksWithStableCycles.blend](imageMemoryProblem-WorksWithStableCycles.blend)\n[imageMemoryProblem2pt80.blend](imageMemoryProblem2pt80.blend)\n\nCode:\n\n\n```\nimport datetime\nimport sys\n\nimport bpy\nimport bmesh\nfrom mathutils import Vector\nfrom mathutils import Euler\nfrom bpy_extras.object_utils import world_to_camera_view\nimport random\nimport math\nimport json\n\nimport time\nimport os\nimport gc\n\ndef RemoveImageFromMemory (passedName):\n # Extra test because this can crash Blender.\n img = bpy.data.images[passedName]\n try:\n img.user_clear()\n can_continue = True\n except:\n can_continue = False\n \n if can_continue == True:\n try:\n bpy.data.images.remove(img, True)\n result = True\n except:\n result = False\n else:\n result = False\n return result\n\ndef CollectBackgroundImagePaths(sourceDirectoryPath, imageExtension):\n file_paths = []\n\n for root, dirs, files in os.walk(sourceDirectoryPath):\n for file_name in files:\n if file_name.endswith(imageExtension):\n file_paths.append(root + \"/\" + file_name)\n return file_paths\n\ndef SetBackgroundImage(backgroundImagePath):\n #Store reference to old image so it can be removed\n old_image_name = bpy.data.materials[0].node_tree.nodes.get(\"Image Texture\").image.name\n\n #Load new image to be used\n new_image = bpy.data.images.load(filepath = backgroundImagePath)\n\n #Set the new image to be used\n bpy.data.materials[0].node_tree.nodes.get(\"Image Texture\").image = new_image\n\n #Delete the old one from the file\n remove_succeeded = RemoveImageFromMemory(old_image_name)\n gc.collect()\n\n if not remove_succeeded:\n print(\"Error removing \" + old_image_name)\n else:\n print(\"Removing \" + old_image_name + \" worked\")\n\ndef LoadAndRemoveTextures(texturesFolderPath, numberToLoad):\n background_image_paths = CollectBackgroundImagePaths(texturesFolderPath, \".png\")\n\n for example_index in range(0, numberToLoad):\n SetBackgroundImage(random.choice(background_image_paths))\n\n #If you alternate adding/removing images and rendering, it will eat all the ram on your system and crash\n bpy.ops.render.render( write_still=True )\n```", "Some meshes causing crash on file opening since Blender 3.4\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.4.0\nWorked: 3.3.2\n\nOpening some files in Blender 3.4 was causing a crash. The source was narrowed down to a mesh that might be corrupt in some way, and upon entering Edit Mode crashes 3.3 too, however 3.2 did not crash on opening the file, thus at least allowing to delete such meshes.\n\n[Amphitheater-cedar3.blend](Amphitheater-cedar3.blend)\nOpen the file -> Crash", "Crash after Disk Cache Particle bake while set to render as path\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.1\nsame results on daily 3.1 build\n\nBlender crashes after finishing baking the particles to disk.\nThen proceeds to delete the baked files upon reopening the file. \n(don't know if the deletion is intended behaviour or not, but it stops you from being able to salvage the bake unless you rename / duplicate the cache folder beforehand)\n\nSeems to only happen with disk cache bake and not baking to memory. \nChanging the 'render as' setting to anything but 'path' seems to stop the crashing.\n\nOpen file, bake the particle system\n[Particle Bake to DiskCache Crash.blend](Particle_Bake_to_DiskCache_Crash.blend)", "Crash when rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n", "Data changes in pre and post scene evaluation handlers not recognised by Cycles, plus occasional ACCESS VIOLATION and inconsistent scene properties.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.4.0 Alpha\nWorked: (Unsure)\n\nCycles is not using the evaluated scene following scene modifications via handlers that fire before scene evaluation, and some data refers to the previous frame whilst other data refers to the frame currently being rendered..\n\n\nHi, we're trying to get Blender fully integrated into our studio, but we're running into quite a lot of issues with handlers. It seems that Cycles is only partially recognising changes made to the scene in the pre_render, pre_frame, and post_frame handlers. \n\nIn the below zip file there are 3 directories, each containing a blend file with a simple script to demonstrate the issue. The script changes the file output node's base path, and it also changes blender own render.filepath in the output properties panel. The new file name includes the scene camera name (which changes on frame 1 and 3 using markers) and the frame number when the handler updated the filepath/base_path properties, followed by the __0001 added by Blender. For example frame one should read: left cam_updated_path_on_frame_1__0001.png\n\n**Steps to reproduce problem**\n\n\n\n - Unzip [cycles handler bug.zip](cycles_handler_bug.zip)\n - open each of the blend files in place (use 'load UI' as I've set up the workspace for the easiest testing)\n - notice that the blender output is set to 'not set yet', as is the file output node in the compositor.\n - choose to render the animation\n # In the folder where the current blend file resides there will now be two additional folders, one for blender's output, and another for the file output node's results.\n\n\n**Results**\n\n**pre_render handler**\n\nAs expected the camera is incorrect because the pre_render handler happens before the scene has been evaluated. Although strangely some of the information is for the unevaluated frame that the playhead has just moved to (the frame number) and some is for the frame the playhead was on prior to beginning rendering (the camera name which was active on frame 4 before the playhead moved to the beginning of the animation ready for rendering in this example).\n\nBlender's own image sequence output does use the new path which was assigned whilst in the first frames pre_render handler, but on the first frame, the camera name is incorrect and the frame number is correct:\n![image.png](image.png)\n\nThe file output node images however show that cycles didn't recognise that the base_path property had been updated until the next frame. We can see here that the file ending in __002.exr was updated on frame 1, but not used until frame 2, and this continues all the way through.\n\n![image.png](image.png)\n\n**pre_frame handler**\n\nStrangely, although this handler also fires prior to the scene being evaluated (directly after the pre_render handler), this time Blender's own output shows the camera name is now correct, but again, the updated file output node is still not being used until the following frame:\n\nblenders output:\n![image.png](image.png)\n\nfile output node's output:\n![image.png](image.png)\n\n\n**post_frame handler**\n \nBlender's output again is correct, but the file output node's new path is not being recognised:\n\nBlender's output:\n![image.png](image.png)\nFile output node's output:\n![image.png](image.png)\n\n\nThe above can be worked around with code by grabbing the camera from the marker list instead of the active scene camera, but one really major issue for us is that even when locking the viewport prior to rendering, if we update the file output node's base_path, we start experiencing occasional Access Violations and instant crashes, this happens even if the file output node's path is not visible to UI. (perhaps this is related to the reason why the base path isn't being recognised until the next frame?)\n\n\n", "Blender crash in bmesh.to_mesh() while using it to modify weights\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\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\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", "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).", "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", "persisting issue: MacOS, Blender's system device usage rights (info.plist) add camera & mic usage descriptions\nOperating system: MacOS (13.2.1) \nGraphics card: any\n\nBroken: (All Blender addons that would need external peripheral like camera or microphone access, will cause Blender to CRASH, because of MacOS)\nWorked: (it's a MacOS dependent issue (since maybe macOS 12?)\n\n*\n\"Termination Reason: Namespace TCC, Code 0\nThis app has crashed because it attempted to access privacy-sensitive data without a usage description. The app's Info.plist must contain an com.apple.security.device.camera key with a string value explaining to the user how the app uses this data.\"*\n\n\nInstall an anddon that would need camera / microphone access. After checking the checkbox in blender addon menu, Blender crashes (or at the point that addon is running code that would need such peripheral. Nowadays you cannot add it manually and this needs to be addressed globally.\n\nFIX:\nglobally add info.plist usage rights for camera, mic and other widely used peripherals for blender's MacOS version, since the current state of MacOS, doesn't allow addon's to access any of those, and it really hinders the blender as a core, those of course aren't used if not needed, but at the moment addon developer cannot have any modules that use any of those without MACOS causing the blender to literally crash. I hope this could be corrected asap. Before it was still possible to manually grant access to applications via macos settings, but alas, its not anymore possible.\n\n", "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", "Dropbox saving errors with compressed files\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 3.1.0 Alpha\n\nSaving compressed blend files on a Dropbox folder gives sporadical saving errors\n![image.png](image.png)\n\nSave a compressed blend file on a Dropbox folder\nIf it doesn't give you an error keep pressing Ctrl+S\n\n*Notes:*\n*Tested on Windows with the official Dropbox app*\n*Save versioning is completely disabled*" ]
[ "Crash when saving file without active camera\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nBlender crashes when saving a file that has no active camera in the scene, if in Preferences > Save & Load > Blend files you set File Preview Type to \"Camera View\". Also notice, that no file is created.\n\nOpen Blender, Load Factory Setting, then go to Preferences > Save & Load > Blend files and set File Preview Type to \"Camera View\". Now try to save the file.", "Crash when saving the file without an active camera\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.4.0 - Build 21.20.16.4526\n\nBroken: version: 3.0.0 Alpha\n\nAttempting to call a camera that does not exist crashes\n\n**Steps to Reproduce**\n1. Go to Preference settings and go to Save&Load panel.\n2. Change File preview type from default \"Screenshot\" to \"Camera View\" \n3. Delete the camera object in the scene and save the file\n4. crash\n![屏幕截图 2021-10-04 051016.png](屏幕截图_2021-10-04_051016.png)\n\n\n\n" ]
smoke domain flickers outside of active frames Operating system: windows 11 Graphics card: nvidia geforce rtx 2060 Broken: 3.6.2 Worked: n/a (hasn't worked since 2.93 at the earliest) when a smoke domain's start frame is greater than the session's start frame, the domain flickers and immediately fills outside of it's active frames shift+a > add any mesh > object > quick effects > quick smoke > select the domain > physics properties > set domain start frame to a value greater than your session's start frame > hit play
[ "Mantaflow rendering unstable (when using multiple fluid domains)\nOperating system: Ubuntu 18.04\nGraphics card: Radeon R9 FURY\n\nBroken: 2.83.5\nWorked: none\n\nMantaflow seems unstable during rendering of 6 simultaneous domains and it relates to the cycles AA samples.\nThe error it shows:\n```\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in /home/sources/buildbot-worker-linux_centos7/linux_lts_283/blender.git/extern/mantaflow/preprocessed/fluidsolver.cpp:33\n```\n\n1. Open the example file [mantaflow-render-test.blend](mantaflow-render-test.blend)\n2. Bake the domains one-by-one\n3. Run the `Render Animation`\n4. It's quite a random, so could take some time\n5. on ~160 frame the blender will fail and close with the next error:\n```\nSaved: '/home/user/tmp/mantaflow-render-test-scene/out/0161.png'\n Time: 00:03.10 (Saving: 00:00.08)\n\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in /home/sources/buildbot-worker-linux_centos7/linux_lts_283/blender.git/extern/mantaflow/preprocessed/fluidsolver.cpp:33\n```\n```\nSaved: '/home/user/tmp/mantaflow-render-test-scene/out/0051.png'\n Time: 00:01.78 (Saving: 00:00.09)\n\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in /home/sources/buildbot-worker-linux_centos7/linux_lts_283/blender.git/extern/mantaflow/preprocessed/fluidsolver.cpp:33\n```", "Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)", " Mantaflow: Adaptive Domain breaks Dissolve if 'slow' is checked\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n[Adaptive domain seems to completely ignore the 'dissolve' setting on the Domain object, or at least alter it massively.]\n\n[Bake the attached .blend\nHere's the results-\n![AdaptiveBreaksDissolve.JPG](AdaptiveBreaksDissolve.JPG)\nThe left hand Domain has dissolve enabled but not Adaptive. The right hand one is a duplicate of the left (and the left hand emitter), nothing at all changed apart from enabling Adaptive domain.\nDoesn't look to me like the 'dissolve' parameter is doing terribly much at all on the right hand side, when 'Adaptive Domain' is enabled.]\n[Adaptive_Dissolve.blend](Adaptive_Dissolve.blend)\n\nI discovered this issue half way through a 400 frame render, when looking at the rendered stills; so I thought stuff-it! Carry on...\nSo here is what this issue does to an actual sim I wasted several hours on creating/tweaking, then the best part of a half a day rendering-\n[Domain_Jitter_Dissolve.mp4](Domain_Jitter_Dissolve.mp4)\n\nIt looks worse than the .blend I uploaded as it has noise baked as well, and this seems to generally expand the volume filled by the smoke from what I've experienced, therefore exacerbating the jitter where the smoke hits the Adaptive Domain boundary. \nAs you can see it's quite ugly when the boundary of the smoke gets close to the camera, and as I hope you can see the jitter at the edges of the smoke look suspiciously like the jitter in the size of the domain seen in the viewport capture I made (obviously I matched the speed in Davinci, my workstation could only sustain 2FPS playback).\nIf anyone cares for my two-pennys-worth, whatever coded-wizardry controls the size of the Adaptive Domain, need's to implement some sort of 'damping' for the domain size changes, at least several (10-15?) frames worth. As well as taking 'dissolve' into account.\n\n", "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)", "Quick smoke vorticity is broken.\nOperating system: Windows 10.\nGraphics card: NVIDIA GeForce RTX 2080 Super\n\nBroken: (version: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash: 0330d1af29c0, type: Release \nThe same is on experimental 2.91\n[system-info.txt](system-info.txt)\n\nI'm not sure, but in video tutorial of Blender 2.7 is working correctly. Link to vid: watch?v=BhjK-6t9Gqs&t=2m10s\n\nWhen you add vorticity to smoke sim it does something crazy,video with 0 vorticity:\n[smoke_novorticity.wmv](smoke_novorticity.wmv)\n\n\nWith vorticity value of 3 here is what happens:\n[smoke_vorticity.wmv](smoke_vorticity.wmv)\nIt happens a bit differently on different strength but once you add any vorticity it goes wrongly.\n\nThe file is simple - adding icosphere, make couple keyframes to animate it. Add quick smoke, adjust domain. For emitter make temp.diff -1, enable initial velocity. For smoke domain set vorticity to 3.\n[smoke_voticity.blend](smoke_voticity.blend)", "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", "Motion blur artifacts on certain frames EEVEE\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked: not sure\n\nMotion blur on error appears on same certain frames.\n\nblend attached Error appears on frames : 49 , 60, 85, 95, 103, 119,130\n\n[blur test.blend](blur_test.blend)\nnormal frame ![horn_blur0048.jpg](horn_blur0048.jpg)\n\nerror frame ![horn_blur0049.jpg](horn_blur0049.jpg)\n\nvideo with error frames [0001-0300.mp4](0001-0300.mp4)\n\n", "Area resizing sometimes activates neighboring area scrolling\nOperating system: Linux-5.7.10-201.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nwhen resizing windows, it will trigger the verticle slider some times\n\n[resize bug.mp4](resize_bug.mp4)", "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", "Volume voxels visible in compositing (Cycles)\nOperating system: Windows 10\nGraphics card: GeForce GTX 950 OC\n\nBlender 2.80 cc73d59ad580\n\nFirst of all :\nNot sure if this is a bug or if Im just not getting it.\n\nEverything is done in Cycles\n\nIm subtacting the DiffInd passes in compositing and I get the volxel shape of my smoke sim.\n\nHere a screenshot of my Nodesetup (note the backdrop)\n![Setup.PNG](Setup.PNG)\n\nI do this to extract the Indirect lighting of for example fire or something else while excluding the sun and stuff.\n\n\nThis is the image (the white cuby thing to the right of the smoke)\n![error.png](error.png)\n\n\n\nAdd a basic smoke simm with high resolution and a ground and wall.\nAdd a sun light\nAdd a new view layer\nExclude the smoke domain from the 2nd layer\nEnable the DiffInd pass for both layeres\n\nIn compositing :\nSubtract the DiffInd passes from each other.\n\n\nThis is an example scene:\n[debug.blend](debug.blend)\n\nIt seems like there is a problem how \"null\" surfaces get handeled.\nIf I set a layer to indirect only the indirect light only appear outside the voxels (where they are intersecting the geometry).\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)", "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", "Blender 3.6's window has 1/4 content area, 3/4 transparent area under Linux\nOperating system: Arch-based Linux, kernel 6.3.7-arch1-1\nGraphics card: Intel Arc A779\n\nBroken: blender-3.6.0-beta+v36.2ef27684c56c-linux.x86_64-release, but has happened with all 3.6 daily builds so far.\nWorked: 3.5.1, the latest version.\n\nThe content area is 1/4 of the window size when the window is first open. 3/4 of the window is transparent.\nGnome 44.2, Wayland, fractional scaling enabled (100%, 175%), dual monitors (1920x1200, 4K).\n\n![image](attachment)\n\n\nRun Blender 3.6\n\n", "Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases", "object monitor and menu bar flickers when i move move my cursor\nOperating system: Windows-11-22H2\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.92\n\nBroken: version: 3.6.2\n\n\n\n" ]
[ "smoke effects flicker in domain when start frame is set to later than animation start frame\nOperating system: Windows 11\nGraphics card: nvidia geforce rtx 2060\n\nBroken: 3.5.0\nWorked: n/a; never worked since 2.9 at the earliest\n\nWhen smoke domain start frame is set to a value later than animation start frame, smoke effects will flicker inside that domain until the start frame is reached.\n\n`Object Mode` > `Add` > `Cube`, `Sphere`, or any other solid 3d object found in the `Tab` > `Quick Effects` > `Quick Smoke` > Under physics properties with smoke domain selected, set start frame to any value greater than the animation's Start frame > see error for self.\n\n" ]
Crash when changing the render resolution UBUNTU 18.04 Blender 2.8 (10.07.2018) crash when changing the render resolution in eevee and cycles
[ "Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n", "Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "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", "Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash", "EEVEE NEXT: Memory leak when switching render type\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\n\n```\nError: Not freed memory blocks: 1, total unfreed memory 0.000038 MB\n```\n\n1. Start render default cube in cycles\n2. Switch no eevee next (render turned to black)\n3. Closed blender", "Segmentation Fault Crashing Blender when Rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\n\nDuring rendering, Blender will often crash with segmentation fault \"Memoryblock MORE THAN 1 MEMORYBLOCK CORRUPT: error in header\" message.\n\nNeed guidance to help provide a blend file to reproduce the issue.\n\nThe issue occurs 100% of the time with an old version of a large blend file on certain frames. I have attached the debug and crash reports. \n\nMy workaround was to turn on subframes and render subframes either slightly earlier or later than the main frame. For example, if the frame I wanted to render was 187, I would render frame 187.1 or 187.2 until blender would render the frame.\n\nI believe the problem relates to a model I had commissioned, but I cannot recreate the issue in other blend files with that model.\n\nGPU memory usage is about 7.6/8 Gb, so there is headroom, and there is plenty of RAM. It does not matter if it is rendered on GPU/CPU, GPU only or CPU only it will always crash.\n\nI have tested on 2 other Windows computers with the same results, so it is not Ubuntu related.\n\nOther frames render perfectly.\n\nThere is no issue with viewport render mode. Often I get \"out of memory\", but that is only because Blender does not dump some things from memory before viewport rendering an updated scene. It's bound to be a known issue and easy to work around.\n\nI have prepared the file to upload here, but it's 1.9 Gb zipped. Before I send it there maybe some advice about troubleshooting my end someone might know and can help me with. I have spent 3 solid weeks trying to troubleshoot this and the only reliable way I know of reproducing the issue is with the full file.\n\nN.B. The update to 3.6.1 saw me return to this with an updated and improved version of the file. Background rendering will SOMETIMES render problem frames. I have included debug files for this as well.\n\nIs there any advice I can get as to how to narrow down this problem?\n\n", "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", "Shader compilation is crash\nOperating system: Linux-6.3.0-1-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: 3.5.1, 3.6.0\nWorked: 2.93.17, 3.3.6\n\n\nI am creating a shader and I need to use a lot of color mix node:\n| Version | Result |\n| -- | -- |\n| 2.93.17 | ![blender-2.93.17.png](attachment) |\n| 3.3.6 | ![blender-3.3.6.png](attachment) |\n| 3.5 | ![blender-3.5.1.png](attachment) |\n\n\nLaunch attached blend in different the Blender versions", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "Blender 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", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ", "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)", "Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n", "Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n" ]
[ "Blender 2.8 crash when changing the render resolution\nOperating system: KDE Neon \nGraphics card: Nvidia GTX 1070\n\nBroken: blender-2.80-1112f49a14b-linux-glibc219-x86_64\n\n\nBlender Crash when I change the render resolution. \n\nopen blender, change render resolution. \n", "Blender 2.80 Alpha Crash\nwhen changing preset in render tab from 1920x1080 to\n720p...system crashes.\n\nsee attached system info for my system.\n\nJ.Reed\n", "Blender 2.8 crash with any change at all to Resolution X field> Enter\nWindows 10 (1709) 64bit\nNvidia GeForce GT 730\n\nBroken: https:*builder.blender.org/download*blender-2.80-1112f49-win64.zip (today, 7-10-18)\nWorked: (optional)\n\n\n- start Blender for first time after extracting it from zip\n- factory settings have not been touched\n- go to render Panel> Dimensions> Resolution X field\n- any change at all to Resolution X field> Enter causes Blender to crash (disappear) with no error message" ]
Clicking General in the splash screen crashes blender Operating system: macOS-12.1-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.101 Broken: version: 3.0.0
[ "Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n", "Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n", "Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x109d2903d (anonymous namespace)::Local::Local() + 29\n1 Blender \t 0x109d28fe9 memory_usage_init + 25\n2 Blender \t 0x109d26f09 MEM_init_memleak_detection + 9\n3 Blender \t 0x101e098c3 main + 227\n4 dyld \t 0x7ff815a5241f start + 1903\n```", "Blender 3.5.1 + Mac + Metal + Crash\nOperating system: MONTEREY 12.6.3\nGraphics card: AMD Radeon Pro 5500 XT 8 GB\n\nBroken: Blender 3.5.1\nWorked: Blender 3.4.1\n\nBlender 3.4.1 will render a given scene with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" in 1 min 58 sec\n\nBlender 3.5 and 3.5.1 will crash on the same scene set on \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" - \nIt has to be run with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"CP\" and now takes 5 min 53 sec.\n\nI have lost computing power with the latest versions.\n\nJust run the file with GPU BACKEND turned on and \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\"\n\nI could not include the file as it is a project I am working on - if there is no other way to check up on this issue I will try to create another file that I can send\n\n", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "blender 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", "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 when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>", "Crash when 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)", "Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n", "Blender 2.91 crashes when enabling Archipack addon\nOperating system: Linux-5.8.0-23-generic-x86_64-with-debian-bullseye-sid 64 Bits\nUbuntu 20.10 Groovy Gorilla (development branch)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.2.0\n\nBroken: version: 2.91.0 Alpha\n\nBlender crashes after enabling Archipack addon. Terminal says 'Aborted (core dumped).' Also, Blender doesn't record a crash.txt (that I can find). \n\nStart Blender>Edit>Preferences>Addons>Enable Archipack addon.\n\n[CoreDump.mp4](CoreDump.mp4)\n", "Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "Crash 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", "Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)", "Blender 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)" ]
[ "Blender Crash. on workspace choice\nOperating system: macOS-12.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.101\n\nBroken: version: 3.0.0\n\n[Choosing general layout in splash screen crashes blender]\n\n[Choose general when blender starts up on splash screen]\n[Based on the default startup]\n\n" ]
GN: duplicate elemts node doesn't display duplicated edges Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 Broken: version: 3.2.0 Alpha Duplicate elements node doesn't display any geometry when set to edge mode. Apply the GN modifier, go in and out of edit mode and they are visible again. (the last part is similar to this one. T95536) [2022-03-05 19-51-35.mp4](2022-03-05_19-51-35.mp4)
[ "Node Tools Overview\n## Background\nWith node group assets becoming more prevalent and geometry nodes becoming essential\nfor manipulating geometry in Blender, we want to add the ability to implement operators\nwith geometry node groups.\n\nRelevant node groups would need a geometry input and output, and could have other inputs (and possibly outputs), with similar mappings as the geometry nodes modifier.\n\nAdditionally, specific inputs could be marked as editable modally, for example, a \"Factor\" input could be controlled by moving the mouse cursor left or right.\n\nThe specific data design still needs to be settled on (i.e. is the node group an operator, or does an operator reference a node group?).\n\n## Design\n- The node group itself is the operator asset\n- Geometry nodes gets new input nodes\n\t- Selection\n\t- Mouse coordinates\n - View transform\n - 3D cursor location\n - etc.\n- Geometry node groups with these input nodes can only be used as operators\n\t- This design is similar to the shared node groups between shader and geometry nodes, for example.\n- The group outputs are used to adjust the output geometry\n\t- The geometry output will adjust the \"active\" geometry\n - We _might_ need to store a specific mapping for outputs, but relying on the name is a start\n- The project is \"completely finished\" when any existing edit mode operator could be implemented with nodes\n\n## Implementation\n\n_Organized by priority in each category_\n\n### 4.0 Targets\n\n_Changes needed to move the feature out of experimental and enable it in the release_\n\n- [x] Initial basic feature for curves sculpt mode e4cc91a6113f14418b5d8f2a0aace252dc3949d8\n- [x] Allow controlling which modes assets are available in fd9d22ba57d75b278a0350492c5eab2d39d39070\n- [x] Update 3D view menus dynamically (avoid need to restart Blender) cc83951951efc28411960d950435224e8d06606c\n- [ ] Make object info node geometry output work properly\n- [x] #111529 Show menus for unassigned node group assets d2d4de8c710c4e8e648a86f904e6436133664836\n- [x] Tool specific nodes\n - [x] Selection input e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] Set selection e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] 3D cursor e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n - [x] Sculpt face sets input e3e6fb8ecf8252344e9bfc9dc255bf7f722aa5f0\n- [ ] Node group inputs displayed in the redo panel\n - [x] Initial input drawing bc393c403325c956ec4e83eeb072a9bdb2e7824d\n - [x] Display node group name in panel title f0467b4615b366f34f0daae81ef717c342e8f520 ee1ee584ded3b76fdd9b661244274af850b08fa9\n - [ ] Add attribute search\n - [x] Don't draw redo panel when there are no inputs c59d998ce524e37c2449694602fb6d57b6d292fa\n- [x] #111523 Improved default traits b4dc16f32d92a2fbc140abfe6eb438ff11b5d5e8\n- [ ] #111524 Finalize trait popover locations\n- [ ] Add support for evaluating output attributes\n- [x] Shortcut support 65591b2c8cc83b024bc0a283bae1bbeb7ee85132\n- [x] Quick favorite support 65591b2c8cc83b024bc0a283bae1bbeb7ee85132\n- [ ] #111526 Filter data-block selector based on tool/modifier option #112389\n- [ ] Publish the user manual\n\n### Polishing\n\n_Not necessarily required for a release in main_\n\n- [ ] Show visual difference for tool nodes in modifier context\n- [ ] Show visual difference for viewer and simulation nodes in tool context\n- [ ] Resolve flickering in asset browser when using redo panel\n- [ ] Warnings in node editor header\n - [ ] When node group is not an asset (with button to mark as asset) #110813\n - [ ] When the node group is not marked as a tool #110813\n - [ ] When asset is not in a catalog (and not in a menu) #110813\n\n### Milestone 2\n\n_The second phase of the project, after the fundamentals are working well_\n\n- [ ] Option to show settings in popup before operation starts\n- [ ] Tool specific nodes\n - [ ] Sculpt \"soft selection\" input and set\n - [ ] View transform\n - [ ] Mouse position\n - [ ] Deformed (\"cage\") positions\n- [ ] Modal operator support\n- [ ] \"Wait for cursor\" option\n- [ ] Store operator properties for the next execution\n\n\n## Use Cases and Ideas\n- [ ] Mesh sculpt \"face set extract\"\n- [ ] Mesh sculpt \"mask extract\"\n- [ ] Lasso selection operator", "Non deterministic edge order after extrude/spin on bmesh\nOperating system: Linux-4.15.0-20-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.05\n\nBroken: version: 2.93.0 Alpha\nWorked:\n```\n Unknown. According to the Git annotation given by VS Code in bmo_extrude.c, this issue is born two years ago...\n```\n\n\nThe order (and therefore indices) of new edges created by an extrusion or a spin operator change when this operation is applied on two objects created in the same way, with same geometry (named \"reference\" and \"target\" objects in the script attached).\n\nThis becomes visible if we select some edges in the reference object and try using the selected edges's index in this object to select the corresponding ones in the target object, both selection are not the same even though the mesh elements (vertices, edges and faces) have the same order in both meshes\n\n\nOpen the attached blend file and execute the script in it\n\n\n\nMany thanks and kind regards,\n\nChristophe Mermoud\n\nP.S. Please find enclosed:\n\n[system-info.txt](system-info.txt)\n\n[non-deterministic_extrude_reproduce.blend](non-deterministic_extrude_reproduce.blend)\n", "Geometry Nodes Mesh Boolean unexpected difference result\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nGeometry Nodes Mesh Boolean Difference does not work as expected.\nNode setup:\n![nodeSetup.png](nodeSetup.png)\n\nUnexpected boolean difference:\n![incorrectBoolean.png](incorrectBoolean.png)\n\n- Open the attached .blend file\n- Press G to move the selected Cube.001 and the small cubes will flicker.\n# At certain positions of Cube.001 some of the small cubes will disappear when they should not.\nThanks!\n[test06.blend](test06.blend)\n", "Z-fighting in wireframe moded\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.90.1\nAlso tested with the latest 2.92 alpha build. Same results.\n\nI experience Z-fighting in wireframe mode when there are overlapping faces.\nWireframe mode should only render edges. Z-fighting indicates that faces are rendered too, but it only happens when they partially overlap.\n\nDuplicate the default cube and move it slightly in one axis, so that faces of the two cubes partially overlap. Switch to wireframe mode and you will see faces flickering where they overlap. You won't see it if the two cubes fully overlap by staying roughly in the same spot.\n\n[wireframe glitch.blend](wireframe_glitch.blend)\n", "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", "Duplicating hair particles from one file to another is not working\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25\n\nBroken: version: 3.3.0\nWorked: I don't know. And at least, v3.2.1 is also affected.\n\nFor Eevee rendering, duplicating the hair particles within the same file is working as expected, because the duplication and the original hair look exactly the same. \nHowever, duplicating the hair particles from one file to another is not working for Eevee rendering, because they do not look identical. \nMoreover, under the Eevee rendering, the duplicated hair can no longer be controlled by the particle system. (In comparison, Cycles rendering is not affected by this problem.)\n\nThe video to reproduce the error:\n[Duplicate hair under Eevee.mkv](Duplicate_hair_under_Eevee.mkv)\n\n**Steps to reproduce**\n[eevee hair test3.blend](eevee_hair_test3.blend)\n\n- Open file\n- Copy objects `LLonglash` and `LLonglash.001`\n- Open new file\n- Paste objects\n# Inspect hair shape\n\n", "Regression: Multi sockets on muted nodes display wrong internal noodle\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 3.5.0 Release Candidate\nAlso broken in 3.4\nWorked: 3.3.1\n\nWhen a node with a multi socket (e.g. Join Geometry or Mesh Boolean) is muted, the visual internal noodle goes from the last (bottom) input instead of the first (top) input, even though it is the top input that is actually passed through.\n| 3.3 | 3.5 |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n- Open attached .blend file or\n - Create a geometry node group\n - Connect two or more different inputs into a Join Geometry node\n- Mute the Join node\n\nObserve the discrepancy between the visualized noodle and the actual result in the viewport\n\n", "'full copy' references existing geometry nodes rather than creating new duplicates\nOperating system: Linux-5.15.5-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.42.0, 5.15.5-200.fc35.x86_64, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.2.5\n\nBroken: version: 3.0.0 Beta\n\nWhen creating a new scene as 'full copy', existing geometry nodes are referenced in duplicated objects, thus any changes will affect the original scene, which is not expected.\n\n* create a scene with an object using geometry nodes. \n* create a new scene as a 'full copy'\n* edit the geometry node tree in the new copy, all changes will apply to the original object as the geometry tree is shared between the two.\n\n", "Displacement map, wrong normals and shadows on triangle geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.69\n\nBroken: version: 2.92.0\nWorked: ?\n\nExperimental Cycles displacement introduces rendering artifacts on some geometries made of triangles. The problem seem to disappear on quad geometry.\n\nOpen the attached \"displace-problem.blend\" file.\nRender an image, or enable Cycles preview in viewport.\nThe left object is made of triangles, and appears with problems.\nThe right object is made of 1 quad, and appears fine.\n\n[displace-problem.blend](displace-problem.blend)\n", "Clipped text labels intermittently missing ellipses by Float properties\nBroken: 3.4\nWorked: -\n\nThere are no ellipses by node group parameters in all editors by unhidden values \n![image.png](image.png)\n[2022-09-02 16-57-07.mp4](2022-09-02_16-57-07.mp4) \n\n- Open attached file\n[missing_ellipsis_bug.blend](missing_ellipsis_bug.blend)", "EEVEE Shading: string sockets node group interface value doesn't work\nBroken: version: 3.0.0 Alpha\nWorked: n/a\n\nin shading, String sockets exposed via node group interface don't use the value from the node group interface\n\nSteps to illustrate the problem\n\n* Use a quick smoke effect on a cube\n* Add a principled volume and connect it to material volume output\n* Change the Density Attribute to other text\n* Group the principled volume\n* Change the Density Attribute back to density\n\n[volume.blend](volume.blend)\n\n", "Same pattern looks different for Cycles and Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.1\n\nThis is the difference\n\n![изображение.png](изображение.png)\n![изображение.png](изображение.png)\n\nsimplified file\n[pixels tiled1.blend](pixels_tiled1.blend)\n\n\nold file \n[pixels tiled.blend](pixels_tiled.blend)\n\nI suppose the difference in Color Ramp or Noise node.\n", "Geometry Nodes: Realize Instances node does not take size into account for radius\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\nIf the instances have been scaled, then the radius attribute does not take this into account be realization.\nBut displaying such instances takes into account:\n| Realized instances | Instances |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Geometry Nodes modifier. In node tree:\n a. Points node.\n b. Instances on Points.\n c. Points to /Points and Instance inputs of second node.\n d. Change scale of instances.\n e. Apply Realize Instances node on result.\n\n", "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", "Mismatch between nodetrees when creating a link does not throw error\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Beta\nWorked: Tested as far back as 3.3.4 and no error was thrown\n\nWhen creating a node-link an error is not thrown if the node trees of `links`, `input socket`, and `output socket` are not all the same node tree or even the same type! It makes troubleshooting code sometimes difficult when no errors are thrown but with unexpected results.\n\nPaste the following into the text editor in Blender and Run it:\n\n```py\nimport bpy\n\nD = bpy.data\n\nnt1 = D.node_groups.new(\"NT1\", \"GeometryNodeTree\")\nnt2 = D.node_groups.new(\"NT2\", \"ShaderNodeTree\")\nnt3 = D.node_groups.new(\"NT3\", \"CompositorNodeTree\")\n\nnd1 = nt1.nodes.new(\"NodeReroute\")\nnd2 = nt2.nodes.new(\"NodeReroute\")\n\nnt3.links.new(nd1.outputs[0], nd2.inputs[0])\n```\n\n" ]
[ "Edges duplicated with Duplicate Elements node not displayed in the viewport\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.2.0 Alpha\nWorked: N/A\n\nUnlike other elements like faces and points, edges duplicated with *Duplicated Elements*node are not displayed in the viewport. They are there, as you can continue manipulating them down the node tree fine, they're just not shown. \n\nThey don't become visible until you apply the Geometry Nodes modifier, and enter into *Edit Mode*:\n\n[20220415193600.mp4](20220415193600.mp4)\n\nAdd a Geometry Nodes modifier to a mesh object, and drop a*Duplicate Elements* in between the group input and output. Set it to *Edge*. Nothing will be shown in the viewport.\n\n" ]
Crashes when I add hair particles Operating system: MacOS High Sierra Graphics card: NVIDIA GeForce GT 755M 1024 MB Broken: example: 2.90 Alpha, 27e39cc53312, 2018-04-16. Worked: 2.83 Alpha **Blender crashes when I add hair particals** **Add particles to any object, change particle type to hair.**
[ "Blender Crash when deleting images too fast\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.44 30.0.13044.0\n\nBroken: version: 3.2.0\n\nBlender crashes when deleting images in the Layer blend file libery\n(3.3 alpha is crashing also and i didnt found any report about this issue)\n\n\n* go to outliner -> select blend file\n* make sure to be in the material preview mode\n* delete the first image by right click and then click on delete image\n* (now u only need to rightclick and leftclick to delete next images, because u dont need to aim for the delete anymore)\n* delete images while blender tries to preview the last change after deleting one of the images\n blender crashes\nwhen deleting images too fast, my blender just crashes (happens on my bad pc often, because i download models and rework them)\nIf you wait for the new material preview of the model after deleting nothing happens, but if you dont blender crashes when continuing to delete images\n\nVideo: CvO9nw4qilc\n\n[pharaoh x suite.blend](pharaoh_x_suite.blend)\n", "Improve performance for Render Engines Addons\n**Status:** Ideas from this thread: 7 to improve speed and ease for external render engines to work with Blender\n\n---\n\n**Team**\n**Commissioner:** @brecht \n**Project leader:** @BrianSavery \n**Project members:** `-` *Optional other developers, can be in multiple projects at once.*\n\n**Description**\n**Big picture:** There are certain issues external renderers working with Blender have that Cycles does not due to it's access to the blender C data structures. Render Engine Addons have to work through the Python API and thus have limited performance. This \"TODO\" will include various subtasks for improving the render engine interface.\n\n**Use cases**: Or possible things that could be improved\n* Faster reading of mesh vertices (as numpy array?)\n* Faster reading of hair or paritcles rather than using particle_system.co_hair(...)\n* Pre-load image data so that image.pixels.foreach_get() is not blocking. (see 9)\n* Detecting deleted objects? \n\n**Branch**: `-` *Existing patches or branches.*\n\n---\n\n**Relevant links**:\n* `-` 19251/", "Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n", "Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !", "Sculpt crash in certain scenario (PBVH vert number does not match)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.6\n\nCrash upon altering the model in any way.\n\n1. Open file\n2. Use a tool/brush to alter the model.\n3. Instant Crash\n\nI have updated GPU drivers and the latest Blender version as of today, still crashes.\n\nCould not find any duplicate bugs of crashes when interacting with models, only crash on startup and others. \n\nI expect my GPU is just too trash.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Goblin.crash.txt](Goblin.crash.txt)\n\n[Goblin.blend](Goblin.blend)\n", "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.", "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)", "Particle bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nHair particles in particle edit mode cannot add new particles if emit is set to vertices. When you try to change emit to faces - all previously created particles disappear.\n![image.png](image.png)\n\n[test.blend](test.blend)\n", "crash when i try to make instances real for nodes\nhi , in attached files all info about the crash , its when i try to make instances real for nodes modifier addon scifi pro + flex\nso can i fix it ?\n\n", "Add modifier error message for attribute name clashes\nIf user has a UV and a vertex color groups with the same name things behave in non predictable ways.\n\nThe nodes modifier should check for this and add an error message when this happens.", "Particle hair (chilrden) not showing up on viewport - Blender 3.1\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\nBroken: version: 3.1.2\nWorked: 3.0.1\n\nHey guys, Not sure if I am doing something wrong but on 3.1 + 3.1.2. hair particles are not showing up after a certain number on the \"display amounts\" - For the attached project for example if I go beyond 16 on the display amounts, all the hair disappears. The same happens if I increase the Stand steps on the Viewport Display panel\n\nmay that be a bug ? I am not sure, it looks like one because in 3.0 the problem does not appear. \n\n\nIncrease the number of the Children Display amount.\n\nthanks a lot! \n\n\n[hair-particles-issue-Mac-AMD-3-1.blend](hair-particles-issue-Mac-AMD-3-1.blend)", "Hair (Particles): Cannot animate the property hair_lenght\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14739 Core Profile Context 21.6.1 27.20.22001.14011\n\nBroken: version: 2.93.5\n\nI can't animate the hair_lenght property in hair (particles)\n\n1. Select an object (mesh) and add hair (particles) to it.\n2. Add an animation key in the Hair Lenght property (4m by default).\n3. Change to another frame, modify the Hair Lenght property (put 0m for example) and add a new animation key.\n\n", "Hair particles: cannot delete hair particles in particle edit mode until you comb it\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 4)\nWorked: 2.79\n\nYou cannot delete all (hit a) hair particles until you comb them. Even more, if you select one hair or several and hit delete, they disappear, but if you then select all the rest and hit delete, all the particles deleted come back.\n\n\n- Open this blend file: [#69487-hair-delete-279.blend](T69487-hair-delete-279.blend)\n- Press {key X} and choose Particles\n\nIn current Blender (2.82 alpha @ 756b9acaf5) hairs get deselected but are not deleted. In 2.79b the hairs are deleted.\n\n**Original steps to reproduce:**\n\nCreate a new hair particle system\nGo into particle edit mode\nSelect all, hit X delete particles -> nothing happens\nDeselect all\nSelect a couple, hit X -> the selected hairs will disappear\nSelect all, hit X -> all the hairs come back visible again\n\nThere's a hair particle system newly created in the attached file.\n[hair_particles_delete_bug.blend](hair_particles_delete_bug.blend)", "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 - 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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", "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" ]
[ "Crash on changing particle setting to hair\nOperating system: Mac OS Catalina 10.15.4\nGraphics card: Intel HD 6000\n\nBroken: 2.83b from 16.4.20\nWorked: 2.82a\n\nAfter adding Particle system to some object and changing it's type from \"Emitter\" to \"Hair\", it crashes.\n\n1) Open attached .blend\n2) Go to particle settings and choose \"Hair\" type.\n3) Crash\n[plants.blend](plants.blend)\n[Crash report.rtf](Crash_report.rtf)\n![Screenshot 2020-04-17 at 18.18.04.png](Screenshot_2020-04-17_at_18.18.04.png)", "Crash when you select Hair Type in Particle System on macOS\nOperating system: macOS 10.13.6 Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD 6970M OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.24\n\nBroken: version: 2.83 (sub 13)\n\nWhen you select Hair Type in Particle System, Blender crashed immediately.\n\n1. Load Factory Settings.\n2. Select the Cube in the viewport and Add a Particle System.\n3. Change to Hair Type and Blender crashes immediately.\n", "Blender Crashes when importing or enabling Hair \n\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.83 (sub 13)\n\nI'm working on a character on 2.83 and I have meshes with hair. When I try to import them to a newer version or 2.83 it crashes. \nI can append the hair objects but when I turn them visible Blender crashes.\n\nOpen the linked file and try to enable the hair collection. It automatically crashes. \n\n\n[Hair Crash.blend](Hair_Crash.blend)\n", "Blender 2.83 beta April 16,2020\nOperating system: Mac OS 10.15.4\nGraphics card: Radeon Pro 575 4GB\n\n\nv 2.83 Beta Date: 2020-04-16 Hash 8cb10c124efe\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (newest version of Blender that worked as expected) 2.82a\n\n\nFur crashes program\n\n\nOpen blender 2.83 Beta\nselect cube geom\nGo to particles properties tab\nCreate particle system\nSelect Hair\nCrash!\ncreate\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n" ]
"Color filter" sculpting brush crashes Blender Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59 Broken: version: 3.3.0 Alpha When using the new color filter sculpting brush, Blender crashes - Delete everything in the base scene (A > Delete) - Place a Suzanne - Go into the Sculpt mode tab - Use the Color Filter brush and click in the viewport
[ "Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash", "Color Filter: Sliding UI\n# Issue\n\nCurrently when using using the Filter tools in Sculpt Mode, like the Color, Mesh or Cloth Filter, to start the operation you need to click anywhere in the viewport.\nClick and drag from left to right will have a positive effect and from right to left the inverse effect.\n\nThe exact behaviour is very hard to understand and no information on the actual strength is given in the UI.\nSo we should add a UI element to give additional information.\n\n# Solution\n\nLuckily [D9314](D9314) and [D9054](D9054) already implemented such a UI element and modal keymap that could be reused for the Filters.\nSo when executing a Filter it should display a scale in the header to know how strong or inverted the effect currently is.\nUnlike with the Pose Mode Breakdowner the slider should start at the 0 % mark.\nThe shortcuts `E` for overshoot, `Ctrl` for increments and `Shift` for precision should also be included.\n\nThe capped 100% and -100% points will have to be tested so as a user it is rarely necessary to press `E` to overshoot the range.", "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", "Undo eliminates brush texture\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\nI think it shouldn`t be undoable as other brush settings now.\nIt is much easier to delete texture manually, than restore it and tune it again.\n\n[2021-05-26_14-00-22.mp4](2021-05-26_14-00-22.mp4)\n\n\n", "Viewport Render crashes on macOS 12.3\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Beta\n\n\nUpdated MacOS to 12.3 (Beta) and going to Viewport Render will cause a full Mac freeze then crash. A hard reboot is the only resolution.\n\nNot sure if this is caused from the latest version of MacOS (12.3 Beta) or if it's the latest version of Blender (3.1Beta). \nI haven't tried with the latest Blender 3.1 Beta build with Monterey 12.2 Beta as this would require me to wipe the computer and reload all apps and files in the OS downgrade process.\n\nOpen default scene and toggle the Viewport Render button.\n\n", "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", "Sculpt Mode Painting\nThis task outlines the remaining To Do's for fundamental sculpt mode painting.\n\n### Color Swapping\n\n- `X` for switching primary and secondary color\n- The current shortcut for `X` for the draw brush will be removed.\n\nIn one of the upcoming releases all brush shortcuts in sculpt mode will be removed anyway, for maximum user customization.\n\n### Canvas Picker & Viewport Color\n\nSince painting is something optional in sculpt mode we need to make sure that:\n- Color Attribute shading isn't enforced\n- Color attributes will be displayed when using painting tools\n- A fast way of choosing color attributes in the UI\n- An optional & discoverable way of switching the viewport shading for all objects (optimal painting scenario)\n\nThe proposal for this is:\n- Use [D16241](D16241) canvas picker UI in sculpt mode. Always visible but grayed out if viewport shading color is not `Attribute`\n- Whenever a painting tool is active, the canvas picker is no longer grayed out and the color attribute viewport shading is enforced in workbench shading on the active object only\n- In the canvas picker popover, add a message or button to switch the viewport color to Attribute if this is not yet the case, so that colors stay visible between brushes/tools. \n- Remove the current behavior of automatically switching the viewport color when a painting tool is used\n\nTo make sure the sculpting experience is already taking color attributes into account, the default sculpting template and workspace should use color attributes for viewport shading.", "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)", "Remove and re-add the rigid body world causes Blender to crash.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I dont know.\n\nWhen the physical world is removed and added again, playback will cause the program to crash.\n\n\n1. Download the 2.blend and open it.\n2. Play 5 frame.\n3. Click the Remove Rigid Body World button.\n4. Click the Add Rigid Body World button.\n5. Click the rigid body world setting Collection. Then select RigidBodyWorld .\n6. Click the rigid body world setting Constraints. Then select RigidBodyConstraints .\n7. Move to 1 frame.\n8. Play 5 frame. Blender will crash immediately.\n\n[2.blend](2.blend)", "Painting across different resolution UDIM tiles in image editor crash.\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: 2.91.0 Alpha\n\n\nIf you have UDIMs of different resolutions, and you paint in the Image editor window across the tiles, you get a crash.\nIf you do the same thing in the 3D viewport, there is no problem.[CrashFile.7z](CrashFile.7z)\n\n\nCreate a UDIM texture, with at least two tiles, of different texture resolutions. \nIn the image editor in paint mode, draw a line across the tiles and it will crash. Sometimes I need to draw two lines crossing the tiles for it to crash.\n\nThat's all, you don't need to apply the textures to a model or anything else.\n\n\n", "Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n", "Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```", "output_node.inputs.new() crash blender\nOperating system: Linux-5.15.0-57-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\n\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog') \ncrash blender\n\nOpen blender \nexecute line by line this srcript:\n\n```\nscene = bpy.data.scenes[0]\nscene.use_nodes = True\noutput_node = scene.node_tree.nodes.new(type='CompositorNodeOutputFile')\noutput_node.inputs.clear()\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog')\n```\n\n", "Find solution to unify color picking methods with options for sample space\nReopened as, though the initial issue is invalid, the current solution, as it is, is problematic.\nThe sample_color paint operator {key S} has a problem with discoverability and is separate from both the general UI color picker and the sample tool. This needs a better design solution.\n\n**Old Description** (resolved by sample_color operator)\n\nRight now all color picking is using the display space, which usually makes it (almost) impossible to accurately pick colors from an image that is not sRGB for texture painting.\nSimilarly, for texture painting in the 3D viewport the picked color is that after shading and display transformation. This can be useful, but it should be optional. In a lot of cases the user wants to pick and draw a color from within the same image texture, without any additional color space conversion.\n\nThe View mode of the image editor already has a sample tool, which has the functionality to show the color data in image space without additional color management. So simply using this tool in paint mode for picking color with the option to select the color space would already be a huge benefit.\n\nFurther, having a similar tool for 3D texture painting would be even better, but I assume that this might have more difficult implications for the implementation. Tackling this for the image editor first using the Sample tool, might me a good trade-off for investing a small amount of work for maximum impact.\n\n[color_picker_behaviour-2021-03-02_15.50.34.mp4](color_picker_behaviour-2021-03-02_15.50.34.mp4)\n[non-color_picker.blend](non-color_picker.blend)", "Blender Crash when deleting images too fast\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.44 30.0.13044.0\n\nBroken: version: 3.2.0\n\nBlender crashes when deleting images in the Layer blend file libery\n(3.3 alpha is crashing also and i didnt found any report about this issue)\n\n\n* go to outliner -> select blend file\n* make sure to be in the material preview mode\n* delete the first image by right click and then click on delete image\n* (now u only need to rightclick and leftclick to delete next images, because u dont need to aim for the delete anymore)\n* delete images while blender tries to preview the last change after deleting one of the images\n blender crashes\nwhen deleting images too fast, my blender just crashes (happens on my bad pc often, because i download models and rework them)\nIf you wait for the new material preview of the model after deleting nothing happens, but if you dont blender crashes when continuing to delete images\n\nVideo: CvO9nw4qilc\n\n[pharaoh x suite.blend](pharaoh_x_suite.blend)\n" ]
[ "Regression: Crash in sculpting with color filter\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\nCaused by 4c3b984b3d\n\nCrash in sculpting mode after I made paint stroke, select color filter tool and I click drag in 3d window. \n\nGo on splash screen in sculpting.\nPaint on default sphere with color.\nSelect color filter tool, click drag in 3d window.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)\n" ]
Editing non-hair particle paths is broken Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87 Broken: version: 2.92.0 Alpha Worked: Blender 2.79 You used to be able to use Particle Edit mode to affect baked particle simulations. Since 2.80 this appears to no longer wort - With the default cube selected, add a particle system in the Particle Properties - in the Cache panel, press Bake - In the 3D View, change the mode to Particle Edit - Try and use any of the brushes Nothing appears to work or affect the particle paths in any way
[ "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.", "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", "Hair particles roots moving when using curl kink type and simple children\nOperating system:Windows 10\nGraphics card: Nvidia RTX\n\nBroken: 3.0+\n\n\n\nWhen you use particle hair with simple children and you try to add the curl kink. The roots move with the amplitude. The only thing that keeps the roots in their place is to turn on the clumping. This doesn't happen when you use the interpolated children\n\nI don't know if it's a bug (most likely) but it is extremely frustrating\n\n Take a look at the video.I've added the file just in case\n \n Thanks\n\n", "Motion Pasths: \"Clear Motion Paths\" default to \"only selected\"\nProblem: \nAs with \"calculating\" motion paths you expect the clear motion paths function to default to the one selected, In the same way you create Keyframe the selected objects. The default deletes all motion paths in scene and wanting to clear one motion path is more common than wanting to clear them all.\n\nSolution:\nChanging the default of clear motion paths to \"clear motion path\" and turn \"Only Selected\" to default.", "Particle system removal\n- [ ] Convert hair particle system combs to curves objects with versioning\n- [ ] Remove explode modifier\n- [ ] Remove particle instance modifier\n- [ ] Remove non-hair particles\n\n\n**Needs agreement**\n\n- [ ] Decide how much of simulation and non-hair particle systems to replace with versioning vs. remove\n\n", "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 particles: Entering sculpt mode [dyntopo] changes hair particle distribution without warning\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: Don't know\n\nEntering Sculpt Mode can mess up particle settings without warning. See the attached gif. \n![sculpt_hair_example.gif](sculpt_hair_example.gif)\n\nIn the attached blend file, notice hair in the \"x\" pattern on the cube. Switch to Sculpt Mode, then back to the Particle Edit mode. Notice the hair pattern has changed. \n\n[sculpt_hair_test.blend](sculpt_hair_test.blend)\n\nTo reproduce the issue from scratch, follow these steps: \n- Modify a mesh using sculpting tools with Dyntopo enabled. \n- Make sure the mesh has no vertex data that would cause Dyntopo to turn off when you switch away from and back to sculpting mode.\n- Make sure Dyntopo is on and switch away from sculpting mode.\n- Add a hair particle system to the mesh. Use the particle editor to add a recognizable shape to the hair.\n- Switch to sculpting mode.\n- Switch back to the particle editor and see the shape of the hair.", "Weight paint without weight leaks particles\nOperating system: Windows 10\nGraphics card: GTX1070\n\nBroken: 2.83\nWorked: ?\n\nIf I create a vertex group/weight paint without assigning any faces to it and then use it as a \"density\" in the vertex groups for particles it still creates particles.\nYou might not think this is a bug, but together with \"Dynamic Paint\" it gets to be one.\nThis because there you can use type \"weight\" on particles. \nIn most cases you will then get frames of unused weight paints when particles are not affecting the weight paint.\nIn those cases there is a leakage of particles in the center of the weight paint, which creates a lot of disturbance in almost all cases when you are trying to do some stuff where you mix weight paint and particles.\n\nYou can do this in many ways. I will show two;\nWay no 1.\n1) Create a plane as emitter.\n2) Create a vertex group on that plane\n3) Add a particle system to that plane.\n4) Add the vertex group you created in step 2 to \"Density\" in \"Vertex groups\" section for particles.\nRun an animation... the particles are coming even if the weight paint now is unused and \"blue\".\n[T75859_easy.blend.zip](T75859_easy.blend.zip)\n\nWay no 2 using mask modifier and dynamic paint. \"The hard\" way.\n1) Create a plane as an emitter and call it \"emitter\".\n2) Create an icosphere called \"Particle\" and move it a bit so it is away from the plane.\n3) Now create another plane called \"canvas\" below the first plane.\n4) Subdivide \"canvas\" like 10 times so you get a lot of faces on it.\n5) Create a vertex group called \"MyVertexGroup\" on the \"Canvas\"\n6) In \"Emitter\", just create a default particle system.\n7) Set \"render\" to object and Instance Object to \"Particle\"\n8) Bake it.\n9) Now add dynamic paint of type \"Brush\" to the \"Emitter\" plane.\n10) Set the brush to \"Particlesystem\" and select the particlesystem you created\n11) Select the \"Canvas\" and do a dynamic paint of type \"Canvas\" on that one.\n12) Set Surface type to \"Weight\", check \"Dissolve\" and set it to 5 frames and uncheck \"Slow\".\n13) Save your .blend file.\n14) In \"Output\" of the canvas for the dynamic paint, select the vertex group \"MyVertexGroup\"\n15) Bake.\n16) Run an animation in \"Weight paint\" mode and see so it works (creates red areas when a particle hits the weight paint)\n17) Go back to object mode (if 16 works, which it should).\n18) Select the \"Canvas\" and add modifier \"mask\". In mask select vertex group \"MyVertexGroup\"\n19) Run animation and see so the mask seems to work.\n20) Select \"Canvas\" and create a particlesystem.\n21) In \"Source\" for that system, check \"Use Modifier stack\".\n22) Run animation.\nNow the particles are created when the mask is visible... but if the mask is NOT visible, the particles are still created in the center of the object instead of being \"off\".\nIf you use \"density\" or not on that particlesystem does not matter. Still same behavior.\n[T75859_hard.zip](T75859_hard.zip) \n\n\nin console: \n```\nCan't create particles with the current modifier stack, disable destructive modifiers\n```\n", "Hair disk cache isn't saved/read.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nUsing \"Disk Cache\" does not reload the cache upon opening the file. I still have a folder with the exact filename and it says \"1 frame on disk, cache is outdated!\"\n\nAdd hair particles to an obj, use hair dynamics, check \"Disk Cache\" bake the simulation and save. Close blender. Re-open blender and the cache will be outdated with no changes to the file having been made.\n\n", "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)", "why some hairs are not moving with dynamic hair? in blender 2.90/2.91\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nwhy some hairs are not moving with dynamic hair? in blender 2.90/2.91\nif I don't modifer the hair weight all the hairs will move,but when I brush some weight to the hair ,\nsome hairs are not moving in dynamic.\n![毛1.gif](毛1.gif)\n[dynamic hair error.blend](dynamic_hair_error.blend)\n\n", "Hair 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 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", "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" ]
[ "Particle Edit mode for non hair particles - Not working\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\nWorked: can not find one\n\n\nCan not edit a baked particle simulation's particle paths in Particle Edit mode\n\n\n- Delete all object from the original scene\n- Create a plane\n- Add a particle system. For the sake of testing with 20 particles,\n- Bake the simulation (not in disk)\n- Switch to Particle Edit mode\n- Select Point select mode\n\n- > There is no particle path in the view-port to be edited.[path not showing in particule edit .blend](path_not_showing_in_particule_edit_.blend)\n", "Particle Edit Crash\nOperating system: Linux-5.8.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.93.0 Alpha\nWorked: None since 2.80. Tried all releases, all crash\n\nEntering Particle Edit mode and then setting the viewport display to show particles instantly crashes / closes Blender\n![image.png](image.png)\n\n- Open attached blend file: [Particle_Edit_Crash_v01.blend](Particle_Edit_Crash_v01.blend)\nIt contains a simple cube with a cached default particle system. Nothing special.\n- Switch to \"Particle Edit\" mode (the file should already be in that mode)\n- Tick the \"Particles\" box shown in the screenshot above\n- Crash" ]
Surface Deform modifier ignores shapekeys Operating system: win 11 Broken: 67f5596f194c It is not possible to edit shapekeys if the object has a **Surface Deform** modifier applied. This does not seem to be an issue with the **Mesh Deform** modifier. Load the attached .blend file Select the torus object and make sure "Key 1" is selected Change to edit or sculpt mode and try to modify the mesh [deform_14062022_1155_54.blend](deform_14062022_1155_54.blend)
[ "RBD sim ignores mesh (cloth) deformation\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\nWorked: BLENDER 2.79b\n\nOpen below file and press play. RBD sim ignores mesh deformation and reacts to its undeformed state instead. The setting of 'deforming' shown below is ignored in versions after 2.79b:\n\n![image.png](image.png)\n\n[rbd sim ignores mesh deformation .blend](rbd_sim_ignores_mesh_deformation_.blend)\n\nHere's another file, this time using an alembic as the deforming object. It still acts as though the mesh is not deforming...which is strange considering it's an imported deforming object.\n\n[rbd sim ignores mesh deformation on imported USD as well .blend](rbd_sim_ignores_mesh_deformation_on_imported_USD_as_well_.blend)\n\n\nAll works as expected in 2.79b\n\n[279b physics .blend](279b_physics_.blend)\n\n[2021-09-04 19-46-49.mp4](2021-09-04_19-46-49.mp4)", "Sculpting with shape keys very slow\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.1\n\nAdding shapekey to the model slows down the sculpting process a lot\n\n[2022-07-29-13-53-25.mp4](2022-07-29-13-53-25.mp4)\n\n", "new boolean difference meshing issue with surfaces\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 775M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: New Boolean code - version: 2.91.0\nWorked: Old Boolean code works\n\nnew boolean code does seem to have mesh intersection issues\nwhen dealing with a solid it works better\n\nintersect to surfaces \nadd a boolean difference modifier\n\nto make it work add a solidify modifier before the boolean modifier\n\n[Boolean Issue.blend.zip](Boolean_Issue.blend.zip)\n![Screen Shot 2021-01-29 at 9.08.32 PM.png](Screen_Shot_2021-01-29_at_9.08.32_PM.png)\n\n![Screen Shot 2021-01-29 at 9.09.24 PM.png](Screen_Shot_2021-01-29_at_9.09.24_PM.png)\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", "Regression: Copy of eval mesh may keep shape keys\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 4.0.0 Alpha\nWorked: sort of 2.79 (the API was a bit different). And in 2.90.1, only the first buggy scenario (see below) is present\n\nCalling `Object.to_mesh()` on an evaluated mesh keeps the shape keys in some circumstances, even though the shape keys and modifiers have been applied to the mesh.\n\nThere are two buggy scenarios this can create:\n1. A mesh whereby the mesh vertex positions do not match its reference ('Basis') shape key positions. This is a fairly common unusual state (there are a number other ways to get into this state) which causes issues with creating new shape keys with `from_mix=False` and exporting with most exporters that support exporting shape keys (#98890). \n2. A mesh whereby the number of mesh vertices does not match the number of shape key 'vertices'/data. This is a particularly buggy state that should never happen. Notably, this does not occur in 2.90.1 and earlier, and from 2.91.0 to 3.3.x it also happens to meshes created by `Object.data.copy()`.\n\nIn both cases, simply removing all the shape keys will restore the meshes to their expected states because both the shape keys and modifiers have been applied to the mesh vertices as expected.\n\nIt's not clear which of `Object.to_mesh()` or `Mesh.copy()` is at fault for not removing the shape keys.\n\nThe API in 2.79 is a little different to 2.80+, since there is no depsgraph, you choose with the function arguments whether or not to apply modifiers:\nWhen using apply_modifiers=True, the new mesh has no shape keys as expected.\nWhen using apply_modifiers=False, the new mesh retains its shape keys as expected.\nAdditionally, in 2.79, `Object.to_mesh()` creates a new Mesh data-block in bpy.data.meshes rather than creating a temporary Mesh owned by the Object.\n\nScenario 1 (mesh vertex positions do not match reference shape key positions)\n\nUsing the attached .blend:\n1. Open the attached .blend\n1. Run the script in the Text Editor\n1. Select one of the magenta meshes\n1. Set the value of the shape keys to 0.0\n1. Observe that the state of the mesh with all shape keys set to 0.0 appears to be the original mesh with all shape keys set to 0.0\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys applied\n\nStep-by-step:\n1. Create a mesh Object\n1. Add a shape key (other than the 'Basis')\n1. Enter Edit Mode\n1. Modify the shape key so that it noticeably moves the mesh\n1. Exit Edit Mode\n1. Change the Value of the shape key to 1.0\n1. Run in the Python Console:\n 1. `depsgraph = C.evaluated_depsgraph_get()`\n 1. `obj_eval = C.object.evaluated_get(depsgraph)`\n 1. `temp_mesh = obj_eval.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)`\n 1. `new_mesh = temp_mesh.copy()`\n 1. `C.object.data = new_mesh`\n1. Observe that the new mesh has shape keys\n1. Set the value of the shape keys to 0.0\n1. Observe that the state of the mesh with all shape keys set to 0.0 appears to be the original mesh with all shape keys set to 0.0\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys applied\n\nScenario 2 (number of mesh vertices does not match number of shape key 'vertices'/data)\nUsing the attached .blend:\n1. Open the attached .blend\n1. Run the script in the Text Editor\n1. Select one of the black meshes\n1. Add a new shape key\n1. Change the Value of the new shape key\n1. Observe the mesh going crazy/exploding as the Value changes\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys and modifiers applied\n\nStep-by-step:\n1. Create a mesh Object\n1. Add a shape key (other than the 'Basis')\n1. Enter Edit Mode\n1. Modify the shape key so that it noticeably moves the mesh\n1. Exit Edit Mode\n1. Change the Value of the shape key to 1.0\n1. Add an Array modifier with default settings to the Object\n1. Run in the Python Console:\n 1. `depsgraph = C.evaluated_depsgraph_get()`\n 1. `obj_eval = C.object.evaluated_get(depsgraph)`\n 1. `temp_mesh = obj_eval.to_mesh(preserve_all_data_layers=False, depsgraph=depsgraph)` # Note: False this time\n 1. `new_mesh = temp_mesh.copy()`\n 1. `C.object.data = new_mesh`\n1. Remove the Array modifier from the Object to avoid confusion\n1. Observe that the new mesh has shape keys\n1. Add a new shape key\n1. Change the Value of the new shape key\n1. Observe the mesh going crazy/exploding as the Value changes\n1. Remove all the shape keys\n1. Observe that the state of the mesh changes to the appearance of the original mesh with its shape keys and modifiers applied\n\nAttached is a .blend (authored in 2.80) that has a script and three Objects that go over different cases (has modifiers/no modifiers/has modifiers but they're disabled) or creating meshes from evaluated Objects with `Object.to_mesh` as well as comparing the behaviour of the similar `BlendDataMeshes.new_from_object` function and `Mesh.copy()`\n\nThese are the results of running the script in the attached .blend in 4.0.0a:\n![image](attachment)\n\n", "No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n", "snap cursor to selected ignores geometry position with modifiers\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13422 Core Profile Context 0\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\nsnap cursor to selected ignores vertex geometry position with modifiers\n\n(p.s. it would be useful if in the case as in the video with a mirror modifier, the snap function takes into account the intermediate snap between the vertices)\n\n\n1) Open .blend file\n2) Find selected vertex or select one that isn't on XY plane\n3) Press F3 and run `Snap Cursor to Selected` or {key shift s} -> `Cursor to Selected`\n4) Note cursor not snapping to selected vertex\n\n[testsfile.blend](testsfile.blend)\n\n[cursor _to _elected.mp4](cursor__to__elected.mp4)\n\n\n", "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", "No way to edit baked cloth simulation with particle edit mode.\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 680\n\nBroken: 2.82\n\nCan not edit the cloth cache inside of particle edit mode. I am aware of the fade time error inside of options, I am not using fade time I am purely just seeing if what the manual says is possible, editing a cloth sim cache\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. add a cloth sim\n2. Bake cloth sim\n3. go into particle edit mode\n4. no way to edit cloth sim\n\n[ClothEditTest.blend](ClothEditTest.blend) I have uploaded the file I am testing it with", "X-ray toggle button in weight-paint mode is ignored (honors edit-mode setting instead)\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.91.0-a509e79a4c77-linux64\nWorked: 2.80 - Xray was not changed when switching modes there\n\nWhen in weight-paint mode, with select vertices enabled, the \"Toggle X-ray\" button in the upper right corner is ignored, does not allow to select vertices through the object (on both sides). But instead, if you switch to the edit mode, enable the x-ray mode, and then switch back to the weight-paint mode, then the vertex selection through object is turned on correctly. So oddly enough, the weight-paint mode x-ray is controlled from edit mode, ignoring its own x-ray toggle button.\n\n**Steps to reproduce**\n[xray-weight-paint-bug.blend](xray-weight-paint-bug.blend)\n\n- Open file\n- Toggle X-ray mode", "Mask invisible on object with modifiers when entering sculpt mode\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 3.0.0 Alpha\nWorked: unkown\n\nWhen selecting a previously unselected object with a modifier and a sculpt mask, the mask is invisible at first when entering sculpt mode.\nPainting the mask reveals it.\n\n- Create an object with a modifier (e.g. mirror or array) and paint a sculpt mask on it. Or use the file attached.\n- Outside the sculpt mode first make sure the object is unselected, then select it and enter sculpt mode.\n- The object appears with no mask visible, still you can not sculpt the masked parts.\n- Painting the mask reveals it.\n\n[mask.blend](mask.blend)\n\n[mask.mp4](mask.mp4)", "Add Ico Sphere in edit mode adds misshaped ico sphere if object has shape keys\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 516.94\n\nBroken: version: 3.4.1\nWorked: (Probably never, I tried a few older versions including Blender 2.79)\n\nWhen an ico sphere is added to an object in edit mode, if it has at least the \"Basis\" shape key the ceated ico sphere is mishaped.\n\n- create a new blender file\n- select the default cube\n- DON'T DELETE IT!\n- add one shape key to get the \"Basis\" shape key\n- go to edit mode\n- Add (Shift A) ▸ Mesh ▸ Ico Sphere\n- in the Add Ico Sphere menu, increase subdivisions to see the mishaped parts better\n\nSee attached video. Without shape keys the ico sphere is flawlsess but with shape keys is misshaped.\n\n", "Modifiers added in edit mode are undone out of order if you go back to object mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 13)\nWorked: Never (2.8+)\n\nModifiers added in edit mode are undone out of order if you go back to object mode and then start undoing.\n\nAffects both old and new undo system. There's often mentions of edit<->object transitions being problematic but just in passing; I think this is a long standing issue. Just wanted to note it down as I test out the undo systems.\n\nHoping the new undo system can account for this now.\n\n- Default scene\n- Go to edit mode on the default cube\n- Add any modifier (bevel, subdivision, etc.)\n- Add any loop cut 1\n- Add another loop cut 2\n\n- Go to object mode\n- Undo --> Modifier is removed first (out of order)\n- Undo --> Loop cut 2 is removed\n- Undo --> Loop cut 1 is removed\n\n\n", "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).", "Lattice loses base shape after removing all shape keys\nOperating system: win64\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nLattice doesn't restore geometry after pressing *Delete all shape keys* from *Shape Key Specials* rollout. Manual removing is also broken.\n\n\n\n - Add Lattice to default scene\n - Create a shape key for it\n # Press *Delete all shape keys* from *Shape Key Specials* rollout (below \"+\" & \"-\" buttons) -> shape key is applying instead of removing\n\nOr in attached file do step 3\n\n[lattice_remove_shapekey.blend](lattice_remove_shapekey.blend)" ]
[ "Surface deform modifier ignores all shapekey deformation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 3.1.0 Alpha\n\nWhen using a *Surface Deform* modifier on a mesh, all it's shapekeys are ignored. I used to think it was because of the binding process but then again the *Mesh Deform* modifier does work perfectly with shapekeys.\n\nThis model should be opened in 3.X\nPlay around with the shapekey value\n[Shapekey Surface Deform.blend](Shapekey_Surface_Deform.blend)\n It does nothing since the *Surface Deform* modifier kills all it's effect\n\n", "“Surface Deform”-modifier is overwriting the whole modifier stack\nOperating system and graphics card\nFedora 27 / GeForce GT 740\n(OS-independent issue)\n\n2.79a - offical release - 8928d99270f\n\nUnlike the “Mesh Deform”-modifier, which is applying the changes in a relative fashion, the “Surface Deform”-modifier just overwrites the previous modifier/s with the absolute values of the transform.\n\n[bug_report_surface_deform_modifier.blend](bug_report_surface_deform_modifier.blend)\n\nPlease look into the attached blend-file to follow the examples:\n\nExample1: adding two times the same “Surface Deform”-modifier on top of each other yields the same result as just one or in fact any number of copies of this modifier, thus rendering the nature of the modifier-stack here somewhat useless. In contrast e.g. the “Mesh Deform”-modifier would apply each copy of itself as a relative transform, thus building upon the previous modifiers in stack and changing the output-mesh with every copy of itself.\n\nExample2: Using the “Multi Modifier”-option of the “Armature”-modifier usually takes the same data as the previous modifier as input. The results of the previous modifier and the “Armature”-modifiers are then mixed together, using the weights of the Vertex Group as “mixing guides”. But in the case of the “Surface Deform”-modifier being the previous modifier this seems not to apply and the “Multi Modifier”-option takes no effect at all.\n\nExample3: Adding the “Surface Deform”-modifier on top of “Armature”-modifier overwrites the effect of the “Armature”-modifier (and all other modifiers prior to the “Surface Deform”-modifier.\n\n( An additional oddity seems to me that there is no option to control the overall influence of the “Surface Deform”-modifier with a vertex group, as is usually the case with all other deform modifiers. This though is not part of the bug report and rather a small feature request – but if someone is already looking into the above issue, I figured it wouldn't hurt to mention it here as it is probably just a matter of copy and paste from any modifier that already has this implemented - I might be wrong here though of course - please forgive my ignorance.)\n\nThank you for taking your time to look into that issue.\n\n\n" ]
Mantaflow, smoke color issue. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70 Broken: version: 2.82 (sub 7) Worked: (optional) [Hi, This is to address the issue with mantaflow smoke color parameter. if you set multiple keys for smoke color, unlike previous simulator - Its changing color of whole simulation instead of introducing new color and blending with old smoke as parameter animates. ] [make a smoke effect for a cube, set a red color for smoke and set a key at 1, make green color smoke and set a key at frame 50. When you simulate the color of simulation changes as if an color is being overlayed on top instead of multi-color smoke.]
[ "Smoke simulation silently fails in Sync to Audio or Frame Dropping playback\nSmoke simulation silently fails in Sync to Audio or Frame Dropping playback\n\n---\n\n**Original Report:**\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 3.1.2\nWorked: Never (tried 2.93, 2.83)\n\nThe smoke simulation does not simulate beyond the first frame in this particular file. Any smoke simulation added or appended from other files stops working as well.\n\nHowever, everything works fine in new files on the same system & hardware.\n\n[smoke simulation issue.blend](smoke_simulation_issue.blend). \n\nOpen the blend file, move the smoke domain to clear the old cache.\nHit play and the smoke is not moving. Other physics (rigid body, particles) are working fine.\n\nDelete everything, add a cube, add the quick smoke effect, and the same happens.\n\n", "Theme: Inconsistent solid color for the background in the 3D viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.90 (sub 0)\nWorked: 2.79b\n\nThe color of the 3D viewport background set to theme seems to not match with the color set in the theme setting.\n\nCheck the examples below with the color #36393F\n\n2.79b: color is exactly like in the theme setting.\n![2.79.png](2.79.png)\n\n2.80 to 2.82: color looks good but seems grainy.\n![2.82.png](2.82.png)\n\n2.83 to 2.90: color is slightly changed, when sampled not the expected theme color.\n![2.90.png](2.90.png)\n\n- Open blender\n- In the initial layout change the Outliner editor to Preferences\n- Go to background color option\n- Use the colorpicker to get a sample of the background color\nThe color shouldn't change, but it does", "Default Particle System colourization in Particle Edit Mode (Hair) doesn't follow theme wire/verts settings\nArch Linux + GTX 780ti\n\n\nAll versions since 2.5alpha. Currently using Blender v2.79 8ef39d5c882\n\n\n * Choose a dark Blender UI theme (Dark 3Dview background)\n * Working in `Particle Edit Mode` with different different particle systems (PS) the currently selected hair PS wire/verts colours are set to *black* instead. This is ok with light `3DView` (opengl) backgrounds. With black or dark themes or blender scenes the user can't see particle paths.\n * Adding more than one PS shows all unselected PS colours just fine using their set material colour. That is not what this bug report is about. Here the focus is on wire/vertices default colourization for the **currently selected** PS.\n * It looks like selecting the first PS uses black as default wire/verts colour. While selecting all other PS they use theme wire colour somehow, but changing `User settings -> Themes -> 3D View -> Wire/Wire Edit` colour has no impact?!\n\n\n**Side effects**\n * Switching `Particles->Render->Emitter` brings viewport PS colourization \"back\" somehow. Broken, but unselected PS are showing their material colour. randomly (?)\n * Working with three hair PS and playing with Emitter influences only some unselected PS (random)?\n\n\n**Current Workaround**\nWhile editing (Particle Edit mode) the current PS just *select all* and then use the brush to edit them. \n\n\n * Use the attacked blend file [PS.blend](PS.blend)\n * and play around while switching between `PS Red/Green` in `Particle Edit Mode` and randomly switch `Emitter` on/off.\n\n\n**Suggested Result**\nThe currently selected hair PS follows theme wire/verts colourization. All unselected PS are using their material diffuse/base colour.\n\n**PS**\nI added a cloned PS, too. Which was cloned from the Red one `ParticleSystem Green (cloned Red)`. Switching its visibility brings all PS material back.\n\n**Possibly Related Sources**\n* Blender Artists: [How Do I Change Hair Colour In Particle Edit Mode?](showthread.php?320868-How-Do-I-Change-Hair-Colour-In-Particle-Edit-Mode)\n", "Mantaflow gas under 2.9 renders very different than 2.83\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12028.2\n\nBroken: version: 2.90.0 Alpha\nWorked: version: 2.83.3\n\nThe same mantaflow gas scene taken from 2.83.3 and re-simmed under 2.90.0 results in a very different sim. I can't say which is *proper*, but the differences are big enough to be problematic in trying to use it or learn to use it. It's as if the 2.83 gas is more buoyant for the same values and the 2.9 stick very close to the original particles throughout.\n\nSim this scene under each version, saving the caches separately, since 2.90.0 caches don't work at all under 2.83.3 \n\n[explosionB2.83.blend](explosionB2.83.blend)\n![2.83Sim.png](2.83Sim.png)\n\n![2.90Sim.png](2.90Sim.png)\n", "Color Picker in texture mode sampling incorrect values (sample merged OFF, sampling from another object)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\nWorked: ?\n\nThe color picker in \"Texture Painting\" mode seems to only sample the correct color when the look is set to **None**under the **ColorManagement->Look->\"None\"** and if the Viewport **Shading->RenderPass** is set to **DiffuseColor**.\nOtherwise, the color values are simply wrong, they are either too bright or too dark.\n*In the provided scene the issue is quite clear, but in more complex scenes with more complex lighting and post-processing the sampling becomes **completely** broken giving values that aren't even close to what is shown on screen.*\n\n**Expected Behaviour**\nThe way I would expect the color picker to work is that it either samples the color as **I** as a user see it on my viewport.\nOr that it samples the source texture at the pixel I am sampling without any extra lighting applied to it. *( This should be easily toggleable behavior but that is more of a feature request )*[ColorPicker_WrongSampling.blend](ColorPicker_WrongSampling.blend)\nRight now it seems to do neither.\n\n\n - Open attached .blend file.\n - Select the black cube and enter Texture Paint Mode.\n # Sample the color from the other cube *( I recommend sampling the green since the meshes are close to each other making it easy to see the color difference )*.\n\n\n", "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", "Mantaflow grid visible in spray, foam and bubbles particles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\n\nSpray, foam and bubbles particles take the shape of the grid when simulated.\n\n[mantaflow_bug.blend](mantaflow_bug.blend)\n- Open the file\n- Bake\n- Display spray, foam or bubbles particles\nFoam and bubble particles are very blocky and unnatural\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)", "Alt-Drag (multi-editing) fails for HSV color buttons\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.83 (sub 1)\nSeems to be a long-lasting issue, as even Blender 2.81a shows the same behaviour.\n\nPretty much the title. \nTrying to assign an object color through the Object Properties tab (Viewport Display > Color) to multiple Objects doesn't work, neither by picking the Color on the Color Wheel, nor by moving the HSV sliders, while Alt-Clicking. Only the last selected Object will update.\nHowever:\n\n\n - If sliders are set to RGB, editing them will correctly affect all selected Objects.\n - The Alpha slider, which is shared between all three Color Wheel modes, works as intended and affects all selected Objects.\n\n\nFrom the Info console I've noticed a tuple is set everytime a Color is picked from the Color Wheel, but doesn't show anything when using the HSV Sliders.\nMoving the the RGB and Alpha sliders correctly sets each Object's property to the selected value.\n\n\n\n\n - Open Blender, default startup file\n\n - Add>Mesh - Select any kind of Mesh Object (have at least 2 items in the scene, or more)\n\n - Go to the Shading Panel in the top right and Select \"Object\" down the Color section, to see Object Colors in the viewport\n\n - Press A to select All Objects, or alternatively, select them one by one by Shift+Right Click\n\n - Go to Object Properties > Viewport Display > Color\n\n - Hold ALT either while clicking on the Color Wheel or while moving the HSV Sliders. Only the last selected Object will update.\n\n\n\n\n - While holding ALT, try moving the Alpha slider. All selected Object will update.\n\n - In the Color Wheel, select the RGB tab. While holding ALT, try moving the R, G or B slider. All selected Object will update.\n\n\n\n\nHere's a quick demonstration:\n\n[2020-01-20_22-01-14.mp4](2020-01-20_22-01-14.mp4)\n\nAnd the Info panel readings:\n[2020-01-20_22-02-46.mp4](2020-01-20_22-02-46.mp4)\n", "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", "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", "ColorRamp, UI problem to hold the Color Stop\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-20.2.48\n\nBroken: version: 3.4.1\n\nIn the ColorRamp node, it is difficult to grab a Color Stop by its selection rectangle.\n\nAdd a ColorRamp node in the Shader Editor or in Geometry Node and select a Color Stop rectangle to make it move.\nOnly a small part of the rectangle (red frame on my screenshot) can be grabbed when it should be the whole rectangle (green frame on my screenshot).\nIt is disturbing to regularly move the node by mistake instead of moving the colored rectangle.\n\nI tested several versions with the same result, today's master, 3.3, 2.83, 2.8 and 2.79.\n\n[ColorRamp_UI_problem.blend](ColorRamp_UI_problem.blend)\n![ColorRamp_UI_problem.png](ColorRamp_UI_problem.png)\n\n- - - \n\nI can see 2 other problems in the ColorRamp UI, please tell me if I need to create a second report, but maybe it's more convenient to come only once in this area with a report rather than twice.\nThere is a line of transparent (or unfilled) pixels and 2 pixels that overflow to the left of the triangle, see my screenshot with the details in red.\n![Capture d’écran 2022-12-27 à 00.55.00.png](Capture_d_e_cran_2022-12-27_a__00.55.00.png)\n\nNOTE: there is a separate report for this, see #111017\n\nOlivier\n<3 Blender", "Quick smoke vorticity is broken.\nOperating system: Windows 10.\nGraphics card: NVIDIA GeForce RTX 2080 Super\n\nBroken: (version: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash: 0330d1af29c0, type: Release \nThe same is on experimental 2.91\n[system-info.txt](system-info.txt)\n\nI'm not sure, but in video tutorial of Blender 2.7 is working correctly. Link to vid: watch?v=BhjK-6t9Gqs&t=2m10s\n\nWhen you add vorticity to smoke sim it does something crazy,video with 0 vorticity:\n[smoke_novorticity.wmv](smoke_novorticity.wmv)\n\n\nWith vorticity value of 3 here is what happens:\n[smoke_vorticity.wmv](smoke_vorticity.wmv)\nIt happens a bit differently on different strength but once you add any vorticity it goes wrongly.\n\nThe file is simple - adding icosphere, make couple keyframes to animate it. Add quick smoke, adjust domain. For emitter make temp.diff -1, enable initial velocity. For smoke domain set vorticity to 3.\n[smoke_voticity.blend](smoke_voticity.blend)", "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.", "Color Atributes: Inverted Smooth filter gives diferent artifacts in diferent Color Attributes\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\n\nInvert of the smooth color filter gives different results in different color Attributes, Some are good and some are realy bad.\n\n1 Create the for different color attributes for color paint in sculpt mode.\n2 Paint color with the paint brush.\n3 activate the smooth color filter from right to left a few times.\n\nHere it is a video showing the for results. As it can be seen independent of the domain, the color ones give worst result than the bytes colors. I have only use pure Red, Green, and Blue that are the colors that gives the less errors, but even so you can see that the results in color are changing.\n\nTest File:\n[#97340.blend](T97340.blend)\n[vokoscreen-2022-04-15_02-08-18.mp4](vokoscreen-2022-04-15_02-08-18.mp4)" ]
[ "Mantaflow: Animating smoke color affects existing smoke\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\nBroken: (2.83 Alpha, acab7450784a)\n\nIn Mantaflow, when animating the smoke color in the emitter settings, the changes seem to also affect the smoke that has already been emitted, instead of only affecting the smoke that will be emitted in the next frame.\n[Color Animation Demo - C.mp4](Color_Animation_Demo_-_C.mp4)\n\n1. Add a mesh.\n2. Press F3, type in and select \"Quick Smoke\", with the mesh selected.\n3. In the emitter settings, animate the smoke color randomly. Or you could set the flow type to fire or fire + smoke and animate the \"Fuel\" (previously Flame Rate, if I'm not mistaken.)\n\n.blend featured in the video:\n[BugReport_04_EmitterSettings.blend](BugReport_04_EmitterSettings.blend)" ]
Regression: Cycles Baking time in 3.0.0 is higher compared to 2.93.7 Operating system: Windows-10 Graphics card: NVIDIA GeForce GTX 960 Broken: version: 3.0.0 Worked: 2.93.5 This follows my other issue which you can find here: T94217 It's probably related, but adding this as a separate ticket. [big baking bug.blend](big_baking_bug.blend) Open up the .blend file in 2.93.5, and press bake, it should have no problem baking. On my machine it uses about 1.8GB of RAM and starts baking within a few seconds, then bakes very quickly, less than a minute. Then open it in 3.0.0 and press bake, on my machine the RAM shoots up to almost 7GB, then after maybe a minute it starts to bake, then gets stuck at 1% and I'm assuming Cycles crashes, Blender then needs to be killed with extreme prejudice. This happens no matter what you're trying to bake, it's not just normal maps, it's ANY bake. At the moment ALL my baking has to be done in 2.93.5, before baking I have to close 3.0.0, open the file in 2.93.5 and hit bake.
[ "Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n", "Animating particle lifetime effects all spawned particles in Cycles render\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\nBroken: version: 2.81 (sub 3)\n\nI animate particle lifetime to control the flow of particles from an emitter (setting it to 1 to cut off the flow). Unfortunately even after baking particle dynamics rendering in Cycles will cause the whole system to cut off/die when the lifetime of the particles is animated to a value of 1. This doesn't happen in viewport or anywhere else; only during Cycles render. \n\nMake particle system that has initial velocity from face(s), using an object for render. \nUse keyframes to animate the particle lifetime with \"constant\" interpolation. Set the lifetime to 1 when you want to cut off the \"flow\" of particles. \nIn viewport this will look as expected and the existing particles will continue to exist while new particles have a lifetime of 1.\nBake dynamics. \nUse Cycles render to render the animation: at the point that the animated value for lifetime is reached ALL particles emitted, old and new, are destroyed.", "GPU texture baking with large tile size fails\nOperating system: Windows 10\nGraphics card: Vega56\n\nBroken: 2.90.1\nWorked: 2.83.8\nNot sure if this was a particular commit (or if libraries changed at that time) but this broke between 51ac411ce8 and 5c5a638b57\n\nI was trying to bake 8k emissive map but it doesnt work so i was searching for some error about hour a then try to make 4k emissive map and everything worked jsut fine with same settings, only thing i change was resolution of image from 8k to 4k. After this i try again bake 8k emissive but doesnt work image was empty so this must be some sort of bug.\nBased on the default startup or an attached .blend file (as simple as possible).\n[bug.blend](bug.blend)\n\nThis file has its tile size at 8192x8192.\nWith a tile size of 4096x4096 it works fine.", "bake operator reports uninitialised image that isn't even in use in the shader..\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\ncan't bake due to strange error\n\nopen blend file\nselect object\nselect the baked image texture node in the shader editor\nclick bake in the render setting (leave settings as is)\n\nstrange error pops up saying \n\"uninitialised image \"nightmare0134.png\" from object 'pavement.002'\n\nThis image isn't even in use by the shader.\n\nPS, it seems intermittently not possible to paste screengrabs into this new bug reporter. Also, how to do bullet points and embed video?\n\n", "Regression: Crash when sculpting shape keys in 3.6.2 release\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: 3.5 did not crash, I'm told.\n\n**Description**\nA user in a Discord community shared a file which was crashing for them while in Sculpt mode. I could reproduce the crash, so I simplified the file and found repro steps.\n<video src=\"attachment\" title=\"2023-09-14 00-35-34.mp4\" controls></video>\n\nAs you can see, it takes a few seconds of aggressively dragging the shape key value to get the crash to occur.\nAnother way to get the crash is to just make sculpt brush strokes. I found the shape key slider dragging easier, but I could get it to crash with sculpt strokes too, which was the original complaint from the user.\nMaybe worth noting that, as far as I can tell, if the shape key is not this extreme in its effect, then it seems even harder or impossible to produce the crash.\n\n- File: [Vessa_clean5.blend](attachment)\n- Make sure you're in sculpt mode (I don't think it can crash otherwise)\n- Drag the shape key value around for several seconds, or make a few dozen sculpt strokes\n- Should crash eventually.\n\n", "Particle system baking messes particle dietime (that in turn messes up particle textures)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nIf texture with color ramp is used for animating particle size through lifetime, in ~10 last frames of simulation all particles PERMANENTLY getting smaller until totally disappear lol, and it occurs only if using BAKE.\nthis is not animation, this is 100% bug, looks like particle size animation is applied to WHOLE particle system respectively/relatively to all scene timeline, and is overriding every single particle age at the end of timeline.\n\nFile uploaded.\nParticle systems in blender are SOOOO broken, the way how it works is so facepalmable, particularly \"bake\" and \"textures\".\nlooks like in my case they met lol\n", "lineart bake w/ object keyframes + camera binds = crash\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\nA crash (instant program exit) happens when trying to bake line art with *both* keyframes on object visibility *and* cameras bound to a frame in the timeline.\n\n1. Open the attached blend file. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after the TriAllFree bound camera) and crashes.\n2. Open the attached blend file. Delete the camera binding marker on frame 6. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after where the TriAllFree bound camera was) and crashes.\n3. Open the attached blend file. Delete the camera binding marker on frame 6. Save the file to a new filename. **Exit blender**. Open the blend file with the new filename. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n4. Open the original attached blend file (not the new one without the camera bind). Delete the timeline channel on the Suzanne model that changes the render visibility. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n\nTested with daily builds of 3.4.1, 3.5.0 beta, and 3.6.0 alpha. Issue still present in all cases.\n\n", "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`.", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "Improvements to \"Bake Action...\" Operator\nWith the developments happening in the blender animation module more robust tools and feature are being needed.\n\nThe \"Bake Action...\" operator is a rather useful tool that feels incomplete:\n\nHere are some options that would take it to the next level.\n\n\n - Options to set between Current frame range, preview range and custom range.\n - Frame step should only output the desired frame step, currently it merges the current keys with the frame step so in example: if I have keys on ones and I bake on 2's the current result is ones as there are already keys there. It should remove the keys (in the baked range) and replace them with the new keys on 2's.\n - When baking, the resulting keys should obey the default keyframe interpolation type set in the animation preferences. (if its set to constant, all the resulting keys should be constant, if its linear the resulting keys should be linear)\n - A \"smart bake\" which should only perform the baking action where key frames already exist in the selected objects/bones (up for discussion but maybe going up one level up in the chain and transfer those keys to the object would be good too.\n - Include \"custom properties\" in the result of the bake, currently custom properties lose their keys. (and anything that can be stored stored in the action)\n - option to \"merge actions\" that will bake the animation data from all the available actions and put it in the main \"non pushed\" action and delete the other actions (without needing to go into the nla and get rid of them manually)\n\n\n\nThese seem from my ignorance very minor features that would make the operator much more useful in production.\n", "Particle simulations dont generate valid disk caches\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 2.93.1\n\nand I tried on the blender-2.83 LTS and it has the same issue.\n\nBlender stops simulating particle systems. if I'm baking them it just puts noting in the bake if I'm rendering without baking first if doesn't do anything except make my fans run full blast.\n\ncreate a bunch of particle sims. Use I used the script in the blend to do it.\nrun bake all dynamics. Only the first few of them actually generate anything.\n\nOf don't bake and just try to render. It freeze.\n\n[bugReportFireworks.blend](bugReportFireworks.blend)", "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.", "Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n", "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", "Cycles takes very long to cancel a render\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 2.93\n\nEver since Cycles was upgraded to Cycles X whenever I render a scene with a high Max sample count and cancel the render mid-render it always takes very long (up to a few minutes) until the render actually stops.\nThe time it takes to until the render stops seems to be proportional to both scene complexity and Max sample count.\nAt the start of rendering the samples first go up at small increments and later go up at greater increments. The greater the increments between sample count updates the longer it takes to stop the render.\nChecking Task manager shows that after hitting `cancel render` it does keep using the GPU, therefore keep rendering, until it finally stops.\nDuring the time between hitting `cancel render` and Cycles actually stopping the render the entirety of Blender becomes completely unresponsive.\n\nThis is only a problem when actually rendering the scene. Viewport render doesn't seem have this issue.\n\nTest file:\n[untitled.blend](untitled.blend)\n\nHit render and wait a little until the rate samples go up slows down. The hit `cancel render`.\n\nThank you and have a great day!" ]
[ "Cycles Baking: 3.x is much slower than 2.93\nBroken: 3.0, 3.1 (2021-12-27)\nWorked: 2.93.7\n\nCaused by Cycles-X merge\n\nBake Normal in 3.x is much slower than in 2.93.\n3.1 is a bit slower than 3.0.\n\nTime bake normal (2048x2048):\n| Samples | 1 | 32 | 64 | 128\n| -- | -- | -- | -- | -- |\n| 2.93 | 0:02 | 0:07 | 0:11 | 0:20\n| 3.0 | 0:03 | 0:25 | 0:44 | 1:21\n| 3.1 | 0:03 | 0:27 | 0:48 | 1:29\nTest CPU: Intel Core i5-3337U\n\n[Test Bake Normal (2.93 - 3.x).blend](Test_Bake_Normal__2.93_-_3.x_.blend)\n\n---\n\nFrom #94854:\n\n\nThis follows my other issue which you can find here:\nT94217\n\nIt's probably related, but adding this as a separate ticket.\n\n[big baking bug.blend](big_baking_bug.blend)\n\nOpen up the .blend file in 2.93.5, and press bake, it should have no problem baking. On my machine it uses about 1.8GB of RAM and starts baking within a few seconds, then bakes very quickly, less than a minute.\n\nThen open it in 3.0.0 and press bake, on my machine the RAM shoots up to almost 7GB, then after maybe a minute it starts to bake, then gets stuck at 1% and I'm assuming Cycles crashes, Blender then needs to be killed with extreme prejudice.\n\nThis happens no matter what you're trying to bake, it's not just normal maps, it's ANY bake. At the moment ALL my baking has to be done in 2.93.5, before baking I have to close 3.0.0, open the file in 2.93.5 and hit bake." ]
Particle Edit Crash Operating system: **MacOS Mojave** Graphics card: **Intel HD Graphics 4000/Nvidia GT 650M** 2.80, 63ac7c799c8, 2018-12-02 When adding a particle system with the *hair* type, and change to Particle Edit mode, Blender crashes immediately. Add *Quick Fur* and change mode to *Particle Edit* mode. Crash.
[ "Crash creating \"position\" attribute with the wrong type while in Edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: 3.5.0 and 3.6.0 Alpha\nWorked:\n\nWhile in Edit mode, attempting to create an attribute called `\"position\"` that has type not set to `\"FLOAT_VECTOR\"` will crash Blender.\n\nI couldn't get any other attributes to crash when added while in Edit mode.\nCreating the `\"position\"` attribute with the correct type, but incorrect domain does not cause a crash either.\n\nI can't imagine a use case for users wanting to do this, but it came up while I was determining the extent of 107228 and isn't really the same issue.\n\n1. Select a mesh object\n1. Enter Edit Mode\n1. Either:\n 1. Run `bpy.context.object.data.attributes.new(\"position\", \"FLOAT\", \"POINT\")` from the Python Console\n 1. Create a new attribute called \"position\" using the `bpy.ops.geometry.attribute_add` operator and set the `Data Type` to anything other than `Vector`: ![image](attachment)", "Crash Python API - GPUOffScreen.draw_view3d() crashes blender with draw_type = POST_VIEW but works with draw_type = POST_PIXEL\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.1\n\nWhen using [GPUOffScreen.draw_view3d() ]] in a [[ https:*docs.blender.org/api/current/bpy.types.Space.html?highlight=post_view#bpy.types.Space.draw_handler_add | draw_handler ]], blender crashes when running the [[ gpu.shader.html?highlight=gpu+shader+from_builtin#built-in-shaders | 3D_IMAGE builtin shader ](https:*docs.blender.org/api/current/gpu.types.html?highlight=draw_view3d#gpu.types.GPUOffScreen.draw_view3d) if the draw_type was set to POST_VIEW but works if the draw_type was set to POST_PIXEL.\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script Crash3D and blender will crash\n\n\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script NoCrash2D, and it will draw the camera view in the viewport without crashing\n\nAttachments:\n\n[CrashScriptDrawView3D.blend](CrashScriptDrawView3D.blend)\n[blender.crash.txt](blender.crash.txt)\n\n\n\n\n\n\n", "No way to edit baked cloth simulation with particle edit mode.\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 680\n\nBroken: 2.82\n\nCan not edit the cloth cache inside of particle edit mode. I am aware of the fade time error inside of options, I am not using fade time I am purely just seeing if what the manual says is possible, editing a cloth sim cache\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. add a cloth sim\n2. Bake cloth sim\n3. go into particle edit mode\n4. no way to edit cloth sim\n\n[ClothEditTest.blend](ClothEditTest.blend) I have uploaded the file I am testing it with", "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", "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", "Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !", "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", "Particle collisions aren't simulated before frame zero for negative frame simulations\nBroken: 2.79, 2.81\nWorked: (optional)\n\nMaking particles simulation start from negative frames don't allow for those particles to have collisions with meshes. Unless I set the initial frame to be negative.\n\n\nOpen the file and look at the already baked simulation. The first particles went through while the later ones collide perfectly. You can also rebake the cache and see the same result\n\n[ParticleBug.blend](ParticleBug.blend)\n\n**Known workaround**\nChange initial frame to match the first simulated frame before baking the simulation.\n\n", "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", "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", "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)", "Realtime Compositor - Crash on Mac when using Map UV node\nOperating system: macOS Ventura 13.3.1\nGraphics card: AMD Radeon Pro 5700 XT 16GB\n\nBroken: 3.6 alpha cef128e68af5 (2023-04-13 16:06)\n\nConnecting a Map UV node in Compositing will crash on macOS\n\nIn Blender's startup scene, enable Compositing by checking \"Use Nodes\".\nConnect a Map UV node between the Render Layers node and the Composite node.\nIn a 3D view, turn on Rendered viewport and set Viewport Compositing to Always.\nThis will crash (100% reproducible).\n\nPlease contact summary if more information is required.\n\n", "Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n", "Particle edit select linked not working from menus\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\n\n\nHi, I noticed that the select linked option in hair \"Particle edit\" mode/Select/ select linked doesn't work\n\nPlease open the file press W then select linked\n\nthankyou\n\n[hair.blend](hair.blend)\n\n\n", "Dead particles are unexpectedly rendered\n## Simplified Report\n\n- The following file contains a simple particle system and a collider that kills some of the particles.\n- Bake the particle system simulation.\n- Go to the end frame and render.\n- Notice that killed particles still appear in the render.\n\n[killedParticles.blend](killedParticles.blend)\n\n## Original Report\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.3.1\n\n\nI use particle system and mesh that kills particle. In preview dead partcles aren't rendered ![изображение.png](изображение.png)\nWhen I press f12 I see this ![изображение.png](изображение.png). Cycles and eevee doesnt consider these as dead. It's very old bug, also information about death isn;'t saved in cache\n[report.blend](report.blend)\n" ]
[ "Particle edit Crash | Blender 2.8 | MacOs \niMac (27\", Ende 2013)\nMACOS MOJAVE\nNVIDIA GeForce GTX 780M 4096 MB\n\nBlender 2.8\nblender-2.80.0-git20181204.1b6a394d862-x86_64\n\nBlender 2.8 still crashes when trying to use \"Particle Edit\"\n\nJust try to enter Particle Edit Mode.\n\nOpen File - Enter Particle Edit\n\nThanks for your amazing work on Blender !!!\n\n[Particle edit Crash_Hair.blend](Particle_edit_Crash_Hair.blend)" ]
Particle edit Crash | Blender 2.8 | MacOs iMac (27", Ende 2013) MACOS MOJAVE NVIDIA GeForce GTX 780M 4096 MB Blender 2.8 blender-2.80.0-git20181204.1b6a394d862-x86_64 Blender 2.8 still crashes when trying to use "Particle Edit" Just try to enter Particle Edit Mode. Open File - Enter Particle Edit Thanks for your amazing work on Blender !!! [Particle edit Crash_Hair.blend](Particle_edit_Crash_Hair.blend)
[ "Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n", "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", "Crash when importing Collada .dae file\nOperating system: macOS 10.15.7 (19H114)\nGraphics card: AMD Radeon Pro 5500M 8 GB graphics\n\nBroken: 2.91.0 (2.91.0 2020-11-25)\nWorked: N/A\n\nI exported the attached .dae file from SceneKit on iOS. When I try to open it in Blender, it crashes. It's worth noting that [Apple's documentation ](1523577-write) for the SceneKit → .dae export says it should work only on macOS, but I was able to use it on the iOS simulator. It's possible that I'm using some sort of unsupported configuration, but Blender should at least report an error instead of crashing. And if there's something wrong with the .dae file, I'd like to report it to Apple.\n\n1. Open Blender.\n2. Choose **File** → **Import** → **Collada (Default) (.dae)**.\n4. Choose the attached Juggler.dae file.\n5. Try to import with default options: all checkboxes are Unchecked under Import Data Options, Armature Options, and Keep Bind Info.\n6. Crash.\n\n[juggler.dae](juggler.dae)\n\n[Blender_2020-12-29-143229_A9918.crash](Blender_2020-12-29-143229_A9918.crash)", "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", "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", "Crash/Bugs with material's Surface dropdown + undo\nOperating system: Linux-4.15.0-45-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 4)\nAlso confirmed to crash in 2.80.\nWorked: 2.79b does not crash (works as expected)\n\nWhen changing the surface/volume in material properties (the list view of the shader nodetree) and undo, opening the dropdown directly afterwards again can crash Blender.\n\n- Download repro blend file (it's just a Cube with a Principled BSDF) [shaderlistRepro.blend](shaderlistRepro.blend)\n- In Properties Editor, click on Surface (Principled BSDF) and select any option in the dropdown\n- Move your mouse over the Surface dropdown and keep it there!\n- Press CTRL+Z to undo\n- Click on the Surface (Principled BSDF) dropdown again (your mouse may not leave the dropdown box)\n- Blender crashes\n\nThe same happens when done with the Volume dropdown instead.\n\n[2020-02-24 15-09-16.mp4](2020-02-24_15-09-16.mp4)\n\n**Possibly related issue**\nIn another file, doing the exact same steps as above has some other effects:\n- Either it spawns this popup (clicking any of these options crashes Blender) ![image.png](image.png)\n- Or it spawns a blank popup ![image.png](image.png)\nThis is the reproduction file which caused this: [shaderlistRepro2.blend](shaderlistRepro2.blend)\n\nWhich effect happens is really inconsistent and I am not sure how to reproduce one or the other.", "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", "Viewport Render crashes on macOS 12.3\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Beta\n\n\nUpdated MacOS to 12.3 (Beta) and going to Viewport Render will cause a full Mac freeze then crash. A hard reboot is the only resolution.\n\nNot sure if this is caused from the latest version of MacOS (12.3 Beta) or if it's the latest version of Blender (3.1Beta). \nI haven't tried with the latest Blender 3.1 Beta build with Monterey 12.2 Beta as this would require me to wipe the computer and reload all apps and files in the OS downgrade process.\n\nOpen default scene and toggle the Viewport Render button.\n\n", "Bake All Dynamics doesn't work when baking particle hair\nMacBook Pro, NVIDIA GeForce GT 750M, Intel Iris Pro\nMac OS 10.12.6\n\nBroken: Blender 2.79 Hash: 5bd8ac9\n\nHitting the Bake All Dynamics to bake out particle hair doesn't do anything.\n\nLoad the attached file.\nSelect the sphere.\nGo to the particle panel.\nUnder Cache, click Bake All Dynamics.\nNothing happens.[sph.blend](sph.blend)", "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)", "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", "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", "Hair particles: cannot delete hair particles in particle edit mode until you comb it\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 2.81 (sub 4)\nWorked: 2.79\n\nYou cannot delete all (hit a) hair particles until you comb them. Even more, if you select one hair or several and hit delete, they disappear, but if you then select all the rest and hit delete, all the particles deleted come back.\n\n\n- Open this blend file: [#69487-hair-delete-279.blend](T69487-hair-delete-279.blend)\n- Press {key X} and choose Particles\n\nIn current Blender (2.82 alpha @ 756b9acaf5) hairs get deselected but are not deleted. In 2.79b the hairs are deleted.\n\n**Original steps to reproduce:**\n\nCreate a new hair particle system\nGo into particle edit mode\nSelect all, hit X delete particles -> nothing happens\nDeselect all\nSelect a couple, hit X -> the selected hairs will disappear\nSelect all, hit X -> all the hairs come back visible again\n\nThere's a hair particle system newly created in the attached file.\n[hair_particles_delete_bug.blend](hair_particles_delete_bug.blend)", "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 (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" ]
[ "Particle Edit Crash\nOperating system: **MacOS Mojave**\nGraphics card: **Intel HD Graphics 4000/Nvidia GT 650M**\n\n2.80, 63ac7c799c8, 2018-12-02\n\nWhen adding a particle system with the *hair* type, and change to Particle Edit mode, Blender crashes immediately. \n\nAdd *Quick Fur* and change mode to *Particle Edit* mode. Crash." ]
Custom property does not always seem to be defined in pre frame change handler. Race condition? Operating system: Windows 10 Home 64 Bit Graphics card: NVidia Geforce GTX 1050 Broken: 2.80-009dbc2bc9fb-win64 When playing the animation in the file for some invocations of the pre frame change handler, the custom property 'CustomProperty' of object 'Cube' does not seem to exist . Open attached file: [RenderNotAnimatedBug.blend](RenderNotAnimatedBug.blend) Make sure the script Handler.py is executed at least once open the system console play animation to make sure the custom property of Cube is updated (Cube also changes color according to property). Note the error messages that on some invocations the custom property does not exist: ``` File "C:\...\RenderNotAnimatedBug.blend\Handler.py", line 7, in animate_cube KeyError: 'bpy_struct[key]: key "CustomProperty" not found'
[ "Eevee \"Shutter\" setting in motion blur render settings not animatable\nOperating system: Win 10\nGraphics card: RTX 3090\n\nBroken: 2.91.0\nWorked: never worked (as far as i know)\n\n\nEevee \"Shutter\" in motion blur render settings not animatable\nIn Cycles it ***is***animatable.N/A", "Sample texture color dialog isn't dismissed after use\nOperating system: W10\nGraphics card: GTX 970\n\n2.82a\n\nAfter use of the pipette in the Image Texture Editor, the 'F9' dialog box is not dismissed until an UNDO operation is performed.\n\n\nSample file included; Launch file. Switch to Texture Paint. In the Texture Image Editor, invoke the sample function with the S hotkey. Observe the dialog.[Sample Dialog Dismiss.blend](Sample_Dialog_Dismiss.blend)", "LOAD UI - Checkbox Status Ignored\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: (Unknown)\n\n\nWhen opening a file with a UI that does not match the default UI, the file's internal UI is loaded regardless of the LOAD UI checkbox being marked \"OFF\". More specifically, the MODE of a workspace is not respected and uses what ever mode is used within the file.\n\nIE, the default is \"Object\", while a scene can override it to something else - in this example, Texture Paint.\n\nAs the mode is part of the workspace setting, it should not be overriding when the scene is opened.\n\n\n\n\nSee screenshots.", "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", "NLA Strip influence slider doesn't respond to autokey correctly.\nOperating system: Win 10\nGraphics card: GeForce GTX 1070\n\n\nBroken: 2.82 Release\n\n\nThe Influence property of the NLA's strip, has some strange behavior and something that might be a bug.\nThis was reported before in #63865, which was supposedly resolved, but the problem still exists\n\nWhen changing the value of the influence slider with the autokey turned on, it jumps back to its previous value and does not update to the new one. After repeating it 2 or 3 times it applies the value. When applying the value numerically it works fine, it seems to be a problem with the update of the slider.\nMoreover, when turning influence on it always adds a keyframe to the first frame of the action (where the action is on the timeline ). It sets a keyframe with the value 0, instead of the current value.\n\n- Open attached file\n- Select one of the Action strips.\n- In the Sidebar, go to {nav Strip > Active Strip} and turn on `Animated Influence`. (Note that a keyframe is added to the first frame of the action).\n- Go to a new frame with the Autokey turned on, change the value of the influence slider.\n- Go to a new frame - the value should jump back to the previous one\n\nI've made a short video which describes the errors\nwatch?v=Sh5MwYCH9T4\n\nSample file:\n\n[Influence_bugreport.blend](Influence_bugreport.blend)", "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).", "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", "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)", "IDProps mismatch (pyRNA-defined vs. custom props) can confuse liboverride system in Collection property case\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36\n\nBroken: version: 2.93.5\n\nOverride libraries linking seem to have an issue when linking collection property registered by an addon or a script.\nIf I add items to a collection property of an object in the source file, and then link the object using override libraries in a new file. I can't delete this item in the collection property, that's ok. **The problem is when I go back to the source file and clear the collection property,** so it doesn't have items anymore, then going back again to the linked file,**the object still has this property item,** even if it was deleted in the source file, and it still can't be removed.\n\nThe rar file includes a source file, a file with the linked collection, and a test addon which just register a property, you can also just run the script from the source file, but better to test with the addon.\n- Install the addon or run the script in order to register a collection property called test_proprety on the box object.\n- Open the file override_properties_to_link.blend\n- Select cube and Write in the console C.object.test_property.items() or just press the arrow up in the console\n- There should be one item assigned - bpy.data.objects['Cube'].test_property[0])\n- Try to clear using C.object.test_property.clear() and then check the items again. The item is still there for me and can't be removed, also when using remove(0).\n- Go to the source file and check for the items again using C.object.test_property.items(). It should be empty.\n\nHow to repeat the error?\n- In the source file add items to the object property using C.object.test_property.add()\n- Start a new clean file, link the collection from the source file.\n- Make the cube object a library override.\n- The object should have the item in the C.object.test_property from the source file. Save the file.\n- Go back to the source file and clear the items using C.object.test_property.clear() and save the source again.\n- Open the saved file with the linked source. Run C.object.test_property.items() in the console, and it will still have the item that was cleared from the source.\n\n\n\n[Override_property_Bug.rar](Override_property_Bug.rar)", "Motion Blur keyframes is ignored when rendering animation\nOperating system: Windows 10 Home\nGraphics card: RTX 2080 Ti\n\nBroken: 3.4.1\nWorked: don't know\n\n\nUsing Cycles, if I keyframe motion blur then the keyframed data is ignored when rendering an animation. It just uses the keyframed value for the currently selected frame and uses that value for ALL frames.\n\nSo it works OK rendering a single frame because it reads the keyframed value for that frame, but for an animation it just uses that single value throughout.\n\n- Open attached .blend file or:\n - Start with default blend file.\n - Set end frame to 10\n - Change to Cycles\n - Keyframe cube location at frame 1\n - At frame 10, move cube to x=4 and keyframe location\n - Enable motion blur\n - At frame 1, keyframe it to 0\n - At frame 2, keyframe it to 0.5\n- Move to frame 1 and render animation. It will have no motion blur on ANY frame.\n- Move to frame 2 and render animation. It will use motion blur of 0.5 on every frame (including frame 1).\n\n[MotionBlurBug.blend](https://projects.blender.orgattachment)\n", "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", "Startup.blend file is not loaded on startup if userpref.blend does not exist.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7000\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nStartup.blend file is not loaded on startup if userpref.blend does not exist.\n\n- Remove userpref.blend file from it's usual location\n- Start blender\n- Dismiss splash screen by clicking on 3D viewport\n- Make some change to the file (move the cube)\n- Save as startup file\n- Close Blender\n# Open blender\n\nStartup file is not loaded", "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)", "Mention `EnumProperty()` columns in docs?\nBroken: Master\nWorked: Never\n\n\n`bpy.props.EnumProperty()` can have its items drawn under columns by adding items that have empty strings for both their `identifier` and `description`. This does not seem to be mentioned in the documentation.\n\nI was going to submit a patch instead of a report. But having never worked directly with either C or DOxygen(?), I expect that after I'm done downloading ~600MB just to change two non-functional lines of documentation, all I will accomplish is to make something that fails to compile and take up more of the developers' time as well. I can still resume the download and try to figure it out if it would really be preferable, but I hope this is fine for such a simple change.\n\nI suggest making something like the below changes to `python/intern/bpy_props.c`:\n\n```\n3396c3396,3398\n< \" Separators may be added using None instead of a tuple.\"\n---\n> \" Separators may be added using None instead of a tuple.\\n\"\n> \"\\n\"\n> \" Items may be sorted into columns by using tuples that have empty strings for `identifier` and `description`.\\n\"\n\n```\n\n\n```\nbpy.types.Scene.TestProp = bpy.props.EnumProperty(\n items = (\n (\"\", \"ColumnA\", \"\"),\n (\"ColA1\", \"ColA1\", \"Desc.\"),\n (\"ColA2\", \"ColA2\", \"Desc.\"),\n (\"ColA3\", \"ColA3\", \"Desc.\"),\n (\"\", \"ColumnB\", \"\"),\n (\"ColB1\", \"ColB1\", \"Desc.\"),\n (\"ColB2\", \"ColB2\", \"Desc.\")\n )\n)\n```\n\nNot in [the docs](bpy.props.html#bpy.props.EnumProperty).\n\n[From the StackExchange.](79413)", "bpy.types.Macro ignores next operator if the previous has .invoke\nBlender 3.5.1\n\n\nIf I define a bpy.types.Macro that runs two operators and the first one has `.invoke` then the second one will never be executed.\n\nIs there any workaround to this for now? What I was trying to accomplish is to make an operator that invokes another operator, wait until it's over and then execute it's code. Which didn't worked - operator's executed before invoked operator is finished. I tried to use Macro but run into another issue.\n\n```python\nclass TestOperator(bpy.types.Operator):\n bl_idname = \"object.new_test_operator\"\n bl_label = \"Test Operator\"\n bl_options = {\"REGISTER\", \"UNDO\"}\n\n def execute(self, context):\n bpy.ops.object.delay_operator('INVOKE_DEFAULT')\n print('after')\n return {'FINISHED'}\n```\n\nRun the code below from Scripting in the default blender scene, then F3 - TestMacro\n```python\nimport bpy\nimport time\n\nclass DelayOperator(bpy.types.Operator):\n bl_idname = \"object.delay_operator\"\n bl_label = \"Delay Operator\"\n bl_options = {\"REGISTER\", \"UNDO\"}\n\n def invoke(self, context, event):\n context.window_manager.fileselect_add(self)\n return {\"RUNNING_MODAL\"}\n\n def execute(self, context):\n print('delay ops starts')\n time.sleep(1)\n print('delay ops middle')\n time.sleep(1)\n print('delay ops ends')\n return {'FINISHED'}\n\nclass TestOperator(bpy.types.Operator):\n bl_idname = \"object.new_test_operator\"\n bl_label = \"Test Operator\"\n bl_options = {\"REGISTER\", \"UNDO\"}\n\n def execute(self, context):\n print('-------------------> after')\n return {'FINISHED'}\n\nclass TestMacro(bpy.types.Macro):\n bl_idname = \"bim.test_macro\"\n bl_label = \"TestMacro\"\n bl_options = {\"REGISTER\", \"UNDO\"}\n\ndef register():\n bpy.utils.register_class(DelayOperator)\n bpy.utils.register_class(TestOperator)\n bpy.utils.register_class(TestMacro)\n TestMacro.define(\"OBJECT_OT_delay_operator\")\n TestMacro.define(\"OBJECT_OT_new_test_operator\")\n\n\ndef unregister():\n bpy.utils.unregister_class(TestOperator)\n bpy.utils.unregister_class(DelayOperator)\n bpy.utils.unregister_class(TestMacro)\n\nif __name__ == \"__main__\":\n register()\n```\n\n" ]
[ "animated custom property does not change value when animation is rendered\nOperating system: Windows 10 Home 64 Bit\nGraphics card: NVidia Geforce GTX 1050\n\nBroken:\n2.80-009dbc2bc9fb-win64\n\n\nWhen running the attached .blend file the custom property 'CustomProperty' of object 'Cube'\nis always zero during render, but it is animated to go from 0.0 to 1.0 with keyframes.\nWith a pre frame change handler I print out the value (and change the cube material according to it),\nand during render the value is always the last one dependeing on the frame currently selected in the scene.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nLoad the attached .blend file\n[RenderNotAnimatedBug.blend](RenderNotAnimatedBug.blend)\n\nMake sure the script is executed at least once\nopen the system console\nplay animation to make sure the custom property of Cube is updated (Cube also changes color according to property).\nPress Ctrl+F12 to render animation\nVerify in the system console that custom property is not updated and sticks to last selected frame value." ]
defocus wont work NVIDIA **Blender 2.76** **Defocus wont work since 2.75, it worked on 2.74r** here's a pic ![defocus problem 2.76.png](defocus_problem_2.76.png) here's one that worked on 2.74 ![defocus worked in version 2.74.png](defocus_worked_in_version_2.74.png)
[ "GPencil: Modifiers don't work after separate strokes and use hide in outliner [issue with multiuser gpencil objects and modifiers]\nOperating system: Ubuntu 20.04\nGraphics card: Mesa Intel® HD Graphics 620 (KBL GT2\n\nBroken: (2.83.3)\n\n\nThe mirroring of a grease pencil object briefly stops being visible after performing a stroke separation.\n\n1. Boot up Blender's default 2D animation workspace\n2. Draw a stroke on the GP object \"Stroke\"\n3. Add a mirror modifier to the object.\n3. Draw another stroke\n4. Change to edit mode and select the new stroke\n5. separate said stroke with P, creating \"Stroke.001\"\n6. Still on edit mode, click on the 'eye' icon on the outliner to make \"Stroke\" invisible\n7. Click on the eye icon again, the mirroring will have stopped being visible.\n8. Clicking twice on the \"Display modifier on viewport\" button in the modifier tab fixes the issue.\n\n**Status**\nThe \"wrong usercount when separating\" is fixed, see 4251a87bf6, however the underlying issues with multiuser gpencil and modifiers still remains.\nTo reproduce:\n- add a gpencil stroke\n- {key Alt + D} duplicate linked\n- add a Thickness modifier.\n- Hide/Unhide the object in outliner.\n", "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", "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", "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", "Add Driver : Clicking the pickers (object / input variable) dont work\nBroken:2.80, 4c31bed6b46, blender2.8, 2018-11-30\n\nClicking the object picker in the `Add Driver` should enter object picking mode, but does nothing.\n![Peek 2019-07-09 10-48.gif](Peek_2019-07-09_10-48.gif)\n\nBased on the default startup :\n- Select the **Cube**\n- Right click on **Location/X** and **Add a Driver**\n- Into **Object field**, click on the **picker**\n\n\n> In #58341#702152, @angavrilov wrote:\n> This happens because `ui_context_rna_button_active` within operators and poll functions invoked for the popover UI elements can't find the actual UI control in the popover, and instead returns the property UI control through the context menu of which the popover was invoked. It seems there is a big issue with context and region management in some popovers, and may require a fix in the UI core rather than a specific operator.\n> \n> Edit: Note that this issue is different from the picker attached to the Add Input Variable - that one is simply not (re-)implemented yet to work with the new way Add Driver works.\n\n\nEven though `Object` picker vs `Input Variable` picker are slightly different issues, will keep them together here since from a user perspective this is so tightly related.", "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.", "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. ", "Caustics not work as expected\nHi,\nI'm going crazy with shadow caustics.\nOddly they work when they turn off.\nIn the attached scene [caustics_not_work.blend](caustics_not_work.blend), if you disabled caustics on lights or objects, they will be displayed, otherwise no caustics will be displayed.", "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", "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", "Dissolving edge doesn't work as expected\nOperating system: Windows 10\nGraphics card: RTX 2070 SUPER\n\nBroken: 3.2.1\nWorked: not sure\n\n\nDissolving edges doesn't work as expected.\n\n![Screenshot (23).jpg](Screenshot__23_.jpg)\n\n![Screenshot (24).jpg](Screenshot__24_.jpg)\n\n[untitled.blend](untitled.blend)", "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.", "Zoom stops at certain level and won't go further\nOperating system: Windows 10\nGraphics card: GeForce GTX 1070\n\nBroken: 2.92, 3.0 alpha\n\nIn this simple model, I cannot zoom my view closer to mesh than I already did. I saved the closest achievable view position in the .blend.\nI can reach further close-ups using some more advanced navigation tools, like dolly zoom, but standard zoom won't let me.\nThe issue is linked to this particular model - if I copy the object (there's only one in the scene) to a new model, the issue is gone.\nThe model was originally saved in Blender 3.0 alpha, only then in stable 2.92. Could it be the cause of this bug?\n\nBased on the default startup or an attached .blend file:\n[zoom issue.blend](zoom_issue.blend)", "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)", "No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n" ]
[ "Defocus Node in Blender 2.76 Not Working\nWindows 7 32 bit \nATI Radeon HD 5450\n\nBroken: 2.67 rc3 fb78f6d\n\nDefocus Not Working DOF effect isn't appear any time, any setting.\nI think I found this Problem in Blender 2.75 but in 2.76 won't fix that.\n\n\n*****************************************\n", "Defocus Node does nothing\nWindows Vista 32, GTX750ti\n[system-info.txt](system-info.txt)\n\nBroken: 2.75, 2.75a\nWorked:2.74, earlier, latest builds Downloads\n\nDefocus node does nothing at all. Also glare node set as ghosts or fog placed before or after defocus node colors image teal.\nOpen blender, set camera focus to cube, render, add defocus node, changing settings appear to do nothing.\n\nImage and z-pass from render layer are good.\nHave also tested with Load Factory Settings.\n", "Defocus node not working on Windows 32 bit\ni cant get the depth of field effect with the defocus node since blender 2.75 .\ni had seen other people have my problem to .\ndefocus node was ok in blender 2.73 !\nsorry for bad english !" ]
Several problems in drawing mode Operating system: windows 10 Graphics card:MSI gtx1050ti Broken: Blender 2.80 Release Candidate 3 Worked: (optional) Hello. When working with tools such as Line, Arc, Curve, Box, Circle, sometimes the circle that disappears for the size of the change will reappear! And also when working with the Draw Tool, sometimes, when changing the Radius size in WorkSpace, the marker does not draw the shape of the deformation mouse. Just use this tools for a short time. Then you will find the problems. For example, during the work, change the Radius size of the Draw tool or use the Curve tool several times
[ "Grease Pencil: Eraser Brush ends on maximum radius\nOperating system: Linux-5.4.0-89-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha\nWorked: never\n\nWhen using the eraser brush in draw mode of grease pencil objects you can notice that when you stop your stroke, the brush radius will end on the maximum radius.\nThis has the effect of users erasing something carefully when using pressure sensitivity for the radius, but then erasing everything within the max radius anyway once they end the stroke.\n\nThis effect is most noticeable if you use the \"Eraser Point\" brush in the eraser tool with \"Use Pressure\" enabled.\n\n", "Image sequences used on brushes do not update while texture painting (despite auto refresh option)\nBroken: 2.8x and later\nWorked: 2.79 and probably older\n\n\npainting with image sequencer (sprite) no longer works when holding click, but it updates when clicking again and again while painting\n\n\nSteps to reproduce the error (you must be in 2.8 or later)\n1) go to Texture tab\n2) create a new texture and open\n3) select the images that contain the same name with order numbers\n4) enable Cyclic and Auto Refresh\n5) make sure you set it as Texture Mask and not Texture\n6) set it to View Plane so the texture image follows the brush\n7) play the timeline and begin to draw on the mesh\n\nNotice how the image texture does not change when dragging on the mesh, but if you try to click again and again, it changes.\n\nthis is how it should look when it works:\n![Paint.gif](Paint.gif)\n\nThis must be brought back, it has soo much potential and possibilities!\nif this is something that is already considered and being worked on for the new upcoming blender version, then I'd be very happy\n\n[Desktop.zip](Desktop.zip)", "Sculpting: Draw Sharp brush has sharp point at the beginning of the line\n**Broken:** \nBlender version: 2.93.7, 3.0, 3.1 (27.12.2021)\n\n**Short Description**\nDraw Sharp brush line is uneven at the beginning of the line there is a sharp point. It can be seen with large radius of the brush.\n\n**Steps to reproduce:**\n1. Default scene\n2. Remesh cube, Voxel Size 0.01.\n3. Brush \"Draw Sharp\", Radius 200-500 px.\n![Brush - Draw Sharp.png](Brush_-_Draw_Sharp.png)\n\nTest File:\n[#94463.blend](T94463.blend)", "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", "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", "Displacement map, wrong normals and shadows on triangle geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.69\n\nBroken: version: 2.92.0\nWorked: ?\n\nExperimental Cycles displacement introduces rendering artifacts on some geometries made of triangles. The problem seem to disappear on quad geometry.\n\nOpen the attached \"displace-problem.blend\" file.\nRender an image, or enable Cycles preview in viewport.\nThe left object is made of triangles, and appears with problems.\nThe right object is made of 1 quad, and appears fine.\n\n[displace-problem.blend](displace-problem.blend)\n", "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", "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.", "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~~", "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", "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", "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.", "Particle display problem in rendering when using the Time remapping option\nOperating system: Mac Os Mojave 10.14.6 (18G95) and Windows 10 (Last update)\nGraphics card: AMD Radeon R9 M295X 4 Go & Nvidia GTX 1070\n\nBlender 2.80\n\nThere is a problem of particle rendering if we use the Time remapping function which makes it possible to make a film slower by multiplying the number of images of an animation. The particle animation is not continuous, some disappear and then reappear creating a jerky effect.\nThe problem does not appear when launching the animation directly in the software but only by doing a rendering calculation whether it is in film or frame-by-frame mode or movie (with Cycle or Eevee rendering)\n\nIf I leave the time remapping by default (old 100, new 100) there is no problem.[torus particules.blend](torus_particules.blend)\nIf I change the time remapping to have a movie with 4 times more image (old 25, new 100), the problem appears: the particle animation is not continuous, some disappear and then reappear creating a jerky effect.", "GPencil: Inconsistent brush profile using Line/Shape tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.0\n\n- When certain brushes with unique characteristics like \"Ink Pen\" or \"Marker Chisel\" brush is selected, and *Draw tool* is used, the brush characteristics (thickness, frequency of effect) are appealing (image: green). \n- But when those brushes are selected, and any *Line/Curve/Shape* tool is used, the brush characteristics have undesired effect (image: red). The peaks are extreme, and the frequency of the extremes along the stroke is high (not as smooth as drawing).\n- (A) The Thickness Profile can reduce the maximum peaks, but not even-out the minimum valleys. (B) The frequency of the brush effect can't be distributed evenly across the stroke. It seems the only way to edit it is through manual sculpting. \n- The number of points (few/many) also doesn't smooth out the effect. \n\n*Also just an additional suggestion, when using line/shape tool in its edit mode (before confirmed with Enter) it would be helpful to be able to adjust its settings (Subdivision, Radius, Strength, Thickness Profile) in real-time to preview the changes - without having to confirm the stroke, undo, change settings, and apply stroke again. Only mouse-wheel scrolling, that controls subdivisions, allows preview of settings changes in real-time.\n\n![inkpen shapes.jpg](inkpen_shapes.jpg)\n\n![inkpen shapes - points.jpg](inkpen_shapes_-_points.jpg)", "Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\n**Broken: version:**\n2.93.0 Alpha.\n3.0.0 Alpha\n\nUse of annotation tool unhides the hidden face\n\n**Steps to Reproduce the error**\n- Open .blend file\n- Hide the faces with Box Hide tool\n- Erase the word \"Erase\" with annotation tool (hidden part will appear)\n- Repeat step 2.\n- Draw a line with annotation tool. (Hidden part will reappear)\n\nTest File:\n[#87821.blend](T87821.blend)\n[Blender [C__Users_Pratik_Downloads_T87821.blend] 2021-07-12 09-55-06.mp4](Blender__C__Users_Pratik_Downloads_T87821.blend__2021-07-12_09-55-06.mp4)\n" ]
[ "Draw mod\"deformable handels\"\nOperating system:windows 10\nGraphics card:MSI gtx1050ti\n\nBroken: Blender 2.80 Release Candidate 3\nWorked: (optional)\n\nWhen working with tools like Line, Arc, Curve, Box, Circle, sometimes the resize circle disappears \"Handel\" and reappears after many times!\nAnd also when working with the Draw tool, sometimes it doesn't change the shape of the mouse when the Radius is resized in WorkSpace.\nThese problems are not visible in the short term and you have to work carefully for several hours,\n But you can resize the Radius from the Draw tool multiple times or use the Curve tool multiple times to see problems\n" ]
Shortcut F to link nodes in geometry nodes does not work with multi input sockets (Join Geometry node) **Platform**: macOS-11.4-x86_64-i386-64bit **Graphics Card:** AMD Radeon Pro 5500M OpenGL Engine **Broken version:** 3.0.0 Alpha **Short Description of error** The shortcut F to link nodes in geometry nodes does not work with Join geometry node for multi inputs.
[ "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", "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", "python display_shape don't work in GeometryNodeTree\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0 Alpha\n\nWhen adding a custom node with custom socket to the GeometryNodeTree you can't alter the display_shape of the socket and the bpy.types.NodeSocketFloat or any socket type doesn't matter when connecting nodes it always stay red.\n\n![Screenshot 2022-01-18 191435.png](Screenshot_2022-01-18_191435.png)\nAttached a blend file with the script for quick testing\n[tst.blend](tst.blend)\n\nThis is not a problem in the Shader or Compositing editors:\n![image.png](image.png)\n![image.png](image.png)", "Frame Selected does not respect Geometry Nodes viewer geometry\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nNot sure if this is a bug to report or feature request but a minor inconvenience with the Viewer node.\n\nWhen Geometry Nodes Viewer node is active, Frame Selected works on the (invisible) output geometry instead of the Viewer geometry. Since the Viewer geometry is actually selectable, I think it makes sense that Frame Selected to respect it.\n\n[FrameSelectedViewerNode.mp4](attachment)\n\n", "'full copy' references existing geometry nodes rather than creating new duplicates\nOperating system: Linux-5.15.5-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.42.0, 5.15.5-200.fc35.x86_64, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.2.5\n\nBroken: version: 3.0.0 Beta\n\nWhen creating a new scene as 'full copy', existing geometry nodes are referenced in duplicated objects, thus any changes will affect the original scene, which is not expected.\n\n* create a scene with an object using geometry nodes. \n* create a new scene as a 'full copy'\n* edit the geometry node tree in the new copy, all changes will apply to the original object as the geometry tree is shared between the two.\n\n", "Converting Modifiers to Nodes\n### Benefits\nGeometry nodes offer increase flexibility and improved usability compared with modifiers:\n* The ability to easily deal with different data types in the same space.\n* Different operations can happen in parallel to be merged into the final result.\n* The attribute system is a massive improvement in terms of flexibility and options compared to vertex groups.\n* A nodes modifier can output different data types at the same time, including instances.\n* An improved interface, separating operations into their more basic parts, and providing visibility to more operations at the same time.\n* Many more opportunities for sharing creations with node groups.\n\n### Conclusions\n* The behavior of existing modifiers will not change.\n* For the foreseeable future, every modifier will still be available in the \"Add Modifier\" menu, even if it is internally implemented with nodes.\n* Many modifiers are useful to have as nodes and can be implemented directly, others with more than one node.\n* Eventually there could be a \"Convert to nodes\" operator for to switch modifiers to use a node group re-implementation.\n\n### General Questions\n* When should modifiers with multiple modes like \"Remesh\" or \"Decimate\" be split into separate nodes?\n* #86907 (Selection / Tagging in Geometry Nodes)\n\n### Functionality Available\n| Name | Note |\n| ---- | ---- |\n| **Vertex Weight Proximity** | In the \"Attribute Proximity\" node\n| **Volume to Mesh** | In the \"Volume to Mesh\" node\n| **Vertex Weight Mix** | The attribute system provides so much more flexibility!\n| **Edge Split** | In the \"Edge Split\" node\n| **Wave** | Effects like this are already possible to build with more complex node groups\n| **Triangulate** | In the \"Triangulate\" node\n| **Displace** | Covered by Attribute sample texture and attribute vector math (and attribute processor in the future)\n| **Warp** | This type of affect is possible to implement with attribute nodes (and attribute processor in the future) \n| **Mask** | #86640 Can also be replaced by \"Delete Geometry\". Though the armature mode would need design work. \n| **Boolean** | [D10599](D10599) \n| **Vertex Weight Edit** | This allows changing a vertex group with a curve mapping widget.\n| **Build** | #86640 Should be replaced by \"Delete Geometry\" node (along with an eventual `index` expression / attribute.\n| **Cast** | Can be generalized with \"Attribute Transfer Node\" / \"Geometry Proximity\" and primitive nodes. \n| **Shrinkwrap** | The proximity node and raycast means that this node can basically be recreated with nodes.\n| **Mesh to Volume** | #86838 Can be a straight copy from the modifier\n\n### Functionality Mostly Available\n| Name | Note |\n| ---- | ---- |\n| **Subdivision Surface** | [D10417](D10417) Needs two recently exposed enum options. \n| **Particle Instance** | The \"Create Along Paths\" option is not possible yet, that use case will likely be handled differently in geometry nodes. \n| **Data Transfer** | #86843 This can be solved (and simplified) with an \"Attribute Transfer\" node \n| **Weld** | #86913 Should be named \"Merge by Distance\". It should also support more component types besides mesh. \"Connected\" mode still needs to be supported.\n\n### Ready to Implement\nThere are no open design questions, but there may be code architecture questions to answer before work starts. \nFor example, modifiers generally retrieve weights from vertex groups, but geometry nodes do not create vertex groups.\n\nWhenever a problem like this comes up, sometimes it's possible to share code, \nbut it often makes more sense to rewrite or \"duplicate\" code, with the eventual aim of replacing the modifier anyway.\n\n| Name | Note |\n| ---- | ---- |\n| **Remesh** | #89052 Do modes get different nodes?\n| **Curve** | #88702 Requires testing regarding differences with modifier.\n| **Bevel** | #86841 Attribute domains can affect bevel control, custom profile should use proper curve geometry. \n| **Smooth** | #86903 Quite simple, can be generalized to smooth any attribute, not just position.\n| **Solidify** | #89050 Only non-manifold mode supported in the node. Some functionality could be split into separate nodes.\n| **Mesh Sequence Cache** | Can become an alembic import node that outputs multiple data types, mesh, points, and curves.\n\n### Needs Design\nMore design work is required to figure out the best solution for these modifiers,\nor stakeholder artists who can provide a better view of the use cases these modifiers address,\nor input from other developers.\n| Name | Note |\n| ---- | ---- |\n| **Screw** | #86901 Initial version seems simple, but some controls like \"Stretch UVs\" should be generalized. Maybe the whole modifier is too specific too\n| **Wireframe** | Uses BMesh, which, like Bevel, raises the question of how to pass information.\n| **Mirror** | #86904 Some aspects of this are covered by a transform node with a negative scale, but having a specific node is nice, especially to deal with other attributes. The node could support an arbitrary mirror plane. \n| **Laplacian Smooth** | Looks relatively simple. \n| **Volume Displace** | Should be relatively simple, but should be discussed briefly to make sure it fits into geometry nodes design. For example, maybe supporting attribute grids is a first step. \n| **Decimate** | #89051 This looks relatively simple to convert. This might be an opportunity to make some design changes though. \n| **UV Project** | Should be relatively simple to convert this, but may need to be changed for attribute access. \n| **Weighted Normal** | Many of these ideas could use generalization. A first step is exposing custom normals in some form. \n| **UV Warp** | Can probably be accomplished with attribute system. Investigation needed.\n| **Lattice** | Lattice data could become a geometry component type. \n| **Mesh Cache** | What are the differences between this and the Mesh Sequence Cache modifier? \n| **Simple Deform** | Probably fine, but maybe this could be generalized somehow? \n| **Normal Edit** | #93551 Exposing a write-able normal attribute may be enough for this (and an improvement).\n\n### Requires \"Binding\"\nNodes will need a way to store data for use later-- currently they cannot.\nThat should be designed first as a general idea before these nodes are implemented.\n| Name | Note |\n| ---- | ---- |\n| **Laplacian Deform** | Requires binding (persistent storage over evaluations). \n| **Mesh Deform** | Also requires binding. \n| **Hook** | Needs bind operations in edit mode (persistent storage). \n| **Surface Deform** | Requires binding. \n| **Smooth Corrective** | Requires binding. \n| **Skin** | Requires binding, marking root, etc. \n| **Armature** | Might be a very large project, many object level operations. \n\n### Simulation\nThese are modifiers that should tie into a more generalized simulation system.\nMost of the code can be reused in many cases like Mantaflow, but a direct copy from the modifier\nto a node would not make sense, and needs design for how node-based simulation should work.\n| Name | Note |\n| ---- | ---- |\n| **Soft Body** | |\n| **Explode** | Requires current particle system. \n| **Fluid** | Canonical example for the generalized solver idea. Particles and meshing can be separate steps for liquid\n| **Ocean** | This works differently from the other simulations, since it is self contained. \n| **Cloth** | \n| **Collision** | This is just a static \"collider\" tag, and a storage for settings. \n\n### Not to be Replaced\nThese are modifiers with a design that does not fit into the goals for geometry nodes.\nFor example, the multi-resolution modifier must be the first, and is more of a specific tool\nfor sculpt mode than a modifier \"function.\"\n| Name | Note |\n| ---- | ---- |\n| **Array** | Should be mostly replaced by instancing of geometry directly in the node tree. \n| **Multiresolution** | Needs design / architecture work. Object data type? Does not fit into geometry nodes design. \n| **Particle System** | To be replaced by particle nodes. \n| **Dynamic Paint** | This idea should be more generalized. ", "Outliner Floating window Drag & Drop to Geometry Nodes editor not working\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\nWorked: I don't know if it ever worked\n\nDragging and dropping objects from the outliner to the geometry node editor is not working\n\nFloat outliner to be its own window\ndrag and drop an object from the node editor to the geometry nodes\ndoesn't work.\n\n", "Wrong Radius visuals when joining two hair curves\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005\n\nBroken: version: 3.3.0 Alpha\n\nIf you have two hair curves in geometry nodes and you join then, The radius of the first one is copied to the other, this only happens in EEVEE and in Solid view but not in cycles.\n\n[2022-07-16 23-01-18.mp4](2022-07-16_23-01-18.mp4)\n\nIn this file there is a setup that is affected by this issue, as well as a simplified version. You just need to open the file and change the order in the join node\n[radius bug.blend](radius_bug.blend)", "Design: Shading: Extend Clamp and Map Range nodes to work with Vectors\nI'd like to make these nodes work with vector inputs and outputs.\n\nIt's unclear to me as the the best way of doing this. \n\n![image.png](image.png)\n\nSome options:\n\n - **Separate Nodes** : Create separate versions of these nodes with Vector sockets.\n\n - **Dynamic** : Use a dynamic socket. This is better from a UX perspective but how do we show this? For these two nodes, they are pretty pointless without a value input so the edit control could be hidden. The node then operates accordingly depending on the input link. \n\n![image.png](image.png)\n\n- **Mode Switch** : Add vector input and output sockets and add a mode switch to hide the unwanted input socket. \n\n- **Double Sockets** : Add vector input and output sockets and depending what is connected. For vector only input, `Vector` > `Float & Vector`. For float only input, `Float` > `Float & Vector`. If both inputs are connected do `Float` > `Float` and `Vector` > `Vector`.\n\nFor the combined cases, the node would output and show both Value and Vector.\n\n\n\n\n\n\n\n", "Applying geometry nodes modifier create an empty material slot for no reason\nOperating system: W10\n\n3.4.1\n\nApplying geometry nodes modifier create an extra empty material slot for no reason.\n\n| Geometry node tree | Applyed mesh |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Create an object\n2. Add a GN modifier\n3. Create some geometry inside GN and assign a material to it (or don't)\n4. Apply the modifier, you'll get an empty material slot on the object.\n\n", "Geometry Nodes: 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", "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)", "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).", "Allow node inputs named A and B to be swapped\nPossible fix to allow node inputs to be swapped.\n\nThis is defined in the `node_link_socket_match` function.\n\nReported in chat by @SimonThommes \n\nIt may be a better solution to add a swappable flag to sockets.", "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)" ]
[ "make links in geometry node editor doesn't work with multi input socket\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\nopen new blend file. add geo nodes to something. Add a join geometry node., shift click an output socket of some node, then shift click the input socket of the join geometry node, finally press the f key. make links will fail.\n\n" ]
NLM denoiser with large tiles causes instant crash and exit. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38 Broken: version: 2.92.0 Alpha NLM denoiser with large tiles causes instant crash and exit. 1. Start Blender. 2. Change render engine to Cycles. 3. Device to GPU. 4. Enable Denoising pick "NLM" for Render. 5. In Performance->Tiles option change both for Tile X and Tiles Y to 2000. 6. Change scene Dimensions both for Resolution X and Resolution Y to 2000. 7. Click "F12" for rendering. I am working with large tiles for performance reasons my GPU 3090x and CPU with 64gb has plenty of memory. This tile size work fine with the denoiser for "Optix" and "OpenImageDenoise" and have no problem.
[ "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) ", "Rendering animation freezes with particle system\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\nWorked: 2.83LTS (not sure, this is said in most of the comments)\n\nI am trying to render out an animation based on the CGBoost Blender Launchpad Tutorial. Every time I try to render, it will render around 50-400 frames and then it will just stop rendering new frames. My CPU usage goes straight up to 100% when that happens and my GPU usage drops down to 0%. The Blender UI is still responsive, it is just that the render seems to get stuck on a frame. If I cancel the render, then Blender becomes totally unresponsive and I have to force quit via the Task Manager.\n\nIssue happens in both EEVEE and Cycles\n\n**Workarounds (picked up from comments)**\n- Render animation from command line\n- Check lock interface: {nav Render > Lock interface}\n\n1. Open attached Blend file \n2. Press Ctrl-F12 to render out animation.\n3. Wait for render to freeze on a frame. This can happen within the first few frames or after 400-500 frames. It seems random.\n4. Examine CPU and GPU usage.\n\n[Blender Launchpad.blend](Blender_Launchpad.blend)\n[ING BG.blend](ING_BG.blend) (File provided by @Megaseppl: #85267#1122053)", "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", "Joining objects can create more customdata layers (e.g. UVMaps) than allowed, can eat huge amounts of RAM, bloats the filesize\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: never\n\nJoining objects can create more customdata layers (e.g. UVMaps) than allowed.\nWhile there is no hard limit for UV layers (yet), we usually restrict this to 8 from the UI.\nWhy can this be a problem?\n\nSee reports #111564, #71823, #96926\n\nJoining many (hundreds or thousands -- which is not uncommon for CAD data) small objects with uniquely named UV layers will result in many, many UV layers (not only UVs, other customdata layers / attributes may be affected as well, but encountered most frequently for those), each then taking up memory/space for the whole -- now possibly very large -- mesh.\n\nThis will - unexpectedly - bloat up the filesize tremendously, also take up huge amounts of RAM for the joining operation, leading to possible crashes.\nThis is also not actually supported for UVMaps (the UI limit/restriction of 8 is there for a reason since e.g. Eevee, probably Cycles, too, dont handle more then 8).\n\n- open `uv_maps_on_merge_single_user_mesh_unique_uv_layer_names.blend` (1.6MB)\n- join all objects, save (file is now 3.8MB, the joined object has 121 UVmaps)\n- the problem gets much worse if the resulting object is larger and/or if object count increases\n\n", "Cycles GPU CUDA rendering high number of points seems broken in LTS (main is fine, request for backport)\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.3.3\nWorked: latest 3.5 alpha\n\nRendering point \"clouds\" with Cycles - CUDA seems to make some chunks of points disapear randomly\nThis looks like this has been fixed in 3.5, but i didn't find when. Can this be fix in LTS ?\n\nDelete the default cube and add a plane\nAdd a Geonode Modifier on that plane\nDistribute Points on Faces > Density : 250'000\nSet Point Radius > 0.0025 (for convenience)\n![bugreportGEONODE.png](bugreportGEONODE.png) \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n| ![bugreportCPU.png](bugreportCPU.png) CPU | ![bugreportCUDA.png](bugreportCUDA.png) CUDA | ![bugreportOPTIX.png](bugreportOPTIX.png) OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\n", "weird unremovable noise which looks like white or semitransparent squares\nWindows GTX NVIDIA 860M Lenovo Y50 laptop 16GB RAM and 2GB VRAM\n\nBroken: (2.77, weird unremovable noise which looks like white or semitransparent squares)\n\n\n**I have horrible flickering noise during my animation and it flickers like a sparks. What causes this noice is alpha images with holes or models of the grids with holes + method of reducing it by using Z and normal passes combined with bilaterural blur (advised by Barteck Skorupa). But i still wanna use it since it still better and only way to properly reduce other types of noice presented in my scene. So this noice looks like SQUARE PIXELS which are flickering during animation. Change of iterations of bilatural blur helps a bit but not completely and not on all frames. \n\nI will give you more info now about this strange things -\n\n\n1- At most frames there is no such noise (because i removed it by using bilateral blur and determinator) but at other frames they are still appear and not despeckle not bilatural blur helps and the weird thing - THEY BECOME MORE VISIBLE AT HIGHER SAMPLES!!!!\n\n\n2 - At some frames this squares are transparent at others - semitransparent or completly white like you can see on the screenshot\n\n\n3 - If i render same image at small samples - like 125 for example - i may not see them at all. But if i change to 150 - they become very visible!!!. \n\n4 - They mostly appear around grids holes models or grids holes alpha images.\n\n\n5- Even if camera not moving they may still appear and look at different frames - differently (white or semitransparent )\n**\n\n![1095_01204-min-min.png](1095_01204-min-min.png)\n\n![588.png](588.png)\n\n![1095_01204-min.png](1095_01204-min.png)\n\n![29_00713-min.png](29_00713-min.png)\n\n**To reproduce the error you whould probably need to render scene when camera moves and looks directly on grids png images with holes or even models of grids with a holes and also try to use bilatural blur node with determinator + z pass and normal pass combined ro remove noise - since most of the issues appearing when you using this nodes combinations (but its necessarily to use them)**\n\n\nIf you will need a blend file please leave me a comment on zakarpatfan@meta.ua. Thanks\n", "Remesh Voxel Size can be much to small by default (leading to crashes). 'Edit Voxel Size' operator can have wrong range\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\nProcessor: AMD Ryzen 7 3800x 8-Core Processor 3.90 GHz\n\nBroken: version: 2.90.0 Alpha\n(Also with Blender 2.83 BETA)\n\nSelecting the \"Remesh\" modifier, selected \"Voxel\", Voxel size below \"0.01m\" = PC Crash. Needed to restart the PC.\n\n1. Start Blender.\n2. Let the default Cube alive and add the \"Remesh\" modifier.\n3. Make the \"Voxel Size\" below \"0.01m\".\n4. Did it crashed?\n(Found out in my Blender Project, but I tested it then in a default Scene. Same thing happened.)\n\n(Why I set the Voxel Size below \"0.01m\"?\nIt happens accidentally, when I have it like \"0.42m\", but I hold my left click and slide it to the left, so I accidentally go below \"0.01m\".)\n\n{[F8619727](image.png), size = full}\n\nGood Luck!\n", "Baking dynamic paint to image sequence is cancelled without user interaction\nOperating system: Window 10, 64 Bit, 128GB RAM\nGraphics card: RTX 3090 with the newest studio driver.\n\nBroken: 2.93.5\nWorked: ./.\n\nI am following the cggeek tutorial on creating rain effects (watch?v=35bbyAJodEQ). Like said in 06:30 of the tutorial I wanted to bake the image sequence.\nIt happened some times that the Blender status line said that the bake had started, it sopped announcing that the bake had been cancelled without user interaction.\nI installed 2.93.5 and isolated the 3 concerned objects: The emitter plane, the plane I want to create the baking for and the drop. I started Blender via the debugging command file, clicked on bake and Blender crashed. \nThese are the produced files:\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nPreviously I have tried to find out if the modifier sequence has an effect, but it does not have one. The position of the Dynamic Paint modifier can be arbitrary, and it is not essential if the plan includes particle systems or not.\n\nAfter more trials I could not reproduce the crash, only the indication of cancelling appeared - furthermore withour interacton:\n\n![Screenshot 2021-10-09 141508.png](Screenshot_2021-10-09_141508.png)\n\nThanks\n\n- Open attached file (This is a minimum .blend file, which crashed on the first try after installing 2.93.5 and led to the production of the debug files above)\n- With the object \"aBodenFriedhof.002\" selected, go to {nav Physics Properties > Dynamic Paint > Output} and press `Bake Image Sequence`\nAfter a short time, the process will be canceled without an explanation.\n\n[dpSplit.blend](dpSplit.blend)\n", "Huge memory consumption by studio HDRIs previews\nOperating system: MacOS 10.14.5\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 2.91 d8585e184a\n\nGrab a texture file of 10-20 MB size. \nPut it in \"~/Library/Application Support/Blender/2.91/datafiles/studiolights/world\". Duplicate the texture file around 10 times.\nOpen Blender, open preferences, lights tab. \nSee memory increase.\n\n\n![image.png](image.png)", "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)", "Blander crash without ray shadows Nvidia GTX 950M CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen turn off ray shadow visiblity render becomes slow and the blender crashes.\n[2019-10-28_03-53-23.mp4](2019-10-28_03-53-23.mp4)\n\n------------\nI tested again on GTX 750 Ti and 2.92.0 Alpha. If I turn shadows off first, then switch to rendered view, it gives bad render:\n![image.png](image.png)\nIt disappears when you do something. Typical when there's something wrong in Cycles. I need to restart Blender to be able to render again.\nWhen I turn rendered view first, then turn shadows off, it sometimes crashes.\nThis is all Cuda. Optix renders nothing at all. I presume Optix doesn't do volumes yet.\nAlso noticed that deleting sun lamp and leaving only area lamps fixed the issue.\n\n**Steps to reproduce**\n[облака в стекле.blend](облака_в_стекле.blend)\n- Open file\n- Disable shadow ray invisibility on object\n- Switch to rendered shading\n", "Rendering instability from Blender 3.5 to 36+\nOperating system: macOS 13.4.1\nGraphics card: Apple/AMD W6800X Duo\n\nBroken: 3.6 to 4.0\nWorked: 3.5.1\n\nI get substantial instability when rendering animation sequences in Blender 3.6 and above, compared to 3.5. For example, I've built a large scene with lots of assets and displaced ground material. Today I left Blender 3.5 rendering and have outputted all 250 frames without a single issue using the GPU.\n\nBut previously in 3.6 I get a variety of frames – sometimes 30 or 40, sometime just a single frame – before I have to reboot Blender and start the rendering process again. I've tried all sorts of tricks, like using tiling to render and even switching to CPU-only, but in all cases, the animation process will eventually crash Blender. I thought it might be a VRAM issue, but my dual card has 32GB! My Mac Pro is a standard system with 64GB RAM and no strange or non-Apple additions – it should be rock solid.\n\nI don't have one specific scene to give you, but I've experienced all manner of instability since 3.6 came out – there is obviously a core difference in the app from 3.5 to 3.6+. However, I am really keen to help find the culprit. If you let me know what you need, I can provide crash reports or debug information, just point me in the right direction. Thanks!\n\n", "Multiresolution - Crash when Linear Subdivision level is above 1\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.91.0\nWorked: Never? (2.90 and 2.92 dailies seem to crash on this one as well)\nWhen using multiresolution modifier on this part of my model and using linear subdivision level above 1, Blender crashes.\nThis does not happen with other subdivision methods, as shown in video.\nI've also tried to make this mesh manifold, but Blender crashed either way.\n\n\n1. Open attached Blend file\n2. Add multiresolution modifier to a mesh\n3. Press on \"linear\" button twice\n\n[Crash_SampleFile.blend](Crash_SampleFile.blend)\n\n[MultiresCrash0001-2375.mp4](MultiresCrash0001-2375.mp4)\n\n", "Crash when rendering animation in Workbench (with workbench shadows)\nOperating system: Windows 10 20H2\nGraphics card: Nvidia GTX1080\n\nBroken: 2.93.0\nWorked: 2.92.0\n\nWhen rendering the attached file as animation Blender ends without notice after the second rendered frame.[mirandaAnimNeu3.blend](mirandaAnimNeu3.blend)\n\nOpen the file mirandaAnimNeu3.blend. Click Render | Render Animation.\n\nThe animation is set to start at Frame 466 and to last until frame 4900. After rendering of frame 467 Blender crashes without notice. No crash file is created. Blender just ends.\n![grafik.png](grafik.png)\nBoth rendered images are saved. It is interesting to note that the earlier images of this animation are rendered within seconds but the render times of the last images require minutes although no noticeable content becomes visible. Yesterday I have rendered all 4900 frames at 50% size without anti-aliasing, which worked fine. Each image rendered in a second or two.\nSorry that the blend-file is so big...", "Crash when rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n" ]
[ "Denoising Data with large tiles causes instant crash and exit.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: \n- 2.92.0 Beta\n- 2.92.0 Alpha\n- Commit bfb6fce659 identified in #85089 as the one that introduced the issue\nWorked: \n- 2.92.0 Alpha\n - Reports \"System is out of GPU and shared host memory\"\n\n\nDenoising Data with large tiles causes instant crash and exit.\n\nFrom merged ticket #85089:\nCrashes while loading textures to GPU memory using CUDA. After some digging in the code it seems to happen when the device memory is low and it decides to 'move_textures_to_host' then it ends up trying to lock 'cuda_mem_map_mutex' twice.\n![image.png](image.png)\n\n- Open attached file\n- Ensure that your system preferences are configured for the use of a GPU\n# Render\n[#84734.blend](T84734.blend)\n\nAlternatively from the default startup file:\n 1. Start Blender.\n 2. Change render engine to Cycles.\n 3. Device to GPU.\n 4. Go to \"Passes->Data\" and enable \"Denoising Data\".\n 5. In Performance->Tiles option change both for Tile X and Tiles Y to 2000.\n 6. Change scene Dimensions both for Resolution X and Resolution Y to 2000.\n 7. Click \"F12\" for rendering.\n\nI am working with large tiles for performance reasons my GPU 3090x and CPU with 64gb has plenty of memory. \n\nNotes: \n1. Turning on the render \"OpenImageDenoise\" no problem.\n2. Enabling all other data passes no problem.\n3. It seems related to the render tile prefiltered.\n```\n \n```\n```lines\nstd::_Check_C_return(int _Res) Line 131\tC++\nstd::unique_lock<std::mutex>::unique_lock<std::mutex>(std::mutex & _Mtx) Line 138\tC++\nccl::CUDADevice::global_free(ccl::device_memory & mem) Line 1111\tC++\nccl::CUDADevice::mem_copy_to(ccl::device_memory & mem) Line 1005\tC++\nccl::CUDADevice::move_textures_to_host(unsigned __int64 size, bool for_texture) Line 798\tC++\nccl::CUDADevice::generic_alloc(ccl::device_memory & mem, unsigned __int64 pitch_padding) Line 840\tC++\nccl::CUDADevice::mem_alloc(ccl::device_memory & mem) Line 994\tC++\nccl::device_only_memory<float>::alloc_to_device(unsigned __int64 num, bool shrink_to_fit) Line 300\tC++\nccl::DenoisingTask::run_denoising(ccl::RenderTile & tile) Line 332\tC++\nccl::CUDADevice::thread_run(ccl::DeviceTask & task) Line 2410\tC++\nccl::CUDADevice::task_add::__l11::<Lambdafunktion>() Line 2465\tC++\nccl::DedicatedTaskPool::thread_run() Line 222\tC++\n \t[External Code]\t\nccl::thread::run(void * arg) Line 53\tC++\n \t[External Code]\t\n```\n\n-----\n\nFrom merged ticket T85089:\nSelect CUDA or OptiX as the device\nRender a scene with large textures\n{F9599178}\n" ]
Geometry Node: Set Material, Apply modifier, new empty slot Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49 Broken: version: 3.2.0 Saving an empty slot when setting a material goes into a real empty slot for the result [2022-06-12 17-42-00.mp4](2022-06-12_17-42-00.mp4) [Material bug 1-1-1.blend](Material_bug_1-1-1.blend)
[ "Point Clouds only support one material\nOperating system: macOS-13.4-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken version: Current main.\nWorked: Never\n\nWhen using the `Join Geometry` node in Geometry nodes to join two points together, their material is reset to default. This only happens when joining two or more \"lone\" points.\n\n1. Recreate the geometry node setup found in the image below\n2. Change the render engine Cycles (necessary to see points with a material)\n3. Render the scene.\n4. Notice that the materials you assigned to the points are not applied.\n\nI have also included a .blend file with steps 1 and 2 done.\n[Missing Material - Join Geometry.blend](attachment)\n![Missing Material Join Points.png](attachment)\n\n", "Geometry Nodes related memory leak and exception access violation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: \n\nBlender freezes, memory usage spikes and eventually you get exception access violation crash.\n\nOpen attached file and enable Layer 3. Blender will freeze, memory usage will spike and eventually lead to exception access violation crash. Crash log is generated.\n\n[gnodes bug1.blend](attachment)\n\nTo stop crashing disconnect Twig Object from Object Info node. I think this started happening after I deleted the \"fir_twig\" object, but there was still a hidden reference in the Object info. However, I was not able to replicate this in a new file and the crash stops happening if I delete / modify some of the node groups, even in unrelated ways. I am pushing Blender to the limits and this is a heavily reduced file.\n\n", "Add-On: Material Utilities - Icon Id error\nOperating system: Linux-6.3.5-arch1-1-x86_64-with-glibc2.37 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.5.1\nWorked: never?\n\nIn certain situations the Material Utils menu will not list a newly created material.\n\n\n1. New scene.\n2. Assign material (with Material Utils menu) *not* having materials properties panel open.\n3. In shading editor, object : Drag and drop texture, hook up to color.\n4. Material Utils fails to list newly created material.\n5. Error message in console:\n```\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\n```\n\nNote: Changing the line to:\n`icon_value = layout.icon(material))`\nfixes the issue for me. fwiw.", "When using mask modifier, particles get also generated from the origin\nOperating system: macOS-10.14.4-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: 3.0.0\n\nI'm emiting particles from an object. I use the mask modifier so that the particles are generated only in some areas. Particles will be generated from the origin, even if there's no geometry there.\n\nPlay the animation from the attached file. You will see a column of particles coming from the origin. \n\n[Bug.blend](Bug.blend)\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)", "Modifiers after physics ones shouldn't invalidate cache\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.93.0\n\nIn current Blender, any change on modifiers invalidates.\nModifiers *after* physics modifiers won't affect the result of physical simulation, therefore they shouldn't invalidate the cache. \n\n\n1. Create a plane\n2. Give it Cloth and Subdivision modifiers, in this order\n3. Set the end frame to 10\n4. Play animation until the end\n5. Stop animation\n\nNow the simulation is cached.\n\n6. Change the viewport division level on Subdivision modifier\n\nNow the cache is invalidated.\n\n", "Holdout material no export in PDF\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.57\n\nBroken: version: 2.93.0\nWorked: (newest version of Blender that worked as expected)[story bug.blend](story_bug.blend)\n\n\n\n", "Solidify Node\nWe will drop support for Simple mode since the difference is hard to tell and performance-wise better to optimize the Complex mode than maintaining both.\n\nFill and Only options are a bit confusing in the modifier since fill refers to the fill of the rim and has to be checked on to make Rim Only work.\nInstead, I suggest making Fill refer to the part that is not the rim and Rim refer to the rim and make them independent from each other and both true by default.\n\nThe modifier has options for a vertex group as a factor for the thickness and two vertex groups to store the fill and rim geometry.\nvertex groups will be replaced by two attribute string fields for the factor and to tag the rim geometry\n\n![solidify.png](solidify.png)", "\"Assign Material Slot\"-Shortcut is created in the wrong place\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\n\"Assign Material Slot\"-Shortcut is created in the wrong place, therefore does not work.\n\n![MaterialShortcutAssignBug.jpg](MaterialShortcutAssignBug.jpg)\n[Material Shortcuts.blend](Material_Shortcuts.blend)\n\nBy rightclicking, the shortcut is created in the Input Preferences under `3D-View > Object Mode > Object Mode (Global)` which is wrong. It simply does nothing in Object mode. In order to work it has to be manually created under `3D-View > Mesh > Mesh (Global)` with the same entry name.\n\n\n\n", "Cycles: Bump node doesn't generate anything in certain conditions\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.0\nWorked: all versions from 2.79 to 3.4.0 alpha are affected, there is no working build\n\nI'm trying to generate a normal map using Bump node and color output of the env map as height map, it doesn't work on Cycles while it works on Eevee. Seems like the \"reflection\" output of Texture coordinate node is broken, but it works fine when I'm using another outputs though\n\nOpen the project, then click on viewport Rendered mode button - it'll start Cycles which for some reason can't generate bump map, then switch to Material preview mode - it'll start eevee which works as expected\n[bug_report.blend](bug_report.blend)\n\nEdit: typos and bad english grammar fixed, I believe", "Make Instances Real doesn't work for geometry instances\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0\n\nWhen I want to make instances real on object that has geometry nodes, blender create duplicate of whole mesh, togather with instances, on each place (point) where single instance mesh should be. I have attached screenshots and test scene that reproduces the bug. \n\nOpen .blend file I sent you, hover with mouse over 4 instaced spheres, and pres ctrl+A... select make instances real. You will see that geometry nodes instances are not created properly (whole geometry is duplicated on each geometry node point).\n\nSimilar thing happens when instancing collections, and trying to make them real - the parent relationship/hiararchy is not working. So there is a bug there also.[geom_nodes_bug.zip](geom_nodes_bug.zip)\n![blend01.jpg](blend01.jpg)\n\n![blend02.jpg](blend02.jpg)\n\n![blend03.jpg](blend03.jpg)", "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 \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: never\n\nGeometry Nodes \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\n\n[GN_OnCage_option.blend](GN_OnCage_option.blend)\n- open .blend\n- we have two modifiers doing the same thing:\n - a GN modifier that just translates 2 along the X axis\n - a \"traditional\" displace modifer doing the same thing (could be achieved differently)\n![image.png](image.png)\n- now toggle the `On Cage` option in the modifier for the GN modifier (it puts the result in the space or the original editcage -- wrong)\n![image.png](image.png)\n- disable the GN modifier, enable the displace modifier, toggle its `On Cage` option (it puts the editcage in the space or the result -- expected)\n![image.png](image.png)\n", "Geometry Nodes: Viewer overlay disappears when enabling In Front\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nWhen enabling \"In Front\" in the Viewport Display options of an object, which currently has a geometry nodes viewer overlay, that overlay disappears.\n\n| Viewer object: `In Front`: OFF | Viewer object: `In Front`: ON |\n| -- | -- |\n| ![grafik.png](grafik.png) | ![grafik.png](grafik.png) |\n\n1. Open the attached file in 3.4 or newer versions.\n2. Make sure the viewer node is enabled in the geometry nodes of `Plane.001`.\n3. Under Viewport Display, toggle `In Front` for `Plane.001`.\n\n[bug_report.blend](bug_report.blend)\n", "Bevel modifier creates zero area faces with unexpected normals when clamping to an unbeveled edge.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0\nWorked: I cannot find a working version, I've checked 2.83 and 2.81. (I tried to use 2.79, but I've forgotten how to use it.)\n\n\n\n\nEdit (Baardaap): When the bevel modifier is clamped to an unbeveled edge, it creates a zero area face. This in itself it to be expected and not really a problem though it might be nice to prevent. When you bevel with the bevel operator the same happens. The problem is that the bevel modifier causes a recalculation of all normals, which generates random normals for the zero area faces. These random normals lead to strong shading artifacts when the shading is set to shade smooth.\n\noriginal report follows:\n----------------------------------------\n\n\n\n\n\n\nInconsistent normal behaviour when using a bevel modifier with\n(a) amount exactly matching the face dimension (or is clamped), and\n(b) auto smooth off\nWhen compared with auto smooth on, or just bevelling an edge directly.\n\nIn the sample file attached, I've created an L shape by creating a plane, then extruding 3 additional edges.\nI've added a reflective material to see how the normal affects the reflections.\nFor each L shape, I've then added a bevel modifier, only changing amount/segments. Or alternatively I've done bevel edge, and only set amount/segments.\nThen I've either set to smooth or flat shading, and/or turned-on auto-smooth.\n\nIn the attached file, I've prepared the different test scenarios.\nFrom bottom to top:\n - Modifier/Flat,\n - Modifier/Smooth, // This is the row where I see inconsistencies (highlighted in red)\n - Modifier/Smooth/AutoSmooth,\n - BevelEdge/Flat,\n - BevelEdge/Smooth,\n - BevelEdge/Smooth/AutoSmooth,\n\nFrom left to right:\n - Amount=2, Segments=10, // obvious difference for the flat plane above the bevel, plus weird anomaly for top segment of bevel\n - Amount=2, Segments=3, // obvious difference for the flat plane above the bevel\n # Amount=1, Segments=3, // this row has no apparent differences\n\n![image.png](image.png)\n\nWhen viewing the file, I find it best to use material preview mode, then orbit up/down, and compare the reflections of the different rows.\n\n\nMy analysis.\nWhen performing a bevel, the faces being bevelled shrink to make space for the bevel, but retain their original normal.\n![image.png](image.png) ![image.png](image.png)\n\nWhen the bevel amount matches the face size, then those faces still exist, however they have zero size - represented by the red lines.\n![image.png](image.png)\n\nUsing the spreadsheet in 2.93, I can see inconsistencies with the normal vector for these faces.\n\nHere I've set the bevel modifier segments=1, and amount=2.\n![image.png](image.png)\n\nAnd the corresponding spreadsheet (annotated).\n![image.png](image.png)\n\nYou'll note that the two empty faces do have valid unit normals, though both a pointing at Z=1.\nYou would expect the vertical face - [x] to have a normal with X=1.\n\nHowever if you compare with the reference scenarios like having auto-smooth=on, or applying a bevel edge directly, this is what you see.\n![image.png](image.png)\n\nIn this case, rows 0 and 4 actually have the normal vector set to 0, 0, 0. (I.e. technically an invalid unit vector.)\n\n\nSo, what I believe is happening is that when there is an invalid normal vector, then blender refuses to perform smoothing across from one face to another. The smoothing ends at the bevel edge and the adjacent face in this case is shaded flat.\n\nGetting back to the bevel modifier when auto-smooth is off, while this has valid unit vectors, one of those vectors has the wrong orientation.\nThis is why there is a reflection anomaly on the vertical face, but not on the horizontal face.\n![image.png](image.png)" ]
[ "Applying Geometry Nodes modifier creates a new empty material slot on the resulting mesh\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 496.76\n\nBroken: version: 3.1.0 Alpha\n\nIn some circumstances, when applying GN modifier or converting GN object to mesh, this operation will add a new, empty material slot on the top of the material slot stack. This creates significant issues when exporting GN-generated object to external game engines, where proper material assignment relies on consistent material slot order.\n1,\n![image.png](image.png)\n2,\n![image.png](image.png)\n3,\n![image.png](image.png)\n1. Open the attached .blend file: [MatSlotBug.zip](MatSlotBug.zip)\n2. Observe there is only one material slot on the object and it contains the same material which is assigned through GN.\n3. Apply the GN modifier on the object\nResult: Applying the GN modifier adds a new, empty material slot on top of the material slot list\nExpected: Applying the GN modifier does not cause creation of new, empty material slots." ]
Muting a geometry node does not work Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 26.20.100.7323 Broken: version: 2.92.0 Alpha Why doesn't clicking m (mute) or selecting the mute option in node context menu in geometry node editor mute the node It definitely mutes on other node based editors like shader editor, compositor and sverchok Muting a geometry node does not work.
[ "Solidify Node\nWe will drop support for Simple mode since the difference is hard to tell and performance-wise better to optimize the Complex mode than maintaining both.\n\nFill and Only options are a bit confusing in the modifier since fill refers to the fill of the rim and has to be checked on to make Rim Only work.\nInstead, I suggest making Fill refer to the part that is not the rim and Rim refer to the rim and make them independent from each other and both true by default.\n\nThe modifier has options for a vertex group as a factor for the thickness and two vertex groups to store the fill and rim geometry.\nvertex groups will be replaced by two attribute string fields for the factor and to tag the rim geometry\n\n![solidify.png](solidify.png)", "Volume scatter and absorption shaders do not work with mesh to volume modifier in eevee\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: 3.2.1; version: 3.5.0 Alpha\nWorked: unknown\n\nWhen using the mesh to volume modifier, volumes are not visible with the volume scatter and absorption shaders in eevee. They are visible with the principled volume shader. They are also visible when using the geometry nodes mesh to volume node instead of the modifier. \n\nAdditionally a very specific bug occurs: when I have the scatter or absorption node attached, then go to eevee rendered view, switch back to cycles rendered view and then attach the principled volume, the geonodes volume becomes invisible. That becomes visible again when I manipulate the blackbody intensity value (but not any of the other values in the shader node). \n\nSee attached blend file\nWhen in viewport shading or eevee rendered view, the cube with the mesh to volume modifier does not render when volume scatter or absorption nodes are connected. Attach the principled volume node and it does render.\n\n[Volume shader test.blend](Volume_shader_test.blend)\n\n", "Geometry Node Crash\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon HD - FirePro D500 1.2\n\nBroken: version: 3.6.2\n\nGeometry Node crash when I try to add a node to the default Cube.\n| Node Setup: | Crash Log: |\n| --- | --- |\n|![Screen Shot 2023-09-12 at 2.00.57 PM.png](attachment)|![Screen Shot 2023-09-12 at 2.01.43 PM.png](attachment)|\n\n- open blender\n- open the geometry node workspace\n- With the default cube selected, add a new Geo Node setup\n- add a node using the menu or Shift A\n\nBlender crashes.\n\nIf I delete the cube, add a plane, and add the geo node to the plane, blender does not crash.\n\n", "Geometry Node in World Shaderworkspace does not output the same coordinates in Eevee like in Cycles.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\nWorked: None same in 2.83\n\nGeometry Node works differently for Cycles and Eevee in the World Shader Tab, The Coordinates are distorted with Eevee. Im not sure if this is as expected.\n\n1 Goto Shading Workspace\n2 Enable Viewport Shading and enable World Background\n3 Add Geometry Node.\n4 Connect either Position, Normal, True Normal or Incoming to Background Shader.\n5 Switch between Eevee and Cycles to see the difference.\n\nOn the other hand, the Normal output of the Texture Coordinate Node is exactly the same in both render engines.[Geometry Shader in World Bug.blend](Geometry_Shader_in_World_Bug.blend)", "Geometry Nodes not using `MeshSequenceCache` data while rendering\nOperating system: Linux-5.4.0-153-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.6.2\n\nDuring the rendering, the geometry contained in the `Object Info` node in geometry nodes does not take into account `MeshSequenceCache` modifiers of the corresponding object.\n\nHere is a simple blender file containing a 3D animated sketch made in VR with Quill, and imported through an Alembic file : [bug_mesh_cache_geo_node.blend](attachment). \nThe sketch has 2 keyframes, with each exactly one stroke. \n\nA geometry node is applied to the mesh to add a sphere at the position of the first vertex of the curves.\n\n![geonode.png](attachment)\n\nA rendering of the second keyframe (frame 10 for example) shows that the geometry node is using the data of the first keyframe of the curve, since the sphere is located at the beginning of the curve in the first keyframe.\n\n![diff_viewport_rendering.png](attachment)\n\n", "The display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R7 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.11.1 27.20.12033.2007\n\nBroken: 2.93 as well as version: 3.0.0 Beta\nWorked: Haven't tested before 2.93.\n\nThe display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar).\n\n* Switch workspace to Geometry Nodes\n* Add a new Geometry Nodes modifier/datablock\n* Ctrl+Alt+Space to go fullscreen (not Ctrl + Space)\n* Select or move a node\n\nFile:\n[bug.blend](bug.blend)\n\nGIF:\n![1.gif](1.gif)", "Geometry Nodes: Viewer overlay disappears when enabling In Front\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nWhen enabling \"In Front\" in the Viewport Display options of an object, which currently has a geometry nodes viewer overlay, that overlay disappears.\n\n| Viewer object: `In Front`: OFF | Viewer object: `In Front`: ON |\n| -- | -- |\n| ![grafik.png](grafik.png) | ![grafik.png](grafik.png) |\n\n1. Open the attached file in 3.4 or newer versions.\n2. Make sure the viewer node is enabled in the geometry nodes of `Plane.001`.\n3. Under Viewport Display, toggle `In Front` for `Plane.001`.\n\n[bug_report.blend](bug_report.blend)\n", "Fade Inactive Geometry: Objects with the same object data are faded\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 3.0.0 Alpha\n\nThe \"Fade Inactive\" Geometry\" overlay is supposed to fade out any object that is not affected by the currently active object in any mode that is not object mode.\nBut if any other object has the same object data linked (same geometry) it will be faded out anyway.\n\n![Screenshot_2021-04-22_11-50-30.png](Screenshot_2021-04-22_11-50-30.png) In this example the quad-sphere in the center is active in edit mode. The one to the right has the same linked object data, which is why it also shows the edit mode overlays as it is the same geometry.\nBut since it is another object it is greyed out.\n\nThis is related to #87704 since the overlay seems to prioritise objects that are in the same mode instead of objects that share the same geometry.\n\n- Duplicate an object multiple times to have more than 2\n- Duplicate one of them with Alt + D to have their object data linked\n- Enter Edit Mode on one of those objects\n\n", "Support Attribute Search In Material Nodes\nThe \"Attribute\" node in shader node trees could support attribute search based on the context data. The search code would be generally the same, but the data would be accessed directly from the evaluated geometry set of the active object. \n\nTherefore attribute search should not be used when the node tree is pinned, or alternatively it could depend on the pinned object context of the node editor, if that is available.\n\nNote that fewer attributes are available for EEVEE. There will have to be a special case there until more attribute access is implemented there.\n\nSome starting points / references:\n`node_geometry_attribute_search.cc`\n85421c4fab\nc0b2c75c44\n[D10623: Geometry Nodes: Add domain and data type to attribute search](D10623)", "Geometry Nodes \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: never\n\nGeometry Nodes \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\n\n[GN_OnCage_option.blend](GN_OnCage_option.blend)\n- open .blend\n- we have two modifiers doing the same thing:\n - a GN modifier that just translates 2 along the X axis\n - a \"traditional\" displace modifer doing the same thing (could be achieved differently)\n![image.png](image.png)\n- now toggle the `On Cage` option in the modifier for the GN modifier (it puts the result in the space or the original editcage -- wrong)\n![image.png](image.png)\n- disable the GN modifier, enable the displace modifier, toggle its `On Cage` option (it puts the editcage in the space or the result -- expected)\n![image.png](image.png)\n", "Geometry node group input for \"Single Value Only\"\nAdd a new \"Single Value Only\" option to node group inputs, only for geometry nodes.\n\nThis would hard-code the non-field status of that input, and remove the \"Use attribute\" toggle in modifier and tool inputs.\n\n", "Mesh Boolean and Bounding Box node joined together make lose the UVs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.5.0\n\nApparently, joining 2 branches of geometry node that contain a Mesh Boolean node and a Bounding Box node make the UV gone. On image attached, the cube on the left with the voronoid is the original cube and on the right it's the same cube with the Geometry node turned on. Maybe other node combination recreate this issue.\nWhen inspecting the branches independently the UV are still working but stop working when adding the Join Geometry.\n\n- Have an object with texture applied. \n- Have a geometry node modifier assigned.\n- The geometry node consists of a Mesh Boolean node joined with a Bounding box node. (I used a transformed node to move the bounding box away and see our object)\n\n", "Animation Editors: Modifier keys cancel out dragging handles \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIn recent releases db4313610cab was implemented and the animation editors are still not adapted to this behaviour. This fix allows the use to press any keyboard key, like `Shift` or `X`, etc, before the drag threshold of the current action is reached, and it will cause the operator to execute.\n\nFor example: Click and hold on a move gizmo in object mode. Either drag 3 pixels to start the operation and then press `X` and hold `Shift` to slowly move along the x axis.\nOR immediately press `X` and hold `Shift` without reaching the drag threshold of 3 pixels to already start the operator.\n\nBefore this fix, any pressed keys would cancel the click & drag and prevent the operator from running.\nThis is still the case with the graph and dopesheet editors.\n\n- Create a simple animation to the default cube\n- click and drag on the keyframes or handles in the animation editors\n- Now click and hold them, hold `Shift`, and then continue to drag. Nothing happens.", "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 Node boolean input socket broken when recursive linked file is reloaded in the Outliner\nOperating system: Windows 10 19044.1645\nGraphics card: GeForce RTX 3070\n\nBroken: 3.6.1, 8bda729ef4dc, branch: blender-v3.6-release, 2023-07-17\nWorked: none\n\nGeometry Node with boolean group input socket will show error \"Property type does not match input socket (socket name)\" and the input socket will not get evaluated if the recursively linked source file is reloaded in the Outliner 'Blender File' view mode.\n\nBrief description of the file linking structure\n\"01_source_GN-bool-Input.blend\" is the blend file that contains the source geometry node.\n\n\"02_GN_linked_level1.blend\" linked the \"01_source_GN-bool-Input.blend\" geometry node and using it on a local object.\n\n\"03_GN_linked_level2.blend\" linked \"02_GN_linked_level1.blend\" \"GN Cube\" object.\n\nTested with Integer input socket, works as expected in the above file linking condition.\n\n1. Open the attached blend file \"03_GN_linked_level2.blend\"\n2. In the Outliner 'Blender File' view mode (on the middle right of the UI from file), right click on the file \"//02_GN_linked_level1.blend\" and click \"Reload\"\n3. Noticed that the boolean input 'Switch' checkbox is now showing error \"Property type does not match input socket \"(Switch)\"\"\n\n" ]
[ "Implement \"Mute\" for geometry nodes\nMute is suppose to make the node to be bypassed. It is not working at the moment though.\n\n* If the input and output have a geometry connected, just pass it through.\n* If the input and output have a color connected, just pass it through.\n\nMuting means the node can be considered removed from the nodetree. In some cases it means assuming the node is disconnected even (or passing 0.0?) leaving the following node to use its default values instead.\n\n" ]
Collection Instance Crash Operating system: Linux-5.3.0-59-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82 Broken: version: 2.83.0 Dragging and dropping a Collection with a Collection Instance inside it, into another Collection is causing Blender to crash. Drag and drop the "Views" Collection inside the "Suzanne" Collection. [collection_crash.blend](collection_crash.blend)
[ "use-after-free crash after setting scene's render.engine inside custom render engine context\nOperating system: Ubuntu 20.04.2LTS\n\nBroken: 2.93.0 Beta, branch: master, commit date: 2021-05-19 10:14, hash: a294670bacb1, type: release\nAlso Broken: 0efb627bbd3ac3e53afb95591ae4e244bd1f8af4\n\nBlender crashes when setting some scene's render.engine property inside `__init__` or the `view_update` context of a custom render engine to a different one than the custom engine.\n\n[T88404_asan_report.txt](T88404_asan_report.txt)\n**Code to reproduce the error**\n```\nimport bpy\nimport bgl\n\nclass CustomRenderEngine(bpy.types.RenderEngine):\n bl_idname = \"CUSTOM\"\n bl_label = \"Custom\"\n bl_use_preview = True\n \n def __init__(self):\n return\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def __del__(self):\n pass\n\n def view_update(self, context, depsgraph):\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def view_draw(self, context, depsgraph):\n pass\n\ndef get_panels():\n exclude_panels = {\n 'VIEWLAYER_PT_filter',\n 'VIEWLAYER_PT_layer_passes',\n }\n\n panels = []\n for panel in bpy.types.Panel.__subclasses__():\n if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:\n if panel.__name__ not in exclude_panels:\n panels.append(panel)\n\n return panels\n\n\ndef register():\n bpy.utils.register_class(CustomRenderEngine)\n\n for panel in get_panels():\n panel.COMPAT_ENGINES.add('CUSTOM')\n\n\ndef unregister():\n bpy.utils.unregister_class(CustomRenderEngine)\n\n for panel in get_panels():\n if 'CUSTOM' in panel.COMPAT_ENGINES:\n panel.COMPAT_ENGINES.remove('CUSTOM')\n\nif __name__ == \"__main__\":\n register()\n```\n\n1) Copy code from above into a new script file inside of Blender\n2) Run the script\n3) Select \"Custom\" as Render Engine inside Render Properties\n4) Select \"Material Preview\" as display method in the viewport.\n\n[crash.blend](crash.blend)\n\nCrash log:\n```\n# Blender 2.93.0, Commit date: 2021-05-19 10:14, Hash a294670bacb1\nEngine 'CUSTOM' not available for scene 'Scene' (an add-on may need to be installed or enabled) # Error\nbpy.ops.text.run_script() # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xa63c950]\n./blender() [0xf6082a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7f7ce17be210]\n./blender(GPU_framebuffer_blit+0x2f) [0x8664faf]\n./blender() [0x1485fc3]\n./blender() [0x14597fe]\n./blender(DRW_draw_render_loop_ex+0x242) [0x1459a72]\n./blender(view3d_main_region_draw+0x8f) [0x1d3570f]\n./blender(ED_region_do_draw+0x851) [0x189c771]\n./blender(wm_draw_update+0x52e) [0x130cc9e]\n./blender(WM_main+0x30) [0x130aa20]\n./blender(main+0x319) [0xe881c9]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f7ce179f0b3]\n./blender() [0xf5d1bc]\n\n# Python backtrace\n```", "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", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "Crash 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", "Copy/Paste object operator copies collections specified somewhere in that object (e.g. Geometry Node Collection Info node, particle system instance collection, ...)\nBroken: Current master.\nWorked: Never.\n\nThe copy operator treats the `Collection Info` node as the fact that the object belongs to the collection.\n\n| Ctrl+C | Ctrl+V | Expected |\n| -- | -- | -- |\n| ![image](attachment) | ![image](attachment) | ![image](attachment) |\n\n1. Create collections `Collection_1`, `Collection_2`.\n2. Add Cube in `Collection_1`.\n3. Add Cone in `Collection_2`.\n4. Create geometry node modifier on Cube. Go in node tree:\n a. Create `Collection Info` node.\n b. Choose a `Collection_2`.\n5. Select `Collection_1`, Cube.\n6. Copy object in 3d view.\nExpected: Cube object will copied.\nBug: Copyring object, collection and attach that in collection that chosen in `Collection Info` node.\n\nThe same happens when you:\n\n- Create collections Collection_1, Collection_2.\n-- Add Cube in Collection_1.\n-- Add Cone in Collection_2.\n- Create a particle system on the Cube\n-- Render As Collection\n-- specify Collection_2 as the Instance Collection\n- Select Collection_1, Cube.\n-- Copy object in 3d view.\n-- Expected: Cube object will copied.\n-- Bug: Copying object, collection and attach that in collection that chosen in the Particle Instance Collection.", "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", "Switching collections does not work in Local mode.\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 5)\nWorked: 2.81\n\nIn Local mode, switching collections with hotkeys (1, 2, 3 ...) does not work.\n\nWhen I select several objects from different collections, and go into local mode, switching collections through hot keys (1, 2, 3, etc.) stops working.\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", "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", "Crash when renaming a world in a timer and dragging a world in the asset browser\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.4.0 Alpha\nWorked: Don't know, tested back to 3.1, and still got the crash\n\nWhen a python timer renames a world, and the user is dragging a world *from another file* in the asset browser, blender will crash. (doesn't happen if the world is from the current file)\n\nI also tested this on materials, and it didn't cause a crash, so I assume that it's limited to just worlds.\n\n[world renaming crash.blend](world_renaming_crash.blend)\n* Open the attached blend file, and run the script in the text editor.\n* That will start a timer that will run once a second for ten seconds, and will rename a world data-block each time.\n* During those ten seconds, in the asset browser window, start dragging a world asset that originates from another file.\n* Blender should crash.\n\n[2022-10-23 15-49-18.mp4](2022-10-23_15-49-18.mp4)\n\nThanks a lot!", "Crash 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)", "Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n", "Blender 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.", "Linking/Moving collection to another scene messes with the object visibility.\nOperating system: Windows 11\nGraphics card:\n\n**Blender Version** \nBroken: 9719fd696488\n\n\n\nThere is no reason the object visibility should not be carried over when the collection is moved or linked to another scene.\n\n\n[blender_HRo7zHHvN3.mp4](blender_HRo7zHHvN3.mp4)\n\nload the attached .blend\n\nselect the TEST collection in scene.A\n\nleft click drag onto scene.B while holding ctrl to link the collection instead of moving it. Moving the collection has the same affect\n\nopen scene.B and check the visibility\n\n\n\n[tests_06122022_1933_13.zip](tests_06122022_1933_13.zip)\n", "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" ]
[ "Collection instances loop causes Crash\nBroken: version: 2.83.0 and current master\nWorked: 2.82 (yea, it somehow worked :p)\n\n![obraz.png](obraz.png)\ncreating this (image above) makes blender crash\n\n\nIf you try to make instance loop (CollectionA have instance of CollectionB, an You try to put instance of CollectionA in CollectionB) blender crashes (and should forbid user from doing that)\n\nthat loop can be achieved by:\n - ops.object.collection_add_instance\n - ops.object.move_to_collection\n - drag'n'drop collection\n - opening .blend with already created loop\n\n\n\n" ]
Particle Instance modifier completely broken in 2.9x versions Operating system: Windows 10 64 bit 24GB Graphics card: Nvidia GTX 980M 4GB **Blender Version** 2.91.2 Broken: 2.91.2. Worked: 2.83 LTS (or any of the 2.8x versions) **Particle instance modifier not working. Instanced mesh disappears.** **Instancing an object with particle instance on a mesh makes it disappear instead of applying it on the particles. Rotation, location and scale are applied and set to default for both objects. Settings won't help. Instanced mesh completely disappears, setting its scale to 0 and becoming selectable only from the outliner.** [particle_instance_bugged.blend](particle_instance_bugged.blend)
[ "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", "Collection instance set to Display As Wire doesn't show in Solid mode when not selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nCollection instanced to scene display options are probably wrongly addressed in code. I'm attaching screenshots with descriptions (JPEGs).\n\n![01_instanceasbounds.jpg](01_instanceasbounds.jpg)\n\n![02_instanceaswire.jpg](02_instanceaswire.jpg)\n\nCreate an object inside a *Collection*. Instance *Collection*to scene and change its *display as* options to *Wire* and/or *Bounds*. You'll see that *display as bounds* shows wireframe while *display as wire* doesn't show anything. I'm attaching my file to help you investigate.\n\n[displayAsBug.blend](displayAsBug.blend)\n\n(Why hunting bugs feels so good?! Glad I can help with developing Blender 💘)\n\n", "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", "Particle Edit mode for non hair particles - Not working\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\nWorked: can not find one\n\n\nCan not edit a baked particle simulation's particle paths in Particle Edit mode\n\n\n- Delete all object from the original scene\n- Create a plane\n- Add a particle system. For the sake of testing with 20 particles,\n- Bake the simulation (not in disk)\n- Switch to Particle Edit mode\n- Select Point select mode\n\n- > There is no particle path in the view-port to be edited.[path not showing in particule edit .blend](path_not_showing_in_particule_edit_.blend)\n", "particle system collisions stop working outside 255 blender units\nOperating system: windows 10\nGraphics card: gtx 1080\n\nBroken: 2.79b 2018-3-22, \nparticle systems do not interact with faces which are oriented in the axis where the face is more than 255 blender units away from the origin\n[name ]([particleproblem.blend](particleproblem.blend))", "Particle simulations dont generate valid disk caches\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 2.93.1\n\nand I tried on the blender-2.83 LTS and it has the same issue.\n\nBlender stops simulating particle systems. if I'm baking them it just puts noting in the bake if I'm rendering without baking first if doesn't do anything except make my fans run full blast.\n\ncreate a bunch of particle sims. Use I used the script in the blend to do it.\nrun bake all dynamics. Only the first few of them actually generate anything.\n\nOf don't bake and just try to render. It freeze.\n\n[bugReportFireworks.blend](bugReportFireworks.blend)", "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)", "Bevel disappears when vertex group value is less than 0.5\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.1.0 Alpha\n\nBevel modifier disappears when vertex group value is less than 0.5.\n\n\n - Open file and start decreasing weight value of active vertex in N-panel -> see how bevel is shrinking relatively to the weight\n - Go under 0.5 value -> bevel stops working abruptly\n - Invert vgroup influence inside modifier options\n - Go from 0.5 to 0.0 value -> bevel functioning again\n\n[bevel_vgroup.blend](bevel_vgroup.blend)\n\n", "Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n", "Some particles do not appear in the render when the 'Vector' pass is enabled\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: 3.2.2 - 3.3.1\nWorked: 2.79\n\nParticles in Render don't match particles in viewport. Some particles do not appear. When they move very fast the issue is more visible.\nIt happens when we enable the pass `Vector`\n\n- Open attached file or:\n - In the default scene (with the Cube), add a Plane\n - Add a ParticleSettings toe the plane\n - In {nav Particle Properties > Render} set `Render As` to `Object`\n - For the `Instance Object` choose the Cube\n - In {nav Particle Properties > Field Weights} set `Gravity` to `0.0`\n - Optionally bake for cache\n - Set `Render Engine` to `Cycles`\n - In {nav View Layer Properties > Passes > Data} enable `Vector`\n - Move Cube out of camera view\n- Choose a frame in the middle and render\nNote that the particles closest to the plane disappear\n\n[particles displaced.blend](particles_displaced.blend)\n\n", "Random Per Island does not work on instances\nOperating system: Linux-6.0.5-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nMaterials which use the \"Random Per Island\" geometry attribute do not work correctly on instances generated via geometry nodes.\nI am not sure if this is actually a bug, because maybe the attribute is only intended to work for meshes. But I think as an artist you would expect it to work?\n\nIn the following video I have a cube with an array modifier applied to it. I then added a geometry nodes modifier after the array modifier which instances cubes on the array of cubes.\n[2022-10-29 13-56-24.mp4](2022-10-29_13-56-24.mp4)\n\n[random_per_island_instances.blend](random_per_island_instances.blend)\n\n", "Rigid body bugs\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.21\n\nBroken: version: 2.93.1\n\nSimulation somehow broken for small (less than 1 cm) or light (less then 100 grams) objects. In first example below object stay still between bouncing and small shivering. And that is just one example. Another examples are – reaching speed of light instantly (one frame), partial simulation when one object (or some objects) acts like it suppose to, but others act completely inadequate, two or three similar parts in one simulation (example 2). I tried different options but nothing helped. \"Substeps per frame\" and \"Solver iterations\" seems not working because there are no actual changes with different values or simulation just goes nuts.\n\n[r_body-bug.blend](r_body-bug.blend)\n[r_body-bug2.blend](r_body-bug2.blend)\n", "Hair: changing children related settings in objectmode dont show when switching to particle editmode\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: 2.83.7\nWorked: 2.79\n\nWhen I change additional options like Clumping, children not updates and their update stuck for edit mode for any try except 1st. \nDemonstration and details:\n[2020-10-15_01-46-01.mp4](2020-10-15_01-46-01.mp4)\n\n#69000 (Hair: changing children related settings not updating in particle editmode) is very much related", "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)", "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" ]
[ "Particle instance modifier broken\nOperating system: Linux-5.9.11-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.92.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nBroken: 2.91\nWorked: 2.90.1\nCaused by 8398050695\n\nOnce a Particle instance modifier get added to an object with valid settings, all geometry disappears\n\n[particle_instance_modifier_broken.blend](particle_instance_modifier_broken.blend)\n- Open .blend\n- Inspect no instances of the monkey are to be found :(" ]
In front does not display mask/face sets Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.35 Broken: version: 2.90.0 Alpha In sculpt mode, when turn In front view, mask is not displayed. Same situation with Face Sets [untitled.blend](untitled.blend) [nINEspGFAB.mp4](nINEspGFAB.mp4)
[ "Fullscreen doesn't activate if the 3d Viewport is maximized \nTested on :\n\n2.73 a\n\nGooseberry 2.73 # d92f591\n\nWhen the viewport is maximized ( Ctrl + Up Arrow). Switching to 3d view fullscreen mode wont work. ( Alt+F10 nor from the view menu button ). ", "Wireframe not visible with X-ray in weight paint mode.\nOperating system: Win10\nGraphics card: GTX 1070\n\nBroken: 3.0.0\nWorked: 2.93.6\n\nWireframe on other side of mesh can't be seen through faces when x-ray is enabled.\n\n[#94704.blend](T94704.blend)", "Sculpting: Ctrl+S reverts recent progress. \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0,\nBroken too: b67423f806\n\nWhen saving with ctrl+S the last changes applied to sculpt with \"grab\" brush gets reverted. This should be observed by reopening the file. \n\n- Have a sculpt with dynamic topology. Disable dynamic topology for the next step.\n- Move a part of the mesh with the grab brush.\n- Save your last progress. \n- Reopen the file using file browser. All changes done with the grab brush will be undone.\n\n![grafik.png](grafik.png)\n\n[face sculpt broken.blend](face_sculpt_broken.blend)\n\nThanks, have a great day and stay healthy!", "Extra face dots in UV Layout editor (GPU subdivision OFF, On Cage OFF in Subdivision modifier make a difference)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 3.4.1\nBroken: version: 3.1\nWorked: not since GPU subdivision was introduced (so in a way, it was working in 3.0)\n\nExtra random faces appear in the UV Layout editor\n\n- I can mosty repro this if GPU Subdivision in Preferences > Viewport > Subdivision is OFF\n- It does not happen at all if I turn off `On Cage - Adjust edit cage to modifier result` on the SubSurf modifier.\n\nIn the attached file, toggle from face select mode to vertex select mode and back to face select mode. (Might have to repeat 5-6 times) Extra faces appear in the UV Layout editor. Also see here: [1457172]\n\n", "Hidden Face Set Boundaries unmasked after inverting the mask on Multires Modifier\nOperating system: Linux-5.3.0-62-generic-x86_64-with-debian-buster-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\nHidden face sets are not affected by changes in the mesh, colors or mask. So when inverting a mask, the hidden face sets will keep their state of masking intact.\nOn a mesh without a multires modifier it will keep the mask sharp between the face sets but when using a multires modifier it will smooth past what is hidden and what is shown.\nThe mask should remain sharp and accurate.\n\nIn this example I am hiding a face set (Shift + H) and inverting the mask (A) to compare the result on the left (no multires) to the right (with multires).\n[2020-07-27 13-54-29.mp4](2020-07-27_13-54-29.mp4)\n\n[bug.blend](bug.blend)\n\n- Open file\n- Hide center face set (green)\n- Draw mask somewhere on mesh that is visible\n- Invert mask\n# Show all face sets\nRepeat steps 2-4 for another object and compare results.", "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", "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-", "viewport problem\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\n\nwhen I move inside the viewport, some objects become hidden.\n\n", "Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.4.0 Alpha\nBroken: 2.92.0\nWorked: 2.91.2\n\nBisecting gives 0f95f51361 as the culprit commit\n\nif the armature viewport mode is set to \"in front\" it doesn't properly update when the overlays are turned off and on\n[Peek 2022-11-01 05-35.mp4](Peek_2022-11-01_05-35.mp4)\n\n1-add an armature\n2-set the \"viewport display\" to in front\n3-turn off and on overlays\n4-if you can confirm the bug the armature should appear after changing anything in the 3d view to update as in the video, move rotate or zoom \n\n", "Sculpting: Shape Keys: Sculpting should show the mesh using a shape key value of 1\nOperating system: Linux-5.3.0-46-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) UHD Graphics 620 (Kabylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.8\n\nBroken: version: 2.90 (sub 2)\n\n\nSculpting: Shape Keys: Sculpting should show the mesh using a shape key value of 1.\nThis should work similarly to when enting edit mode while using shape keys;\nthe mesh should shown using a value of 1 and the value slider in the shape key panel should be greyed out.\n\nThis was found with [D7826](D7826)\n\n\n- . Create base shape key and a second key\n- . modify the mesh of the second key \n- . set value to 0\n- . Enter edit mode and then sculpt mode comparing the differences.", "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", "Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n", "Cycles: Hair is not rendered in front of images\nOperating system: Fedora Linux (Gnome Wayland)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nCurves hair is not visible when it is in front of an image\n\nOpen the [file](https://projects.blender.orgattachment) and render the image.", "Sculpt mode: Pose/Cloth gizmos/cursors remain visible when switching to other tools \nOperating system: Win 10\n\nBroken: blender-2.92.0-165b4f85ec23-windows64\nWorked: 2.90\n\nThe gizmos/cursors of tools like Pose and Cloth remain visible when switching to other tools that shouldn't have cursor... which wasn't the case in 2.90...\n\n[2020-10-24_21-16-50.mp4](2020-10-24_21-16-50.mp4)", "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" ]
[ "Face Sets and Masking in Sculpt Mode Not Visible on Meshes Using 'In Front'\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83 (sub 15)\n\nFace sets and masking in sculpt mode will not draw on a mesh if the viewport display option 'In Front' is set to true.[Face_Sets_Masking_Bug.blend](Face_Sets_Masking_Bug.blend)\n\n1. Insert new object, UV Sphere, for example\n2. Object > Viewport Display > In Front set to True\n3. Enter sculpt mode, try to paint a face set or mask\n4. Nothing will be visible\n5. Uncheck In Front\n6. Mask will be visible\n\n\n\n" ]
Crash of the app when selecting faces in Texture Paint mode Operating system: Windows 10 Professionnel 64-bit (10.0, Build 17763) (17763.rs5_release.180914-1434) Graphics card: NVIDIA Quadro M1200 Driver Version: 24.21.14.1195 Broken: (Beta 2.80, Hash : 427c75e4c20b, master, 2019-05-09 17h55) - When going into Texture Paint mode, and selecting "Face selection" option, after selecting a first polygon, it works, then when trying to add another one, or select another one, app Crashes.
[ "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", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n", "crash when 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", "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", "Realtime Compositor - Crash on Mac when using Map UV node\nOperating system: macOS Ventura 13.3.1\nGraphics card: AMD Radeon Pro 5700 XT 16GB\n\nBroken: 3.6 alpha cef128e68af5 (2023-04-13 16:06)\n\nConnecting a Map UV node in Compositing will crash on macOS\n\nIn Blender's startup scene, enable Compositing by checking \"Use Nodes\".\nConnect a Map UV node between the Render Layers node and the Composite node.\nIn a 3D view, turn on Rendered viewport and set Viewport Compositing to Always.\nThis will crash (100% reproducible).\n\nPlease contact summary if more information is required.\n\n", "Face selection inconsistency with respect to the view\nOperating system: Linux-6.1.0-5-amd64-x86_64-with-glibc2.36 64 Bits - confirmed on Multiple Windows and Mac\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.3.3 and NVIDIA GeForce GTX 1060 with Max-Q Design and others.\n\nBroken: version: 3.4.0\nWorked: 2.83\n\nYou can't predict how many faces will be selected in solid mode, even for the more basic shapes.\nIs it related to blender/blender#82182 ?\n\n\nAttached a basic video showing the error. The video focuses on the orthographic view, this also happens in perspective mode.\n\nThank you,\nRiccardo\n\n", "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", "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.", "Painting across different resolution UDIM tiles in image editor crash.\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: 2.91.0 Alpha\n\n\nIf you have UDIMs of different resolutions, and you paint in the Image editor window across the tiles, you get a crash.\nIf you do the same thing in the 3D viewport, there is no problem.[CrashFile.7z](CrashFile.7z)\n\n\nCreate a UDIM texture, with at least two tiles, of different texture resolutions. \nIn the image editor in paint mode, draw a line across the tiles and it will crash. Sometimes I need to draw two lines crossing the tiles for it to crash.\n\nThat's all, you don't need to apply the textures to a model or anything else.\n\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", "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", "Particle Edit mode for non hair particles - particles viewport display option crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.92.0 Alpha\nWorked: Blender 2.79\n\nIn Particle Edit mode, you can enable Particles display in Tool Properties > Options > Viewport Display. Pressing this toggle crashes Blender.\n\nFor convenience use this Blend file:\n[particlespath.blend](particlespath.blend) \n\n - Press the toggle in Tool Properties > Options > Viewport Display called 'Particles'\n - Crash\n\n\n\n", "Blender crashes when merging mesh.vertices with a python script\nOperating system: Pop_OS 20.04\nGraphics card: Intel 4th Generation Core Proc \n\n\nBroken: 2.82a\n\n\nLink to stackoverflow question:\n\nblender-crashes-when-merging-mesh-vertices-with-a-python-script\n\nI have reuploaded the question here because I think It could be an error with blender code rather than mine. The steps to reproduce the crash would be creating an icosphere mesh, setting the max_distance variable to 0.3 and just moving nodes nearby to other ones and clicking run_script then. At some point it will close and save an ico.crash.txt. I have attached mine.\n\n[ico.crash.txt](ico.crash.txt)\n\n[#88022.blend](T88022.blend)\n\n[#88022.webm](T88022.webm)", "Blender crashes 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" ]
[ "Selecting Faces in Texture Paint Crashes Blender\nOperating system: Windows 10\nGE Force GTX 1050\n\nBroken: 2.80 6ef48b13186c\n\n\nSelecting multiple faces on my mesh to texture paint almost always immediately crashes blender. I see a spike in GPU and CPU usage when this happens.\n\nOpen attached file (already in texture paint mode). Try to select all faces. Immediate crash. Debug output attached.\n{[F7034390](woman_WIP.blend)}[blender_debug_output.txt](https://archive.blender.org/developer/F7034389/blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)" ]
Cycles not working with GPU Operating system:windows10 Graphics card:GTX1650 4gb Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Blender 2.92 Failed to create CUDA context (Misaligned address) not able to render with gpu Based on the default startup or an attached .blend file (as simple as possible). ![Screenshot (40).png](Screenshot__40_.png)
[ "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)", "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)", "OPTIX_ERROR_INTERNAL_ERROR when rendering using Cycles with OptiX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nAlso tested on:\n- 3.0.0 — got same error\n- 2.93.18 — same error but different line of code\n\nOPTIX_ERROR_INTERNAL_ERROR when rendering with OptiX.\n\nError on 3.6.2\n![image](attachment)\n\nError on 2.93.18\n![image](attachment)\n\nThe issue is **not** presented when I'm using _NVIDIA Studio Driver 472.84_. However I've tried several newer versions and got this error for all of them.\n\n\n1. Open blender (just the default cube)\n2. Edit -> Preferences -> System -> OptiX -> NVIDIA GeForce GTX 1060 6GB\n3. Render Engine: Cycles\n4. Device: GPU Compute\n5. Shading (Z) -> Rendered or Render Image (F12)\n\n", "gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n", "EOL GPU problems tracking report\nThis is a task to keep track of End Of Life GPU problems with blender 2.8\n\n(Note that closed issues at time of writing is not because they are resolved but because of lack of respons from reporter)\n\n**AMD**\nHD 8670M #64469 (UI and 3D viewport doesn't update visually unless mouse hovers over other UI elements)\nHD 8550G #58544 (White Viewport in [Object Mode])\nHD 7730M {#63243\nHD 7600 {#70091}}\nHD 7600 #70146 (hair eevee rendering broken.)\nHD 7450M #61890 (AMD Radeon HD 7450M. Exit before splash screen. 4-component vector of vec4 to: 4-component vector of uvec4)\nHD 7420G #63149 (Interface and vertices flickering)\nHD 7160M #61165 (Blender 2.8 beta doesnt start)\nHD 6870 #64081 (Eevee glitching [Linux, Radeon GPU])\nHD 5700 #62572 (unwrapping bug )\nHD 5700 #62701 (Hair edit mode crashes with AMD Radeon HD 5700)\nHD4870 #65721 (Crash on start)\nHD 4850 #61206 (Linux and AMD RV770 interface glitches)\nHD 4600 #59738 (Buggy GUI) #61896 (UI graphic glich) #63850 (Icons bug)\nHD 4550 #60104 (Blender's visuals go transparent and spasms )\nHD 4500M #63661 (Unstable back color in menues/ titlescreen. shifting Transparency /black )\nHD 4350 #59635 (blender 2.80.0 beta wont open on windows machine)\nHD 4300 #65075 (blender interface background of menus and every element in ui flickers (transparent and not))\nHD 3650 #60681 (Blinking menu and other menu)\nHD 3450 #63751 (when i open blender beta it chashes at start)\nHD 3200 #62543 (Crash at startup)\nHD 2600 #59738 (Buggy GUI)\n\n**NVIDIA**\nGTX 9800 #60425 (EEVEE objects black when using shadows, on 9800 GTX)\nGTX 9800 #65250 (Slackware, Blender 2.8 UI fonts glitch with nouveu driver.)\n\n**Intel**\n\nHD GFX (Baytrail) #65138 (Intel HD Graphics bone selection problems in edit mode/pose mode)\nHD 4000 #58938 (Crash when using EEVEE and Intel HD 4000) #65666 (Blender not responding a lot of time, especialy when working with texture and materials)\n\n**macOS**\n(AMD)\nHD 6750 #62072 (Princioled BSDF and Indirect Lighting BUG ) #65453 (Bake indirect lighting turns irradiance volumes into black areas)\nHD 4870 #62982 (Blender 2D draw mode shows as corrupted screen)\nHD 4670 #66014 (Blender 2.8 using Mac OS, all objects turn black in Lookdev mode)\nHD 2400 XT #60979 (2D Animation view goes crazy when trying to use brush)\n(NVIDIA)\nGS 8800 #59955 (Blender starts with totally corrupted graphics)\nGT 9600M #61844 (User interface looks very weird when starting Blender 2.8 with older MacBook Pro (Mid 2009))\nGT 130 #61551 (macOS 10.11 and NVIDIA user interface display broken)\nGT 320M #60179 (Bad render of default scene Mac OSX)\n780M #62578 (Eevee Screen Space Reflections crashes on OSX 10.9 / 10.11)\n640M #63018 (macOS 10.10 / NVIDIA: missing letters in 2.80 UI)\nQuadro 4000 #62766 (Eevee DOF cut plane)\n(Intel)\nHD 3000 #65551 (Bad shading on LockDev on Macbook 11\")\n", "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", "GPU: Workarounds and Device Features checks becoming obsolete\nBlender 4.0 bumped its OpenGL version from 3.3 Core profile to 4.3 Core profile. Some workarounds and optional device features were added to the GPU Backend in order to emulate features that were not available on all platforms.\n\nThis issue contains a list of features, workarounds that we should revisit.\n\n* `shader_draw_parameters` In Vulkan these seems to be supported even on low end devices (displayreport.php?id=23923#features_core_11) we might want to consider making this a requirement, although it is not required by vulkan.\n* `compute_shader_support` is required for workbench-next\n* `shader_storage_buffer_objects_support` is required (#112572)\n* `shader_image_load_store_support` is required. \n* `clear_viewport_workaround` should be solved by the editor, not by the gpu backend. IIRC the VSE has fixed this some months ago.\n* remove `--debug-gpu-disable-ssbo` as SSBO's are required. (#112571)\n\n", "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", "Shader compilation freeze Blender on Intel Arc770\nOperating system: Windows 10\nGraphics card: Intel Arc770 16Gb (Resizable Bar enabled)\n\n3.6.0\nDate: 2023-06-27 08:08\nHash: c7fc78b81ecb\nBranch: blender-v3.6-release\n\n**Intel driver version**\n31.0.101.4665\nReleased 11.08.2023 (latest on moment of this post)\n\nAll modes of viewport on new scene (default, for example) works fine: solid, material preview, display render. But, if I open my scene, works only 1 and 3 option. Building a shaders freezes Blender. It's around 800+ materials on scene, and GeForce cards works fine with that. The video card works at full power, with enabled Resizable Bar function. Cycles render (oneAPI) also works fine, but i can't switch the viewport on material preview. Blender freezes when shaders start compile.\n\n", "Error de progama\nno me aparece el modo vèrtice\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", "Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "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", "gpu module in CustomRenderEngine causes segfault\nOperating system: Linux-5.4.2-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.7\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nUsing gpu module in CustomRenderEngine render function causes segfault\n\n- Open attached blendfile\n- Run the python script from text editor\n - it is based on the example bpy.types.RenderEngine.html\n - only difference is, importing gpu module and doing a gpu.matrix.push_pop() in the render function\n - also added faulthandler to see where it crashes\n- change render engine to custom\n- hit f12 (blender crashes)\n\nIs the GPU module not suited for use in CustomRenderEngine ?\nAlso testet drawing a gpu.types.GPUBatch to a framebuffer object without doing matrix.push_pop(), it also caused a segfault. The matrix thing is just the simplest case to reproduce.\n\n[CustomRenderBug.blend](CustomRenderBug.blend)\n\n", "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" ]
[ "failed to create cuda context (misaligned address)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 2.91.0\n\nWhen i try rendering using cycles engine it shows me an error \"failed to create Cuda context (misaligned address)\":\n![Screenshot (40).png](Screenshot__40_.png)\nIt started to happen when i started applying textures.\nIt doesn't always happen, sometimes it renders and sometimes it doesn't but most of the time it doesn't render.\n\nI was working on a project that includes a donut and a cup of coffee resting on a plane, everything went well and i could render normally using cycles engine until i added StoneMarbleCalacatta004 texture to the plane, it started showing me an error.\n\n\n" ]
Weight Painting + Vertex Painting - Show Wire option does not show wire. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41 Broken: version: 2.82 (sub 6) Worked: (optional) In the viewport overlay settings you can tick a show wire checkbox. This checkbox does nothing. The mesh does not show a wire with this checkbox ticked. As a sidenote, there is already a checkbox to display wireframe. So what is this extra show wire functionality good for? Enter weight paint mode. Open the overlay settings. Tick show wire. Do some weight paint. No wire to see. ![showwire.jpg](showwire.jpg)
[ "Viewport display of multiple Dupli-Collections when different draw-types are used : wireframe might disappear (only selected are garuanteed to draw)\nOperating system: Windows 10 / Ubuntu 20.04\nGraphics card: GTX 1080 / RTX 3080\n\nBroken: 2d9d08677e a2d59b2dac \nBroken: all versions >= 2.8\nWorked: 2.79\n\nViewport display of Dupli-Collections is inconsistant.\nDigging deeper into it, it looks to be when there are different draw types on the same dupli-collection\n\n1. Open attached blend file\n2. select the empties in the middle of the screen which do not look like they have anything attached\n3. notice how they randomly appear / disappear upon selection.\n4. note that one of instancer is set to `Textured` draw type, the other to `Wire`, if all are set to `Wire` the issue is gone\n\nThis has happened in quite a few of our production scenes.[bug.blend](bug.blend)\n\nNOTE: Might boil down to be the same as #101822 (Collection instance set to Display As Wire doesn't show in Solid mode when not selected) or #86732 (Instanced wire objects are hidden in solid mode instead wire appearance)\n\n", "Unbaked Dynamic Paint Not Displayed in Rendered Output but Shows in Viewport\nOperating system: Manjaro 18.0.1 Illyria / x86_64 Linux 4.14.90-1-MANJARO\nGraphics card: Nvidia 1080 Ti\n\nBroken: 2.80 (sub 39), Commit date: 2018-12-29 18:10, Hash 266b1e2cdbc1\nWorked: 2.79 (sub 6), Commit date: 2018-10-22 16:17, Hash 86dbbd156fa\n\nUnless baked, dynamic paint does not affect the final rendered image but is properly displayed in viewport.\nThe default and expected behavior is to be able to render the effect regardless if baked or not. This is how 2.7x operated in the past.\nMoreover this problem, which I assume has something to do with vertex colors [has caused other issues ]] with different [[ https:*github.com/hsab/tensionmap | addons ](https:*github.com/JacquesLucke/animation_nodes/issues/989) that depend on similar workflows of modifying the vertex color using the python API (eg. proximity, stress mapping etc.) \nNot sure if #51214 is related since it's from April 2017. If so please close as a duplicate.\n\nTwo blend files attached, one for 2.8 and one for 2.79.\n2.79 file works as expected.\n2.8 file is broken unless baked.\n\n2.79.6 Render:\n![output.gif](output.gif)\n\n2.80.0 render:\n![output.gif](output.gif)\n\n[dynamicpaint2.8.blend](dynamicpaint2.8.blend)\n[dynamicpaint2.79.blend](dynamicpaint2.79.blend)", "Support Face color attributes for painting\nFace color attributes should be supported for sculpt painting and vertex paint mode.\n\nThey should also be listed under the Color Attributes UI List.\n\n", "Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n", "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", "Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.", "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", "Improve upon the automatic weight paint assignment by using Bone Glow\nBlender currently uses the *Bone Heat*algorithm to automatically assign bone weights to a mesh.\n\nThe proposed *Bone Glow* algorithm improves over *Bone Heat* by fixing cases where it behaves poorly.\n\ndownload?doi=10.1.1.156.4787&rep=rep1&type=pdf\n\nThe provided example images should look very familiar to anyone that has used Blender's Bone Heat.\n\n![image.png](image.png)", "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", "Vertex paint + x-ray + polygon selection mode = weird shading\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\nFor me it looks like this\n![27724815.png](27724815.png)\n![27730116.png](27730116.png)\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)", "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", "mask visibility in sculpt mode using shape keys or generative modifiers\nOperating system: Windows 10\nGraphics card: nvidia 1060 Ti\n\n2.8 RC2\n\nIf you have a mesh with a mask and create a shape key, the mask will be no longer visible, still active but not visible.\n\n\n- Add UV Sphere\n- Sculpt mode\n- Paint a mask\n- Create shape keys\n\n\nOr from the default startup:\n- in sculptmode, `Mask` > `Invert Mask` (default cube should turn dark)\n- strokes dont have an effect now (this is expected)\n- add **any** generative modifier to the default cube (e.g. triangulate)\n- back in objectmode, save the file\n- reload the file\n- enter sculptmode\n- no mask is visible\n- strokes dont have an effect now (this is confusing since you are not aware masks prevent an effect since you dont even see the masks)\n\n(note we have the option `Use Deform Only` in sculptmode which might be exactly for that purpose, still not being able to use masks with generative modifiers should be more clear)", "Objects in front of the selection stay in front in wireframe mode\nBroken: version 2.80+\nWorked: version 2.79\n\nIn blender 2.79, the wireframe of objects selected or in edit-mode was drawn in front of the wireframe of all other objects in the scene.\nIn blender 2.80 onwards, this doesn't happen anymore.\n\nHere's a model shown in 2.79b, with my usual theme:\n![Screenshot_2020-07-23_14-35-47.png](Screenshot_2020-07-23_14-35-47.png)\n\nThe object in edit mode is behind the objects seen with gray wireframe. But because it is in edit mode, it is drawn in front of the others.\nThe same is true if the object is in object-mode but selected.\n\nNow compare the same model in 2.8x:\n![Screenshot_2020-07-23_14-54-19.png](Screenshot_2020-07-23_14-54-19.png)\n\nHere the same object is seem in edit-mode. Now it is drawn behind everything else, which creates a noisy, low-contrast appearance, making it hard to see and sometimes hard to edit. \nSometimes it forces me to rotate the view to get other things out of the way (especially if the foreground objects have a lot of detail/geometry).\n\nIf you zoom in real close on an area where a foreground object overlaps the selection, snap a screenshot, and then scale or zoom the image, you can see how the foreground object is definitely being drawn in front of the active one:\n![Screenshot_2020-07-23_15-26-10.png](Screenshot_2020-07-23_15-26-10.png)\n\nBottom line: In my opinion, in a normal view mode like Solid or Lookdev/Material, the selection of course should remain behind everything else (unless changed via its Object properties), but in Wireframe view mode the selected object should appear in front of other stuff.\nPerhaps an option is needed the Preferences to force the old 2.79b draw order.\n\n- Open attached file\n- Change the wire theme to something gray (or use the attached theme).\n[wireframe_in_2_79.blend](wireframe_in_2_79.blend)\n[classic-look.xml](classic-look.xml)\n\nThe original model is probably too big to upload here: Hypercube%20printer%20model%20(320x320%20bed,%20540x510x540%20frame).blend", "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", "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." ]
[ "Viewport overlay option Show Wire not working\nOperating system: Linux-4.15.0-20-generic-x86_64\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.26\n\nBroken: version: 2.82 (sub 3)\nBroken: 2.81 release\nWorked: 2.80\n\n\"Show Wire\" under Viewport Overlays does nothing in weight paint and vertex paint modes. The option is not visible in texture paint mode (this also 2.80).\n\n- Select or create any mesh\n- Enter one of the paint modes\n- Open Overlays menu\n- Enable Show Wire option\n\nIs this option even supposed to exist in addition to the general-use Wireframe overlay?" ]
Crash when right clicking anything in asset browser context menu Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 26.20.100.7323 Broken: version: 2.92.0 Alpha Worked: version: 2.92.0 Alpha Right clicking anything in asset browser context menu crashes When I right click in the asset browser window and right click any of the option in the file context menu, blender crashes. P.s. I don't know if this second one is a bug but I am not able to reach the online manual even though there is an button for it ![Online manual.png](Online_manual.png)
[ "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)", "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", "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", "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", "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)", "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", "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", "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", "Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)", "Blender crash on pose library N-panel\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nEvery time I click on invert button (which invert filtering) inside pose library N-panel blender crashes under this condition that your active asset library set to all.\n\n1. First be sure animation pose library add-on is enable.\n2. Create new scene.\n3. Create an armature.\n4. Go to pose mode.\n5. Click on Animation tab on side bar(N-panel).\n6. Change active pose library from \"Current File\" to \"All\".\n7. Click on double arrow icon which indicate invert filtering one or two times.\n8. Blender will crash.\n\nI also tested on blender 3.6 Beta , It still exist but in v 3.6 beta you should click on view port shading options after step 6 to perform crash.\n\nAnyway I upload crash log.\nThanks a lot.", "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", "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.", "Crash while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n", "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", "stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close" ]
[ "Crash when right-clicking on most buttons in the asset browser\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 26.20.100.7323\n\nBroken: version: 2.92.0 Alpha\n\nWhen I right click on most buttons on the asset browse window, Blender crashes\n\nWhen I right click on most of the buttons(all of which are given below) on the asset browser, blender crashes.\nThe Editor type, View, Select, Current file/default switch, both display modes, name filter, toggle region and all of the show scenes panels\n(All buttons shaded in yellow crashes)\n{[F9514958](Crash.png), size=full}\n\nSurprisingly, the crash occurs only when no asset has been added to the list or when no asset has been selected once.(If I don't add any asset and right click one of the yellow shaded buttons, blender crashes. If I add something to the asset browser and right click, it still crashes. If I select even a single object once, blender does not crash on any button even if I deselect it)\n\nAll of the crash info is given below\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Asset.crash.txt](Asset.crash.txt)\n\nThanks!" ]
Crash when right-clicking on most buttons in the asset browser Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 26.20.100.7323 Broken: version: 2.92.0 Alpha When I right click on most buttons on the asset browse window, Blender crashes When I right click on most of the buttons(all of which are given below) on the asset browser, blender crashes. The Editor type, View, Select, Current file/default switch, both display modes, name filter, toggle region and all of the show scenes panels (All buttons shaded in yellow crashes) {[F9514958](Crash.png), size=full} Surprisingly, the crash occurs only when no asset has been added to the list or when no asset has been selected once.(If I don't add any asset and right click one of the yellow shaded buttons, blender crashes. If I add something to the asset browser and right click, it still crashes. If I select even a single object once, blender does not crash on any button even if I deselect it) All of the crash info is given below [blender_debug_output.txt](blender_debug_output.txt) [blender_system_info.txt](blender_system_info.txt) [Asset.crash.txt](Asset.crash.txt) Thanks!
[ "2.8: Python API: Changing area type on frame change crashes Blender\nOperating system: Windows 10\nGraphics card: Quadro P4200/PCIe/SSE2\n\nBroken: 2.81a (also crashes in 2.79 and 2.80)\n\nI am attempting to sample the individual frames of an image on frame change, using a solution similar to the one described here: 5. I cannot seem to set the viewer area, however, from this context, as `bpy.context.screen` is `None`, and `bpy.context.window_manager.windows- [x].screen` seems to crash Blender in some situations.\n\nFrom the default startup file, run the following basic code:\n\n```\nimport bpy\n\ndef on_frame_change(scn):\n bpy.context.window_manager.windows[0].screen.areas[0].type = \"IMAGE_EDITOR\"\n\nbpy.app.handlers.frame_change_pre.append(on_frame_change)\n```\n\nRun the `Render Animation` operator to crash Blender.\n\nNote: This code runs fine when playing the animation in the 3D Viewport. It seems that this bug relates to the render context only.", "simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.", "Blender 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.", "With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)", "Regression: Crash on deleting NLA strip in tweak mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.0, 3.6.0\nWorked: 2.93\n\nWhen using the 'Previous Layer' function of the Action Editor to tweak NLA strips, trying to delete a (green) strip in tweak mode crashes Blender.\n\n\n- Open `109430.blend`\n- In the NLA area, press X to delete the green strip.\n- Blender crashes\n\nOriginal/from fresh file:\n\n- In the default startup file, open 2 areas; a Dope Sheet set to Action Editor, and a Nonlinear Animation.\n- Keyframe any property of the default cube.\n- In the Action Editor, click Push Down on the newly created action.\n- Also in the Action Editor, click the 'Previous Layer' button (the small down arrow). This activates tweaking for the NLA strip.\n- In the NLA area, click the green strip so it's highlighted.\n- Press X to delete it. Blender crashes.\n\n", "Blender crashes on startup if a large USD file is attached to the scene\nOperating system: Windows 10, Windows 11\nGraphics card: GeForce RTX 1660 (Win 10), GeForce RTX 3060 (Win 11)\n\nBroken: 3.3.1; 3.3.4; 3.4.1; 3.5 beta\nWorked: not found\n\nThere are several Blender files created at different times. The files are scenes into which a file of the usd format is connected through the \"MeshSequenceCache\" modifier. If the usd file size exceeds a certain size, then with a high degree of probability, almost always, Blender will crash on startup.\nAt the moment, this situation occurs in the scene, to which the usd file is connected, about 1 GB in size.\nThe following method is used as a temporary solution. First, a file is launched that is either smaller or does not have a usd file attached. Then from the running program through the file-open the desired file is launched\n\nAttach a ~1 GB USB file to the scene using a modifier \"MeshSequenceCache\"\n\n", "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 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)", "Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n", "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 ", "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", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "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" ]
[ "Crash when right clicking anything in asset browser context menu\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 26.20.100.7323\n\nBroken: version: 2.92.0 Alpha\nWorked: version: 2.92.0 Alpha\n\nRight clicking anything in asset browser context menu crashes\n\nWhen I right click in the asset browser window and right click any of the option in the file context menu, blender crashes.\n\nP.s.\nI don't know if this second one is a bug but I am not able to reach the online manual even though there is an button for it\n![Online manual.png](Online_manual.png)" ]
'Region Overlap' not working in Dope Sheet, Curve Editors. Operating system: Darwin-20.1.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 570 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.0.47 Broken: version: 2.90.1 The preference called 'Region Overlap' works properly in 3D viewport but does not work in other Editors like Curve Editor or Dope Sheet Editor. Turn on Region Overlap from Blender Preferences>>Interface>>Editors Now in Blender's 3D viewport, press 'N' ot 'T'. The Region overlap work well (i.e. it keeps the viewport zoom / scale etc. intact) Now try pressing 'N' in e.g. the curve editor. It shrinks the editor. While it should keep the zoom / scale of the editor intact. The 'N' panel should get drawn on top / overlaying the editor. This is very important specially while using the 'Synch visible range'.
[ "Video Editor Scene Strips and scene camera binds are out of sync (most of the time)\nBroken: blender-2.80.0-git.03bd024c077d-windows64\n\nThis is a re-do of another other bug report I filed earlier this month (#63304), now that I understand it a lot better I'm filing it again with a more accurate description and demo file.\n\nIn the video editor, if you one or many scene strips, on updating the frame the camera bind that the playhead falls under will most likely not be applied until the following frame.\nSo, when you place the playhead in a region that uses a different camera bind, it usually does not update unless you update once more in that same region.\nThis is also the case in rendering animations using the video editor.\n\nI've created a demo file that perfectly illustrates this problem below.\nThis bug urgently needs fixing.\n\n**Exact steps for others to reproduce the error**[sequence camera bind bug.blend](sequence_camera_bind_bug.blend)\nInstructions for demo:\n\nIf the playhead is in the BOX region, it should show a box, if it is in the SPHERE region, it should show a sphere. I estimate about 80-90% of the time it doesn't update correctly. Why there is an element of chance I cannot work out.\n\nTry moving the playhead around between markers (which indicate a camera bind in the strip's scene) and notice how the bind almost always fails to apply.\n\nNow try jumping from region to region and notice how the camera bind is almost always 1 step behind, so it is never applied, place the playhead within the current region and it updates without fail.", "Blending Factor Slider in Image Editors not working\nOperating system: Linux-5.15.0-50-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.61.05\n\nBroken: version: 3.4.0 Alpha\n\nThe \"Blending Factor\" slider in the Mask Display options doesn't work (= the image outside the masked area stays black).\n\n![image.png](image.png)\n\nThe same display option works as expected in the Movie Clip Editor's mask mode.\n\n- Open Blender\n- Press F11 to open an Image Editor\n- Open an existing image or create a new e.g. a Color Grid\n- Switch the Image Editor to mask mode and draw a closed shape.\n- Go to the Mask Display menu and select the \"Overlay\" option and set it to \"Combined\"\n- Move the Blending Factor slider -> Nothing happens.", "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.", "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", "Eevee viewport rendering Overscan doesn't work\nOperating system: Linux-5.11.0-34-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.4\n\nWhen I use viewport rendering in Eevee render mode it's ain't capturing SSR precisely that in the actual viewport. And overscan feature doesn't work for viewport rendering.\n\n[Screencast-2021-09-09_13.09.43.mp4](Screencast-2021-09-09_13.09.43.mp4)\n\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)", "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!", "Animation channels list UI\nThere are various problems with the animation editor's channel list. Many affordances from the Outliner are missing here, making it difficult to select, navigate and see clearly what is selected. We can also optimize how you switch between visible F-curves, which currently requires users to manually enable or disable visibility toggles.\n\n**List of changes**\n\nFunctional changes:\n- - [ ] Add an option, on by default, to only show the selected channel curves. When enabled, don't show the eye toggle, since it becomes redundant. \n- - [ ] Update the channel list to behave like the Outliner:\n - Hold Shift to do range selections (Ctrl to do normal extend)\n - Highlight the entire row on mouse-over.\n - Use arrows for walk-selection, also in combination with Shift to extend\n - Filter the icon columns like the restriction columns in the outliner. For example, not everybody uses modifiers, so having a column of buttons to disable modifiers can be useless.\n- - [ ] Replace box-select with click-drag (like buttons). This will give more immediate feedback of which channels are selected, rather than seeing that feedback only when releasing the mouse.\n- - [ ] Auto-scroll the list back into view when all the list entries are outside the view (happens when changing selections)\n- - [ ] Auto-scroll the channel list when drag-selecting.\n\n\nVisual changes:\n\n- - [x] Separate the eye toggle from the Graph Editor curve color indicator ([D5882](D5882))\n- - [ ] Use alternating lines (see Outliner)\n- - [ ] Highlighted row should use solid colored background (see Outliner)\n- - [ ] Rolling over rows should highlight them (see Outliner)", "Graph Editor: Curve drawing improvements\nProblem: keyframe dots can be somewhat hard to see, especially behind the current frame marker line.\n\n![image.png](image.png)\n\n**Proposal**:\n- Change the default theme to draw the keyframe dots larger. The current theme draws at 6px, for modern displays this should probably be increased to 7-9px. It's probably better to defer a concrete choice for this until #68982 (Graph Editor: UI Scale effect on Curves drawing) is done.\n- Draw keyframe dots of selected keyframes on top of current frame line. Keep drawing unselected keyframe dots behind the line.\n", "Outliner: Alt+disable is work for all selected, but Alt+Enable is not\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n{key Alt LMB} generally enables a feature that repeats the operation on all selected items in the outliner.\nBut that seems to work only if the object is selected in 3d View.\n[2020-01-12_20-44-23.mp4](2020-01-12_20-44-23.mp4)\n\nOpen:\n[untitled4.blend](untitled4.blend)\n- select the three objects (either in 3d view or outliner).\n- {key Alt LMB} click on the icon that disables object in viewports.\n- {key Alt LMB} again to try to enable them all.\nOnly one object is enabled, because the others are not selected in 3dview.\n\n", "Vertices will always merge when \"Clipping\" is checked on a mirror modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: Not sure\n\nDespite \"merge\" being unchecked, if you have clipping checked on a mirror modifier it will behave as if merge is turned on.\n\n1. Scale down the default cube to 0.1. Apply scale.\n2. Add a loop cut down the middle and delete half the mesh\n3. Add a mirror modifier and turn off merge\n4. Select the edge loop you just created and move it very slightly off center (so there's a gap)\n5. Turn on clipping (but leave merge off)\n6. In edit move move the edge loop again and you'll see it auto-merge the vertices close to the edge. If you reduce the merge distance it will not merge them, showing that when clipping is enabled it will auto merge verts despite that being unchecked.\n\nAttached example:\n[clipping demo.blend](clipping_demo.blend)\n\n", "Bug while moving vertices with mirror & subdivision modifier\nOperating system: Windows 10 64-bit\nGraphics card: ATI Radeon HD 5670\n\nBroken: 2.82\nWorked: at least 2.8\n\nWhen I try to move a vertice it seems like the mirror modifier gets applied in an odd way. The result even changes when moving the camera or hide one of the images I use for reference. In fact it becomes distorted when hiding the images.\nThe following link is a recording of my screen:\nview?usp=sharing\nI encountered this bug only recently. The file itself is older and I do not remember which version I used (since I use it via Steam I did not pay attention to the automatic patches).\n\n1. Open this file [Bugged Project.blend](Bugged_Project.blend)\n2. Disable visibility of Subdivision modifier for Edit Mode (which should already cause the bug)\n3. Move a vertice\n\n[system-info.txt](system-info.txt)", "Eevee clamping color values when viewport rendering and using viewport HDRI\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0 Alpha\nWorked: (never)\n\nWhen doing a viewport render, color values are being clamped. In 2.92 a workaround for this was introduced - if you disable overlays, color is being processed as it should.\nHowever, if you use a viewport HDRI, even with the overlays turned off, values are still clamped.\nAs these two are often used together to get some quick snaps, it is a little inconvenient\n\n![untitled.png](untitled.png)\n\n[#88288.blend](T88288.blend)\n\n- Open file\n- Switch to rendered view\n# Viewport render image\n\nColors are clamped even though overlays are disabled\n", "LineArt: \"Force intersection\" doesn't work like expected\nVersion: 3.3.2 Release Candidate, branch: master, commit date: 2022-10-17 14:20, hash: c98268d3f56d, type: release\nBuild date: 2022-10-18, 00:42:54\nPlatform: 'Windows-10-10.0.22621-SP0'\n\nRenderer:\t'NVIDIA GeForce RTX 3090/PCIe/SSE2'\nVendor:\t'NVIDIA Corporation'\nVersion:\t'4.5.0 NVIDIA 516.59'\n\nLine Art usage mode \"Force Intersection\" doesn't work like expected. See my screenshot and attached file for tests.\n\nObjects or collections that are set to \"Force Intersection\" should always produce intersections, even if other rules defines something else.\nLine Art usage set to \"Force Intersection\" should work like a global line art override.\n\n1. Try to set the Line Art usage of object \"Cube1\" to Force Intersection mode.\n2. Try to set the Line Art usage settings to \"Force Intersection\" to the Collection called \"Forced Intersections\".\n\n- >Both settings produce no results, means: Cube1 intersections with other objects aren't visible.\n\n**Screenshot:**\n![image.png](image.png)\n\n**File:**\n[IntersectionBug.blend](IntersectionBug.blend)", "User Interface: Float Curve: bug when control points has same X position\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nUser Interface: Float Curve: bug when control points has same X position\n\nIf the points are located on the same X axis, then the result breaks.\n\n| [Set Curve Parameter Bug.mp4](Set_Curve_Parameter_Bug.mp4) | [2022-10-19 15-45-49.mp4](2022-10-19_15-45-49.mp4) |\n| -- | -- |\n\n[simple example float curve.blend](simple_example_float_curve.blend)" ]
[ " 'Region overlap' not working properly in Animation editors\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: 2.90.0\n\nFor all animation editors like Dope sheet, Graph Editors etc., - The horizontal zoom level shrinks, depending on the 'N' or 'T' panel sizes. \n**This happens even if 'Region Overlap' is enabled.**\nThis should not happen when the 'Sync Visible Range' option is ON.\nAll open editors should stay with the same horizontal zooming with other editors. \n\n\n\n1. Preparation:\n - Open default blender scene\n - Switch to 'Animation' workspace.\n - **Turn on 'Sync Visible Range'** option for all animation editors (Curve editor, Dope sheet and timeline)\n - Make sure the **'Region Overlap' is enabled.** (Preferences>Interface>Editors>Region Overlap>Enabled)\n\n2. Normal case:\n - Try zooming in one of the editor. It will affect all other editor's zoom level.\n\n3. Issue:\n - Open 'N' Panel, or 'T' panel in e.g. Curve editor and try to resize it.\n - This will resize the horizontal range of that editor. Now that editor's zoom level is in mismatch with others.\n - When there are many many keys of animation this mis-alignment is very troublesome.\n![Blender-Sync-visible-range.jpg](Blender-Sync-visible-range.jpg)\nThe option to 'Sync Visible Range' is a really good option available. It should be in sync with other editors irrespective to the side panel size. That is the whole purpose of having the sync range option. \n\n**Solution suggestion:**\nJust like the 3D viewport, once the 'Region overlap' option is enabled in the preferences, Blender should draw the'N' and 'T' panels on top of the animation editor's ignoring their sizes. \nThis will keep all the horizontal zoom levels in 'sync', irrespective of the side panels sizes.\nIt will then be truly 'Synced Visible Range' and thus useful. Thanks!\n\n" ]
Moving NLA strips causes Extrapolation to reset to Hold Forward Windows 8.1 64 bit; EVGA GTX 970 Broken: 2.78c e92f235283 Hi Blender team, while working on some character animation, I noticed that moving the NLA strips left/right with "G" causes the extrapolation node of ALL NLA strips to reset to "Hold Forward" when I have them set to "Hold". This means I have to keep setting all the NLA strips one by one back to "Hold" every time I make an edit in the NLA Editor. Is this a known issue? Thanks for your time and your excellent work in developing Blender. - Adam
[ "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)", "Lineart in viewport inconsistent with bound cameras\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\nWhen I'm using lineart with bound cameras on the timeline and View Lock, Camera to view is True, sometimes the lineart updates dynamically, sometimes I have to click the Clear Baked Line Art button to force an update in the viewport.\n\n1. Open the attached file.\n2. Clear the baked line art. Do *not* try to bake.\n3. Keep \"Camera to View\" set on. (Note that in frame 1, lineart is updated as you navigate through the view)\n4. Step through each of the 3 frames, and rotate the view with middle-mouse-drag.\n\nOnly one of the frame/camera will properly update the lineart. As the viewport moves to the rear of the cube in the other two, the lines are missing. I haven't found an obvious reason why one frame is working, or why that frame. The working one has been 1 or 2 just while I wrote this report.\n\nClicking Clear Baked Line Art again will update the cureent viewport so it is correct, but rotating the view will again show one camera binding working, the other two not. It does not seem to matter which frame is active when the Clear Baked Line Art is clicked.\n\n", "Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n![Issue.png](Issue.png)\nIt seems to be deterministic in that I can reproduce it for a single frame of the animation; I attached the blend file for a minimal example of a single frame with the issue.\nThis issue does not happen in the progressive viewport render. Also, since the ao-map that I'm using to drive the displacement does not change over time but this happens only in some frames, it is likely not related to the displacement map but more to the *mesh and the adaptive subdivisions*.\n\nOpen the blend file and press F12 to render\n[adaptivesubdiv_issue_updated.blend](adaptivesubdiv_issue_updated.blend)", "Animation: Exiting NLA tweak mode on empty action corrupts entire NLA track\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.0, 3.5.0\nWorked: Unknown\n\n\nWhen tweaking a strip on the NLA, if the user deletes all the keyframes of the action being tweaked, when the user exits tweak mode, all other NLA strips on that track will be moved in an unexpected and undesirable way.\n\n[tweakbug.mp4](tweakbug.mp4)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n1. Open the attached .blend file\n2. Delete the keyframes on the track being tweaked.\n3. Exit tweak mode by pressing Tab.\n4. Observe that the NLA strips have been moved.\n\n[tweakbug.blend](tweakbug.blend)", "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)", "Improve auto offset when inserting new node\nIn the example below the Noise Texture node should be moved automatically as well, not just the Set Position node.\n\n[screen_recording-2021-12-13_17.34.37.mp4](screen_recording-2021-12-13_17.34.37.mp4)\n\nThe exact behavior in more complex trees still has to be designed.", "Inconsistent Grease Pencil auto-keying behavior\nOperating system: Linux 64-bit\nGraphics card: GTX 1080\n\n3.1 and prior\n\nWhen auto-keying is enabled and you're transforming a GP stroke in edit mode on a new frame, a keyframe is added at the beginning of the operation before it is confirmed. If you right-click to cancel the operation, the redundant keyframe remains. This is inconsistent with auto-keying in every other area, in which Blender waits for the user to confirm the operation before adding the keyframe. \n\nAlso, deleting a stroke fails to add a new keyframe. I apologize if these are two different bugs but they seem related.\n[GP_autokey_bug.blend](GP_autokey_bug.blend)\n - Open the attached file.\n - Grab (G) a stroke, then right-click to cancel moving it. The keyframe was inserted, even though no change was made.\n # Go to another frame, then delete a stroke. No keyframe was inserted this time, even though the GP drawing has definitely changed!\n\n", "Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!", "Shading change (smooth/flat) resets current simulation cache. \nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 5)\nversion: 2.82 (sub 7)\nWorked: 2.79\n\n[2020-02-26_04-40-40.mp4](2020-02-26_04-40-40.mp4)\n\nSet simple simulation, play it (to the end or pause), change shading to smooth/flat. Your cache lost.\nHere file.\n[simeset.blend](simeset.blend)\n\n", "Python console history gets rearranged when editing lines\nDebian unstable, GeForce GTX 980\n\nBroken: 2.76\n\nEditing lines in the Python console causes the console's history order to be manipulated in unintuitive ways. There is a certain logic to it, but that logic is different from just about every other shell in existence(*). Most importantly, it's different from Python's own interactive interpreter.\n\n(*) Based on a sample (n=4) consisting of bash, python3, cmd.exe and Opera's Javascript console\n\nBecause Python console contents are not saved, I think it's pointless to attach a .blend file.\n1. Open Python console in Blender\n2. Seed the history with the integers 1, 2 and 3 in this order\n3. Press up arrow two times to get back to 2\n4. Edit the value to 42 and press enter\n5. Press up arrow repeatedly and observe the history cycling order\nThe history order is now 42 -> 2 -> 1 -> 3 -> back to empty line.\nIf you press the down arrow twice between steps 4 and 5 (it cycles to 3 and then empty line), the history order becomes 3 -> 42 -> 2 -> 1 -> back to empty line. One press of the down arrow is not enough to trigger this.", "Changing the Orientation of Modifiers\nCurrently, LineArt is created in 3D space, however, the Modifiers can be oriented incorrectly.\n\nIn this example, the Noise Modifier is moving the Grease Pencil points on the Normal but not up and down on Z. There is currently no way to change it.\n\n[Noise - Position.mp4](Noise_-_Position.mp4)\n\nThis is a request for a way to change the orientation of the Modifiers.", "Driver based on NLA strip data throws error\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nDriver based on NLA strip's start frame throws \"invalid target\" error when strip is being moved along timeline. Needs manual update after every moving operation to work correctly.\n\n\n\n - Add Empty, create any action for it, push it down in NLA editor\n - With RMB click*Copy as new driver* strip's start frame \n - On default Cube add Geometry Nodes tree and create input float value, *Paste driver* here with RMB click\n - Select NLA strip and press G to move it along timeline -> driver error: \"Invalid target channel\"\n\nOr in provided file select NLA strip and press G to move it along timeline\n\n[driver_error.blend](driver_error.blend)", "Compositor workspace: Mouse jumps back to the original position when stereoscopy is enabled\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 2.83, 4.0\n~~Worked: (3.5)~~\n\nNote: 80444effc62a is the relevant commit here\n\nAfter releasing the mouse after editing a point on the rgb curves nodes, the mouse jumps back to the original position. This makes it much slower to move a point multiple times, and often results in new points being added by accident due to the unexpected change in behaviour.\nHappens only in compositing workspace. Other editors (GN, shader) are unaffected\n\n- Open default scene\n- Select Compositing workspace\n- Add an RGB curves node \n- Add a point in the middle of the curve\n- Enable stereoscopy from output-properties panel\n- click and drag a point down, then release the mouse button. The mouse pointer jumps back to the original position instead of staying where it is.\n- Note: This goes away if you disable `Backdrop`\n\n[Video](https://projects.blender.orgattachment)", "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", "NLA: Strip Blend-space Transforms to Easily Align Actions\n(NOTE) Custom build at: temp-nla-strip-alignment-blender-2.92.0-8118685a831a-windows64.zip \n\nIn this build, the preblend transform is in world space but that removes the animators ability to properly change the character's origin of animation. Future builds should have it changed to a more convenient space.\n\nThe build won't properly support keyframe remapping when a strip has a non-identity blend-space transform. I wanted to roughly add support before I made the custom build. But I'm also working on other NLA patches at the same time and it was too difficult to properly track everything. This feature will only be properly worked on after [D8296: Feature: NLA: Evaluate Whole NLA Stack in Tweak Mode](D8296) is accepted. \n\n___\n### Specific Example\n\n(Rough video example of the blend-space problem and solution)\nwatch?v=M9ogJygo2VM\nThe video was made where IK evaluation wasn't working so everything was baked to FK. Things like feet clipping through the ground due to blending should be ignored as they're a non-problem otherwise.\n\n**Problem**: There is no way to properly blend two Replace action clips through space. As an example, if we have a through-space Walk cycle blended mid-way into a through-space Run cycle, then there is no way to blend them properly using the NLA only. Let's say the hip bone is the main traversal bone. At the start of the blend, the Walk cycle has the hips at `hips.location.x = 10`. It blends into the start of the Run cycle, which starts at `hips.location.x = 0`. Thus the hip blends back to 0 which can be a difficult problem to fix.\n\n**Solution**: Per strip, we apply a pre-blend transform to the hips. In this example, there will be no blend transform for the Walk cycle strip. The Run cycle strip will have `blend_transform->location.x = 10` applied on the hips only. Thus, when the Walk blends into the Run, it won't blend to 0. It will blend properly from hips `location.x = 10` to somewhere around the same world-space location for the Run. \n\n**Work arounds**\n1) Just don't blend at all. Let the Run start after the Walk has completely finished. Use an extra root bone to offset the Run in world-space. Then use extra upper strips to fix the pose discontinuity. \n2) Don't use the NLA system at all. Use a third action where Walk and Run are copy-pasted into it. Manually offset the Run and stitch them together. This is a big hassle. Offsetting the Run alone effectively requires transforming all the hip keyframes in world-space. Blender doesn't support this feature yet nor is it planned. \n\n## Base Proposal\n\nIn general, the goal is to blend two actions. Two concrete intended use cases are:\n1) Align two Walk actions where the root bone is the main traversal bone and moves the whole character through space. The armature object transform is used to place the character's origin of animation.\n2) Align two Walk action where the root bone is non-animated and may be used to place the character's origin of animation (so it may not be in rest pose). The traversal bones are the Hips and IK legs which moves the character through space.\n\nBoth cases share the same problem. Blending with the next strip results in the Walk traversal bones blending back to origin because the NLA blends channels in local space. The solution is to provide a pre-blend strip transform for a specific set of bones (root in case (1), Hips and IK legs in case (2)). \n\nThis transform cannot be a World-Space transform as that conflicts with the animator's ability to change the character's origin of animation. One solution is a per-bone Local Space transform. It works for both cases but is a bit inconvenient in case (2), where the Hips and IK legs may be children of the root bone, and then potentially require two unique transforms. Another solution is to specify the parent. The children will be preblend-transformed and the transform will be relative to the Parent Pose Space. \n\n## Implementation Ideas\n\n- [ ] **Base Implementation:** Add support for a preblend local-space transform that applies to a single bone. The fcurve transformation channels are relative to this transform. \n\nAt this point, the animator has core access to everything they need to align multiple actions together. Further improvements are about user friendliness and convenience for authoring the blend transforms.\n\n- [ ] Add an option where the blended bones are children of the specified bone. The blend transform is then relative to the parent's pose transform. \n- [ ] **Operator:** Align Strip Preblend Transforms. Align active strip to another based on the current time and a specified (potentially arbitrary) alignment bone.\n - [ ] *Time options*: current frame, end of other, start of active.\n - [ ] *Location Alignment options*: toggles per X,Y,Z) \n - [ ] *Rotation Alignment options:* full orientation, direction (Forward, Right, Up) \n - [ ] *Align to cursor:* Allow the cursor to be specified for the location and/or rotation. \n\nIn the above video, the use-case for an arbitrary alignment bone can be found near the end where I align the 3rd action based on the feet position. This operator is likely to be frequently used for alignment. The video also shows and example when the location alignment should ignore the upward (Z) axis, when I aligned the 1st action with the 2nd (so the feet don't clip the ground when the 2nd action plays)\n\n- [ ] Per-Strip toggle: Force Full Influence. When aligning animations, the aligned strip should have full influence so the animator can properly align them. \n\nThe video shows me temporarily changing the Blend In property to 0 so I can properly align it. This is inconvenient and error-prone. \n\n## Design Questions\n* Should the idea of PreBlend Transforms be generalized to Strip Modifiers? Does anyone have any other ideas for Strip Modifiers ([Mirror Strip Modifier (RCS) ]()) If not, perhaps generalization should wait until there is more than two use cases?\n* Where should the UI for the Preblend Transforms be shown? A new tab seems adhoc, the same with a new subpanel... but at the same time this is the first and only strip modifier type. There's no group to place them in.\n\nFor my thoughts: see T83615#1353434\n\n\n## Related problem:\nFor replace strips, there is a rotation interpolation direction problem. (A character doing a Back Flip blended into a Back-Handspring action clip, video doesn't show this issue) Should we always interpolate along the shortest angle? Is there ever a case where the longer angle is desirable? This is complicated even more since the two strips are animating through the blend which means that even the shortest rotation direction may change over the blend. This problem should only apply to Replace strips. They define absolute poses while all the other blend modes define offsets.\n\nFor my thoughts: see T83615#1353434" ]
[ "Hold forward is reseted in NLA\nW10 64b\n\n2.75a\n\nIf you move with action in NLA Hold extrapolation is changed to Hold Forward\n\n1) Open my scene [holdBug.blend](holdBug.blend)\n2) Change extrapolation of SET TO HOLD action to Hold\n3) Move with action \"Clip\"\n4) SET TO HOLD action is changed to Hold Forward automaticaly\n" ]
An error occurred while rendering with optix Operating system:windows 10 home 20H2 Graphics card:geforce gtx 1050ti Broken: (2.91.2, Illegal address in cuCtxSynchronize() (device_cuda_impl.cpp:1944))
[ "Ctest: Crash in cycles_image_colorspace_cpu\nOperating system: Windows\nGraphics card: Irrelevant\n\nBroken: current master (c32c6a5f85) \nWorked: Unknown\n\n\nDuring testing of [D10212: Cmake/deps: Update OSL to 1.11.10.0](D10212) I noticed a single test failing... once... by repeating the test over and over I got it to misbehave once every 5-45 minutes , so... that's not gonna be super fun to track down.\n\nI attached 3 stack traces which all point to the same location, a null check there just mask the issue, personally I'd take a crash over a random bad frame being output. \n\n\n`ctest -C Release -VV -R cycles_image_colorspace_cpu --repeat-until-fail 9999 -O Fail.log`\n\n\n[image_non_color.crash.txt](image_non_color.crash.txt)\n\n[image_log_osl.crash.txt](image_log_osl.crash.txt)\n\n[image_alpha_blend.crash.txt](image_alpha_blend.crash.txt)\n\nI mentioned this on chat earlier today, but tracking ticket is probably nicer cc: @brecht ", "Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n", "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", "OptiX Denoiser crashes OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\nCPU: AMD Ryzen 7 1700\nRAM: 32 GB\n\nBroken: version: 2.90.0 Alpha\nWorked: unknown\n\nWhen the Viewport OptiX Denoiser is activated it crashes with the following error *\"OPTIX_ERROR_CUDA_ERROR in optixDenoiserComputeMemoryResources(denoiser, rect_size.x, rect_size.y, &sizes) (device_optix.cpp:850)\"*\n\nBased in the Startup File, (Reseted to Factory Settings and userpref.blend deleted):\n1. In Preference->System set Cycles Render Devices to \"CUDA\"\n2. Set render engine to \"Cycles\"\n3. Set device to \"GPU Compute\"\n4. Set Viewport Denoiser to \"Fastest (Optix)\" or \"OptiX\"\n5. Set Viewport Shading to \"Rendered\"\nERROR *(View screenshot)*\n\nOnce the error has ocurred I can't render with CUDA, even on a new file. To be able to render with CUDA I must close Blender and open it again. *View System Console Output*\n\n**Additional Info**\n\n- The error doesn't happen if the Cycles Render Devices is set to \"OptiX\"\n- This error doesn't happen in my laptop (i7 7700HQ, GTX 1050, 16GB RAM)\n- In a more complex scene blender tries to load the render kernels for a long time before throwing the error\n\n![screen.png](screen.png)\n[system console Output.txt](system_console_Output.txt)\n[system-info.txt](system-info.txt)\n\n\n\n", "Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)", "Cycles: 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.", "Incorrect VRAM quantity in the Status Bar ( GNU/Linux AMDGPU )\nHello, first bug report :)\nA minor bug about the VRAM displayed in the status bar in my GNU/Linux AMDGPU system.\n\nOperating system: Linux-5.4.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.35.0, 5.4.0-7642-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.90.1\nBroken: 2.91.0 alpha\nWorked: No\n\nDisplayed VRAM quantity in the status bar is wrong: 16 GB instead of 8 GB.\n\nIn a similar system enable the Video Monitor option to show the GPU usage in the status bar.\nUploaded an image and system info file:\n![16GB.png](16GB.png)\n[system-info.txt](system-info.txt)", "Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n", "[winerror 233] .glb, .gltf\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 3.6.2\n\n\n\ncant import .glb or .gltf files\n\n", "My blender doesnt open\nOperating system: Windows 10\nGraphics card: ?\n\n\nBroken: 3.6.2 LTS\nWorked: ?\n\n\nWhenever I try to open blender a Pop up appears saying \" No se pudo inicia la aplicacion;la configuracion en paralelo no es correcta.Consulte el registro de eventos de la aplicacion o use la herramienta sxstrace.exe para obtener mas detalles\"\n\nI have no idea, the one thats dowloaded by ZIP, i have already tryed this by the installer and the same problem\n\n\nWay literally, download blender and try to open it\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Running multiple instances of Cycles HIP ends in segfault\nOperating system: Windows 10\nGraphics card: 2x Radeon W6800 32GB\n\nBroken: 3.0.0, 3788003cdaeb, master, 2021-11-30\nWorked: Never\n\nWhen I have 2 instances of Cycles rendering using HIP at the same time on a particular production scene, one instance will crash with the following error: \n\n\n```\n...\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.57 | Mem:1469.81M, Peak:1469.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Furniture_Roughness.png\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.70 | Mem:1533.81M, Peak:1533.81M | Scene, View Layer | Updating Images | Loading Metal02_nrm.jpg\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.73 | Mem:1569.81M, Peak:1569.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Objects_normal.png\nFra:441 Mem:9030.99M (Peak 9030.99M) | Time:00:21.73 | Mem:1570.69M, Peak:1570.69M | Scene, View Layer | Updating Images | Loading Tires_rough.png\nMalloc returns null: len=37748736 in Cycles Aligned Alloc, total 1149156740\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFED98C853D\nModule : amdhip64.dll\nThread : 00000734\n\n```\nI was unable to reproduce it in a simple scene or any commonly available demo scenes such as classroom or Barbarshop. And unfortunately I cannot share the particular scene that's causing the issue. But the scale of the scene that's crashing should easily fit onto the GPU vram three times.\n\nI've attached the crash report. If more info is needed I will try to create a dummy scene that show the same behavior.\n\n[Anim-A-Garage.crash.txt](Anim-A-Garage.crash.txt)", "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 will not use new GPU for rendering or recognize it for OpenCL or\nOperating system: Windows 10, all up to date\nGraphics card: msi 4070ti (brand new)\n\nBroken: 2.93.18 as well as the most recent 3.5 on the splash screen, tried most of the in-between builds on clean reinstalls but same issue on all of them.\nWorked: no version\n\n**Error**\nAfter getting a new 4070ti, blender started crashing every 5-10mins or so while moving around a simple scene in the viewport set to material shaders mode, not render mode. The scene consisted of a couple of primitives with very simplistic wood, glass, and metal shaders. When I tried rendering as is it also crashes immediately upon rendering no matter what I use. GPU wasn't greyed out in render settings initially (though it now is), but only showed in preferences under CUDA, and wasn't recognized in OptiX or OpenCL (in newer blender models it also wasn't recognized by anything but CUDA). \n\n1. tried to render a simple scene with render settings set to new gpu\n2. render crashes immediately\n3. move around in viewport on material mode, barely move and blender crashes\n4. check Blender preferences <system <cycles rendering devices: gpu is visible in CUDA but not in any other options (originally was working on 2.93 where I wanted to use OpenCL, I know this isn't in the newer versions with OptiX/all non-CUDA options). Try unchecking CPU hoping to force blender to actually use the GPU and have tax manager up to see if gpu is even being used\n5. blender crashes without rendering, no sign of gpu being used on task manager but CPU usage spikes to 100%\n\n**What I've tried so far that might be helpful**\n\n- tried clean reinstalling different versions of blender, both newer/experimental and older/more stable builds\n- made sure I reset BIOS in case this is a new component/migration error\n- made sure the settings for blender in NVIDIA control panel were all compatible or high performance \n- made sure NVIDIA drivers are all studio version and up to date\n- made sure blender cache folder didn't have any kernel errors\n- installed any updates to windows, this did make the gpu visible in OptiX but unfortuantely the same issue persists even with OptiX on any version where blender just won't use it and uses only cpu (despite being unchecked)\n- double checking how much memory I have on my new gpu vs the old one - yup it does\n- benchmarked my gpu using port royal and making sure I could render a project in Premiere. GPU did fine on the benchmark test and was able to render a 20min video fine. Only blender seems to be the problem\n- noticed today in stackexchange there are a lot more reports with others having the same issue, even with equivalent AMD gpus, and all comments said this seems to be a bug\n\n", "Access violation in `vk_icdNegotiateLoaderICDInterfaceVersion` when putting computer to sleep.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: (3.6.2)\n\naccess violation when putting computer to sleep. crash log is created immediately after clicking sleep.\n\n\n1. launch blender.\n2. open a file\n3. save it\n4. put the computer to sleep\n\nEdited steps because it just happened when blender was launched normally. Wasn't saved this time, and was a different blend file.", "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!" ]
[ "Optix Denoiser CUDA_ERROR_ILLEGAL_ADDRESS in cuStreamSynchronize\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\nIntel CPU\n\nBroken: version: 2.90.0 Beta\nWorked: 2.83.5\n\nThis errors are appearing sometimes on viewport and when rendering. I'm using Cycles with experimental features and denoising on, but even after disabling them the problem persisted.\nI'm using OptiX as the Cycles Render Device.\n\nThese are two messages from that error:\n\nCUDA_ERROR_ILLEGAL_ADDRESS in cuStreamSynchronize(cuda_stream[thread_index]) (device_optix.cpp:1090)\nFailed to create CUDA context (Illegal address)\n\nI can't write any steps to reproduce since it happens \"randomly\". I did some tests, but unfortunately I couldn't find any patterns.", "Error: Illegal address in cuMemcpyDtoH( (char *)mem.host_pointer + offset, (CUdeviceptr)mem.device_pointer + offset, size) (device_cuda_impl.cpp:1038)CUDA_ERROR_ILLEGAL_ADDRESS in cuStreamSynchronize(0) (device_optix.cpp:1069)\nOperating system: Windows 10 64 bit\nGraphics card: RTX 3070\n\nBroken: 2.82/ 2.92\nWorked:\n\nConstant crashes when using OptiX denoiser with RTX CARDS\n\nRendering medium/ Larger scenes with OptiX denoiser\n\nError: Illegal address in cuMemcpyDtoH( (char *)mem.{[F9906052](system-info.txt)}host_pointer + offset, (CUdeviceptr)mem.device_pointer + offset, size) (device_cuda_impl.cpp:1038)CUDA_ERROR_ILLEGAL_ADDRESS in cuStreamSynchronize(0) (device_optix.cpp:1069)\n" ]
Absolute Grid Snap doesn't work in object/Edit mode when using Axis locking Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14 Broken: version: 2.91.0 Alpha Worked: 2.90.0 Absolute Grid Snapping not working when moving objects with Axis locking (X, Y, Z) in object/edit mode. 1. Open Blender with factory settings 2. Enable snapping. 3. Set Snapping to increment and check Absolute Grid Snap option. 4. Move the default cube with Axis locking (X, Y, Z) in object/edit mode (in edit mode select whole object or part of it, doesn't matter) 5. Snapping doesn't do anything.
[ "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", "unable to use 'grid fill' or 'fill' on screwed object\nOperating system: Window 10\nGraphics card: NVIDIA GeForce RTX 2060 SUPER\n\nBroken: Blender 2.83\nWorked: Blender 2.76 \n\n\nI am trying to create a solid spring using Screw modifier. After applied grid fill, I expected a full capped end of the screwed object, but it turns out to be like figure below. The complete file also attached in this post. Hope to get your response soon. \n![Capture.PNG](Capture.PNG)\n[screw.blend](screw.blend)\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Click Inserting Keyframes in the Graph Editor should obey Automatic Time Snapping\nCurrently in the Graph Editor, ctrl-right click allows the animator to insert a new keyframe into an f-curve. The new keyframe is inserted directly under the mouse pointer.\n\nThe problem is that the inserted keyframe is almost certainly on a non-integer frame:\n\n - breaks workflow - animators are usually not trying to animate subframes (until they are), and results in a need to clean up each frame after ctrl clicking: first ctrl click, then snap to nearest frame immediately after\n - or confuses new users who might not understand why keyframing very close to the recently inserted keyframe results in discontinuity or jumps since the 'replace' part of add and replace doesn't work when the keyframe is not exactly the same.\n\nSince the Graph Editor already has a setting for auto snapping in the header, it makes sense that ctrl right click inserting should just use the current setting (which defaults to nearest frame and eliminates the previous problems in the default setting), however new issues arise:\n\n**No Auto Snap**\nNo change from current behavior, nothing to be done.\n\n**Nearest Frame**\nThe default and most often used setting. Here we should create the new inserted keyframe to the frame nearest to the mouse. This can result in one of the following situations:\n\n\n - **best case:**animator clicks close to the snapped frame - the created keyframe is only slightly off from where the mouse was, which is ideal (fig 1), and would almost always be the case when zoomed out far enough.(fig 1)\n - **middle case:** animator clicks far from an snapped frame (perhaps we're zoomed in or are using a snap option with bigger distances, e.g. nearest marker) - the keyframe jumps a lot. (fig 2)\n # **worst case:** animator clicks far from the snapped frame which is *outside the view* - the keyframe now gets created so far away that the animator doesn't see it (no visual indication) which feels like a bug. (fig 3)\n![ctrlclick.png](ctrlclick.png)\n\n**Frame Step**\nDoesn't map to inserting keyframes at all! perhaps we should just adopt / fall back to the same behavior as Nearest Frame\n\n**Second Step**\nDoesn't map to inserting keyframes at all! perhaps we should just adopt / fall back to the same behavior as Nearest Second\n\n**Nearest Second**\nThis maps well, however, since seconds are further apart than frames, it's more likely we'd run into the undesirable cases in Nearest Frame. We could also consider falling back to Nearest Frame as well, depending on the zoom level.\n\n**Nearest Marker**\nThis could work the same, but it feels weird/ likely to result in undesirable cases. We could fall back to nearest frame or nearest second, and have a sperate command for 'insert keyframe at marker'\n\n**Solving the problems for middle and worst case snapping**\n\nWe have some options:\n\n - Highlight keyframe location before clicking: While holding control, but before right clicking, highlight the nearest snap-target, and use an indicator to the left or right of the view if the keyframe is out of view (like a gradient or a glow). **problem** could result in annoying noise when the user presses control for other reasons, e.g. to select keyframes to the right or left (control left click)\n - Animated highlight after clicking: an attention grabbing glow that animates on and fades off after clicking, on the frame where the new keyframe is added, tells the user \"this is what you added\" after the fact. we can also borrow the idea of the glow to the left or right of the graph editor when the new keyframe is off screen.\n\n**Solving the problems for snapping settings that may not make sense for click insert keyframe**\n\n\n - Using 'fall backs' as suggest above\n - Having a different setting just for ctrl click (potentially a user preference)\n\n\nThe above is intended as a problem statement and start of discussion, not a final design. Once we decide on UX design, we could generate mockups for how it should look (UI)\n\n\n\n\n\n\n\n\n\n", "Rotate bone snapping\nBroken: version: 3.2.0 Alpha\nWorked: -\n\nCannot rotate one bone (in edit or pose mode) to point at a target (any).\n\n- Open attached file or:\n - make an armature\n - edit mode\n - add bone (2 bones total)\n - move and rotate both bones off origin\n - turn on snap, snap to vertex, affect rotate\n - pivot on active element or individual origins\n - edit mode or pose mode\n- try to align one bone to point at the other bone head\n[snap_rotate_bug.blend](snap_rotate_bug.blend)", "snap to face broken with mirror modifier\nOperating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits\n(same behavior on Windows 8.1)\n\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 11)\nAlso broken in 2.80 stable\n\n* open demonstration blend file with no config dir\n* note that snap-to-face (target:closest, affect:move) is already enabled\n* select small cuboidal in lower left\n* G, then X, to move along X, and attempt to snap to broad side of nearby horizontal cuboidal\n* see that the object flashes erratically, alternately assuming its original position, and alternately assuming an incorrectly snapped position\n* if instead the cuboidal we are trying to move is moved a bit first, without snapping, and then we again try to snap to the face, it doesn't flicker any more, but it still snaps incorrectly (and actually still does flicker on the overlapping face but doesn't jump around in position)\n* if the mirror modifier on the cuboidal we are trying to move is disabled, it snaps correctly\n\nStarting position: ![starting_position.png](starting_position.png)\n\nIncorrect snap result: ![result.png](result.png)\n\nCorrectly snapped result: ![desired_result.png](desired_result.png)\n\nDemo blend file: [snapbug.blend](snapbug.blend)", "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)", "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", "Object Data Properties, Normals, Auto Smooth Angle not working in Sculpt\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.4.1\n\nNormals, Auto Smooth Angle not working in Sculpt, is this an bug or why is this not working?\n[2023.01.14-21.18.36.mp4](2023.01.14-21.18.36.mp4)\n\n1. On default cube set Shade Smooth.\n2. Object Data Properties -> Normals -> ON.\n3. Go to sculpt mode\n\n", "GPencil: Stroke not working with Holdout\nOperating system: Windows 10\nGraphics card: GeForce GTX 970\n\nBroken: 2.82a, as found on the splash screen\nWorked: Never\n\nSetting a collection as holdout in view layer options in cycles works as expected on grease pencil objects in the viewport render preview, but does not work on grease pencil objects when rendering. The entire grease pencil object is visible in the renders, whereas in the viewport render preview the parts of the grease pencil obscured by foreground objects set to holdout is alpha. \n\nCreate a grease pencil empty behind the startup cube. \nDraw some stuff. \nPut the startup cube in a collection and set the engine to cycles. \nFrom the view layers options for the new collection containing the startup cube, set it to holdout. \nTurn on render preview from the viewport shading options. Notice that the cube is invisible, along with the parts of the grease pencil that had been obscured by the cube.\nPress F12\nNotice in the rendered image that all of the grease pencil is visible, even the parts we had expected to be alpha masked from the startup cube holdout.\n\nSee the attached blend file.\n[HoldoutTrouble.blend](HoldoutTrouble.blend)\n", "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}", "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", "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", "Pose Mode X-Axis Mirror is not working properly with IK when skeleton is moved\nIntel Core i7, 16 Gb RAM, NVidia GeForce 2070 RTX\nWindows 10 x64\n\nBroken: 2.83 cfdb5d9a8b07 from 2020-02-19\nWorked: 2.83 5df494d75c9a from 2020-01-27 although it seems that this feature was introduced recently so technically it wasn't working before because symmetry didn't work with IK at all.\n\nPose Mode X-Axis Mirror is not working properly with IK when skeleton is moved or rotated from zero in Pose Mode.\n\n1. Open provided test file and try moving selected bone - opposite side will twitch weirdly instead of moving symmetrically.\n2. Now reset the skeleton to its default position and move the same bone - symmetry will work properly.\n3. Rotate first bone and try again - weird twitching again.\n[IK_Symmetry_Error.blend](IK_Symmetry_Error.blend)", "Freestyle - marked freestyle edges do not work on objects with the boolean modifier\nOperating system: Windows-10-10.0.19043-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: Unknown\n\nEdges marked as freestyle do not work on objects with the boolean modifier\n\n\n1. Create cube object, add some edge loops and mark any edge as **\"Freestyle Edge\"**2. Create a second cube, and use it as a \"cutter\" using the**\"Boolean\"** modifier\n3. Activate **\"Freestyle\"**and check the**\"Edge Markt\"** in the \"Line Set\" area\n4. Make a render - the edge marked as **\"Freestyle Edge\"** will not be visible\n\n\nFile in attachment.\nThank you\n\n[Boolean Freestyle bug.blend](Boolean_Freestyle_bug.blend)\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" ]
[ "Absolute grid snapping doesn't work with the move tool axes.\n\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti.\n\nBroken: version: 2.91.0 Alpha\n\n{[F8863609](DA.gif) size = full}\n\nEnable absolute grid snapping option in the pop-over.\nDrag the object from a single axis (doesn't work). \nDrag from the center (freeform) it works." ]
Blender 2.80 User Preferences on Addons MacOS 10.14.1 5K 27" 2017 Blender 2.80 User Preferences on Addons There awesome fixed. 3 thing need support. See picture lrL9u9l
[ "Sculpt Mode: Add exisiting Tools as Menu Operators\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar.\n\nPrevious limitations on using the Adjust Last Operation panel are being lifted, and fixing #99607 is being prioritized.\nThis will make it possible to add many active tools in the toolbar to the header menus as operators.\nThis has the following advantages:\n\n- Support the existing \"Operate → Settings\" paradigm\n- Many operators could be combined for simplicity\n- Easier to use various tools as one time operations instead of making them active\n- Easier to use filters via shortcuts and quick favorites.\n- Redo panel interactions for very high res meshes (Better with slow performance)\n- Simpler than implementing #97959. That can come after then.\n\n## Needed Operators\n\nThis is based on operators that currently only exist as active tools, or are not properly exposed at all yet.\nMany operators are depending on the cursor position. This feature should be used heavily: da2ba40268\n\nInitially or later on some operators can be combined into a single operator and accordingly renamed.\nThe first step is to add the existing operations as they are to the menus.\nThere are also still some open questions for some operators but these can be resolved during testing and review.\n\n### Sculpt\n\n##### Transform Tools\n- Move\n- Rotate\n- Scale\n- Sphere (From Mesh Filter)\n\n##### Trim Tools\n- Box Trim *(Trim Mode =\"Difference\")*\n- Lasso Trim *(Trim Mode =\"Difference\")*\n- Box Add (*Trim Mode =\"Join\")*\n- Lasso Add *(Trim Mode =\"Join\")*\n\n##### Project Tools\n- Line Project\n\n##### Mesh Filter Tool\n- Smooth\n- Surface Smooth\n- ~~Scale~~\n- Inflate\n- Random\n- Relax Topology\n- Relax Face Set Boundaries\n- Sharpen\n- Enhance Details\n- Erase Displacement *(Grayed out if if no Multires)*\n\n### Mask\n\n- Mask by Color\n\n### Face Sets\n\n##### Face Set Edit Tool\n\n- Fair Positions\n- Fair Tangency\n- Delete Face Set\n\n##### Other\n\n- Box Face Set\n- Lasso Face Set\n\n### Paint\n\n##### Color Filter Tool\n- ~~Fill Color~~ (Part of #99769)\n- Blur (Smooth color filter type)\n- Hue/Saturation/Value (Should be combined into one operator)\n- Brightness/Contrast (Should be combined into one operator)\n- Red/Green/Blue (Should be combined into one operator)\n\n##### Other\n\n- Expand Color by Topology (`sculpt.expand` with target data set to `Color`)\n\n## Layout\n\nThis is how the operators could be arranged. \n\n![image.png](image.png)\n\n\n| ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png)\n| -- | -- | -- | -- |\n", "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)", "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", "Using PyPI from Blender\n**Proposal**\n\nImprove the workflow for installing Python modules from the Python package index [PyPI ](https://pypi.org). \n\nThis is a design task to evaluate options.\n\nNote:\n\n- Currently using pip is possible, so it would be good to hear what steps should be made to better support it.\n- This task may result in documenting best-practices for using pip inside Blender, without needing significant changes to Blender's bundled Python.\n- This post was prompted by 050297.html\n\n**Motivation**\n\nFor Python developers to be able to install 3rd party modules into Blender.\n\nWhile this is possible, it's quite involved:\nhow-to-install-pip-for-blenders-bundled-python\n\nThis task is to evaluate possible solutions:\n\n- Use pip with Blender's built-in Python.\n- Only support pip for system-wide Python installations.\n\n\n**Package Compatibility**\n\n- *Windows Python MSVC compatibility.* (**EDIT:** this is no longer an issue).\n\n *In the past, Blender's Python was built with a different MSVC version, making binary modules incompatible.*\n\n- File System Permissions\n\n```\nThe Blender's Python directory may not be writable.\n```\n\n```\nThis could be solved using the `--user` argument.\n```\n\n```\neg: on Linux `pip install my_package --user` installs to `~/.local/lib/python3.8/site-packages/bintrees`\n```\n\n **Possible Solution:** Set `PYTHONUSERBASE` to a directory under Blender's own configuration.\n\n```\nThis has the advantage that it will work with both a system wide & a bundled Python installation.\n```\n\n```\nSee: cmdline.html#envvar-PYTHONUSERBASE\n", "Implement UI for brush assets and Draft operators\nWe don't have all the operators yet, and we may change their icons. But the core UI can be worked on already:\n\n* Getting information from Asset\n* Have an element that shows the thumbnail that is not clickable\n* Show override color for drafted settings.\n\n\nFor the design, see #106898.\n\n", "Sculpt undo bug, mixing sculpt brush and multi-res modifier changes.\nWith current master (also 2.83).\n\nThe following steps show and error when redoing sculpt mode undo, when mixing multi-res subdivisions.\n\n- Startup file\n- Add multi-res modifier.\n- Enter sculpt mode.\n- *Repeat this 3-5 times.*\n - Multi-res subdivide.\n - Brush Stroke.\n\n- Now undo until the very beginning.\n- Now redo until the very end.\n\nWhen redoing, there are glitches where the multi-res has tearing/artifacts.\n\nSee video: [sculpt_undo_bug.mp4](sculpt_undo_bug.mp4)", "Add eastern languages input to Blender\nOS X 10.6 through macOS 10.12\nall hardware configurations\n\nBroken: all versions (as far as I know), including 2.78\nWorked: never\n\nBlender is unable to accept Japanese text input. In almost any other Mac application, when the input source is switched to Japanese the application can accept Japanese text. Note that Japanese text input appears to work fine on Windows builds. This may pertain to other Asian languages as well, but I have not verified it.\nThis lack of support is a pity, considering that Blender is otherwise fully supporting Japanese translation of menu items and such. If you go to Blender User Preferences > System and enable International Fonts for Japanese in all three available categories you will find that Blender will add new objects with Japanese names - instead of \"Cube\" you will get \"立方体\" ...but you will not be able to directly rename it to another Japanese name. You can however paste Japanese text from the clipboard and it works.\n\n1. Enable Japanese text input on the Mac. System Preferences > Language & Text > Input Sources (may vary depending on OS version)\n2. Enable Japanese text input (sometimes referred to as \"Kotoeri\").\n3. Confirm Japanese text input is working. This can be done in Text Edit. Use the icon in the Menu Bar to switch to Hiragana input (represented by an あ character). Now when you type \"aka\" (meaning red) it should concert to \"あか\". Converting further to kanji will produce results such as \"赤\". \n4. Try this in Blender. Try to rename the default cube object to \"あか\" or \"赤\" and you will find it is impossible. Blender simply refuses the input.\n5. Next, try to create a Text object and type Japanese text in it. This fails as well, not surprisingly. There is no way to type Japanese into a text object, even when a Japanese font (such as KozGoPr6n-Regular) is selected. Again, it can be pasted from the clipboard, but not typed.", "Add Asset Browsers to Default Workspaces\nThe Asset Browser should become a crucial editor for many tasks. Therefore it should become part of our default workspaces, wherever reasonable.\n\nIn some workspaces we may run into space issues. In fact the Asset Browser is a good example of why we should have editor tabs, but that is a separate topic and unlikely to be a thing anytime soonish.\n\n### Workspaces to be Updated\n\nThese workspaces should contain the Asset Browser in 3.0:\n* - [ ] ... TBD\n\n", "persisting issue: MacOS, Blender's system device usage rights (info.plist) add camera & mic usage descriptions\nOperating system: MacOS (13.2.1) \nGraphics card: any\n\nBroken: (All Blender addons that would need external peripheral like camera or microphone access, will cause Blender to CRASH, because of MacOS)\nWorked: (it's a MacOS dependent issue (since maybe macOS 12?)\n\n*\n\"Termination Reason: Namespace TCC, Code 0\nThis app has crashed because it attempted to access privacy-sensitive data without a usage description. The app's Info.plist must contain an com.apple.security.device.camera key with a string value explaining to the user how the app uses this data.\"*\n\n\nInstall an anddon that would need camera / microphone access. After checking the checkbox in blender addon menu, Blender crashes (or at the point that addon is running code that would need such peripheral. Nowadays you cannot add it manually and this needs to be addressed globally.\n\nFIX:\nglobally add info.plist usage rights for camera, mic and other widely used peripherals for blender's MacOS version, since the current state of MacOS, doesn't allow addon's to access any of those, and it really hinders the blender as a core, those of course aren't used if not needed, but at the moment addon developer cannot have any modules that use any of those without MACOS causing the blender to literally crash. I hope this could be corrected asap. Before it was still possible to manually grant access to applications via macos settings, but alas, its not anymore possible.\n\n", "Cycles: principled BSDF thin surface support\n[D2354: Thin surface approximation for Cycles Disney BSDF](D2354)\n\nRebase and benchmark performance impact.", "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", "Add-on preferences panel should open on activation\nBroken: 2.78 testbuild 1\n\n\n**Description of issue**\nAccording to the [new protocols for add-ons](Add-ons#New_Protocols), certain add-ons need more actions from the user than simple activation, before they do anything. This is an excerpt from the pie menu example:\n\n* With Pie menus, First you activate the addon & nothing happens!\n* You need to expand the Addons Preferences.\n* From here you can individually activate the menus you like to use. \n\nThis is bad UI design, as it requires the user to *know* that activating the add-on does nothing. Blender also requires them to click a button that doesn't appear any different than before (and thus doesn't visually indicate there is something else to see there now).\n\n**Possible solution**\nAutomatically opening the add-on's preferences panel when it is activated would help a lot. At least this allows the user to see that there are options to inspect, and possibly activate.\n", "Menu Editor for Quick Favorites\nCurrently users can only manage menu items in the quick-favorites menu by adding/removing items.\n\nThis task proposes to: \n\n- Create a generic menu editor in the user preferences.\n\n - Add/remove menu items\n - Re-ordering menu items.\n - Operators options should be able to be changed or unset - as we have with the keymap editor.\n\n**Implementation**\n\n- This could share UI code with the keymap editor for adjusting operator settings, since internally they are very similar.\n- We may support multiple kinds of menus, besides \"Quick Favorites\", internally there is support for this. Even if this isn't exposed to users initially.\n\n```\nThis would be useful for declaring user defined toolbars for example.\n```\n\n**User Interface**\nHere's how the UI could be organized: \n\n{[F8282863](Screenshot_2020-01-17_at_11.08.58.png), size=full}", "When loading factory defaults, Render Dimensions preset dropdown menu is not reset\nOSX\n\n2.73a\n\nWhen loading factory defaults, Render Dimensions preset dropdown menu is not reset\n\n\n- Change Scene Dimensions to a preset\n- Maybe change a couple of settings like x resolution to see changes later on\n- Reset to factory default\n- Observe change of X, Y Scale etc of Scene Dimensions Resolution to default\n- Observe Preset dropdown choice still on previous setting before factory default..\n\n\nJust a little teenie weenie thingie.. I know, but thanks for looking into it!\nCheers and thanks again for developing worlds' greatest application!\n\nRoel\n", "Color Filter: Sliding UI\n# Issue\n\nCurrently when using using the Filter tools in Sculpt Mode, like the Color, Mesh or Cloth Filter, to start the operation you need to click anywhere in the viewport.\nClick and drag from left to right will have a positive effect and from right to left the inverse effect.\n\nThe exact behaviour is very hard to understand and no information on the actual strength is given in the UI.\nSo we should add a UI element to give additional information.\n\n# Solution\n\nLuckily [D9314](D9314) and [D9054](D9054) already implemented such a UI element and modal keymap that could be reused for the Filters.\nSo when executing a Filter it should display a scale in the header to know how strong or inverted the effect currently is.\nUnlike with the Pose Mode Breakdowner the slider should start at the 0 % mark.\nThe shortcuts `E` for overshoot, `Ctrl` for increments and `Shift` for precision should also be included.\n\nThe capped 100% and -100% points will have to be tested so as a user it is rarely necessary to press `E` to overshoot the range." ]
[ "Preferences on Addons tab\nMacOS 10.14\n27\"\n5K\n2017\nRadeon Pro 575 4096 MB\n\nBlender 2.80\n\nPreferences Addons say (Upgrade to 2.8x require)\n\nudo0bP3\nAre you work on make upgrade on preferences?" ]
Playback bug with audio scrubbing enabled and sync set to 'sync to audio' Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX **3090**/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40 Broken: version: 3.3.1 Worked: With audio scrubbing enabled and sync set to 'sync to audio'. When I move my playhead to another place on the timeline and quickly press space, it plays one frame and pauses, instead of just playing through. It seems that with these two settings enabled, blender tries to play one frame every time you move the playhead. But since there is a tiny bit of lag before it actually does that, you can press spacebar before it plays this one frame. After playing this one frame it pauses again. So this first spacebar hit doesn't do anything. But to make it worse, half the times this happens it still thinks it's playing and "anim player" is also displayed at the bottom. So I have to press space to "pause" it again and THEN I can finally press space to play. A bit of a clunky experience. It doesn't seem to do this with other sync configurations. I jump around like this all the time so it was time for a bug report. Thanks in advance! You people rock! Open a 2d workspace. In the timeline editor, open the playback menu. Set the sync to "sync to audio" and enable "scrubbing". ![image.png](image.png) Click somewhere on the timeline (where the frame numbers are displayed) and directly press space. Even though nothing is added to the file yet, you can see that the playhead advances one frame and then stops. Sometimes "Anim player" is still displayed on the bottom of the screen. It might take a few tries! You gotta be quick. Thanks!
[ "The Shortcut keys of Play Aniamtion not work in Spreatsheet Editor\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Beta\n\nThe Shortcut keys of Play Aniamtion({key Space}) not work in Spreatsheet Editor\n\n[play animation bug.mp4](play_animation_bug.mp4)\n\n", "Outliner: Sync Selection off not working when clicking LMB on data object name\nBroken: version: 3.0.0\nBroken: version: 2.91.2 (works correctly on meshes for some reason till worked version)\nWorked: version: 2.82\n\nWhen `Sync Selection` is off it's still possible to sync selection by clicking on object data name (+ small margin). Additionaly clicking on object data name will sync it with relevant slot in Properties editor. This bugged area becomes slightly longer to the left when active, see video.\n\n1. Open default scene.\n2. Turn off `Sync Selection` on Outliner.\n3. Deselect onjects in your scene by clicking on empty space in 3D Viewport.\n4. Select objects or object data in outliner without clicking on their name - see that `Sync Selection` is off\n5. Select objects or object data in outliner by clicking in their name - see that now parent onject is selected in Outliner aswell as in 3D Viewport.\n[Outliner Sync Selection off bug 2021-12-15 20-45-35-213.mp4](Outliner_Sync_Selection_off_bug_2021-12-15_20-45-35-213.mp4)", "adding a movie strip to the video sequence editor changes the scene frame rate, this breaks all alembic currrently in use by the scene if they have a different framerate\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\nadding a movie strip to the video sequence editor changes the scene frame rate, this breaks all alembic files currrently in use by the scene if they have a different framerate\n\n", "Video Sequence Editor cache not updating for scene strips\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nNot sure if I'm doing something wrong here, but the Video Sequence Editor is not updating scene strips when changes are made to the scene (like object/camera manipulation).\nWhatever is cached before the change stays in memory. The only way to force the update I've found so far is to change the \"Preview Shading\".\n\nThe expected behavior is that any visual change made to the scene in the scene strip would be updated real-time without changing the Preview Shading every time.\n\nThis isn't the case in 2.79. For the most part, I found scene strips updating when I made changes to the scene. If it won't update for some reason, I'd toggle something that won't affect my scene (like \"Show Grease Pencil\" when I have no GP elements).\nWhile even this wasn't ideal, at least I wasn't forced to change the strip visually to force the update, and it didn't need to be done every time.\n\nIf this isn't a bug but it's a settings issue, maybe the defaults need to be changed to make it work as expected.\n\n1. Add a scene strip to the VSE.\n2. Playback the timeline in VSE.\n3. Do something to change the scene. (e.g. Add a new Cube, move the camera, etc.)\n4. Scrub the timeline in VSE, and you should find that wherever there is cache, the scene doesn't update.\n\n[T66891_VSE_cache_scene.blend](T66891_VSE_cache_scene.blend)", "Automatic moving of the timeline when the current frame reach the region border\n\nAnimation and keyframes are visible through multiple spaces : nla, graph, sequencer, timeline, etc...\nWhen it comes complex animation with a lot of keyframes / clips / actions, we often zoom in the timeline to better edit these things. But when we start the playback, we can not see what's happening when the current frame is offscreen.\n\nIn my opinion, it is inconvenient for some uses, like video editing, keyframing.\n\n### Solutions\n\n------------------------\n\n**Fixed cursor**\nInstead of having the time cursor moving, it could be the timeline that moves :\n[Screencast_2021-10-30_16_42_15-converted.mp4](Screencast_2021-10-30_16_42_15-converted.mp4)\n**Floating cursor inside the area**\nThe time cursor is moving, but it can not go outside the view, so the timeline moves to keep the cursor in view :\n[Screencast_2021-10-30_16_38_32-converted.mp4](Screencast_2021-10-30_16_38_32-converted.mp4)\n\n### Issues\n\n------------------------\n\nThe first solution is maybe a bit to limiting for viewing around the current frame. I prefer the second approach.\n\n\nThe main problem with the 2 solution is the performance of redrawing the area for each frame.\nDo it really impact the performances or is it minor ?\n\nI have a patch about some changes, if it is something interesting to look at.\n", "Simulation Nodes Reset Behavior\nCurrently, the simulation range for geometry nodes is the scene range. So whenever the cache becomes invalid and we go back to frame 1 (or whatever the scene range start is), the cache is reset. \n\nNow, we want to add support for giving individual simulations separate frame ranges. Those might not match the scene range anymore. The simulation start might be before the scene start frame to support preroll (potentially even at a negative frame). Therefore, using the scene start frame as the reset point, does not make sense anymore.\n\nThe new behavior should/could work like this:\n* Invalidated simulations reset whenever the current frame is at or before the simulation start frame.\n* There is a new \"Play with Preroll\" button in the timeline that starts playback at the first simulation start frame in the scene. \n * Since this frame is at or before all simulation start frames, all invalidated simulations are reset.\n\nOpen Questions:\n * Are all or only invalidated simulations taken into account when determining the first frame for the \"Play with Preroll\" operator.\n * Where to put the new \"Play with Preroll\" button exactly, what should it be called and what should it look like?\n\n", "Cycles: Banding when using SSS Random walk and SS Anisotropy\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: Blender 3.3.0\n\nHello,\n\nI'm getting render artifacts when render a small object with a low SSS value and SS Anisotropy greater than 0. It seems like the edges of the mesh are visible in the SSS effect.\nI've tried to increase render samples and turn off denoise and no luck. If a remove SSS it works fine, setting anisotropy to zero they become barely visible.\nI uploaded an example scene file and a screenshot of the artifacts.\n\nThanks\n\n![SSSArtifact.png](SSSArtifact.png)\n\n[system-info.txt](system-info.txt)\n\nA simple scene for reproduction. Just a sun light on top and an area light behind.\n \n![Screenshot 2022-09-15 090551.png](Screenshot_2022-09-15_090551.png)\n \n[ArtifactsExample_v2.blend](ArtifactsExample_v2.blend)", "Memory leak while rendering with particle hair?\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\nSystem Memory: 32 GB\n\nBroken: version: 3.4.0\nWorked: Could not find any which made a difference (tried 3.4.1, 3.3, 3.2, and 2.83)\n\nHi\nI've been having a problem where, while rendering in cycles, a blend file appears to be causing system memory usage to increase every frame. It does seem to plateau eventually, but the memory committed remains high even after the rendering is finished or stopped.\n\nI tried to simplify things down as much as possible, it's just the mesh and the object with several particle hair systems.\n\nRender the sample blend file.\nOriginal (240 MB)\nSample.blend?dl=0\nCompressed (54 MB)\nSample.zip?dl=0\nOr\n-Create new blend file\n-Set to render using cycles (gpu using optix)\n-Append \"Sample\" collection from attached blend file\n-Render", "Sound strips don't change length when sound file is changed\nOperating system: Windows 10\nGraphics card: Nvidia MX150\n\nBroken: 2.91 and 2.92 Alpha\n\n**Steps to reproduce**\nAdd sound, change file to another one with different length.\n\nStrip length is not updated.", "Preview mono audio not the same as render\nOperating system: Windows 7\nGraphics card: Vega 64\n\nBroken: 2.80 Beta 43e7c5dd434 29/11/2018\n\nWorked: 2.79b release\n\n\nPreview playback of audio strips set to mono don't behave the same way compared to 2.79b.\n\n2.80b renders the audio channels correctly but doesn't preview them the same way as the render.\n\n2.79:\n![2.79.PNG](2.79.PNG)\n\n2.80:\n![2.80.PNG](2.80.PNG)\n\n\n\nMay require a surround speaker setup \n\nOpen:\n[Audio_Panning Mono.blend](Audio_Panning_Mono.blend)\n\nListen to the playback differences with mono checked and unchecked.", "Clipping Region in blender v3.2 and up is causing a werid artifact\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.1.221003\n\nBroken: version: 3.3.1\n\nweird colorful noise when using Clipping region ALT+B\n\nit happens by simply using the clipping region, it happens in both object mode and edit mode\n\n**Diagnosis that I tried** (USEFUL NOTES{[F13703419](Untitled.png)} FOR FIXING THE PROBLEM)\nwhat is causing it?: \n- I noticed that the bug is only on the Viewport Overlays it seems like it's smth related to the graphical smoothing done by \"viewport overlay smooth wires\" from blender preferences -> viewport -> Quality -> Smooth Wires. I can turn of that for Overlay and for Edit mode, but it's just hiding the problem not fixing it, also the selected objects highlight (active element and not active element) are both still showing the same artifact and I don't know how to turn off smoothing for this part.\n\nis it gpu driver problem?\n- it most likely is a conflict between blender and my gpu, I don't think it's a driver problem tho because I tried the latest two gpu drivers available from amd, and both of them are showing the same problem. I tried running blender using my integrated gpu and tried my RX6600M gpu and in both cases it happend, I don't know if the smoothing is done on the gpu level or cpu level tho so it could be not related to which gpu I use\n\nWhat versions of blender does it happen in?\n- I mainly use blender from steam with auto updates, I noticed the problem when I was using v3.3.1 then I tried few older versions by manually installing them from the offical blender website, the bug doesn't show up in v3.1.2 and v2.79b however it's in showing up in v3.2.0 and v3.3.0 and v3.3.1 -not steam version- I didn't test more versions tho\n\nP.S. my device -Legion 5- has a mux switch, when I did the bug report the mux switch is turned off which means the integrated GPU is disconnected thus it's not showing up in the bug report, however when I tried to check the bug ![Untitled2.png](Untitled2.png)\n\n![Untitled.png](Untitled.png)\n\n![Untitled3.png](Untitled3.png)\n\n![Untitled4.png](Untitled4.png)\n\n[untitled.blend](untitled.blend)", "Rigidbody cache is not invalidated when constraints are adjusted.\nOperating system: Ubuntu 20.04 x64\nGraphics card: RTX 2080\n\nBroken: 3.2\nWorked: Unknown\n\n\nWhen working with motor and slider constraints, adjusting them does not (always?) invalidate the existing rigidbody cache, causing the previously cached behavior to be retained.\nThis behavior does not persist on file reload (eg, saving and reloading the file with modified constraints corrects the issue), and anything else that will invalidate the cache also \"corrects\" the problem (ie, adjusting a simulated object).\n\nStarting with the included blend file.\n[repro.blend](repro.blend)\n 1. Press play on the timeline. Observe that the cube moves towards the +X axis.\n 2. Rotate the empty hosting the slider constraint (select from the outliner, or select the empty in the -Y quadrant) so that the local X axis points in another direction; for example, rotate 90d around the Z axis so it points in the +Y direction.\n 3. Rotate the empty hosting the motor constraint (select from the outliner, or select the empty in the +Y quadrant) so that the local X axis matches the direction of the slider constraint.\n 4. Press play on the timeline. Observe that the cube still moves towards the +X axis.\n\n[vokoscreenNG-2022-06-28_13-37-49.webm](vokoscreenNG-2022-06-28_13-37-49.webm)", "Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: ![Renderglitch_frame13.jpg](Renderglitch_frame13.jpg)\nFrame (14) without a glitch: ![Noglitch_frame14.jpg](Noglitch_frame14.jpg)\n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)", "Filter color bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.1\n\n\nHue color and color bar doesn't sinchronize\n\n1) change object in sculpt mode\n2) use colore filter\n3) option fill\n4) try to change hue color\n\n", "Smoke simulation silently fails in Sync to Audio or Frame Dropping playback\nSmoke simulation silently fails in Sync to Audio or Frame Dropping playback\n\n---\n\n**Original Report:**\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 3.1.2\nWorked: Never (tried 2.93, 2.83)\n\nThe smoke simulation does not simulate beyond the first frame in this particular file. Any smoke simulation added or appended from other files stops working as well.\n\nHowever, everything works fine in new files on the same system & hardware.\n\n[smoke simulation issue.blend](smoke_simulation_issue.blend). \n\nOpen the blend file, move the smoke domain to clear the old cache.\nHit play and the smoke is not moving. Other physics (rigid body, particles) are working fine.\n\nDelete everything, add a cube, add the quick smoke effect, and the same happens.\n\n" ]
[ "Audio Scrubbing bug\nOperating system: Windows 10 64-bit\nGraphics card: RTX 2070 Super\n\nBroken: (2.90, 2.91, 2.92 Alpha, 3.0)\n\nEnabling \"Audio Scrubbing\" with \"AV-sync, Frame Dropping, and No Sync\" causes an issue with animations in the 3D Viewport and Timeline \n(AV-sync issue)\n1. Open a default Blender file.\n2. Create basic animation with any mesh, just something to show keyframe movement. Frames 1 - 250 should be enough for this procedure.\n3. In the timeline window, click \"Playback\" and switch \"Audio\" to \"AV-sync\" and enable \"Scrubbing\". A sound file is **not** needed for this step.\n4. Hit spacebar. The timeline cursor and animation should move as intended.\n5. Hit spacebar again to stop the timeline cursor and animation.\n6. Now the tricky part! Move the timeline cursor in any direction on the timeline, then **instantly** hit spacebar again. It may take a few tries but when it does work, the animation and the timeline cursor will not move. Yet, the \"FPS counter\" in the top left corner and the \"Anim Player\" icon will stay visible as if the animation is playing.\n7. Press spacebar to stop the \"ghost\" animation.\n\n(Frame Dropping and No Sync issue)\n1. Using the same file from above, add a sound clip in the \"Video Sequence\" editor.\n2. In the timeline window, click \"Playback\" and switch \"Audio\" to either \"Frame Dropping\" or \"No Sync\" and enable \"Scrubbing\". A sound file **is** needed for this step.\n3. Hit spacebar. The timeline cursor, animation, and sound should play as intended.\n4. Hit spacebar again to stop the timeline cursor and animation.\n5. Same as before, move the timeline cursor in any direction on the timeline, then **instantly** hit spacebar again. It may take a few tries but when it does work, the animation and timeline cursor will move but the sound will not play.\n6. Hit spacebar to stop the animation.\n\nWith both examples above, issues only popped up when \"Scrubbing\" was enabled. Disabling it did not produce the same results.![Blender Scrubbing Bug.PNG](Blender_Scrubbing_Bug.PNG)\n\n\n" ]
Hair particles from curve objects and bevel them Operating system: Windows 10 Graphics card: GTX 1060 3GB Broken: Steam Beta 3.0.0 and Sculpt Dev 3.1.0 daily build bfd1dc3a75a0 Worked: 2.93.6 LTS Hair type particles from curve objects with bevel depth, they disappear on particle object. Make Object with particle->hair type->render as: object->instance object: make and select any curve object. In curve object->Curve tab->Geometry->Bevel->Round->Depth->if you set more than 0 particles will disappear, also same issue with extrude and bevel modifier.
[ "Booleans causing shadow artifacts in solid render mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown\n\nI built up a random shape using a bunch of booleans via the box cutter addon.\nThis seems to have introduced artifacts when the shape is viewed from certain angles.\n\nThe artifacts remain when applying all the modifiers. I also tried to reset various edge data like bevel weight and crease without any effect.\nAdding a triangulate modifier however cleans it up, so maybe something about the automatic triangulation is off.\n\nI compared the output with the stable release: It also shows artifacts but they look slightly different, at least with my current configuration.\n\nv.2.93.1\n![shadow-streaks-2.93.1.png](shadow-streaks-2.93.1.png)\n\nv.3.0.0 (see version info above)\n![shadow-streaks-3.0.0.png](shadow-streaks-3.0.0.png)\n\nIn motion from another angle, showing convergence on a point and something that looks like an [even/odd fill rule](Even%E2%80%93odd_rule) of a shape being used to draw the shadow:\n[streaks.mp4](streaks.mp4)\n\n\nI cannot offer concrete steps; my default file also has certain settings already applied.\nHere is the file that may help show the issue: [shadow-streaks.blend](shadow-streaks.blend)\n", "Wrong Radius visuals when joining two hair curves\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005\n\nBroken: version: 3.3.0 Alpha\n\nIf you have two hair curves in geometry nodes and you join then, The radius of the first one is copied to the other, this only happens in EEVEE and in Solid view but not in cycles.\n\n[2022-07-16 23-01-18.mp4](2022-07-16_23-01-18.mp4)\n\nIn this file there is a setup that is affected by this issue, as well as a simplified version. You just need to open the file and change the order in the join node\n[radius bug.blend](radius_bug.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.", "Using Sculpt Collision clips some of the hair curves in Rendered viewport shading\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Alpha\n\nEnabling the new Sculpt Collision, combing some hair and then switching to render mode clips parts of the hair.\n![Screenshot_2.png](attachment)\n\n- Open attached file\n- Select CUDA device\n- Disable cage opacity property\n- Enable viewport rendering and comb curve hairs\n[Add hair curves, add some hair, activate Sclupt Collisions, comb the hair, hit render viewport shading]\n[attached .blend file (as simple as possible)]\n\n", "Regression: Some particles have darker faces\nOperating system: Windows 10 1909\nGraphics card: GTX 1070 512.15\n\nBroken: 3.1 (also 3.1.1 RC)\nWorked: 3.0.1\n\nSome object instances, in a hair particle system, have darker faces\n\n3.0.1\n![Black Particles 3.0.1.png](Black_Particles_3.0.1.png)\n\n3.1 and 3.1.1 RC\n![Black Particles.png](Black_Particles.png)\n\nPress F12 in this test file:\n[Dark Particles.blend](Dark_Particles.blend)", "Cycles rendering artifacts with fluid particles + Vector pass (missing particles)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nSections of fluid particles are missing when rendering in cycles.\nThe issue occurs when you enable the vector render pass.\nThere are no issues when rendering in the viewport, only during the final render.\nThe parts that are missing changes every frame.\nIt also happened on the same computer with a different graphics card (RTX 2060). \n\nViewport render\n![viewport.PNG](viewport.PNG)\ncycles render\n![render.PNG](render.PNG)\nrendered only the particles\n![particles only.PNG](particles_only.PNG)\n\n- Open attached file\n- Bake fluid simulation data and particles\n- In {nav View Layer Properties > Passes > Data} enable `Vector`\n- Render scene\n\n[FluidSplash2.blend](FluidSplash2.blend)\n\n", "Sculpt mode -> Curve Stroke causes Undo to behave differently\nOperating system: Windows 10 x64\nGraphics card: Nvidia 980 GTX\n\nBroken: v 2.82 Alpha, 10-12-2019\n\nIf Brush stroke is set to Curve and some sculpt detail is added (Ctrl + Left Click), (Ctrl + Z) or Undo does not work. Instead of Undo for the sculpt detail, the curve control points are removed.\n\n1. Start with default cube and add Multi-Res modifier, subdivide a couple of times.\n2. Go to sculpt mode and with the SculptDraw brush set the stroke to Curve.\n3. Draw a curve using (Ctrl + Right Click) to add some control points.\n4. Add sculpt details using Ctrl + Left Click. \n5. Press Ctrl + Z. Instead of removing the details the control points of the curve will be removed first. \n6. Press Ctrl + Z repeatedly. When the last control point remains then the sculpt detail will be removed.", "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.", "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", "Dead particles are unexpectedly rendered\n## Simplified Report\n\n- The following file contains a simple particle system and a collider that kills some of the particles.\n- Bake the particle system simulation.\n- Go to the end frame and render.\n- Notice that killed particles still appear in the render.\n\n[killedParticles.blend](killedParticles.blend)\n\n## Original Report\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.3.1\n\n\nI use particle system and mesh that kills particle. In preview dead partcles aren't rendered ![изображение.png](изображение.png)\nWhen I press f12 I see this ![изображение.png](изображение.png). Cycles and eevee doesnt consider these as dead. It's very old bug, also information about death isn;'t saved in cache\n[report.blend](report.blend)\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", "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", "Hair particles roots moving when using curl kink type and simple children\nOperating system:Windows 10\nGraphics card: Nvidia RTX\n\nBroken: 3.0+\n\n\n\nWhen you use particle hair with simple children and you try to add the curl kink. The roots move with the amplitude. The only thing that keeps the roots in their place is to turn on the clumping. This doesn't happen when you use the interpolated children\n\nI don't know if it's a bug (most likely) but it is extremely frustrating\n\n Take a look at the video.I've added the file just in case\n \n Thanks\n\n", "Hair particles won't follow instaced position under 2 level nested collections.\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: 2.93.3\n\nHappens when you have an object with hair as instanced collection (A) inside another collection (B). Then, when you instance (B) the hair particle from (A) will not follow the relative position correctly.\n![Screenshot from 2021-08-28 20-36-53.png](Screenshot_from_2021-08-28_20-36-53.png)\n\n- Open .blend file\n- Select \"Cube\"\n- Object -> Quick Effects -> Quick Fur\n- {key Shift A} -> Collection Instance -> Collection\n- Move the instanced collection little away\n- {key M} -> New Collection -> Ok\n- {key Shift A} -> Collection Instance -> Collection 2\n- Move the instanced Collection 2 little away\n- You will notice the hair particle with a wrong position in relation to the original emitter Cube.\n\n1 min video here:\n[bugOrFeature.mp4](bugOrFeature.mp4)\n\nblend 2.93 here:\n[#91008.blend](T91008.blend)\n\n---\n\nNote that the concept works under 2.7 using Instaced Groups:\n![Screenshot from 2021-08-28 20-18-47.png](Screenshot_from_2021-08-28_20-18-47.png)\nblend 2.7 here:\n[ConceptWorks_b27.blend](ConceptWorks_b27.blend)\n", "Bevel disappears when vertex group value is less than 0.5\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.1.0 Alpha\n\nBevel modifier disappears when vertex group value is less than 0.5.\n\n\n - Open file and start decreasing weight value of active vertex in N-panel -> see how bevel is shrinking relatively to the weight\n - Go under 0.5 value -> bevel stops working abruptly\n - Invert vgroup influence inside modifier options\n - Go from 0.5 to 0.0 value -> bevel functioning again\n\n[bevel_vgroup.blend](bevel_vgroup.blend)\n\n" ]
[ "Beveled curves disappear in hair particle system\nOperating system: Win10 64\nGraphics card: Nvidia RTX3070 (497.09)\n\nBroken: 3.0.0 stable release\nWorked: LTS 2.93\nCaused by b9febb54a4\n\nBeveled curves disappear as hair particles.\nAs long as curves don't have any bevel applied, they show up as objects or collections in a hair particle system.\nAs soon as you apply any sort of bevel, they disappear.\n\n- Create curve\n- Create hair particle system and select that curve as render object\n- Edit bevel of curve\n\n---\nor\n- Open .blend file\n- Change bevel depth (hair particles will disappear)\n\nTest File:\n[#93644.blend](T93644.blend)" ]
Crash with new `Volume Cube`+ `Volume to Mesh` node if `Volume to Mesh` node is set to 0 Voxel Amount Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95 Broken: version: 3.3.0 Alpha Blender crashes once the slider reaches 0 Slide the `Voxel Amount` slider on the `Volume to Mesh` node to 0. [blender.crash.txt](blender.crash.txt) [crash zero voxel amount.blend](crash_zero_voxel_amount.blend)
[ "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "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 - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n", "Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n", "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)", "AMD - Blender Crashes When I Start Render - Cycles GPU Compute\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\n\n[Whenever I start Rendering, It crashes when using cycles on GPU compute. Doesn't happen on CPU option.]\n\n[On render engine, select cycles. Then set it to GPU Compute. Then click on render on top left corner. Then select render image.]\n\n", "EXCEPTION_ACCESS_VIOLATION when baking between linked objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen experimenting with the idea of having linked duplicate objects and bake materials between them I found a reproducible crash.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF63BB28F6E\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.82\\blender.exe\n```\n\n- Oppen attached file\n- Try to bake the textures (blender crashes)\nSometimes it doesn't crash the first time but always atleast on the second or third attempt.\n\n[mushroom.blend](mushroom.blend)\n", "Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ", "Regression: Crash on deleting NLA strip in tweak mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.0, 3.6.0\nWorked: 2.93\n\nWhen using the 'Previous Layer' function of the Action Editor to tweak NLA strips, trying to delete a (green) strip in tweak mode crashes Blender.\n\n\n- Open `109430.blend`\n- In the NLA area, press X to delete the green strip.\n- Blender crashes\n\nOriginal/from fresh file:\n\n- In the default startup file, open 2 areas; a Dope Sheet set to Action Editor, and a Nonlinear Animation.\n- Keyframe any property of the default cube.\n- In the Action Editor, click Push Down on the newly created action.\n- Also in the Action Editor, click the 'Previous Layer' button (the small down arrow). This activates tweaking for the NLA strip.\n- In the NLA area, click the green strip so it's highlighted.\n- Press X to delete it. Blender crashes.\n\n", "MetalRT: Rendering being unresponsive with AO node\nOperating system: Ventura 13.4.1\nGraphics card: Apple M1 Max 32 Core\n\nBroken: Blender 3.6 LTS\nWorked: Blender 3.5.1\n\nAfter downloading the newest Version of Blender it seems that using the Ambient Occlusion Node need leads to Blender being unresponsive. Sample count stays on 0 and neither Viewport nor F12 Render is starting as expected. Trying to quit, Blender crashes completely.\n\n- Add new material\n- Add Ambient Occlusion Node\n- Select cycles and GPU\n- Enable MetalRT\n- Start Viewport Rendering.\n\n", "Viscoelastic springs (particle system fluid emitter) crashes blender 2.90.1 (and probably in all versions)\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060 6gb\nCPU: Ryzen 7 3700x\n\nBroken: 2.90.1, 2.91, 2.92\nWorked: 2.83.x\n\nEnabling viscoelastic springs and try playing the simulation, or baking, it will crash at about frame 5. However when you put springs settings to 0 and turn on it doesn't happen, but doesn't have any effect either.\nThe project files I provide is for 2.90.1. the setup is default cube with particle system, below it another cube with collision with default settings.\n\n[BrokenViscoelastics.blend](BrokenViscoelastics.blend)\n\n- Open the attached file\n- Enabled Vicoelastic Springs\n- Bake", "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!", "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 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)", "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)" ]
[ "Geometry Nodes: Crash when setting voxel amount to 0 in Volume to Mesh node\nOperating system: macOS-12.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.3.0 Alpha\nBroken: version: 3.2.0\nBroken: version: 3.1.2\n\nSetting the \"Voxel Amount\" field to 0 causes Blender to crash immediately.\n\n1. In the following setup(s), set \"Voxel Amount\" in the Volume to Mesh node from 1 to 0.\n2. Blender immediately crashes.\n\n3.3.0\n![crash.png](crash.png)\n\n3.2.0\n![crash_3.2.png](crash_3.2.png)\n\n3.1.2\n![3.1_crash.png](3.1_crash.png)\n\n[crash_3.3.blend](crash_3.3.blend)\n[crash_3.2.blend](crash_3.2.blend)\n[crash_3.1.blend](crash_3.1.blend)", "Crash. Volume to mesh with 0 amount of voxels\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n3.0 release crashes too.\n\n\n\nJust open the file and connect zero value to amount.\n[untitled.blend](untitled.blend)\n\n" ]
Blender 3.x: Local object with linked data loses Vertex Groups Intel i9-10850K, 32 Gb RAM, NVidia GeForce GTX 1070 8GB Windows 10 x64 Broken: 3.x Worked: 2.9x When you Link something that contains Vertex Groups to a new scene and make that object local while leaving its data either linked or overridden it loses its vertex groups after you reload he file. I have noticed another very peculiar thing – if you link the same object again, vertex groups will magically appear on previous object as well and will stay there until you remove the linked object from the scene. I'm aware about Blender's issues with Vertex Groups but this is different because the same exact thing doesn't happen in 2.9, perhaps this is the result of the refactoring done in D11689 ? 1. Open Blender and add a Vertex Group to a Cube, save. 2. Open another Blender and Link the Cube from the previous file. 3. Make Cube object Local while its Data should stay linked or overridden. 4. Save and reload the file and you will see that Vertex Group on the Cube is gone. 5. Link the Cube again from the previous file and Vertex Group will appear on both Cubes for some reason. If you leave the second Cube in the scene both groups will stay, if you remove the linked Cube the first Cube will lose its groups after reloading as well. Or: [#94424.zip](T94424.zip) - extract .zip somewhere - open `T94424_main.blend` - with the selected Cube: `Object` > `Relations` > `Make Local` > `Selected Objects` - save and reload the file: vertex groups are gone
[ "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).", "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", "Particles: texture density vs density vertex group [very different result]\n\nOperating system: Windows 10 \nGraphics card:2060 Super \n\nBroken: 2.92\nWorked: 2.92\n\nHello developers! I student and texture particle density not working properly. It should work like “vertex group (destiny)”. Sample:\n![2.png](2.png)\n\n[desinty.blend](desinty.blend)\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", "Object Info Random - inconsistent result\nOperating system: Win10 64\nGraphics card: gtx1050ti\n\nBroken: 2.79, 2.8\n\n*Random* output from **Object Info** depends on every object in scene, even *Empties*!\nThere are two identical scene sets with linked objects, but *Empty* belongs to *Scene.001* only. *Cube* is instanced via duplifaces and *Random* produces different result if *Empty* isn't linked in both scenes.\n\nOpen file, viewport render Scene and Scene.001\n[Obj_info_Random_out.blend](Obj_info_Random_out.blend)", "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", "Error in Message of Linked data is Missing\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6 beta\n\nThe message about the lost linked data mentions Proxies that have been removed since 3.0. Perhaps it should be replaced with \"Library Overrides\"? The error is not only in the pop-up window, but also in the Info editor\n![Screenshot_20230621_061359.png](attachment)\n![Screenshot_20230621_062125.png](attachment)\n\nOpen this file\n[bandit_anim_2.blend](attachment)\n\n", "Auto Merge Vertices removes Active Element status when active vertex is merged\nOperating system: Fedora Linux\nGraphics card: AMD\n\nBroken: 3.3.0 - 3.6.1\n\nIn edit mode when the active vertex is merged with a non selected vertex, it loses it's Active Element status.\n**Sometimes** this also happens when the active vertex is merged with **selected** vertices, as seen in the second video.\n\n1. Be in edit mode.\n2. Turn on Auto Merge Vertices.\n3. Select two or more vertices.\n4. Let the active vertex merge with a non selected vertex by moving it.\n5. Transform Pivot Point \"Active Element\" no longer works.\n\n", "Cycles - Viewport render preview stucked on the first sample - in a scene a DupliVerts objet parenting instances owned by more than one Groups\nBlender 2.78 (2.78 2016-10-24, Blender Foundation)\nMac Book Pro Retina 2013\n2.6 Ghz Intel Core i7 - 16GO 1600 MHz DDR3\nOSX 10.9.2\n\nUsing Cycles\n\nIn my scene with a parent DupliVerts object (Properties /Object / Duplication / Verts), with inside of if instances of Group.\nWhen those childs instances are from one group, that's ok.\nBut when they are from several groups, the 3D viewport render preview is stucked to the sample 1, rendered without ending !\n\nGood for heating the room ;)\n\nTo test, simply [Shift] - [x] in 3d the viewport in my blend to see this issue\nHope this help, keep the good work !\n[DupliVerts_and_Groups_BUG_with_Render_ViewPort_Cycles.blend](DupliVerts_and_Groups_BUG_with_Render_ViewPort_Cycles.blend)", "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", "Geo Nodes crash, when updating old node group with new (using user_remap()) \nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0 Beta\nWorked: I think it always crashed\n\nLets say I have two geo nodes: **old_node** group and **new_node** group. I want to update old to new using python:\n\n```\nold_ng.user_remap(new_ng)\n```\n![image.png](image.png)\n![image.png](image.png)\nBlender will crash after running code above, if scene has Cube object with geonodes modifier that uses **old_ng**. Crash happens only if modifiers tab is visible, and you re-select the cube. It wont crash, if new nodegroup does not have additional input.\n\n1. Run script from attached blend file ( it remaps old_ng to new_ng) \n2. re-select 'CubeOld' object. Blender will crash\n\n [gn_update_crash.blend](gn_update_crash.blend)\n\n", "Visual geometry to Mesh does not duplicate a linked object\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.2.0 Alpha\n\nWhen applied to a linked object, Visual geometry to Mesh does it on the shared mesh.\n\nApply the subdiv modifier to the original cube. Link copy it. Use Visual geometry to Mesh on the linked object. Now select the original object and go into edit mode. You should see that the the subdiv modifier has been applied.\n\nThere is also a side issue to this. If you put a Decimate modifier (something visible like planar 20 degrees) on the original object, selected the linked one and go into edit mode, you'll see that in the viewport the modifiers on the original object don't show their effect.", "Some particles do not appear in the render when the 'Vector' pass is enabled\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: 3.2.2 - 3.3.1\nWorked: 2.79\n\nParticles in Render don't match particles in viewport. Some particles do not appear. When they move very fast the issue is more visible.\nIt happens when we enable the pass `Vector`\n\n- Open attached file or:\n - In the default scene (with the Cube), add a Plane\n - Add a ParticleSettings toe the plane\n - In {nav Particle Properties > Render} set `Render As` to `Object`\n - For the `Instance Object` choose the Cube\n - In {nav Particle Properties > Field Weights} set `Gravity` to `0.0`\n - Optionally bake for cache\n - Set `Render Engine` to `Cycles`\n - In {nav View Layer Properties > Passes > Data} enable `Vector`\n - Move Cube out of camera view\n- Choose a frame in the middle and render\nNote that the particles closest to the plane disappear\n\n[particles displaced.blend](particles_displaced.blend)\n\n", "Lattice loses base shape after removing all shape keys\nOperating system: win64\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nLattice doesn't restore geometry after pressing *Delete all shape keys* from *Shape Key Specials* rollout. Manual removing is also broken.\n\n\n\n - Add Lattice to default scene\n - Create a shape key for it\n # Press *Delete all shape keys* from *Shape Key Specials* rollout (below \"+\" & \"-\" buttons) -> shape key is applying instead of removing\n\nOr in attached file do step 3\n\n[lattice_remove_shapekey.blend](lattice_remove_shapekey.blend)", "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)" ]
[ "Blender 3.0 doesn't save vertex groups from linked objects\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0\n\nWhen saving a .blend file with linked meshes form a 2.93 file, vertex groups are lost.\n\n1) Make a new file in 2.93 with an object with vertex groups\n2) Open Blender 3.0 and link the object from the original file\n3) Make the object local (not the mesh, only the object)\n4) Save the file\n5) Revert/open the file again and the vertex groups are missing\n\nThis totally destroyed an animation file I was working on." ]
application has failed to start MSVCR120.DLL not found system Model Acer Aspire #180 Processor AMD Athlon(tm) 64 X2 Dual Core Processor 4000+ 2.10 GHz RAM 1gb system 32Bit OS (windows vista) graphics NVIDIA GeForce 6100 nForce 405 blender-2.70-RC2-windows32-vc2013_preview Broken: Blender.exe -unable to locate component this application has failed to start because MSVCR120.DLL was not found.Re-installing the application may fix the problem. Blender2.70/ I checked with the RC1 for windows 32 previewzip file , and msvcp120.DLL & msvcr.DLL not in zip but notice vcomp120.DLL is in the new edition,
[ "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", "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 3.0 cannot render this file with audio\nProcessor\tIntel(R) Core(TM) i7-10750H CPU @ 2.60GHz 2.59 GHz\nInstalled RAM\t16.0 GB (15.8 GB usable)\nSystem type\t64-bit operating system, x64-based processor\n\nEdition\tWindows 11 Home\n\nGraphics Card: NVIDIA GeForce RTX 2060 \n\nThis problem happens only with these files, It works fine with other files.\n\nI think that I have setup rendering props ok, Using mp3 for audio output.\nThis file will render video only. It will also render audio audio only from the render tab. \nI have tried any number of combinations of audio and video output (mp4, mp3, etc).\n\nI have tried for weeks to solve this, with no success. Please help. \n\nThank you for your attention,\n\nRoberto Collins Lazo\n\nKept trying different starting and ending points for the video. Rendering only audio crashes with more than a short starting and ending points.\n\n\n**Steps to reproduce**\n[#94586.blend](T94586.blend)\n\nOpen file and render animation. No sound is rendered.", "MetalRT: Rendering being unresponsive with AO node\nOperating system: Ventura 13.4.1\nGraphics card: Apple M1 Max 32 Core\n\nBroken: Blender 3.6 LTS\nWorked: Blender 3.5.1\n\nAfter downloading the newest Version of Blender it seems that using the Ambient Occlusion Node need leads to Blender being unresponsive. Sample count stays on 0 and neither Viewport nor F12 Render is starting as expected. Trying to quit, Blender crashes completely.\n\n- Add new material\n- Add Ambient Occlusion Node\n- Select cycles and GPU\n- Enable MetalRT\n- Start Viewport Rendering.\n\n", "Not recognizing numpad page up /down keys .\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nBlender is failing to recognize the numpad keys !!!\n\nTrying to use the change workspace shortcut ctrl+PageUp /down and blender is not recognizing the keys in numpad and keep assuming the key 9 and 3 . Other software is fine and i can use Page up and Down, and the home end keys. \n\n", "Investigate renaming the \"Video Sequencer\" editor\nFor a long time, the video editing component of Blender has been referred to as the \"Video Sequence Editor\" later shorted to just \"Video Sequencer\".\nHowever, this is slightly problematic as it is confusing with the \"Sequencer\" view type.\nIn the future, we may add different view types such as some sort of audio view or some sort of special color grading tooling.\nTo combat the potential confusion between the \"Video Sequencer\" editor and \"Sequencer\" view type, I propose that the editor be renamed to simply \"Video Editor\" which also complements \"Image Editor\"", "Add CACHE resource type to bpy.utils.user_resource\nThe [bpy.utils.user_resource](bpy.utils.html#bpy.utils.user_resource) function takes a `resource` parameter, which can be chosen from [‘DATAFILES’, ‘CONFIG’, ‘SCRIPTS’, ‘AUTOSAVE’]. It would be great to have a 'CACHE' choice here too. Use cases are local caches of Blender Cloud content, or BVH/simulation caches.\n\nOn Linux and similar platforms, a possible location to return would be `$HOME/.cache/blender`. On Windows this might be `%APPDATA%\\Roaming\\Blender` for a regular install, and something relative to Blender's path on portable \"installs\". I don't know enough about MacOS to suggest something there.\n\n", "Segfault when encountering exception with props dialog open.\nOperating system: Linux\nGraphics card: Intel\n\n\nBroken: 2.92, 2.93.0\n\n\nWhen an `Exception` is raised in the `.invoke()` method of an operator while a props dialog is open, Blender does a segfault:\n\n`Unhandled exception thrown: read access violation. op->type was nullptr.`\n```\n>\tblender.exe!ui_layout_operator_properties_only_booleans(const bContext * C, wmWindowManager * wm, wmOperator * op, int layout_flags) Line 2517\tC\n\n \tblender.exe!uiTemplateOperatorPropertyButs(const bContext * C, uiLayout * layout, wmOperator * op, eButLabelAlign label_align, short flag) Line 2560\tC\n \tblender.exe!wm_block_dialog_create(bContext * C, ARegion * region, void * userData) Line 1391\tC\n \tblender.exe!ui_popup_block_refresh(bContext * C, uiPopupBlockHandle * handle, ARegion * butregion, uiBut * but) Line 586\tC\n \tblender.exe!ui_block_region_refresh(const bContext * C, ARegion * region) Line 399\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 754\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 867\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1066\tC\n \tblender.exe!WM_main(bContext * C) Line 654\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 523\tC\n```\n\n\n[#88929.blend](T88929.blend)\n\n- Open file\n- Run script", "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", "Scene Proxies in the Video Sequence Editor\nWindows 7 Ultimate, 64-bit, 32GB, 5960x, Nvidia Quadro FX 1800 (Primary) & GeForce 9800 GTX+ (Secondary)\n\nBroken: (2.79a) Official builds\nWorked: (2.79) Official builds\n\n\nTo cut a long story short @ideasman42 disabled Scene proxies in the Video Sequence Editor because:\n\n> In #54048#485268, @ideasman42 wrote:\n> Looked into this and for now **building proxies doesn't support anything besides movie, so disabling support for this.**\n> \n> 6535f668b4\n\n\n*This shocked me, have I been using Blender wrong?* Because I've been happily doing this for months.\n\nI don't quite understand the rationale behind the removal of is.\n\nThe main problem for me is that I have projects (made in 2.79 and earlier) that rely on scene proxies and when opening them up in 2.79a viewing or creating them doesn't work.\n\nNow there *are* issues with Scene Proxies most notably the aforementioned (#54048) one and it can be really bad:\n\n[0001-2565.mkv](0001-2565.mkv)\nand\n**Other proxy issues**\n - Skipping frames whilst rendering.\n - Properties side panel scrolls up after changing proxy location in the File Explorer.\n - Overwrite don't have the same behaviour as Overwrite does in the render setting (in the properties editor)\n - and [inconsistent functionality ](F2418236).\n\nBut I've always treated this as an incomplete feature, (same way I treat NetRender, it's somewhat stable but is inconsistent. e.g. blender/blender-addons#52502) throwing in a bug report due to just crashing (#53792) and have been fine.\n\nBut now with the update, the [Proxy/Timecode Panel ](proxy.html) is still there and does nothing. and as I said in my query to @ideasman42's decision to disable this:\n\n> In #54048#485618, @ChristopherAnderssarian wrote:\n> So, @ideasman42 does this invalidate my bug report? #53792\n> Also, is it a good idea to disable this considering the Proxy/Timecode Panel option still there (or are you still working on this)?\n> \n> With no information or feedback in the Blender Manual or when trying to create proxies (nothing happens), `you are going to get users confused on a essential feature that worked` (works fine in cycles for me (not the file names the crashing)) in 2.79 `and now doesn't with no apparent reason why. `\n\n___\n\n> In 6535f668b4, @ideasman42 wrote:\n>>...generating proxies currently only works for movies...\n\n*No... they don't. They worked for Scenes before. (and they work for images for that matter)*\n>>...cancel until other types of sequence strips are supported...\n\n*What do you mean by this? That it's officially 'supported', documented?* \n___\n\nNow that I've been trying to research around a bit, is this an incomplete feature or has it slowly gotten broken in time?\nThere's #43857 which uses a scene proxy. So there must be other uses who uses this right? Or was this just an example?\nI would love to use this with Eevee; having the proxies rendered in no time and my GPU not getting taxed.\n___\n\nWhat I think to be good next steps:\n\n - Having the functionality back as it was before.\n - An open task to deal with the *Other proxy issues.*\n___\n\nZipped folder with a working Blender file and proxy:\nTested in Ubuntu VM both 2.79 and 2.79a with reproducible behaviour.^\nTested on a separate laptop with both 2.79 and 2.79a with reproducible behaviour.^\n(Note: In my Ubuntu VM I had to toggle Textured Solid button in the Scene Preview/Render Panel to get the proxy showing in 2.79.)\n(^ Reproducible behaviour being: fully working in 2.79 and not working at all in 2.79a)\n[Blender_VSE_Testing_Scene_Proxy.zip](Blender_VSE_Testing_Scene_Proxy.zip)\n\n\nI'm sure this was just a misunderstanding.\nYours,\nA passionate Blender user", "Refactor AssetCatalogservice\nAfter Blender 3.0 has been released, the `blender::bke::AssetCatalogService` class needs some refactoring. It has too many responsibilities in this single class:\n\n- Finding catalogs (by ID, by path)\n- CRUD operations on catalogs\n- Writing to & loading from disk\n- Undo/redo system\n- ... by the time you read this, likely more.\n\nOnce Blender has been released (or at least after the release branch has been created), there should be a better view on the necessary functionality, and a refactor of the code should be fairly straight-forward.\n", "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)", "Asset Browser don't show my asset's and crash Blender\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Radeon RX 560 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: 3.4, 3.5.0\nWorked: \n\n\nI created my asset browser and at first it worked well. But after it's worked strange. Then i opened asset browser i don't see my assets, but after refreshing Blender was crashed. I tried to re-specify the path to the library, but was changed nothing. I tryed to install new Blender (3.5) and it take change but don't fix it. I can't see assets in asset browser, but then a refresh it, Blender don't crash.\n\n\n- Download and extract the attached .zip file\n- In Preferences -> File Paths -> Asset Libraries, add the directory of the unzipped file\n- Go to Asset Browser an look for the assets in the added library - You cannot find then\n- Refresh - crash", "--addons does not enable the relative addon checkbox\nWindows 7\n\nBroken: 2.79\n\nBy using [--addons ](https:*docs.blender.org/manual/en/dev/advanced/command_line/arguments.html)*add-on*, the checkbox in the UI of*Blender User Preferences*\"Add-ons\" page is not enabled for*add-on//.\n\n - type `.\\blender.exe --addons mocap`\n - open *User Preferences*\n - click *Animation* under *Categories*\n - search for *Animation: Motion Capture Tools*\n - verify the checkbox is not enabled for this addon", "VSE: Retime tool not available in \"Sequencer & Preview\" mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 4.0.0 Alpha\n\nWhile the Blade tool is available in both the \"Sequencer\" and \"Sequencer & Preview\" modes, the Retime tool is only available in the \"Sequencer\" mode. I'm not sure this inconsistency is intentional.\n\n(Apart from this, most of the tools in the \"Preview\" mode are also not available in \"Sequencer & Preview\", but I'm guessing that's intentional to avoid confusion - after all, users might expect the transformation tools to also work on strips in the timeline, not just on items in the preview. Is that correct?)" ]
[ "Missing MSVCR120.dll in Blender 2.70 RC2 windows64 vc2013 preview\nWindows 7 Ultimate x64\nGTX 425M\n\nBroken: 2.70 RC2 windows64 vc2013 preview\nWorked: 2.70 RC1 windows64 vc2013 preview\n\n2.70 RC2 windows64 vc2013 preview will not run. Error says \"The program can't start because MSVCR120.dll is missing from your computer. Try reinstalling the program to fix this problem.\" Additionally, the .dll in question can be found in the blender-2.70-RC1-windows64-vc2013_preview folder, but not the blender-2.70-RC2-windows64-vc2013_preview folder. \n\nAttempt to run the 2.70 RC2 windows64 vc2013 preview version of Blender in Windows 7 Ultimate x64 as downloaded from Blender2.70/\n\n**Workaround**\nCopy MSVCR120.dll, MSVCP120.dll and vcomp120.dll from blender-2.70-RC1-windows64-vc2013_preview folder to blender-2.70-RC2-windows64-vc2013_preview folder. " ]
Can't select bones in weight painting if left click is set to select with Windows 7 Professional GTX 980 Broken: 2.74 If you have Left click selected as your "Select With" option in Input settings, you won't be able to select bones while in weight painting mode. You can only select bones in weight painting mode if Right click is set to your "Select With" option. - Go into user preferences, Input, and change the Select With option to Left. - Go to a mesh that has bones and switch to weight painting mode. You won't be able to select bones.
[ "Multiple calls of 'view3d.select' with LMB selection keymap\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: 2.83, 3.2.0\nWorked: Apparently never\n\nIn the left-click selection settings, considering only `Object Mode` in the keymap, there are currently 3 places setting the {key LMB} selection shortcut:\n1. {nav 3D View > 3D View (Global) > Selection}\n2. {nav 3D View > Object Mode > 3D View Tool: Tweak > Selection}\n3. {nav 3D View > Object Mode > 3D View Tool: Tweak (fallback) > Selection}\n\nRespectively each of them can be tested by pressing {key LMB} in the `3D View` under the following conditions:\n1. Always active\n2. Active when `Tweak Selection Tool` is enabled (between selection tools)\n3. Active when fallback selection is `Tweak` and the `Selection Tool` is not enabled\n\nThe problem is that, in the cases `2` and `3`, the key item of `1` is also mapped resulting in `view3d.select` being called 2 times (since this operator is pass though).\n\nThis can be a problem for users editing the settings as they need to make sure the properties of both calls are \"compatible\".\n\nNOTE: for undo, with the default settings, this is not a problem as an undo step is only added when something changes.\n\n - Make sure to use keymap with LMB selection\n\n **Testing the Selection Tool Shortcut:**\n - In the 3D view, activate the `Tweak` selection tool\n - In the keymap, go to {nav 3D View > Object Mode > 3D View Tool: Tweak > Selection} and disable the option `Deselect On Nothing`\n - In the 3d View, select the Cube and then click on an empty region - Note that the Cube has been deselected which is wrong\n - In the keymap, go to {nav 3D View > 3D View (Global) > Selection} and disable the option `Deselect On Nothing`\n - In the 3d View, select the Cube and then click on an empty region - Note that the Cube has **not** been deselected which is correct.\n\n **Testing the Selection Fallback Shortcut:**\n - Re-enable all `Deselect On Nothing` options and now disable the option located in {nav 3D View > Object Mode > 3D View Tool: Tweak (fallback) > Selection}\n - In the 3D View, activate a tool other than the selection tool (so the selection fallback will be used)\n - select the Cube and then click on an empty region - Note that the Cube has been deselected which is wrong\nRepeat the last two steps of the selection test with the tool to get the expected result.", "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.", "Unnecessary Proportional editing in Sculpt Mode.\nOperating system: Windows-10-10.0.1709 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 and 2.82 (sub 1)\nWorked: (optional)\n\nthis is probably not a bug but more of a design since Sculpt mode now has regular transform tools.\n\nI accidentally found out that if you enable Proportional editing then going to Sculpt mode the Transform tools will show Proportional editing & it's hotkeys in the Status bar.\n\n * Enable Proportional editing in Object mode.\n * Enter Sculpt mode.\n * Use any tool of the Transform tools.\n", "Select Grouped by Armature (option for pose / edit mode of armatures)\nProblem:\nWith the coming of editing and animating multiple armatures in blender which has been great, new needs come into play like selecting all the bones on a particular armature when you are in pose mode with more than just one of them\n\nSolution:\nAdd “by armature” operator in “select grouped by” (shift g) which will allow you to select a control from a particular armature and add all of that armature to the selection even if you are in posemode with several other armatures too.", "Texture Paint Fill Tool is broken with partial strength on Float/Linear Textures\nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.92.0 Alpha\nalso 2.79, 2.80, 2.81, 2.83.5, 2.90.1\nWorked: probably never?\n\nTexture Paint Fill Tool behaves strangely with partial strength (0-1 exclusive) when painting on float/linear textures. It appears as though strength were ignored when filling over a black image, but doing so over a non-black image shows some weird interaction.\n\nNote that the Texture Paint Draw Tool behaves correctly, so I guess the fix is for fill to just do what draw does.\n\n(minor note: working with colour spaces is difficult and I figured there's a chance the problem is just me not understanding it/doing it wrong, but I think the fact that the draw tool does work as expected has me covered.)\n\n**Video demonstration:**\n(I've fast-forwarded unimportant parts)\n\n0:14 - Non-float image. Draw tool with strength=1.0, then 0.1, then fill tool with strength=0.1. Behaves as expected.\n0:43 - float image. Same test. Draw behaviour with low strength appears correct. Fill behaviour is incorrect.\n\n[BlenderFloatFillBug.mp4](BlenderFloatFillBug.mp4)\n\n\nFrom default startup:\n1. enter texture paint workspace\n2. properties editor -> tool settings, set texture slots mode to single image, make new image with 32 bit float.\n3. set tool to fill, set strength to any value below 1, except 0.\n4. click cube to fill black texture with white paint. Expected: some shade of grey. Result: full-bright white.\n\n**Results of tests with various shades/strengths**:\n\n- all performed in 3d viewport\n- each test performed on empty black image\n- input/output are HSV values\n- 0.7354 being middle grey\n- output value is sampled from viewport with eyedropper\n- fill 2nd click is result after two clicks of fill\n\n| in | strength | draw output | fill output | fill 2nd click\n| -- | -- | -- | -- | -- |\n| 0.01 | 0.01 | 0.0001 | 0.01 | 0.0199 |\n|| 0.1 | 0.001 | 0.01 | 0.019 |\n|| 0.5 | 0.005 | 0.01 | 0.015 |\n| 0.1 | 0.01 | 0.001294 | 0.099998 | 0.15143 |\n|| 0.1 | 0.012949 | 0.099998 | 0.14752 |\n|| 0.5 | 0.061102 | 0.099998 | 0.128549 |\n| 0.5 | 0.01 | 0.027639 | 0.49997 | 0.684261 |\n|| 0.1 | 0.157658 | 0.49997 | 0.670251 |\n|| 0.5 | 0.36078 | 0.49997 | 0.602086 |\n| 0.7354 | 0.01 | 0.060985 | 0.735162 | 0.998114 |\n|| 0.1 | 0.247814 | 0.735162 | 0.97771 |\n|| 0.5 | 0.537175 | 0.735162 | 0.880889 |\n| 0.99 | 0.01 | 0.098344 | 0.99001 | 0.999924 |\n|| 0.1 | 0.345314 | 0.99001 | 0.999924 |\n|| 0.5 | 0.727916 | 0.99001 | 0.999924 |\n| 1 | 0.01 | 0.099802 | 0.999924 | 0.999924 |\n|| 0.1 | 0.349084 | 0.999924 | 0.999924 |\n|| 0.5 | 0.735271 | 0.999924 | 0.999924 |\n\nNotice:\n- the first click of the fill tool always gives the same result regardless of strength.\n- the second click makes the image brighter than the colour we're filling with, which doesn't make sense.\n- the second click gives lower values for higher strengths, when you'd expect the opposite.\n\n\n**Another demonstration:**\n\n- left: black texture painted with grey values 0.1 .. 1.0.\n- right: then filled with middle grey 0.7354 with strength 0.5.\n\n![blenderFloatFillBug.png](blenderFloatFillBug.png)\n\nNotice:\n- every shade becomes brighter (or remains ~1.0), even those greater than 0.7354 that should darken (move towards middle grey).", "Bone Selection with \"select box \" Inconsistent\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: never before has this ever worked correctly.\n\nWhen box selecting multiple bones in edit mode and they occlude each other making impossible to select all of the ones you need only allowing you to switch to other selection modes like circle select or lasso select.\n\nOpen a character with multiple bones mounted onto each other.\ngo into edit mode\ntry to select a large group of bones via box select\nresult: some get selected some not, no matter how many times or different angles you try.\n\nnote: Lasso picks up all of them afaict\nnote: this also seems to work better in posemode\n[#80296.blend](T80296.blend)\n\nHere is a gif depicting the issue.\n\n![inconsisten bone selection.gif](inconsisten_bone_selection.gif)\n\n\n", "Stronger binding of Active and Selected\n**Context**\n\nFor many things that can be *Selected*, there is also a state called *Active*. There can be 0..∞ *Selected* things, and 0..1 *Active* things. This applies to objects, bones, fcurves, fcurve keys, mesh elements, and more. These will just be referred to as *thing* in this task to avoid having to repeat that entire list.\n\nThe *Selected* and *Active* states are independent, so there are four states a thing can be in:\n\n| | Not Selected | Selected |\n| -- | -- | -- |\n| Not Active | x | x |\n| Active | x | x |\n\n**Problem**\n\nThere are two states possible that can cause issues:\n1. **There are *Selected* things, but none of them is *Active*:** a sidebar/numerical/properties panel will not show information, and generally be empty without explanation why.\n2. **There is an *Active* thing, but it is not *Selected*:** this is not shown in the UI, as there is no separate color for this situation; all *Active* things are shown the same way regardless of them being *Selected* or not. This causes confusion and unexpected behaviour, and also doesn't allow for an actual clear use of this possibility.\n\n**Related Reports**\n\nThese reports are examples of confusing situations where the disconnect between *Active* and *Selected*. The list is not exhaustive, and may be expanded later.\n\n- #14429 (selected bone is not active)\n- #65219 (Objects don't become active object if they are selected by a box)\n- #68647 (objects selected using box select cannot be moved to collection if there is no active object)\n- #81922 (The Graph Editor doesn't show any curve of the Armature (if in Pose mode, but armature unselected, with box/circle/lasso tools))\n\n**Proposal**\n\nThis design task proposes linking *Active* and *Selected* such that:\n1. If there are *Selected* things, there is always one of those that is the *Active* thing.\n2. If a thing is *Active*, it is also always *Selected*.\n\n**Hurdles to Overcome**\n\nRule 1. above requires that one of the selected things is marked active. There is not always a unique, obvious choice here, for example when box-selecting multiple things at the same time. In this case the choice should at least be consistent so that users know what to expect after a while. The thing closest to the mouse cursor (when using the mouse to select) could be a reasonable choice.\n\nRule 2. above can be dealt with in various ways:\n- Create a function that returns the *Active* thing, and make it return nil when that thing is not also *Selected*. This is what was implemented for the Active Keyframe (983ad4210b). This has the downside that now nothing is active, breaking rule 1 and forcing the selection-changing code to pick another thing to become *Active*.\n- Refuse deselection of the *Active* thing.\n- ... something more elegant.\n\n**Goal of this Design Task**\n\nThe goal of this design task is to answer the following questions:\n- Is there an agreement that the current situation causes issues, and that having a stronger correlation between *Active* and *Selected* is a good thing?\n- Is there an agreement that the proposed two rules are the way to go?\n- How do we implement these rules in a way that makes sense to artists?\n- Can we implement this in a way that can be reused by all the affected parts? Some unified selection/activation API that can be implemented for different data types?\n", "Dynamic Paint With UNDO [Control Z] Crash Blender\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen Press Control Z While In Weight Paint (EDIT MODE), Blender Crash\n\nBased on the default startup or an attached .blend file (as simple as possible).\n[weight-paint-v1.blend](weight-paint-v1.blend)\n1. Open the provided .blend file\n2. Start playback and enter Weight Paint mode\n3. Paint and then undo (Control + Z)\n4. Blender crashes after a while,\n\nHere is video to show case KUUbxSnwmbE", "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.", "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).", "Missing undo push for Paint Mask and Vertex Selection in weight paint\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.0 Alpha\n\nEnabling or disabling of the Paint Mask and Vertex Selection modes is missing an undo push\n\n![image.png](image.png)\n\n[Weight.blend](Weight.blend)\nEnable Paint Mask\n![image.png](image.png)\nPaint on the model\nUndo\nResult: Both the paint and the paint mask mode are undone", "Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n![Screen Shot 2017-02-05 at 12.59.39.png](Screen_Shot_2017-02-05_at_12.59.39.png)\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)", "Split up pose mode keymap to avoid weight-paint conflicts\nCurrently the \"Pose\" keymap us used in combination w/ weight paint.\n\nThis means we can't add key bindings for animation that conflict with weight painting for eg. F-Key. See: #63667 (Keymap: Weight Painting using the Pose Mode keymap)\n\n----\n\nProposal:\n\n- \"Pose Generic\" for basic selection operations.\n- \"Pose\" for more advanced animation actions.\n\n\"Pose Generic\" would co-exist with weight paint mode when weight painting is mixed with pose mode.", "Orbit Around Selection in Curves Sculpt Mode\nIn mesh sculpt mode, the new orbit pivot is set based on the last brush stroke. The same should happen in curves sculpt mode.", "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" ]
[ "Bone select in weight paint not posible in left select mouse modus.\n%%%--- Operating System, Graphics card ---\n\nWindows 7 Pro\nDell Precision #1600\n16Gb ram\n64 bit\n\n - Blender version with error, and version that worked ---\n\nError: Blender v2.66.1\nWorked: ?\n\n - Short description of error ---\n\nIf you change the selection mode for the mouse buttons from right to left then it's not possible to select the bones in weight paint mode.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\n1) Create a mesh with bones en parent with automatic weights.\n2) Go in pose mode and select a bone\n3) select the mesh\n4) switch to weight paint mode\n5) --> Select a bone to see the weight paint for that bone. \n( This works in Right select mode but not in Left select mode)\n\n\n\n%%%" ]
Modifiers can be affected by edit mode undo inconsistently. Operating system: Windows Broken: 2.92, 2.93 Worked: 2.79, 2.83, 2.90.1 Modifiers are sometimes affected by undo in edit mode (when changing the mode), contrary to known issue #63367 (Undo of operations on modifiers is inconsistent when object is in edit mode). But with the `Global Undo` option turned on, this is sometimes inconsistent. - make sure `Global Undo` is enabled - tab to edit mode - add edge split modifier - undo twice - redo twice - move a vertex - undo twice - redo twice modifiers can be undone/redone in edit mode unpredictably as it's not properly supported.
[ "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", "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", "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)", "Add error message feedback on constraints, similar to what already exists for modifiers.\nCurrently de-activated constraints only show their status through a small red icon. It would be better for users to also show an error message explaining what is the issue, similar to what modifiers already do.\n\nSee e.g. the invalid settings for the IK constraint of the first bone in this file from #100128: [lib.blend](lib.blend)", "Inconsistent input drag editing\nOperating system:\nGraphics card:\n\nBroken: \nWorked: \n\nSome inputs that allows editing whit mouse drag can change values with any drag movement, and the will be clamped to \nmin-max values, but other inputs relies on mouse position rather that the drag movement, this makes that if the user makes a drag beyond bounds, to be able to edit the values the user need to move the mouse again within the bounds of the input, that is not necessary because mouse is not visible.\n\n\n1. Use the color picker and move the mouse to the left beyond limits\n2. Move the mouse to the right, see that there not instantly a value change, the invisible mouse need to enters within bounds\n\n\n\nHere in the video, i edited the surface radius and is is visible that any movement changes the value\nBut for Surface the mouse need to be reallocated in the input box\nAlso for color picker\nImportant Note: **I force to show the mouse** to see the actual mouse movement, using the slider or color picker without knowing where the mouse is makes it feel weird \n<video src=\"attachment\" title=\"2023-08-16 17-58-31.mp4\" controls></video>\n\n", "Modifiers header misalignment on change Resolution Scale [pixel perfect thing]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5161\n\nBroken: version: 2.92.0; blender-2.90.0-d7c4e9649320\nWorked: don't know\n\nModifiers/Constraints header buttons misalignment on different (especially smaller) Resolution Scale value\n\nSimple as that. Tried set Resolution Scale down on a notebook, and saw the modifier name input \"jump\" out of the modifier box.\nSo checked that any value bellow 1, varnishes the \"top margin\" of it. The same on constraints, bones included.\nThan i suppose it has something to do with the dragging feature.\n\nOpen Blender.\nAdd any modifier/constraint an object.\nGo to Preferences -> Interface -> Display -> Resolution scale, and click the input's left arrow.\nSe the bug on the modifier header\n\n![Screenshot (42).png](Screenshot__42_.png)\n\n", "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).", "Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)", "Visualized face normals are duplicated when Edit Cage is enabled in subdivision modifier (GPU subdivision turned OFF)\n### Simplified Report\n\nHaving Edit Cage on subdivision modifier enabled causes visualized face normals to be duplicated started from the origin. Here is a simplified file with a single face:\n\n![20220830-084513.png](20220830-084513.png)\n\n[editCageWrongNormalDisplay.blend](editCageWrongNormalDisplay.blend)\n\nThis issue exists back to 2.83.\n\n### Original Report\n\nOperating system: Ubuntu 22.04 LTS\nGraphics card: Nvidia Quadro M4000\n\nBroken: 2.93.10, 2.83\nWorked: Unknown.\n\n\"Flying\" normals everywhere\n\nI have not discovered a correlation. The alignment of the normal is random, it changes when you exit edit mode and return.![Screenshot from 2022-08-28 11-53-05.png](Screenshot_from_2022-08-28_11-53-05.png)\n\n![Screenshot from 2022-08-28 11-52-51.png](Screenshot_from_2022-08-28_11-52-51.png)\n\n![Screenshot from 2022-08-13 09-34-02.png](Screenshot_from_2022-08-13_09-34-02.png)\n\n![Screenshot from 2022-08-13 09-35-09.png](Screenshot_from_2022-08-13_09-35-09.png)\n\n![Screenshot from 2022-08-28 11-52-31.png](Screenshot_from_2022-08-28_11-52-31.png)\n\n![Screenshot from 2022-08-13 14-33-00.png](Screenshot_from_2022-08-13_14-33-00.png)", "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)", "Material Preview (EEVEE) can cause access violations when switching to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.3\nWorked: N/A\n\nSwitching to edit mode with material preview (EEVEE) enabled results in a crash \n(Log from my machine produced with the joined blender file also joined to this report)\n\nusing the file joined in this report:\n- Open the scene\n- Select \"Circle.039\"\n- Switch to material preview\n- Attempt to enter edit mode on \"Circle.039\"\n\n", "Wrong editor type saved in workspace\nOperating system: Win11\nGraphics card: AMD Radeon (TM) Graphics (Included Graphics)\n\nBroken: 3.5.1\nWorked: N/A.\n\nMy properties editor is glitched and keeps resetting to nonlinear animation editor.\n(When saving file and reopening)\n\nIdk how to repreduce it, but here are steps for my blender file:\n1. Switch editor type to properties editor.\n2. Save file.\n3. Close blender .\n4. Open the saved file.\n5. Properties editor switched to nonlinear animation editor.\n6. (When repeating 1-4 with all objects deleted, then its working normally without the switch at restart).\n7. Viedeo: EDgFd6MIzjM.\n\n", "\"Emulate 3 Button Mouse\" conflicts with ALT left click, for instance to disable multipe modifiers on multiple objects\nOperating system: mac os ventura 13.4\nGraphics card: Apple M1 Max GPU 32cores Metal 3\n\n3.6\n\nEnabilng setting \"emulate 3 button mouse\" conflicts with ALT key left click operations, for instance when interacting with a panel. \nIn this case in the properties panel when ALT left clicking on an icon to disable multipe modifiers on multiple objects.\nthe cursor turns into a navigation cross and doesnt execute a click.\n\n\n\nGo to the settings menu/input - Enable \"Emulate 3 Button Mouse\" option.\n\nAdd a modifier to an object.\nDuplicate the object multiple times.\nSelect all the duplicated objects.\n\nGo to the modifiers panel.\n\nWhile holding down the ALT key, attempt to disable the modifier on all the selected objects by left clicking on the \"Display Modifier in Viewport\" icon or any other relevant modifier option.\n\nYou will find the cursor overtaken by the navigation mode, the cursor turning into navigation arrows and disabling a regular click operation.\n\n", "Auto Merge Vertices removes Active Element status when active vertex is merged\nOperating system: Fedora Linux\nGraphics card: AMD\n\nBroken: 3.3.0 - 3.6.1\n\nIn edit mode when the active vertex is merged with a non selected vertex, it loses it's Active Element status.\n**Sometimes** this also happens when the active vertex is merged with **selected** vertices, as seen in the second video.\n\n1. Be in edit mode.\n2. Turn on Auto Merge Vertices.\n3. Select two or more vertices.\n4. Let the active vertex merge with a non selected vertex by moving it.\n5. Transform Pivot Point \"Active Element\" no longer works.\n\n", "Overlapping icons when modifier windows is squashed\nOperating system: Linux-5.15.0-37-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nIcons overlap each other in the modifier stack when the window is squashed\n\nDrag the viewport window over so that the modifier window is compressed\n\n![Screenshot_20220609_0430571.png](Screenshot_20220609_0430571.png)" ]
[ "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", "Undo in mesh edit mode(for python operator) do not work for custom property.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.91.0\nWorked: not found\n\n\nWhile doing UNDO(for simple or modal operator) in mesh edit mode, vertices tweaks revert to start positions but custom property dont revert to initial value.\nIn object mode undo works correctly.\n\n[Yotube Video ](Jh3uPWkHryc)\nOpen .blend file.\nSwitch to editmode.\nRun script in script window(alt+P).\nRun operator in View3D side panel(named \"TEST UNDO\").\nChange value for operator in \"Adjust last operation window\". Selected verts moving with center point defined in custom property.\nMake undo. Verts reverting but custom property(that is changed by operator from vertices center position) is not.\n[custom_property_undo_bugreport.blend](custom_property_undo_bugreport.blend)\n\n\n\n\n\n" ]
CUDA error Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 2.92.0 In Render viewport I get a "CUDA_ERROR_ILLEGAL_ADDRESS in cuSteamSynchronize(cuda_stream[thread_index]) (device_optix.cpp:816) Switch to Rendered viewport, enable and disable the eye to hide the "Numbers" object in view port a couple of times and it causes the error.[ShaderBall1.blend](ShaderBall1.blend)
[ "Incorrect VRAM quantity in the Status Bar ( GNU/Linux AMDGPU )\nHello, first bug report :)\nA minor bug about the VRAM displayed in the status bar in my GNU/Linux AMDGPU system.\n\nOperating system: Linux-5.4.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.35.0, 5.4.0-7642-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.90.1\nBroken: 2.91.0 alpha\nWorked: No\n\nDisplayed VRAM quantity in the status bar is wrong: 16 GB instead of 8 GB.\n\nIn a similar system enable the Video Monitor option to show the GPU usage in the status bar.\nUploaded an image and system info file:\n![16GB.png](16GB.png)\n[system-info.txt](system-info.txt)", "EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n", "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\".", "Cycles: UV render pass corrupted in viewport\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9664\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.93 LTS\n\nWhen switching the render passfrom normal to UV the UVs are not displayed correctly.\n\n\nDownload bmw demo file.\nin viewport switch to render mode\nEnable the normal render pass. After that enable the uv render pass.\n\n{[F11785393](uv_render_pass.png) width=100%}\n\n`Film::update_passes` sets `shader->need_update_uvs`. The problem is that in 3.0 this is called as part of scene update after all syncing, instead of immediately after updating the render passes. That means this information is not available when we sync the geometry.\n\nNote: you can get the proper UVs back if you click on the UVMap in the Property Editor `UV Maps` panel", "Blender 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", "Cycles: ray & shader counters\n[D4204: Ray and Shader counters for Cycles](D4204)", "NaN pixels in Normal Pass\nOperating system: Linux-3.10.0-1127.10.1.el7.x86_64-x86_64-with-centos-7.8.2003-Core 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.83.0\nWorked: (Unknown)\n\nI produced a template based rendering solution and am experiencing occasion nan pixels in the normal pass output. Nan pixels are occurring in both CPU and GPU renders on a number of different hardware configurations.\n\nI've stripped down one of the files that exhibit the issue, see nan pixel at x162, y78 of normal pass.\nChanging visibility of the lights collection, specifically the 'LightArea', removes the pixel. Changing render resolution, sample seed, or adaptive sampling, can remove bad pixels.\nDisconnecting the normal map node on the geometry object's material removes the pixel. Providing input to that node, both textures and noise, has no effect on the pixel.\nChanging the transform on the rendered geometry removes the nan, regardless of whether the pixels occur on transparent background.\n\n[nan_pixel_isolated.blend](nan_pixel_isolated.blend)", "\"Disable in Viewport\" option results in UI for \"Disable in Render\" not updating properly when it is keyframed\nOperating system: Linux-5.10.0-8-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NA\n\nBroken versions: 2.82-3.4\nWorked: Unsure\n\n**Short description of error:**\n\"Disable in Viewport\" option results in UI for \"Disable in Render\" not updating properly when it is keyframed.\n\n**Exact steps for others to reproduce the error:**\nFollow the steps shown in the video above or follow the steps below:\n1. Start with a new file.\n2. Select an object.\n3. In the `Object Properties` tab of the `Properties Editor`, expand the `Visibility` panel.\n4. Inside the `Visibility panel`, animate the the `Show in -> Renders` property. You can do this by inserting a keyframe for it being enabled on frame 1, then go to frame 2 and disable it and keyframe it again.\n5. Once the `Show in -> Renders` property is animated, disable `Show in -> Viewports`. Now if you scrub through your time line, you will notice that the UI for `Show in -> Renders` does not update the `Tick` as you go back to a frame you had keyframes to be enabled. This can also be observed in the `Outliner` as the `Camera` icon does not change from disabled to enabled or vice-versa.\n6. If you enable `Show in -> Viewports`, you will notice the `Tick` and `Camera` icon start updating again as you scrub through the time line.\nHere is a video demonstrating the issue:\n[Disable in viewport breaking disabled in render.mp4](Disable_in_viewport_breaking_disabled_in_render.mp4)", "Cycles GPU rendering is broken on Apple M1/macOS Ventura\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.3.0 Release Candidate\nWorked: 3.2.2\n\nCycles GPU rendering is broken, CPU rendering works as expected.\n\nCycles - CPU:\n![cpu.png](cpu.png)\n\nCycles - GPU Compute:\n![gpu.png](gpu.png)\n\n1. Create any scene\n2. Switch Cycles to GPU Compute\n[simple_test.blend](simple_test.blend)\n", "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", "Collections.hide_viewport needs Visibility user interface\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\n[Collection.hide_viewport ](bpy.types.Collection.html#bpy.types.Collection.hide_viewport) disables a Collection without a Visibility user interface: an inconsistency with Objects.\n\nObjects whose visibility have been disabled by Python can be re-enabled from the Visibility panel:\n```\ncube = bpy.data.objects.get(\"Cube\")\ncube.hide_viewport = True\n```\n![image.png](image.png)\n\nCollections do not:\n```\nimport bpy\ncoll = bpy.data.collections.get(\"Collection\")\ncoll.hide_viewport = True\n```\n![image.png](image.png)\n\nIn order to re-enable a collection disabled using `hide_viewport`, the user must context-click the Collection > Visibility > Enable in Viewports which is very confusing and inconsistent with Objects.", "EOL GPU problems tracking report\nThis is a task to keep track of End Of Life GPU problems with blender 2.8\n\n(Note that closed issues at time of writing is not because they are resolved but because of lack of respons from reporter)\n\n**AMD**\nHD 8670M #64469 (UI and 3D viewport doesn't update visually unless mouse hovers over other UI elements)\nHD 8550G #58544 (White Viewport in [Object Mode])\nHD 7730M {#63243\nHD 7600 {#70091}}\nHD 7600 #70146 (hair eevee rendering broken.)\nHD 7450M #61890 (AMD Radeon HD 7450M. Exit before splash screen. 4-component vector of vec4 to: 4-component vector of uvec4)\nHD 7420G #63149 (Interface and vertices flickering)\nHD 7160M #61165 (Blender 2.8 beta doesnt start)\nHD 6870 #64081 (Eevee glitching [Linux, Radeon GPU])\nHD 5700 #62572 (unwrapping bug )\nHD 5700 #62701 (Hair edit mode crashes with AMD Radeon HD 5700)\nHD4870 #65721 (Crash on start)\nHD 4850 #61206 (Linux and AMD RV770 interface glitches)\nHD 4600 #59738 (Buggy GUI) #61896 (UI graphic glich) #63850 (Icons bug)\nHD 4550 #60104 (Blender's visuals go transparent and spasms )\nHD 4500M #63661 (Unstable back color in menues/ titlescreen. shifting Transparency /black )\nHD 4350 #59635 (blender 2.80.0 beta wont open on windows machine)\nHD 4300 #65075 (blender interface background of menus and every element in ui flickers (transparent and not))\nHD 3650 #60681 (Blinking menu and other menu)\nHD 3450 #63751 (when i open blender beta it chashes at start)\nHD 3200 #62543 (Crash at startup)\nHD 2600 #59738 (Buggy GUI)\n\n**NVIDIA**\nGTX 9800 #60425 (EEVEE objects black when using shadows, on 9800 GTX)\nGTX 9800 #65250 (Slackware, Blender 2.8 UI fonts glitch with nouveu driver.)\n\n**Intel**\n\nHD GFX (Baytrail) #65138 (Intel HD Graphics bone selection problems in edit mode/pose mode)\nHD 4000 #58938 (Crash when using EEVEE and Intel HD 4000) #65666 (Blender not responding a lot of time, especialy when working with texture and materials)\n\n**macOS**\n(AMD)\nHD 6750 #62072 (Princioled BSDF and Indirect Lighting BUG ) #65453 (Bake indirect lighting turns irradiance volumes into black areas)\nHD 4870 #62982 (Blender 2D draw mode shows as corrupted screen)\nHD 4670 #66014 (Blender 2.8 using Mac OS, all objects turn black in Lookdev mode)\nHD 2400 XT #60979 (2D Animation view goes crazy when trying to use brush)\n(NVIDIA)\nGS 8800 #59955 (Blender starts with totally corrupted graphics)\nGT 9600M #61844 (User interface looks very weird when starting Blender 2.8 with older MacBook Pro (Mid 2009))\nGT 130 #61551 (macOS 10.11 and NVIDIA user interface display broken)\nGT 320M #60179 (Bad render of default scene Mac OSX)\n780M #62578 (Eevee Screen Space Reflections crashes on OSX 10.9 / 10.11)\n640M #63018 (macOS 10.10 / NVIDIA: missing letters in 2.80 UI)\nQuadro 4000 #62766 (Eevee DOF cut plane)\n(Intel)\nHD 3000 #65551 (Bad shading on LockDev on Macbook 11\")\n", "Drivers not updating correctly when multiple drivers are relying on single property value change (viewport issue only)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\nBroken: version: 2.81 (sub 10)\nAlso tested on 2.80 release version. Happened for me there for the first time so I've downloaded newest build to check if issue still occurs.\n\nWhen multiple drivers are linked into the same property, changing value of that property is not always propagated to all drivers. It looks like some sort of race condition, although I don't think it's caused by switching property back and forth and threads overlapping in that scenario, because even when doing this slowly, issue occurs. Issue also occurs when clicking arrows on a property instead of dragging left/right. \n\nSeems to be related to viewport displaying only. As presented at the end of linked video, rendering scene in such broken state is working correctly.\n\n1. Open provided blend file\n2. Select small cube at the bottom of the screen\n3. Cube has a property on it. Switch its value back and forth.\n4. When property is set to 0, only vertical bars should be visible. When property is set to 1, only horizontal bars should be visible.\n5. Not every time, but occasionally bar is visible when it shouldn't or the other way around.\n\nVideo of bug occurrence:\n\nwatch?v=5wrGXl3KnrQ&feature=youtu.be\n\n[bug-drivers.blend](bug-drivers.blend)", "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", "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)" ]
[ "Viewport renderer crash - CUDA_ERROR_ILLEGAL_ADDRESS in cuStreamSynchronize(cuda_stream[thread_index])(device_optix.cpp:816)System is out of GPU and shared host memory\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\nWorked: 2.91.0\n\nWhen changing visibility of objects the viewport will not render in Optix anymore and give out an error:\n```\nCUDA_ERROR_ILLEGAL_ADDRESS in cuStreamSynchronize(cuda_stream[thread_index])(device_optix.cpp:816)System is out of GPU and shared host memory\n```\n Only a complete restart of blender will help to reset so you can render again. Even switching from Cycles to Eevee will not resolve the problem. This will only occur with Optix renderer. Setting the render engine to CUDA will work without a problem while hiding/changing objects and materials to be rendered.\nWith an AMD5950x, 3090 and 64GB ram, this simple scene should work without a problem. All drivers are also up to date.\nGoing back to 2.91.0 the same file with the same steps will work flawlessly.\n\n1. Open file and set viewport shading to rendered (Will use Cycles, Experimental, GPU compute with Optix GPU+CPU)\n2. Select one of the transparent tubes and Hide selected, continue with the second and third. Sometimes the viewport will crash on the second or third tube hiding.\n3. Viewport will stop rendering when the third tube is being hidden and the error will show up.\n\n[Crash_01.blend](Crash_01.blend)\n\n\n" ]
Viewport renderer crash - CUDA_ERROR_ILLEGAL_ADDRESS in cuStreamSynchronize(cuda_stream[thread_index])(device_optix.cpp:816)System is out of GPU and shared host memory Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92 Broken: version: 2.92.0 Worked: 2.91.0 When changing visibility of objects the viewport will not render in Optix anymore and give out an error: ``` CUDA_ERROR_ILLEGAL_ADDRESS in cuStreamSynchronize(cuda_stream[thread_index])(device_optix.cpp:816)System is out of GPU and shared host memory ``` Only a complete restart of blender will help to reset so you can render again. Even switching from Cycles to Eevee will not resolve the problem. This will only occur with Optix renderer. Setting the render engine to CUDA will work without a problem while hiding/changing objects and materials to be rendered. With an AMD5950x, 3090 and 64GB ram, this simple scene should work without a problem. All drivers are also up to date. Going back to 2.91.0 the same file with the same steps will work flawlessly. 1. Open file and set viewport shading to rendered (Will use Cycles, Experimental, GPU compute with Optix GPU+CPU) 2. Select one of the transparent tubes and Hide selected, continue with the second and third. Sometimes the viewport will crash on the second or third tube hiding. 3. Viewport will stop rendering when the third tube is being hidden and the error will show up. [Crash_01.blend](Crash_01.blend)
[ "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", "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", "Eevee motion blur with cryptomatte pass causing memory leak during rendering\nOperating system: Windows 10 x64 and windows 11 x64\nGraphics card: GTX 1660 TI and Intel UHD Graphics 630\n\nBroken: 3.5, 3.3.7\nWorked: Stopped trying after 3.3.7\n\nWhen rendering from command line there is a memory leak reported if you enable motion blur with a cryptomatte pass.\n\nGo to Render properties, make sure Eevee is the engine and include motion blur. Go to view layer properties and enable object cryptomatte. Render first frame of animation via command line: \n\n\"C:\\Program Files\\Blender Foundation\\Blender 3.5\\blender\" -b minimumBug.blend -x 1 -s 1 -e 1 -o delete -a\n\nlast line says:\n\n\"Error: Not freed memory blocks: 3, total unfreed memory 0.002747 MB\"\n\nMore memory wasted as you add more complexity to project.\n\n", "Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n", "Access violation in `vk_icdNegotiateLoaderICDInterfaceVersion` when putting computer to sleep.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: (3.6.2)\n\naccess violation when putting computer to sleep. crash log is created immediately after clicking sleep.\n\n\n1. launch blender.\n2. open a file\n3. save it\n4. put the computer to sleep\n\nEdited steps because it just happened when blender was launched normally. Wasn't saved this time, and was a different blend file.", "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", "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", "OSL on the GPU displays all black for Voronoi Distance > Bump Height\nSystem:\nWindows 11\nRTX3090Ti gpu\n\nBump output is pitch black when using Voronoi (Distance) output into Bump Height. Colorramp in between does not fix it. Noise output into Bump Height works fine.\n(Blender 3.5 in cycles)\n\nedit: more useful info + screenshot + isolated blend file\n\nRunning OSL on the CPU works fine, only the new GPU support seems affected.", "python render.render() calls frame change handler even if it's rendering a single frame. Leads to recursion and crash if handler executed render.render() in the first place.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Beta\n\n\n\nImmediate crash of blender with any addon that calls render.render() from a frame change handler. It only happens when changing the playhead position in the timeline using the mouse, not when manually entering a frame number, or when using the left right arrows. So the problem appears to be that when blender/blender-addons#60094 was closed, the resolution didn't account for changing the frame with the mouse in the timeline.\n\nHere's a simple script to test with. Open in the blender text editor, click run, and then change the frame by clicking an area of the timeline so that the playhead jumps to that frame.\n\n[newbug.txt](newbug.txt)\n\nerror:\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6317BAB2D\nModule : blender.exe\nThread : 000026fc\nWriting: C:\\Users\\3diWorkstation\\AppData\\Local\\Temp\\simple.crash.txt\n\n[simple.crash.txt](simple.crash.txt)\n\nvideo:\n\n[2021-06-01 16-55-49.mp4](2021-06-01_16-55-49.mp4)\n\n", "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", "2022.1.21 30x24k crash after finisx1.6\n[2022.1.21_HK_tree.crash.txt](2022.1.21_HK_tree.crash.txt)\n\n{[F12814049](2022.1.21_blender_debug_output.txt)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0 Alpha\n\n超过20K高分辨 仍旧在GPU渲染完成后崩溃\nMore than 20K high resolution,Still crashes after GPU rendering is complete\n但当分辨率降至 20k 以下,比如 19 x 16 k 则不会发生崩溃\nBut when the resolution drops below 20k, such as 1.9 x 1.6k, the crash will not occur.\n\n\n", "Regression: Image rendering fails while viewport rendering is in progress\nOperating system: OSX Ventura Version 13.3\nGraphics card:AMD Radeon Pro Vega II Duo 32 GB\n\nBroken: 3.5.0 Date 2023-03-29 02:56 Hash: 1be25cfff18b \nWorked: 3.4.1 Date 2022-12-19 17:00 Hash 55485cb379f7\nCommandBuffer Failed: cycles_metal_integrator_compact_shadow_states\n\n* Load file provided\n* Set ViewPortShading to MaterialPreview\n* Then select ViewPortShading to Rendered\n* While the viewport is rendering Select Render Image.\n\nThis will often cause the error. It may take an attempt or two but more likely to happen after at least one attempt.\n\nIn some case blender will throw the error in both the viewport and in the image window. In some cases...Blender will hang and require you to force quit. At other times it will crash the OS. \n\nThe larger the scene the more drastic the failure. In this simplified file it typically will recover.\n\n", "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", "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", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)" ]
[ "CUDA error\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nIn Render viewport I get a \"CUDA_ERROR_ILLEGAL_ADDRESS in cuSteamSynchronize(cuda_stream[thread_index]) (device_optix.cpp:816)\n\nSwitch to Rendered viewport, enable and disable the eye to hide the \"Numbers\" object in view port a couple of times and it causes the error.[ShaderBall1.blend](ShaderBall1.blend)\n" ]
Mantaflow liquid surface tension doesn't work Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59 CPU: Intel Core i7-7800X RAM: 64 GB Broken: version: 3.2.1 Worked: unsure Whatever you put in surface tension parameter of Mantaflow liquid domain, it has no effect on final result at all. Setup simple yet detailed enough liquid simulation with Mantaflow, type any number in surface tension parameter, bake sim, observe result. Repeat changing surface tension parameter to any other number - no changes at all. I hoped this would help me get more "sheeting" effect in my project, the official docs are very laconic abouth this parameter, I failed to google any info about it, it gives me many about FLIP Fluids Addon. But what about Mantaflow?[mantafluid_01.blend](mantafluid_01.blend) [mantaflow_liquid_surfacetension_comparison.mp4](mantaflow_liquid_surfacetension_comparison.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", "Inconsistent pressure behavior between the size and the strength in the sculpt mode\nOperating system: Win 11, Wacom Intuos Pro\n\nBroken: c1beaea80f97\n\n\n\nThis bug report was requested by @JulienKaspar.t.\n\nThe strength pressure feels totally flat once the size pressure is disabled. This behavior is really inconsistent across brushes. I am using the Clay brush below but most brushes have this issue, so it is not limited to the Clay brush.\n\nHere I am demonstrating it with the Clay brush. The brush feels ok when both the pressure and the strength is enabled, there is enough pressure variety and consistency.\n\n[blender_CXuVDMlgac.mp4](blender_CXuVDMlgac.mp4)\n\nI am disabling the size pressure in the video below and the strength feels like there is hardly any pressure control. It almost feels like it is not even responding to the pen pressure. I am using the exact same pressure as in above video with my Wacom pen.\n\n[blender_sd6OpRGCHX.mp4](blender_sd6OpRGCHX.mp4)\n\n\n\nAdd a dense mesh\n\nEnter into the ssculpt mode\n\nSelect the Clay brush\n\nMake sure the brush utilizes the size and the strength pressure.\n\nUse pressure to draw over the surface.\n\nDisable the size pressure control\n\nObserve how the strength behaves \n\nIncrease the strength beyond 1 to see the issue better.", "Weight paint brush: front faces only not working.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 11)\nAlso 2.82a broken\ndisabling and enabling «Front faces only» do nothing. Brush still paint backfaces.\n\n[2020-04-08_10-48-06.mp4](2020-04-08_10-48-06.mp4)\n\n\n\n", "Live unwrap interaction changes unwrapping and ignores pinned vertices\nBroken: 2.79 - 2.83 (sub 10), commit date: 2020-03-19 13:43, hash: `42012493a8`\nWorked: Never\n\nGrabbing and moving one of the pinned vertices seems to kind of reset the unwrap, even ignoring the pinned vertices.\nShort video demonstration:\neesv3\n\n- Unwrapped parts of an object.\n- Pinned some vertices in UV editor\n- enabled live unwrapping.\n\nor\n\n- Open this file: [LiveUnwrapPinFail.blend](LiveUnwrapPinFail.blend)\n- Go to edit mode\n- Move pinned vertices.\n\n\nIn some cases it also just doesn't do anything at all:\nignig\nHere is a file showing this other problem:\n[LiveUnwrapCube.blend](LiveUnwrapCube.blend)", "Live unwrap is non responsive if mesh has no boundaries and no seams.\nSubtask of #75007 see `LiveUnwrapCube.blend` and discussion.\n\nIf a mesh has no boundaries in 3D space (e.g. cube, sphere) and also no seams, then `UV Editor > UV > Live Unwrap` will fail and the unpinned UVs will not follow the movement of the pinned UVs.\n[Pin_two_no_seam.blend](Pin_two_no_seam.blend)\n![image.png](image.png)\n![image.png](image.png)\n\nOTOH if a mesh **does** have a boundary or seams, after the LSCM solver has found a solution, then the single-pin and two-pin interactions (translation, scale+rotation) are both well defined and unpinned UVs will follow pinned UVs in a familiar way:\n[Pin_two_all_seam.blend](Pin_two_all_seam.blend)\n![image.png](image.png)\n![image.png](image.png)\n\nThere are two possible fixes here.\n\nOne possible fix is to upgrade the LSCM algorithm to handle the case where there are no boundaries or seams, either by automatically adding seams if they are missing, or (equivalently) by adding additional constraints to the Least-Squares solver directly.\n\nA second possible fix is to detect the condition, leave the UVs unchanged on return from the LSCM solver, yet still provide the same user interaction for the one-pin and two-pin cases:\n![image.png](image.png)\n\nAt this point, we need design input to determine which (or both?) of these fixes to implement.\n", "Particle Angular velocity doesn't work\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.91.0 Alpha\nWorked: Never (2.80+)\n\nRotation > Angular velocity section of particle system settings doesn't rotate particles over time.\n![image.png](image.png)\n\n[#81671.blend](T81671.blend)\n* open attached .blend\n* play animation\n", "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)", "NLA Strip influence slider doesn't respond to autokey correctly.\nOperating system: Win 10\nGraphics card: GeForce GTX 1070\n\n\nBroken: 2.82 Release\n\n\nThe Influence property of the NLA's strip, has some strange behavior and something that might be a bug.\nThis was reported before in #63865, which was supposedly resolved, but the problem still exists\n\nWhen changing the value of the influence slider with the autokey turned on, it jumps back to its previous value and does not update to the new one. After repeating it 2 or 3 times it applies the value. When applying the value numerically it works fine, it seems to be a problem with the update of the slider.\nMoreover, when turning influence on it always adds a keyframe to the first frame of the action (where the action is on the timeline ). It sets a keyframe with the value 0, instead of the current value.\n\n- Open attached file\n- Select one of the Action strips.\n- In the Sidebar, go to {nav Strip > Active Strip} and turn on `Animated Influence`. (Note that a keyframe is added to the first frame of the action).\n- Go to a new frame with the Autokey turned on, change the value of the influence slider.\n- Go to a new frame - the value should jump back to the previous one\n\nI've made a short video which describes the errors\nwatch?v=Sh5MwYCH9T4\n\nSample file:\n\n[Influence_bugreport.blend](Influence_bugreport.blend)", "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", "(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 Art Thickness doesn't consider Render Resolution Percentage\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.2\nBroken: version: 3.4.0 Alpha\nBroken\n\nWhen using Line Art Modifier, on a Grease Pencil Object in Screen Space Mode, Line Thickness doesn't scale with resolution as expected. \n\n1. Open new General Startup File\n2. Create New Object>Grease Pencil>Scene Line Art\n3. Under Object Data Properties>Strokes>Stroke Thickness and set to World Space\n4. Set Render Resolution % to a factor. line thickness will be different than expected\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n", "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", "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)", "Fluid inside Effector / Fluid Inside Closed Object not Working\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 2.83 (#104938)\n\nFluid simulation stops flowing while inside effector whether the effector its one mesh or separate mesh.\nThis also works, when I created a holes in the mesh, but I really need to close it completely for my actual project.\n\n\n[Fluid Inside Effector.mp4](Fluid_Inside_Effector.mp4)\n\n![image.png](image.png)\n\n[Fluid Inside Effector.blend](Fluid_Inside_Effector.blend)\n", "Volume overlap clipping\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.2\n\n<tr>\n <img src=\"attachment\" alt=\"Snag_a8e98af\" height=400px></td>\n <img src=\"attachment\" alt=\"Snag_a8e98af\" height=400px></td>\n</tr>\n\nOverlapping VDB/Volume objects create clipping issues where empty space of one volume meets another volume. Changing VDB space from Object to world does not address this issue, neither does changing the float precision from from half to full. Neither does increasing the volume steps, volume light bounces, or the transparency light bounces.\n\nThis has been a consistent issue now since maybe as far back as 2.79, then it could be mitigated by the \"optimise empty space\" being disabled, but now that's seemingly gone, the issue is back and really needs addressing. \n\n\n- Open the attached Blend file\n- head into rendered viewport.\n\nYou will see clipping like in the images attached\nAlternatively, just add a vdb or volume bake to a scene and instance it or duplicate it to overlap with one another and in Cycles you will see the clipping happen\n\nDownload from this link [NEW LINK](p6qN69KLpCFbMHc)\n\nThank you for looking into this\n\nEDIT: Updated link" ]
[ "Surface tension is not working\nOperating system:Windows-10-10.0.19041-SP0 64Bits\nGraphics card:NVIDIA GeForce RTX 2080/PCIe/SSE2\n\nBroken:3.1.0 Alpha, branch: K-Cycles, commit date: 2022-01-16 15:45, hash: 164a13275cf8\nWorked: \n\nIn mantaflow fluid simulation, change the value of 'surface tension' does not work at all, My cpu is Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz 3.60 GHz, i tried different version of blender, it didn't work either\n[surface1.blend](surface1.blend)" ]
motion tracking "weight" atribute ignores animation keyframes or reports ID error windows 10 graphics card nvidia geforce gtx 970 procesor i7 5820k memory 16g ddr4 mac pro mid 2012 os yosemite Broken: 2.76 Worked: 2.74 **the atribute weigth on the track panel in the motion traking interface ignores keyframes added to change influence over time ( a method i used to smoth the solver results since the feature was added). even if the keyframe appears to be set the value remains as last added input, after a while the next error report appears i.e could not insert keyframe, as RNA path is invalid for the given ID (ID = MCDis FX balazo, rostro .mp4, path = tracking.tracks["track.007"].weigth) **the problem persists in .mp4 or .mov as i tested, and in mac and windows systemsopen blender go to the motion tracking interface load a movie file ctrl+lmb to add a track point and track a segment of the footage in the track panel at the rigth of the movie clip editor press "i" over the weigth property to add a keyframe, move to a diferent frame of the footage and repeat with a diferent value, even if the keyframe appears to be inserted the first imput value is ignored and the second replaces it, when the camera is solved and the tracker weigth is modified and a keyframe inserted the Report;Error text appears.
[ "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", "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", "Improvements to \"Bake Action...\" Operator\nWith the developments happening in the blender animation module more robust tools and feature are being needed.\n\nThe \"Bake Action...\" operator is a rather useful tool that feels incomplete:\n\nHere are some options that would take it to the next level.\n\n\n - Options to set between Current frame range, preview range and custom range.\n - Frame step should only output the desired frame step, currently it merges the current keys with the frame step so in example: if I have keys on ones and I bake on 2's the current result is ones as there are already keys there. It should remove the keys (in the baked range) and replace them with the new keys on 2's.\n - When baking, the resulting keys should obey the default keyframe interpolation type set in the animation preferences. (if its set to constant, all the resulting keys should be constant, if its linear the resulting keys should be linear)\n - A \"smart bake\" which should only perform the baking action where key frames already exist in the selected objects/bones (up for discussion but maybe going up one level up in the chain and transfer those keys to the object would be good too.\n - Include \"custom properties\" in the result of the bake, currently custom properties lose their keys. (and anything that can be stored stored in the action)\n - option to \"merge actions\" that will bake the animation data from all the available actions and put it in the main \"non pushed\" action and delete the other actions (without needing to go into the nla and get rid of them manually)\n\n\n\nThese seem from my ignorance very minor features that would make the operator much more useful in production.\n", "Inconsistent input drag editing\nOperating system:\nGraphics card:\n\nBroken: \nWorked: \n\nSome inputs that allows editing whit mouse drag can change values with any drag movement, and the will be clamped to \nmin-max values, but other inputs relies on mouse position rather that the drag movement, this makes that if the user makes a drag beyond bounds, to be able to edit the values the user need to move the mouse again within the bounds of the input, that is not necessary because mouse is not visible.\n\n\n1. Use the color picker and move the mouse to the left beyond limits\n2. Move the mouse to the right, see that there not instantly a value change, the invisible mouse need to enters within bounds\n\n\n\nHere in the video, i edited the surface radius and is is visible that any movement changes the value\nBut for Surface the mouse need to be reallocated in the input box\nAlso for color picker\nImportant Note: **I force to show the mouse** to see the actual mouse movement, using the slider or color picker without knowing where the mouse is makes it feel weird \n<video src=\"attachment\" title=\"2023-08-16 17-58-31.mp4\" controls></video>\n\n", "Fix/Refactor IDPStringProperty code\nCurrent code handling IDPStringProperty is at best flaky, and probably even has some actual bugs regarding handling of string length.\n\nNOTE: this will likely also affect other IDTypes (the array one at least).\n\nIdentified issues so far:\n* `IDProperty.len` and `IDProperty.totallen` should be `size_t`.\n* `IDProperty.len` and `IDProperty.totallen` should be called respectively `size` and `allocated_size` (see #85728 (Policy for style guide: conventions for naming size/number variables)).\n* `IDP_STRING_SUB_BYTE` sub-type is often not taken into account by setting/copying/etc. functions.\n* `IDP_STRING_SUB_UTF8` sub-type is often not explicitly set.\n* Confusion between length of the string and actual allocated size (which needs to account for the terminating NULL char in case of `IDP_STRING_SUB_UTF8` sub-type) leads to actual errors (see e.g. the call to `BLI_strncpy` in `IDP_NewString()`).", "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", "python to_track_quat(track, up) could use option 'target z' (just like constrain TrackTo)\nIn constraint tab we can use 'track to' constraint, and it has very helpful option '**target z**' - use target Z axis, instead world Z.\nI really wish python counterpart : to_track_quat(track, up), had this option too (maybe optional to not break api). ", "Image Sequence Offset keyframes are randomly skipped during render\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: 3.6.1\n\n\nWhen animating the \"Offset\" parameter of an image sequence, some keyframes are randomly ignored during the render, causing the image offset to be different from what's shown in the graph editor.\n\n\n1. Create a sequence of images, label them `0001.png` to `0004.png` for example\n2. Create a plane and create a shader with an image texture node. Load the first image as the image source.\n3. Set `Frames` to `1`, `Start Frame` to `1`\n4. Insert keyframes for `Offset`, I inserted a new keyframe every 2 frames\n5. Render the animation\n6. **Expected result:** The rendered frames changes every 2 frames. **Actual result:** The rendered frames mostly changes every 2 frames, but occasionally doesn't change at all / gets delayed.\n\n![image](attachment)\n\n![image](attachment)\n\n![image](attachment)\n\n", "Application handler not executed when video sequencer contains a strip\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.4\n\nA registered handler for frame_change_post does not get executed while rendering an animation when there is a strip present in the video sequencer.\n\n1. Open the example file and turn on the system console\n2. Execute the example script present in the file\n3. Render an animation, note how you can see the handler getting called before each rendered frame in the console\n4. Add a strip to the video sequencer (for example a solid color)\n5. Render another animation, note how this time the handler doesn't get called per frame anymore\n6. Remove the strip again\n7. Render once more, note how it works again as expected\n\n**Example file**\n[bug_example.blend](bug_example.blend)\n", "UI bug in preset window after repeated remove\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0\n\nWhen you remove a preset the textfield with the +/- moves one entry up\n[2022-07-15 09-17-07.mp4](2022-07-15_09-17-07.mp4)\n\n1. Go to the scene tab\n2. Create several new presets\n3. Remove all the new created presets in one go without moving the mouse away.\nI think the textfield with the +/- moves should just stay at the bottom and the window should shrink from the top.", "Annonymous Attributes and Simulation Nodes - propagation issue\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\nSome annonymous attributes are not working with the output of the Simulation Nodes if the attribute is not propagate via the simulation.\n\n\n1. [simulation_attribute_bugs.blend](attachment).\n2. Toggle the \"Show Bug\" modifier property to see when the bug happens.\n\n", "Camera Movement along an axis issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12001.7006\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\n**Description of error**\nWhile moving my camera along the y-axis, I noticed this bug. I have made a video and uploaded it to youtube, to demonstrate it. Here is the link to it: get9_hMZXDQ\n\nBasically when I move my camera along the y axis .. beyond 300m mark, it suddenly jumps to -10000000m or something.. and the screen goes blank. Also, I have not tested it along the X axis or Z axis so far. \n\n\n\n", "Rigid body bugs\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.21\n\nBroken: version: 2.93.1\n\nSimulation somehow broken for small (less than 1 cm) or light (less then 100 grams) objects. In first example below object stay still between bouncing and small shivering. And that is just one example. Another examples are – reaching speed of light instantly (one frame), partial simulation when one object (or some objects) acts like it suppose to, but others act completely inadequate, two or three similar parts in one simulation (example 2). I tried different options but nothing helped. \"Substeps per frame\" and \"Solver iterations\" seems not working because there are no actual changes with different values or simulation just goes nuts.\n\n[r_body-bug.blend](r_body-bug.blend)\n[r_body-bug2.blend](r_body-bug2.blend)\n", "NLA strip's Influence initial keyframe sets to 0\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36\n\nBroken: version: 2.93.0 Beta\nWorked: Never (2.80+)\n\nInfluence value is resetting to 0 when adding the initial keyframe to the NLA strip's influence channels. This problem gets worse when adding also keyframes to an active action at the same time. The values of the edited action are changed as well according to the new 0 value of the strip's influence. You can see how the action values change in the sample file's graph editor when adding a keyframe to all channels in the timeline editor.\nThis problem happens only when keyframing the influence channels in the dopesheet and timeline editor, but the Influence property in general has some more issues, also with updating.\n\n[#89339.blend](T89339.blend)\nAdd a keyframe in \"**All channels**\" in the Timeline editor or a Dopesheet editor on frame 15. \nThe influence of the NLA strip sets automatically to 0, even if it had a value of 1.\n\n\n", "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" ]
[ "motion tracking \"weight\" atribute ignores animation keyframes or reports ID error when working with objects\nos x yosemite\nATI Radeon HD 5770 1024 MB\n\nBroken: (2.76 48f7dd6)\nWorked: (impossible to open 2.70 when the feature was added,)\n\n\nthe weight option in the track panel of the motion tracking interface can't be animated for object solving (works just fine for camera), even if it accepts keyframes the input values overwrites all other previously assigned \n\nopen blender\ngo to the motion tracking interface\ntrack and solve the camera and create a new object to be tracked\nadd a tracking point and track a little segment\ninsert a keyframe to the weight value ( in the track panel to the rigth) at the start of the tracking segment, and insert a diferent keyframe value at the end \n\nthe second value overwrites the first,\ni find the problem while working on a scene and the attached image text error appears but cant reproduce this in specific\n\n![Screen Shot 2015-11-03 at 1.54.01 PM.png](Screen_Shot_2015-11-03_at_1.54.01_PM.png)\n[object tracking error.zip](object_tracking_error.zip)" ]
Implement Multi-Object Properties Editing See parent task. To sum up, this means - Invert the behaviour of the Alt key to make the Properties affect multiple objects. (No modifier = affect all selected. Hold Alt = Only active) - We already have a visual affordance when holding Alt to manipulate properties for multiple objects: ![Screenshot 2019-04-29 at 17.14.01.png](Screenshot_2019-04-29_at_17.14.01.png) We should just show this while hovering (or even always) for all properties where this is supported. That is actually all that's needed. Extracurricular: - Implement relative value editing, using a symbol. Maybe =? Changing values to be three less could by typed as "=-3"
[ "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)", "Error reporting in modifiers\n[D11591: Alembic: import arbitrary attributes](D11591) adds some error reporting for attribute reading. It would be nice to formalize this, and extend it to be applicable in other areas, Alembic I/O or otherwise.\n\nOne area of improvement would be to stop outputting to the console while telling users to look it: on some platform, or depending on how Blender was started, there may not be a console readily available, and Blender would need to be restarted with a console.\n\nThis can fixed by using `ReportLists` where applicable.\n\nFurther, modifiers should have the ability to carry multiple error messages as multiple things can go wrong (e.g. if multiple attributes could not be imported, we should have one error per attribute). This would be the responsability of modifier type. [D15492: Modifiers: add a callback to copy the error message](D15492) introduces some API for modifiers to manage their own errors.\n\n----------------\n\n**Discussion summary**\n\nRather than [D15492](D15492), extend `ModifierData` with an optional `ReportList*` which would help differentiate between info/warning/error, and have it all displayed in the UI generically.\n\nSee [P3197](P3197.txt) for a quick implementation. Here is an example, based on [D11591: Alembic: import arbitrary attributes](D11591):\n\n![Capture d’écran_2022-09-15_20-07-07.png](Capture_d_écran_2022-09-15_20-07-07.png)", "Drawing boolean\nOperating system: Gentoo Linux\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti]\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.92\nWorked: (newest version of Blender that worked as expected) N/A\n\nFor some reason, displaying a UIList with many collection properties next to a bool property somewhere in the same property tab causes a huge amount of lag.\n\nA bool property which is part of another property group seems to be another workaround to this issue.\n\nI'm developing an add-on which requires the display of large collection properties for construction management of 3D buildings in Blender, which is how I came across this bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSee attached script, or attached blend file on how to reproduce. The lag seems proportional to the the number of properties in the collection property.\n\nRun script, go to scene properties tab and scroll. Then comment out L19 and try again, lag disappears.\n\n[blenderbug.py](blenderbug.py)\n\n[untitled.blend](untitled.blend)", "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)", "Properties Editor Popover\nWith properties search and outliner to properties tab switching we need a place in the properties editor for various settings. These options may include:\n* Outliner Tab Switch. There isn't an automatic solution that works well enough, so an explicit toggle is needed. [Auto, Enabled, Disabled]. Auto will keep the current behavior of only switching tabs on shared borders\n* Property search: Full tooltip text search would be useful, but could make performance suffer so a toggle would be useful\n* Tab hiding. Some workspaces don't need to display certain tabs and they can be hidden by default", "Stronger binding of Active and Selected\n**Context**\n\nFor many things that can be *Selected*, there is also a state called *Active*. There can be 0..∞ *Selected* things, and 0..1 *Active* things. This applies to objects, bones, fcurves, fcurve keys, mesh elements, and more. These will just be referred to as *thing* in this task to avoid having to repeat that entire list.\n\nThe *Selected* and *Active* states are independent, so there are four states a thing can be in:\n\n| | Not Selected | Selected |\n| -- | -- | -- |\n| Not Active | x | x |\n| Active | x | x |\n\n**Problem**\n\nThere are two states possible that can cause issues:\n1. **There are *Selected* things, but none of them is *Active*:** a sidebar/numerical/properties panel will not show information, and generally be empty without explanation why.\n2. **There is an *Active* thing, but it is not *Selected*:** this is not shown in the UI, as there is no separate color for this situation; all *Active* things are shown the same way regardless of them being *Selected* or not. This causes confusion and unexpected behaviour, and also doesn't allow for an actual clear use of this possibility.\n\n**Related Reports**\n\nThese reports are examples of confusing situations where the disconnect between *Active* and *Selected*. The list is not exhaustive, and may be expanded later.\n\n- #14429 (selected bone is not active)\n- #65219 (Objects don't become active object if they are selected by a box)\n- #68647 (objects selected using box select cannot be moved to collection if there is no active object)\n- #81922 (The Graph Editor doesn't show any curve of the Armature (if in Pose mode, but armature unselected, with box/circle/lasso tools))\n\n**Proposal**\n\nThis design task proposes linking *Active* and *Selected* such that:\n1. If there are *Selected* things, there is always one of those that is the *Active* thing.\n2. If a thing is *Active*, it is also always *Selected*.\n\n**Hurdles to Overcome**\n\nRule 1. above requires that one of the selected things is marked active. There is not always a unique, obvious choice here, for example when box-selecting multiple things at the same time. In this case the choice should at least be consistent so that users know what to expect after a while. The thing closest to the mouse cursor (when using the mouse to select) could be a reasonable choice.\n\nRule 2. above can be dealt with in various ways:\n- Create a function that returns the *Active* thing, and make it return nil when that thing is not also *Selected*. This is what was implemented for the Active Keyframe (983ad4210b). This has the downside that now nothing is active, breaking rule 1 and forcing the selection-changing code to pick another thing to become *Active*.\n- Refuse deselection of the *Active* thing.\n- ... something more elegant.\n\n**Goal of this Design Task**\n\nThe goal of this design task is to answer the following questions:\n- Is there an agreement that the current situation causes issues, and that having a stronger correlation between *Active* and *Selected* is a good thing?\n- Is there an agreement that the proposed two rules are the way to go?\n- How do we implement these rules in a way that makes sense to artists?\n- Can we implement this in a way that can be reused by all the affected parts? Some unified selection/activation API that can be implemented for different data types?\n", "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)", "Support modal axis & user/local space switching for the shear tool\nCurrently the shear tool doesn't support setting the axis XYZ, Local/Global etc. As translate or scale do.\n\nInternally this is supported (the gizmo can do this), however there is no way to access this functionality using keyboard shortcuts.\n\nNote that some design is needed for this task since shear has a secondary axis - unlike most other transform modes.\n\nThere will need to be a key assigned to cycle between the secondary axis too.\n\nSee: blender/blender-addons#73879 (custom property values not setting correctly via code)", "Treat object & object data the same for preview generation\nIt shouldn't matter if an object, or an object's data is marked as asset, the same preview should be generated. If the object data ID is passed, a wrapping object can be created if needed, so it's treated as object.", "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.).", "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).", "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)", "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 ", "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}", "Multi-Object-Mode: EditMesh Vert/Edge Slide (transform) incorrect orientation for non active objects\nVert/Edge slide calculates the closest edge, then a screen space vector to move the cursor along to perform the slide.\n\nThis currently is only correct for the active object.\n\nIt's possible to have multiple objects rotated differently so the slide vector will be wrong on some objects.\n\nNote that performing vert/edge slide on multiple loops (while supported) is not all that common." ]
[ "Multi-Object Properties Design\nin Blender 2.8, we want to make it easy to adjust values on more than one object.\n\nThis is how we've decided to solve it:\n\nWhen users only have a single object selected, editing items in the Properties Editor looks normal:\n![Screen Shot 2018-05-04 at 17.14.38.png](Screen_Shot_2018-05-04_at_17.14.38.png)\n\nBut when more than one object is selected, and the user edits a value, we display an orange selection box around it, to indicate that the change will apply to all selected items, like so:\n![Screen Shot 2018-05-04 at 17.14.40.png](Screen_Shot_2018-05-04_at_17.14.40.png)\nWhen the user presses Return, it sets the value on all selected objects.\n\nWe also want to support relative changes. We do this by using an operator symbol, and then the relative change, like so:\n![Screen Shot 2018-05-04 at 17.14.41.png](Screen_Shot_2018-05-04_at_17.14.41.png)\n\n*Note: We've decided to use the § symbol instead of =*" ]
Blender crashes when minimized Operating system and graphics card Windows 10 AMD Sapphire Nitro+ RX 480 Broken: 2.78c I am on a AMD Sapphire Nitro+ RX 480 graphics card and almost any time I minimized Blender the program crashes. This is very annoying as I have lost some work because of it. I wanted to bring it to your attention so it can hopefully be fixed in future updates. Just minimize the program and do some other stuff on your computer and most of the time when you come back its crashed.
[ "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 Crash when deleting images too fast\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.44 30.0.13044.0\n\nBroken: version: 3.2.0\n\nBlender crashes when deleting images in the Layer blend file libery\n(3.3 alpha is crashing also and i didnt found any report about this issue)\n\n\n* go to outliner -> select blend file\n* make sure to be in the material preview mode\n* delete the first image by right click and then click on delete image\n* (now u only need to rightclick and leftclick to delete next images, because u dont need to aim for the delete anymore)\n* delete images while blender tries to preview the last change after deleting one of the images\n blender crashes\nwhen deleting images too fast, my blender just crashes (happens on my bad pc often, because i download models and rework them)\nIf you wait for the new material preview of the model after deleting nothing happens, but if you dont blender crashes when continuing to delete images\n\nVideo: CvO9nw4qilc\n\n[pharaoh x suite.blend](pharaoh_x_suite.blend)\n", "Crash when baking a normal map from procedural materials\nOperating system:\nManjaro w/ KDE\nGraphics card:\nNvidia GTX 1060 6GB\n\nBroken: 2.80 Beta, 5e626e766459, branch: blender2.7, 2019-06-13\n\n\nI've sculpted a high poly model from the lowpoly one - baking normals from that works fine.\nWhen I created procedural materials using Geometry Pointiness, Noise, a painted texture and other sources to create additional normal information - the baking crashes.\n\nHere's the project file. It's huge (781 MB), but compresses very well (turns out the painted texture was wasting a lot of space), without it the file is only 12 MB).\n\n[Barrel_02 08.zip](Barrel_02_08.zip)\n\nNormal map baked from Highpoly model to Lowpoly model:\n![Barrel02 NOR.png](Barrel02_NOR.png)\nIf you disconnect the two materials on the highpoly model and just use a default Principled shader, it bakes fine.\n\n\nThe baking process crashes at various stages. First bake crashed after an hour or so, next attempts crashed much quicker.\n\nCrash logs:\n\n[Barrel_02 08.crash.txt](Barrel_02_08.crash.txt)\n\n[Barrel_02 07.crash.txt](Barrel_02_07.crash.txt)\n\n[Barrel_02 06.crash.txt](Barrel_02_06.crash.txt)", "Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n", "Blender 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 Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n", "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)", "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", "My Blender won't open anymore\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: Every version\n\nWhen I try to open Blender the terminal appears then disappears and nothing else happens.\nBlender worked until today in all its versions, but now it no longer opens.\n\nI tried opening it as administrator, on different versions. I restarted my PC. I updated my drivers. There no bug/crash report or anything.\n\nI don't know what to do.\n\n", "Blender 3.2 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", "Segmentation Fault Crashing Blender when Rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\n\nDuring rendering, Blender will often crash with segmentation fault \"Memoryblock MORE THAN 1 MEMORYBLOCK CORRUPT: error in header\" message.\n\nNeed guidance to help provide a blend file to reproduce the issue.\n\nThe issue occurs 100% of the time with an old version of a large blend file on certain frames. I have attached the debug and crash reports. \n\nMy workaround was to turn on subframes and render subframes either slightly earlier or later than the main frame. For example, if the frame I wanted to render was 187, I would render frame 187.1 or 187.2 until blender would render the frame.\n\nI believe the problem relates to a model I had commissioned, but I cannot recreate the issue in other blend files with that model.\n\nGPU memory usage is about 7.6/8 Gb, so there is headroom, and there is plenty of RAM. It does not matter if it is rendered on GPU/CPU, GPU only or CPU only it will always crash.\n\nI have tested on 2 other Windows computers with the same results, so it is not Ubuntu related.\n\nOther frames render perfectly.\n\nThere is no issue with viewport render mode. Often I get \"out of memory\", but that is only because Blender does not dump some things from memory before viewport rendering an updated scene. It's bound to be a known issue and easy to work around.\n\nI have prepared the file to upload here, but it's 1.9 Gb zipped. Before I send it there maybe some advice about troubleshooting my end someone might know and can help me with. I have spent 3 solid weeks trying to troubleshoot this and the only reliable way I know of reproducing the issue is with the full file.\n\nN.B. The update to 3.6.1 saw me return to this with an updated and improved version of the file. Background rendering will SOMETIMES render problem frames. I have included debug files for this as well.\n\nIs there any advice I can get as to how to narrow down this problem?\n\n", "Viewport Render crashes on macOS 12.3\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Beta\n\n\nUpdated MacOS to 12.3 (Beta) and going to Viewport Render will cause a full Mac freeze then crash. A hard reboot is the only resolution.\n\nNot sure if this is caused from the latest version of MacOS (12.3 Beta) or if it's the latest version of Blender (3.1Beta). \nI haven't tried with the latest Blender 3.1 Beta build with Monterey 12.2 Beta as this would require me to wipe the computer and reload all apps and files in the OS downgrade process.\n\nOpen default scene and toggle the Viewport Render button.\n\n" ]
[ "Blender crash after minimising\nOS: Windows 10\n\nBroken: 2.78\nIssue was already present in 2015: how-do-i-keep-blender-from-freezing\n\nWhenever I minimise Blender, be it only for a single second, it freezes. It doesn't matter if it's rendering, running a script or just doing nothing. \nAs soon as I minimise it and then switch back in, the Window turns white and says \"Not Responding\".\n\n - Open Blender with Windows 10\n - Maximise the Window\n - Minimise the Window\n - Go back into Blender and embrace the crash", "Blender freezes after window was minimized\n\n- Windows 10 (Windows 10 Version 1607)\n- AMD RX470 Driver: Radeon Software Version 17.4.4\n\nBlender 2.78c\nDate: 2017-02-24 14:33\nHash: e92f235283\n\n\n\nI opened Blender and used it maximized (I pressed the rectangle in the upper right corner), after a while I minimized Blender and switched to my Desktop. After I clicked the blender icon in my taskbar the application didn't focus and after pressing the blender icon again I got a Blender window with an incorrect UI. ![Frozen Blender.png](Frozen_Blender.png) The application did not respond and had to be restarted.\n\nI disabled the OpenCL support for Cycles, because I thought it could be the reason but that did not help. I also uninstalled Blender and reinstalled it, but the bug still exists.\n\n- Maximize Window\n- Use for a while (I rendered the scene with the cycles engine)\n- Minimize window\n- Click on the Desktop or another application\n- Click on the blender icon in the Windows Taskbar\n\n\n[Low Poly House.blend](Low_Poly_House.blend)\n\nIs there an easy entry point for beginners to investigate the bug? If so I would like to help resolve the bug myself.\n", "Blender is not responding after minimizing [AMD]\nOS: Windows 10 Home\nCPU: Intel Core i7-6800K 3.4Ghz\nRAM: 32 GB\nGFX: ATI Radeon 480 RX\n\nBlender: 2.78b, 2.78c\n\nBlender stops respond after minimizing it by clicking on blender's taskbar icon\n\n\n1. Start blender\n2. Make some changes (add couple of objects) to scene\n3. Minimize blender by clicking on BLENDER's TASKBAR ICON\n4. After it's minimized try to open it by clicking blender's taskbar icon again\n\n**Actual result**\nBlender app does not respond and stacked" ]
crash on OS X 10 Lion: Blender versions 2.76 through current Here's is the full report: Process: Path: Identifier: Version: Code Type: Parent Process: launchd [124] blender [424] /Volumes/VOLUME/*/blender.app/Contents/MacOS/blender org.blenderfoundation.blender 2.77 (2.77 2016-08-23, Blender Foundation) X86-64 (Native) Date/Time: 2016-09-04 11:04:12.394 -0700 OS Version: Mac OS X 10.7.5 (11G63) Report Version: 9 Interval Since Last Report: 83408 sec Crashes Since Last Report: 23 Per-App Interval Since Last Report: 33 sec Per-App Crashes Since Last Report: 1 Anonymous UUID: CDDD52BA-A81A-4DD9-9907-15CA029B157F Crashed Thread: 1 Exception Type: EXC_CRASH (SIGSEGV) Exception Codes: 0x0000000000000000, 0x0000000000000000 Application Specific Information: objc[424]: garbage collection is OFF Thread 0:: Dispatch queue: com.apple.main-thread 0 ??? 1 org.blenderfoundation.blender 2 org.blenderfoundation.blender 3 org.blenderfoundation.blender 4 org.blenderfoundation.blender 5 org.blenderfoundation.blender 6 org.blenderfoundation.blender 7 org.blenderfoundation.blender 8 org.blenderfoundation.blender 9 org.blenderfoundation.blender 10 org.blenderfoundation.blender 11 org.blenderfoundation.blender 12 org.blenderfoundation.blender 13 org.blenderfoundation.blender 14 org.blenderfoundation.blender Thread 1 Crashed: 0 libsystem_kernel.dylib 1 libsystem_c.dylib 2 org.blenderfoundation.blender IlmThread_2_2::Semaphore::wait() + 127 3 org.blenderfoundation.blender namespace)::WorkerThread::run() + 51 4 org.blenderfoundation.blender namespace)::threadLoop(void*) + 36 5 libsystem_c.dylib 6 libsystem_c.dylib 000000000000000000 0+ 0 0x000000010073430d gpu_buffer_alloc_intern + 349 0x0000000100738445 gpu_buffer_setup_type + 341 0x0000000100734b10 GPU_edge_setup + 64 0x00000001008484ae cdDM_drawEdges + 94 0x0000000100243c4e draw_mesh_object_outline + 174 0x0000000100242392 draw_mesh_object + 14994 0x0000000100234273 draw_object + 3283 0x00000001002543d4 view3d_draw_objects + 3204 0x0000000100255ea2 view3d_main_region_draw + 1218 0x0000000100452cf2 ED_region_do_draw + 322 0x000000010015be7c wm_draw_update + 860 0x0000000100157e50 WM_main + 48 0x000000010015438a main + 1018 0x0000000100153f7c start + 52 0x00007fff85b8fbca __psynch_cvwait + 10 0x00007fff8ea09274 _pthread_cond_wait + 840 0x0000000103534f0f 0x0000000103533b93 IlmThread_2_2::(anonymous 0x0000000103534b14 IlmThread_2_2::(anonymous 0x00007fff8ea058bf _pthread_start + 335 0x00007fff8ea08b75 thread_start + 13 Thread 2: 0 libsystem_kernel.dylib 1 libsystem_c.dylib 2 org.blenderfoundation.blender IlmThread_2_2::Semaphore::wait() + 127 3 org.blenderfoundation.blender namespace)::WorkerThread::run() + 51 4 org.blenderfoundation.blender namespace)::threadLoop(void*) + 36 5 libsystem_c.dylib 6 libsystem_c.dylib 0x00007fff85b8fbca __psynch_cvwait + 10 0x00007fff8ea09274 _pthread_cond_wait + 840 0x0000000103534f0f 0x0000000103533b93 IlmThread_2_2::(anonymous 0x0000000103534b14 IlmThread_2_2::(anonymous 0x00007fff8ea058bf _pthread_start + 335 0x00007fff8ea08b75 thread_start + 13 Thread 3:: Dispatch queue: com.apple.libdispatch-manager 0 libsystem_kernel.dylib 0x00007fff85b907e6 kevent + 10 1 libdispatch.dylib 0x00007fff9105a786 _dispatch_mgr_invoke + 923 2 libdispatch.dylib 0x00007fff91059316 _dispatch_mgr_thread + 54 Thread 4:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fff85b8e67a mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff85b8dd71 mach_msg + 73 2 com.apple.audio.CoreAudio 0x00007fff91ce5eb3 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, unsigned int) + 93 3 com.apple.audio.CoreAudio 0x00007fff91ce5f05 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, unsigned int) + 37 4 com.apple.audio.CoreAudio 0x00007fff91cdf568 HALC_ProxyIOContext::IOWorkLoop() + 888 5 com.apple.audio.CoreAudio 0x00007fff91cdf151 HALC_ProxyIOContext::IOThreadEntry(void*) + 73 6 com.apple.audio.CoreAudio 78 7 libsystem_c.dylib 8 libsystem_c.dylib Thread 5: 0 libsystem_kernel.dylib 1 libsystem_c.dylib 2 libsystem_c.dylib Thread 6: 0 libsystem_kernel.dylib 1 libsystem_c.dylib 2 libsystem_c.dylib Thread 7: 0 libsystem_kernel.dylib 1 libsystem_c.dylib 2 libsystem_c.dylib Thread 8: 0 libsystem_kernel.dylib 1 libsystem_c.dylib 2 org.blenderfoundation.blender 0x00007fff91cdf00c HALB_IOThread::Entry(void*) + 0x00007fff8ea058bf _pthread_start + 335 0x00007fff8ea08b75 thread_start + 13 0x00007fff85b90192 __workq_kernreturn + 10 0x00007fff8ea07594 _pthread_wqthread + 758 0x00007fff8ea08b85 start_wqthread + 13 0x00007fff85b90192 __workq_kernreturn + 10 0x00007fff8ea07594 _pthread_wqthread + 758 0x00007fff8ea08b85 start_wqthread + 13 0x00007fff85b90192 __workq_kernreturn + 10 0x00007fff8ea07594 _pthread_wqthread + 758 0x00007fff8ea08b85 start_wqthread + 13 0x00007fff85b8fbca __psynch_cvwait + 10 0x00007fff8ea09274 _pthread_cond_wait + 840 0x0000000100bf06bb task_scheduler_thread_run + 91 3 libsystem_c.dylib 0x00007fff8ea058bf _pthread_start + 335 4 libsystem_c.dylib 0x00007fff8ea08b75 thread_start + 13 Thread 1 crashed with X86 Thread State (64-bit): ``` rax: 0x0000000000000004 rbx: 0x000000010aa01000 rcx: 0x000000010aa00d48 rdx: ``` 0x0000000000000000 ``` rdi: 0x00000001094b8688 rsi: 0x0000000100000100 rbp: 0x000000010aa00e00 rsp: ``` 0x000000010aa00d48 ``` r8: 0x0000000000000000 r9: 0x0000000000000060 r10: 0x0000000000000000 r11: ``` 0x0000000000000202 ``` r12: 0x0000000000000000 r13: 0x0000000100000100 r14: 0x00000001094b86a8 r15: ``` 0x00000001094b86a0 ``` rip: 0x00007fff85b8fbca rfl: 0x0000000000000203 cr2: 0x000000010b008000 ``` Logical CPU: 0 Binary Images: 0x100000000 - 0x1065e2f7f +org.blenderfoundation.blender (2.77 - 2.77 2016-08-23, Blender Foundation) <800154E9-1619-3D26-900F-83967811EA99> /Volumes/VOLUME/*/ blender.app/Contents/MacOS/blender 0x109246000 - 0x10929dff7 +libiomp5.dylib (5.0.0 - compatibility 5.0.0) <DAAEEC22-479E-36C1-87EE-43E2F432E8CE> /Volumes/VOLUME/*/blender.app/Contents/Resources/ lib/libiomp5.dylib 0x1092c4000 - 0x1092effff com.apple.audio.OpenAL (1.5.1 - 1.5.1) <5B954EC6-08B6-3255-932C-DDAB908E72F4> /System/Library/Frameworks/OpenAL.framework/ Versions/A/OpenAL 0x1092fe000 - 0x109304fff com.apple.agl (3.2.0 - AGL-3.2.0) <C98394A8-305D-3904-BEAE-8340FF988F15> /System/Library/Frameworks/AGL.framework/Versions/ A/AGL 0x10ae00000 - 0x10ae01ff7 +_heapq.cpython-35m-darwin.so (??? - ???) <437D6F03-5A7F-3466-BB9F-5FE96381F35F> /Volumes/VOLUME/*/blender.app/Contents/Resources/ 2.77/python/lib/python3.5/lib-dynload/_heapq.cpython-35m-darwin.so 0x10ae9d000 - 0x10ae9dff1 +cl_kernels (??? - ???) <AEC777A9-E7B7-489E- A33A-9CB26C68B508> cl_kernels 0x10aea3000 - 0x10aea4ff3 +cl_kernels (??? - ???) <EE29E41C- DF20-483E-9336-9E9B4AE8972D> cl_kernels 0x10afc1000 - 0x10afc5fff com.apple.audio.AudioIPCPlugIn (1.2.3 - 1.2.3) <F94D690D-3196-3B01-B798-09708367D28D> /System/Library/Extensions/AudioIPCDriver.kext/ Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn 0x10afca000 - 0x10afcffff com.apple.audio.AppleHDAHALPlugIn (2.2.5 - 2.2.5a5) <4EC4981B-68AE-357E-960F-3D4603A61E9F> /System/Library/Extensions/AppleHDA.kext/ Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn 0x10ba83000 - 0x10ba8dfef libcldcpuengine.dylib (2.0.19 - compatibility 1.0.0) <4572AD1E-D1D1-3412-AFCC-D37037B1FAB5> /System/Library/Frameworks/OpenCL.framework/ Versions/A/Libraries/libcldcpuengine.dylib 0x10cbcd000 - 0x10cbd0ff7 libCoreFSCache.dylib (??? - ???) <0D155750-7910-32C5-8327-924FC1089442> /System/Library/Frameworks/OpenGL.framework/ Versions/A/Libraries/libCoreFSCache.dylib 0x10cbe4000 - 0x10cbe9ff7 +math.cpython-35m-darwin.so (??? - ???) <35E69D95-78BB-3652-95A5-624916EB3FFA> /Volumes/VOLUME/*/blender.app/Contents/Resources/ 2.77/python/lib/python3.5/lib-dynload/math.cpython-35m-darwin.so 0x10de00000 - 0x10df4bff7 com.apple.audio.units.Components (1.7.3 - 1.7.3) <CAC75CC0-DAD7-3DD3-91CF-DDE8B19DEBDD> /System/Library/Components/CoreAudio.component/ Contents/MacOS/CoreAudio 0x10e255000 - 0x10e284fff com.apple.driver.AppleIntelGMA950GLDriver (7.4.1 - 7.0.4) <93DA5425-1229-36AE-A52A-E794D9255BBD> /System/Library/Extensions/ AppleIntelGMA950GLDriver.bundle/Contents/MacOS/AppleIntelGMA950GLDriver 0x10e28d000 - 0x10e2bbff7 GLRendererFloat (??? - ???) <06CA5D0B- BC5F-3CC7-836D-A02F7DB92BE8> /System/Library/Frameworks/OpenGL.framework/Resources/ GLRendererFloat.bundle/GLRendererFloat 0x10e764000 - 0x10e91cfff GLEngine (??? - ???) <59179FEC-D0E2-38B3- BD49-765506A645AC> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/ GLEngine 0x10e953000 - 0x10eaadfff libGLProgrammability.dylib (??? - ???) <90390984-70BC-365C-AB3E-16C35C4240CB> /System/Library/Frameworks/OpenGL.framework/ Versions/A/Libraries/libGLProgrammability.dylib 0x112a09000 - 0x112aa8ff7 unorm8_bgra.dylib (2.0.19 - compatibility 1.0.0) <47DA7D73-C52D-322F-A08F-4DB320A65373> /System/Library/Frameworks/OpenCL.framework/ Versions/A/Libraries/ImageFormats/unorm8_bgra.dylib 0x7fff6da35000 - 0x7fff6da69baf dyld (195.6 - ???) <C58DAD8A-4B00-3676-8637-93D6FDE73147> /usr/lib/dyld 0x7fff85804000 - 0x7fff85961fff com.apple.audio.toolbox.AudioToolbox (1.7.3 - 1.7.3) <5F1E4695-BC74-3ADD-8345-627BCD68201A> /System/Library/Frameworks/ AudioToolbox.framework/Versions/A/AudioToolbox 0x7fff859fa000 - 0x7fff85a05fff com.apple.CommonAuth (2.2 - 2.0) <77E6F0D0-85B6-30B5-B99C-F57104DD2EBA> /System/Library/PrivateFrameworks/ CommonAuth.framework/Versions/A/CommonAuth 0x7fff85a06000 - 0x7fff85acdff7 com.apple.ColorSync (4.7.4 - 4.7.4) <590AFCDA- F10E-31FE-9B01-DA5FFE74C2BB> /System/Library/Frameworks/ApplicationServices.framework/ Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync 0x7fff85ae7000 - 0x7fff85b6bff7 com.apple.ApplicationServices.ATS (317.12.0 - ???) <BE3C156D-8326-37AA-BC4E-D3C0D31BF976> /System/Library/Frameworks/ ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS 0x7fff85b79000 - 0x7fff85b99fff libsystem_kernel.dylib (1699.32.7 - compatibility 1.0.0) <66C9F9BD-C7B3-30D4-B1A0-03C8A6392351> /usr/lib/system/libsystem_kernel.dylib 0x7fff85c11000 - 0x7fff85c18fff libGFXShared.dylib (??? - ???) <D3598924- B167-372E-8C9F-1BBF68852542> /System/Library/Frameworks/OpenGL.framework/Versions/A/ Libraries/libGFXShared.dylib 0x7fff86044000 - 0x7fff863eefe7 com.apple.MediaToolbox (1.0 - 705.94) <0719E69C-3275-3BD9-AD04-27DBADEB6E03> /System/Library/PrivateFrameworks/ MediaToolbox.framework/Versions/A/MediaToolbox 0x7fff863ef000 - 0x7fff864d3ff7 com.apple.CoreServices.OSServices (478.49 - 478.49) <E5BF2069-ED1A-31F5-AFC2-4A530BD467AA> /System/Library/Frameworks/ CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices 0x7fff864d4000 - 0x7fff864d4fff com.apple.vecLib (3.7 - vecLib 3.7) <9A58105C- B36E-35B5-812C-4ED693F2618F> /System/Library/Frameworks/vecLib.framework/Versions/A/vecLib 0x7fff86503000 - 0x7fff86610fff libJP2.dylib (??? - ???) <053950A7-6B92-320E- A6D7-808CE424F1AD> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ Frameworks/ImageIO.framework/Versions/A/Resources/libJP2.dylib 0x7fff8688a000 - 0x7fff86b7fff7 com.apple.security (7.0 - 55148.6) <4535E500-973A-3BA7-AF65-DF5CF0658F02> /System/Library/Frameworks/Security.framework/ Versions/A/Security 0x7fff86d8d000 - 0x7fff86d8ffff libquarantine.dylib (36.7.0 - compatibility 1.0.0) <8D9832F9-E4A9-38C3-B880-E5210B2353C7> /usr/lib/system/libquarantine.dylib 0x7fff86e2c000 - 0x7fff86e42ff7 com.apple.ImageCapture (7.1.0 - 7.1.0) <1AD40E02-2126-377B-A0D2-CBB21D932558> /System/Library/Frameworks/Carbon.framework/ Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture 0x7fff86e43000 - 0x7fff86e4aff7 com.apple.CommerceCore (1.0 - 17) <3894FE48- EDCE-30E9-9796-E2F959D92704> /System/Library/PrivateFrameworks/CommerceKit.framework/ Versions/A/Frameworks/CommerceCore.framework/Versions/A/CommerceCore 0x7fff86faa000 - 0x7fff86feeff7 libRIP.A.dylib (600.0.0 - compatibility 64.0.0) <B2A38D2C-7E82-34C5-8896-48C37B0E64A3> /System/Library/Frameworks/ ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/ Resources/libRIP.A.dylib 0x7fff86fef000 - 0x7fff87074ff7 com.apple.Heimdal (2.2 - 2.0) <FF0BD9A4-6FB0-31E3-ABFB-563FBBEC45FC> /System/Library/PrivateFrameworks/ Heimdal.framework/Versions/A/Heimdal 0x7fff872cc000 - 0x7fff87318ff7 com.apple.SystemConfiguration (1.11.3 - 1.11) <131780ED-E8DD-3153-81F2-5FEC4F6554C2> /System/Library/Frameworks/ SystemConfiguration.framework/Versions/A/SystemConfiguration 0x7fff87319000 - 0x7fff87319fff libkeymgr.dylib (23.0.0 - compatibility 1.0.0) <61EFED6A-A407-301E-B454-CD18314F0075> /usr/lib/system/libkeymgr.dylib 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0x7fff8f8c1fff liblangid.dylib (??? - ???) <CACBE3C3-2F7B-3EED- B50E-EDB73F473B77> /usr/lib/liblangid.dylib 0x7fff8f8c6000 - 0x7fff8f906fe7 libGLImage.dylib (??? - ???) <0B7DAB2B-F1C6-39C7- B864-61EF683B6656> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/ libGLImage.dylib 0x7fff8f907000 - 0x7fff8f916ff7 libxar-nossl.dylib (??? - ???) <A6ABBFB9- E4ED-38AD-BBBB-F9958B9CEFB5> /usr/lib/libxar-nossl.dylib 0x7fff8f917000 - 0x7fff8fb41fe7 com.apple.CoreData (104.1 - 358.14) <6BB64605-8DA7-337D-A2AB-A3346A421CBD> /System/Library/Frameworks/CoreData.framework/ Versions/A/CoreData 0x7fff8fb42000 - 0x7fff8fb46fff libmathCommon.A.dylib (2026.0.0 - compatibility 1.0.0) <FF83AFF7-42B2-306E-90AF-D539C51A4542> /usr/lib/system/libmathCommon.A.dylib 0x7fff8fb47000 - 0x7fff8fb9fff7 libTIFF.dylib (??? - ???) <4DA86D53-8977-351D-9DC5-C7AE8F0FD423> /System/Library/Frameworks/ ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/ Resources/libTIFF.dylib 0x7fff8fe59000 - 0x7fff8fe68fff com.apple.opengl (1.8.1 - 1.8.1) <51B34133- CEE3-3FC6-82AC-ADF567AE673C> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL 0x7fff8fe69000 - 0x7fff8ffd0fff com.apple.CFNetwork (520.5.1 - 520.5.1) <08F70E26-5456-3BFB-8192-00D3CE40D3C9> /System/Library/Frameworks/CoreServices.framework/ Versions/A/Frameworks/CFNetwork.framework/Versions/A/CFNetwork 0x7fff8ffdf000 - 0x7fff90030ff7 com.apple.CoreMediaIO (216.0 - 3199.8) <4D3FE512- E943-34E3-A7A5-2EC2E3854E28> /System/Library/Frameworks/CoreMediaIO.framework/Versions/A/ CoreMediaIO 0x7fff900cd000 - 0x7fff900e4fff com.apple.MultitouchSupport.framework (231.4 - 231.4) <559C1AFB-E0B4-3D23-9189-18DE09C06FFE> /System/Library/PrivateFrameworks/ MultitouchSupport.framework/Versions/A/MultitouchSupport 0x7fff900e6000 - 0x7fff900f4ff7 libkxld.dylib (??? - ???) <01161870-E3B3-3F87- BA4A-0AA7A081F409> /usr/lib/system/libkxld.dylib 0x7fff90184000 - 0x7fff9018bfff com.apple.NetFS (4.0 - 4.0) <433EEE54- 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ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/ CoreGraphics 0x7fff90b6e000 - 0x7fff90ba8fe7 com.apple.DebugSymbols (2.1 - 87) <ED2B177C-4146-3715-91DF-D99A8ED5449A> /System/Library/PrivateFrameworks/ DebugSymbols.framework/Versions/A/DebugSymbols 0x7fff90ba9000 - 0x7fff90c11ff7 com.apple.coreui (1.2.2 - 165.11) <9316266A-39CA-3EC7-9C9E-726462CEFF4D> /System/Library/PrivateFrameworks/CoreUI.framework/ Versions/A/CoreUI 0x7fff90c12000 - 0x7fff90c2cfff com.apple.CoreMediaAuthoring (2.0 - 891) <C7A92C52-AD9F-3CF1-86D5-C0714118935C> /System/Library/PrivateFrameworks/ CoreMediaAuthoring.framework/Versions/A/CoreMediaAuthoring 0x7fff90c2d000 - 0x7fff90c2dfff com.apple.audio.units.AudioUnit (1.7.3 - 1.7.3) <04C10813-CCE5-3333-8C72-E8E35E417B3B> /System/Library/Frameworks/AudioUnit.framework/ Versions/A/AudioUnit 0x7fff90c2e000 - 0x7fff90c2ffff libDiagnosticMessagesClient.dylib (??? - ???) <3DCF577B-F126-302B-BCE2-4DB9A95B8598> /usr/lib/libDiagnosticMessagesClient.dylib 0x7fff90c30000 - 0x7fff90d3cfff libcrypto.0.9.8.dylib (44.0.0 - compatibility 0.9.8) <3A8E1F89-5E26-3C8B-B538-81F5D61DBF8A> /usr/lib/libcrypto.0.9.8.dylib 0x7fff90d3d000 - 0x7fff90e56fff com.apple.DesktopServices (1.6.5 - 1.6.5) <5E7DD5F4-B4DA-3F75-A14A-3494E81CFBA0> /System/Library/PrivateFrameworks/ DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv 0x7fff90ea4000 - 0x7fff90ecafff com.apple.framework.familycontrols (3.0 - 300) <6F0C58C0-22E7-3877-8CFA-1ED0CB3CE38B> /System/Library/PrivateFrameworks/ FamilyControls.framework/Versions/A/FamilyControls 0x7fff90ecb000 - 0x7fff91056ff7 com.apple.QTKit (7.7.1 - 2339) <2BC2CF44- CEAF-3D3B-A250-CA59D6AFB0B0> /System/Library/Frameworks/QTKit.framework/Versions/A/QTKit 0x7fff91057000 - 0x7fff91065fff libdispatch.dylib (187.10.0 - compatibility 1.0.0) <8E03C652-922A-3399-93DE-9EA0CBFA0039> /usr/lib/system/libdispatch.dylib 0x7fff91066000 - 0x7fff91069fff libCoreVMClient.dylib (??? - ???) <28CB0F3F- A202-391F-8CAC-FC9A1398A962> /System/Library/Frameworks/OpenGL.framework/Versions/A/ Libraries/libCoreVMClient.dylib 0x7fff9106a000 - 0x7fff910c5ff7 com.apple.opencl (2.0.19 - 2.0.19) <B05BF605-73B8-328F-A228-6FA59E1FC73A> /System/Library/Frameworks/OpenCL.framework/ Versions/A/OpenCL 0x7fff910d4000 - 0x7fff910ebfff com.apple.CFOpenDirectory (10.7 - 146) <F321AE12-9592-3E56-AB8D-A47BA4696A0E> /System/Library/Frameworks/OpenDirectory.framework/ Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory 0x7fff910ec000 - 0x7fff910ecfff com.apple.CoreServices (53 - 53) <043C8026-8EDD-3241-B090-F589E24062EF> /System/Library/Frameworks/CoreServices.framework/ Versions/A/CoreServices 0x7fff91267000 - 0x7fff914dbfff com.apple.CoreImage (7.99.1 - 1.0.1) <4BB09B79-275B-364C-9466-0FF36ABB1218> /System/Library/Frameworks/QuartzCore.framework/ Versions/A/Frameworks/CoreImage.framework/Versions/A/CoreImage 0x7fff914dc000 - 0x7fff915d1fff libiconv.2.dylib (7.0.0 - compatibility 7.0.0) <5C40E880-0706-378F-B864-3C2BD922D926> /usr/lib/libiconv.2.dylib 0x7fff915d2000 - 0x7fff916b0fff com.apple.DiscRecording (6.0.4 - 6040.4.1) <F434B351-AE30-3D1B-9DAF-4581D080D2BC> /System/Library/Frameworks/DiscRecording.framework/ Versions/A/DiscRecording 0x7fff916b1000 - 0x7fff916dafff com.apple.CoreVideo (1.7 - 70.3) <9A9D4058-9935-3B0A-B1A6-27EB78D02249> /System/Library/Frameworks/CoreVideo.framework/ Versions/A/CoreVideo 0x7fff916db000 - 0x7fff91780fff com.apple.ink.framework (10.7.5 - 113) <1AE6676D-490A-36C2-B6CC-00F93AEB31DE> /System/Library/Frameworks/Carbon.framework/ Versions/A/Frameworks/Ink.framework/Versions/A/Ink 0x7fff91789000 - 0x7fff91883ff7 com.apple.DiskImagesFramework (10.7.4 - 331.7) <BEBA6D78-08E0-3B99-B77B-A5CBF3344834> /System/Library/PrivateFrameworks/ DiskImages.framework/Versions/A/DiskImages 0x7fff91884000 - 0x7fff9188aff7 libunwind.dylib (30.0.0 - compatibility 1.0.0) <1E9C6C8C-CBE8-3F4B-A5B5-E03E3AB53231> /usr/lib/system/libunwind.dylib 0x7fff91c35000 - 0x7fff91c39ff7 com.apple.CommonPanels (1.2.5 - 94) <37C6540B- F8D1-355A-806C-F93D8FB522AB> /System/Library/Frameworks/Carbon.framework/Versions/A/ Frameworks/CommonPanels.framework/Versions/A/CommonPanels 0x7fff91c3a000 - 0x7fff91c5efff com.apple.RemoteViewServices (1.5 - 44.2) <A0417D7F-22E9-3FD8-AC55-67654D8E93EB> /System/Library/PrivateFrameworks/ RemoteViewServices.framework/Versions/A/RemoteViewServices 0x7fff91cb3000 - 0x7fff91cb8fff libGIF.dylib (??? - ???) <58A4492D- AAE7-3B8F-8B06-62867471A3EE> /System/Library/Frameworks/ApplicationServices.framework/ Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib 0x7fff91cb9000 - 0x7fff91d21ff7 com.apple.audio.CoreAudio (4.0.3 - 4.0.3) <9987DC46-2A96-3BA0-B88B-04E573C0AD9B> /System/Library/Frameworks/CoreAudio.framework/ Versions/A/CoreAudio 0x7fff91d22000 - 0x7fff91d34ff7 libbsm.0.dylib (??? - ???) <349BB16F-75FA-363F-8D98-7A9C3FA90A0D> /usr/lib/libbsm.0.dylib 0x7fff91eaf000 - 0x7fff920b1fff libicucore.A.dylib (46.1.0 - compatibility 1.0.0) <0176782F-9526-3905-813A-7A5676EC2C86> /usr/lib/libicucore.A.dylib 0x7fff9212a000 - 0x7fff9220ee5f libobjc.A.dylib (228.0.0 - compatibility 1.0.0) <871E688B-CF57-3BC7-80D6-F6476DFF109B> /usr/lib/libobjc.A.dylib 0x7fff9220f000 - 0x7fff923e3ff7 com.apple.CoreFoundation (6.7.2 - 635.21) <62A3402E-A4E7-391F-AD20-1EF20236CE1B> /System/Library/Frameworks/ CoreFoundation.framework/Versions/A/CoreFoundation 0x7fff92610000 - 0x7fff92672ff7 com.apple.Symbolication (1.3 - 91) <98A0662F-26ED-3B10-871B-07747127C7E9> /System/Library/PrivateFrameworks/ Symbolication.framework/Versions/A/Symbolication 0x7fff92673000 - 0x7fff92775fff libxml2.2.dylib (10.3.0 - compatibility 10.0.0) <AFBB22B7-07AE-3F2E-B88C-70BEEBFB8A86> /usr/lib/libxml2.2.dylib 0x7fff92776000 - 0x7fff927e9fff libstdc++.6.dylib (52.0.0 - compatibility 7.0.0) <6BDD43E4-A4B1-379E-9ED5-8C713653DFF2> /usr/lib/libstdc++.6.dylib 0x7fff92841000 - 0x7fff92848fff libcopyfile.dylib (85.1.0 - compatibility 1.0.0) <0AB51EE2-E914-358C-AC19-47BC024BDAE7> /usr/lib/system/libcopyfile.dylib 0x7fff92849000 - 0x7fff9284afff libunc.dylib (24.0.0 - compatibility 1.0.0) <337960EE-0A85-3DD0-A760-7134CF4C0AFF> /usr/lib/system/libunc.dylib External Modification Summary: ``` Calls made by other processes targeting this process: task_for_pid: 4 thread_create: 0 thread_set_state: 0 Calls made by this process: task_for_pid: 0 thread_create: 0 thread_set_state: 0 Calls made by all processes on this machine: task_for_pid: 422 thread_create: 0 thread_set_state: 0 ``` VM Region Summary: ReadOnly portion of Libraries: Total=294.6M resident=180.3M(61%) swapped_out_or_unallocated=114.3M(39%) Writable regions: Total=144.1M written=55.1M(38%) resident=80.1M(56%) swapped_out=0K(0%) unallocated=64.0M(44%) REGION TYPE VIRTUAL **** (null) (reserved) CG backing stores 5148K CG image 8K CG raster data 64K CG shared images 3384K CoreGraphics 16K CoreImage 8K 40K reserved VM address space (unallocated) CoreServices 1616K IOKit 16.2M MALLOC 95.3M MALLOC guard page 48K MALLOC_LARGE (reserved) 4816K Memory tag=240 4K Memory tag=249 156K OpenCL 20K STACK GUARD 56.0M Stack 12.1M VM_ALLOCATE 180K __CI_BITMAP 80K __DATA 36.8M __IMAGE 528K __LINKEDIT 71.4M __TEXT 223.2M __UNICODE 544K mapped file 36.0M shared memory 372K **** TOTAL 563.5M TOTAL, minus reserved VM space 558.8M reserved VM address space (unallocated) Model: iMac5,2, BootROM IM52.0090.B09, 2 processors, Intel Core 2 Duo, 1.83 GHz, 2 GB, SMC 1.6f0 Graphics: Intel GMA 950, GMA 950, Built-In, spdisplays_integrated_vram Memory Module: BANK 0/DIMM0, 1 GB, DDR2 SDRAM, 667 MHz, 0x7F7F7F7F7F9B0000, 0x000000000000000000000000000000000000 Memory Module: BANK 1/DIMM1, 1 GB, DDR2 SDRAM, 667 MHz, 0x7F7F7F7F7F9B0000, 0x000000000000000000000000000000000000 AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x89), Broadcom BCM43xx 1.0 (5.10.131.36.15) Network Service: Wi-Fi, AirPort, en1 Serial ATA Device: ST3160812AS P, 160.04 GB Parallel ATA Device: MATSHITACD-RW CW-8124 USB Device: Built-in iSight, apple_vendor_id, 0x8501, 0xfd400000 / 3 USB Device: hub_device, 0x050d (Belkin Corporation), 0x0234, 0xfd100000 / 2 USB Device: innovera, 0x1ec9 (MOSER BAER INDIA LIMITED), 0x0001, 0xfd120000 / 5 USB Device: USB MFP, 0x04b8 (Seiko Epson Corp.), 0x084d, 0xfd130000 / 4 USB Device: Hub in Apple Extended USB Keyboard, apple_vendor_id, 0x1003, 0x3d100000 / 2 USB Device: composite_device, 0x040b (Weltrend Semiconductor), 0x2011, 0x3d110000 / 4 USB Device: Apple Extended USB Keyboard, apple_vendor_id, 0x020b, 0x3d130000 / 3 USB Device: IR Receiver, apple_vendor_id, 0x8240, 0x7d200000 / 2
[ "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", "iMac CRASH through Blender 3.6.0 ASSET.\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\niMac CRASH through Blender 3.6.0 ASSET.\n\nMacOS 13.4\nBlender cause bad memory leak through ASSET open.\ndemo-files/\n\nClick ( Cube Diorama )\nthen\nOpen Cube Diorama.alend\ncause bad memory leak cause iMac crash.\n\n\nSee my youtube. A2d0Wu8ig-w", "Python/BMesh: Add/removing textures between renders causes memory leak/ram crash\nOperating system and graphics card\nUbuntu 18.04, Nvidia GTX 960M\n\nBroken: blender-2.80-17bc0567268-linux-glibc219-x86_64\n\n**Working Blender Version**\nBlender 2.79b stable (ubuntu repository) with cycles\n\nIf you run the attached code and target it a directory with a large number of images, it will repeatedly:\n\n1. Load an image from file\n2. Set the image to be the content of a \"Image Texture\" node\n3. Delete/remove the image that use to be the image texture node\n4. Render \n\nAs it processes images, blender takes more and more memory. Eventually it will crash. If you leave out step 4, then it will not.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nImport python code, run \n\nLoadAndRemoveTextures(\"/folderWithManyImages\", 2000)\n\nin the console window.\n\n[imageMemoryProblem-WorksWithStableCycles.blend](imageMemoryProblem-WorksWithStableCycles.blend)\n[imageMemoryProblem2pt80.blend](imageMemoryProblem2pt80.blend)\n\nCode:\n\n\n```\nimport datetime\nimport sys\n\nimport bpy\nimport bmesh\nfrom mathutils import Vector\nfrom mathutils import Euler\nfrom bpy_extras.object_utils import world_to_camera_view\nimport random\nimport math\nimport json\n\nimport time\nimport os\nimport gc\n\ndef RemoveImageFromMemory (passedName):\n # Extra test because this can crash Blender.\n img = bpy.data.images[passedName]\n try:\n img.user_clear()\n can_continue = True\n except:\n can_continue = False\n \n if can_continue == True:\n try:\n bpy.data.images.remove(img, True)\n result = True\n except:\n result = False\n else:\n result = False\n return result\n\ndef CollectBackgroundImagePaths(sourceDirectoryPath, imageExtension):\n file_paths = []\n\n for root, dirs, files in os.walk(sourceDirectoryPath):\n for file_name in files:\n if file_name.endswith(imageExtension):\n file_paths.append(root + \"/\" + file_name)\n return file_paths\n\ndef SetBackgroundImage(backgroundImagePath):\n #Store reference to old image so it can be removed\n old_image_name = bpy.data.materials[0].node_tree.nodes.get(\"Image Texture\").image.name\n\n #Load new image to be used\n new_image = bpy.data.images.load(filepath = backgroundImagePath)\n\n #Set the new image to be used\n bpy.data.materials[0].node_tree.nodes.get(\"Image Texture\").image = new_image\n\n #Delete the old one from the file\n remove_succeeded = RemoveImageFromMemory(old_image_name)\n gc.collect()\n\n if not remove_succeeded:\n print(\"Error removing \" + old_image_name)\n else:\n print(\"Removing \" + old_image_name + \" worked\")\n\ndef LoadAndRemoveTextures(texturesFolderPath, numberToLoad):\n background_image_paths = CollectBackgroundImagePaths(texturesFolderPath, \".png\")\n\n for example_index in range(0, numberToLoad):\n SetBackgroundImage(random.choice(background_image_paths))\n\n #If you alternate adding/removing images and rendering, it will eat all the ram on your system and crash\n bpy.ops.render.render( write_still=True )\n```", "Debug information not generated upon crash.\nOperating system: Arch Linux 6.4.12-arch1-1\nGraphics card: AMD ATI Radeon 680M\n\nBroken: 3.6.2\nWorked: Could not determine (tried up to 3.5.1, which does not work without a full system downgrade)\n\nBlender crashes immediately upon launch.\n\nLaunching from the command line, I get this:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nThe contents of /tmp/blender.crash.txt are this:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nPassing the --debug-all flag, I get no errors. I attached the output of this command as a text file.\n\nWhile Blender crashing on startup is not in and of itself an issue worthy of reporting, the lack of any debug information immediately makes the problem impossible to tackle independently. I have no idea what my next steps should be here.\n\nLaunch blender.\n\n", "MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n", "Blender crashes when calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\n", "Render 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)", "Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n", "Blender 4 Alpha Won't Open\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: AMD JUNIPER (DRM 2.50.0 / 5.15.0-79-generic, LLVM 12.0.0) X.Org 3.3 (Core Profile) Mesa 21.2.6\n\nBroken: I tried opening Blender 4.0.0 - Alpha\n August 30, 13:25:10\n e071288ab290\n tar.xz\n 250.91MB\n\nWorked: Blender 4 Alpha from July 15 opens, though.\nBlender 4.0.0 - Alpha\n July 15, 02:35:02\n d8e4fe320784\n tar.xz\n 249.01MB\n\n\n\n- I tried opening Blender 4 Alpha, latest version, and nothing happens.\n- I also tried an earlier version from August 15, and another from July 15.\n- August 15 wouldn't open. I made sure it was set to \"run as executable\".\n- July 15 opens, though.\n- I might check other versions. They take a while to download, though (I live in Canada).\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n - Not sure how others can reproduce this unless they have my pc, or are having the same problem.\n - If there's some kind of terminal window thingy that writes down info while trying to open Blender, let me know how to do that, and I'll copy and paste whatever it says.\n- Note: sometimes Blender 3.6 doesn't open at first. But if I try again, it opens just fine.\n\n", "Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n", "CommandBuffer Failed: cycles metal integrator_ shade_volume --MacOS--\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nStarts rendering fine until the error. About 2-3 min. into the render.\n\n\nOpen the ziped blend file with 'Intel MacOS' blender 4.0a and hit render in the compositor!\n\n\nProbably related to: 104744\n\nPS: MacOS blender fails with most Volumes on latest major addons like PureSky, CloudScapes, etc... since blender 3.x .... ! The same applies when creating Volume emtys and volume Modifiers (mesh to volume & volume displace). At some point, blender will quit when clicking on the data tab (cloud icon) for volumes, as reported before.\n\n", "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 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", "My blender doesnt open\nOperating system: Windows 10\nGraphics card: ?\n\n\nBroken: 3.6.2 LTS\nWorked: ?\n\n\nWhenever I try to open blender a Pop up appears saying \" No se pudo inicia la aplicacion;la configuracion en paralelo no es correcta.Consulte el registro de eventos de la aplicacion o use la herramienta sxstrace.exe para obtener mas detalles\"\n\nI have no idea, the one thats dowloaded by ZIP, i have already tryed this by the installer and the same problem\n\n\nWay literally, download blender and try to open it\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "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 always crash Mac Book 2007, 2GB, Mac OS X 10.7.5\nMac Book 2007, 2GB, Mac OS X 10.7.5, IntelGMA950\n\nBroken: 2.77RC1\nWorked: Blender 2.76\n\nCrash every time try start Blender 2.77 RC1\n\nDouble click Blender 2.77 application icon\n\nSYSTEM CRASH REPORT\nProcess: blender [29487]\nPath: /Applications/blender-2.76/blender277.app/Contents/MacOS/blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.77 (2.77 2016-02-26, Blender Foundation)\nCode Type: X86-64 (Native)\nParent Process: launchd [184]\n\nDate/Time: 2016-02-29 16:14:38.536 +0700\nOS Version: Mac OS X 10.7.5 (11G63)\nReport Version: 9\n\nInterval Since Last Report: 18587230 sec\nCrashes Since Last Report: 422\nPer-App Interval Since Last Report: 78 sec\nPer-App Crashes Since Last Report: 5\nAnonymous UUID: 7BF12FC8-EB42-4620-84BA-DB81ECC737D1\n\nCrashed Thread: 1\n\nException Type: EXC_CRASH (SIGSEGV)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nApplication Specific Information:\nobjc[29487]: garbage collection is OFF\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 ??? \t000000000000000000 0 + 0\n1 org.blenderfoundation.blender \t0x000000010070ee7d gpu_buffer_alloc_intern + 349\n2 org.blenderfoundation.blender \t0x0000000100712ec5 gpu_buffer_setup_type + 341\n3 org.blenderfoundation.blender \t0x000000010070f740 GPU_edge_setup + 64\n4 org.blenderfoundation.blender \t0x00000001007d748e cdDM_drawEdges + 94\n5 org.blenderfoundation.blender \t0x000000010023ecce draw_mesh_object_outline + 174\n6 org.blenderfoundation.blender \t0x000000010023d446 draw_mesh_object + 15062\n7 org.blenderfoundation.blender \t0x000000010022f2ef draw_object + 3295\n8 org.blenderfoundation.blender \t0x000000010024f2b4 view3d_draw_objects + 3204\n9 org.blenderfoundation.blender \t0x0000000100250cd5 view3d_main_region_draw + 1205\n10 org.blenderfoundation.blender \t0x0000000100439a22 ED_region_do_draw + 322\n11 org.blenderfoundation.blender \t0x000000010015b75c wm_draw_update + 876\n12 org.blenderfoundation.blender \t0x0000000100157760 WM_main + 48\n13 org.blenderfoundation.blender \t0x0000000100154c89 main + 3833\n14 org.blenderfoundation.blender \t0x0000000100153d7c start + 52\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff8b275bca __psynch_cvwait + 10\n1 libsystem_c.dylib \t0x00007fff94d6b274 _pthread_cond_wait + 840\n2 org.blenderfoundation.blender \t0x00000001033dfcff IlmThread_2_2::Semaphore::wait() + 127\n3 org.blenderfoundation.blender \t0x00000001033de983 IlmThread_2_2::(anonymous namespace)::WorkerThread::run() + 51\n4 org.blenderfoundation.blender \t0x00000001033df904 IlmThread_2_2::(anonymous namespace)::threadLoop(void*) + 36\n5 libsystem_c.dylib \t0x00007fff94d678bf _pthread_start + 335\n6 libsystem_c.dylib \t0x00007fff94d6ab75 thread_start + 13\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff8b275bca __psynch_cvwait + 10\n1 libsystem_c.dylib \t0x00007fff94d6b274 _pthread_cond_wait + 840\n2 org.blenderfoundation.blender \t0x00000001033dfcff IlmThread_2_2::Semaphore::wait() + 127\n3 org.blenderfoundation.blender \t0x00000001033de983 IlmThread_2_2::(anonymous namespace)::WorkerThread::run() + 51\n4 org.blenderfoundation.blender \t0x00000001033df904 IlmThread_2_2::(anonymous namespace)::threadLoop(void*) + 36\n5 libsystem_c.dylib \t0x00007fff94d678bf _pthread_start + 335\n6 libsystem_c.dylib \t0x00007fff94d6ab75 thread_start + 13\n\nThread 3:: Dispatch queue: com.apple.libdispatch-manager\n0 libsystem_kernel.dylib \t0x00007fff8b2767e6 kevent + 10\n1 libdispatch.dylib \t0x00007fff8a18d786 _dispatch_mgr_invoke + 923\n2 libdispatch.dylib \t0x00007fff8a18c316 _dispatch_mgr_thread + 54\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff8b276192 __workq_kernreturn + 10\n1 libsystem_c.dylib \t0x00007fff94d69594 _pthread_wqthread + 758\n2 libsystem_c.dylib \t0x00007fff94d6ab85 start_wqthread + 13\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff8b276192 __workq_kernreturn + 10\n1 libsystem_c.dylib \t0x00007fff94d69594 _pthread_wqthread + 758\n2 libsystem_c.dylib \t0x00007fff94d6ab85 start_wqthread + 13\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff8b276192 __workq_kernreturn + 10\n1 libsystem_c.dylib \t0x00007fff94d69594 _pthread_wqthread + 758\n2 libsystem_c.dylib \t0x00007fff94d6ab85 start_wqthread + 13\n\nThread 7:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff8b27467a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff8b273d71 mach_msg + 73\n2 com.apple.audio.CoreAudio \t0x00007fff8e290eb3 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, unsigned int) + 93\n3 com.apple.audio.CoreAudio \t0x00007fff8e290f05 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, unsigned int) + 37\n4 com.apple.audio.CoreAudio \t0x00007fff8e28a568 HALC_ProxyIOContext::IOWorkLoop() + 888\n5 com.apple.audio.CoreAudio \t0x00007fff8e28a151 HALC_ProxyIOContext::IOThreadEntry(void*) + 73\n6 com.apple.audio.CoreAudio \t0x00007fff8e28a00c HALB_IOThread::Entry(void*) + 78\n7 libsystem_c.dylib \t0x00007fff94d678bf _pthread_start + 335\n8 libsystem_c.dylib \t0x00007fff94d6ab75 thread_start + 13\n\nThread 8:: OGL Profiler\n0 libsystem_kernel.dylib \t0x00007fff8b27467a mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff8b273d71 mach_msg + 73\n2 com.apple.opengl \t0x00007fff8d000321 glcDebugListener + 461\n3 libsystem_c.dylib \t0x00007fff94d678bf _pthread_start + 335\n4 libsystem_c.dylib \t0x00007fff94d6ab75 thread_start + 13\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff8b275bca __psynch_cvwait + 10\n1 libsystem_c.dylib \t0x00007fff94d6b274 _pthread_cond_wait + 840\n2 org.blenderfoundation.blender \t0x0000000100ba9feb task_scheduler_thread_run + 91\n3 libsystem_c.dylib \t0x00007fff94d678bf _pthread_start + 335\n4 libsystem_c.dylib \t0x00007fff94d6ab75 thread_start + 13\n\nThread 1 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000004 rbx: 0x000000010a5e1000 rcx: 0x000000010a5e0d48 rdx: 0x0000000000000000\nrdi: 0x00000001090a5948 rsi: 0x0000000100000100 rbp: 0x000000010a5e0e00 rsp: 0x000000010a5e0d48\n r8: 0x0000000000000000 r9: 0x0000000000000060 r10: 0x0000000000000000 r11: 0x0000000000000202\nr12: 0x0000000000000000 r13: 0x0000000100000100 r14: 0x00000001090a5968 r15: 0x00000001090a5960\nrip: 0x00007fff8b275bca rfl: 0x0000000000000203 cr2: 0x000000002feec000\n```\nLogical CPU: 0\n\nBinary Images:\n 0x100000000 - 0x106312f57 +org.blenderfoundation.blender (2.77 - 2.77 2016-02-26, Blender Foundation) <962907C2-0F5C-3769-A886-CECD9C93AF7A> /Applications/blender-2.76/blender277.app/Contents/MacOS/blender\n 0x108e24000 - 0x108e7bff7 +libiomp5.dylib (5.0.0 - compatibility 5.0.0) <DAAEEC22-479E-36C1-87EE-43E2F432E8CE> /Applications/blender-2.76/blender277.app/Contents/Resources/lib/libiomp5.dylib\n 0x108ea2000 - 0x108ecdfff com.apple.audio.OpenAL (1.5.1 - 1.5.1) <5B954EC6-08B6-3255-932C-DDAB908E72F4> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x108edc000 - 0x108ee2fff com.apple.agl (3.2.0 - AGL-3.2.0) <C98394A8-305D-3904-BEAE-8340FF988F15> /System/Library/Frameworks/AGL.framework/Versions/A/AGL\n 0x108f1a000 - 0x108f1bfff libThaiConverter.dylib (54.0.0 - compatibility 1.0.0) <4CA5D0D8-EB7B-33FC-804C-1BF65A5605EB> /System/Library/CoreServices/Encodings/libThaiConverter.dylib\n 0x10b3b1000 - 0x10b3b2ff3 +cl_kernels (??? - ???) <7E344B49-EA6D-400A-9E5B-354923954001> cl_kernels\n 0x10b3bf000 - 0x10b3bfff1 +cl_kernels (??? - ???) <7528E58A-33E7-42A3-A09D-9F69088C3969> cl_kernels\n 0x10b3f7000 - 0x10b3fbfff com.apple.audio.AudioIPCPlugIn (1.2.3 - 1.2.3) <F94D690D-3196-3B01-B798-09708367D28D> /System/Library/Extensions/AudioIPCDriver.kext/Contents/Resources/AudioIPCPlugIn.bundle/Contents/MacOS/AudioIPCPlugIn\n 0x10d7a9000 - 0x10d7aefff com.apple.audio.AppleHDAHALPlugIn (2.2.5 - 2.2.5a5) <4EC4981B-68AE-357E-960F-3D4603A61E9F> 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0x7fff94649ff7 com.apple.Symbolication (1.3 - 91) <98A0662F-26ED-3B10-871B-07747127C7E9> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff9464a000 - 0x7fff9464afff com.apple.Accelerate.vecLib (3.7 - vecLib 3.7) <C06A140F-6114-3B8B-B080-E509303145B8> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib\n 0x7fff9464b000 - 0x7fff9464bfff libOpenScriptingUtil.dylib (??? - ???) <A7847713-F410-39C0-884F-A7188A18E742> /usr/lib/libOpenScriptingUtil.dylib\n 0x7fff9484f000 - 0x7fff9492dfff com.apple.DiscRecording (6.0.4 - 6040.4.1) <F434B351-AE30-3D1B-9DAF-4581D080D2BC> /System/Library/Frameworks/DiscRecording.framework/Versions/A/DiscRecording\n 0x7fff9492e000 - 0x7fff94945fff com.apple.CFOpenDirectory (10.7 - 146) <F321AE12-9592-3E56-AB8D-A47BA4696A0E> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory\n 0x7fff94946000 - 0x7fff94946fff com.apple.Accelerate (1.7 - Accelerate 1.7) <82DDF6F5-FBC3-323D-B71D-CF7ABC5CF568> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff94c0b000 - 0x7fff94c5dff7 libGLU.dylib (??? - ???) <DB906997-0F70-3469-BA0E-2F1DDBEAD8D5> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff94c86000 - 0x7fff94cdafff libFontRegistry.dylib (??? - ???) <60FF9C2C-5E44-3C49-8A08-F26101898F21> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff94d14000 - 0x7fff94d16fff libCVMSPluginSupport.dylib (??? - ???) <982F1ED4-3CBB-3161-8BEA-8A980C27FCC1> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff94d17000 - 0x7fff94d18fff libunc.dylib (24.0.0 - compatibility 1.0.0) <337960EE-0A85-3DD0-A760-7134CF4C0AFF> /usr/lib/system/libunc.dylib\n 0x7fff94d19000 - 0x7fff94df6fef libsystem_c.dylib (763.13.0 - compatibility 1.0.0) <41B43515-2806-3FBC-ACF1-A16F35B7E290> /usr/lib/system/libsystem_c.dylib\n 0x7fff94df7000 - 0x7fff94df7fff com.apple.Carbon (153 - 153) <43AA5A7C-[D970](D970)-32BA-B927-DC9F50BD88B9> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff94df8000 - 0x7fff94e17fff libresolv.9.dylib (46.1.0 - compatibility 1.0.0) <0635C52D-DD53-3721-A488-4C6E95607A74> /usr/lib/libresolv.9.dylib\n 0x7fff954ee000 - 0x7fff954fcfff com.apple.NetAuth (3.2 - 3.2) <F0D60E34-37A9-308D-B44E-E3450906173A> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth\n 0x7fff9576a000 - 0x7fff958a0fff com.apple.vImage (5.1 - 5.1) <A08B7582-67BC-3EED-813A-4833645964A7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff958a1000 - 0x7fff958cdff7 com.apple.CoreServicesInternal (113.20 - 113.20) <786118E6-7D7E-3016-9FD5-A7CE411A251F> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal\n 0x7fff958ce000 - 0x7fff959adfff com.apple.ImageIO.framework (3.1.2 - 588) <37F047A9-48E3-3AF7-8931-462D63BE6121> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/ImageIO\n 0x7fff959c3000 - 0x7fff959ddfff com.apple.CoreMediaAuthoring (2.0 - 891) <C7A92C52-AD9F-3CF1-86D5-C0714118935C> /System/Library/PrivateFrameworks/CoreMediaAuthoring.framework/Versions/A/CoreMediaAuthoring\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 3\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 13848\n thread_create: 0\n thread_set_state: 3347\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=291.2M resident=102.5M(35%) swapped_out_or_unallocated=188.8M(65%)\nWritable regions: Total=125.8M written=36.1M(29%) resident=60.8M(48%) swapped_out=12K(0%) unallocated=65.1M(52%)\n \nREGION TYPE VIRTUAL\n****\n(null) (reserved) 40K reserved VM address space (unallocated)\nCG backing stores 4052K\nCG image 8K\nCG raster data 64K\nCG shared images 3416K\nCoreGraphics 16K\nCoreImage 8K\nCoreServices 1568K\nIOKit 16.2M\nMALLOC 79.0M\nMALLOC guard page 48K\nMALLOC_LARGE (reserved) 3760K reserved VM address space (unallocated)\nMemory tag=240 4K\nMemory tag=249 156K\nOpenCL 20K\nSTACK GUARD 56.0M\nStack 12.6M\nVM_ALLOCATE 180K\n__CI_BITMAP 80K\n__DATA 36.1M\n__IMAGE 528K\n__LINKEDIT 70.9M\n__TEXT 220.4M\n__UNICODE 544K\nmapped file 36.0M\nshared memory 364K\n****\nTOTAL 541.6M\nTOTAL, minus reserved VM space 537.9M\n" ]
buildbot win32 missing libiconv-2.dll Operating system and graphics card winxp sp3 Broken: blender-2.70-b64bdb2-win32 Worked: blender-2.70-a7242c3-win32 launching blender.exe from blender 2.70-b64bdb2-win32 will result into an error about libiconv-2.dll being missing well, just launch the blender-2.70-b64bdb2-win32 from buildbot. In blender-2.70-a7242c3-win32 that didn't displayed that error, there was no file named libiconv-2.dll (or if there was it was very well hidden ;) )
[ "Manipulators don't render properly\n## System Info\nOperating system: Debian 10.6 AMD64\nGraphics card: NVIDIA Corporation GF108 [GeForce GT 730] with proprietary drivers packaged from debian\n [system-info.txt](system-info.txt)\n## Blender versions\nBroken: 2.83 and upwards (latest build - Blender 2.92.0 Alpha November 22, 00:30:33- df8cc5662b9a - as well)\nWorked: 2.82 and older\n\n\n## Bug Description\nStarting a new (General) file, selecting the cube and pressing move or rotate, the manipulators render with some colored plane artifacts as in screenshots attached.\n\nThis is caused by the graphics card not being recognized and software rendering being used instead.\n\n## Demonstration\n\n### Video of bug\n\n[manipulators-bug.mp4](manipulators-bug.mp4)\n\n### Video of expected behavior\n\n[manipulators-normal.mp4](manipulators-normal.mp4)\n\n### Screenshots of bug\n![Screenshot_2020-11-22_04-30-39.png](Screenshot_2020-11-22_04-30-39.png)\n\n![Screenshot_2020-11-22_04-31-01.png](Screenshot_2020-11-22_04-31-01.png)", "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.", "Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n![blender_black_render_artifact_02.jpg](blender_black_render_artifact_02.jpg)", "Improve support for building Blender as a Python Module (WITH_PYTHON_MODULE)\n### Proposal\n\nThis task is to gather TODO's, tasks related to making building Blender as a Python module better (& officially) supported.\n\n### Motivation\n\nThe current status of the `bpy` module `WITH_PYTHON_MODULE` being an unofficially supported built option isn't ideal.\n\nIf developers attempt to use this and it fails, we can tell them that they're on their own... although sometimes they manage to get help from others.\n\nFrom meeting with the bf-admins recently we discussed either dropping support for this entirely, or improving support.\nThe general agreement was that this is useful (scientific visualization, integrating Blender with existing Python setup on remote servers ... etc).\n\n### TODO\n\n- Update [WIKI Page ](https:*wiki.blender.org/wiki/Building_Blender/Other/BlenderAsPyModule)*Note that `WITH_PYTHON_MODULE` is officially supported.//\n\n\n### Possible Changes\n\n- Consider including `setup.py` with Blender (needs to be investigated, perhaps postpone until the status of the `pip` package has been established). See: [D9230: Blender as a Python Module - Extension Module Packaging Script](D9230).\n\n### Open Topics\n\n- Distributing pre-compiled builds: Would blender.org distribute the module (download page etc). or would we accept this being available only via `pip` for e.g.\n\n```\nTo update the existing `bpy` pip package, it would be simpler if we were the package owners, see: [[ 2231 | this ticket ]].\n```\n- What level of support exactly would be provide (bugs that interact with other Python modules can be quite involved). Suggest we only resolve errors that are obviously errors in Blender's code.\n\n- The `bpy` module might be integrated into tests (at least basic tests it's working as expected, it need not run the full test suit).\n\n### Out of Scope\n\n- Distributing it along side official blender releases. Possible, but doesn't seem so valuable, especially as users would need to manually move files about to integrate it with their existing Python environment.\n\n\n----\n\n### Progress\n\nListing recent progress that improves support for running Blender as a Python module.\n\n- Improve installation, installed `bpy.so` and versioned data-files directory (e.g `3.4`) is copied directly into `site-packages`, now resolved (81558783e4).\n- GPU rendering (EEVEE/WorkBench) is now supported (3195a38120).\n- 5e2d139ee3\n- 8a9d1f19ab\n- f7a4ede79f\n- 2c23b4e0bf\n- 9189260880\n- 060da0858b\n- 7bd60d40ef\n- d26220d97a\n- 260b75a952 [Python API documentation for Blender as a Python Module ](info_advanced_blender_as_bpy.html)\n- 9f76d0c8e6\n\n### Other Remarks\n\n- This may not be a large change in practice, for the moment this is more a matter of messaging/communication, although it does mean there is pressure to keep this working on all supported platforms.\n- Added platform maintainers as subscribers, besides Python this mostly impacts platform maintainers.\n", "different generation of graphic card won't utilise together.\nOperating system: Windows 10\nGraphics card: Radeon R9 295X2 (secondary chip) + Radeon RX560 4GB\nAMD Ryzen 1700X\nMSI X370 Gaming Pro Carbon\n3 * 8GB DDR4-2400\n\nBroken: 2.82.7 to 2.83.3 <--- where x is from 0 to current stable version\nWorked: 2.8, 2.83.4 (partly worked, may end up sudden wattman reset)\n\nRadeon Version: 20.7.2\n\nafter the 3rd step, the render did not show anything, switching back to material viewport, the whole program was frozen. not sure if that is graphic card problem, but that way i could not even render anything. on 2.82.7, this also happened and the render kernels failed to work.\n\n\n1. open up a file of as shown\n2. set the preferences that would use OpenCL to render with R9 295X2 (and RX560)\n3. preview in Cycles\n4. unable to load the preview, switch back to material viewport.\n\n[zeta school 1.blend](zeta_school_1.blend)", "blender3.4 alpha new eevee a rendering on the flashback\nOperating system:windows10 21h1\nGraphics card: amd 6800xt (22.7.1 driver opengl doubled the performance of a version)\n\nBroken: blender-3.4.0-alpha+master.ca172677b1a7-windows.amd64-release\nWorked: There is no version that can be tested\n\n\nScene any scene including cube, whether window rendering or f12, directly exit the software.", "Cycles shaders show up in EEVEE list (Properties > Material tab > Surface panel)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.80 (sub 75)\nAlso confirmed broken in 2.80 release candidates 2 and 3\nWorked: ----\n\nSome shaders not yet available in EEVEE, such as the Toon shader, are included in the list of shaders in the materials tab of the properties window even when EEVEE is selected as the render engine. When such shaders are selected, adjusting most of their parameters has no effect on the viewport/render. Currently, the only way to know which shaders are supported is either by trial and error or by using the node editor.\n\n1. With a fresh blender scene, check that EEVEE is the selected render engine, and go to materials tab in the properties window\n2. You should already have a material if it's the default cube scene. In the surface panel, click on the shader selector (set to principled BSDF by default)\n3. The menu that shows up includes Toon shader among other unsupported ones.\n\n[Based on the default startup]\n\n**Screenshot**\n![image.png](image.png)\n\n", "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", "When turning VR mode on, the controllers show, even when there are no controllers in the system\n**System**\n* ConceptD 7 (laptop with holographic display using OpenXR backend on Windows)\n\nBroken: version: 4.0.0 Alpha\nWorked: - (technically in old Blenders before we had XR input support)\n\nWhen turning VR mode on, the controllers show, even when there are no controllers in the system.\n\n\nI don't know if the issue is unique to this system, but this is a laptop that uses OpenXR backend to handle head tracking and has an holographic display but no \"VR controllers\".\n\n* Turn on VR\n* You will see a big gizmo in the screen (black circle, with a XYZ gizmo on top of it).\n\nThe gizmo is following Blender's camera (making the experience unusable).\n\n**Workaround**\n\nI can work around that by disabling the visualization of VR controllers. However if the system has no controllers, they shouldn't be drawn in the first place:\n\n![image](attachment)", "NaN in object matrix of instanced objects\nRyzen 7 3800x\n31.9 GB Ram\nOperating system: Windows 10\nGraphics card: Nvidia 2060 6GB Ram\n\nI tested the same scene out on my other box and the problem happened. Both machines are running RTX 2060s. One is a Intel box and the other AMD.\n\n**Blender Version** 2.81 and 2.82a\nWorked: Nothing has worked\n\n**Error**\nYouTube link to render glitches: e1ScHjBANLk\n\nWhenever I start a render, around frame 58 the sun shadows just disappear.\nIf I close the scene and open it back up and render the frame where the shadows disappear, it will render fine. But after about 50 or so frames the shadows disappear again. \nIt works fine in viewport. \n\n**note**\nI deleted the volume light box with just a 1000 floating sprite boxes for the dust inside the garage. After that, the issue went away all together. I then added the volume box back and the problem happened again. It must have something to do with volume lighting. The grass outside is over 12k clones using a particle hair so it has something to do with volume lighting and particles inside a object. \n\n**Files**\n[Blender_Bug.zip](Blender_Bug.zip)\nIt was 12 GB, removed extra elements and brought it down to this.\nAround frame 60 if you render the animation 1-300 the shadow will disappear. Escape the render… The viewport will continue to display the shadow. But after the shadow disappears during the render, and without closing and reopening Blender, whenever you render that frame, the shadow “sun light” is absent. \n\n![test-test_0059.jpg](test-test_0059.jpg)\n![test-test_0060.jpg](test-test_0060.jpg)\n\n", "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)", "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)", "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", "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)", "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" ]
[ "libiconv-2.dll not found\nOperating system and graphics card\nWindows XP 32 bit / ATI RADEON HD4500\n(also Windows 7 64 bit / NVIDIA GT 540)\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nBlender 2.70 2c00ecc win32\nBlender 2.70 6aa75d3 win32/win64 (this also tested on Windows 7 - 64bit)\nBlender 2.70 6aa75d3-win32-vc12\n\nWorked: (optional)\nblender-2.70-99e20d7-win32\n\nI can not execute those versions from the buildbot build. The error appears.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\n![error_blender.jpg](error_blender.jpg)", "avutil-51.dll and libiconv-2 Missing from Windows builds\nOS:\nWin7 x64 Nvidia gt640\n\nBroken: (2.7\n\nI downloaded and unzipped the package from buildbot and went to run it.\n\n![blender_error.PNG](blender_error.PNG)\n\nIt wouldn't start." ]
Screen space reflections crash Blender on MacOS 10.11.6 Operating system: MacOS 10.11.6 Graphics card: nvidia quaddro 4000 Broken: blender-2.80.0-git20190320.53f4fc7da9d4-x86_64 blender-2.80.0-git20190401.b936d7b16c62-x86_64 Worked: blender-2.80.0-git20190311.6fd11a21f5c5-x86_64 Using Eevee, screen reflections crashes Blender. Default startup setup - Turn on Screen Space Reflections - Switch to rendeded view
[ "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)", "Grease Pencil: Line Art › Light Contour causes crash\nOperating system: macOS-11.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M295X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.21\n\nBroken: version: 3.6.0 Alpha\nAlso reproduced with 3.5 and 3.4.1\n\nWhile using the Grease Pencil Line Art modifier, enabling the Light Contour feature causes a crash. The problem does not appear with a very simple scene, so a certain amount of geometry may be needed, hence the 6mb sample file. While trying to reproduce with smaller scenes, I sometimes had to toggle the Light Contour checkbox on and off a few times to trigger the crash, and the number of toggles actually varied from one launch to the next.\n\n1. Open provided file, GP crash.blend\n2. Select Grease Pencil object and expand its Line Art modifier\n3. Click Light Contour checkbox to enable it\n\nThis reliably causes a crash on my Intel Mac\n\n", "Blender crashes if simplify is turned on while baking multires\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: --\n\n\nBlender crashes if simplify is turned on while baking multires data\n\n\n- Grab any object and add multiresolution to if, subdivide at least once.\n- Activate simplify, and turn the max subdivisions on viewport to 0\n- Create a material and try to bake the multiresolution. Blender will crash instead of giving an error message or just baking normally \n\nTest File:\n[multires_crash.blend](multires_crash.blend) ", "Blender crashes when merging mesh.vertices with a python script\nOperating system: Pop_OS 20.04\nGraphics card: Intel 4th Generation Core Proc \n\n\nBroken: 2.82a\n\n\nLink to stackoverflow question:\n\nblender-crashes-when-merging-mesh-vertices-with-a-python-script\n\nI have reuploaded the question here because I think It could be an error with blender code rather than mine. The steps to reproduce the crash would be creating an icosphere mesh, setting the max_distance variable to 0.3 and just moving nodes nearby to other ones and clicking run_script then. At some point it will close and save an ico.crash.txt. I have attached mine.\n\n[ico.crash.txt](ico.crash.txt)\n\n[#88022.blend](T88022.blend)\n\n[#88022.webm](T88022.webm)", "2022.1.21 30x24k crash after finisx1.6\n[2022.1.21_HK_tree.crash.txt](2022.1.21_HK_tree.crash.txt)\n\n{[F12814049](2022.1.21_blender_debug_output.txt)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0 Alpha\n\n超过20K高分辨 仍旧在GPU渲染完成后崩溃\nMore than 20K high resolution,Still crashes after GPU rendering is complete\n但当分辨率降至 20k 以下,比如 19 x 16 k 则不会发生崩溃\nBut when the resolution drops below 20k, such as 1.9 x 1.6k, the crash will not occur.\n\n\n", "LightGroups & big render resolution results in Hardware failure & macOS crash incl. reboot\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\n**Blender VersionS**\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.2.0 Alpha\n\n\n(GPU only)\nI usually render with a resolution of 5120x2048 on 50% as check resolution. \nWhen I scale it up with the slider to 100% and render I get a stripe pattern as we seen in other bugreports related to M1 Mac's.\nThen when I try double the resolution on 50% I get the same.\n\nThe crash of macOS with a hardware failure and reboot happened when I tried my final resolution 10240x2048 on 100%. (blender calculated a sec. and when the render via GPU only started it hanged for two sec. and then completely crashed)\nTo be honest, a crash like this I never had with 3 imac's the last 6 years. Only with a hackintosh not related to blender...\n\nDespite the fact of the total crash, I decided not to try to reproduce the total crash,\nBUT...\nthe stripes I could with the resolution I used. \n- Open attached file\n- Render once in 50% from 5120x2048,\n- and then render on 100%, or try the higher resolution.\n\n(The scene was: just a plane, monkey and 3 lights, to check the lightgroups and compositing options (worked all fine, exept the render...))\n(see attached blendfile)\n\nSo just 3 pointlights, each into a one of the 3 lightgroups a plane, monkey...(something to get lit),\nresolution 5120x2048 on 50% and render. Then render on 100% and you should get stripes.\n![Screen Shot 2022-04-06 at 4.09.56 am.jpg](Screen_Shot_2022-04-06_at_4.09.56_am.jpg)\n`***When there, just delete the lightgroups under Scene -> View Layer Tab and the stripes are gone.***`\nOperating system: (INTEL) macOS-12.3.1-x86_64-i386-64bit 64 Bits \nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n[untitled.blend](untitled.blend)\n", "Blender Crashes when trying to create a Pivot Constraint for armature\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU\n\nBroken: 3.33, 3.34, 3.35 Beta\nWorked: 2.79\n\nWhen trying to set a bone in the Pivot Constraint for the Armature, it crashes.\n\n1. Create an armature.\n2. Create a Pivot constraint from \"Object Constraint Properties > Add Object Constraint > Relationship > Pivot\".\n3. Select the armature in the Target field.\n4. Then select the Bone in the Bone field. (Blender crashes)\n\n", "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)", "Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n", "Crash 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)", "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "Crash clicking on Material Preview\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nSometime, clicking on Material Preview button (Eevee) Blender 2.92 crashes without a reason.\nSee file and log attached\nThank you\n[Rocks_Pack.crash.txt](Rocks_Pack.crash.txt)\n\n-\n\n[Rocks_Pack.blend](Rocks_Pack.blend)", "Crash while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n", "Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n", "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" ]
[ "Eevee Screen Space Reflections crashes on OSX 10.9 / 10.11\nOperating system: Darwin-13.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 780M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-8.26.29 310.40.55f01\n\n\nBroken: version: 2.80 (sub 48)\nWorked: (optional)\n\n\nBlender crashes in rendered view if Eevee's Screen Space Reflections is turned on\n\nGo to the Render Tab\nSwitch engine to Eevee\nCheck 'Screen Space Reflections'\nIn the 3d viewport, change display mode to 'Rendered'\n(In any order)\n\n**Additional info**\nThis does not seem to depend on the materials present in the scene, I first got this while trying to get a glass shader to work, then managed to reproduce it with the default cube and an old (pre-Cycles) model.\n\n" ]
geometrical node(transform node) is working very differently. Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31 Broken: version: 3.0.0 Alpha rotation with keyboard and mouse is fine. but it working very differently when i rotated mesh(cubiod,cylinder...) in transform node. 1.Create a mesh(cubiod) and open geometrical node editor 2.insert transform node. 3. try rotating it on transform node you will see a different kind...
[ "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", "Curves: Edit mode transform pivot on individual origins does not work\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.2.1.230210\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nAlso 3.5 beta.\n\nIn curves edit mode, transform pivot on individual origins does not work.\n\nPivot on active element also does not work, but it seems curves edit doesn't have the concept of active element at all, so not sure if this is a limitation right now.\n\n[CurvesEditTransformPivot.mp4](attachment)\n\n", "Mesh Boolean and Bounding Box node joined together make lose the UVs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.5.0\n\nApparently, joining 2 branches of geometry node that contain a Mesh Boolean node and a Bounding Box node make the UV gone. On image attached, the cube on the left with the voronoid is the original cube and on the right it's the same cube with the Geometry node turned on. Maybe other node combination recreate this issue.\nWhen inspecting the branches independently the UV are still working but stop working when adding the Join Geometry.\n\n- Have an object with texture applied. \n- Have a geometry node modifier assigned.\n- The geometry node consists of a Mesh Boolean node joined with a Bounding box node. (I used a transformed node to move the bounding box away and see our object)\n\n", "Node edge scroll affects cancel position\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown\n\nWhen starting a translate transform and using edge scroll this will affect the position after cancelling the translation.\n\n- Select node and start translate (use hotkey instead of LMB drag)\n- Scroll the screen\n- Cancel the transform (right click)\n\nNode will end up at start position relative to current viewport, but not where the transform actually began\n\n(Confirmed by @PratikPB2123 in related issue [#90391](T90391))", "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", "Optix fails when geometry nodes instance has animated translation and scale 0 and motion blur is on\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.6.0 Alpha\nAlso broken in 3.4.1\n\nRendering will not start. It stops at \"Building OptiX acceleration structure\"\n\n![obraz](attachment)\n\nThe culprit seems to be a combination of animated Translation and Scale 0 together with animated Rotation of the object and motion blur.\n\n![obraz](attachment)\n\nDoesn't work in OptiX. Cuda and CPU both work.\n\nOpen the .blend file and render the frame.\n\n", "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.", "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", "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).", "Geometry node group input for \"Single Value Only\"\nAdd a new \"Single Value Only\" option to node group inputs, only for geometry nodes.\n\nThis would hard-code the non-field status of that input, and remove the \"Use attribute\" toggle in modifier and tool inputs.\n\n", "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", "Changing outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nChanging outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update. Have to tab into edit mode to force mesh update.\n[rgb_disp_bug.blend](rgb_disp_bug.blend)\n\nAdd plane with microdisplacement enabled.\nConnect Image node to Separate RGB node and one of the channels into Displacement node.\nChange view to Rendered mode.\nChange channels from R to G to B to R and notice no geometry updates happen in the view port. (Make sure to use an image with different channels)", "Geometry 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)", "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).", "3D cursor doesn't precisely follow mouse pointer when Transform Pivot Point is Active Element\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD\n\nBroken: at least from 2.93 to 4.0 all broken\nWorked: never?\n\nWhen moving the 3D cursor, it's moved distance is multiplied by some value depending on the view orientation. \n\n\n- Move the default cube and rotate the viewport orientation\n- Select Active Element as the Transform Pivot Point\n- Move the 3D-Cursor with shift+RMB\n\n" ]
[ "tranform node(rotation) is working complete differently when i scaled a mesh.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 3.1.0 Alpha\n\n\n\n\n\n\n\n\nrotation of a mesh working fine with mouse and keyboard\nbut when i turned on tranform node and rotated in tranform node it working differently\nits okay with normal mesh\nbut its working differently when i scaled a mesh and made changes in rotaion in transform node.\n\n\n\n\n\n1.open a cube and scale it as cuboid\n2.open geometrical node and open transform node\n3.make changes in rotation in transform node \n4.you will observe it working differently\nthe link is given below\n[bug123.blend](bug123.blend)\nthe image below shows you how its working when made changes in roation in transform node\n![Screenshot (14).png](Screenshot__14_.png)\nthanks.\n\n\n\n\n\n\n" ]
VertexPaint: polishing - when in vertex paint mode add factor (will replace full shading) - remove show wire - when Wireframe mode active. the wireframe should use TH_WIRE - add vertex color overlay (regardless of ob mode)?
[ "Tweaking redo values in extend vertices operator causes extended vertex to dissolve\nBroken in 2.80 (1d908bffddb4 from 2019-01-24) as well as 2.79b release\n\nTweaking redo values in extend vertices operator causes extended vertex (the one from which the operator is executed) to dissolve", "Design: Shading: Extend Clamp and Map Range nodes to work with Vectors\nI'd like to make these nodes work with vector inputs and outputs.\n\nIt's unclear to me as the the best way of doing this. \n\n![image.png](image.png)\n\nSome options:\n\n - **Separate Nodes** : Create separate versions of these nodes with Vector sockets.\n\n - **Dynamic** : Use a dynamic socket. This is better from a UX perspective but how do we show this? For these two nodes, they are pretty pointless without a value input so the edit control could be hidden. The node then operates accordingly depending on the input link. \n\n![image.png](image.png)\n\n- **Mode Switch** : Add vector input and output sockets and add a mode switch to hide the unwanted input socket. \n\n- **Double Sockets** : Add vector input and output sockets and depending what is connected. For vector only input, `Vector` > `Float & Vector`. For float only input, `Float` > `Float & Vector`. If both inputs are connected do `Float` > `Float` and `Vector` > `Vector`.\n\nFor the combined cases, the node would output and show both Value and Vector.\n\n\n\n\n\n\n\n", "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.", "Paint Mode: Color Sampling\nNOTE: This task is currently to document the requirements for an updated color sampler for painting workflows. This should be the basis for discussions on the implementation.\n\n# Goal\n\nSampling colors is implemented in various different ways throughout Blender, each implementation with their own advantages and features.\nThe goal here is to combine all needed features into an easily accessible operator, with additional options to get other sampling effects.\nThis operator will then be used for color sampling in sculpt/paint mode and paint mode in the image editor.\n\nThe basic implementation in sculpt mode is already usable for now.\n\n# Requirements\n\n## Existing Features\n\n- Sample Merged (Only available in the keymap options or with the color picker button)\n- Add to Palette (Already available via left click)\n- Sample Size (Only in the image editor sample tool)\n- Live sample values for XY, RGBA, CMGB, HSVL, color (Only in the image editor sample tool)\n- Sample Interpolated vs Closest (Automatic for textures. Always picks closest in Weight painting. Not implemented for color attributes. Needs more investigation on what would be most useful.)\n\n## Accessibility\nThe easiest way to access the color sampling should always be with a shortcut.\nFor now the established default is `S`. We should follow this wherever possible to stay consistent.\n\nPotentially the best usable way to implement this in the UI is as a button in the color picker instead of an active tool.\nThe disadvantages of making this an active tool are \n- that it doesn't directly relate to any particular color or brush/tool\n- it's more intuitive to use as a temporary one-click operation (No needs to keep it active)\n\n## Sample other Objects\n\nIt's already possible to pick any color of the screen when sampling merged colors.\nWhen sampling the current paint slot of the Canvas this is not the case.\nMulti-object workflows are very common so there needs to be an implementation to instantly sample local colors from another object.\n\n**Use active Canvas picker mode**\nOne straight forward implementation would be to use the Canvas picker mode of the active object to define which colors will be picked. This mode can be set to:\n- Color Attribute\n- Image Texture\n- Material\n\nEach of the other visible objects will have an active color attribute, image texture and node in the material.\nSo the desired approach is to look for that data and use it for color sampling other objects whenever the option \"Sample Merged\" is not used.\n\n## Color Sample Overlay\n\nWhen painting for materials there will be cases where it is not obvious what color will be picked. \nFor example when picking from a greyscale image texture that is used for roughness, while you see the final material in Eevee with additional colors and procedural roughness textures mixed in.\n\nThis color sampling preview would ideally be shown directly on the brush cursor, comparing it side-by-side with the currently set color.", "GP brush pin for fill only, makes both stroke and fill\nHi \nI want to have fill and stroke in different color but if I pin, I get both color same.\nSo that I cannot make custom brush, or I have to change it vertex mode every time.\nCan you please check?\n\n[image](attachment)\n\n", "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\"", "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", "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).", "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", "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", "Vertex paint + x-ray + polygon selection mode = weird shading\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\nFor me it looks like this\n![27724815.png](27724815.png)\n![27730116.png](27730116.png)\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)", "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", "Custom color attribute vs. vertex color - difference in color managed render\nOperating system: Linux-4.15.0-137-generic-x86_64-with-glibc2.23 64 Bits\nGraphics card: GeForce 920MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.93.0 Alpha\n\nThere is a mismatch while displaying the vertex color layer and vertex color set as a custom-attribute.\n\n1. Run the script which sets the vertex color layer (Col) and custom attribute vertex color (GN-Col).\n2. Then change the `max` input of *Attribute Randomize*, it will update the colors.\n3. In shader nodes switch between two vertex colors: *Col* and *GN-Col*. \n\n[custom_attributes4.blend](custom_attributes4.blend)", "Viewport Z-Bias & retopology overlay related issues\nSince this is being reported frequently and retopology overly has caused some weird issue with mask display as well previously, it's best we keep track of them in a central place so we could check if any particular fix is working for all situations:\n\n------\n\nProblem still presents:\n\n- Retopology overlay affecting other parts of the drawing/picking operation: #109115 #107768 ~~#109277~~ ~~#107411~~\n- (Potentially related) Selecting when X-Ray turned on is not visually effective and then switching to face mode crashes: #110136\n\n------\n\nFixed:\n\n- ~~Wireframe visible in close distances: #110048 #109040 #109514 #109499 #109685~~\n- ~~Retopology overlay 0 z offset problem: #109662~~\n\n-------\n\nProbable cause:\n\nAs suggested in 107768#issuecomment-937545 , I believe the problem here is that\n\n1. `DRW_object_is_in_edit_mode` does not exclusively check if object is in edit mode, but it combines other logics that affects drawing and stuff.\n2. `XRAY_ENABLED` marco is not always accompanied with `RETOPOLOGY_ENABLED`, this leads to inconsistencies in the user interaction and the display.", "Paint Mode: Erasing\nNOTE: This task is currently to document the requirements for erasing workflows for painting. This should be the basis for discussions on the implementation.\n\n# Goal\n\nFor an intuitive painting workflow it's necessary to have an eraser accessible at all times.\nThis has been a shortcoming in Blender for painting, since the erasing of alpha channels has only been available as a blending mode for brushes.\nThis is very hard to access via the UI and shortcuts.\n\n# Recommendations\n\nThe ideal solution is to have a very simple brush tool in the toolbar. Aside from the typical texture, stroke, falloff and cursor settings, it can only erase alpha.\n\nThis tool can then have the shortcut `E` assigned by default to make it very accessible.\n\n## Pure Emissive Colors\n\nThe motivation behind not offering a blending mode to \"Add Alpha\" in the Erase Tool is because this has been notoriously difficult to do like the user would expect.\nSee #86868 & #83342.\n\nWhen painting float or pre-multiplied images, the alpha is treated differently. Any color with an alpha 0 would have the RGB colors displayed as pure emissive colors and still visible.\nThe only way to erase the colors completely is to also erase the RGB channels to 0.\n\nAs a result the design for the brush should emphasise this: **The Erase brush is a destructive tool!**\nIf you erase the alpha directly via painting tools you should expect to likely lose the full RGBA color information.\nThe alpha 0 areas can be painted over with a new color afterwards. \n\nFor non destructive erasing of alpha values it is recommended to use a separate image as a mask. This can be done right now via nodes.\nThis non-destructive approach might not be very accessible right now but that can be addressed separately (Especially with the [layered textures design]())\n\n## Erasing Selections\n\nWe need to discuss how we want to handle other erasing operations like via Gesture Tools (Box/Lasso/Line Erase), or for example the Color Filter for gradual erasing. These generally affect the unmasked/selected areas.\nThere are different ways to enable this workflow.\n\n**Erase Operator**\n\nThe simplest way would be to add an operator to the menus and mapped to a shortcut (Like `Delete`) to erase the colors on any selected areas.\nThe user would in that case use the existing Gesture Tools and brushes to mask/select areas to define the areas to be deleted.\nThis approach would follow the Select -> Operate paradigm of Blender closest.\n\n**Erase Tools**\n\nThe existing Color Filter tool could receive an additional Filter Type to 'Erase'. This would allow gradual erasing in the case where it is needed.\nAdding Gesture Tools specifically or erasing is also possible but might just bloat the Toolbar.\n\n## Erase Mode\n\nAn alternative approach is to make the \"Erase Alpha\" blending mode in the regular painting tools more accessible.\nIn other painting application such as Krita every tools and brush has an \"Erase Mode\" button that can be easily toggled with a shortcut and applies globally to all tools and brushes.\nWe could implement this design as an alternative to the Erase Tools/Brush for users that prefer this workflow.\n\nIn that case the Erase Alpha blending mode would be a button in the header that can be toggled directly, instead of being part of the blending modes popup.\nA shortcut could also be assigned.\nThis toggle should be available for for all brushes and tools that affect colors. " ]
[ "WeightPaint: polish\n- when in weightpaint add factor (will replace full shading)\n- remove show wire option and integrate it with the Object mode wireframe rendering. We need to check if this is possible due to order of drawengines\n- use TH_WIRE in this mode (for wireframe rendering)\n" ]
crash during inserting hair strands win 10 intel i5 amd radeon blender 2.8 0bbff8a71138 still having crashes , setting hair particle system to zero hairs , and manually inserting them in edit mode Could be related to the crashes I had when editing vertices ( which have been fixed by now )
[ "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)", "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", "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", "Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n", "Cycles rendering world origin extremely slow when using hair particle system with density maps (no, really!)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.1\nTested in 2.93.1, 2.90 on CPU and Nvidia GPU.\n\nCycles is rendering the world origin extremely slowly, even if there is nothing at all in view.\nSeems to be caused by Hair particle system using a texture influencing density.\n\nWatch this video for me walking through the bug:\nwatch?v=3DdTrC-qN2M\n\n[particle_render_slow.blend](particle_render_slow.blend)\nRender image\n\n", "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.", "Particle edit select linked not working from menus\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\n\n\nHi, I noticed that the select linked option in hair \"Particle edit\" mode/Select/ select linked doesn't work\n\nPlease open the file press W then select linked\n\nthankyou\n\n[hair.blend](hair.blend)\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 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RtlUserThreadStart\n\n\nThread : 00000dd8\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000071bc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFD206E0280 DrvValidateVersion\nnvoglv64.dll :0x00007FFD2046D50D Symbols not available\n\n\nThread : 000058f8\nntdll.dll :0x00007FFDEFFED750 NtWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFDEDB1C480 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFDEDB1C460 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFD20719620 DrvPresentBuffers\nnvoglv64.dll :0x00007FFD20719620 DrvPresentBuffers\nnvoglv64.dll :0x00007FFD20B35890 vk_icdNegotiateLoaderICDInterfaceVersion\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000037dc\nwin32u.dll :0x00007FFDEDDDA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFDEF8A06F0 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFD206E0280 DrvValidateVersion\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002bcc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000031b4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001778\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003c94\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003e70\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000059b4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000070a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003fd4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005b68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005508\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002c88\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000587c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000065ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000055ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006998\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001c30\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004bd0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00000ee0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000049c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000041a8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000721c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000077f0\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\nblender.exe :0x00007FF76E319F80 tbb::internal::task_group_base::wait\nblender.exe :0x00007FF771D68EC0 blender::deg::deg_evaluate_on_refresh\nblender.exe :0x00007FF76DF8E3C0 BKE_scene_graph_update_for_newframe\nblender.exe :0x00007FF76E7B6A90 fluid_bake_startjob\nblender.exe :0x00007FF76E13D7D0 do_job_thread\nblender.exe :0x00007FF77234F320 _ptw32_threadStart\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF76DCE0000 2.9.2.0 blender.exe C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\blender.pdb \n0x00007FFDEFF50000 10.0.19041.844 ntdll.dll \n0x00007FFDEE790000 10.0.19041.804 KERNEL32.DLL \n0x00007FFDEDAD0000 10.0.19041.906 KERNELBASE.dll \n0x00007FFDEF880000 10.0.19041.906 USER32.dll \n0x00007FFDEDDD0000 10.0.19041.906 win32u.dll \n0x00007FFDEF500000 10.0.19041.746 GDI32.dll \n0x00007FFDED770000 10.0.19041.746 gdi32full.dll \n0x00007FFDED880000 10.0.19041.789 msvcp_win.dll \n0x00007FFDEAAF0000 2019.9.0.0 tbb.dll \n0x00007FFDEDE00000 10.0.19041.789 ucrtbase.dll \n0x00007FFDEEDB0000 10.0.19041.906 SHELL32.dll \n0x00007FFDED920000 10.0.19041.546 CFGMGR32.dll \n0x00007FFDEEA40000 10.0.19041.546 WS2_32.dll \n0x00007FFDEE5E0000 10.0.19041.746 RPCRT4.dll \n0x00007FFDCFCF0000 7.0.0.0 openvdb.dll \n0x00007FFDCF740000 10.0.19041.844 OPENGL32.dll \n0x00007FFDEEC60000 10.0.19041.610 ADVAPI32.dll \n0x00007FFDEED10000 7.0.19041.546 msvcrt.dll \n0x00007FFDEEAB0000 10.0.19041.906 sechost.dll \n0x00007FFDEDFF0000 10.0.19041.906 combase.dll \n0x00007FFDEE850000 10.0.19041.746 ole32.dll \n0x00007FFDEEA30000 10.0.19041.546 PSAPI.DLL \n0x00007FFDEEB50000 10.0.19041.746 SHLWAPI.dll \n0x00007FFDCF870000 3.7.7150.1013 python37.dll \n0x00007FFDEDFB0000 10.0.19041.546 IMM32.dll \n0x00007FFD22410000 58.54.100.0 avcodec-58.dll \n0x00007FFDCD5C0000 58.29.100.0 avformat-58.dll \n0x00007FFDEAB40000 58.8.100.0 avdevice-58.dll \n0x00007FFDEE510000 10.0.19041.804 OLEAUT32.dll \n0x00007FFDD40F0000 5.5.100.0 swscale-5.dll \n0x00007FFDCF610000 56.31.100.0 avutil-56.dll \n0x00007FFDEDDA0000 10.0.19041.662 bcrypt.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFDC8FD0000 1.20.1.0 OpenAL32.dll \n0x00007FFDCE1D0000 2.0.12.0 SDL2.dll \n0x00007FFDEAAE0000 2019.9.0.0 tbbmalloc_proxy.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFDEFAA0000 10.0.19041.844 SETUPAPI.dll \n0x00007FFDD2CB0000 14.26.28720.3 MSVCP140.dll \n0x00007FFDEAAC0000 14.26.28720.3 VCRUNTIME140.dll \n0x00007FFDEAAB0000 14.26.28720.3 VCRUNTIME140_1.dll \n0x00007FFDE1F70000 6.10.19041.844 COMCTL32.dll \n0x00007FFDE7F50000 10.0.19041.1 AVIFIL32.dll \n0x00007FFDE6B50000 10.0.19041.546 VERSION.dll \n0x00007FFDD8550000 10.0.19041.844 GLU32.dll \n0x00007FFDEBD30000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFDD30A0000 3.5.100.0 swresample-3.dll \n0x00007FFDCDB10000 10.0.19041.546 Secur32.dll \n0x00007FFDD82B0000 10.0.19041.1 AVICAP32.dll \n0x00007FFDE28A0000 10.0.19041.546 WINMM.dll \n0x00007FFDD2C70000 2019.9.0.0 tbbmalloc.dll \n0x00007FFD5AD10000 10.0.19041.1 MSACM32.dll \n0x00007FFDD3070000 10.0.19041.1 MSVFW32.dll \n0x00007FFDDECB0000 10.0.19041.1 winmmbase.dll \n0x00007FFDED580000 10.0.19041.906 SSPICLI.DLL \n0x00007FFDEE980000 10.0.19041.746 shcore.dll \n0x00007FFDEBF80000 10.0.19041.546 kernel.appcore.dll \n0x00007FFDEB590000 10.0.19041.906 windows.storage.dll \n0x00007FFDED100000 10.0.19041.662 Wldp.dll \n0x00007FFDEADF0000 10.0.19041.746 uxtheme.dll \n0x00007FFDED6F0000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFDED5D0000 10.0.19041.844 profapi.dll \n0x00007FFDEEBB0000 2001.12.10941.16384 clbcatq.dll \n0x00007FFDE6250000 10.0.19041.789 MMDevApi.dll \n0x00007FFDED440000 10.0.19041.546 DEVOBJ.dll \n0x00007FFDE6400000 10.0.19041.906 AUDIOSES.DLL \n0x00007FFDECC30000 10.0.19041.546 powrprof.dll \n0x00007FFDECAF0000 UMPDC.dll \n0x00007FFDEAF10000 10.0.19041.546 resourcepolicyclient.dll \n0x00007FFDEF6D0000 10.0.19041.906 MSCTF.dll \n0x00007FFDC2F40000 10.0.19041.746 dataexchange.dll \n0x00007FFDE8030000 10.0.19041.746 d3d11.dll \n0x00007FFDE8EB0000 10.0.19041.906 dcomp.dll \n0x00007FFDEBFD0000 10.0.19041.746 dxgi.dll \n0x00007FFDE6B60000 10.0.19041.746 twinapi.appcore.dll \n0x00007FFDE7A20000 10.0.19041.906 AppXDeploymentClient.dll \n0x00007FFD1FA70000 27.21.14.6192 nvoglv64.dll \n0x00007FFDEA2D0000 10.0.19041.546 WTSAPI32.dll \n0x00007FFDED280000 10.0.19041.546 msasn1.dll \n0x00007FFDE6AA0000 10.0.19041.906 cryptnet.dll \n0x00007FFDED970000 10.0.19041.844 CRYPT32.dll \n0x00007FFDED040000 10.0.19041.546 cryptbase.dll \n0x00007FFDED690000 10.0.19041.804 WINTRUST.dll \n0x00007FFDEC4F0000 10.0.19041.546 ntmarta.dll \n0x00007FFDE5470000 10.0.19041.546 dxcore.dll \n0x00007FFDEB000000 10.0.19041.746 dwmapi.dll \n0x00007FFDEC490000 10.0.19041.546 WINSTA.dll \n0x00007FFDCB3B0000 10.0.19041.906 textinputframework.dll \n0x00007FFDE9960000 10.0.19041.746 CoreMessaging.dll \n0x00007FFDE9420000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFDE9CA0000 10.0.19041.906 wintypes.dll \n0x00007FFDC2C70000 10.0.19041.844 explorerframe.dll \n0x00007FFDEA590000 7.0.19041.867 propsys.dll \n0x00007FFDED050000 10.0.19041.546 CRYPTSP.dll \n0x00007FFDEC7A0000 10.0.19041.546 rsaenh.dll \n0x00007FFDE53A0000 3.7.7150.1013 python3.dll \n0x00007FFDD40D0000 3.7.7150.1013 _bz2.pyd \n0x00007FFDD04E0000 3.7.7150.1013 _lzma.pyd \n0x00007FFDD04C0000 3.7.7150.1013 _socket.pyd \n0x00007FFDDFD70000 3.7.7150.1013 select.pyd \n \n# Python backtrace\n\n```\nSimply bake the file attached, I can't do it and I tried with multiple brand new .blend simple mantaflow setups.\n[Cinematic Fire Simulation.blend](Cinematic_Fire_Simulation.blend)", "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)", "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", "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", "Particle system bug with texture influence\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.95\n\nBroken: version: 3.6.0\nWorked: N/A.\n\nParticle system caching issue. \n\n1. Make a particle system with collider that kills particle. Add a cloud texture to influence it's density.\n2. Now bake.\n3. Now later when you increase or decrease size of the particle. the cache breaks. \n4. Some particle is starting to stay on collide serve instead of killing . And some particle floats around.", "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", "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", "GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n" ]
[ "insert hair crash \nwin 10 \namd radeon \nintel i5 \n\nblender 2.8 \n99d4321eff6 \n\n\nSince the previous topic was closed and not sure if it was update properly I created a new one \nStill the same crash while inserting hairs in edit mode \n\n\nHere are the crash log files , seems that the '' atio6axx.dll'' is causing the crash \n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)", "Hair edit mode crashes with AMD Radeon HD 5700\n blender 2.8 \nintel i5 \namd radeon \n\nblender 2.8 \n6b39dc7672eb \n\nAs title says, alternating between particle hair edit mode and object mode , results in crash \nDo this a couple of times right after each other \n\nHere's the file \nedit . I can't even open it anymore without blender crashing ( only 5000 hair sttrands )\n\n[hair crash .blend](hair_crash_.blend)" ]
Data transfer modifier is not transfering vertex colours Operating system: win10 Graphics card: 2080ti Broken: blender-2.91.0-baa24f1c91d2-windows64 It seems impossible to transfer vertex colours from one mesh to another using data transfer modifier. [data transfer vertex colour bug.blend](data_transfer_vertex_colour_bug.blend) Load blend file The plane has a data transfer modifier set to take vertex colours from the cube. No matter what settings are picked it seems impossible to make any data transfer happen.
[ "USD Importer - not respecting output channels\nOperating system: Windows\nGraphics card: NVIDIA GeForce GTX 1060 6GB\n\nBroken: 3.01, dc2d18018171, master, 2022-01-25\nWorked: N/A\n\n\nImporting USD files that have specific channels of a texture connected to material properties does not work (the channels aren't separated before being connected to the material properties).\n\n - Author a USD file that has a texture channel that has metallic in the blue channel and roughness in the green channel\n - Note inside the USD file it specifies that float inputs:metallic.connect = <texture:b> and float inputs:roughness.connect = <texture:g> this is correct\n - Import into Blender\n - View the Shading tab and note the full-colour output of the texture is connected to both 'Metallic' and 'Roughness'\n # Note if you author the same file as GLTF and import that into Blender, it will correctly add a 'Separate RGB' node after the texture, then connect the B output to a 'Metallic Factor' node and then onto the 'Metallic' property, and to the 'Separate RGB' also connect the B output directly to Roughness.\n\nThis is how the GLTF shader nodes look:\n\n![Blender_GLTF.png](Blender_GLTF.png)\n\nThis is how the USD shader nodes look:\n\n![Blender_USD.png](Blender_USD.png)\n\n\n\n", "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", "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", "Mark vertices of the active vgroup \nThis is a Follow up Design task for #38573\n\nIdea: When weight-paint colors are enabled with vertex selection (both editmode and weight paint mode), then show vertices in the active vgroup with a different color, even in wireframe mode. this way we can quickly step over vgroups and immediately see which vertices use that group.\n\nExample (mockup):\n\n![vgroup_indicator.png](vgroup_indicator.png)\n\nAll vertices of the active vgroup are marked in dark pink (just an example). this allows to see in this case there are some stray vertices with zero on the right side of the mesh. \n\nThe markup color for 'vertices in active vgroup' could also be customized in the team settings.", "Improved way to display weight painting colors\nWeight group colors in vertices blend between their neighbors by going through the entire range of values between the 2 points\n![image.png](image.png)\n\nFor example if a vertex has a 1.0 (red) value and one of it's neighbors has a 0.0 (blue) value, the face will show a rainbow interpolation going trough orange, yellow, green, cyan and finally blue\n![image.png](image.png)\n\nIn certain situations where each of the vertices of a face have different values (like 1.0, 0.5, 0.75, 0.0) it will create weird intersections in the middle that look like there is a vertex there that doesn't exist\n![image.png](image.png)\n\nThe problem is even worst when the wireframe is not displayed and we only see gradients of colors indicating vertex values that do not exist\n![image.png](image.png)\n\nThe solution is to fix the color blending mode to simply **mix** between the 2 neighboring colors. This way it is very clear that vertices have values of 1.0, 0.75 and 0.5 and nothing in between.\n![image.png](image.png)", "Modifiers which deform spline points propagate across all users of the same data unexpectedly\nVersion: 2.81 build Oct 23 (Linux 64)\n\nWhen a Curve Object Modifier uses the \"Apply On Spline\" setting, it seems to affect the curve data directly. This means that if a curve data block is used by multiple objects, a modifier on one of those objects will affect all the others.\n\n[curve_modifier_bug.blend](curve_modifier_bug.blend)\n\nTo reproduce, open and inspect the attached file. Notice that the objects on the left both have deformation modifiers, while their clones on the right do not. However, the curve object still appears to be modified because it uses the same data as the modified curve object. This is not how modifiers are supposed to behave. \n\nThe expected behavior is demonstrated by the two mesh objects. Like the curve objects, they also share the same data, but the effect of the modifier is limited to the owner of the modifier.", "Regression: Vertex colors are now broken in hair strands\nOperating system: Gentoo Linux kernel 5.18.0-gentoo\nGraphics card: RX 480\n\nBroken: 3.2.0, 3.3.0\nWorked: 3.1.0\n\nCaused by b9799dfb8a\n\n\nVertex colors are strange and patchy when moving from 3.1.0 to 3.2.0 or later: \n![2022-06-11-155614_1280x998_scrot.png](2022-06-11-155614_1280x998_scrot.png)\n\n![2022-06-11-155621_1280x998_scrot.png](2022-06-11-155621_1280x998_scrot.png)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Make something with vertex colours and a hair system which utilises them in Blender 3.1.0. In my instance I used geometry nodes to generate them; this may differ when making them manually as one of my other projects which does it manually does not seem to exhibit this issue. \n2. Open file in Blender 3.2.0. \n\nI created the following .blend file to demonstrate the issue: [Color_test_3s.blend](Color_test_3s.blend)", "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", "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)", "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", "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)", "Support Face color attributes for painting\nFace color attributes should be supported for sculpt painting and vertex paint mode.\n\nThey should also be listed under the Color Attributes UI List.\n\n", "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", "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)", "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)." ]
[ "Data Transfer modifier works inconsistently when dealing with Vertex Color Alpha\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\nWorked: -\n\nWhen using DataTransfer modifier to transfer vertex colors from object to another, vertex color alpha interferes with color transfer. Vertex color alpha seems to work as a mask which is not expected. \n\n\n![image.png](image.png) (See attached blend file for ready-made setup)\n\n1. Create a cube. Give it a vertex color layer.\n2. Create another cube or plane. Give it fully red, blue or green coloring and erase some parts of its vertex color alpha.\n3. Add Data transfer modifier to the first cube. Copy vertex colors from the other object. Only 'Above' and 'Below threshold' Mix mode settings seems to fully transfer RGB without alpha affecting the transfer.\n5. Create material for the cube that has copied values. Create emissive shader and attach vertex color input node into it.\n6. Check with different mix modes and see how result varies.\n7. Optionally: Apply data transfer and inspect vertex colors. Alpha causes issue with RGB channels. \n\n[DataTransfer_Vertex-Color-Alpha.blend](DataTransfer_Vertex-Color-Alpha.blend)\n\n" ]
Geo Node - Creating input socket via script crashes Blender Operating system: Linux-5.19.12-arch1-1-x86_64-with-glibc2.36 64 Bits Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76 Broken: version: 3.3.0 Worked: - Creating input socket of a group output geometry node from python console makes Blender crash - Open Blender and switch to Geometry Nodes workspace - Click new to create a new geometry node modifier for the default cube - Switch to 'Scripting' workspace and in the python console type following: ``` C.object.modifiers[0].node_group.nodes['Group Output'].inputs.new('VALUE', 'test') ``` - Blender crashes with the following message on console > Attempt to free NULL pointer Also tried first setting the type of the empty custom socket (which is created by default in the output node) and then adding another input socket: ``` C.object.modifiers[0].node_group.nodes['Group Output'].inputs[1].type = 'VALUE' C.object.modifiers[0].node_group.nodes['Group Output'].inputs.new('VALUE', 'test2') ``` In this case there is no crash but the newly created socket is displayed with the following message on the node: > Undefined Socket Type Explicitly setting the type of the newly created node once again, gives the correct result but there is still the nagging **Attempt to free NULL pointer** message on the console.
[ "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)", "Multi-type sockets (int, float, ...) for compact nodes\nNeed a solution for how to:\n* Automatically change socket type based on what is dragged.\n* How to change a socket that supports multiple input types.\n\nA good example is the Switch node\n\nNote: This doesn't account for nodes where we need to switch between attribute and value.\n", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "Frame Selected does not respect GN output if it has different type from input\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.1.230305\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nI think this is an old known issue but I can't find this documented here.\n\nFrame Selected does not respect the output geometry by Geometry Nodes if its type is different from the input type.\n\nFor example, if the input is mesh and the output is curve, Frame Selected works on the original input mesh. (The same if the output has multiple types of geometry including the original type.) If the output is mesh it respects the output geometry even if it has noting to do with the input and has a wildly different bounding box.\n\nOn the other hand, a curve object converted to a mesh by Solidify modifier is still respected as the final output mesh.\n\n(Maybe related? #104738)\n\n[FrameSelectedWithGN.mp4](attachment)\n\n[FrameSelectedWithGN.blend](attachment)\n\n", "Console traceback when using custom socket types on node groups\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 2.93.0\nWorked: 2.92\n\nWhen creating custom node groups with inputs other than NodeSocketShader (and probably others), the console sends a traceback error warning to report this as bug.\n```\nCode marked as unreachable has been executed. Please report this as a bug.\nError found at C:\\Users\\blender\\git\\blender-v293\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:441 in write_node_socket_default_value.\n```\n\nStartup blender with this file and run the script in the text editor. The file is entirely gutted of data blocks besides the script. The console should now be spammed with the above error whenever the scene updates\n[create_vector_node_group.blend](create_vector_node_group.blend)\n", "Changing outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nChanging outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update. Have to tab into edit mode to force mesh update.\n[rgb_disp_bug.blend](rgb_disp_bug.blend)\n\nAdd plane with microdisplacement enabled.\nConnect Image node to Separate RGB node and one of the channels into Displacement node.\nChange view to Rendered mode.\nChange channels from R to G to B to R and notice no geometry updates happen in the view port. (Make sure to use an image with different channels)", "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)", "Nodes: Group input subtype \"Angle\" max values are in radians, but the default implies degrees.\nOperating system: Linux-5.4.0-148-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 3.6.0 Alpha\n\nThe subtype \"angle\" in the socket editor provides a default value in °, and a min and a max value, which seem related to the default setting in degrees, so the user assumes the slider in the modifier frontend UI to stop at the set values. Which it doesn't. Set max to say 1, and the slider will stop at 57,3° (180/pi), not at 1°.\n\n\n", "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)", "Outliner Floating window Drag & Drop to Geometry Nodes editor not working\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\nWorked: I don't know if it ever worked\n\nDragging and dropping objects from the outliner to the geometry node editor is not working\n\nFloat outliner to be its own window\ndrag and drop an object from the node editor to the geometry nodes\ndoesn't work.\n\n", "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", "Vertex group (memory access?) change after applying modifier \nOperating system: Linux-4.15.0-159-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.0.0\nWorked: 2,93\n\nLooks like this came with 263fa406cd: Fix #90087: Assigning object data doesn't copy vertex groups / 99738fbfdc: Fix memory leak from 263fa406cd\n\nI have an object with an existing vertex group.\nI then run a script, that creates a new vertex group and stores it in a variable accordingly.\nThe script then creates a modifier - any kind I think - and applies it using the `object.modifier_apply()` op.\n\nIn 3.0 the vgroup variable now references the existing vertex group instead of the newly created one, that was assigned to it.\nThe memory address remains unchanged however - at least on linux.\nRemoving the vgroup referenced by the variable will then remove the existing one, instead of the new one.\nI think on windows, it may cause an exception but I need confirmation of that from a Windows user.\n\nIn 2.93, everything works as expected, the vgroup assigned to the variable never changes and is removed properly\n\nSee this [video demo ](WMGjQKEgNco).\n\n[vgroup_changs_after_applying_modifier3.blend](vgroup_changs_after_applying_modifier3.blend)\n\n\n* open the attached blend file in 2.93 and 3.0\n* go to the Scripting workspace and run the script\n* note how in 3.0 the print out of the vgroup variable changes after the modifier is applied\n\n", "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", "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```", "Geometry Node: Filter out based on subtype (modifier/tool)\nWe need to filter out the nodegroups based on subtype (tool/modifier):\n\n* Template in the Geometry Nodes editor header\n* Template in the Geometry Nodes modifier\n\nNote that the Node Group node template can still take both type of node groups.\n\n" ]
[ "Crash when creating Geometry Nodes group input with Python\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Ti Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.72\n\nBroken: version: 3.2.0\nWorked: -\n\nBlender crashes when attempting to create a new group input for geometry nodes as shown in the script.\n\n- Add a geometry node modifier and node group (e.g. press *New* in the Geometry Node Editor)\n- Run the script below\n```\nimport bpy\nnodes = bpy.data.node_groups\nnode = nodes[\"Geometry Nodes\"]\ngroup = node.nodes[\"Group Output\"]\ngroup.inputs.new(name=\"Output\",type=\"Color\")\n```\n\n" ]
Object viewport visibility turns ON when collection is toggled off then on (exclude from viewlayer) Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.24 Broken: version: 2.80 (sub 75) Worked: (optional) If the viewport visibility of an object is switched OFF, it is turned back on when the parent collection is toggled off then on (the exclude from view layer toggle.) Occurs in both official release and current Tangent build Hash: ebc27f142884 1 - Create two objects in the viewport. Ensure they are included in the same view layer collection. 2 - On one object, turn OFF the viewport visibility. 3 - Toggle the collection 'exclude from view layer' checkbox off then on 4 - The object that had viewport visibility OFF has now been turned to ON. [objectVisibility_bugReport.blend](objectVisibility_bugReport.blend)
[ "'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", "Contradictory labels in UI. Naming of boolean properties sometimes positive, sometimes negative.\nOperating system: Any\nGraphics card: Any\n\nBroken:\nBlender 2.80.74 aka rc2\n\nInconsistency in naming leads to contradictory info.\n\n- Open Blender\n- Select an object on the scene (add one if you have nothing...)\n- Go to Object properties panel\n- Scroll down to Visibility\n- Hover \"Show in Renders\"\n- A pop-up info label reads \"Globally disable in renders\", so now you're not sure what happens if you check the box\n- Check the box\n- Open the Info Editor, the last line will read \"bpy.context.object.hide_render = True\"\n\nSo now we have three different nomenclatures for the same thing. Two that are contradictory within the UI and one that is the opposite naming of what's in the UI.\n\nInstead of having properties named \"show_name\" and some others \"hide_viewport\", all such boolean properties could be named \"show_function\" or \"enable_function\" so that you don't have to negate the negation as in hide_viewport = False\n\nSince Blender 2.8 is a breaking release, it is the time when you can implement coherent naming. After that, it's going to be much more difficult.\n\nOf course that's by far not a priority since it doesn't break Blender.", "Having a Collection with volume shaders set to Indirect Only doesn't work with Transmission rays\nOperating system: Windows\nGraphics card: GeForce RTX 2080 Ti\n\nBroken: 2.82\n\nThe Indirect Only setting on a Collection doesn't seem to apply when viewing Volume shaders through shaders with Transmission enabled.\n\nSee the attached blendfile. Enabling or disabling the VOLUMETRICS collection (which is set to Indirect Only) doesn't affect what is seen through the glass.\n[comp_test_render_scene.blend](comp_test_render_scene.blend)", "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.", "When Object is not selectable it can still be switched to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: dont know\n\nWhen a object is disabled for selection in the outliner and the object is then selected in the outliner its possible to enter any of the interaction modes. \nI would assume if a object is not selectable this should not be happening. \nNote: it only happens with single object selections. \nMaybe this is by design, it just felt like a strange thing and i thought i report it just in case.\n\n1. Create a object\n2. disable the object selection in the outliner ![Screen Shot 04-20-23 at 10.08 PM 001.PNG](attachment)\n\n3. Choose your interaction mode ![Screen Shot 04-20-23 at 10.07 PM.PNG](attachment)\n\n4. The mode changes to the one you selected ![Screen Shot 04-20-23 at 10.08 PM.PNG](attachment)\n\n", "Object Info node not update if delete object from viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nIf you delete an object selected in the Object Info node, the object remains selected in the node\n\n![2021-03-11_20-19-51.png](2021-03-11_20-19-51.png)\n\nDelete object from viewport selected in the Object Info node. Object Info node not update socket\n\n[Proximity_displaces2.blend](Proximity_displaces2.blend)\n\nNote that if you delete it from the outliner things work. The issue is when the object is deleted from the viewport.\n\n**Original file**\nThis file doesn't help because the object was already deleted from it:\n[Proximity_displaces.blend](Proximity_displaces.blend)\n\n\n\n\n", "Irradiance volume visibility collection not working properly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.5\nWorked: Unknown\n\nThe irradiance volume visibility collection is not working as intended. File is included.\n\nDownload [this example. ](view?usp=sharing)\nWhen you open the file you'll notice immediately that the IV is already set to Collection, which means in theory it should NOT be affecting anything in \"Collection 2\". Even if you delete the light cache and rebake it, no matter what happens, it affects everything outside \"Collection\" regardless. The way I see it, visibility collection is meant to affect whom it collects lights from and meshes to light up, but so far it only seems to care about gathering lights alone.\n\nThis ALSO affects rendering it out. For that, just change the view layer to V1, and turn on Collection 2 to replicate.\n\nWorse still, disabling the visibility/renders of the irradance volume still lights up other objects no matter what. This, in my opinion, is a huge issue. It means I have to delete the light cache whenever I need it off, and rebake it, wasting a TON of time just to render it and only have it affect a singular object.", "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)", "OptiX denoiser creates dark artifacts in viewport when used with 2 GPUs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nThe OptiX denoiser creates several black sectors in the viewport. The smaller the area to be cleaned the more visible the error is.\nThis is only present when I have my 2 GPUs activated at the same time (3070 and 2060s). And it works normally when I enable only one of them.\n\n![Screenshot 2022-12-06 140609.png](Screenshot_2022-12-06_140609.png)\n\n1. Activate both GPUs in preferences (OptiX or CUDA)\n2. Select Cycles render > GPU\n3. Activate viewport denoise and select OptiX.\n4. In viewport (Ctrl + B) set a small render region.\n[Based on the default startup]\n\n", "Drawing boolean\nOperating system: Gentoo Linux\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti]\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.92\nWorked: (newest version of Blender that worked as expected) N/A\n\nFor some reason, displaying a UIList with many collection properties next to a bool property somewhere in the same property tab causes a huge amount of lag.\n\nA bool property which is part of another property group seems to be another workaround to this issue.\n\nI'm developing an add-on which requires the display of large collection properties for construction management of 3D buildings in Blender, which is how I came across this bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSee attached script, or attached blend file on how to reproduce. The lag seems proportional to the the number of properties in the collection property.\n\nRun script, go to scene properties tab and scroll. Then comment out L19 and try again, lag disappears.\n\n[blenderbug.py](blenderbug.py)\n\n[untitled.blend](untitled.blend)", "depsgraph.object_instances does not respect collection visibility\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.83 (sub 5)\nWorked: 2.80 release\n\nCollection visibility (Hide in Viewport) does not affect object appearance in `depsgraph.object_instances`.\nWhile hiding objects individually or excluding collection from view layer or Disable in Viewports does hide them from `depsgraph.object_instances`.\n\nIn 2.80 release collection visibility did affect `depsgraph.object_instances`.\n\n\n - Open attached blend file: [dep_visibility.blend](dep_visibility.blend)\n - Run the script > console output lists all three objects.\n - Use collection `Hide in Viewport` visibility options and run script > console output has the same objects regardless of collection visibility state.\n - Use `Hide in Viewport` on an individual object > console output remose this individual object\n", "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", "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)", "Hidden objects still affect viewport performance when they are hidden as collection\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\nAfter ac20970bc208 hidden objects do not affect viewport performance but they still do when hiding the collection that they are belong to.\n\n(I've wondered that this might not be a bug but a complication from the fact an object can belong to multiple collections. If then I guess this can be marked as a known limitation or something, because I think many users would expect this to work with visibility of collections.)\n\n* Use file from the patch: [F13435936](slow_object.blend)\n* Hide \"Collection\" instead of the object itself\n* Play animation, the object still affect viewport performance\n", "Eevee: UV map tangent forces first UV layer when in edit mode\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.3.0 Alpha\nWorked: unknown\n\nWhen entering edit mode Eevee seems to always use the first UV layer for the tangent information, even when another UV layer is specified.\nI thought maybe it would fallback to the UV layer set to `active render`, but that doesn't seem to be the case.\n[UV_tangent_edit_mode_eevee-2022-07-07_14.16.48.mp4](UV_tangent_edit_mode_eevee-2022-07-07_14.16.48.mp4)\n\n[UV_tangent_edit_mode_eevee.blend](UV_tangent_edit_mode_eevee.blend)\nFrom file:\n- toggle edit mode and object mode\n\nFrom scratch:\n- create second UV layer on default object\n- rotate UVs\n- create shader with tangent map of second UV map\n- toggle edit mode and object mode\n\n" ]
[ "Turning collections off and then back on resets the viewport visibility behavior of objects\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 25.20.100.6581\n\nBroken: version: 2.81 (sub 12)\nWorked: version 2.79\n\n[objectVisibility_bugReport.blend](objectVisibility_bugReport.blend)\nWhen turning a collection off and there are objects inside of the collection hidden in the viewport, when the collection is turned back on, all objects are reset to visible in the viewport.\n\nGIF demonstrating the issue:\n![outlinerbug.gif](outlinerbug.gif)\n\nHidden-in-viewport properties for layers/objects should remember their state as they seem to do for whether objects get rendered or not.\n\n\nRelated to this: #69812 (Sub-collections on/off state not remembered if parent collection is switched off and then on)\n\n**Also conversation on devtalk: 9706**" ]
Blender 2.8 Cycles Render Crashes W/ GPU CPU Operating system: Graphics card: GeForce GTX 1080 Ti Broken: 2.8, 26d5a3625ed, 2018-11-29 Rendering in Cycles with CUDA graphics card and CPU ticked crashes. If I deselect my CPU it seems to work. Default startup file
[ "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", "Segfault after F12 render with multi-GPU Intel ARC A770 and experimental oneAPI packages on Debian\nOperating system: Linux-6.4.0-1-amd64-x86_64-with-glibc2.37 (Debian sid)\nGraphics card: two identical Intel ARC A770 Limited Edition 16GB\n\nBroken: 3.6.1, 4.0.0 Alpha, branch: main, commit date: 2023-07-25 19:23, hash: aebc743bf1c7\nWorked: 3.4, 3.4.1, 3.5.1\n\nSegfault when rendering Victor benchmark scene with F12 with second Intel ARC A770. This happens only when the second GPU is chosen as rendering device in Cycles. If both GPUs are selected first one seems to work correctly, but the second one causes a crash/error.\nEmbree on GPU does not seems to matter.\n\nBoth F12 and viewport renders with the second GPU give:\n`oneAPI kernel \"shader_eval_curve_shadow_transparency\" execution error: got runtime exception \"Native API failed. Native API returns: -50 (PI_ERROR_INVALID_ARG_VALUE) -50 (PI_ERROR_INVALID_ARG_VALUE)\"`\n\nRelevant info:\nI'm using following packages from experimental sources (I'm impatient I know :) ), so this crash might be very well caused by their incompatibility with Debian sid:\n`libigc1` - 1.0.13822.1-1\n`libigdfcl1` - 1.0.13822.1-1\n`intel-opencl-icd` - 23.13.26032.7-1\nRest of the packages, including all dependencies are from Debian sid.\n\nFull backtrace:\n\n```\n(gdb) backtrace full\n#0 0x0000000001cfee77 in ?? ()\nNo symbol table info available.\n#1 0x0000000001cffab9 in ?? ()\nNo symbol table info available.\n#2 0x0000000001b0fa9c in ?? ()\nNo symbol table info available.\n#3 0x0000000000f376a3 in ?? ()\nNo symbol table info available.\n#4 0x00007fffebaa63ec in start_thread (arg=<optimized out>) at ./nptl/pthread_create.c:444\n ret = <optimized out>\n pd = <optimized out>\n out = <optimized out>\n unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140737147199792, -8317621660586406251, -286296, 11, 140737488344416, 140734520795136, 8317937541230038677, 8317594907036290709}, mask_was_saved = 0}}, priv = {\n pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}\n not_first_call = <optimized out>\n#5 0x00007fffebb26a1c in clone3 () at ../sysdeps/unix/sysv/linux/x86_64/clone3.S:81\nNo locals.\n(gdb)\n```\n\n1. On Debian sid install experimental packages mentioned above.\n2. Set second ARC GPU as a rendering device in Blender. \n3. Open Victor benchmark scene.\n4. Hit F12 and wait for the crash.", "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?", "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", "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", "LineArt; Crahes when I reopen a file\nAn old HP laptop with\nOperating system: Linux Ubuntu 18.04.5 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2)\n\nBroken: Blender 2.93.0 Alpha, 3ea1779365b5, master, 2021-03-23 18:34\n\n\nI added two GP LineArt on the scene and it worked and then I saved the scene, with new grease pencil modifiers activated, but when I try to reopen in Blender the same scene crashes every times and I'm not able to see anythings after waiting the processing until crashes without any report. the file is attached.\n\n[yach.tar.xz](yach.tar.xz)", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "Eevee randomly causes system to crash when rendering\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 (8GB memory)\nCPU: Intel Core i9 9900k\nRAM: 32GB DDR4\n\nBroken: 3.0.0\n\n\nI'm new to Blender and currently trying to switch from my usual C4D and Redshift workflow, just to let you know.\n\nI have a fairly simple scene with a 250 frame animation. Everytime I render the animation with Eevee as a .png sequence with an .exr file for the layers, the process causes my system to crash.\nThe amount of samples seems to correlate with the amount of frames I'm able to render before failure. So I guess it might have something to do with memory.\n\nI'm not sure how that can be as more complex scenes never failed me before using Redshift as a render engine.\n[ocean_final.blend](ocean_final.blend)\nThe scene makes use of a lot of volumetric light and I also calculate the bloom.\n\nThere aren't a lot of vertices involved in the scene, but I'm not sure how I can display a value to give you here.\n\nAll drivers are up to date and I also reinstalled Blender.\n\nNot sure, but I attached the .blend file as well as logs created in debug mode.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)", "Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)", "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 rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n", "gpu module in CustomRenderEngine causes segfault\nOperating system: Linux-5.4.2-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.7\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nUsing gpu module in CustomRenderEngine render function causes segfault\n\n- Open attached blendfile\n- Run the python script from text editor\n - it is based on the example bpy.types.RenderEngine.html\n - only difference is, importing gpu module and doing a gpu.matrix.push_pop() in the render function\n - also added faulthandler to see where it crashes\n- change render engine to custom\n- hit f12 (blender crashes)\n\nIs the GPU module not suited for use in CustomRenderEngine ?\nAlso testet drawing a gpu.types.GPUBatch to a framebuffer object without doing matrix.push_pop(), it also caused a segfault. The matrix thing is just the simplest case to reproduce.\n\n[CustomRenderBug.blend](CustomRenderBug.blend)\n\n", "Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n", "Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n", "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" ]
[ "Cycles combined CPU + GPU render crash\nOperating system: Windows 10\nGraphics card: 2x GTX 1080ti\n\nBroken: 2.80 Beta, 26d5a3625ed, 2018-11-29\nWorked in: Every other 2.8 version in the last few months. \n\nMy cycles compute device is set to CUDA. I have the following selected for render:\nGeForce GTX 1080 Ti\nGeForce GTX 1080 Ti\nIntel Core i0-7980XE CPU \nRender device is set to GPU Compute. \n\nEvery time I hit render, the program crashes. This is true for both older 2.8 files, as well as brand new files created within the Beta. I cannot render single frames, or animations. The view port render preview still works. Rendering using CPU as the render device works, but crashes as soon as the render is complete. I have tested with 3 different blend files, and even tried rendering the default cube in a new blend file. It crashes ever time. \n\n\n\nStart new file\nSet the render device to GPU compute\nIn the preferences, under general, select CUDA as the cycles compute device. \nSelect both Geforce GTX 1080 Ti cards, \nSelect the intel core CPU. \nSave preferences\nPress F12 to Render\nSystem crashes immediately. ", "GPU compute crash \n{[F5760050](GPURenderCrash.rar)}Operating system: Windows 10 1803\nGraphics card: GTX970\nAlso full DxDiag in archive\n\nBroken: blender-2.80-26d5a3625ed-win64\nWorked: blender-2.80-63150511a29-win64\n\nBlender crashes when I'm trying to render this scene with GPU compute enabled. It's a scene originally from 2.79.6, which renders it without any hiccups, although, same as 63150511a29. CPU Compute doesn't crashing. \n\nPress F12 in the attached scene. It crashes after Building BVH stage. ", "Crash when rendering in Cycles\nOperating system: Windows 10 Pro Version\t10.0.16299 Build 16299\nGraphics card: Name\tNVIDIA GeForce GTX 1070\n\nBroken:\n(example: 2.80, 26d5a3625ed, blender2.8, Branch 2.8 2018-11-29 15:57\nWorked: (optional)\n\n\nWhen I try to render in Cycles, either an image or animation, Blender immediately crashes\n1. Switch from EEVEE to Cycles.\n2. Click Render, or Ctrl-F12\n3. Program crashes\n\nDid this three times in a row.\n[oblong container_2.80.blend](oblong_container_2.80.blend)\nBased on the default startup or an attached .blend file (as simple as possible).", "Blender closes/crash on Rendering \nOperating system: Windows 10 64 bits\nGraphics card: 2x GTX 1070\n\nBroken: 2.80 beta\n\n\nA simple F12 render, rendering an image, makes Blender crash. Tried on a scene and the default cube. \n\nno need to steps. Just hit render on a new file makes render crash after some seconds. It may take a while, depending on the scene. ", "Blender 2.80 Beta crash when attempting to render\nOperating system: Windows 7\nGraphics card: GTX 1070\n\nBroken:\n2.80 Beta\nDate: 2018-11-29 15:57, Hash: 26d5a3625ed, Branch: blender2.8\nWorked: (optional)\n\n\nJust open attached file [[F5761170](EXAMPLE_Bottle.blend) ](F5761170) and hit F12 ", "Crash report\nOperating system: Windows 10 pro.\nGraphics card: GTX 1080\nProcessor: Trheadripper AMD 24 cores.\nCrash report.\nBlender 2.80 beta: Hash: 26d5a3625ed\n\n\n\nWhen I press F12 to render a common frame, Blender simply closes.\nI've tested 3 times and the same thing always happens.\n\nEven switching to image editor, new window, no matter where it will render, always closes.\n\n[teste_randonwalk_01_280_beta.blend](teste_randonwalk_01_280_beta.blend)", "Crash on Render with GPU + CPU on Cycles\n****\n# Blender 2.80 (sub 35) System Information\n****\n\n\nBlender:\n****\n\nversion: 2.80 (sub 35), branch: blender2.8, commit date: 2018-11-29 15:57, hash: 26d5a3625ed, type: Release\nbuild date: 29/11/2018, 08:42\nplatform: Windows\n\n[system-info.txt](system-info.txt)\n\n\n\nA simple test I ran was, open the Bacelona Pavillion test file shared on Blender.org. Set cycles for CPU+GPU. Go for Render a single frame on any setting of the test file. It will crash. Disabling CPU on the CPU+GPU allowed the render to go on. All I did was open the file and render. It simply crashed every single time I tried to render with both devices on the default configuration of the barcelona pavilion file." ]
Full screen texture paint crash Linux Ubuntu 17.10 Nvidia Quadro GP100 Broken: Blender 2.79 e5bb234f643 When texture painting in the 3D View that has been switched to full screen with the shortcut Shift + Space, while the UV/Image Editor was visible as well, Blender crashes after a single stroke of painting a texture. Switch to full screen on the 3D view and paint a single stroke on the object. The scene should crash & close immediately afterwards. **Blend. file** [texture_paint-bug_report.blend](texture_paint-bug_report.blend)
[ "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "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", "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that", "Blender Crashing When Painting Stroke into a \"Moving Animated Character\" (heap-use-after-free)\nBroken: 4.0 alpha\nBroken: version: 2.79 - 2.82 (sub 7)\nWorked: Never\n\nI have this experiment of making LIVE talking head, via OSC. And I noticed that if I tried painting a stroke on a talking moving animated head, it will crash. Even with timeline not running.\n\nI got a video (Might need iPhone X with MOM addon to test this....) :\njhHdG6ZXFDU\n\n- Open attached file\n- Run animation\n- Paint over the animated object\n[paint_animated_shapekey_bug.blend](paint_animated_shapekey_bug.blend)\n\n\n", "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)", "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", "Unnecessary updates on brush texture preview are causing epileptic effect\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: 2.83, 2.90, 2.91 (maybe all 2.8X and previous)\nWorked: N/A\n\nUnnecessary continuous updates on brush texture preview are causing epileptic effect when changing properties as brush color, brush size, etc...\n[GIF about issue in SculptMode by changing brush size ](2020-10-19_19-46-54.gif)\n\n1. Go to texture paint mode (or sculpt)\n2. Load texture image in some brush.\n3. Change brush color/size.\n\nVideo about issue when changing color in texture paint:\n[2020-10-19 20-10-00.mp4](2020-10-19_20-10-00.mp4)\n\n\n\n\n", "Dynamic Paint With UNDO [Control Z] Crash Blender\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen Press Control Z While In Weight Paint (EDIT MODE), Blender Crash\n\nBased on the default startup or an attached .blend file (as simple as possible).\n[weight-paint-v1.blend](weight-paint-v1.blend)\n1. Open the provided .blend file\n2. Start playback and enter Weight Paint mode\n3. Paint and then undo (Control + Z)\n4. Blender crashes after a while,\n\nHere is video to show case KUUbxSnwmbE", "Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n", "Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n", "Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405", "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", "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.", "Improved Rake functionality\nFor now it would be best to focus this implementation on Sculpt Mode, since this will be the basis of the upcoming Paint Mode.\n\n## Issue\n\nWhen using an image texture in a brush you can enable the option \"Rake\" so that the texture rotation is following the direction of the stroke.\nThis has a huge issue that it stamps the entire texture repeatedly which makes it impossible to create a smooth curved texture that accurately follows the stroke.\n\n![F13080487](image.png)\n\n![F13080519](image.png)\n\n## Proposal\n\nEssentially we need to implement a way to split up the brush texture into many thin slices and apply them to the stroke incrementally.\nThis way it will have the visible effect of putting the texture on a paint roller and rolling it over a surface.\nThis would also make it possible to assign a very wide texture to a brush and paint it in a curved way on the surface.\n\n[roll brush mockup.mp4](roll_brush_mockup.mp4)\n\nAdjusting the texture size should help to redefine how stretched the used texture is:\n\nSize = 1\n![F13080507](image.png)\n\nSize = 0.25\n![F13080509](image.png)\n\nSize = 2 \n![F13080511](image.png)\n\n### Open Questions\n\nIt still needs to be discussed how this setting will be exposed and how it relates to the mapping, stroke and rake setting.", "Crash while using the Cloth Filter brush with collisions enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14739 Core Profile Context 21.6.1 27.20.22001.14011\n\nBroken: version: 3.0.0 Alpha\n\nUsing the cloth filter brush with collisions enabled on *both* the deforming object and the non-deforming object causes Blender to crash.\n\n- Open the attached .blend file with a minimal scene where this error can be observed. Everything has been already set up.\n- With the pre-selected *Cloth Filter* brush set to *Gravity* and both *Use Collisions* and *Use Face Sets* enabled, `LMB` on the \"Skirt\" mesh, and start dragging to the left of the screen, causing the \"Skirt\" mesh to start flying upwards.\n- After a brief while, release `LMB` and repeat the above operation by dragging to the right. Note how the direction of the cloth filter brush was not reversed this time.\n- Almost as soon as this new sculpting operation is initiated, typically Blender crashes. Occasionally it might take a few more attempts.\n\n[facesets-crasher.blend](facesets-crasher.blend)\n\n**Additional notes**\nIf extensive changes are performed to the \"Collisions\" mesh, the bug will not be able to be reproduced anymore." ]
[ "Crash/program shutdown - draw texture in fullscreen\nWindows 10\n(intel i5 quadcore, 16GB RAM, 4k display)\nNvidia Quadro k2200\n\n**Blender Version:**\n2.79.4 (?official?)\nHash: d2e1a14 (don't distinguish between 1 and l)\n\n**Description:**\nBlender crashes after paint stroke in UV editor when editor window full screen - in Cycles, other unconfirmed.\n\nLacking knowledge to attach .blend file, reachable at \"index.php?id=49313\"\n\n**File:**\n[paintbug.blend](paintbug.blend)\n\n\n**Attached file:**\n - exit fullscreen\n - enter fullscreen\n # stroke -> crash.\n\n**New file:**\nEngine = **CYCLES**\n\n - Unwrap mesh and assign material (method irrelevant)\n - separate window:\n - 3D View\n - UV editor\n - Node editor (optional)\n - set 3D view mode to **Rendered** or **Textured**\n - In UV/IMG Editor make New image (1024px, 32b, black/blank in my case)\n - Set UVeditor mode to **texture paint**\n - In Node Editor make **image texture** node, select new image and connect to arbitrary output shader\n - test painting on canvas (all views visible), stroke should work normal\n - set UV Editor to **full screen** (ctrl-uparrow in my case)\n - draw on canvas again, crash or program shutdown occurs.", "Texture paint after render whilst in texture paint mode causes crash - something in undo code seems to be the cause\nWindows 10 - 5820K - GTX 970\n\nLatest local build from master (8th April)\n\nAttempting texture painting after a render (whilst in texture painting mode in viewport) causes an immediate crash.\n\nDebugger drops me into the undo code.\n\n\n1. Load attached scene\n2. Render (F12)\n3. Paint a stroke on the icosphere\n4. Crash follows immediately on my machine\n\n'Interestingly' if you \n1. come out of texture paint mode\n2. render\n3. go back into texture paint mode\n4. paint a stroke\n\nAll is ok.\n\nSo it seems issue is caused by rendering whilst in texture paint mode.\n\n[paintCrash.blend](paintCrash.blend)\n" ]
Blender crashes when box masking in Sculpt Mode Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 Broken: version: 3.1.0 Alpha With default cube in sculpt mode, box mask with the tool or with 'b'. Blender should crash.
[ "Blender 2.91 crashes when enabling Archipack addon\nOperating system: Linux-5.8.0-23-generic-x86_64-with-debian-bullseye-sid 64 Bits\nUbuntu 20.10 Groovy Gorilla (development branch)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.2.0\n\nBroken: version: 2.91.0 Alpha\n\nBlender crashes after enabling Archipack addon. Terminal says 'Aborted (core dumped).' Also, Blender doesn't record a crash.txt (that I can find). \n\nStart Blender>Edit>Preferences>Addons>Enable Archipack addon.\n\n[CoreDump.mp4](CoreDump.mp4)\n", "GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n", "Crash when selecting line art\nOperating system: Linux mint 21. Blender installed using flatpak.\nGraphics card: See attached system_information.txt\n\nBroken: version: 3.5.1\n\nBlender Crashes.\n```\nbacktrace\n\nPython backtrace\nFile \"/app/blender/3.5/scripts/startup/bl_ui/space_view3d.py\", line 704 in draw\nFile \"/app/blender/3.5/scripts/modules/bpy_types.py\", line 903 in draw_ls\n```\n\n```Py\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\n```\nWith attached blend file, in the outliner, select cameras, line-art then try to change the color of the background.\n\n", "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", "Expand face sets crashes blender when mesh has no faces\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 511.23\n\nBroken: version: 3.5.0 Alpha\n\nif the mesh doesn't contain faces, the expand face set operator will crash blender.\n\n- Open .blend file\n- Enter sculpt mode\n- Press {key Shift W}\n[#102290.blend](T102290.blend)\n\n```\nStack trace:\nblender.exe :0x00007FF6EDD094F0 sculpt_expand_invoke C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\editors\\sculpt_paint\\sculpt_expand.c:2142\nblender.exe :0x00007FF6ED4EF700 wm_operator_invoke C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:1446\nblender.exe :0x00007FF6ED4ED030 wm_handler_operator_call C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:2478\nblender.exe :0x00007FF6ED4EEA90 wm_handlers_do_keymap_with_keymap_handler C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:2875\nblender.exe :0x00007FF6ED4EE220 wm_handlers_do_intern C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3196\nblender.exe :0x00007FF6ED4ED640 wm_handlers_do C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3337\nblender.exe :0x00007FF6ED4F3970 wm_event_do_handlers C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF6ED4D9C50 WM_main C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF6ED1C6B80 main C:\\Users\\prati\\OneDrive\\Desktop\\BlenderOSP\\blender\\source\\creator\\creator.c:580\nblender.exe :0x00007FF6EE7A1274 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nKERNEL32.DLL :0x00007FF9E1BB54D0 BaseThreadInitThunk\nntdll.dll :0x00007FF9E25C4830 RtlUserThreadStart```", "Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)", "Blender 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", "F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n![image](attachment)\n![image](attachment)\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n", "Blender crashing while baking Smoke Domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 & 3.2.0 Alpha\nWorked: NA\n\n\nBlender Crashes while baking smoke domain\n\n- open Project \n- Select smooth domain from outliner\n- {nav Physic properties > Bake All} (crash between frame 60 & 70)\n\n\n\n\n", "Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n", "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", "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", "Cycles freeze on render and texture baking (with packed textures)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.83\n\nThis broke somewhere between b21ba5e579 and f2b5f731d5\nAssume 99436acde8\n\nBlender freezes on render\nBlender also freezes on texture bake and rendered viewport\nTried on 3 different PCs, all the same\n\nIf textures are unpacked, rendering is fine.\n\nSimply open attached .blend file and hit F12\n\n[render_test2b_delmesh3_simplified.blend](render_test2b_delmesh3_simplified.blend)", "Blender crashed in edit mode with material index creazy and strange normal\nOperating system: Linux pop-os 5.17.5-76051705-generic\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.1.0 / blender-3.2.0-stable+v32.e05e1e369187-linux.x86_64-release\n\nAn object imported from I don't know where, with crazy material_index : (-30086) in spreadsheet editor, and with strange normal, makes blender sik.\n\nIn edit mode, if I try to move the concerned geometry blender crashes systematically.\n\n[2022-06-16_bug-normal.crash.txt](2022-06-16_bug-normal.crash.txt)\n\n[2022-06-16_bug_system-info.txt](2022-06-16_bug_system-info.txt)\n\n[2022-06-16_bug-normal.blend](2022-06-16_bug-normal.blend)\n\nthank you,\n - Thomas", "Support Automasking For Texture Paint\nFor #96225 we need to make the auto-masking options from sculpt mode available for texture painting." ]
[ "lasso mask in sculpt mode crashes blender\nOperating system:\nWindows 10\nGraphics card:\nNVIDIA GeForce GTX 1080\n\nblender-3.1.0-alpha+master.54fb1a75ee19-windows.amd64-release\n\nlasso masking in sculpt mode crashes blender\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nOpen a new default scene, go to sculpt mode with default cube, ctrl+shift+lmb to lasso mask, blender crashes. ", "[Sculpt] Mesh Filter Relax brushes crashes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.1.0 Alpha\n\nMesh Filter Both relax brushes crashes blender\n\nadd a cube and use relax face or relax brush from mesh filter brushes\n\n", "Sculpt: Crash when using Filter type inflate\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\nCloth Filter - Filter Type: Inflate Crashing Blender 3.1 Alpha\n\n- Open default scene\n- Switch to sculpt mode\n- Change brush to Cloth filter from toolbar\n- Change filter type to `Inflate`\n- use brush on mesh (Crash)\n", "Sculpt mode crashes with missing normals\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon(TM) 535 ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.21003.8013\n\nBroken: version: 3.1.0 Alpha\nWorked: 3.0.0 (bisecting at the moment)\nCaused by cfa53e0fbe\n\nCalling expand mask by normals operator results crash\n\n- Open default scene\n- Switch to Sculpt mode\n- {nav Mask > Expand mask by Normals}\n\nwas originally reported in #94961" ]
Select hierarchy on outliner with multiple objects Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86 Broken: version: 3.3.1 The Select Hierarchy context menu option in the outliner only works on the active object, when it should work on the entire selection. 1. Have hierarchies A, B and C, each with child objects 2. Select the top object in hiearchy A, B and C in the outliner using either shift or control to select multiple objects 3. Right-click and choose "select hierarchy". Result: Only the hierarchy from the active object is selected. Expected: The entire hierarchies from all of the selected objects should be selected.
[ "Collections (parent task)\nPossible improvements for collections user interface:\n* G-key group operators in the 3D viewport and object properties should become more clear.\n* Creating a new collection in the outliner could put all the selected objects (and collections?) in it.\n* Shortcut keys to improve usability, as in #54707.", "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", "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", "Edit-Mesh \"Select Next Active\" doesn't handle a wire edge loop (vertex mode)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nIt works with loop ,that surrounden by others, but can`t deal with single circle, when I am trying to select one per one.\nPlease watch video:\n[2020-01-17_19-06-34.mp4](2020-01-17_19-06-34.mp4)\n\n[untitled.blend](untitled.blend)", "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", "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", "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)", "Mulitres: Grab brush + 'Grab Active Vertex' option seems not intuitive or broken 3.2\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\nWorked: (In 3.1 sort of?)\n\nI am not sure if its a bug but here we go:\nWhen you add a mulitres modifier to an object and try to sculpt on it with the grab brush it works.\nIf you enable Grab active vertex in the Brush settings it looks broken to me. Even in 3.1 the vertex are displaced from the original and impossible to grab. \n\n1. Start blender\n2. Add a sphere\n3. Add a multires on lvl 1 or 2\n4. Using the grab brush in sculpt mode works until you enable the grab active vertex option.\n\nThe blend file has the setup just try in sculpt mode the grab brush and the options.\n\n\nOn a side note the bug report said win 10 but i run win 11. It seems not to recognized my system.[GrabActiveVertexBUG.blend](GrabActiveVertexBUG.blend)", "Parenting breaks extract operations in sculpt mode\nOperating system: Linux-5.4.0-77-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 3.0.0 Alpha\n\nIf an object is parented to another it will not take the position of the parent into account when extracting geometry from sculpt mode.\nFor example I can parent the object to an empty and move the empty. As a result the empty will have translation values but the main object does not. \nIf I now mask off some of the surface and use \"Mask Extract\" or \"Mask Slice to New Object\" it will only use the relative position of the object in relation to its parent instead of the actual position in the Scene and position the extracted geometry in the wrong location.\nIn the case of mask extract this will completely break since it will try to shrinkwrap the extracted geoemtry back onto the original object but from the wrong location. \n\n[2021-07-02 15-44-32.mp4](2021-07-02_15-44-32.mp4)\n\n", "Outline Selected is invisible in front of image empty in X-Ray mode\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17)\nWorked: 2.82a\n\nThe \"Outline Selected\" overlay is invisible in X-Ray mode where a selected mesh object is in front of an image empty,\nmaking the overlay useless in that area.\n\nLatest builds of Blender 2.83 and 2.90 are affected.\n\nIn the 3D Viewport:\n - Import an image as an empty (e.g. drag-and-drop in a jpg file)\n - Place a mesh object infront of the image and select it (e.g. the default cube)\n - Activate X-Ray mode (e.g. using Alt+Z)\n\nSee attached .blend file as example:\n[outline-selected-invisible.blend](outline-selected-invisible.blend)\n\n", "bpy.ops.outliner.select_walk + INVOKE_DEFAULT + temp_override crashes Blender\nBlender 3.6.2\n\n\nSteps to reproduce:\n1. Default Blender scene.\n2. Run the code in the outliner (it will step selection down in outliner)\n3. Uncomment two last lines (same operator but with `temp_override`). Blender will crash.\n\n```python\nimport bpy\n\ncontext = bpy.context\n\noverride = {\"area\": next(area for area in context.screen.areas if area.type == \"OUTLINER\")}\nbpy.ops.outliner.select_walk(override, \"INVOKE_DEFAULT\", direction=\"DOWN\")\n\n#with context.temp_override(**override):\n# bpy.ops.outliner.select_walk(\"INVOKE_DEFAULT\", direction=\"DOWN\")\n```\n\nNoticed similar case #107805, not completely sure they're really related though.\n\n", "The X or Delete button does not work in the outliner (Blender File)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\n[The X or Delete button does not work in the outliner (Blender File)]\n\n- Open default startup file\n- {nav Outliner >Display Mode > Blender File}\n- In outliner {nav Brush > RMB > Delete > RMB > Assign Shortcut > X}\n- Attempt to delete any brush with hotkey (will not delete brush)\n- Change hotkey (eg {key Shift X}) and now attempt to delete brush with hotkey\n\nwhen you press X items in:\n| Broken | Brushes, Cameras, Images, Lights, Line Styles, Materials, Meshes, Palettes, Workspaces, Worlds |\n| -- | -- |\n| worked | Collections, Objects, Scenes |\n\n\n![X Button.png](X_Button.png)\n\n[Delete _X_ Button.blend.py](Delete__X__Button.blend.py)\n\n{[F12271213](Delete__X__Button.blend)}]\n\n", "Click-and-Drag the Cursor with Snapping enabled and an Active Object selected missplaces the Cursor\nOperating system: Linux-5.2.9-125.current-x86_64-with-glibc2.9 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: None so far\n\n\nDragging the cursor and snapping it to a Vertex while having the Target set to Active makes the cursor snap to a point in space that is directly related to where you start your *click-and-drag* instruction in reference to the selected object's origin. \n\n1) Change snapping to Vertex, Edge or Face\n2) Change snapping target to Active\n3) Set active tool to Cursor\n4) Activate snapping during transform\n5) Select default cube\n6) Drag Cursor over cube\n\n**Important notes**\n\n- If you deselect everything it works, but while there's an object selected the snapping won't work.\n\n- The problem also happens in Edit Mode, but only if there's an object selected in Object Mode. If you deselect everything in Object Mode and then go back to Edit Mode it works as intended.\n\n- As far as I can tell the _offset_ of the snapping is directly related to where you start your click-and-drag in regards to the Objects Origin.\n\n- There's a BlenderArtist Topic in which some have tested the behavior in Blender 2.81: 1177897\n\n- I recorded a video showing the problem: [blender_bug_report_complete.mkv](blender_bug_report_complete.mkv)\n\n- I also uploaded the blend file I used to record the video: [bug_report_cursor_snapping.blend](bug_report_cursor_snapping.blend)", "Follow Active Quads affects on non-selected islands, when selected several objects\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.4\n\nWhen using Follow Active Quads, it is expected that it affects only the island(s) whose faces are highlighted. However, this works when one object is being edited, when editing several objects, the operator affects random islands of other objects\n\n[2023-01-18 05-07-25.mp4](2023-01-18_05-07-25.mp4)\n[untitled.blend](untitled.blend)\n1. execute Follow Active Quads first with one selected cylinder, and then several. The cylinders can be taken from the file above in order to shorten the time", "Change UV Channels from the UV Editor on multiple selected objects\nWhen multiple objects are selected and user is in edit mode in the 3d viewport, she/he can change uv channel of the**active object** in the top right corner in the UV Editor. It would be a nice change to **iterate through each selected object**and if the iterated object has a uv channel with the current name in the UI, that uv channel will be made active on the iterated object.\n\n![image](image.png)" ]
[ "Impossible to select multiple hierarchies in outliner. \nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\nWorked: ???\n\n\nSelect hierarchy operation deselects objects and select only one hierarchy, only for active object/collection.\nIt is very confusing and make impossible to select content of 2+ collections (or parents) at once and operate with complex scenes and bunches of objects.\n[#89479.blend](T89479.blend)\n[2021-06-27_16-21-27.mp4](2021-06-27_16-21-27.mp4)" ]
Grease Pencil: Cannot 'box select' keyframes in the 'summary' channel Operating system: Darwin-17.2.0-x86_64-i386-64bit 64 Bits Graphics card: NVIDIA GeForce GTX 1050 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.27.6 378.10.10.10.20.109 Broken: version: 2.80 (sub 72) Worked: (optional) It seems that you cannot select keyframes with box select that are in the summary channel (Grease Pencil) This works in other editors Add keyframes to Grease Pencil. Enable summary (if not already enabled) Try to box select these keys. Attached a short video {[F7064793](blender_bug_GP_SUMMARY.mp4)]
[ "Box tool in Ortho does not behave as expected.\nPlace the 3D Cursor where you want the box to appear. Go to an orthographic projection view of X Y or Z. Trying to create a box results in a box with max value dimensions and sometimes crashes Blender.\n\nExpected behavior would be to go to the X orthographic view, draw a rectangle for the X and Z dimensions, and be able to type in the X dimension, see a callout for the X or type in the X dimension.\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.45\n\nBroken: version: 2.90.0 Alpha\n\n\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", "Node Operators: Add Selection input node\n_No response_\n\n", "Library-Override Not able to edit \"Strip time Keyframe\" value in sidebar panel in graph-editor\nOperating system: Windows 10 Pro v.21H2\nGraphics card: NVIDIA GeForce GTX 1060 3GB\n\nBroken: Version:3.3.3, hash:8d94aeb604fa, branch: master, date:2023-01-17\n\nI think is a similar case to this \" blender/blender#81965 \", but more specifically for animated striptime. The striptime key-frame in Graph-Editor is not editable in sidebar and values are grayed out.\n\n\n1. link a collection/character/object\n2. object > relation > make library override\n3. animate\n4. stash action to create NLA track\n5. animate strip time\n6. try to change a keyframe's value in graph-editor's sidebar Fcruve > active keyframe.\nopen the StripTime_KeyLocked.blend file, try to change the selected key's value in graph editor's sidebar\n\n![image](attachment)\n\n", "Timeline > Playback > Follow Current Frame Does not work if you drag the frame number widget.\nOperating system: Win 10\nGraphics card: AMD R7 200\n\nBroken: Blender 3.61 release.\nWorked: never, checked back till 2.83.20\n\nFollow Current Frame only works with keyboard arrow keys and ALT+Middle mouse button dragging in the timeline editor area\nDoes not work with the click and drag area of the Timeline header current frame box, or its arrow buttons\n\nAs show in attached video\n1. Open Default General file\n2. In the Timeline, Click on Playback > Follow Current Frame\n3. Drag the frame number widget, the frame indicator will go outside the region, while if use play or keyboard arrow keys, region follows the frame indicator.\n4. Expectation is that it should follow the frame, regardless of where the current frame is being changed from.\n\n", "Greasepencil operators (e.g.bpy.ops.gpencil.stroke_join) fail when running outside the 3Dview\nOperating system: Linux, pop-os 20.04\n\nBroken: 2.91.0 Alpha\n\nbpy.ops.gpencil.stroke_join operator fails ( but returns {'FINISHED'} without error ) when executed from a python script or the build-in python interpreter.\n\nThe operator works fine from the GUI\n[Bug_reproduce.mp4](Bug_reproduce.mp4)", "Disabled Selectability: it is still possible to enter other modes (The new Switch Objects operator, py API, ...) - should this be prevented?\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAfter trying the new Switch Objects operator in Sculpt Mode and Edit Mode, I noticed that the operator completely ignores if an object has Disable Selection active or not in the Outliner.\n[Desktop 2020.09.19 - 22.58.16.01.mp4](Desktop_2020.09.19_-_22.58.16.01.mp4)\n\n1. Have two separate objects in your scene. Go into Sculpt Mode or Edit Mode with one object.\n2. Use Disable Selection in the Outliner on the object you are not selecting in Sculpt Mode/Edit Mode.\n3. Click on the object that uses Disable Selection. You will be able to select it regardless.", "Mesh selection in viewport broken with scenes using a high number of models\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.0 Alpha\nWorked: Never (2.8+)\nWe are working on a commercial project with imported SketchUp scenes using 55K+ models and running more and more into broken scenes with selection issues in the viewport.\n\n`What we figured out so far:`\n- Selection in the outliner works\n- Some models can be selected by a point and click\n- Other models can't be selected by a point and click\n- Models at a different location will be selected by a point and click and not at the mouse pointer location\n- Box select is messed up and doesn't work overall (selects just parts of the model or fails completely)\n- Lasso select seems to work as intended\n- Circle select seems to work as intended (but can freeze Blender)\n- Some random models can cause a hard crash of Blender when selecting them by a point and click\n**When we delete all my other scenes in the Blender file and purge the data the selection modes work again.**\n\n\n\n![image.png](image.png)\n[T104008_Selection_Bug_350_v006_CUBES_REPORT.blend](T104008_Selection_Bug_350_v006_CUBES_REPORT.blend)\n\nTry to select cubes.\n\n", "Animation. Keyframes. Copy - move to the current frame.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.0\n\n[Animation. Keyframes. Copy - move to the current frame for replacing the previous one. If you copy keyframes and move them to the current frame it won't work properly. All will seem good but the last frame will play an animation relay on the previous parameters. ]\n\n\n[bug.blend](bug.blend)\n\n![CIoACYSqqG.gif](CIoACYSqqG.gif)\n\n", "Box select fails to select bones at certain zoom levels\nOperating system: Linux-5.19.0-43-generic-x86_64-with-glibc2.36 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nAlso 3.5 and 3.6\n\nBox select fails when zoomed out\n\n\n- Open [Select.blend](attachment)\n- Box select some of the bones in the provided file.\n- It doesn't work for me unless you zoom in first\n- If you display the bone as \"Wire\" or \"BBone\" then everything is selecting correctly, otherwise not.\n\nIt fails in both pose and edit modes, perspective or orthographic.\n\n", "Crash (Seg Fault) When Rendering Grease Pencil Stroke on Render Farm\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.1\n\nOur render farm of 70 iMacs has been running for 3 years through the 2.7x series up till 2.81a.\nWhen we switched to 2.83 last week it started crashing consistently when rendering Grease Pencil strokes.\nThe crash occurs when using Blender to do command line rendering via an SSH session on a machine without the user physically logged in. (Crashes on Mac and Linux)\n\nCommand Line Rendering on my own machine works fine.\nCommand Line Rendering on a remote machine via SSH works fine if I'm also logged into that machine.\nBut as soon as I log out of the machine so that the SSH session is the only active user on the machine, then the error shows up.\n\nI tested this on 2.81a and the error (below) shows up there too, but in 2.81a it doesn't also lead to the Segmentation Fault that crashes Blender.\nIt's only in 2.83 (and 2.83.1) that the error is followed by the Seg Fault 11\n\n\n**_RegisterApplication(), FAILED TO establish the default connection to the WindowServer, _CGSDefaultConnection() is NULL.\nWriting: /var/folders/jk/7b488ncn6c13t515bnt6q_8w68xcj1/T/test.crash.txt\nSegmentation fault: 11**\n\non Linux the error message is slightly different, but still a crash:\nUnable to open a display\nAborted (core dumped)\n\nContents of test.crash.txt (from the Mac crash)\n# Blender 2.83.1, Commit date: 2020-06-25 09:47, Hash 8289fc688b3e\n\n# backtrace\n0 Blender 0x00000001079eb9d7 BLI_system_backtrace + 55\n1 Blender 0x000000010159ddb8 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff5db5fb3d _sigtramp + 29\n3 ??? 0x00007f8594802010 0x0 + 140211698802704\n4 Blender 0x0000000101a39da2 DRW_opengl_context_create + 66\n5 Blender 0x00000001018f47d5 WM_init_opengl + 37\n6 Blender 0x0000000101a374ff DRW_render_gpencil + 127\n7 Blender 0x0000000105de5ef4 RE_engine_render + 1156\n8 Blender 0x0000000105df06d3 do_render_all_options + 387\n9 Blender 0x0000000105df2a14 RE_RenderAnim + 2260\n10 Blender 0x000000010159c9dd arg_handle_render_animation + 141\n11 Blender 0x000000010797880d BLI_argsParse + 173\n12 Blender 0x000000010159a497 main + 855\n13 libdyld.dylib 0x00007fff5d974ed9 start + 1\n14 ??? 0x000000000000000a 0x0 + 10\n\n\n\n1) Make a new default file.\n2) Delete the Cube\n3) Add->Grease Pencil->Monkey\n4) Save as test.blend\n5) Copy test.blend onto a remote machine\n6) Make sure the machine is at the login prompt (showing the username password boxes).\n7) ssh into the remote machine\n8) command line render one frame from test.blend something like:\nBlender -b /test.blend -s 1 -e 1 -a\n\n", "Graph Editor: Box Select 'Include Handles' not working correctly\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\nWorked: N/A (tested in 2.9.3 to same results)\n\nIn the Graph Editor, use **Box Select** to select keyframes. In the Redo Panel, check/uncheck **Include Handles**. Expected behavior would be to include/exclude Handles with box selection.\n![Include_Handles.gif](Include_Handles.gif)\n\n\n1. Activate Box Select Tool\n2. Box select keyframes and handles.\n3. Toggle \"Include Handles\" in Redo Panel\nResult: handles are included in both states\n\n**Additional notes**\nIf both handles and the key are selected, the checkbox doesn't work. However if I have one handle and a key or just one handle, it toggles the selection. It is still not expected behavior though as it also will select other key control points, changing the selection. This behavior changes again when **View > Only Selected Keyframe Handles** is checked. The **Include Handles** checkbox then toggles the visibility of the selected keyframes.\n", "Draw mode - separation in Grease Pencil coping layers that are empty\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nIn Draw mode - separation in Grease Pencil on object coping layers that are empty from old GP_object. This made missunderstanding.\n\n1. Add GP Blank or Stroke\n2. Made 5 or more drawnings, eg. lines on 5 diferent layers\n3. Separate 2 layers to other GP_object to leave 3 layers\n4. Check the Object Data Properites for Stroke1 and Stroke2 after separation - the new Stroke2 have all layes but empty after separation just the 2 layers separated have objects (this is corect) like Stroke1 - no sense to import layers if object from these layers are not separated\n - this made conflict in some way of:\n1whbbc/ GP - move layer betwen objects (by menu and outliner)\n0whbbc/ GP - duplicate layer for stroke by RMB on layer or outliner\n3whbbc/ GP - Draw - Merge Layers by RMB on Stroke layer and outliner\n\nIn other way user should have option to separate with whole layers ot without (as option maybe)\n\n\n", "Animation Editors main regions lets you scroll away your channels (e.g. hiding keys in the timeline)\nOperating system: macOS 12.2\nGraphics card: Intel Iris Pro\n\nWorked: 3.0.1\n\nAnimation Editors main regions lets you scroll away you channels (e.g. hiding keys in the timeline).\nThe same scrolling is not possible in the channels area (which is sane) and should be like that in the main regions as well (except for the graph editor probably)\nA lot of new users are unknowingly scrolling down in the keyframe section and then having issues finding their keyframes (which appear at the very top of the keyframe section).\nSame is true for Dopesheet, NLA, ...\nFor those \"list-based\" editors, the \"free\" scrolling in the main region makes no sense.\n\nHere is a short youtube video demonstrating the problem:\nwatch?v=FyF3ct8posQ&ab_channel=JBBlenderBreakdown\n\n- When in the Layout Workspace, insert a keyframe,\n- hover the mouse cursor over the timeline section main region and {key MMB} scroll downward. \n- The newly created keyframe will go out of view. \n\nThere is a vertical scroll bar to indicate to the user that they are scrolling downward, but that only aapears when you approach the right editor border\n", "Redesign Graph editor Header and Menus to 2.80 Blender UI standards\nThe current graph editor menus have slowly evolved and not been evaluated carefully. As a result, the header menus are a bit of a mess:\n![viewmenu_graph_editor.png](viewmenu_graph_editor.png)\nHere some options are really hard to parse and arranged oddly (for intance, Show Handles and Show \"Only Selected Keyframe Handles\" are related, but seperated from each other, and it is really hard to parse what they do, some options like \"AutoMerge Keyframes\" don't belong at all in View.\nThis design task is to work towards making the header area in the graph editor match blender design, so that options are found in an expected place, similar to e.g. the 3D View header which has received more attention:\n\n\n - Reorganize the header so that similar items are in similar places, e.g. pivot and snapping options should be centered\n - Add an overlay menu and organize some of the clutter in the view menu so it makes more sense, and fits a (Blender) users expectations of where things should be\n - Reorganize all the menus if needed, and move items that don't belong (e.g. the aforementioned AutoMerge Keyframes) to a logical place\n - Potentially upgrade the editor to use the tool system and have two lines in the header for options, etc.\n\n" ]
[ "Summary Keyframes can't be selected with Box Selection in the dopesheet (Grease Pencil context)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 71)\nWorked: (optional)\n\n\nIn the Dopesheet, the Summary Keyframes can't be selected in Grease Pencil context using Box selection (B key)\n\n- Open Blender in 2D Animation Template\n- Draw strokes in different frames (1, 10, 20 for example)\n- Try to select the generated summary keyframes in the Dopesheet using Box selection (B key)\n\n![Captura_1.PNG](Captura_1.PNG)" ]
Cycles OptiX crash because of OptiX denoising Operating system: Windows 10 20H2 (Build 19042.685) Core Proccesing Unit: AMD FX-8350 Graphics card: MSI GTX 960 4G Broken: 2.92.0 Alpha, 81c57c9471db, master, 2020-12-28, as found on the splash screen Worked: 2.91.0 (latest) with CUDA CPU rendering Cycles render crashes with OptiX denoising Open attached .blend file. Change render settings to CUDA CPU or OptiX CPU (!No GPU!) Render [LeonSchneeLowPoly.blend](LeonSchneeLowPoly.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", "Optix fails when geometry nodes instance has animated translation and scale 0 and motion blur is on\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.6.0 Alpha\nAlso broken in 3.4.1\n\nRendering will not start. It stops at \"Building OptiX acceleration structure\"\n\n![obraz](attachment)\n\nThe culprit seems to be a combination of animated Translation and Scale 0 together with animated Rotation of the object and motion blur.\n\n![obraz](attachment)\n\nDoesn't work in OptiX. Cuda and CPU both work.\n\nOpen the .blend file and render the frame.\n\n", "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", "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", "Cycles HIP rendered viewport crashes system/GPU on Linux with RDNA2 GPU\n Operating system: Fedora Linux Release 36 - Linux-5.18.16-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 6900 XT (sienna_cichlid, LLVM 14.0.0, DRM 3.46, 5.18.16-200.fc36.x86_64) AMD 4.6 (Core Profile) Mesa 22.1.5\nROCm Version: rocm-5.2.0\n\nBroken: version: 3.2.2\nWorked: never\n\nWhen using HIP on AMD GPU together with Cycles GPU Rendering my entire system freezes when using the rendered viewport, and I have to hard-reset the PC. I think it's the GPU /GPU-driver that crashes. \nKernel messages from journalctl suggest amdgpu (kernel module?) crashing (see attached) [journalctl.txt](journalctl.txt)\n\nThe crash is not always immediate and might instead only happen after using the rendered viewport for a while or switching back and forth between textured and rendered a few times.\n\nRendering with F12 works fine and I have observed no other crashes as long as I don't use the rendered viewport.\n\nI have only started using blender a few days ago creating procedural textures in the node editor and using the rendered viewport all the time and the crash didn't happen once.\nNow that I started working with image-texture-based assets like in the attached .blend file this problem started happening.\nMaybe it's related with this issue: T97591\n\nCan I somehow get more detailed debug output from blender? The \"-d\" switch didn't generate much more relevant output.\n\nI could reliably reproduce the issue by following these steps [test.blend](test.blend)\n1) Open up two Blender instances with the attached .blend File loaded and have the viewport running in rendered mode\n2) move the viewport in the first instance to get it to \"refresh\"/re-render\n3) while the first instance is still working - move the viewport in the second instance - for me the System/GPU freeze/crash happens right there. \n\n--\nlet me know what info I can provide to help.\n\nThank you!", "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", "Particle Edit mode for non hair particles - particles viewport display option crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.92.0 Alpha\nWorked: Blender 2.79\n\nIn Particle Edit mode, you can enable Particles display in Tool Properties > Options > Viewport Display. Pressing this toggle crashes Blender.\n\nFor convenience use this Blend file:\n[particlespath.blend](particlespath.blend) \n\n - Press the toggle in Tool Properties > Options > Viewport Display called 'Particles'\n - Crash\n\n\n\n", "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).", "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", "Shadow catcher causes artifacts in PNG exports with denoising\nOperating system: Manjaro Linux\nGraphics card: AMD Radeon 535\n\nBroken: 3.1.0\n\n\nIn Cycles, rendering a scene with transparent world background and shadow being projected into a shadow catcher causes a ring of pixels with very little opacity to be created around the render's edges when exporting it as a PNG. These artifacts go away when re-rendering the scene with the shadow catcher turned back into a normal plane.\n\nI'm aware of #93865 (Artifacts around shadow catcher object) but created this one because it wasn't clear to me if this was the same issue, as that one seems to be considered a property of the 'Fast' denoiser. These artifacts were recorded on the 'Accurate' one.\n\n- In Cycles, make the world background transparent\n- Move the default cube slightly up and add a plane, scale it up a bit. \n- Point the camera so that your render captures the cube projecting a shadow into the plane, but still has the transparent world background showing around the edges\n- Turn the plane into a shadow catcher and render the scene with denoising on. Export it as a PNG; color depth and compression don't affect this issue.\n- Save the render and open it in Krita (other image editing applications may have the following feature too)\n- On the Select menu, use Select Opaque to highlight all pixels with some opacity. You will notice pixels very close to the image border all around the edges. These are normally invisible, being of very low alpha, but if you stack many renders produced like this they will be revealed as being grayscale.\n- Now, change nothing else, but turn the shadow catcher into a normal plane. Render the scene again, save it with the same settings. The ring of noise around the image edges will have disappeared.\n\nScreenshot of Krita showing the opaque pixels on a normal render:\n\n![demo_opaque.jpg](demo_opaque.jpg)\n\nOpaque pixels on the same scene rendered with the plane made into a shadow catcher and denoising set to Accurate. Note the barely visible artifacts selected around the plane and image edge. These can be observed no matter what shape the render output takes.\n\n![demo_shadowcatcher.jpg](demo_shadowcatcher.jpg)\n\nAnd now the same scene, denoising turned off. No ring around the edges.\n\n![demo_shadowcatchernodenoise.jpg](demo_shadowcatchernodenoise.jpg)\n\nBlender file used for the renders above: [democatcherbug.blend](democatcherbug.blend)", "stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close", "Cycles brightness difference between CPU, GPU and CPU+GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.1\n\nSeems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.\n\nGPU\n![gpu.png](gpu.png) \n\nCPU:\n![cpu.png](cpu.png)\n\nCPU+GPU:\n![xpu.png](xpu.png)\n\nAs you can see, there's a visible line at the top of the render-\nTrying to encapsulate the bug i get this result. \n\nCreate a interior scene, add a glass material and try to render with both CPU and GPU.\n**i guess the problem is related to the material.\n![untitled.png](untitled.png)\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\n\n", "Cycles Regression: Changing \"Start Samples\" in denoiser resets viewport render\nOperating system: Linux-5.14.0-3-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.29.05\n\nBroken version: 3.0.0 Alpha\nWorked: Prior to Cycles-X merge\n\nChanging the `Start Samples` value for the viewport denoiser resets the viewport rendering. This did not happen prior to the Cycles-X merge.\n\n1. Create a scene that has noticeable amounts of noise in Cycles.\n2. Enable viewport denoising.\n3. Enter rendered viewport mode.\n4. Change the `Start Samples` value of the viewport denoiser. You will notice that viewport rendering will reset back to 1 sample. This did not happen prior to the Cycles-X merge.", "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", "Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>" ]
[ "OptiX denosier with CPU rendering crashes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: \n - 2.92.0 Alpha\n - 2.92.0 Alpha\nWorked:\n - 2.92.0 Alpha \n\nWhen using the OptiX denosier with Cycles CPU rendering, Blender will crash. GPU rendering is not affected, and using the other denoisers with CPU rendering are fine. But CPU rendering + OptiX denoiser will crash every time\n\nSet rendering device to CPU, and render denosier to OptiX. Such as in the attached blend file. [optix_denoiser_crash.blend](optix_denoiser_crash.blend)\nHit render, Blender will crash\n\n```lines\nVCRUNTIME140.dll :0x00007FFD127A1700 memset\nblender.exe :0x00007FF7BB131100 ccl::MultiDevice::build_bvh\nblender.exe :0x00007FF7BB56F170 ccl::GeometryManager::device_update_bvh\nblender.exe :0x00007FF7BB56A120 ccl::GeometryManager::device_update\nblender.exe :0x00007FF7BB52E0F0 ccl::Scene::device_update\nblender.exe :0x00007FF7BB52FE50 ccl::Scene::update\nblender.exe :0x00007FF7BB547750 ccl::Session::update_scene\nblender.exe :0x00007FF7BB549050 ccl::Session::run_cpu\nblender.exe :0x00007FF7BB5479A0 ccl::Session::run\nblender.exe :0x00007FF7BD66D550 ccl::thread::run\nblender.exe :0x00007FF7BAD8E310 std::thread::_Invoke<std::tuple<void * __ptr64 (__cdecl*)(void * __ptr64),ccl::thread * __ptr64>,0,\nucrtbase.dll :0x00007FFD560B1430 configthreadlocale\nKERNEL32.dll :0x00007FFD58797020 BaseThreadInitThunk\nntdll.dll :0x00007FFD5899D0B0 RtlUserThreadStart\n```\n\n", "Crash when rendering with OptiX denoiser enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.92.0 Alpha\n- 2.92.0 Alpha, branch: master, commit date: 2020-12-16, hash: `3a1d1aaa86`\n- 2.92.0 Alpha, branch: master, commit date: 2020-12-15, hash: `977bd7937a`\n- 2.92.0 Alpha, branch: master, commit date: 2020-12-14, hash: `010f44b855`\nWorked: 2.92.0, branch: master, commit date: 2020-11-19, hash: `fdd3032f8f`\n\nRendering with OptiX denoiser enabled results in a crash\n\n- Open Blender.\n- Set the render engine to *Cycles*.\n- Use the CPU as render device.\n- Enable *Sampling > Denoising > Render* and set it to *OptiX*.\n# Render the default cube.\n\n[2020-12-18_optix_denoise.blend](2020-12-18_optix_denoise.blend)\n\n```lines\nstd::vector<ccl::BVH *,ccl::GuardedAllocator<ccl::BVH *>>::operator- [ ](const unsigned __int64 _Pos) Lines 1504\tC++\nccl::MultiDevice::build_bvh(ccl::BVH * bvh, ccl::Progress & progress, bool refit) Lines 270\tC++\nccl::GeometryManager::device_update_bvh(ccl::Device * device, ccl::DeviceScene * dscene, ccl::Scene * scene, ccl::Progress & progress) Lines 1170\tC++\nccl::GeometryManager::device_update(ccl::Device * device, ccl::DeviceScene * dscene, ccl::Scene * scene, ccl::Progress & progress) Lines 1663\tC++\nccl::Scene::device_update(ccl::Device * device_, ccl::Progress & progress) Lines 271\tC++\nccl::Scene::update(ccl::Progress & progress, bool & kernel_switch_needed) Lines 507\tC++\nccl::Session::update_scene() Lines 1034\tC++\nccl::Session::run_cpu() Lines 794\tC++\nccl::Session::run() Lines 879\tC++\n \t[External Code]\t\nccl::thread::run(void * arg) Lines 53\tC++\n \t[External Code]\t\n```\n" ]
denoising of baked textures is ONLY working on bake type "COMBINED". Operating system: Windows 10 Graphics card: RTX 3070 3.1.2 Denoising of baked textures isn't working for any bake types other than "combined". Based on the default startup or an attached .blend file (as simple as possible). Just try to bake a texture with denoising option enabled. It works but ONLY when the bake type is set to "COMBINED". The other types are not denoising.
[ "Baking animation of bones affected by a curve (spline IK) is wrong\n**System Information** \nOperating system: windows 10\nGraphics card: gforce 1060 6gb\n\nBroken 2.92 alpha\nBroken 2.83\nWorked: likely never\n\nI have a row of bones, I add the curve modifier, I make an animation with that modifier on, I bake the animation of the bones to be able to send it to unreal or unity and the animation breaks completely\n\n[CurveBreackExample.blend](CurveBreackExample.blend)\n- Open file\n- inspect wrong bake of bone action\n- to reproduce:\n- go to object mode\n- select `SkeletonBase` object\n- go to pose mode (all bones should be selected)\n- Pose > Animation > Bake Action... with following settings:\n![image.png](image.png)", "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", "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", "Sculpting, Auto-Mask Topology does not work when dynamic topology is active\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.1\nWorked: Don't know, tried with 3.0.1 and also didn't behave as expected\n\nIn sculpting, auto-mask topology is ignored if Dyntopo is on.\nWeirdly it works with the smooth brush.\n\n- New file\n- Edit mode on cube, duplicate mesh\n- Sculpt mode, take any brush except smooth\n- Enable Advanced -> Auto-Masking -> Topology\n- With dynamic topology off it behaves as expected\n- With dynamic topology on the setting is ignored\n(Except it works both times with the smooth brush)\n\nExample attached. Move scrape brush over the cubes, will affect both. Turn off dyntopo, will affect only one.\n[sculpt-topology-automask.blend](sculpt-topology-automask.blend)\n\n", "Crash when baking a normal map from procedural materials\nOperating system:\nManjaro w/ KDE\nGraphics card:\nNvidia GTX 1060 6GB\n\nBroken: 2.80 Beta, 5e626e766459, branch: blender2.7, 2019-06-13\n\n\nI've sculpted a high poly model from the lowpoly one - baking normals from that works fine.\nWhen I created procedural materials using Geometry Pointiness, Noise, a painted texture and other sources to create additional normal information - the baking crashes.\n\nHere's the project file. It's huge (781 MB), but compresses very well (turns out the painted texture was wasting a lot of space), without it the file is only 12 MB).\n\n[Barrel_02 08.zip](Barrel_02_08.zip)\n\nNormal map baked from Highpoly model to Lowpoly model:\n![Barrel02 NOR.png](Barrel02_NOR.png)\nIf you disconnect the two materials on the highpoly model and just use a default Principled shader, it bakes fine.\n\n\nThe baking process crashes at various stages. First bake crashed after an hour or so, next attempts crashed much quicker.\n\nCrash logs:\n\n[Barrel_02 08.crash.txt](Barrel_02_08.crash.txt)\n\n[Barrel_02 07.crash.txt](Barrel_02_07.crash.txt)\n\n[Barrel_02 06.crash.txt](Barrel_02_06.crash.txt)", "EEVEE baking\n", "Compositor in start up file does not show specific passes\nBroken: version: 3.1.0 Alpha\nWorked: Prior to 7e712b2d6a\n\nWhen loading the startup file, some passes will be missing from the compositor. For example the denoiser.\n\nHere is a video showing off the issue: [F12781327](Missing_Passes_in_Compositor.mp4)\n\nWatch the video above or follow the steps below:\n\n1. Start up Blender and change the render engine to Cycles.\n2. Go to the `Viewlayer Properties` tab and enable Denoising Data.\n3. Change one of the areas to the `Compositor` and tick the `Use Nodes` box.\n4. Take note of the passes that are available on the `Render layer` node.\n5. Select from the top of Blender `File -> Defaults -> Save Startup File`\n6. Close Blender\n7. Open a new instance of Blender 3.1 and notice that the `Render Layer` node is missing some of the inputs that should be there.\n\nHow it looks before you re-open Blender:\n{[F13081662](image.png), size=full}\n\nHow it looks afterwards:\n{[F13081667](image.png), size=full}\n\n\nExample of startup.blend:\n[startup.blend](startup.blend)", "Dissolving edge doesn't work as expected\nOperating system: Windows 10\nGraphics card: RTX 2070 SUPER\n\nBroken: 3.2.1\nWorked: not sure\n\n\nDissolving edges doesn't work as expected.\n\n![Screenshot (23).jpg](Screenshot__23_.jpg)\n\n![Screenshot (24).jpg](Screenshot__24_.jpg)\n\n[untitled.blend](untitled.blend)", "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.", "OptiX denoiser creates dark artifacts in viewport when used with 2 GPUs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nThe OptiX denoiser creates several black sectors in the viewport. The smaller the area to be cleaned the more visible the error is.\nThis is only present when I have my 2 GPUs activated at the same time (3070 and 2060s). And it works normally when I enable only one of them.\n\n![Screenshot 2022-12-06 140609.png](Screenshot_2022-12-06_140609.png)\n\n1. Activate both GPUs in preferences (OptiX or CUDA)\n2. Select Cycles render > GPU\n3. Activate viewport denoise and select OptiX.\n4. In viewport (Ctrl + B) set a small render region.\n[Based on the default startup]\n\n", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n", "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", "Cycles Render: Volume (Before Baked Simulation Starts) still trying to be rendered\nOperating system:windows 11\nGraphics card:nvidia geforce rtx 2060\n\nBroken: 3.4.1\n\nThe cycles render tries to use the volume cache to render if the frame is less than the start of the simulation. See video example.\n\n1. Default cube: Add Quick Smoke.\n2. Cache settings:\n a. Type: All.\n3. Start frame: 50, end: 100.\n4. Bake.\n5. Start render on 30~ frames.\nExpected: Simulation chunks will appear in different parts of the domain.", "Diffuse Light pass not working as expected in 3.2 Eevee with 'shader to RGB'\nOperating system: macOS-12.4-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.1\nWorked: 3.1\nAffected by 80859a6cb2\n\nDiffuse light pass does not work on shaders using 'shader to rgb' node and just comes back blank. it will severely limit the use of compositor with simple NPR style shaders if so. Unless there is a new approach to this node setup I'm not aware of. Other NPR shaders with a colour component also get lost when going between passes.\n\nAttached blend file has simple toon shader. When going from 'combined' pass to the 'diffuse light' pass all information is lost. Not able to isolate the passes that makes up the 'combined' pass for compositing etc.\n\n[3.2shadertest.blend](3.2shadertest.blend)\n\n![3.2 basic toon - diffuse light pass.png](3.2_basic_toon_-_diffuse_light_pass.png)\n\n![3.2 basic toon - combined pass.png](3.2_basic_toon_-_combined_pass.png)\n\n![3.1 basic toon - diffuse light pass.png](3.1_basic_toon_-_diffuse_light_pass.png)\n\n", "Baked cache files should not depend on blend file name\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 4.0.0 Alpha\n\nBaking eg. Dynamic Paint will create a folder with .bphys files. When I save the scene under a new name and reload the scene the baked files will be ignored. I need to delete the cache and Bake All Dynamics again.\n\nThe baked result should be independent of the scene filename.\n\nMaking the baked files internally independent of the scene filename is important for our render management with CGRU because CGRU will save a specific filename for the clients. Then the clients can't render the baked result.\n\nWorkaround in my case:\n\n- Submitting job\n- Stopping job\n- Loading scene\n- Delete All Bakes\n- Bake All Dynamics\n- Save scene\n- Restart the job\n\nBake something with Dynamic Paint. Save a new scene, reload and check if the baked result will be rendered.\n\n" ]
[ "3.0 Denoise only runs on bake when the bake type is set to Combined\nOperating system: Windows 10 Home 20H2\nGraphics card: Nvidia GTX 680 running Cuda using OpenImageDenoise\n[Bake Type Denoise example.blend](Bake_Type_Denoise_example.blend)\nBroken: 3.0.0\nWorked: feature added in 3.0\n\nBaking with Denoising enabled only denoises the result when the bake type is set to combined. Tested using OpenImageDenoise and Cuda, I don't have access to a gpu that supports Optix in order to test other devices or denoiser.\n\nSteps with included blend file: \nSelect the cube and run the bake to verify denoising is working for bake type \"Combined\".\nChange the bake type to Diffuse and run the bake again and check if the result gets denoised or not." ]
Regression: Cycles crashes when using Background Scene in Blender 3.4 Operating system: Windows 10 Graphics card: RTX 2080ti Broken: 3.4.0, a95bf1ac01be, 2022-12-06 Worked: 3.3.1 official release Cycle Renderer crashes when using Background Scene 1. Create new project 1. Create new Scene (Scene.001), so that you now have 2 Scene: **Scene** and **Scene.001** 1. In **Scene.001**, in **Scene Properties** tab of the **Properties Editor**, select **Scene** as Background Scene 1. Switch Renderer to Cycles 1. Hit F12 to render Render (or switch Viewport Shading type to Render) 1. Blender crashes
[ "output_node.inputs.new() crash blender\nOperating system: Linux-5.15.0-57-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\n\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog') \ncrash blender\n\nOpen blender \nexecute line by line this srcript:\n\n```\nscene = bpy.data.scenes[0]\nscene.use_nodes = True\noutput_node = scene.node_tree.nodes.new(type='CompositorNodeOutputFile')\noutput_node.inputs.clear()\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog')\n```\n\n", "Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "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", "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!", "Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n", "Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n", "Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n", "Linked libraries+Cloth objects+LineArt -> Blender crashes\nOperating system: \"Linux Mint 20.1 Ulyssa\"\n\nGraphics card: NVIDIA Corporation TU106 [GeForce RTX 2060]\n\n**Blender Version** Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\n\nLinked libraries+Cloth objects+LineArt -> Blender crashes\n\nI'm in kind complex project. There're characters (roughly meshed, and bad rigged, but working), with 'clothed' hair, and all of them LineArted.\nMany of the scene files work ok, so they've not much characters. But I don't know why, some of them can't render more of a bunch of frames, even they crash when calculating something (i don't know if's about either cloth, collisions or LineArt modifiers, or whatever.\nMemory looks ok, a little is used.\nI attach both files: a scene, and the characters source (personajes.blend).\n\n - Load 's4 pl1 coleAna.blend'\n - Just 'Play' and wait.\n\n For me, it crashes after 5 frames or so.\n\nA simpler backtrace:\n\n# backtrace\n/home/klopes/soft/blender3/blender(BLI_system_backtrace+0x20) [0xb0b3460]\n/home/klopes/soft/blender3/blender() [0x10babdb]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fdfaf178210]\n/home/klopes/soft/blender3/blender() [0x2349478]\n/home/klopes/soft/blender3/blender() [0x234a454]\n/home/klopes/soft/blender3/blender() [0xb0b71dd]\n/home/klopes/soft/blender3/blender() [0x14b5b05]\n/home/klopes/soft/blender3/blender() [0x14b5dbb]\n/home/klopes/soft/blender3/blender() [0x14a49b7]\n/home/klopes/soft/blender3/blender() [0x14af7f0]\n/home/klopes/soft/blender3/blender() [0x14b182c]\n/home/klopes/soft/blender3/blender() [0x14b1a29]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x9609) [0x7fdfaf874609]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x43) [0x7fdfaf254293]\n\n- Python backtrace", "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 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 guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n", "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", "simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.", "Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>" ]
[ "Blender crashes with a segmentation fault, if using a background scene and using cycles renderer\nOperating system: Linux-5.15.0-56-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.4.0\nWorked: version: 3.3.0\n\nUsing a background scene in the scenes tab and using the cycles renderer either to render a frame or in the viewport leads to a hard crash.\n\nCreate a second scene in your blend file. Go to the scene tab in the inspector. Choose the second scene as a background scene. \nSwitch your renderer to cycles and either switch to rendered view in the viewport or render a frame. \n\n[BugReportScene.blend](BugReportScene.blend)\n\n" ]
Blender crashes with a segmentation fault, if using a background scene and using cycles renderer Operating system: Linux-5.15.0-56-generic-x86_64-with-glibc2.31 64 Bits Graphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03 Broken: version: 3.4.0 Worked: version: 3.3.0 Using a background scene in the scenes tab and using the cycles renderer either to render a frame or in the viewport leads to a hard crash. Create a second scene in your blend file. Go to the scene tab in the inspector. Choose the second scene as a background scene. Switch your renderer to cycles and either switch to rendered view in the viewport or render a frame. [BugReportScene.blend](BugReportScene.blend)
[ "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "Running multiple instances of Cycles HIP ends in segfault\nOperating system: Windows 10\nGraphics card: 2x Radeon W6800 32GB\n\nBroken: 3.0.0, 3788003cdaeb, master, 2021-11-30\nWorked: Never\n\nWhen I have 2 instances of Cycles rendering using HIP at the same time on a particular production scene, one instance will crash with the following error: \n\n\n```\n...\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.57 | Mem:1469.81M, Peak:1469.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Furniture_Roughness.png\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.70 | Mem:1533.81M, Peak:1533.81M | Scene, View Layer | Updating Images | Loading Metal02_nrm.jpg\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.73 | Mem:1569.81M, Peak:1569.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Objects_normal.png\nFra:441 Mem:9030.99M (Peak 9030.99M) | Time:00:21.73 | Mem:1570.69M, Peak:1570.69M | Scene, View Layer | Updating Images | Loading Tires_rough.png\nMalloc returns null: len=37748736 in Cycles Aligned Alloc, total 1149156740\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFED98C853D\nModule : amdhip64.dll\nThread : 00000734\n\n```\nI was unable to reproduce it in a simple scene or any commonly available demo scenes such as classroom or Barbarshop. And unfortunately I cannot share the particular scene that's causing the issue. But the scale of the scene that's crashing should easily fit onto the GPU vram three times.\n\nI've attached the crash report. If more info is needed I will try to create a dummy scene that show the same behavior.\n\n[Anim-A-Garage.crash.txt](Anim-A-Garage.crash.txt)", "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "crash when import fbx\nOperating system: Window 10 pro\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc\n\n\nCrash when I imported fbx file \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "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.", "RAM fills up when switching scenes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.0\n\n\nIf the user switches from one scene to another the systems RAM fills up.\n\n1. open a task manager or something to watch RAM usage\n2. Create Suzanne and subdivide it to get a somewhat heavy object\n3. Duplicate Suzanne several 100 times to get a somewhat complex scene so that you can see your see RAM usage increase\n4. Click the \"New Scene\" Button and hit \"Linked Copy\"\n5. Repeat step 4 a couple of times and note that RAM usage will increase\n6. If RAM usage exceeds the available system RAM Blender will crash\n\nBlender apparently fails to clear the RAM from unused scenes when switching to or creating a new scene.\n\n\n", "Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !", "Regression in 4.0, crash loading blend file without a scene collection\nBroken: `f6082a5042db7cfe6c4617387a04f216a1ba3f99`\nWorking: 3.6 LTS.\n\nThis test from `lib/` crashes on load:\n\n`blender ../lib/tests/depsgraph/deg_point_cache_transform.blend`\n\nThis crashes in release builds, asserts in debug builds:\n```\n./blender.bin() ./source/blender/blenlib/intern/system.c:86: BLI_system_backtrace (0x2fa9abe)\n./blender.bin() ./source/blender/blenlib/intern/BLI_assert.c:38: _BLI_assert_print_backtrace (0x29ca0f0)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2101 (discriminator 2): scene_collections_array(Scene*, Collection***, int*) (0x35b760e)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2124: BKE_scene_collections_iterator_begin (0x35b79ba)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2182: scene_objects_iterator_begin(BLI_Iterator*, Scene*, GSet*) (0x35b7f87)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2193: BKE_scene_objects_iterator_begin (0x35b8056)\n./blender.bin() ./source/blender/blenkernel/intern/lib_override_proxy_conversion.cc:126: BKE_lib_override_library_main_proxy_convert(Main*, BlendFileReadReport*) (0x3f08530)\n./blender.bin() ./source/blender/blenloader/intern/versioning_common.cc:522: do_versions_after_setup(Main*, BlendFileReadReport*) (0x4e43643)\n./blender.bin() ./source/blender/blenloader/intern/readblenentry.cc:512: BLO_read_do_version_after_setup (0x4d1c740)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:880: setup_app_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3520a67)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:956: setup_app_blend_file_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3521081)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:994: BKE_blendfile_read_setup_readfile (0x35213c3)\n./blender.bin() ./source/blender/windowmanager/intern/wm_files.cc:1067: WM_file_read(bContext*, char const*, ReportList*) (0x3033a5f)\n./blender.bin() ./source/creator/creator_args.cc:2185 (discriminator 1): handle_load_file(bContext*, char const*, bool) (0x29c726d)\n./blender.bin() ./source/creator/creator_args.cc:2256 (discriminator 1): main_args_handle_load_file (0x29c76c5)\n./blender.bin() ./source/blender/blenlib/intern/BLI_args.c:322: BLI_args_parse (0x2fbfa62)\n./blender.bin() ./source/creator/creator.cc:564: main (0x29bcaa4)\n/usr/lib/libc.so.6(+0x27cd0) ??:0: ?? (0x7fdfca627cd0)\n/usr/lib/libc.so.6(__libc_start_main+0x8a) ??:0: ?? (0x7fdfca627d8a)\n./blender.bin() ??:?: _start (0x29bc125)\nBLI_assert failed: source/blender/blenkernel/intern/collection.cc:2101, scene_collections_array(), at 'collection != nullptr'\n```\n\n", "Crash without warning when opening material properties panel.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 540 Series, ATI Technologies Inc., OpenGL, 4.5.0 Core Profile Context 22.20.16.03.220829\n\nBroken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: 55485cb379f7\nBroken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\nWorked: no newer version works.\n\nWe get a hard crash without warning when opening the material properties panel in the \"Layout\" workspace right after startup (i.e. with a clean \"General\" new file). Opening the material properties panel in other workspaces causes the same crash.\n\nI suspect that this is an EEVEE problem since opening other properties panels (which do not have the material preview) works fine and opening the material properties panel after having selected the Cycles engine in the \"Render properties\" panel also works fine. Somehow, it feels like being a hardware problem, but I cannot explain why. Interestingly, the device for rendering in the [Preferences][System] is set to \"\"None\" and no GPU's are available in the Cuda, OptiX, HIP, and oneAPI sections.\n\nWhen switching the viewport in the \"Layout\" workspace to \"Viewport Shading\" (i.e. rendered by EEVEE), Blender crashes. When Cycles is selected as rendering engine, then \"Viewport Shading\" works fine.\n\nThe crash happens on my colleague's computer in India to which I have no direct access. Updating graphics drivers is not easily possible due to company constraints. My colleague now uses the Cycles rendering engine by default. Some current file of her was saved with the default EEVEE setting, so she cannot load the file without crashing Blender; I have now modified the file on my computer by switching it to Cycles rendering which bypasses that problem for now.\n\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Open the \"Material properties\" panel in the \"Layout\" workspace.\n- Blender crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Select \"Viewport Shading\" in the \"Layout\" workspace.\n- Blender Crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Load a previously stored blend file with EEVEE set as the renderer (and I suspect showing the \"Materials properties panel\" or the viewport in \"Viewport Shading\" mode).\n- Blender Crashes.\n\n", "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", "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)", "Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "Error baking particles in OSX\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.135\n\nBroken: version: 2.83.1\n\nI have two particle emisor and when I try to bake it crash.\nI try it in Linux and work perfectly!\n[TEST_ERROR.crash.txt](TEST_ERROR.crash.txt)\n\n[TEST_ERROR1.blend](TEST_ERROR1.blend)\n\n- Open file\n- Bake particles\n\n", "Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```" ]
[ "Regression: Cycles crashes when using Background Scene in Blender 3.4\nOperating system: Windows 10\nGraphics card: RTX 2080ti\n\nBroken: 3.4.0, a95bf1ac01be, 2022-12-06\nWorked: 3.3.1 official release\n\nCycle Renderer crashes when using Background Scene\n1. Create new project\n1. Create new Scene (Scene.001), so that you now have 2 Scene: **Scene** and **Scene.001**\n1. In **Scene.001**, in **Scene Properties** tab of the **Properties Editor**, select **Scene** as Background Scene\n1. Switch Renderer to Cycles\n1. Hit F12 to render Render (or switch Viewport Shading type to Render)\n1. Blender crashes" ]
Image Goes Black After Denoise Operating system: Windows 10 - 10.0 , build - 18362 Graphics card: AMD Radeon R2 Graphics Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) It Appears Black When i Connect to the Denoise Node. My cpu has SSE 4.1 or greater. I connect the new Denoise Node in the composer and the Render appears in Black
[ "OpenImageDenoise crash / computer restart\nOperating system: Windows 10 (x64)\nGraphics card: GTX970\n\nVersion 3.0.0\n\n\n**Finish rendering when Denoise processing should take place, the computer restarts. This happens with the Cycles rendering on the GPU, when the \"Use nodes\" checkbox is checked in the \"Composting\", and the \"Denoising Data\" checkbox is unchecked on the right panel. Regardless of the scene, be it a simple cube or a complex scene like 512 or 1024 samples, the PC always reboots at the end.**\n\n\nПод конец рендера когда должно происходить обработка Denoise, происходит перезагрузка компьютера. Происходит это с рендером Cycles на GPU, когда в \"Composting\" включена галочка \"Use nodes\", а на панели с права отключить галочку \"Denoising Data\". Независимо от сцены, будь то простой куб или сложная сцена, например 512 или 1024 семпла, всегда в конце происходит перезагрузка ПК. \n\n\n\n**I attach a screenshot of the settings and the scene file itself.**\n\n\nПрикрепляю скриншот настроек и сам файл сцены.\n\n[Bug.blend](Bug.blend)\n\n![screen.PNG](screen.PNG)", "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", "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)", "Blender 2.91 - 2.92 beta - Image editor dither passes outside Render Result image\nOperating system: Linux-5.4.0-65-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 5500 (BDW GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0 Beta\nWorked: version: 2.90.1\n\nDither seems to pass the outside image bounds in the image editor. It's only there if you are viewing the render result\n\n\n # **Load Factory Settings**\n - Top of the Blender window. Go to: File > Defaults > Load Factory Settings\n # **Go to Output properties inside the Properties Editor**\n - Bottom right editor > Output Properties Tab.\n # **Change dithering to 10 in Post Proccessing.** *It's same setting as image. As long as it isn't 0, it will give a dither to a rendered image.*\n - Inside Output Properties. Go to: Post Processing > Dithering > Set number\n # **Darken background in the World properties.** *If you don't change the background, both rendered background and UI blends in with itself.*\n - Go to: Properties Editor > World Properties [Tab]> Surface > Color [R,G,B]\n - I set my color to 0.01 value by clicking the color select\n # **Render Image**\n - Top of the Blender window. Go to: Render > Render Image\n - **Go to an Image Editor or find the newly opened Image Editor**\n - **Find the \"Render Result\" in the dropdown to view the newly rendered image.** *Dither specs/dark dots are found outside the rendered image.*\n\nA demo file isn't needed.\n![image editor dither issue.png](image_editor_dither_issue.png)\n[Dithering_Bug_1.mp4](Dithering_Bug_1.mp4)\n", "Objects colors bug\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.0.0\n\nWhen change frame colors are rebuilding... When there was less objects was no problems. I can upload this file if you need.\nSee in video. \n[2022-01-25 18-51-54.flv](2022-01-25_18-51-54.flv)\n\n[#95200.blend](T95200.blend)\n- Open file\n- Scrub timeline\n\nColor of objects will change. In original file ([F12825448](ADS-800-CDC_монтаж_ушка.rar)) color would change even to black.\n", "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 ", "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)", "Adaptive Sampling Noise Threshold strange behaviour on Ambient Occlusion bake\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 3.6\nWorked: 2.9 (No noisy regions, but I'm not sure if the threshold is even working)\n\nStrange noise regions appear on baked ambient occlusion map. They are not related to geometry, and not related to illumination, since even the light AO regions appear noisy. Disabling adaptive sampling or changing the threshold to extremely small values removes the issue. Values for the noise threshold look inadequate in these regions. Setting it to 0.01 gives around 27 out of possible 256 light difference between adjacent pixels in HSL color. In regions with reduced noise, the level looks similar to what it should be, you can see both on the image below. The noise disappears when threshold is turned off, so it's not related to maximum samples count. Same issue does not appear on baking direct or indirect light and the noise level seems adequate. It's not related to denoiser, since it's not working in baked maps (unfortunately).\n\nIt's hard to imagine synthetic scene in which the situation will repeat itself. In the attached scene, you just need to click the bake button and see the results. Try changing the Noise Threshold values or disabling it. You can change AO map texture size to make baking happen faster.\n\n", "Texture painting: Brush and fill miss some pixels.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4 Release Candidate\n\nFinally I can reproduce this bug each time (and it annoys me every time I work with characters).\nTere is file with example: [fill testblend.blend](fill_testblend.blend)\nTry to fill selection \nOperation will leave randomly scattered pixels.\n![изображение.png](изображение.png)\nYou can overpaint some of them, but another few pixels you can`t overpaint or you can only from specific camera angle.\n\nDemos:\n[2021-08-22_03-27-01.mp4](2021-08-22_03-27-01.mp4)\n[2021-08-22_03-22-39.mp4](2021-08-22_03-22-39.mp4)\n\nMake lowpoly.\nUnwrap to few islands.\nAdd Multiresolution (4-5 levels)\nAdd black texture (4k)\nSelect some islands in edit mode\nGo to texture paint mode, enable paint mask\nFill with white\nInspect result, you will find missed pixels\n\n\nFrom #95663: this is also true for orthographic view (if zoomed in far enough):\n- brushes wont paint pixels at all\n- fill tool will leave black pixels\n\n- Open .blend file\n- Use fill tool on object in 3DView (will leave black pixels) or\n- Use paint brush (wont paint pixels at all)\n\n![image.png](image.png)\n\nTest File:\n[#95663.blend](T95663.blend)", "Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: ![Screenshot-rig-bug.jpeg](Screenshot-rig-bug.jpeg)\n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```", "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", "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**", "Adding Skin to Single Vert in editmode object causes black vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.82a\nWorked: 2.81a\n\nWhen adding the Single Vertex object from the 'Add Mesh: Extra Objects' add-on, adding a Skin modifier in Edit Mode causes the mesh to display harsh black vertices, visually cluttering the mesh display. This becomes worse when you add a Subdivision modifier and activate X-Ray mode for easier working with the Skin modifier.\n\nOnce you switch from Edit Mode to Object Mode, then switch back to Edit Mode, the vertex display issue is gone. Toggling to Object Mode and back is always necessary, causing inconvenience.\n\nNote that right after creating the single vertex, the solution of switching to Object Mode and then returning to Edit Mode doesn't make a difference in the display issue. The mode switch trick only works once you've extruded a vertex.\n\n- Start Blender and delete all objects for clarity.\n- Activate the 'Add Mesh: Extra Objects' add-on in the Preferences.\n- Press Shift + A ➔ Mesh ➔ Single Vert ➔ Add Single Vert.\n- Press '1' for vertex mode, and press 'E' to extrude the vertex.\n- Without exiting Edit Mode, add a Skin modifier and a Subdivision modifier.\n- Press Alt + Z to activate X-Ray display mode. More and more black vertices become visible, causing visual clutter.\n- Switch from Edit Mode to Object Mode, then switch back to Edit Mode. The black vertices will be gone, and mesh display is as it should be.", "Cycles: Attribute node renders black when some reserved standard attribute names are used\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: 2.79 - 2.93.0 Alpha\nWorked: Never?\n\nIn Cycles, the Attribute node returns black when an attribute name is reserved (such as \"color\" or \"temperature\").\nThe attribute can be created from the attribute panel or through Geometry Nodes.\n\nSeems like any these attribute names could cause the issue:\nattribute.cpp#L320-L392\n\n- Open attached file\n- Display render preview (note that the object is black)\n- Change the name on the node attribute and Vertex Color to \"color2\" (or switch to node having \"temp\" attribute)\nNow the node attribute works\n\n[vcol_cycles_name_bug.blend](vcol_cycles_name_bug.blend)\n[temperature_attribute_shader_handling.blend](https://projects.blender.orgattachment)\n", "Eevee motion blur causes ghosting on image sequences when steps are greater than one\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nAlso tested on Windows-10-10.0.19041\nGraphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.90.0\n\nThe next frame of an image sequence/video texture is added onto the current one when the step count in Eevee's motion blur is any value greater than one.\n\n![image.png](image.png)\n\nDemo file: [blur.blend](blur.blend)\nVideo used: [demo.mov.zip](demo.mov.zip)\n\n1. Create a material that references a video or image sequence in any form\n2. Turn on motion blur and set step count to any value greater than one\n3. Render" ]
[ "The Denoise Node Turns the Rendered Image into Pure Black at the Resolution of 1920 *1920 \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\nCPU: Intel Core i7-8550U\n\nBroken: version: 2.90 (sub 1)\nWorked: Never\n\nThe denoise node fails to work when the render resolution is set to 1920*1920\n\nBased on the default startup, you can also check out the attached .blend file as well if you want.\n1. Switch the render engine to Cycles\n2. Under Output Properties tab, set the resolution to 1920*1920, make sure the percentage is 100%\n3. Under View Layer Properties tab, check Denoising Data\n4. Go to the Compositor, add a denoise node, connect all three sockets accordingly\n5. Hit F12 to render\nThen you will see, after the render is done, the image becomes pure black.\n\n[Denoise Node Resolution Bug.blend](Denoise_Node_Resolution_Bug.blend)\n\n" ]
Geometry Nodes node tree disappears from the GN Editor when other modifiers are added Operating system: Linux-4.15.0-142-generic-x86_64-with-glibc2.23 64 Bits Graphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.24.02 Broken: version: 2.93.2 Release Candidate Worked: None An Existing Geometry Nodes node tree disappears from the GN Editor when other modifiers are added to the same object 1 - Add a Geometry Nodes modifier to the default cube. 2 - Insert a Point Distribute node to the node tree. 3 - Add an array modifier (or any other modifier) to the same object and the node tree in the Geometry Nodes editor disappears, but still works. If the other modifier is removed, the node tree re-appears. The problem does not occur if you add the other modifiers first then add the geometry node modifier. Re-ordering the modifiers in the modifier stack or disabling them makes no difference. You can add a new GN modifier and select the pre-existing node tree then delete the first GN modifier as a workaround. This also happens in Blender version 3.0.
[ "Node groups' new method doesn't throw errors at inputs and outputs collections\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 3.1.0 Alpha\n\n\nNode groups' new method doesn't throw errors at inputs and outputs collections\n\n1. Create a geometry nodes modifier, get node group:\n\n```\nnodes = C.object.modifiers[0].node_group\n```\n\n2. Add new input or output by command \n\n```\nnodes.outputs.new(\"RGBA\",'new')\n```\n3. Note that there are no errors, but a new socket hasn't been created. \n![image.png](image.png)\n\n\n", "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)", "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)", "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 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", "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", "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", "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)", "Refactor: Replace socket declaration system for (Geometry) Nodes Panels\nThis is an internal refactor, follow up of #108897\n\n", "Geonodes points have wrong generated texture coordinates\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.2.2\nWorked: ?\n\nGeometry nodes points use object coordinates in the \"Generated\" input of the Texture Coordinate node that doesn't match the look of generated coordinates for common spherical meshes, making materials look different between points and meshes\n\nOpen the attached file, go into rendered view\n[Coordinates.blend](Coordinates.blend)", "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", "\"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", "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", "Cycles: Normal Edit modifier after displace modifier does not with motion blur (Eevee seems fine)\nTried on multiple systems\n\nBlender 3.0 (And the previous beta builds)\n\nThe normal edit mode will not work with motion blur enabled\n\nSee attached file - Using a NormalEdit modifier looks correct in viewport then fails at render time if motion blur is used in combination with the attached Geometry Nodes tree that is displacing the main geometry over time. \nWith the node tree disabled the NormalEdit modifier works even with motion blur.\n\n**Viewport Result:**\n![MB OFF.jpg](MB_OFF.jpg)\n\n**Rendered Result:**\n![MB ON.jpg](MB_ON.jpg)\n\n\n**Demo file:**\n[Bug (1).blend](Bug__1_.blend)\n[#93700 Cycles Normals Motion Blur Displace.blend](T93700_Cycles_Normals_Motion_Blur_Displace.blend)", "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" ]
[ "Geometry nodes tree is not editable after adding modifier on top of it\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 2.93.0, 84da05a8b806, master, 2021-06-02\n\nNode tree just disappears from the view area in a second if Bevel modifier (for example) added after GN in a modifier stack. Even muting Bevel doesn't help - only complete removing.\n\n\nFresh start:\n - open default scene\n - add Geometry Nodes to cube\n - open GN view area\n - add Bevel modifier to the stack -> GN tree not editable\n\nOr in provided file:\n- add Bevel modifier to see the issue\n[gn+mod.blend](gn_mod.blend)\n" ]
Attribute nodes don't update in realtime on GPU rendering Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65 Broken: version: 3.0.0 Worked: (Blender 2.93) The issue seems that the Attribute node set to object, with the attribute "scale" doesn't update in realtime on GPU. For example, using this node, vector math multiplied with a vector node set to object, locks the texture scale in place, so that when you scale objects, you always have the same scale texture (with more tiling). This is useful for making procedural materials. The issue is that this doesn't work when on optix or cuda, but when using cpu it works as intended. Open the attached blender and scale the mesh with the render source set to CPU, you will see the texture has locked scale. Set it to gpu and you will see that it does not. The node tree setup is in the left side of the window and it's just a texture coordinate node set to object, vector math multiplied with an attribute node set to object with the 'scale' attribute. [Test Attribute scale.blend](Test_Attribute_scale.blend) [attribute scale issue.mp4](attribute_scale_issue.mp4)
[ "Auto Render doesnt work with scene animations\n{[F8575831](autorender.gif)}Operating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0 Beta\n\nIt should render when the scene animation updates. In general auto render also seems a bit unreliable. eg. Sometimes I turn it off and it keeps rendering, and it doesn't render even if some changes are made to the scene. Anyway in this case it doesn't update when there're scene animations.\n\nFrom startup:\n1. Set \"Use nodes\" in compositor\n2. Turn on \"Auto render\"\n3. Animate default cube (I used rotate here)\n4. Scrub timeline\nIt doesn't auto render with new changes.\n\nWith attached blend:\n- Scrub timeline\n\n[autorender_animation.blend](autorender_animation.blend)\n\n\n", "Viewport not updated after changing material properties\nWindows 10\nGraphics card:\nGTX 1660TI\n\n\nBroken: version: 3.2.0 Beta\nWorked 3.0\n\nHello. If you create an object, for example, a sphere, assign it a material with a base color, for example, red or something else, then copy the material, create another object, create a material for it, and then paste the material on the new object, the material that was copied will be inserted, but if after that you start changing it it will not change on the object until it is reselected.\nWhy don't its settings change immediately after changing them in the settings? Is this a bug or is it supposed to be like this?\n![изображение.png](изображение.png)\nI copied the material from the sphere to the cylinder, it was added to it, after that I replaced the base color on it with green but it does not change on the cylinder.\n\n**Steps to reproduce**\n[#98458.blend](T98458.blend)\n\n- Open file\n- Copy material from selected (green) cube\n- Paste material to other cube\n- Change Base Color in pasted material\n\nColor is not updated in viewport.", "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", "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", "Cycles doesn't refresh after changing color space of the image texture node in 3.0 beta.\nOperating system: Win10 20h2\nGraphics card: RTX 3090\n\nBroken: 3.0 beta Nov.22th daily\n\n[Color Space.mp4](Color_Space.mp4)\n\nUse image texture node to import a image. Changing the color space, cycles refreshes. \nLoad another image, it still works. \nBut after using the drop down menu to load back the previous image, it doesn't work any more.", "sharp_edge attribute doesn't work for GN-created geometry in 4.0\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nBlender 4.0 is expected to finally expose normal smoothing capabilities to geometry nodes, and while the sharp_face attribute seems to somewhat work on the geometry generated inside GN, instead of inherited from the parent object, sharp_edge attribute just won't work on GN-created geometry no matter what.\n![image](attachment)\n\n1. Open the attached file: [sharpbug.blend](attachment)\n2. Move the B value of Great Than node\nResult: sharp_edge attribute modifications don't have any effect on the mesh shading.\nExpected: sharp_edge attribute modifications affect the mesh shading.\n\n", "Object Info node not update if delete object from viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nIf you delete an object selected in the Object Info node, the object remains selected in the node\n\n![2021-03-11_20-19-51.png](2021-03-11_20-19-51.png)\n\nDelete object from viewport selected in the Object Info node. Object Info node not update socket\n\n[Proximity_displaces2.blend](Proximity_displaces2.blend)\n\nNote that if you delete it from the outliner things work. The issue is when the object is deleted from the viewport.\n\n**Original file**\nThis file doesn't help because the object was already deleted from it:\n[Proximity_displaces.blend](Proximity_displaces.blend)\n\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", "Metal: Assert is triggered when drawing a Batch with an attribute format different from the type used in the Shader\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: [couldn't check yet]\n\nI'm not sure how serious the problem is.\nEven with the assert, the drawing seems to work.\nBelow is a small code that demonstrates the problem:\n\n```python\nimport bpy\nimport gpu\nfrom gpu.types import (\n GPUBatch,\n GPUIndexBuf,\n GPUVertBuf,\n GPUVertFormat,\n)\n\ndef draw():\n x1=0\n y1=0\n x2=bpy.context.region.width\n y2=bpy.context.region.height\n\n # The size of each color in `vertex_colors` needs to be 4 and\n # the size of each vector in `vertices` needs to be 3\n # otherwise a assert will be triggered the Metal backend.\n vertex_colors = ((1.0, 0.0, 0.0, 1.0), (1.0, 1.0, 1.0, 1.0))\n vertices = ((x1, y1), (x2, y2))\n\n shader = gpu.shader.from_builtin('POLYLINE_SMOOTH_COLOR')\n shader.uniform_float(\"viewportSize\", gpu.state.viewport_get()[2:])\n shader.uniform_float(\"lineWidth\", 5)\n\n vbo_format = GPUVertFormat()\n vbo_format.attr_add(id='color', comp_type='F32', len=len(vertex_colors[0]), fetch_mode='FLOAT')\n vbo_format.attr_add(id='pos', comp_type='F32', len=len(vertices[0]), fetch_mode='FLOAT')\n\n vbo = GPUVertBuf(vbo_format, len(vertices))\n vbo.attr_fill('color', vertex_colors)\n vbo.attr_fill('pos', vertices)\n\n batch = GPUBatch(type='LINE_STRIP', buf=vbo)\n batch.draw(shader)\n del batch\n\n\nbpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_PIXEL')\n\n```\n\nNote that the dimension of the vertices is 2D.\nIf converted to 3D (by adding a z value), the assert is no longer triggered.\n\n- Open attached .blend file.\n- Run the script in the text editor\n- Update the 3D view (by zooming for example)\n\n[gpu_metal_assert__bug.blend](attachment)\n\n", "Shader Image Mapping Issue\nOperating system: Mac OSX High Sierra\nGraphics card: NVIDiA GeForce\n\nBroken: (example: 2.92 Master 02948a2cab44\nWorked: N/A\n\nIt seems the mapped image is not applying to an object that's linked by Object Data\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n[repro2.blend](repro2.blend)\n\nIn this file, just going in and out of editmode causes the the (rendered) UVs to not be consistent (they appear fine in the UV Editor):\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\n\n---\nOriginal report:\n[modular.blend](modular.blend)\n\nLook at the image reference in the shader for the second to last vehicle. All other vehicles with similar bodies are linked and are following the map except the second to last object. After linking the body of that vehicle, the object appears to follow the map until you render the image. ", "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", "Transfer attributes in the fill curve node\nThis is like [D12363: Geometry Nodes: Transfer attributes in the curve to mesh node](D12363), but most likely much simpler.\n\nWhen there are non-builtin attributes on the curve (anonymous or named), they should be transferred to the vertices created by the curve fill node. The Delaunay triangulation can generate an index map for such situations, which should make the transferring quite simple.\n\nThe Delaunay index map shouldn't be created if no attributes will be transferred anyway, since it has a performance cost.", "Cycles viewport render doesn't resize if an animation is playing.\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple `M1` Pro Apple 4.1 Metal - 83\n\nBroken version: 3.5.0 Alpha\nBroken version: 3.3.1\n\nIf a .blend file contains a animation, and the animation is playing, and you're in the Cycles rendered viewport mode, then the viewport resolution/size will not update as you adjust it's size.\n\n1. Create a scene that has a colour that differs from the standard background colour of the 3D viewport.\n2. Animate something in the scene (E.G. Animate the movement of an object)\n3. Change the render engine to Cycles (This issue only appears in Cycles for me.)\n4. Enter the rendered viewport mode so you're now seeing a Cycles viewport.\n5. Start playing the animation.\n6. While the animation is playing, start adjusting the size of the 3D viewport editor and notice how the Cycles rendered view isn't updating with the change in size. This is the issue. Once you stop playing the animation, it will update.\n\nHere is a video demonstrating the issue:\n\n[Cycles preview doesn't resize.mp4](Cycles_preview_doesn_t_resize.mp4)\n", "Object Data Properties, Normals, Auto Smooth Angle not working in Sculpt\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.4.1\n\nNormals, Auto Smooth Angle not working in Sculpt, is this an bug or why is this not working?\n[2023.01.14-21.18.36.mp4](2023.01.14-21.18.36.mp4)\n\n1. On default cube set Shade Smooth.\n2. Object Data Properties -> Normals -> ON.\n3. Go to sculpt mode\n\n", "Geometry Nodes fouling up motion blur\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.1.0\nWorked: N/A\n\nGeometry Nodes applied to a spline which affect its shape over time do not blur when Motion Blur is enabled.\n\nLoad attached simple file. Render frame zero. There is no blur at all. Render frame 1, *everything* is blurred, despite only part of the spline is in motion. It would appear the entire spline is blurred according to how the base object is moving, not how the spline is deformed as a result of the applied Geometry Nodes.\n\nNote that same file loaded into 3.3.1 causes Blender to crash (GPU rendering only - it's a stack corruption bug in the nVidia driver, but 3.1 doesn't cause a problem). I previously reported that crash but it was rejected due to possibly being related to the Photographer add-on, which I have uninstalled. It still crashes.[Motion Blur Bug.blend](Motion_Blur_Bug.blend)" ]
[ "Regression: Attribute Node Object Attribute not updating in Cycles GPU Compute\nOperating system: Windows 10\nGraphics card: GTX 1650\n\n\nBroken:\n3.0.0 Beta, fcf1ba18f0c4, master, 2021-10-29\n3.1.0 Alpha, d5920744f442, master, 2021-12-03\n\nWorked: 2.93\nObject attribute from the Attribute Node in the Shader editor not updating correctly in Cycles GPU Compute\nIn EEVEE and Cycles CPU, it is working as expected\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Select the Cube, and open the Shader editor\n2. Add an Attribute Node, set Type to Object, and type an Object attribute name\n```\n (in this example, we use `scale`, other attributes also don't work, eg. 'color', `rotation_euler`)\n```\n3. Connect the output of the Attribute Node to the Material Output\n4. Switch to Rendered mode, Render Engine to Cycles, and Device to GPU Compute\n5. Finally, Scale the Cube (or change something else depending on what attribute you typed in)\n\nNote: Cycles Render Devices must be set to CUDA or OPTIX\nIt only updates after switching from another renderer and back, or from another render mode back to Rendered mode or going in and out of editmode\nSwitch to Cycles CPU, or EEVEE to see it working\n\n[attribute-node-cycles-gpu-bug-report.blend](attribute-node-cycles-gpu-bug-report.blend)" ]
Leaving fullscreen mode crashes on external display (OS X) OS X 10.10.5 (14F27) Intel Iris Graphics 6100 1536 MB Broken: Version 2.76 (2.76, 2015-Sep-17, Blender Hash C586e30) When leaving fullscreen mode on an external display Blender stops responding and unexpectedly terminates. Doesn't do this on the primary display. Open Blender 2.76 on an external display (not in mirrored mode). Enter fullscreen mode Exit fullscreen mode Blender crashes every time
[ "Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n", "Blender 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", "Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n", "Blender 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)", "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", "LightGroups & big render resolution results in Hardware failure & macOS crash incl. reboot\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\n**Blender VersionS**\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.2.0 Alpha\n\n\n(GPU only)\nI usually render with a resolution of 5120x2048 on 50% as check resolution. \nWhen I scale it up with the slider to 100% and render I get a stripe pattern as we seen in other bugreports related to M1 Mac's.\nThen when I try double the resolution on 50% I get the same.\n\nThe crash of macOS with a hardware failure and reboot happened when I tried my final resolution 10240x2048 on 100%. (blender calculated a sec. and when the render via GPU only started it hanged for two sec. and then completely crashed)\nTo be honest, a crash like this I never had with 3 imac's the last 6 years. Only with a hackintosh not related to blender...\n\nDespite the fact of the total crash, I decided not to try to reproduce the total crash,\nBUT...\nthe stripes I could with the resolution I used. \n- Open attached file\n- Render once in 50% from 5120x2048,\n- and then render on 100%, or try the higher resolution.\n\n(The scene was: just a plane, monkey and 3 lights, to check the lightgroups and compositing options (worked all fine, exept the render...))\n(see attached blendfile)\n\nSo just 3 pointlights, each into a one of the 3 lightgroups a plane, monkey...(something to get lit),\nresolution 5120x2048 on 50% and render. Then render on 100% and you should get stripes.\n![Screen Shot 2022-04-06 at 4.09.56 am.jpg](Screen_Shot_2022-04-06_at_4.09.56_am.jpg)\n`***When there, just delete the lightgroups under Scene -> View Layer Tab and the stripes are gone.***`\nOperating system: (INTEL) macOS-12.3.1-x86_64-i386-64bit 64 Bits \nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n[untitled.blend](untitled.blend)\n", "Crash when baking Dynamic Paint Image Sequence multiple times in loop\nBroken: 2.90.0 Alpha\nWorked: blender-2.80-windows64\n\nBlender crashes when baking dynamic paint image sequence in for loop. Depending on wait time crash will have differens stack traces.\n\n[#74052.blend](T74052.blend)\n\n- Open file\n- Run script", "Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n", "stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close", "Eevee randomly causes system to crash when rendering\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 (8GB memory)\nCPU: Intel Core i9 9900k\nRAM: 32GB DDR4\n\nBroken: 3.0.0\n\n\nI'm new to Blender and currently trying to switch from my usual C4D and Redshift workflow, just to let you know.\n\nI have a fairly simple scene with a 250 frame animation. Everytime I render the animation with Eevee as a .png sequence with an .exr file for the layers, the process causes my system to crash.\nThe amount of samples seems to correlate with the amount of frames I'm able to render before failure. So I guess it might have something to do with memory.\n\nI'm not sure how that can be as more complex scenes never failed me before using Redshift as a render engine.\n[ocean_final.blend](ocean_final.blend)\nThe scene makes use of a lot of volumetric light and I also calculate the bloom.\n\nThere aren't a lot of vertices involved in the scene, but I'm not sure how I can display a value to give you here.\n\nAll drivers are up to date and I also reinstalled Blender.\n\nNot sure, but I attached the .blend file as well as logs created in debug mode.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)", "Crash when trying to show a Workspace using a deleted Screen.\nIf a Screen ID is deleted, and one then try to show a Worspace using it, Blender will crash.\n\nSetting to low prio since deleting a Screen ID is not easy to do for end user currently (you'll have to use py console, e.g. `bpy.data.batch_remove(ids=(bpy.data.screens- [x],))`), but still, this is violating general design and expected sane behavior of ID handling.\n\nThink solution should be either:\n* Deleting Screens IDs should be forbidden (not ideal, since it kind of breaks general ID design, but should be doable).\n* Deleting Screens IDs should also delete matching Workspace (not ideal either, there should not be that kind of relationships between IDs, but we already have similar things between objects and obdata...).\n* Or (probably the sanest thing to do) a Workspace should handle gracefully the case where it has no assigned Screen.", "Flickering UI on MacBook M1 or external monitor MBP 13 M1\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 2.93.5\n\nWhen any action in blender (move viewport or oblects) - there is flickering UI. Not way to burn eyes, but noticeable. Problem happens only on external monitor that worked absolutely fine in any other apps.\n[IMG_2758.MOV](IMG_2758.MOV) - video in slow motion showing the problem. Some times it flicks a lot, some times not much.\n\nJust moving view point is enough to flick UI.\nThat happens with my first of two files. Second doesnt have that. Attach the file with problem.\n[domik.blend](domik.blend)\n", "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 rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n", "gpu.types.GPUOffScreen together with gpu.state.depth_test_set causes blender ui to be unresponsive\n(reporting from different os, those are copied from system-info.txt generated by blender)\nOperating system: Windows-10-10.0.19043-SP0\nGraphics card: GeForce GTX 760/PCIe/SSE2, 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c3b, type: release\nWorked: ?\n\n`gpu.types.GPUOffScreen` together with `gpu.state.depth_test_set` causes blender ui to be unresponsive, nothing can be clicked, blender have to be killed. if `gpu.state.depth_test_set` is set to `'NONE'` after drawing is finished, problem goes away. this happens on windows, on mac it works.\n\nexample code is from: gpu.html#copy-offscreen-rendering-result-back-to-ram with marked modifications\n\n- Open text editor in default scene\n- Paste and run the attached code\n```\nimport bpy\nimport gpu\nimport random\nfrom mathutils import Matrix\nfrom gpu_extras.presets import draw_circle_2d\n\nIMAGE_NAME = \"Generated Image\"\nWIDTH = 512\nHEIGHT = 512\nRING_AMOUNT = 10\n\n\noffscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)\n\nwith offscreen.bind():\n fb = gpu.state.active_framebuffer_get()\n fb.clear(color=(0.0, 0.0, 0.0, 0.0))\n \n # one line added here ----------------------------------------------------\n gpu.state.depth_test_set('LESS_EQUAL')\n # ------------------------------------------------------------------------\n\n with gpu.matrix.push_pop():\n # reset matrices -> use normalized device coordinates [-1, 1]\n gpu.matrix.load_matrix(Matrix.Identity(4))\n gpu.matrix.load_projection_matrix(Matrix.Identity(4))\n\n for i in range(RING_AMOUNT):\n draw_circle_2d(\n (random.uniform(-1, 1), random.uniform(-1, 1)),\n (1, 1, 1, 1), random.uniform(0.1, 1),\n segments=20,\n )\n \n - and one line here ------------------------------------------------------\n - gpu.state.depth_test_set('NONE')\n # ------------------------------------------------------------------------\n\n buffer = fb.read_color(0, 0, WIDTH, HEIGHT, 4, 0, 'UBYTE')\n\noffscreen.free()\n\n\nif not IMAGE_NAME in bpy.data.images:\n bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)\nimage = bpy.data.images[IMAGE_NAME]\nimage.scale(WIDTH, HEIGHT)\n\nbuffer.dimensions = WIDTH * HEIGHT * 4\nimage.pixels = [v / 255 for v in buffer]\n```\n\n" ]
[ "Fullscreen crashes Blender on Mac OS X\nMac OS X, 10.9.5\nMacBook Pro\nwith external display (crashes without too)\n\nBroken: 2.76 RC1 & 2.76 hash: 034cc85 (buildbot Sept. 21)\nWorked: 2.75a\n\nBlender crashes on entering (or exiting) fullscreen mode.\n\nI tried this a few times. Sometimes I am able to enter fullscreen mode, but get a crash on exit. If I load factory settings I am able to switch to fullscreen mode and back once, but crash on the next try. Also, It seems that if I press the hotkey Alt-F11 (or, since I'm on a laptop, Fn-Alt-F11) I'm more likely to get a crash than if I use the window menu option.\n" ]
Undoing name change on active object in edit mode causes crash. Broken: 2.80, fa1d5586a1ad, 2019-01-25 editmesh_undo.c can't revert name changes on active object Open default startup .blend With "Cube" selected, switch to edit mode Change name of "Cube" in Outliner or Object Properties Ctrl-Z will cause the crash. Same crash as #60849 Crash happens in `static void mesh_undosys_step_decode(struct bContext *C, UndoStep *us_p, int UNUSED(dir))` with `us_p->name` as `"Toggle Editmode"` if the name was changed in Object Properties or `"Outliner selection change"` for a change in Outliner.
[ "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)", "Animation: create a full separate copy of BoneCollections while in armature edit mode\nThis is to avoid touching the main data structures in the Armature datablock while in edit mode, which interacts badly with undo.\n\nRelevant:\n- #111965\n\n", "Its possible to create Built-in attributes with wrong metadata\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\nSee attached stack trace file.\n\n```\nCode marked as unreachable has been executed. Please report this as a bug.\nError found at C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\attribute.cc:486 in BKE_id_attribute_remove.\nSaved session recovery to \"C:\\Users\\rfnei\\AppData\\Local\\Temp\\quit.blend\"\n```\n\n1. Create any attribute on mesh.\n2. Rename it to `material_index`.\n3. In debug: try to delite this.\n\n", "Frequent crashes when performing minor adjustments with rigid body constraints\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel Inc. 4.1 INTEL-16.5.2\n\nBroken: version: 3.0.0 Alpha\n\nWith a simple rigid body setup (see attached file), there are frequent crashes when doing simple adjustments such as moving the constraint around, rotating it, starting/stopping the animation, undoing some steps. There is not a single scenario leading to a crash, but performing a combination of these actions in succesion consistently leads to a crash (segmentation fault) within about 30-60s.\n\n[Rigid body crash.blend](Rigid_body_crash.blend)\n[Rigid body crash.txt](Rigid_body_crash.txt)\n\nI closed #91025 because I thought it was fixed, but it turns out the crashes still occur. I have found one reproducible way to get the crash:\n- With factory preferences, open attached blend file.\n- Press spacebar to start the animation\n- Press command-Z to undo and then shift + left arrow to restart at the first frame\n- Repeat the last step (command + z and then shift + left arrow) a few times\n- Blender will crash usually after repeating 2-3 times, sometimes a few more.\n", "Blender crashed in edit mode with material index creazy and strange normal\nOperating system: Linux pop-os 5.17.5-76051705-generic\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.1.0 / blender-3.2.0-stable+v32.e05e1e369187-linux.x86_64-release\n\nAn object imported from I don't know where, with crazy material_index : (-30086) in spreadsheet editor, and with strange normal, makes blender sik.\n\nIn edit mode, if I try to move the concerned geometry blender crashes systematically.\n\n[2022-06-16_bug-normal.crash.txt](2022-06-16_bug-normal.crash.txt)\n\n[2022-06-16_bug_system-info.txt](2022-06-16_bug_system-info.txt)\n\n[2022-06-16_bug-normal.blend](2022-06-16_bug-normal.blend)\n\nthank you,\n - Thomas", "Material slots undo is inconsistent in non-Object modes\nBroken: 3.0\nMaterial slots undo is inconsistent. Sometimes multiple slots are added/removed in one undo, and sometimes undo won't change back mode.\n\n\ntab to edit mode \nadd a material slot\nundo twice\nadd another material slot\nundo\nboth material slots will be undone. Also undo won't go back into edit mode.\nif you redo both material slots are redone at the same time.\n", "2.91 - Undo in Sculpt Mode switches tool to inflate brush (specific to attached file)\nOperating system: Win 10 64-bit\nGraphics card: Nvidia GFX 1060 6GB\n\nBroken: \n - 2.90.1\n - 2.91.0, from steam, seems *file specific*\n - 2.92.0\nWorked: 2.91.0, same version, fresh file\n\nWith attached file: In sculpt mode calling undo changes the tool to \"Inflate\" besides undoing.\n\nAdditionally, when undo is called via menu, the undo operation happens only when undoing so far back sculpt mode was entered. On reentering Sculpt Mode, tool is set to \"Inflate\". \n\nThis issues seems to be tied to this specific file, as it's not reproducible in a fresh file. The file was created with blender 2.91.0. I sculpted multiple objects using both Dynamesh and Remesh in Sculpt Mode. I deleted the sculpts to keep the file size small and since the same behavior persisted with newly created geometry (in this case a cube). I don't know how to debug this any further, any hints appreciated. As a workaround I will try to reimport the geometry into a new file.\n\nBased on the attached .blend file [SculptModeBug.blend](SculptModeBug.blend)\n\nUndoing with shortcut:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - hit ctrl + z\n - tool switched to \"Inflate\"\n\nUndoing via menu:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - modify mesh with tool\n - call \"undo\" from menu \"edit/undo\" - this has no effect\n - call \"undo\" from menu \"edit/undo\" until the point object goes back to Object Mode - changes get undone\n - On entering Sculpt Mode again, the active tool has switched to \"Inflate\"\n", "Modal operator causes a crash when using the REDO operation\nOperating system: Win10\nGraphics card: nVidia 1070\n\nBroken: 2.80 (sub 45), branch: master, commit date: 2019-02-19 23:18, hash: 855b3e68ef27, type: Release\nWorked: n/a\n\nA custom modal operator seems to cause an AccessViolation when you shift+r (REDO) the operator\n\n[modal_redo_bug.blend](modal_redo_bug.blend)\n - Open the provided blend and execute the script that is sitting in the script editor\n - Select the \"Cube\" object\n - Invoke the custom \"DC Modal Redo Bug\" operator from the Space/F3 search menu\n - Left click to confirm. Things are fine\n - Select \"Cube\" again\n - Shift-R to REDO\n - Left click to confirm\n - Crash\n\n```\nException thrown: read access violation.\nop->type was 0xFFFFFFFFFFFFFF3F.\n\n\nblender.exe!wm_operator_register(bContext * C, wmOperator * op) Line 164\tC\nblender.exe!wm_operator_finished(bContext * C, wmOperator * op, const bool repeat, const bool store) Line 923\tC\nblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties) Line 2028\tC\nblender.exe!wm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) Line 2616\tC\nblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 2660\tC\nblender.exe!wm_event_do_handlers(bContext * C) Line 3011\tC\nblender.exe!WM_main(bContext * C) Line 421\tC\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 507\tC\n```", "Support Undo for tweaking Gizmos\nSupport Undo for tweak gizmos, such as the Spin gizmo. Currently, the user may have performed many adjustments using adjustment gizmos, but if the user performs one undo, everything is lost.\n", "Asset Browser: F2 renames active object instead of the selected asset\nOperating system: Linux-6.5.3-gentoo-r1-x86_64-AMD_Ryzen_9_5950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.104.05\n\nBroken: version: 4.0.0 Alpha\n\n![image](attachment)\nSpoke about this with @JulianEisel , it's not exactly a bug but I have his permission to report this regardless.\n\n- make some datablock an asset\n- go to asset browser and select it\n- press `F2`\n\n", "Nodes: Assert and crash: Editing nodes through the material panel and undo.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: 3.4, 3.3, ... 2.8\nWorked: never\n\nWhen I select certain nodes from the materials tab after pressing undo on the last node change, blender crashes. But only if the last click is made with my wired USB mouse. Or even if the cursor was left on the button to switch tabs before clicking with the touchpad.\n\n\n```lines=10\n# Blender 3.4.0, Unknown revision\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF717820508\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n\n\nStack trace:\nblender.exe :0x00007FF7178203F0 blender::ed::space_node::ui_template_node_link_menu F:\\Blender_build\\first\\blender\\source\\blender\\editors\\space_node\\node_templates.cc:659\nblender.exe :0x00007FF71736AAF0 ui_block_func_POPUP F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:183\nblender.exe :0x00007FF717463480 ui_popup_block_refresh F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:566\nblender.exe :0x00007FF717463050 ui_popup_block_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:796\nblender.exe :0x00007FF71736CA60 ui_popup_menu_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:358\nblender.exe :0x00007FF717397CC0 ui_block_open_begin F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:4224\nblender.exe :0x00007FF717391810 button_activate_state F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8338\nblender.exe :0x00007FF71739CD50 ui_do_but_BLOCK F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:5982\nblender.exe :0x00007FF7173A7AB0 ui_do_button F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8027\nblender.exe :0x00007FF7173A9D20 ui_handle_button_event F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:9189\nblender.exe :0x00007FF7173BA070 ui_region_handler F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:11275\nblender.exe :0x00007FF7156CFE60 wm_handler_ui_call F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:786\nblender.exe :0x00007FF7156D1CE0 wm_handlers_do_intern F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3217\nblender.exe :0x00007FF7156D01F0 wm_handlers_do F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3334\nblender.exe :0x00007FF7156CB580 wm_event_do_region_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3754\nblender.exe :0x00007FF7156CB440 wm_event_do_handlers_area_regions F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3784\nblender.exe :0x00007FF7156DCD90 wm_event_do_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF7156A5E50 WM_main F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF714C52160 main F:\\Blender_build\\first\\blender\\source\\creator\\creator.c:579\nblender.exe :0x00007FF7186F9260 invoke_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7186F9010 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7186F8FF0 __scrt_common_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7186F9320 mainCRTStartup D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 00002514\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ab8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e20\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026a0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002404\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000ddc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000305c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002640\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ec4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002130\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000002f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e8c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001b88\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001f10\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000132c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE582EF73C Symbols not available\n\n\nThread : 000000c0\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002298\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001e98\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002b4c\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002278\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000014f8\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nLoaded Modules :\n0x00007FF712C80000 3.4.0.0 blender.exe F:\\Blender_build\\first\\ninja_lite_debug\\source\\creator\\Debug\\blender_private.pdb \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE83ED0000 14.32.31332.0 MSVCP140D.dll \n0x00007FFE8C790000 14.32.31332.0 VCRUNTIME140D.dll \n0x00007FFE9CEF0000 14.32.31332.0 VCRUNTIME140_1D.dll \n0x00007FFE7F6C0000 10.0.19041.685 ucrtbased.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE8C310000 tbb_debug.dll \n0x00007FFE7EC20000 epoxy-0.dll \n0x00007FFE67340000 3.10.8150.1013 python310_d.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFE98DC0000 14.32.31332.0 VCRUNTIME140.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.DLL \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFE8B530000 tbbmalloc_debug.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE824C0000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8C420000 10.0.19041.2075 GLU32.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE57830000 30.0.14.9649 nvoglv64.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 cfgmgr32.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1650000 10.0.19041.1620 devobj.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n\n# Python backtrace\n```\n\n```lines=10\n# Blender 3.4.0, Commit date: 2022-10-20 00:36, Hash 3915f5300ad2\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF6E6FDF4EA\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x00000000000001A1\n\n\nStack trace:\nblender.exe :0x00007FF6E6FDF4C0 nodeRemLink\nblender.exe :0x00007FF6E80A8DA0 blender::ed::space_node::node_socket_add_replace\nblender.exe :0x00007FF6E80A9980 blender::ed::space_node::ui_node_link\nblender.exe :0x00007FF6E7EBCF50 ui_apply_but_funcs_after\nblender.exe :0x00007FF6E7EC87F0 ui_handler_region_menu\nblender.exe :0x00007FF6E7495810 wm_handlers_do_intern\nblender.exe :0x00007FF6E7494C40 wm_handlers_do\nblender.exe :0x00007FF6E749B1B0 wm_event_do_handlers\nblender.exe :0x00007FF6E7480BC0 WM_main\nblender.exe :0x00007FF6E65512F0 main\nblender.exe :0x00007FF6EC6F4380 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 000032c8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000778\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000015a8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000018f0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f34\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000265c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000458\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000fdc\nntdll.dll 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usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001088\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001aac\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002a14\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002228\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000030f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000c60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll 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RtlUserThreadStart\n\n\nThread : 00003084\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002514\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000b84\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000005dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE4F59F73C Symbols not available\n\n\nThread : 00002fec\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001754\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e54\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000029ac\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002474\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nThread : 000007a4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ed4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001410\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000154c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002bf4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f78\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000027d8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000031e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF6E63E0000 3.4.0.0 blender.exe F:\\Диск I\\programm\\blenders\\свежак 24-14-9-11\\b \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFE98DA0000 tbbmalloc.dll \n0x00007FFE988A0000 tbb.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFE8C700000 14.29.30139.0 MSVCP140.dll \n0x00007FFE999F0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFE9A080000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE68390000 5.7.0.7 sycl.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA3780000 10.0.19041.546 PSAPI.DLL \n0x00007FFE81390000 epoxy-0.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE556F0000 cycles_kernel_oneapi.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.dll \n0x00007FFE53FA0000 9.0.0.0 openvdb.dll \n0x00007FFE67640000 59.16.100.0 avformat-59.dll \n0x00007FFE51AA0000 59.18.100.0 avcodec-59.dll \n0x00007FFE944D0000 59.4.100.0 avdevice-59.dll \n0x00007FFE7EBF0000 57.17.100.0 avutil-57.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE8C5C0000 6.4.100.0 swscale-6.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFE83E80000 1.21.1.0 OpenAL32.dll \n0x00007FFE82490000 2.0.20.0 SDL2.dll \n0x00007FFE99D20000 libgmpxx.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFE67170000 3.10.2150.1013 python310.dll \n0x00007FFE99A30000 tbbmalloc_proxy.dll \n0x00007FFE942E0000 10.0.19041.1 AVIFIL32.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE92F80000 10.0.19041.546 Secur32.dll \n0x00007FFE8C530000 4.3.100.0 swresample-4.dll \n0x00007FFE98880000 10.0.19041.1 AVICAP32.dll \n0x00007FFE936E0000 10.0.19041.546 WINMM.dll \n0x00007FFE9CED0000 10.0.19041.1 MSACM32.dll \n0x00007FFE8C420000 10.0.19041.1 MSVFW32.dll \n0x00007FFE96EB0000 10.0.19041.1 winmmbase.dll \n0x00007FFEA1820000 10.0.19041.2130 SSPICLI.DLL \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9CFC0000 10.0.19041.1503 MMDevApi.dll \n0x00007FFEA1650000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFE9D0C0000 10.0.19041.1865 AUDIOSES.DLL \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFE80380000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8B550000 10.0.19041.2075 GLU32.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE4EAE0000 30.0.14.9649 nvoglv64.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n0x00007FFE66EB0000 30.0.14.9649 nvcuda.dll \n0x00007FFE4D460000 30.0.14.9649 nvcuda64.dll \n0x00007FFE788A0000 30.0.14.9649 nvapi64.dll \n\n# Python backtrace\n\n```\n\nBlenders: 3.4, 3.2, 3.0, 2.9, 2.83\n```lines=10\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-14-8-11\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nWarning: File written by newer Blender binary (304.3), expect loss of data!\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFE8C723020\nModule : MSVCP140.dll\nThread : 0000207c\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-12-1\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.2\\config\\userpref.blend\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF73481F663\nModule : blender.exe\nThread : 000029c0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-9-10\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\config\\userpref.blend\nERROR (bke.node): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:2222 nodeAddStaticNode: static node type 200 undefined\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7A47ABC94\nModule : blender.exe\nThread : 00000674\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 22-14\\blender.exe\"\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF776C49221\nModule : blender.exe\nThread : 00000cc0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 20-6\\blender.exe\"\nfound bundled python: F:\\╨Ф╨╕╤Б╨║ I\\programm\\blenders\\╤Б╨▓╨╡╨╢╨░╨║ 20-6\\2.83\\python\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6508070ED\nModule : F:\\─шёъ I\\programm\\blenders\\ётхцръ 20-6\\blender.exe\n```\n\n1: Open blender to the default startup file.\n2: Go to the materials tab.\n3: Click on the button next to \"Surface\" labeled \"Principled BSDF\" and select a different node to switch it out.\n4: Press Ctrl + Z on the keyboard to undo the previous action.\n5: Repeat steps 3 and 4 with various nodes until it crashes.\n(There used to be a more consistent way of replicating this, making a mix shader, putting a glossy bsdf node in the top slot, then pressing undo and selecting an emission node instead, but it stopped crashing with that just before I sent this.\n. . . And it just started crashing with that again. I'm sorry I can't give you something more consistent.)\n\nBased on the default startup file.\n", "Blender crash in bmesh.to_mesh() while using it to modify weights\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\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCrash in bmesh.to_mesh() if using it to modify weights in weightpainting while playing animation\n\n*Remove any lights or cameras, keep just one cube in the scene (for the simple script to work).\n*Subdivide it 5 times and apply the modifier.\n*Add the script below to the script editor and run it\n*Go to weight paint mode for the cube\n*Run the animation and try to paint. If you just click the left mouse button it will paint a dot and the script will work, but if you hold and drag, Blender crashes.\n\n\n```\nimport bpy, bmesh\n\n\ndef add_handler():\n # remove existing handlers\n old_handlers = []\n for h in bpy.app.handlers.frame_change_post:\n if \"paint_test\" in str(h):\n old_handlers.append(h)\n for h in old_handlers: bpy.app.handlers.frame_change_post.remove(h)\n # add new handler\n bpy.app.handlers.frame_change_post.append(paint_test)\n\ndef paint_test(scene):\n for ob in scene.objects:\n me = ob.data\n \n print(str(scene.frame_current) + \": Creating Bmesh\")\n bm = bmesh.new()\n bm.from_mesh(me)\n \n group_index = ob.vertex_groups.active_index\n dvert_lay = bm.verts.layers.deform.active\n \n for vert in bm.verts:\n dvert = vert[dvert_lay]\n try: dvert[group_index] -= 0.1\n except: pass \n \n print(str(scene.frame_current) + \": Writing Bmesh\")\n bm.to_mesh(me)\n bm.free()\n \nadd_handler()\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)", "Geo Nodes crash, when updating old node group with new (using user_remap()) \nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0 Beta\nWorked: I think it always crashed\n\nLets say I have two geo nodes: **old_node** group and **new_node** group. I want to update old to new using python:\n\n```\nold_ng.user_remap(new_ng)\n```\n![image.png](image.png)\n![image.png](image.png)\nBlender will crash after running code above, if scene has Cube object with geonodes modifier that uses **old_ng**. Crash happens only if modifiers tab is visible, and you re-select the cube. It wont crash, if new nodegroup does not have additional input.\n\n1. Run script from attached blend file ( it remaps old_ng to new_ng) \n2. re-select 'CubeOld' object. Blender will crash\n\n [gn_update_crash.blend](gn_update_crash.blend)\n\n", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n" ]
[ "Crash undoing object rename in edit mode\nOperating system: Win10\nGraphics card: GeforceGTX950\n\n2.80, dc3b5024be1a4, 2019-01-23, win64\n\n\nBlender sometimes crashs by pressing Ctrl+Z directly after a mesh renamed (in my case Cube.001)\n\n\nSysInfo:[system-info.txt](system-info.txt)\n\n" ]
Node Editor: Show Overlays always enables on object selection change Operating system: Linux-5.8.0-44-generic-x86_64-with-glibc2.31 64 Bits Graphics card: Radeon RX 580 Series (POLARIS10, DRM 3.42.0, 5.8.0-44-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.0-devel Broken: version: 3.0.0 Alpha Show Overlays and Wire Colors in the Shader Nodes Editor resets when another Object is selected. Disable Show Overlays or Wire Colors in the Toolbar, select another Object, come back to Object, Show Overlays or Wire Colors are back on.
[ "Graph Editor: Automatic Colours can be confusing\nProblem: when there are many curves, the mapping from X/Y/Z/W to colour is inconsistent. For example, the same hue can be used for X in one bone and Y in another.\n\n**Proposal**: No concrete proposal yet, apart from the desire to have consistent X/Y/Z/W colours. The colour generator code could be altered to always produce the same hue for the same RNA `array_index`, for example, or use `array_index/array_length`.\n", "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)", "Unable to select multiple Grease Pencil layers with Python\nOperating system:\nGraphics card:\n\nBroken: 3.4\nWorked: \n\nSetting the Grease Pencil Layer property \"select\" with Python doesn't seem to work. Tried various update tags with no luck. Similar layer properties, such as the booleans \"lock\" and \"hide\", work as expected with the same code as below.\n\n[select_bug.blend](select_bug.blend)\nOpen Blender from a console/terminal and keep that window in view, open the attached .blend, click the play button in the Text Editor header to run the example script (which sets all layers' select property to True), then hover the mouse cursor over the Python console and press Enter to run the command: print([gpl for gpl in bpy.context.object.data.layers if gpl.select])", "Image Editor don't change to active texture if there is one texture node in material \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\n\nWhen there are two texture nodes in Shader Editor Texture Editor switches to the active texture when you clicks on any Image texture node. But when there is only one texture node Image Editor ignores selecting that node. It makes it inconsistent and may confuse user with showing him the wrong texture\n\n\nCreate two materials. In one of them create one image texture node and a texture. In second one create two or more image nodes with textures. Try to switch between materials and texture nodes.\nOr open blend file.\n[texture-pick_bug.blend](texture-pick_bug.blend)", "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.", "No color drag'n'drop in Viewport Shading popover\nOperating system: Linux Mint\nGraphics card:\n\nBroken:2.81-a856c5eccffb-linux-glibc217-x86_64\n\n\nNo color drag'n'drop in 3d view solid (and wireframe) shader options dropdown.\n\nOpen default scene,\nclick on solid shading,\nopen the shader options dropdown,\nunder \"Color\" choose [Single],\nunder \"Background\" choose [Viewport],\ntry to drag the color of one to the other.\n\nAlso not works in wireframe shading dropdown.\n\n![Bildschirmfoto zu 2019-10-08 21-58-07.png](Bildschirmfoto_zu_2019-10-08_21-58-07.png)", "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", "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", "Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "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", "Cycles: Viewport rendering is restarted when selecting bone in a rig with drivers\nOperating system: Linux-5.15.11-76051511-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\nWorked: Unsure, possibly never\n\nWhen selecting bones or objects in very simple cases, the Cycles viewport rendering is not interrupted.\nHowever, if the armature has any drivers on it, selecting a bone will restart the viewport rendering.\n\n- File: [re_render_on_bone_select_with_drivers.blend](re_render_on_bone_select_with_drivers.blend)\n- Start viewport rendering.\n- Select one bone or another.\n- Viewport rendering is restarted on every selection.\n\n- Remove the driver from the bone's X location.\n- Issue is gone.", "EEVEE Shading: string sockets node group interface value doesn't work\nBroken: version: 3.0.0 Alpha\nWorked: n/a\n\nin shading, String sockets exposed via node group interface don't use the value from the node group interface\n\nSteps to illustrate the problem\n\n* Use a quick smoke effect on a cube\n* Add a principled volume and connect it to material volume output\n* Change the Density Attribute to other text\n* Group the principled volume\n* Change the Density Attribute back to density\n\n[volume.blend](volume.blend)\n\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", "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", "Rendering Error in viewport for Intel Iris and Xe GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (but I am using windows 11 ????)\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.101.1692\n\nBroken: version: 3.5.1\n\nViewport rendering errors appear on my new laptop for semi transparent objects. I assume the issue is related to the Intel Iris GPU. This issue never appeared on other PCs. All of them were using Nvidia GPUs.\nThe issue occurs when a semi transparent object is overlapping another object. See image/video. \n\n1. Use a computer with an intel iris GPU (Issue did never appear on my other pcs with Nvidia GPUs).\n2. Make sure that the Viewport is set to SOLID and the Viewport Color Type is set to Object.\n3. Create an opaque cube \"CubeA\".\n4. Duplicate the cube and make it bigger \"CubeB\".\n5. Go to Object Preferences > Viewport Display > Color.\n6. Change the alpha value of CubeB to be partially transparent.\n\nThis results in rendering errors of the overlapping objects. \nExample file and video are attached.\n\n" ]
[ "Geometry Nodes: Show Overlays and Wire Colors Bug, Resets to Default.\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nShow Overlays and Wire Colors in the Geometry Nodes Editor resets when another Object is selected.\n\nDisable Show Overlays or Wire Colors in the Toolbar, select another Object, come back to Object, Show Overlays or Wire Colors are back on.\n\n" ]
Eevee CubeMap - Objects with Subsurface are black Operating system: Windows-10-10.0.18362 64 Bits Graphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 26.20.100.6952 [system-info.txt](system-info.txt) Broken: version: 2.81 (sub 16) Worked: (optional) Objects With Subsurface Scattering And Metallic is rendered as black in cubemap - Add a few objects in the scene - Now change the metallic and subsurface properties of some objects - Add a cubemap - Bake CubeMap # The cubemap will display objects with surface scattering and metallic properties will appear as black in the cubemap ![Eevee CubeMap Bug.jpg](Eevee_CubeMap_Bug.jpg) [eevee bug.blend](eevee_bug.blend)
[ "Evee Shading artifacts on metallic surfaces with mid roughness\nOperating system: Windows 64bit\nGraphics card: GTX 950\n\nBroken: (example: 2.81 Alpha, ad21a6c22461, 2019-09-08\n\nWhen renderign with Eevee I get ring shaped bright spots around GGX highlights.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart with a new file, delete the vertex at position 1, -1, 1\nAdd a metarial to this cube.\nset metallic to 1\nset roughness to a value between 0.2 and 0.4\n\nset the power of the pointlight to 100W\nset the radius to 0\nmove it to (0.5, -0.5, 0.5)\n\nset the background color to black\n\nview it from the top in perspective mode\nyou should see a grey ring at a corner.\n\nIn my personal experience this might be caused by an unnormalized vector in the ggx calculation.\n\n\nThe .blend file and a screenshot:\nIndirect Lighting settings dont help since there is no indirect lighting going on. As far as I can see it's a problem with the microfacet shading.\n[bug.blend](bug.blend)\n![blender_bug.PNG](blender_bug.PNG)\n", "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", "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", "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)", "Overlapping objects of different sizes with volumetric materials render incorrectly\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83.4\nWorked: 2.82a\n\n\nTwo cubes, both principled volume, one large one small, smaller cube inside larger cube. \n\nThe area inside the smaller cube from the view perspective renders differently than outside with a hard edge where the mesh ends, the effect is much easier to see with a texture controlling the volume density of the large cube. Looks to me like an issue with blender using different step sizes for different objects. Definitely not an issue with not enough transparency/volume light bounces, already tried that.\n\nOnly happens with cycles\n\nOpen blend file\nSwitch to rendered view\nToggle visibility of big volume and/or small volume in outliner to see difference\nExtra notes in shader nodes for big volume and small volume's materials\n\n[overlapping volumes hard edge bug.blend](overlapping_volumes_hard_edge_bug.blend)", "High Resolution Render support\nSome fields needs to be able to output really high resolution renders out of EEVEE.\n\nFor now, we just try to allocate the asked buffer size and live with the consequence.\n\nMost GPU have a limit of 16K² texture resolution and some really high renders could not fit GPU memory in some cases.\n\nTo workaround this issue, we need to implement a multipass rendering.\n\nThe issue with this approach is that Screen Space effects (GTAO, SSR, SSRefract, SSSubSurfaceScattering) cannot take the whole picture into account.\n\nWe can split the rendering into tiles, scanlines, checkerboard pattern but the artifacts of SS effects will likely to be different for each", "Cannot render GeoNodes instanced collection without having original collection also rendered\nA collection is created and two planes shaped as diamonds are added. A separate plane is created and geometry nodes is used as a modifier instancing multiple copies of the diamond collection. When rendering only the geometry node instances are to be rendered but the original collection also renders. If the camera icon in the outliner is changed to black for the original collection or the diamonds then the whole scene is rendered black. The geonode plane with a white (on) camera icon should render all items generated by that modifier and the original diamonds with the camera black (off) should not be rendering.\n[B30beta renders too much.blend](B30beta_renders_too_much.blend)\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Beta\n\n\n\n", "Diffuse Direct, Indirect Bake to Vertex Color Artefacts\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0\nWorked: This has never worked properly (At least in my experience)\n\nWhen baking Diffuse light to vertex color, black triangles and random dark spots appear in vertex color. This effect is more apparent with:\n- Area lights.\n- Emissive surfaces.\n- Lights with very high power.\n\n1. Create geometry and give each a byte_color vertex color channel.\n2. Place area lights in scene with high power.\n3. Bake diffuse direct and indirect to color attribute.\n\nSee .blend of my project attached. In the file i've already baked the emissive light to vertex color where you can see the artefacts. Switch to cycles live render view to see the correct output. I think the tiled texture may have something to do with it. I've added a tiled texture and packed it in the example.\n\n", "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", "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", "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", "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)", "Blender Shadow Caustics Produces A Black Spot\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 516.93\n\nBroken: version: 3.2.0\n\nBlender shadow caustics creates a black spot on the caustics receiver that matches the location of the light\n\n1. Create a cube, scale it down on the Z axis and apply the scale.\n2. Add a bevel then a subsurf modifier with 2 or more subdivisions and shade smooth.\n3. Add a glass material with no roughness and check Cast Shadow Caustics.\n4. Add a plane and check Receive Shadow Caustics.\n5. Add a light and check Shadow Caustics.\n6. You should see a black spot appear on the caustics receiver that matches the location of the light source.\n7. Select all the objects except the light and scale them down.\n8. The black spot maintains its size to the point where the caustics is completely black.\n\n[caustics bug.blend](caustics_bug.blend)\n\n", "EEVEE and Workbench missing animatable properties\nOperating system:\tWindows 7\nGPU:\t\t\tRadeon Vega 64, Divider version: 19.12.2\nCPU:\t\t\tIntel Core i7-5960X\n\n\nWorking-ish*:\t\t`blender-2.79b-f4dc9f9d68b-windows64` (official release) \nBroken:\t\t\t`blender-2.80-f6cb5f54494e-windows64` (official release) and later\n\n\nEEVEE and Workbench's render properties (`Properties Editor --> Render Properties`) are, for the most part, not animatable.\nThis is in contrast to Cycles which, *for the most part*, has all settings set to be animatable.\nBack in 2.79b the OpenGL \"Workbench\" Render options were supported:\n\n![2.79b OpenGL Render.png](2.79b_OpenGL_Render.png)\n\nSome of the panels like Film, Simplify and Colour Management (which exist in all render engines) work as expected from 2.7X to 2.8X.", "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 reflection cubemap does not render metallic objects\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken: 2.80, 7707bf203c0f, 2019-1-14\n\nAs you can see in the attached image, metallic objects appear black in the cubemap, even if screenspace reflections are enabled during baking. ![a514f615b42744f8a4fa23a58e4b4d74-l.png](a514f615b42744f8a4fa23a58e4b4d74-l.png)\n\n1. Add object with metallic material\n2. Add reflection probe\n3. bake cube map\n4. view cubemap" ]
Object invisible when adding screw modifier to single vertex Operating system: Windows 10 Home Graphics card: NVIDIA GeForce GTX 660 Broken: 2.80, 9149e894210, windows64, 2018-12-16 Worked: 2.79c Object becomes invisible when adding screw modifier to a single vertex. 1) Start with a new default .blend file. 2) Delete the cube. 3) Create a plane mesh object 4) Enter Edit mode, remove 3 vertices, so only one vertex remains. 5) Switch back to object mode. Keep the object selected. 6) Add a screw modfier. The selected object disappears. 7) Set iterations to 4 and the screw value to 0.2 m (or whatever you like) 8) At this point I expected to see the results of the modifier settings. 9) Apply the modifier. Still nothing visible. 10) Enter edit mode... now you can see the vertices. 11) Enter Object mode and voila, the result appears. A demo of 2:48 minutes can be found on YouTube at: 9tsodxK4UOo [system-info.txt](system-info.txt) [spiral.blend](spiral.blend)
[ "Masks overlay not visible with Mirror Modifier\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Alpha\nWorked: Unclear. Tested all the way back until 3.1\n\nThe mask overlay is regularly disappearing when using modifiers. The most reliable to reproduce this issue is the Mirror modifier.\n\n- Add an object with a mirror modifier\n- Duplicate the object\n- Enter sculpt mode on one of the objects and create a mask\n- Exit sculpt mode, select the other object, then the primary object again and enter sculpt mode (The mask is no longer visible)\n- Use the shortcut `Alt Q` to switch to another object and switch back (The mask should now be visible)\n- Or disable the modifier and the mask should appear.", "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", "Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n![Overlays_Notworking.jpg](Overlays_Notworking.jpg)\n\n", "No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n", "Edges created by a bevel modifier are visible even for hidden items in edit mode (in wireframe display)\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I did not follow it back to n previous versions.\nThe Problem is also reproducable in the latest nightly e362a2f0d41f\n\n\nIn mesh editting mode, if you hide an edge that is affected by a bevel modifier, the edges created by the bevel modifier are still visible. I expect them not to be visible because the edge is hidden.\n\n\n1. Open the attached file.\n2. There is one mesh in edit mode. One of the edges is affected by a bevel modifier.\n3. One face is already selected. Press Shift+H to hide all unselected items, including the aformentioned edge.\n4. You still see the result of the bevel modifier even if the edge is hidden. I expect it not to be visible. \n\nIn practice, this caused many confusing \"ghost\" lines of invisible items.\n\n", "Smooth Vertices operator called through Operator Search waits for input unneccessarily\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.3.0 Alpha\n\nWith Developer Extras enabled, if you execute the Smooth Vertices vertex operator (bpy.ops.mesh.vertices_smooth), it seems to do nothing until you left click. Perhaps it's supposed to be a modal operator, but it's not working?\n\n- Enable Developer Extras in user prefs\n- Enter edit mode on default cube, move a vert somewhere\n- Search for \"mesh.vertices_smooth\" and execute it\n- Nothing changes in the UI until you left click", "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", "Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)", "Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.", "Curves with curve modifiers are not translated to mesh correctly and can't be used as a target for constraints and modifiers predictably\nOperating system: W10\nGraphics card: GTX 1080TI\n\nBroken: 2.80-d966c2f0c2ad-win64\nWorked: 2.79 master build\n\nIf you ctrl+a and press \"visual geometry to mesh\" on a curve that has a curve modifier, the resulting mesh you're getting is as if you didn't have that curve modifier at all. This was not the behaviour in 2.79b. Also, if you assign any constraints or assign this curve as a modifier for objects, you'll have it deformed as if the deforming curve doesn't have the curve modifier.\n\nCtrl+a on the bezier curve in this sample file\n[sample.blend](sample.blend)", "Screw Modifier Generate Incorrect Normal for Anisotropic Shading\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\nScrew modifier seems generating incorrect normal when used with anisotropic shading/bsdf. The only workaround i can find is to used Edges + Screw Modifier and convert it to mesh which kinda destructive.\nI'm not sure if this a bug or limitation.\n\n", "GPencil: A layer used as mask for 2 or more other different layers makes the GP object partially unselectable in the viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.74\n\nBroken: version: 2.83.0 Beta\nWorked: /\n\nA layer (let's call it layer A) is masking more than one layer (B and C, for example; so B and C have in their \"mask(s) list\" layer A in it). Doing it makes the grease pencil object unselectable in the viewport unless you click on the shapes that have been drawn on layer A (or, at the precise point where the origin of the grease pencil is located, but only if the origin is displayed in the viewport).\n\nStrangely, saving with \"ctrl+S\" makes everything works as expected, but only until the file is closed. Opening it again and the problem is back.\n\nIn a concrete case scenario, it is a problem since if you use a layer as an invisible mask to hide strokes that go beyond certain limits, it makes it random to select the GP object (or forces to use the outliner).\n\n- Create a GP monkey\n- Create a new layer (layer A) that will mask the 2 already existing layers (\"Lines\" and \"Fills\")\n- In \"Lines\" and \"Fills\" layer, check the \"mask(s)\" option and add \"Layer A\" in each list\n- Back in \"Layer A\", draw a filled shape anywhere\nNow, in object mode you can only select the GP monkey by clicking on the filled form in layer A. You can invert the mask layer in the mask list of the layer named \"Fills\": It seems that it doesn't matter whether the masked parts are visible or not.\n\nBased on the attached .blend file:\n- Open file\n- Try to select the monkey by clicking on the part supposed to act as a mask (the \"selectable\" part in the screenshot)\n- Try to select the monkey by clicking in any other part of the monkey.\n\n{[F8563683](select_bug.png), size=full}\n\n[mask_selection_bug.blend](mask_selection_bug.blend)", "Armature Object's \"Display As\" does nothing\nOperating system: Linux-5.3.0-26-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 6)\nWorked: version: 2.79 release.\n\nWhen I add an armature and change the Viewport Display Mode, nothing happens.\n\n\nOpen the blender;\nDelete the default objects;\nAdd an Armature, single bone;\nIn the Properties Panel, Object Properties, Viewport Display:\nChange 'Display As' to anything, it doesn't work.\n\n![image.png](image.png)\n\n", "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)", "Outline Selected is invisible in front of image empty in X-Ray mode\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17)\nWorked: 2.82a\n\nThe \"Outline Selected\" overlay is invisible in X-Ray mode where a selected mesh object is in front of an image empty,\nmaking the overlay useless in that area.\n\nLatest builds of Blender 2.83 and 2.90 are affected.\n\nIn the 3D Viewport:\n - Import an image as an empty (e.g. drag-and-drop in a jpg file)\n - Place a mesh object infront of the image and select it (e.g. the default cube)\n - Activate X-Ray mode (e.g. using Alt+Z)\n\nSee attached .blend file as example:\n[outline-selected-invisible.blend](outline-selected-invisible.blend)\n\n" ]
[ "Screw modifier not displayed when using single vertex\nOperating system: Window 10\nGraphics card: GTX 970\n\nBroken: 2.8, ff108aac631, blender2.8, 2018-12-11\n\nApply Screw Modifier to a single vertex, the vertex disappeared in viewport under object mode.\nApply the modifier will see the correct result.\n\nStep 1: Create a vertex.\nStep 2: Apply a Screw Modifier.\n[Blender 2.8 - Screw Modifier - Viewport Display Error.blend](Blender_2.8_-_Screw_Modifier_-_Viewport_Display_Error.blend)" ]
Collada/FBX Presets save the file path all vendors Broken: latest master Although it is not used, the file path is saved in the preset file. If a non-Ascii character is present in path, it crashes. add this preset to your collada preset folder: [Bugy_preset.py](Bugy_preset.py) and try to load it when calling the collada importer. Best solution would be to not save the filepath in the preset file as it's not used (and it's good so) anyway.
[ "Cleanup: Explicit Colors\nAnnotating colors in `BLI_color.hh` with the goal that it becomes more clear in the code what color and alpha association is used.\n\nSee proposal-explicit-colors/\n\n- Changes to BLI_color.h + migration of existing code (Function + Geometry nodes): [D10978: Blenlib: Explicit Colors.](D10978)\n- Compostor: Is already CPP and some operations use color space conversions.\n- Color picker: There is an effort to move more UI code to CPP Color picker is one that would benefit in readability.\n- Draw manager: Although this is in limited places.\n- Blenkernel: blenkernel (colorband, gpencil, image_gen, studiolight) seems like small tweaks.\n", "Incorrect parent tree when exporting and importing scene with multiple rigged objects\nArch GNU+Linux, Kernel 4.18.5\n\nBroken: 2.79.6, Git 19c65cd (branch master)\nWorked: None that I'm aware of\n\n\nIf you have a scene with multiple rigged objects, the armatures and meshes are incorrectly parented upon exporting then importing them. Rather than there being two armatures at the root of the scene with each one containing a single mesh, there will be (if you have two objects) one armature at the root, the other armature as a child of it, with both meshes attached to the inner-most armature.\n\nNote that this certainly seems to be a fault of the importer and not the exporter: I've manually reviewed the exported model and it appears fine. Additionally, upon attempting to import a Collada file generated by custom software I've got the exact same problem as importing the file generated by Blender.\n\n\nStart with an empty scene, and create a cube. Add a single bone. Make the cube a child of the bone, using the armature deform with automatic weights option (not using any weights prevents this problem from occurring).\n\nRepeat this a second time.\n\nExport the scene as a Collada file.\n\nOpen a new instance of Blender, and import the scene with Collada.\n\nThe objects will have incorrect parents, and this has consistently occurred each time I have tried it:\n\nHere are the screenshots of the scene, before exporting (matches attached blend file): ![Screenshot_20180904_165511.png](Screenshot_20180904_165511.png)\n\nAnd after export/import: ![Screenshot_20180904_165717.png](Screenshot_20180904_165717.png)\n\nSample Blender file before export: [expimptest.blend](expimptest.blend)", "Python 4.0 delayed annotation evaluation (from __future__ import annotations )\n\n\nAdding\n`from __future__ import annotations`\nat the top of a python file makes the properties annotations of operators non-existent.\n\nThis will be enabled by default in Python 4.0, see: pep-0563\n\nCreate and enable this simple demo addon:\n\n```\nfrom __future__ import annotations # this line makes the line 30 throw an error, because the property some_prop of BUGANNOTATIONS_OT_some_op will no longer exist\n\nbl_info = {\n\t'name': 'Bug annotations with __future__',\n\t'author': 'Arnold, Arnaud Couturier, piiichan (couturier.arnaud@gmail.com)',\n\t'version': (1, 0, 0),\n\t'blender': (2, 80, 0),\n\t'location': 'scene options',\n\t'category': 'Scene',\n}\n\nimport bpy\n\n\nclass BUGANNOTATIONS_OT_some_op(bpy.types.Operator):\n\tbl_idname = 'scene.hey'\n\tbl_label = 'An operator'\n\tsome_prop: bpy.props.StringProperty(name='Hello', default='Default value')\n\n\nclass BUGANNOTATIONS_PT_some_panel(bpy.types.Panel):\n\tbl_region_type = 'WINDOW'\n\tbl_space_type = 'PROPERTIES'\n\tbl_context = 'scene'\n\tbl_options = {'DEFAULT_CLOSED'}\n\tbl_label = 'Bug annotations'\n\n\tdef draw(self, context):\n\t\top = self.layout.operator(BUGANNOTATIONS_OT_some_op.bl_idname)\n\t\tprint(op.some_prop)\n\n\ndef register():\n\tbpy.utils.register_class(BUGANNOTATIONS_OT_some_op)\n\tbpy.utils.register_class(BUGANNOTATIONS_PT_some_panel)\n\n\ndef unregister():\n\tbpy.utils.unregister_class(BUGANNOTATIONS_PT_some_panel)\n\tbpy.utils.unregister_class(BUGANNOTATIONS_OT_some_op)\n```\n\nthen go in the scene settings, a new panel appears. Show the button inside, and look into the console, you'll see that some_prop from the operator doesn't exist if __future__ is imported.\n\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.", "Collada Import Skeleton animations Y and Z axis are swapped\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nImport the attached Collada file.\nAnimation shows rotation in Z direction with a twisting motion.\nThe collada file has rotation in the Y direction which should appear as a bending motion.\n[BendCylinderY.zip](BendCylinderY.zip)", "Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash", "Import dae file problem. The materials color are always white.\nOperating system: Windows 10\nGraphics card: MD Radeon R7 Graphics\n\n2.82 sub 7\n\nWhen I imported objetcs from dae files, all materials are white.\n\n\n1. I select the file > Import > Collada\n2. Select the dae file\n3. All materials color are white\n\nWhen I import the same dae file in unity it works fine.\n\nRegards\nDaniel", "Autosaves not written anymore, writting crash files instead\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.1\n\nOn crashes, I realize autosave files are not being wriiten to disk, instead there is crash.txt files\n\nNo idea what might have started causing it, potentially an addon, but the crashes are just usual random stuff, not connected to anything new. I have autosaves ste to 1 minute and using them a lot/everyday, so it's quite traumatic to suddenly start losing work again like if it was Maya 2009.\nHere is examples of crash files.\nThanks a lot for any help/clues about what is going on.\n\n", "Auto-Masking: Propagation Steps needed as a global setting\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 auto-masking options in sculpt mode are accessible per-brush and a s global sculpt mode option.\nThe issue is that the \"Propagation Steps\" for Mesh Boudnary and Face Set Boudnary auto-masking as still always a per-brush setting, \neven when accessed and changed in the header.\n\nThe Propagation Steps needs to be stored as a global sculpt mode settings as well.\n\nHeader for global settings:\n![propagation_steps.png](propagation_steps.png)\n\nBrush Settings for per brush settings:\n![image.png](image.png)", "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", "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.", "Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n", "FBX vertex parent to curve export crash (python acces to matrix_local issue / 'give_parvert' misses curve_cache)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.72\n\nBroken: version: 2.81 release\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nBlender crashes when trying to export mesh that is vertex parented to curve\n\n\n\n1. Create mesh and curve\n2. Vertex parent mesh to curve control point\n3. Export mesh\n[crashb.mp4](crashb.mp4)\n\n\n\n", "Debug Assert for Asset Library Path Context Menu\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 745/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.5.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nRight-clicking on default Asset Libraries path causes debug BLI_assert\n\n - Factory Startup File\n - Factory Preferences\n - Edit / Preferences / Asset Libraries / right-click in \"Path\" input box.\n - BLI_assert failed: ...editors\\interface\\interface_context_menu.c:442, ui_but_menu_add_path_operators(), at 'subtype == PROP_FILEPATH'\n```\n\n```\nThis seems to happen because my default assets path is \"C:\\Users\\Harley\\Documents\\Blender\\Assets\", which does not end in a backslash. Within `ui_but_menu_add_path_operators` we do a `BLI_split_dirfile` so that we can add different options for paths, depending on whether it is a file path or directory path. In this case, without trailing backslash, it looks like a file so wants to add \"Open File Externally\" rather than \"Open Location Externally\". These should both do the same things with different menu names, but the first is guarded by a `BLI_assert(subtype == PROP_FILEPATH);` and this is PROP_DIRPATH.\n\nI could be relatively unique in having that path without backslash, and/or this might already be fixed for new users, but worth checking.\n\n\n\n\n\n", "2.8: Python API: Changing area type on frame change crashes Blender\nOperating system: Windows 10\nGraphics card: Quadro P4200/PCIe/SSE2\n\nBroken: 2.81a (also crashes in 2.79 and 2.80)\n\nI am attempting to sample the individual frames of an image on frame change, using a solution similar to the one described here: 5. I cannot seem to set the viewer area, however, from this context, as `bpy.context.screen` is `None`, and `bpy.context.window_manager.windows- [x].screen` seems to crash Blender in some situations.\n\nFrom the default startup file, run the following basic code:\n\n```\nimport bpy\n\ndef on_frame_change(scn):\n bpy.context.window_manager.windows[0].screen.areas[0].type = \"IMAGE_EDITOR\"\n\nbpy.app.handlers.frame_change_pre.append(on_frame_change)\n```\n\nRun the `Render Animation` operator to crash Blender.\n\nNote: This code runs fine when playing the animation in the 3D Viewport. It seems that this bug relates to the render context only." ]
[ "python crashes with path containing utf8 characters\nWindows 7 x64\n\nBroken: latest master\n\nIf a non-Ascii character is present in path of a preset, it crashes.\n\nadd this preset to your collada preset folder: [Bugy_preset.py](Bugy_preset.py) and try to load it when calling the collada importer." ]
"Redraw Timer" partially works Operating system: Windows 10 Home x64 Graphics card: GTX 970M Broken: 2.80.69, 06c4139a6833 (2019-5-19) The debug operator "Redraw Timer" crashes Blender if you choose either "Redraw Region" or "Redraw Window" 1. Open any file 2. Search for the Operator "Redraw Timer" 3. Choose either "Draw Region" or "Draw Window." 4. Blender crashes. (All other options work as intended.) **Debug logs** Running with --debug-all yields this message for both options: ![screenshot1.png](screenshot1.png)
[ "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault", "Blender 3.5 Image editor does not fully refresh on some zoom levels while painting\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 526.86\n\nBroken: version: 3.5.1\nWorked: 3.3.2\n\nBlender 3.5 Image editor does not fully refresh on some zoom levels while painting\n\n\n- Open attached file\n- Scribble on the top left image editor\n- On 3.4.1, 3.5.0 and 3.5.1, the image editor being painted doesn't seem to update the view fully, both only below that uv seam line, and 3.5.0 had more portions that aren't updated compared to 3.5.1.\n- Zoom in/out, it refreshes back to normal.\n\nNote:\n\n- This only happens on some particular zoom levels, sometimes I can get a lower zoom level to produce this error too, by zooming in and out and draw, you could probably find some more zoom levels where the image update region isn't complete.\n- When you zoomed out to some level and it works, and then you could zoom to some other level it could fail again.\n\n| 3.3.2 (correct) | 3.4.1 | 3.5.0 | 3.5.1 |\n|--|--|--|--|\n| ![图片](attachment) | ![图片](attachment) | ![图片](attachment) | ![图片](attachment) |\n\n------\n\nOriginal description:\n\nWhen zoomed in at a particular level the real time properties of the image editor stop working, In the short video i sent I am painting a texture using the Image editor window, it updates the texture on the model and the UV editor below, but the image editor window doesnt update until I either zoom in or zoom out, At first I thought it was random but then I found it can be easily replicated by simply being zoomed in at the level that I was when the bug was happening.\n", "Draw: Codegen crash MSVC 2019 debug build Mr elephant eevee\nOperating system: Windows-10-10.0.19045-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\nFirst not working commit: d2728868c01d97540c9e5cd24adcf5f0ae6b232a (I did a bisect)\n\nBlender compiled in debug mode with MSVC 2019 is crashing in the joined scene when we switch to eevee\n\n- Compile blender master (2023/01/31) with Visual Studio 2019 in debug mode\n- Open blender with Visual studio 2019 debugger\n- Open the file joined here\n- Switch to eevee rendered mode\n\n- > it is causing a crash since the commit I mentionned\n\n\nMr elephant optimized .blend:\n\n[mr_elephantAnimed_fixed.blend](mr_elephantAnimed_fixed.blend)\n\ngif:\n\n![Animation.gif](Animation.gif)\n\n", "NLA Cyclic Strip Time does not work with keyframes not starting at one.\nOperating system: Windows 10 \nGraphics card: NVIDIA GeForce GTS 450\n\nblender-3.4.0-alpha+master.d1d2f002c7ca-windows.amd64-release\nBroken in 2.80 as well\n\n\nThere seems to be no way to make NLA Cyclic Strip Time to work with keyfraames not starting at one.\n\n- open `repro.blend`\n- strip time is animated (twice the length of the original animation)\n- cyclic strip time is checked\n- animation loops through twice (this is expected)\n\n\n- now open `repro2.blend`\n- same scenario (same anim length, keyframes are just offset a bit in time)\n- strip time is animated (twice the length of the original animation)\n- cyclic strip time is checked\n- no animation to be seen\n\n-----\n\n***Original Report***\n\n-----\n\n\n\n\nI used a material with a node and I insert some keys with the I key for some values in the node “compare”, you can see my blender file I add it.\nThis works but I want to use it cyclic for all animation frames … You can see I set Cyclic Animation, and not work.\n\nI don't know if this is a bug or is a missing feature.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. add an object \n2. create a material with node \n3. use any settings , add an math compare just for testing and use I key to make changes for random values in order to see how this works.\n4. try to create a cyclic animation with these values in nonlinear animation area\n\n", "Crash at the end of preview generation for a deleted datablock\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: -\n\nBlender crashes if you trigger the generation of a preview for a data block and then delete the data block itself. Obviously, the preview data is generated, but since the datablock itself no longer exists, I get an `EXCEPTION_ACCESS_VIOLATION` and a crash.\n\n\nRun simple script in attached *.blend file.\n\n", "Render can not be cancelled and crashes\n\n\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.2 26.20.13001.16003\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nHello,\n\nI wanted to export some scene using the Eevee render. When I render a frame, the image processing statut is still at 0%. Thus, when I try to cancel it, Blender hangs / crashes.\n\nI launched it using the GPU debug tool\n\nI'm assuming it comes from the hardware.\n\n\nThanks in advance.\n\n\n\n[eevee_logs.txt](eevee_logs.txt)\n\n\n[blender2.8.blend](blender2.8.blend)\n\n\n\n\n\n- Open the file\n- Render image {key F12}\n- Progress will hang at 0% for too long time\n- Cancel rendering\n\nRender job is not cancelled immediately / Blender crashes with low VRAM\n\n", "Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```", "Crash 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", "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 is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)", "Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n", "Blender 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", "Mesh related crash in add-on\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\n\nUsing an the operation connect spread in an addon is causing an EXCEPTION_ACCESS_VIOLATION. \n\n[blender.crash.txt](blender.crash.txt)\n\n```\nStack trace:\nblender.exe :0x00007FF7A109EC60 blender::deg::deg_graph_flush_updates\nblender.exe :0x00007FF7A1084AA0 DEG_evaluate_on_refresh\nblender.exe :0x00007FF79C983790 scene_graph_update_tagged\nblender.exe :0x00007FF79CB61510 wm_event_do_notifiers\nblender.exe :0x00007FF79CB4B550 WM_main\nblender.exe :0x00007FF79C7E2ED0 main\nblender.exe :0x00007FF7A16421A8 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEEB937020 BaseThreadInitThunk\nntdll.dll :0x00007FFEECA62630 RtlUserThreadStart\n```\n\nDownload [Forgotten Tools ](forgotten_tools_0_5_0.zip) use Connect spread on 2+ edges go to operation popup menu increase the cuts.\n\n[2021-06-20_00-26-23.mp4](2021-06-20_00-26-23.mp4)\n\n", "Wintab rarely gets into a bad state and prevents Blender startup\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nFor a few months now, I have been getting a fairly rare, but reoccurring issue (maybe once a week on average) where Wintab gets into some erroneous state and prevents Blender from starting if the Tablet API setting of the Input preferences is set to `Wintab` or `Automatic`.\nWhen Wintab gets into this erroneous state and Blender is already open, Blender will crash if I attempt to open the User Preferences. I'm not sure what else might cause a crash when Blender is already open.\n\nBy adding extra logging to a custom build of Blender, I've determined that the crash when starting Blender occurs when calling the `open` (`WTOpenA`) function: GHOST_Wintab.cc#L85\n\nMy drawing tablet's software also reports an exception in `WTOpen`, the value of which appears to equal 0xC0000005 which I think indicates a `STATUS_ACCESS_VIOLATION` according to 596a1078-e883-4972-9bbc-49e60bebca55.\n![image](attachment)\n\nIn the drawing tablet's software, this exception only occurs if I actually connect the tablet to my PC, whereas Blender crashes even when the tablet is not connected.\n\nCurrently, if I don't actually need my tablet, I'm working around the issue by starting Blender headless, changing the Tablet API setting to Windows Ink, and then starting Blender normally.\n\nI have already tried updating the drivers for my tablet to the newest version and it made no difference.\n\nIf I start Blender with `--debug-wintab`, all that's printed is:\n```\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release> .\\blender.exe --debug-wintab\nRead prefs: \"C:\\Users\\Thomas\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\config\\userpref.blend\"\nLoading Wintab for window 00000000000910C4\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release>\n```\n\nEvery version of Blender I've tried between 2.79 and 4.0.0a crashes unless I have the Tablet API set to `Windows Ink`.\n\nI don't know the specifics of how Wintab is handled, but could it be possible to either catch the exception in `WTOpen` and allow Blender to continue loading, or to check for a connected tablet before attempting to call `WTOpen`, similar to what my tablet's software appears to be doing?\n\nUnfortunately, Wintab getting into this erroneous state where it crashes in `WTOpen` occurs too rarely for me to figure out how to reproduce it and I'm not even sure if it's Blender that is causing it to get into this state in the first place.\n\n", "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" ]
[ "Redraw Timer crashes Blender\nOperating system: elementaryOS 0.4.1\nGraphics card: GTX1080\n\nBroken: 2.80, 6b082278d195\n\nI wanted to compare draw times of current vs. older versions of 2.80, however, when I try to use the Redraw Timer, Blender crashes with segmentation fault.\n\nOpen Blender, bring up the menu for redraw timer (CTRL+ALT+T in old keymap), try any of the items, for example Draw Region. Crashes for me every time. " ]
Crash when sampling texture in 3D viewport Operating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI Graphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07 Broken: version: 3.6.0 Alpha Pressing `S` to sample a texture in the 3D viewport in texture paint mode crashes Blender. This happens regardless of whether a texture is available for sampling or not. From startup: - go into texture paint mode - press `S`
[ "Texture Paint tools lead to incorrect colors on bright HDR textures in 3D\nOperating system: Linux-5.12.0-19.1-liquorix-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD Radeon RX 5700 (NAVI10, DRM 3.40.0, 5.12.0-19.1-liquorix-amd64, LLVM 11.0.0) AMD 4.6 (Core Profile) Mesa 21.0.1\n\nBroken: version: 2.93.0\nBroken: version: 3.0.0 Alpha\nWorked: N/A\n\nI am trying to touch up an HDR lightmap using the Texture Paint mode.\nAttempting to soften, smear or clone HDR images in 3D view in Texture Paint mode will lead to pixel values being clamped up to 1.0, unexpectedly removing bright spots. 2D view is not affected and the tools behave as expected. See video:\n[blendertexpaint.mp4](blendertexpaint.mp4)\n\nI have found that this line is responsible for this issue. Commenting it out fixes the problem.\nimageprocess.c#l219\nLine 219: `clamp_v4(outF, 0.0f, 1.0f);`\n\nI am unsure about the purpose of this line, or any unintended consequences of removing it. Someone else needs to take a look.\n\n1. Assign an HDR texture to an object's material.\n2. Enter Texture Paint mode\n3. Attempt to use the Soften, Smear or Clone tools to edit the texture in 3D view, in spots where the value of a pixel's R, G or B component is greater than 1.0\n4. The bright spots will unexpectedly become dark as they are touched by the tools.\n[Sample.blend](Sample.blend)\n\n", "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)", "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", "Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)", "Blender 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", "Image Texture sampling by int X and Y pixel indices\nImplement the ability to sample an image not only by the position vector, but also by the pixel coordinates.\n\nSince this implies some simplification of the already implemented code, it would be convenient to either reuse the existing sampling code for another node, or switch the mode of operation in the original node. The variant of the `image_closest_texture_lookup` method for `ImageFieldsFunction` with integer support looks as close as possible.\nThis also implies, there is no need for interpolation methods.", "Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n", "Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash", "Cycles HIP rendered viewport crashes system/GPU on Linux with RDNA2 GPU\n Operating system: Fedora Linux Release 36 - Linux-5.18.16-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 6900 XT (sienna_cichlid, LLVM 14.0.0, DRM 3.46, 5.18.16-200.fc36.x86_64) AMD 4.6 (Core Profile) Mesa 22.1.5\nROCm Version: rocm-5.2.0\n\nBroken: version: 3.2.2\nWorked: never\n\nWhen using HIP on AMD GPU together with Cycles GPU Rendering my entire system freezes when using the rendered viewport, and I have to hard-reset the PC. I think it's the GPU /GPU-driver that crashes. \nKernel messages from journalctl suggest amdgpu (kernel module?) crashing (see attached) [journalctl.txt](journalctl.txt)\n\nThe crash is not always immediate and might instead only happen after using the rendered viewport for a while or switching back and forth between textured and rendered a few times.\n\nRendering with F12 works fine and I have observed no other crashes as long as I don't use the rendered viewport.\n\nI have only started using blender a few days ago creating procedural textures in the node editor and using the rendered viewport all the time and the crash didn't happen once.\nNow that I started working with image-texture-based assets like in the attached .blend file this problem started happening.\nMaybe it's related with this issue: T97591\n\nCan I somehow get more detailed debug output from blender? The \"-d\" switch didn't generate much more relevant output.\n\nI could reliably reproduce the issue by following these steps [test.blend](test.blend)\n1) Open up two Blender instances with the attached .blend File loaded and have the viewport running in rendered mode\n2) move the viewport in the first instance to get it to \"refresh\"/re-render\n3) while the first instance is still working - move the viewport in the second instance - for me the System/GPU freeze/crash happens right there. \n\n--\nlet me know what info I can provide to help.\n\nThank you!", "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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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> 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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", "Blender crashes in edit mode in wireframe view\nOperating system: Linux Mint 21.1\nGraphics card: geforce gtx 1060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc, type: release\nWorked: 3.5.1\n\nOn the attached file, selecting the bear head and going into edit mode, then switching to wireframe, or switching to edit mode while in wireframe mode, blender crashes and exit.\n\nSelect the bear head, switch to edit mode in wireframe. It crashes. It doesn't happen with a default cube in an empty file. The bear has geometry node hairs attached to it on the fur layer, but the geometry nodes are disabled. It also has an armature.\n\nThe problem also happens on windows10 on the same computer.", "AMD: Rendering Instances On Points using a Collection crashes Blender on Linux\nBroken\nOperating system: Linux-6.2.0-060200-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 580 Series (polaris10, LLVM 15.0.7, DRM 3.49, 6.2.0-060200-generic) AMD 4.6 (Core Profile) Mesa 23.1.0\nversion: 3.5.1\n\nBroken\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64) AMD 4.6 (Core Profile) Mesa 22.3.7\nversion: 3.5.1\n\nFine (same system as above, but using nvidia)\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\nversion: 3.5.1\n\n\nOn Linux, using Geometry Nodes to have a Collection Info node feed instances of like items to an Instance on Points node going to Group Output will work properly, but will crash Blender when Rendering.\n\nDoing the obligatory Donut Tutorial. When creating the sprinkles using the Collection Info node to feed Instance on Points will create a nice set of sprinkles. The sprinkles share a Linked Material to randomize colors. Using Render Preview in the Layout (or Shading) tab correctly displays randomly colored sprinkles. However, actually rendering crashes Blender. Using the Realize Instances geometry node before the Output node will allow it to render, but then every sprinkle has a single, random color.\n\nReproduce (using Linux): \n1. Using the attached file, render using the Realize Instances node on the Icing's Geometry Nodes (file's current setup). Blender will not crash, but all sprinkles have same color. \n2. Remove the Realize Instances geometry node, and the sprinkle colors will be properly randomized. Render, and blender will crash.\n\nWarning: This is a hard system freeze, not a simple Blender crash. Typically requires a system reset to recover.\nUpdate: AMD graphic cards only. Eevee rendering only.", "Regression: Texture slots thumbnails in Texture painting mode are missing\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\nCaused by 8b7cd1ed2a\n\nTexture slots thumbnails in Texture painting mode are missing\n\nIn Texture Paint mode, create texture, begin to paint, save texture and blender file. In the active tools panel>Texture Slots, the texture appears as a generic icon and its name, in 2.90 there was a thumbnail of the created texture instead of a generic icon.\n\n\nimages for reference:\n![Bug.jpg](Bug.jpg)\n\n", "ops.paint.image_paint() crashes blender with brush texture\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.1\nWorked: unknown\n\n\nWhen using bpy.ops.paint.image_paint() in a addon and use a brush texture, blender crashes on the first stroke with a EXCEPTION_ACCESS_VIOLATION\n\n\n\n1. load the paintstroke addon \n```\n {F10253953}\n```\n\n2. load the blend file\n[paint_crash.blend](paint_crash.blend) \n3. go into texture paint mode\n3. make sure the brush texture is assigned\n![image.png](image.png)\n4. paint on the object with (LEFTMOUSE)\n5. crash\n\n\n**addon code:**\n\n```\nbl_info = {\n 'name': 'paintstroke',\n 'description': 'Paint Material image channels at once',\n 'author': 'Daniel Grauer',\n 'version': (2, 0, 0),\n 'blender': (2, 92, 0),\n 'location': \"View3D > Sidebar > Edit Tab\",\n 'category': 'Image Paint',\n 'wiki_url': 'blender_Material_Brush',\n}\n\nimport bpy\nfrom bpy.utils import register_class, unregister_class\nfrom bpy.types import Operator, Brush\n\n \nclass PaintStroke(Operator):\n '''paintstroke'''\n bl_idname = \"paint.paintstroke\"\n bl_label = \"paintstroke\"\n bl_options = {'REGISTER', 'UNDO'}\n \n \n @classmethod\n def poll(cls, context):\n return bpy.ops.paint.image_paint.poll()\n \n def modal(self, context, event): \n #print(\"MB keybinding test modal\")\n if event.type in {'MOUSEMOVE'}: \n brushstroke = {\n \"name\": \"defaultStroke\",\n \"pen_flip\": False,\n \"is_start\": False,\n \"location\": (0,0,0),\n \"mouse\": (event.mouse_region_x, event.mouse_region_y),\n \"pressure\": 1,\n \"size\": bpy.context.tool_settings.unified_paint_settings.size,\n \"time\": 0,\n \"mouse_event\": (0.0, 0.0),\n \"x_tilt\": 0,\n \"y_tilt\": 0,\n }\n stroke = [brushstroke] \n bpy.ops.paint.image_paint(stroke=stroke, mode='NORMAL') \n\n elif event.value in {'RELEASE'} or event.type in {'ESC'}:\n return {'FINISHED'} \n return {'PASS_THROUGH'}\n \n\n def invoke(self, context, event):\n if event.type in {'LEFTMOUSE'}: \n #self.paint(event) \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n\nclasses = (\n PaintStroke, \n )\n\n\naddon_keymaps = []\n\ndef register(): \n [register_class(c) for c in classes]\n \n # Keymapping\n kc = bpy.context.window_manager.keyconfigs.addon\n km = kc.keymaps.new(name=\"Image Paint\", space_type='EMPTY', modal=False)\n kmi = km.keymap_items.new(\"paint.paintstroke\", type='LEFTMOUSE', value='PRESS', shift=False, ctrl=False , alt=False)\n kmi.active = True\n addon_keymaps.append((km, kmi))\n \n\ndef unregister(): \n # remove keymaps\n for km, kmi in addon_keymaps:\n km.keymap_items.remove(kmi)\n addon_keymaps.clear() \n \n [unregister_class(c) for c in classes]\n \n\nif __name__ == \"__main__\":\n register() \n```\n", "Segmentation Fault Crashing Blender when Rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\n\nDuring rendering, Blender will often crash with segmentation fault \"Memoryblock MORE THAN 1 MEMORYBLOCK CORRUPT: error in header\" message.\n\nNeed guidance to help provide a blend file to reproduce the issue.\n\nThe issue occurs 100% of the time with an old version of a large blend file on certain frames. I have attached the debug and crash reports. \n\nMy workaround was to turn on subframes and render subframes either slightly earlier or later than the main frame. For example, if the frame I wanted to render was 187, I would render frame 187.1 or 187.2 until blender would render the frame.\n\nI believe the problem relates to a model I had commissioned, but I cannot recreate the issue in other blend files with that model.\n\nGPU memory usage is about 7.6/8 Gb, so there is headroom, and there is plenty of RAM. It does not matter if it is rendered on GPU/CPU, GPU only or CPU only it will always crash.\n\nI have tested on 2 other Windows computers with the same results, so it is not Ubuntu related.\n\nOther frames render perfectly.\n\nThere is no issue with viewport render mode. Often I get \"out of memory\", but that is only because Blender does not dump some things from memory before viewport rendering an updated scene. It's bound to be a known issue and easy to work around.\n\nI have prepared the file to upload here, but it's 1.9 Gb zipped. Before I send it there maybe some advice about troubleshooting my end someone might know and can help me with. I have spent 3 solid weeks trying to troubleshoot this and the only reliable way I know of reproducing the issue is with the full file.\n\nN.B. The update to 3.6.1 saw me return to this with an updated and improved version of the file. Background rendering will SOMETIMES render problem frames. I have included debug files for this as well.\n\nIs there any advice I can get as to how to narrow down this problem?\n\n" ]
[ "Regression: Color sampling in texture paint mode crashes Blender\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: 3.6.0 Alpha\nWorked: 3.5\n\nCaused by 7a267aa000\n\nWhen using the `paint.sample_color` operator via the shortcut `S`, it will crash Blender. If there is not UV map present, it will not crash.\n\n- Add any primitive object\n- Go to Texture Paint mode\n- Press `S` to color pick any surface\n\n" ]