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Eevee Motion blur not working with camera movement
{[F8789175](Eevee_Motion_blur_not_working_with_camera_movement__2_.zip)}Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.01
Broken: version: 2.90.0 Beta
[Eevee Motion blur not working with camera movement ]
[step 1 add a few key frames to an object and a camera
step 2 render a frame where you would expect to see motion blur ]
[render0001-0020.mkv](render0001-0020.mkv)
![untitled.gif](untitled.gif)
| [
"Line stroke method not working with Scene spacing\nOperating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151\n\nBroken: version: 3.2.1\n\nLine stroke method not working with Scene spacing\n\nOpen blender, then open a new sculpt file, select any brush change the stroke method to line and chose scene spacing distance. \nIt only works when started and ended inside the object, but when coming from outside the object or end up outside the object it doesn't work, sometimes it gives an initial effect when it comes in contact with the object but only one sample.\nI the video you can see how it works with view spacing and then how behaves with scene spacing.\n\n[vokoscreen-2022-07-12_14-43-22.mp4](vokoscreen-2022-07-12_14-43-22.mp4)\n\n",
"Render issues when two VBD overlap if rendered with motion blur\nBroken: 3.2, 3.6\nWorked: 3.1\n\nRender issues when two VBD overlap if rendered with motion blur\n\nRender the attached file with and without motion blur. If you render them separatly they both render OK. Only when together it doesn't work.\n\n",
"Rigid body : the animation of the angle constraint parameters does not work with an animated object\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: 2.92\nWorked: don't know \n\n\nRigid body : A rigid body \"animated\" object + a another rigid body object connected with hinge rigid constraint. The animation of the angle constraint parameters does not work with an animated object. I have bugs sometimes also with other parameters like breakable . (see the blend)\n\n[rigidconstraint.blend](rigidconstraint.blend)\n\n",
"Render errors [glitchy frames] with baked cloth [from the UI, commandline as well as rendering with 'Lock Interface' is OK]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.91.0 Alpha, branch: master, commit date: 2020-10-07 21:43, hash: d8fcd8a316\n\n\nI have a simple scene I press render animation and some of the frames come out messed up. \nIt looks like some sort of motion blur bug. Looks similar to this bug #74457 (Mantaflow foam particles as objects break motion blur)\nI have rendered this on two different PC's, the problem is the same.\nWith baked cloth physics.\n\n\n\n[Jelly Jery (buggy render) - Cycles 256 samples Intel denoised.mov](Jelly_Jery__buggy_render__-_Cycles_256_samples_Intel_denoised.mov)\n\n\n[Jelly Jery.blend](Jelly_Jery.blend)\n\n![jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg](jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg)\n\n\n | cycles | glitchy |\n | -- | -- |\n | cycles command line render | OK |\n | cycles with Lock Interface | OK |\n | eevee | glitchy |\n | eevee without motion blur | glitchy |",
"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)",
"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)",
"Ambient Occlusion node with image texture\nOperating system: macOS 12.6.8 – 16GB\nGraphics card: Apple M1 8/4-4\n\nBroken: 3.6.3 RC\n\nWhen I mix an image texture (here a PNG) with Ambient Occlusion node, its not working, or results a weird render at least.\nIn the render-preview the image is disappearing, but in the final render is there but partially and broken (i think).\n\nAttached a screenshot and a very simple blend file.\n\nI hope I am the idiot and doing something wrong, but after a full week I didn't find the answer to this strange behavior.\n\n**Edit: it seems an earlier resolved problem is back:** [#94050](94050)\nIf I switch to CPU-rendering, its working fine... :(\n\n",
"EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)",
"Cycles point cloud geometry on non-point-cloud object lacks deformation motion blur\nOperating system: macOS Big Sur 11.2.3\nCPU: 2.3 GHz 8-Core Intel Core i9\nGraphics card: AMD Radeon Pro 5500M 8 GB\n\nBroken: 3.1 Alpha, 214a56ce8c67, master, 2020-12-17\n\nPoints generated via geometry nodes on an object that is not itself a point cloud (e.g. a mesh or other type) lack deformation motion blur when rendered with Cycles.\n\nConversely, if the object is a point cloud it will successfully render points with deformation motion blur, even if they were generated via geometry nodes.\n\nThe source of the deformation doesn't seem to matter, only whether or not the object is of the point cloud type. I tried deformation from both geometry nodes and a displacement modifier.\n![Cycles_point_cloud_deformation_motion_blur_nodes.png](Cycles_point_cloud_deformation_motion_blur_nodes.png)\n\n![Cycles_point_cloud_deformation_motion_blur_render.png](Cycles_point_cloud_deformation_motion_blur_render.png)\nIn the example above, the same geometry nodes modifier is used on both a mesh and a point cloud object. The modifier both generates and rotates the points. As shown, only the point cloud object displays deformation motion blur.\n\nAs an aside: I also noticed that meshes generated with geometry nodes on point cloud objects do not have deformation motion blur.\n\n[Cycles_point_cloud_deformation_motion_blur.blend](Cycles_point_cloud_deformation_motion_blur.blend)\nOpen the attached blend file and hit F12 to render, or:\n1. Open Preferences -> Interface -> Display -> enable Developer Extras\n2. Then under Preferences -> Experimental -> Prototypes -> enable New Point Cloud Type\n3. Create both a mesh object and a point cloud object, then move them apart.\n4. Add the same geometry nodes modifier to both objects\n5. In the geometry nodes modifier add an icosphere node, followed by a mesh to points node\n6. Add a transform node after the mesh to points node\n7. Animate one of the values on the transform node, for example using keyframes or a \"frame\" driver.\n8. Under Render Properties set the render engine to Cycles and enable Motion Blur.\n9. Adjust the camera if needed to see both objects then render the image with F12\n10. The points generated by the mesh object won't show deformation blur while those generated on the point cloud object will.",
"(Camera) Motion blur renders wrong (does not cancel out) when a mix of parenting and (baked) object animation is used\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nwhen I parant a camera (looking for a simple cube) and the cube (who is the camera looking for it) to any other object, if the parent object is rotating, it will rendered fine but if I baked the action of the camera, and renderd the same frame it will be very in coorect motion blur, to fix the issue I have to bake the camera and all the objcects that appear on it, \n\n\n[motion blur bug.blend](motion_blur_bug.blend)\nopen the attached blend file, you will find a very simple scene with a camera, cube and a light are parented to a rotating empty object, just press render at frame 2 (which at the meddle of rotation) and it will render the motion blur very good (you will not see any motion blur which is logic because the camera and the cube are parended to the same object), but after that just bake only the camera (with selected object, visual keying and clear parent enabled) and render the same frame, it will give very unlogic motion blur, after that bake also the cube and the light and redner the same frame, it will render very good, this issue is only on rotating parent object bun in location it works very good, also I tested it on blender 2.7 and the same issue are there\n\n\n\n",
"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",
"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",
"EEVEE motion blur in cryptomatte\nI have tested this in 2.93.3 and even blender-3.0.0-beta+v30.bd734cc4419a to check if it got added there. \nThe issue is simple to explain: cryptomattes in eevee don't include motionblur. In Cycles they do include the motion blur. Is this a known thing, will it be addressed in the next updates?\nI suppose it could also be an undiscovered bug as the blender manual describes it as following \"[...] mattes will be anti-aliased and take into account effects like motion blur and transparency.\" cryptomatte.html - well in eevee it doesn't take motion blur into account",
"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",
"VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n"
] | [
"Camera Animation Breaks EEVEE Motion Blur (Two Steps or More)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon Pro 580 ATI Technologies Inc. 4.5.13570 Core Profile Context FireGL 19.30.01.53 26.20.13001.53002\n\nBroken: version: 2.90.0 Beta\nWorked: First iteration of 2.9 with EEVEE Motion Blur (One Month Ago?)\nCaused by 4f59e4bddc\n\nAdding keyframed movement, dolly, pan, or tilt, to the active camera cancels EEVEE Motion Blur, when using more than 1 step. Seems to also degrade the image; edges become jagged.\n\n1. Open included file, hit F12 Render. Notice the lack of motion blur.\n2. Look at the lower portion of the screen; \"Action Editor\" is active. Leave on frame 30 and \"Unlink\" camera action.\n3. F12 render a second time and observe working motion blur.\n\n[EEVEE Motion Blur Test.blend](EEVEE_Motion_Blur_Test.blend)\n\n",
"EEVEE soft shadows not working with animated cam and motion blur steps higher than 1\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0 Beta\nWorked: blender-2.90.0-3ebe97c06b67-windows64 date: 2020-08-05\n\nwhen rendering with an animated camera and motion blur steps set to 5 in eevee, the soft shadows render with only 1 pass/sample\n\nThe attached file contains 3 cameras, cam_abc using an alembic cache. cam_baked with keyframes and cam_still with no keyframes.\nJump to frame 10 and render with each camera.\nSoft shadows are only active with the cam_still camera\n\n[animCamMotionBlur.blend](animCamMotionBlur.blend)\n\n[cam_shot1.abc](cam_shot1.abc)"
] |
Ghosting effect in EEVEE Viewport.
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: AMD 15D8:C8 ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.23.04 30.0.13023.4001
Broken: version: 3.3.0
Have ghosting effect in EEVEE viewport.
Add any mesh. EG: Plane
Set material.
Add texture with high details to this material. EG: White Noise
Set material to this Plane.
Set Shading mode to Material Preview or Rendered.
Add any another mesh. EG: Cube
Move Cube infront of Plane
Got a Ghosting effect on Plane
[ghosting.blend](ghosting.blend)
[2022-10-30 21-51-18.mp4](2022-10-30_21-51-18.mp4) | [
"Motion Blur causes visual glitch on point cloud object moving\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: not known\n\nPoint cloud object + Motion Blur + animation. The first frame of animated movement will incorrectly render compared to before and after the animation starts. \nConvert Cube to point cloud\nAdd a location keyframe on frame 2\nmove the object and add another keyframe on frame 3\nRender with motion blur turned on.\nCompare the rendered frames.\nframe 1 looks correct, frame 2 is too dim even though it is not moving yet.\n\nNote: CPU renders frame 3 incorrectly as well. not sure if this requires another bug report. \n\nFrame 1:\n![0001.png](0001.png)\nFrame 2:\n![0002.png](0002.png)\n\nFrame 3 on GPU:\n![0003.png](0003.png)\nFrame 3 on CPU:\n![0003.png](0003.png)\n[MotionBlur_PointCloud.blend](MotionBlur_PointCloud.blend)\n",
"EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n![image.png](image.png)\n\nAfter clicking the glossy node header a few times:\n![image.png](image.png)\n",
"The Viewport Display setting of Particles affect the Render result with Eevee \nOperating system: Linux-4.15.0-55-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe Viewport Display setting of Particles affect the Render result with Eevee \n\nWith Particles selected Change \"Display as\" to \"Path\" in Viewport Display setting and Render with Eevee . error : Pathes will be dislpayed in render result \n[partical_render.blend](partical_render.blend) press render\n\nFrom other reports what is also affected:\n- `Viewport Display` > `Strand Steps`\n- `Viewport Display` > `Amount`",
"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",
"EEVEE AOV of full transparency is bad compared to Cycles\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4\n\nAOV of full transparent shader is barely noticeable. Cycles works fine.\n![aov_compare.jpg](aov_compare.jpg)\n\n[eevee_aov_transparent.blend](eevee_aov_transparent.blend)\nFor default scene:\n\n - Set fully transparent shader (alpha clip or hashed) and add AOV layer for it\n - Render EEVEE -> AOV layer is bad\n\n",
"Blender 2.81 — Shadow glitches with Workbench render-engine (in viewport and same at render)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.81 (sub 9)\n\n\nBroken shadows \"traced path\" glithc effect in the air in places where geomety have \"complex area\" (when you use shadows from Workbrench render and same in viewport).\n[Screenshot ](l2ZRNEjhzLYbl2.jpg)\nHere is on [video ](#!0OoB2I7R!h1qq3DB20nOOgoxoYw9QT_kyoZO-a-1C7OSqRifExcs) uou can see it. Sorry for broken english.\n\n\nDon't know how to reproduce it step by step, so I've put the file here: \n[broken.blend](broken.blend)\n\n\n",
"Regression: Screen Space Reflections on EEVEE render shaders with roughness a minimum regardless the value or map in the shader\nOperating system: Linux Manjaro \nGraphics card: Geforce 590\n\nBroken: 3.2 and succeeding versions\nWorked: 3.1\n@Tyson-Marchuk found the first bad commit: 80859a6cb2\nAlso mentioned the potential fix: #102423#1459379\n\nScreen Space Reflections on EEVEE render materials incorrectly\nThe shaders roughness valuue or map are ignored and all shaders are render \n| 3.3.1 (SSR off) | Broken: 3.3.1 (SSR on) | Worked: 3.1.0 (SSR on) |\n| -- | -- | -- |\n| ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png) |\n\nThe problem became evident in a scene with medium or high roughness by enabling the Screen Space Reflactions\n\n[SSR.blend](SSR.blend)",
"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",
"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",
"Motion blur artifacts on complex object animation (reproducable)\nOperating system: win10\nGraphics card: 2070super\n\nBroken: (example: 2.83.4, 2.92.0alpha)\n\n\n**motion blur gives strange artifacts in some frames.**![bug1.jpg](bug1.jpg)\n![bug2.jpg](bug2.jpg)\n[bug_motion_blur.blend](bug_motion_blur.blend)\n\n\nIn the attached file, this happens on frames 9 and 20. Bug reproducable",
"Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.",
"Viewport: Texture limit size generates artifacts during painting\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nWhen limit size is lesser than the actual image size, this will result in artifacts at paint region.\n\n- Open attached file\n- Change Texture limit size to 2k or less (`Edit > Preferences > Viewport > Textures > Limit size`\n- Paint the plane.\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",
"pixelated Artifacts displayed in 3D view port on the wire frame with 'Outline Selected' On or 'smooth wires overlay' turn on.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.42.01.221031\n\nBroken: version: 3.5.1\n\nPixelated Artifacts are displayed on the selected object's wire frame in the 3D view port, in object mode when viewed through the camera with 'Outline Selected' turned On. The grid floor also has pixelated artifacts on it's wire frame in both edit and object mode when viewed through the camera and 'smooth wires' overlay is turned on in preferences -> view port -> quality. When you rotate the view and it brakes from the camera view the artifacts disappear.\n\nIn 3D view turn on 'Outline Selected' On and or in preferences -> View port -> quality turn on 'smooth wires' overlay.\nBased on the attached .blend file (as simple as possible)\n\n",
"Bug - Refraction BSDF in Eevee interferes with Render properties > Film > Transparency - it blocks the transparency so to speak.\nBest demonstrated with a video (please note that the refraction bsdf is transparent, so objects can se seen through, so can the world background - when the world is not transparent that is) :\n\n[DE3VFV8aIO.mp4](DE3VFV8aIO.mp4)\n\n![image.png](image.png)"
] | [
"EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)"
] |
Spaces are replaced by underscore when creating a folder or a file
Operating system and graphics card
Windows 8.1
nVidia GT 740
Broken: 2.76
Worked: All previous versions
When you create a folder or save a file containing spaces in the name, the spaces are turned into underscores (!!).
Which is very annoying.
Simply create a folder or save a file containing spaces in the name.
| [
"AssetBrowser: Add cleanup operator for asset index.\nUsers can rename/relocate/remove asset libraries. When they do created indexes would lead to files that will not be used anymore. Having a cleanup operation would help the user to free space on their storage device.\n\n## Approach\n\nUsers can have multiple blender versions installed with different asset libraries configured. The challenge here is that you when cleaning up automatically you can clean up indexes that are still used.\nThe approach to help the user would be to have an operation with an option to filter what indexes should actually be cleaned.\n\n### Requirements\n\n- User should be able to remove all indexes [OP1].\n- User should be able to only remove indexes that aren't used by the current open blender version [OP2].\n- User should be able to remove indexes of a specific asset library [OP3].\n\n## Design questions\n\nThere are 4 locations where such an operation makes sense:\n- **Blender Icon->System menu**: Current cleanup operation works on the opened blend file, very hidden.\n- **File -> Cleanup menu**: Currently only shows cleanup operations on the opened blend file. [OP1, OP2]\n- **Blender Preferences -> File Paths -> Asset Libraries**: The cleanup operations we want to introduce works on multiple asset libraries so it might be a good location. Concern is that it is hidden far away and is very specific. [OP1, OP2, OP3]\n- **Asset Browser Space** -> Only shows/works on a single asset library. Adding a cleanup operation here might be confusing, or only when it targets the current index. What is already done automatically, so might not make much sense. [OP3] might fit here.\n\n| **System Menu** | **Operation Fit OP1** | **Operation Fit OP2**| **Operation Fit OP3** |\n| -- | -- | -- | -- |\n| Blender Icon | Not very discoverable| Not very discoverable| Not very discoverable |\n| File menu | Ok fit | Ok fit | Nok fit as the current library could not be visible in the current screen |\n| Preferences | Ok fit| Ok fit| Ok/Nok fit, when user actually want to use it the operator is far away |\n| Asset Browser | Nok | Nok | Ok |\n\nLooking at the table above I would propose to add OP1, OP2 to the preferences and OP3 to the asset browser space inside the edit menu.\n",
"When changing the width of frame, it also changes frame location.\nIf you create frame and set it into (0,0) location. Then grab right side of the frame node and make frames width bigger. Now using python read the frame \nlocation again and it is not (0,0) anymore. \n\n![loca1.jpg](loca1.jpg)",
"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",
"GPU Hair Rendering Bug - \"Glitter\" with particular Root to Tip sizes\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn a perfect storm of GPU rendering + Hair with Radius Root size smaller or equal to the Tip size, bright white \"cards\" appear at the tips of some hair strands. \n*Switching to CPU rendering, the anomalies go away.*\n\nAlso, making the Root size Large and the Tip size small reduces the cards, but they are still there.\n![cards.JPG](cards.JPG)\n\n![Cpu no cards.JPG](Cpu_no_cards.JPG)\n\n[Hair Render Bug.zip](Hair_Render_Bug.zip)\n\n\n\nOpen the attached file in Blender 2.80\nSwitch to the Camera view if not already there\nRender (should be set to *Cycles using GPU*)\nSwitch to *Cycles using CPU* rendering\nRender\n\nOptionally:\n\nSelect the hair object (eyebrows)\nGo to the particle tab\nUnder Hair Shape, change the Radius Root to, say, 0.45 and the Tip to 0.1\nRender using GPU - cards are still there but are much smaller.\n\n",
"Avoid unused preview icons from Asset Browser\nBefore, file previews were simple image buffers managed by the File Browser's file-list code. Now they are wrapped into icons, owned by the icon system, so they can be referenced with an icon-id from .py.\n\nA possible problem with that:\nAfter an icon is generated, we don't remove it anymore until exit (I think). So we might end up having a whole lot of unused file preview icons in memory. Maybe when clearing the file list, we should also run a cleanup pass over the icons, and remove those owned by the file list (icons could store an owner pointer).",
"updates to the Purge operator in the Outliner\nThe Purge unused IDs operator has been updated recently (2718ea80d2), it can now recursively delete all unused IDs, including indirectly unused ones, and also only affect linked or local data.\n\nThis is fully exposed in the `File -> Clean Up` menu, but the Outliner `Orphaned` view still only have one button with default (old) behavior.\n\nOptions are:\n- Keep things as they are.\n- Keep a single button, but change its behavior to `recursive purge`.\n- Change it to a menu with same options as in `File` cleanup menu.\n- Others?\n\n",
"Lost hotkey with save preset\n2.80\n\n\nI finally can replicate problem from 2.7x and it is still problem in 2.80. When you change some combination of hotkeys and save it to the preset. You lose some of them. On my GIF example Numpad 1 dissapear.\n\nSometimes it come back after restart Blender, but sometimes it is just gone.\n\n![lostKeyBug.gif](lostKeyBug.gif)\n\n",
"Custom presets but with the name of builtin presets cannot be deleted\n\nBroken: Blender 2.83.5, blender-2.90.0-21cb6f09ffa8-windows64, blender-2.91.0-396d39c6b904-windows64\n\nThe original sampling presets in Cycles can't be deleted. However, it is possible to create presets of the same name. These presets become undeletable, because Blender assumes them to be the default presets.\n\n![2020-08-28T14-05-04-blender.png](2020-08-28T14-05-04-blender.png)\n![2020-08-28T14-23-12-blender.png](2020-08-28T14-23-12-blender.png)\n\nCreate sampling preset with name \"Preview\" or \"Final\". Try deleting new presets. \n",
"backward compatibility issue: old files break all addons that use render layer socket identifiers due to naming convention change.\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: 2.79\n\nBack in the days (some time between 2.73 and 2.79), it appears that some sockets of the `Render Layer` node had the `identifier` different from the `name`.\n\nThis can be seen for example with the `DiffDir` socket which in old files (2.73) had the identifier named `'Diffuse Direct'` and in new files it is layered `'DiffDir'`.\n\nThis makes it impossible to use socket identifiers reliably. This is worsened by the fact that socket identifiers are read only, so can't be upgraded by the addons. \n\nIt's not feasable for addons to use the socket.name because this will break functionality on non render layer nodes....and in my case is a substantial amount of work to update many thousands lines of code.\n\nCould these be automatically renamed to match the current standard during the versioning checks on file load?\n\n- Open the classroom benchmark scene\n- Go to `Scripting` `Workspace`\n- Run this script:\n```\nfor socket in bpy.context.scene.node_tree.nodes['Render Layers'].outputs:\n print(socket.identifier)\n```\n\nThe result will be inconsistent if we compare with new files:\n|Old File| New File\n|---|---\n|Z|Depth\n|Diffuse Direct|DiffDir\n|Diffuse Color|DiffCol\n|Glossy Direct|GlossDir\n|Glossy Color|GlossCol\n|Diffuse Indirect|DiffInd\n|Glossy Indirect|GlossInd\n|Transmission Direct|TransDir\n|Transmission Indirect|TransInd\n|Transmission Color|TransCol\n|Subsurface Direct|SubsurfaceDir\n|Subsurface Indirect|SubsurfaceInd\n|Subsurface Color|SubsurfaceCol",
"Don't show catalog path when dragging assets over root level catalogs\nWe show the name, and the full path of a catalog in parentheses, when dragging assets over it. For root level items this will just result in showing the catalog name twice. This is confusing and should be avoided.\n\n![image.png](image.png)",
"Improve unclear/broken File Browser User Preferences\nThe current File Browser settings are a mess and/or don't work.\n\n# Problems\n\n## 1) \"Show Hidden\" space parameter conflicts with user preference\nWhether to show hidden files is determined by a per-space flag, which is automatically saved (see `PARAMS_FLAGS_REMEMBERED`). But this flag also tries to get initialized with the userpref flag `USER_HIDE_DOT`.\nThe former **overrides** the latter, meaning the option does nothing when using temporary windows (which is factory default).\n\n## 2) Hidden Data-Blocks is confusing (and broken)\nFor those who don't know, this is a feature which hides dot-prefixed data-blocks not only from file browser, but also when searching in any ID selector.\nHowever, for the file browser, it's (confusingly) not tied to this user preference, but to the \"Show Hidden\" flag of the editor (the tooltip of which does not mention data-blocks at all)!\nAdditionally, this feature does not work in the file browser on Windows due to an `#ifndef WIN32`.\n\n## 3) Unnecessary \"Filter Files\" user preference\nSince the file browser already has the capability to remember its settings (see point 1), it seems reasonable to remove the explicit user preference and use `PARAMS_FLAGS_REMEMBERED`.\n\n## 4) \"Show Recent/System Locations\" are hard to discover\nOther editors (e.g. status bar sections, or Navigation Bar of the preferences editor) allow configuring directly in the editor, either via right click or in the editor's header.\nThese two file browser settings are only found in the preferences.\n\n---\n\n# Proposed Solutions\n\n## 1+2) Cut \"Show Hidden Files/Data-Blocks\" preference in half\n[D14650](D14650)\n- Rename the preference to \"Show Hidden Data-Blocks\" and put it into e.g. the Editing user preferences section.\n - Moving this setting makes it clear it doesn't only affect file browser, but also ID selectors.\n- Consequently, this user preference will no longer affect the \"Show Hidden\" flag of file browsers (this is already handled via `PARAMS_FLAGS_REMEMBERED` anyway).\n- For file browser, show dot-prefixed data-blocks if either this user preference is set *or* the file browser show hidden flag is set.\n - Update the tooltip of the file browser flag, to clarify that data-blocks can also be hidden.\n- Fix hidden data-blocks for file browser not working on Windows.\n\n## 3) Remember \"Filter Files\" automatically\n[D14650](D14650) (can be split into another commit, since it doesn't strictly belong to this patch)\n- Remove \"Filter Files\" user preference and corresponding userpref UI flag `USER_FILTERFILEEXTS`.\n- Instead remember the flag via `PARAMS_FLAGS_REMEMBERED`, making this completely transparent to the user.\n\n## 4) Add \"Show Recent/System Locations\" to file browser\n[D14649](D14649)\n- Include in either the right click menu, or the header menu, options to toggle these two user preferences.\n - It might be worth storing them as per-editor parameters at this point, though I personally don't see much of a desire to have these differ per editor.",
"Collapsed pull down menus have no name in Quick Favourites \nOperating system:\tWindows 7\nGPU:\t\t\tASUS Strix Radeon Vega 64, Divider version: 19.4.1\nCPU:\t\t\tIntel Core i7-5960X\n\nBroken: 2.80, (since Quick Favourites were added)\n\n**Exact steps for others to reproduce the error from scratch**\n\n - Factory Startup\n - Find pulldown menus\n - Right-click context menu --> Untick `Show Menus`\n - Add the three line menu toggle to Quick Favourites\n\n![QF_No_name.png](QF_No_name.png)",
"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",
"OBJ: Add hierarchy support by name splitting (Python patch provided)\nFrom:\nD16095\n\nGentle reminder for @aras_p regarding the enhancement I posted Python code for into that old phapricator differential. Aras said he would look into reimplementing it in C++ as the Python importer was now legacy, but that was a while ago. I suspect it has slipped off his radar.\n\nEssentially adds an optional seperator char and option so that a .obj with lots of 'o' can be split into a structured hierarchy.\n\nObviously belongs in the \"Pipeline, Assets & I/O\" project.",
"Cache-folder name makes fluid simulation not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13586 Core Profile Context 20.1.3 26.20.15015.1007\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nCache-folder name makes fluid simulation not working. My blend file (with fluid cache data) was in a folder named badeværelse and the fluid sim didn't work. Changed the folders name to badevaerelse and it worked.\n\nMake folder called \"æ\" (possibly \"ø\" and \"å\" too)\nMake a blend file inside it and try to bake liquid sim and use the folder as cache directory for the fluid physics\nSee how no particles appear when you press bake\n\n"
] | [
"Blender replacing spaces in filename with underscore\nUbuntu 15.04\n\nBroken: 4f61de6\nWorked: 909fa34\n\nWhen saving files, Blender replaces all spaces with underscores\n\nOpen or create a new file, type a file name with a space (e.g. \"my file.blend\") and the space will become an underscore (\"my_file.blend\").\n",
"Can't save to a file path with a space in it\niMac (27-inch, Late 2009)\n2.8 GHz Intel Core i7\n16 GB 1067 MHz DDR3\nOS X Yosemite 10.10.5 \nATI Radeon HD 4850 512 MB\n\nBroken: 2.76 48f7dd6\nWorked: 2.74\n\nWhen attempting to create an output path for rendering in the render properties window, I tried to set it to a path that contained a space character. It created a new directory with an underscore in place of the space. \n\nIn open file, go to Render Properties: Output, and click on the folder icon. In the path input, either type or navigate to a directory that has a space somewhere in it.",
"New folder with spaces in windows\nWindows 10 (64 bit)\n\nBroken: 2.76\nWorked: 2.75\n\nSaving a new file / directory with spaces in the file name will cause the entire path to be recreated with underscores. This only appears to happen with new content containing spaces, \n\nFile > Save As\n\nExisting directory: \"C:\\Users\\test\\Desktop\\Graphic Work\\Blender\\\"\n\nNew folder: \"Halloween 2015\"\nNew file name: \"Halloween 2015.blend\"\n\nUpon save, the UI will briefly display an error message along the lines of \"given path is OS-invalid\" before saving.\n\nFinal save path: \"C:\\Users\\test\\Desktop\\Graphic_Work\\Blender\\Halloween_2015\\Halloween_2015.blend\"",
"Blender replaces all spaces in file name and path with underscores\nThis is madness!\n\nI know you know this is considered to be a \"feature\" by some, but you need to face the truth - it's nonsence.\n\nRigth now **I just can't work with Blender using my exisitng directory structure**. I'd need to rename everything so Blender doesn't create \"Some_Directory/\" when I want to just save a new file to \"Some Directory/\".\n\nThis is squarely insane.\n\nI can't believe something so ridiculous can make it through and stay there in such a **fantastic** project as **Blender**, which is easily the leading project in opensource creative tools universe.\n\nPlease bring back the freedom to file a and directory naming!\n\n**BRING BACK THE SPACE CHARACTER!**\n\nBest regards from Tobiasz 'unfa' Karoń - trurly concerned Blender user since version 2.46."
] |
Geometry Nodes - Link Material to Object does not work
Operating system: Linux-5.8.0-44-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14735 Core Profile Context 21.10
Broken: version: 3.0.0 Alpha
Worked: 2.93 Alpha
Unable to assign Materials to Mesh Primitives ( Link Material to Object does not work )
Create a Mesh Primitive using Geometry Nodes, Assign Material, Change Material Link from Data to Object. Material changes do not render.
| [
"Support warnings for field input nodes\nField input nodes evaluate in a context, but currently they give no warning if they do not support\na particular context. The initial goal is to add a warning like \"Input node does not support geometry type: Mesh\" on the spline parameter node in the following situation:\n\n{[F12738459](image.png) size=full}\n\n### Implementation\nA potential implementation isn't clear.\nIt seems there needs to be a way to keep track of which node (`bNode`, `NodeRef`, `DNode`, etc.) the field input node came from.\nThen the field evaluation system should have a way to collect errors and return them to the caller. Or maybe the caller can pass a\n\"logger\" class to the field evaluation system. That generalization could allow more specific breakdowns of node timing in the future.",
"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)",
"Broken material assigment after changing mesh-linking to object-linking\nWindows 11\nNvidia RTX 2060 super\n\nBroken: blender-3.2.0-stable+daily.e05e1e369187\n\n![bug_slots.gif](bug_slots.gif)\nOn objects with multiple material slots, the currently selected slot gets bugged when switching from object-linking to mesh-linking. It allows the user to select a different material for each link type, which seems to trigger the bug and has lingering effects. For example, in geometry-nodes setting the material becomes unpredicatable, with material names seemingly swapped.\n\nFrom the provided blend file or startup scene:\n1. create a new material slot\n2. pick a material for this slot\n3. swap the material link type between object-link and mesh-link\n4. select a different material for the same slot\nThe material or slot is now bugged. Geo nodes 'set material' will become unpredictable.\n\n[bug_slots.blend](bug_slots.blend)",
"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)",
"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: Crashes when the curve resampling node length is 0\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.0\n\n\n\n\nThis is an irregular operation, but I hope it is not a crash but a warning.\nI don't know if this is a bug or a feature request. \nThere is also a possibility that if the length is close to zero, it will cause the computer to have 100% CPU.\n\n",
"Materials animation doesnt show up in animation actions editor\nOperating system: Linux-5.8.18-300.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 450.66\n\nBroken: version: 2.92.0 Alpha\nWorked: never\n\nMaterials animation doesnt show up in animation actions editor\n\n[#82522.blend](T82522.blend)\n- Open blend\n- keyframes for nodetree actions will be visible in the Graph Editor\n- keyframes for nodetree actions will be visible in the DopeSheet\n- keyframes for nodetree actions will be visible in the NLA Editor\n- keyframes for nodetree actions will **not** be visible in the Action Editor and appropriate Action cannot be selected from the dropdown\n\njust make a base color of material animated and then see that its not in action editor\n\n![1.jpg](1.jpg)",
"Materials linked to 'Object' cause increased memory usage in Cycles\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: never?\n\nIf an object has a material that is linked to Object (in the material tab), then such object cannot be instanced efficiently in Cycles. Each linked copy of the object uses a large amount of memory when rendering.\nIn this example rendering 100 instances of Suzanne takes as much memory as 1 object, if material is linked to object's data. When material is linked to object, vram usage goes up a lot.\n\n![link.jpg](attachment) ![link2.jpg](attachment)\n\n\n- Open the provided .blend file\n- Render the scene and note the memory usage\n- Select all monkeys\n- Go to material tab\n- While holding `Alt` click on the `Link` drop-down menu and chose Object\n- Render again\n- You should see memory usage increase significantly\n\n",
"Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n![2022-06-02 12_08_50-Window.png](2022-06-02_12_08_50-Window.png)\n![2022-06-02 12_09_00-Window.png](2022-06-02_12_09_00-Window.png)\n![2022-06-02 12_09_06-Window.png](2022-06-02_12_09_06-Window.png)\n![2022-06-02 12_11_33-Window.png](2022-06-02_12_11_33-Window.png)\n\n\n\n",
"Geometry Nodes: Modifier input properties don't cause update for screen statistic\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nModifier input properties of geometry node don't cause update for screen statistic.\n\n1. Create object with geometry nodes.\n2. Add any Mesh Primitive node in modifier node tree.\nPut mesh primitive on group output. Updating the detail of a primitive affects the statistics of the scene.\n3. Put group input dummy socket in detail of a primitive node to create connection.\nChanging the details through the modifier settings is not reflected in the statistics.\n",
"New curves object type\n**Status:** Under development by the geometry nodes team. Accessible though the \"Empty Hair\" primitive. Grooming workflow solid, other areas still WIP\n\n**Overview**\n\n- [ ] New curves object data type\n - [x] Add new datablock and object type\n - [x] Custom data storage, custom data masks\n - [ ] Default curve radius and shaping parameters\n - [x] Solve problem with not enough `FILTER_ID` bits\n- [x] Geometry nodes integration (#95355)\n - [x] Convert existing nodes to new data structure (#95443)\n - [x] New building block nodes\n - [x] Geometry nodes simulation\n - [x] Node group assets for higher level nodes\n- [x] Mesh attachment (to deform curves along with mesh surface) (#95776)\n - [x] Curves datablock has pointer to surface mesh object\n - [x] Add polygon index and UV / barycentric coordinates attributes to indicate where curve is attached\n - [x] Node to deform curves based on surface (#96676)\n - [x] Subdivision surface attachment\n- [ ] Full render engine support for curves data-block (#96455)\n- [ ] Attribute support\n - [x] Generic attributes\n - [ ] Generated texture coordinates\n - [x] Batch cache generation\n- [ ] Python API\n - [x] Positions and radius\n - [x] Attributes\n - [ ] Add/remove curves and points\n- [ ] Viewport drawing and selection\n - [x] Selection engine integration (#95933)\n - [ ] Display options (display random % of curves, ?)\n - [ ] Move \"strand/strip\" display option to curves data-block, rename\n- [x] Initial sculpt mode\n - [x] Brushes (#96259)\n - [x] Sculpting deformed curves (crazyspace)\n- [ ] Edit mode\n - [ ] Node group operators (#101778)\n- [ ] Dependency graph copy-on-write integration\n - [x] Refactor mesh runtime storage to be reusable by other objects types\n - [ ] Automatic instancing for objects without modifiers, like meshes\n - [ ] Copy-on-write for attribute arrays (#95845)\n- [x] Conversion of old particle curves to new curves (#96675)\n- [ ] I/O\n - [ ] Alembic import ([D11592](D11592))\n - [ ] Alembic export\n - [ ] USD import ([D11592](D11592))\n - [x] USD export (#102376)\n\n---\n\n**Relevant links:**\n* [Nodes Object Types ](Object_Types)\n* #78515 (Hair object - Node types design)\n* #78606 (Hair object - design proposal)\n\n---\n\n### Links\n\n* Unreal's [Alembic groom specification](index.html).\n* Pixars [PxHair schema ](Siggraph2019_Pipeline%20Case%20Studies.pdf) for storing rest pose, guides and scalp",
"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",
"GPU Subdivision: Geometry Nodes: Realize Instances node does not use the GPU version of the curve object\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: Current master.\nWorked: Never.\n\nCollection Info node does not use the GPU version of the curve-objects from collection.\n\n1. Create curve.\n2. Make curve extruded.\n3. Added subdivision modifier.\n4. Create another collection.\n5. New object in another collection.\n6. Added geometry nodes:\n a. `Collection Info` -> `Realize Instances` -> `Group Output`.\n b. Set first group in `Collection Info` node.",
"Geometry Nodes: viewer node and output geometries are shown together in Cycles render preview\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005\n\nBroken: version: 3.4.0 Alpha\nWorked: n/a\n\n![ViewportPrivewCycles.png](ViewportPrivewCycles.png)\n\nThe output geometry should not be shown when viewport preview in Geometry Nodes is active. But it's shown in Cycles render preview.\n\n[ViewportPrivewCycles.blend](ViewportPrivewCycles.blend)\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."
] | [
"Object-linked material slot not working correctly with generated geometry in geometry nodes\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\nWorked: last week (no specific hash, sorry)\n\nAn object-linked material slot does not properly assign a material to generated geometry. This worked previously and adding an `Assign Material` node seems to fix it, even though nothing is filled in. I guess this has to do with the evaluated material slot list not behaving as it should.\n[object_material_bug.mp4](object_material_bug.mp4)\n\nSee this file:\n[material_assing_object.blend](material_assing_object.blend)\n"
] |
Crash when switching OSL script
Mac OSX 10.9.5
Intel Iris
Broken: 2.77 testbuild1
Worked: 2.76b
Blender crashes when switching scripts in a script node in the node editor.
Default scene, switch to cycles render engine,
switch to text editor, add one of the osl templates,
switch to node editor, select "use nodes", add script node,
select the created template, observe crash.
Hope this helps, till then,
David. | [
"Blender 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)",
"Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n",
"Blender 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.",
"GPencil: Blender crash when file open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.4.0 Beta\n\nAs soon as I open attached file Blender crashes. Attached also crash log file.\n\n- Open attached file\n- Change radius (say 0.6)\n- Save file\n- reopen it (Crash)\n[#102930.blend](T102930.blend)",
"Crash 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",
"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",
"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",
"Blender freezes with Metal render device\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.5.0\nWorked: None\nAlso Tested: 3.5.1 RC (April 01, 01:59:41, `6fa464d18971`)\n\nBlender freezes after a few seconds when I enable the Metal Render Device in Preferences, switch to Cycles with GPU Compute and switch Viewport Shading to Rendered.\n\n1. **Do not** delete the default cube\n2. Switch to Metal (GPU) Cycles Render Device in Preferences > System\n3. Set GPU Backend to Metal\n4. Switch Render Engine to Cycles and device to GPU Compute\n5. Switch Viewport Shading to Rendered\n6. Wait for Cycles to compile shaders\n7. Look around for a few seconds\n8. Blender Freezes\n\n",
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n![Curves to Particle = Crash.jpg](attachment)\n\n\nA sample file is attached. Thank you!\n\n",
"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",
"Switching Curve Shapekeys in Edit Mode go haywire if relative to one another\nOperating system:\nLinux\n\nBroken in 2.79 onwards\nWorked in 2.78\n\nPossibly caused by\n6f1493f68f\n5e1d4714fe\n\nShapekeys on curves do not reset properly when switching between them in edit mode, and one shapekey is relative to another.\n\nSelect the circle and enter edit mode. Repeatedly switch between shapekeys 'Key 1' and 'Key 2' while staying in edit mode. 'Key 2' will change over time from just this.\n[bug_report_shapekeys_curve.blend](bug_report_shapekeys_curve.blend)\n\n**How to reproduce the scene**\nCreate a Curve object. Add Basis, Key 1, Key 2 shapekeys. Set 'Key 2' relative to 'Key 1'. Select 'Key 1' and translate/scale it. ",
"Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n",
"Crash 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",
"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.",
"With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)"
] | [
"Crash caused by OSL\nWindows 10\nIntel HD 4600\n\nBroken: 2.76.11\nWorked: (optional)\n\nBlender will crash when trying to select a script in the script node. \nAdd script node\nSelect OSL script. The ones distributed with Blender will crash for example."
] |
BGE_character physics type_CRASH_blender_2.75
Operating system and graphics card : Window 8 enterprise - Nvidia Geforce GTX 650 Ti BOOST
Broken: (example: 2.69.7 4b206af, see splash screen) 2.75 c6b042b
Worked: (optional)
**Short description of error** In BGE, set object to character physics type, press "P", CRASH
**Exact steps for others to reproduce the error** In BGE, set object to character physics type, press "P" to play
Based on a (as simple as possible) attached .blend file with minimum amount of steps
[game test.blend](game_test.blend) | [
"Crash with mantaflow\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nBaking simulation causes crash\n\n[splash.blend](splash.blend)\n\nOpen file and bake liquid\n",
"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```",
"mantaflow instability on high timesteps\nmacOS 10.14\nIntel HD 6000\n\nBroken ce64cfd6edc2a0ec0aabfd4daaa5f655763cc74b, 2.83.12\n\n**error**\n\n[11110001-0070.mp4](11110001-0070.mp4)\n\n- Add quick liquid to default cube.\n- Set minimum and maximum timesteps to 100.\n- Bake up to frame 70 and watch the liquid explode.",
"Blender 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)",
"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)",
"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)",
"Rigid body doesn't work when collision is set to mesh, deform and deforming\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Radeon RX Vega M GH Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.37.04 30.0.13037.4001\n\nBroken: version: 3.2.1\n\nThe rigid body simulation doesn't work with objects using collision with mesh, deform and deforming.\n\n* Make a plane, subdivided\n* Give it a wave modifier\n* Set up the rigid body type: dynamic, active, animated; collision: mesh, deform and deforming.\n* Use another object make it rigid body active\n* Run simulation\n* Sometimes works and when changing rigid body substeps per frame doesn't work at all (well sometimes works but when it does things jump out of control not like in Blender 2.79)\n\nIn Blender 2.79 works perfectly\n\n\n[Wave simulation 3.2.blend](Wave_simulation_3.2.blend)\n\n[Wave simulation 2.79.blend](Wave_simulation_2.79.blend)\n\nBlender 3.2\n\n![image.png](image.png)\n\nBlender 2.79\n![image.png](image.png)\n\n",
"bpy.ops.constraint.apply crashes when owner='BONE' and in object mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nWorked: unknown\n\nThe bpy.ops.constraint.apply operator crashes blender when targeting a bone constraint while in object mode. The attached blender file reliably causes the crash. It also seems to crash in pose mode at times, but I've so far been unable to recreate this in a small example file. See also [#97640](T97640) where a crash relating to the operator being used on objects has seemingly been fixed between 3.1.2 and 3.2\n\nto recreate simply open the blender file and run the script.\n[apply_bone_constraint_crash.blend](apply_bone_constraint_crash.blend)\n[apply_bone_constraint_crash.crash.txt](apply_bone_constraint_crash.crash.txt)\n\n",
"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",
"Mouse movement causes crash during particle bake\nOperating system: Win10\nGraphics card: GTX2060\n\nBroken: 2.90, 0330d1af29c0, master, 2020-08-31\n\nReproducible crash when baking particle animation and moving mouse\n\nSadly, I was not able to reproduce the crash in a simpler file, so I assume it has to be related to the current boid setup with lots of drivers.\n\n1. Load the attached blend file\n2. Make sure Workspace is set to layout\n3. Select one of the two particle-emitters\n4. Click bake\n5. During bake move the mouse over Render or Graph views\n- > Crash\n\nAlso see this video capture: VIUy6r9S-Hk (It ends in the moment of the crash)\n\n[swarm-test1.crash.txt](swarm-test1.crash.txt)\n\n[swarm-test2-crash.blend](swarm-test2-crash.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```",
"Segmentation Fault Crashing Blender when Rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\n\nDuring rendering, Blender will often crash with segmentation fault \"Memoryblock MORE THAN 1 MEMORYBLOCK CORRUPT: error in header\" message.\n\nNeed guidance to help provide a blend file to reproduce the issue.\n\nThe issue occurs 100% of the time with an old version of a large blend file on certain frames. I have attached the debug and crash reports. \n\nMy workaround was to turn on subframes and render subframes either slightly earlier or later than the main frame. For example, if the frame I wanted to render was 187, I would render frame 187.1 or 187.2 until blender would render the frame.\n\nI believe the problem relates to a model I had commissioned, but I cannot recreate the issue in other blend files with that model.\n\nGPU memory usage is about 7.6/8 Gb, so there is headroom, and there is plenty of RAM. It does not matter if it is rendered on GPU/CPU, GPU only or CPU only it will always crash.\n\nI have tested on 2 other Windows computers with the same results, so it is not Ubuntu related.\n\nOther frames render perfectly.\n\nThere is no issue with viewport render mode. Often I get \"out of memory\", but that is only because Blender does not dump some things from memory before viewport rendering an updated scene. It's bound to be a known issue and easy to work around.\n\nI have prepared the file to upload here, but it's 1.9 Gb zipped. Before I send it there maybe some advice about troubleshooting my end someone might know and can help me with. I have spent 3 solid weeks trying to troubleshoot this and the only reliable way I know of reproducing the issue is with the full file.\n\nN.B. The update to 3.6.1 saw me return to this with an updated and improved version of the file. Background rendering will SOMETIMES render problem frames. I have included debug files for this as well.\n\nIs there any advice I can get as to how to narrow down this problem?\n\n",
"Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n",
"Crash 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",
"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"
] | [
"Change physics type to: Character and press <p> to play and Blender crashes. \nWindows 8.1\nGeForce GTX 765M\nDriver version: 353.30 (latest)\n\n\n**Blender Version 2.75**\nBroken: 2.75 Game Engine Select cube physics type to Character and press<p> to play and Blender crashes. \n\n\n\nChange to blender game - select physics - select physics type to character - press <p>\n"
] |
Change physics type to: Character and press <p> to play and Blender crashes.
Windows 8.1
GeForce GTX 765M
Driver version: 353.30 (latest)
**Blender Version 2.75**
Broken: 2.75 Game Engine Select cube physics type to Character and press<p> to play and Blender crashes.
Change to blender game - select physics - select physics type to character - press <p>
| [
"Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)",
"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.",
"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",
"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",
"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",
"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)",
"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",
"Mode locked and crash if objects become disabled in viewport while not in object mode\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: didn't crash but showed an error message in 2.91.2\n\nObjects that are in a mode which is not Edit Mode nor Object Mode, will lock the mode setting (so the mode options are greyed out and unusable) if they get disabled in the viewport. Hiding will not cause the this bug, it needs to be disabled in viewport using that display icon in the outliner, not the eye.\n\nThe solution for this is probably to make the disable in viewport action switch the mode to object mode if the active objects gets removed (much like delete from outliner). Another solution would be to still allow the mode switch.\n\nMuch worse though! Blender crashes sometimes when it gets into this state. I can reliably crash blender as described below.\n\nGo into weightpaint mode of the default cube and disable it in the viewport using the outliner (you need to enable the option first). Now you are stuck and have to enable it in the viewport first to be able to edit anything.\n\nNow restart blender etc. and try this:\n1. Go into Vertex Paint Mode of the default cube\n2. Hit Tab to go into Edit Mode\n3. Disable the cube in the viewport using the outliner as above\n4. Hit Tab to switch out of Edit Mode -> Crash",
"Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n![Curves to Particle = Crash.jpg](attachment)\n\n\nA sample file is attached. Thank you!\n\n",
"Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"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",
"Adding and Removing RigidBodyWorld is broken\nSystem Information\nOperating system: MacOS 10.13.6 \nGraphics card: NVIDIA GeForce GT 750M 2048 MB\n\nBlender Version\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nRemoving RigidBody World and then adding it again doesn't work.\n\n- Add a floor and several cubes\n- Check that they collide as usual\n- Under Scene tab, select Remove Rigid Body World\n- Add it again and select the Collection as RigidBodyWorld as it was prior to removing\n# Simulation doesn't work as before.\n\n\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",
"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",
"Blender (2.91) crashes on change frame with handler set to render scene\n\nOperating system: Catalina (10.15.7)\nGraphics card: \n![Screen Shot 2021-01-19 at 12.35.10 PM.png](Screen_Shot_2021-01-19_at_12.35.10_PM.png)\n\n2.91.0\n\nI want to have the scene rendered automatically every time the frame changes.. so I set a post frame change handler do just that (according to blender documentation: bpy.app.handlers.html#bpy.app.handlers.frame_change_post)\n\nPaste this in the Blender console to setup the handler: \n\n```\nimport bpy\n\ndef my_handler(scene):\n bpy.ops.render.render(use_viewport=True)\n \nbpy.app.handlers.frame_change_post.append(my_handler)\n```\n\nHowever, blender crashes as soon as I change the frame.\n\n- Open attached file\n- Run script\n- Change frame\n[handler_ops_render_crash.blend](handler_ops_render_crash.blend)\n\n\n"
] | [
"BGE_character physics type_CRASH_blender_2.75\nOperating system and graphics card : Window 8 enterprise - Nvidia Geforce GTX 650 Ti BOOST\n\nBroken: (example: 2.69.7 4b206af, see splash screen) 2.75 c6b042b\nWorked: (optional)\n\n**Short description of error** In BGE, set object to character physics type, press \"P\", CRASH\n\n**Exact steps for others to reproduce the error** In BGE, set object to character physics type, press \"P\" to play \nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\n[game test.blend](game_test.blend)"
] |
Switching scenes doesn't stop playback in the previous scene
When switching scenes during animation playback, speakers from the previous (inactive) scene keep playing.
Redo with this file:
[sound_switch_bug.blend](sound_switch_bug.blend)
- Spacebar to play animation (white noise will play).
- Using the top-right scene drop-down, select the scene "Brown Noise".
- Notice white noise is still playing (eventually it turns off).
- Press space-bar twice (both white and brown noise are playing).
Tested with 3.0 and `1705587e21bc62f67a0aa297769853e1903d2a44`. | [
"Cycles viewport render border no longer shows scene behind with OpenGL\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080\n\nBroken: 2.80 Hash: 42dd888b98\nWorked: 2.79b.\n\nCycles Preview render removes all shading from the scene. This is very evident when using border renders to help isolate down sections to work on (which is key for working on large scale production scenes.\n\n1. Open attached blend file in blender 2.79\n2. hit shift z in the 3d viewport\n3. notice how you can see the building to the left\n4. close blender 2.79, and open the attahced blend file in blender 2.8\n5. hit shift z in the 3d viewport (blender 2.79 keymap)\n6. notice how you cannot see the building to the left anymore? \n\nThis means that reframing whilst border rendering is no longer possible, nor is it possible to change the border render without guessing to work on a different area of the frame without having to go back to solid mode and then back to rendered mode. Going in and out of solid mode can be 20-30 seconds on production scenes so limiting the amount of switching is important.\n\n[example.blend](example.blend)",
"Pin Scene to Workspace doesn't work (when multiple blender windows are open)\nOperating system: Linux-5.15.0-53-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.4.0 Alpha\nBroken: version: 3.3.0\n\n\nPin Scene to Workspace doesn't work\n\nOpen file, observe that scene.002 is active and pined.\n\n[switch scenes.blend](switch_scenes.blend)\n\nSwitch to Modeling tab then back to Layout.\n\nObserve that instead of scene.002, scene.001 is active. \n\nNOTE: this is only failing with multiple blender windows open (if the second window is closed, it works as expected)",
"VSE: Invisible and reversed transitions\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nInvisible transitions(duration=0):\n![F9600674](current_no_gap_trans.gif)\n\nReversed transitions, because of inputs are assigned in selection order:\n![F9598386](Trans_reverse_box.gif)\n\nAbandoned attempt to solve both things:\nD10207\n\n\n",
"Animation Scene Strip rendering slower than Animation Scene rendering\nOperating system: Windows 10\nGraphics card: NVidia RTX 2060\n\nBroken: 3.3\nWorked: N/A\n\nRendering an animation using Scene Strip resync / reevaluate every mesh each frame, resulting in slow rendering.\nRendering the same animation directly from the same Scene only does this process for the 1st frame, hence a quicker rendering.\n(It doesn't seem to be related to the render engine, Eevee or Cycles same issue).\n\nAdditionally during Scene Strip rendering, on Windows, the memory doesn't seem to be cleaned correctly between each frame resulting in a crash at some point (depending on your memory size).\n\nAdd 2 subdivision modifiers to the cube, with 6 and 4 render levels.\nCreate a new scene, go to the VSE, add a Scene Strip pointing to the 1st scene.\nRender animation from VSE scene => slow rendering\nRender animation from the scene => fast rendering\n\n[scene_strip.blend](scene_strip.blend)",
"Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n",
"Color management is broken in the Sequencer\nOperating system: Linux-5.0.21-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: Mesa DRI Intel(R) Sandybridge Mobile Intel Open Source Technology Center 3.3 (Core Profile) Mesa 19.1.1\n\n\nBroken: version: 2.80 (sub 74)\nWorked: earlier build of 2.80 (hash: d62a749fcf48) and 2.79\n\nWeird things happens when changing the color management settings in the VSE:\n- wrong color display\n- make sound\n\nWith a movie strip displayed on the sequencer, changing the sequencer_colorspace_settings property in the Color Management changes the look of the image even when there is no color correction modifier on the strip. Example: using filmic log instead or sRGB will change the look which it should not.\nAlso, changing this setting does not apply the change directly, the VSE has to be refreshed.\n\nAnother issue with the color management is the change of exposure and gamma setting is way slower than it was on earlier build and it also makes the sound of the current strip/frame do some noise.\n",
"Mantaflow - Enabling \"Noise\" breaks fast-moving smoke\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\nBroken: 2.83.0\nWorked: Never\n\nEnabling noise on fast-moving smoke produces a \"grainy\" result that doesn't match original simulation.\n[C - High Speed Noise - Demo.mp4](C_-_High_Speed_Noise_-_Demo.mp4)\n\nAlso, this problem is less profound when the cache type is set to \"Final\", though still clearly visible.\n\n**Exact steps to reproduce the error**\n1. In any smoke simulation, dramatically increase the velocity of the smoke, either in the emitter settings, or with a force-field.\n2. Bake Data\n3. Bake Noise\n\n[Noise on High-Speed Smoke.blend](Noise_on_High-Speed_Smoke.blend)",
"Speakers cannot be muted or unmuted via the API (bpy.data.speakers.muted is broken)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\nWorked: 2.79b\n\n1. Add a speaker object\n2. Add a sound to the speaker.\n3. Play the animation, you should hear the sound playing.\n4. Open the console and run bpy.data.speakers[\"Speaker\"].muted = True\n5. Play the animation, you will still hear the sound playing, even though the UI has been updated to add a checkmark to the box next to \"Mute\" in the speaker data.\n\nMuting the speaker via the UI works normally.\n\n[#94627-speaker-mute-depsgraph.blend](T94627-speaker-mute-depsgraph.blend)",
"Noise artefacts when lacunarity is near 1\nFor all noises that have fractal detail and lacunarity set close to 1 this outputs a zoom type effect.\n\n![image](attachment)\n\nThis is caused by the noise origin occurring in the same place. \n\nIt is possible to mitigate this by offsetting the fractal layers but fixing this would be a breaking change.\n\n```Diff\n+#define FRACTAL_OFFSET 1259.0\n+\n /* The fractal_noise functions are all exactly the same except for the input type. */\n float fractal_noise(\n vec3 p, float octaves, float roughness, float lacunarity, bool normalize)\n@@ -78,7 +80,7 @@ float fractal_noise(\n octaves = clamp(octaves, 0.0, 15.0);\n int n = int(octaves);\n for (int i = 0; i <= n; i++) {\n- float t = snoise(fscale * p);\n+ float t = snoise(fscale * p + i * FRACTAL_OFFSET);\n sum += t * amp;\n maxamp += amp;\n@@ -87,7 +89,7 @@ float fractal_noise(\n }\n float rmd = octaves - floor(octaves);\n if (rmd != 0.0) {\n- float t = snoise(fscale * p);\n+ float t = snoise(fscale * p + (n + 1) * FRACTAL_OFFSET);\n float sum2 = sum + t * amp;\n return normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :\n\n```\n\n",
"Cycles not really excluding lights from volume MIS calculation\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nI noticed that cycles, when using volume lights, if we exclude lights from the volume contribution it still affects the sampling of the visible volume lights.[Volumeissue.blend](Volumeissue.blend)\n\nIve included the blend file and also described the issue visually in this thread:\n10982\n\nTo check the issue just turn on and off the Volume Scatter ray visibility and compare the result by hiding the lights instead.\n\nI think this is a serious performance issue in scenes with multiple lights, with some lights contributing to volume while others not, which forces the user to unnecessarily throw a lot of volume samples to get rid of the noise.\n\n\n",
"Topbar gliches\nOperating system: Windows 10\nGraphics card: RTX 3060\n\nBroken: 3.3 Beta\n\nThis only happened on windows.\nWhen Status Bar is hidden and Resolution Scale is greater than 1, the Top Bar sometimes becomes unusable. (look at the end of video)\nMy guess it has something to do with notifications that are now displayed at Top Bar.\n[bug.mp4](bug.mp4)\n\nSame as in the video\n- On the `Windows` tab disable `Show Status Bar`\n- Go to {nav Edit > Preferences... > Interface} and change the `Resolution Scale` to 1.2\n- Save Preferences\n- Close the Temporary Window\n- Reopen the `Blender Preferences` window ({nav Edit > Preferences...})\n- Press `Save Preferences`\n\nInvoking save as temporary window also causes this issue\n\nTrying to resize Top Bar area or maximizing some other area fix the issue.",
"Sound Strips in VSE retain hard length limits when Sound Datablock is changed\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n3.2.1 official\n\nIf the source of a sound strip in the VSE is changed to a different existing datablock, the length of the strip will not be updated and it will retain the same hard limits with regard to duration as the original sound, even if the new sound is longer.\n\n[SoundStripBug.blend](SoundStripBug.blend)\n - Open attached file\n - Select the shorter sound strip.\n - In the Source panel, change the sound for the strip from \"GetSomeCoffee.wav\" to \"Joe_trombone.wav\"\n - Despite having a longer sound now, you can't grab the right handle of the strip to make it any longer.\n # You can change the duration of the strip manually in the Time panel, but the highlighted duration of the original sound is still visible on the strip. If you grab the right handle, it will snap back.\n\n",
"Ffmpeg settings get lost when switching the output file format.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.1\nWorked: N/A\n\nMy rough versions of the animation are rendered into a video file with the specified settings, the final version is rendered into a series of JPEG/PNG files. When switching the format file in the output settings to JPEG/PNG, I lose all the encoding settings I previously set in \"ffmpeg video\".\n\nAlso, the \"Save Startup File\" function does not resave the default settings, after switching the file format, it is again Matroska/h264/medium quality/good.\n\nIt is very annoying that I lose the settings because I often switch between the file format.\nPreviously, I had to manually re-select all the settings after each switch. Now I use ffmpeg preset, which smooths the situation, because now I just re-select the preset, instead of selecting a bunch of encoding settings, but as a user I expect that the settings should not be reset initially.\nFor example, if you lower the \"Quality\" setting to 50% in JPEG, select a different format and return to JPEG, then the Quality setting will still be 50%. Why is this not happening with FFmpeg video settings?\n\n1. Open the Output Settings.\n2. Select the FFmpeg video file format\n3. Select MPEG4/H264/Perceptually Lossless/Slowest\n4. Select the JPEG file format\n5. Select the FFmpeg video file format\n6. Our Encoding settings have been reset to Matroska/H264/Medium Quality/Good (it looks like a bug)\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!",
"Adjust Last Operation: Other changes outside that panel are reverted back automatically\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nHere the demo and file\n[2020-06-23_20-30-11.mp4](2020-06-23_20-30-11.mp4)\n[Scene state reset.blend](Scene_state_reset.blend)\n\n1. Add some objects, add last one\n2. Change visibility for other objects via outliner\n3. Change property in adjustment popup\n4. Scene settings resetted to previous"
] | [
"Sound continues to play if you switch between scenes without pausing the playback.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\n\nSound continues to play if you switch between scenes without pausing the playback.\n\n1) Create a scene \"A\" and add a sound track to it in the sequencer\n2) Create a new scene \"B\"\n3) Go back in scene \"A\" and press play.\n4) Without pausing, switch to scene \"B\".\n\nThe only way to stop the sound is to go back to scene \"A\", press play and then stop.\nNote that sound will stop at the end of scene \"A\" end frame anyway.\n\n",
"Minor bug: Sound doesn't stop after switching to another scene\nOperating system: all (tested on Linux)\nGraphics card: all\n\nBroken: at least 2.79 - 2.83 alpha\nWorked: unknown\n\nWhen playing animation in Blender, the sound doesn't stop after switching to another scene, even when you stop animation.\n\n- add sound sequence\n- press tab to play the sound\n- switch to another scene (or create a new one)\n- now you hear sound you are not supposed to hear\n\n[sequence.blend](sequence.blend)\n\nI am attaching a .blend file with a short sound. This bug is more relevant with longer sounds."
] |
Driver Property Eyedropper does not work in any area
Version: 2.80 rc2 (Linux 64)
To Reproduce:
- Context-click on a property
- Select "Add Driver" or "Edit Driver"
- In the popup window, use the the Property Eyedropper tool.
- Now try the same tool in the "Drivers" tab of the Driver Editor sidebar.
Totally useless! | [
"Adjust last operation: can't reset properties to default value\nBroken: 2.8x\n\nIn the Adjust Last Operation panel, the context menu for any property has the Reset to Default Value options disabled, although they are enabled in the operator panel.\n\n\n1. Load the default scene\n2. Enter edit mode on the cube\n3. Bevel an edge\n4. Expand the operator panel in the bottom left\n5. Right click any property, note that Reset to Default Value option is enabled and works\n6. Go Edit -> Adjust Last Operation\n7. Right click the same property in that panel, note that Reset to Default Value option is disabled",
"Unable to add drivers to bone collections visibility\nOperating system: Windows 11\nGraphics card: RTX 4060ti\n\nBroken: 4.0.0 Alpha 2023-09-06\nWorked: Before bone collections were merged\n\nThis kinda leans into feature requests, but it is a regression nonetheless. Drivers also weren't acknowledged from what i could see.\nBefore bone collections were recently introduced, you could add a driver to each layer to influence it's visibility, and i know many people liked to use that in order to influence the visibility of a group of bones. Currently you cannot influence the visibility of a bone collection through drivers, the only option to do it now being controling the visibility of individual bones.\n\nN/A\n\n",
"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",
"Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n",
"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",
"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.",
"The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n",
"UI: activate_init doesn't work with Int and Float type properties\nOperating system: Windows & Linux\n\nBroken: 3.2\nWorked: Unknown\n\nUsing activate_init to allow users to directly edit a property doesn't seem to work when the property is of type IntProperty or FloatProperty.\n\n1. Open the attached script in blenders text editor\n2. Run the script\n3. Go to the 3d viewport\n4. Ensure an object is selected/active\n5. Run the simple operator, either through the menu or operator search\n6. Notice that the property in the popup is not directly editable\n\n[test_activate_init.py](test_activate_init.py)",
"New AMD Drivers (Adrenalin 22.7.1 or 22.8.2) for Windows 10 cause toolbars to be completely black\n\nBroken:\nOperating system: Windows-10-10.0.19044-SP0\n|Graphics card:|Driver:|User:\n|---|---|---\n|Radeon RX 580 Series|4.5.0 Core Profile Context 22.7.1.220725|@GKPrasad\n|Radeon RX 580 Series|4.5.0 Core Profile Context 22.8.1.220810|@Vaskos\n|AMD Radeon RX 5600 XT|4.5.0 Core Profile Context 22.7.1.220725|@ShockHazard1\n|Radeon(TM) RX 460 Graphics|4.5.0 Core Profile Context 22.7.1.220725|@patrickshyee\n|AMD Radeon(TM) Vega 3 Graphics|4.5.0 Core Profile Context 22.8.2.220819|@Alenda\n|AMD Radeon(TM) RX Vega 10 Graphics ATI Technologies Inc.|4.5.0 Core Profile Context 22.10.1.221003|@JaedenREE\n\nWorks fine on:\nOperating system: Windows-10-10.0.22000-SP0 (Windows 11)\n|Graphics card:|Driver:|User:\n|---|---|---\n|Radeon (TM) RX 480 Graphics|4.5.0 Core Profile Context 22.7.1.220725|@mano-wii\n\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\n|Graphics card:|Driver:|User:\n|---|---|---\n|Radeon (TM) RX 480 Graphics|4.5.0 Core Profile Context 22.8.2.220819| @Jeroen-Bakker \n---\nBroken: (3.2)\n\nnon of the tabs are visible. as u can see in the image its entirely black. I wont be able to use the program at all. Please do fix this.\n\nThe error exists as soon as i open blender program\n![blender error.jpg](blender_error.jpg)",
"Properties window's tool settings don't update if UI is loaded without header.\nOperating system: macOS 12.0.1\nGraphics card: M1 Macbook Pro\n\nBroken: 2.93.5 (2.93.5 2021-10-06)\n\nI have my startup file set to hide the header in the properties window, and noticed that the Tool Settings tab does not update to show the current tool unless hovered over with the cursor. It updates on tool changes once the header is shown again, and continues to work (even without the header) until the UI is loaded again on opening a file or restarting Blender. \n\n- Open default file\n- In properties tab: {nav Right Click > Uncheck Show Header option}\n- Switch to Active tool and workspace settings\n- Change the active tool from toolbar\n\n---\nor\nLoad the UI from the attached blend file and try switching tools in the 3d view's toolbar. Then show the header in the properties window and try switching tools again.[startup.blend](startup.blend)\n\n[tools.mp4](tools.mp4)",
"Support Scenes Overrides\nCurrently Scenes liboverrides are not really working, changes to its master collection will be lost, resync of scene itself is not possible when the override is the active scene, etc.\n\nSee e.g. #89963 (crash when library override is applied to an object)",
"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",
"Grease pencil eyedropper doesn't sample correct vertex color.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken:\n```\nversion: 2.90.0\nversion: 2.92.0 Alpha\nversion: 2.83.9\n```\n\nWorked: (unknown maybe never)\n\nWhen using the grease pencil eye dropper with filmic color management selected; the sampled color is different than the original vertex stroke color. \nWorks as expected with standard color management selected\n(Note this is confusing to new users as they expect to color sample and return the previous color of their previous stroke.)\n\n\n - Start with a new file\n - Set color management to filmic.\n - Add grease pencil object\n - Enter Draw Mode\n - Paint in vertex color mode using a lighter color.\n - With a blank palette use the color eyedropper tool on the stroke you just made\n - now paint with the sampled color in the palette\n - result should be slightly darker than the first stroke.\n\nvideo reference:\n**with filmic enabled:**\n[Desktop 2020.11.25 - 02.35.06.03.mp4](Desktop_2020.11.25_-_02.35.06.03.mp4)\n\n**with filmic disabled:**\n[Desktop 2020.11.25 - 02.36.30.06.mp4](Desktop_2020.11.25_-_02.36.30.06.mp4)\n\n\n",
"filter_glob not working with filenames\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13399 Core Profile Context 15.201.1151.1008\n\nBroken: version: 2.90.1\nWorked: 2.83\nBroken by 1f223b9a1f\n\nThe filter_glob parameter does not work for the operator.\n\n\nCreate file called \"test\" (Not something.test)\n\nRun this script and run the generated operator.\n\n```\nimport bpy, bpy_extras\n\n\nclass IMPORT_OT_test(\n bpy.types.Operator, bpy_extras.io_utils.ImportHelper\n ):\n\n bl_idname = 'import_test.test'\n bl_label = 'Import Test'\n filter_glob: bpy.props.StringProperty(default='test', options={'HIDDEN'})\n\n def execute(self, context):\n return {'FINISHED'}\n\n def invoke(self, context, event):\n return super().invoke(context, event)\n\n\ndef menu_function(self, context):\n self.layout.operator(IMPORT_OT_test.bl_idname, text='test')\n\n\nbpy.utils.register_class(IMPORT_OT_test)\nbpy.types.TOPBAR_MT_file_import.append(menu_function)\n\n```\n\nWhen the explorer window opens, you will not be able to find files named test. These files will be hidden.\n",
"Can't get vertex color in index layer of \"Particle Instance\" modifier\nOperating system: Mac OS ventura 13.1 \nGraphics card: Apple M1\n\n\nBroken: version: 3.5.1. 3.6.1\nWorked: 2.80.75\n\n\nI define a vertex color named \"test color\" in \"Object data properties\"-\"color attributes\"-\"+\"-\"domain: vertex\"-\"data type: color\" for a general plane mesh. Then I add a \"Particle Instance\" modifier for the mesh. In the \"layers\" section of the modifier, I want to assign the previous \"test color\" to the \"index\" field. However, I get an empty list prompted when tapping the field area. And I can't enter the name manually either.\n\n1. build a plane mesh\n2. Create a vertex color. \"Object data properties\"-\"color attributes\"-\"+\"-\"domain: vertex\"-\"data type: color\" for the plane\n3. Add a \"Particle Instance\" modifier for the plane\n4. Go to \"index\" field in \"layers\" section of the modifier.\n\n"
] | [
"Eyedropper for driver's doesn't work\nOperating system: Win 10 64 bit\nGraphics card: Intel inside\n\nBroken: 2.80 rc1\n\nUsing the eyedropper to get a driver works around 8% of the time. Otherwise it's like clicking a dead button when I click the eyedropper: nothing happens.\n\nI admit I am using an older version of blender, but rcs 2 and 3 seem to be getting worse and worse for me (see other bug reports).",
"Drivers Mini Menu: Target Sampling doesn't work\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 57)\n\n\n**Note:** Similar to #63890 but in a different area, so I don't know if it's the exact same problem.\n\nWhen you add a driver *(or right click one)*, you're given a popup menu to quickly edit the driver.\nIn this menu, there are sampler buttons to select a target quickly. \nThese buttons are not working in this popup menu. \nThey work inside the full drivers window, except the Add Input Variable one *(which isn't in the full window)*\n\n[2019-04-25 16-53-51.mp4](2019-04-25_16-53-51.mp4)"
] |
Vertex painting not visible in object mode in vertex viewport shading
Operating system: Manjaro Linux Kernel 5.10.15-1, KDE Plasma 5.20.5
Graphics card: XFX AMD RX 570
Broken: 2.93.0 Alpha, dae445d94a7a, master, 2021-02-13 (I compile everyday and it looks like every version is broken)
Worked: 2.91.2
Bug: Vertex colors are not visible in object mode while viewport shading options are set to "vertex" and lightning to "flat".
Steps to reproduce: create cube mesh, move to vertex painting mode, "set vertex color"[vertex_painting_viewport_shadow_bug.blend](vertex_painting_viewport_shadow_bug.blend), move to object mode, change lightning to "flat" and colors to "vertex".
| [
"Texture properties not working with OSL enabled and unpacked textures\nOperating system: Linux-5.11.7-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (SKL GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.92.0\nBroken: version: 2.93.0 Alpha\n\nI have a texture with RGB channels set to 1 and alpha set to 0. When trying to use this texture with OSL, the alpha property (at least) of the image texture node does not work when the texture is unpacked. I set it to channel packed, expecting the color data to be always white. The problem is that when the texture is unpacked, the color data is black.\n\n1. Open the attached file.\n2. Set viewport shading to rendered.\n3. The plane shows as white (as it should).\n4. Unpack the texture.tga file.\n5. Toggle between preview and rendered viewport shading to refresh.\n6. The plane now shows as black.\n7. Pack the texture again.\n8. The plane shows as white again.\n\n[bug.blend](bug.blend)",
"No visible mesh on Viewport Screenshot in sculpt mode with Multires\nOperating system: Linux-6.2.11-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Alpha\n\nWhat the title says.\n\n- Add a cube\n- Enter sculpt mode\n- Add a multiresolution modifier and subdivide\n- Use the operator: Header -> View -> \"Viewport Render Image\"\n\n",
"Default theme: Data types corresponding with modes\nFor the release of Blender 2.83, we have removed the use of the crosshair cursor for Edit Mode, because it was conflicting with tool cursors. \n\nInstead, we can use other things to help clarify to users which mode is active. \n\n{[F8383208](Screenshot_2020-03-02_at_11.07.10.png), size=full}\n\nCurrently, selection in all modes is orange. But, as you can see above, we already color code different kinds of data in Blender. Object data (mesh, curve etc) is set to green, so we could use that as the edit mode selection color.\n\n\n## Examples:\n\nVertex:\n{[F8383329](theme_vertex.png), size=full}\n\nEdge:\n{[F8383332](theme_edge.png), size=full}\n\nFace:\n{[F8383334](theme_face.png), size=full}",
"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)",
"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",
"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.",
"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)",
"2.8 Cycles viewport Ray Visibility is not updated in viewport when changed by Python\nOperating system: Mac OSX, 10.13.6 (a MacBook Air)\nGraphics card: Intel HD Graphics 5000 1536 MB\n\nAlso tried on a linux virtual machine (Ubuntu), same issue\n\nBroken:\nMac build: 2.80.43, build 2019-02-01 22:37\nLinux build: 2.80., 2019-02-15 7:29\nWorked: 2.79, unsure if there was a working version of 2.8\n\n\nWhen updating an object's CyclesRay visibility (e.g. camera visibility) via python from a script or console, there is no impact in the viewport; while the UI as well as render will reflect the changed state of the setting (checking or unchecking the box), the visibility will not have changed in the viewport. Note: this is only an issue for the viewport, when rendering it will reflect the setting update properly. The issue persists even between leaving and re-entering rendered mode in the viewport, until the user manually clicks to toggle the UI setting directly which resolves the problem.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1) Open default scene\n2) Open console window/scripting workflow,\n3) Enable cycles and enter a viewport into rendered mode\n4) With Default cube selected, type: C.object.cycles_visibility.camera = false\n5) Notice how viewport scene does not update; but if you move the mouse over the property panel:Objects/Cycles settings, you'll see the draw refresh will show the camera visibility turns off\n6) Exit and re-enter rendered mode in the viewport, to find the issue persists (cube is visible to camera)\n7) Press render to notice that the setting however is reflect in render (cube will not be visible to camera)\n8) Manually toggle the camera visibility setting in by clicking the tick box twice, to verify the setting works when done by hand; and see that now the cube does not appear in the viewport (as expected).\n9) Repeat for reverse; ie turning setting to True when initial camera visibility is false.\n\nNote I also tested this and found the same issue with the Glossy visibility using a similar process (adding a mirror-like object next to the cube), so I expect this is true for all of the cycles object visibility settings. \n\nVideo demonstration, happens in any scene including the default\nview?usp=sharing\n\nWhile I agree this is less of an issue since ultimately the correct results appear in render, this is an issue for addons that control this setting and confuse the user as prior to render, there then appears to be a discrepancy between the viewport visibility and the panel settings. ",
"Hair Strand or Strip only shows in Eevee for the viewport \nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nHair Strand or Strip toggles only shows in Eevee for the viewport. If you only use Cycles you won't even know you have the option to display hair particles by thickness. \nIf you toggle it with Eevee enabled the settings port to Cycles though.",
"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",
"Overlays not displayed for UV seams, freestyle edges and sharp edges\nOperating system: Linux-5.4.244-2-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 23.0.4\n\nBroken: version: 3.6.0\n\n\nWhen marking edges as UV seams, these edges' display does not change accordingly, even though the option \"Seams\" is activated in \"Viewport Overlays\".\n\n\n[Based on the default startup]\n- Select the cube and switch to edit mode.\n- Select some edges and mark them as seams for UV unwrapping.\n- These edges are not displayed differently than the others.\n\nSee the attached image where some edges have been marked as seams. I also attached the blend file used for this screenshot.\n\n",
"Texture Painting not updating cycles shader in viewport\nOperating system: Linux-5.8.0-44-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\n\n\nLevel 1. When texture painting in the 3D viewport, the image is updated, but the visible shader on the object doesn't update in cycles until switching to viewport shading and back to cycles.\nIt still works when switching to Eevee shading. When reloading the image in the shader image texture node, it updates in cycles, but the problem persists when the image is updated (painted on) again.\n\nLevel 2. The above bug becomes worse as follows:\n\nIn cycles the image stops updating even when switching to viewport shading and back to cycles.\n(A)-When reloading the image in the shader image texture node, it updates in cycles, but any new paint on the texture in the viewport or image editor -> paint mode won't update until step A is repeated. \n\nI do not know exactly what triggers this 2nd level bug, but it doesn't take long to show up. \nI was able to repeat it just by painting and switching between Eevee and cycles using my test .blend file (attached)\n\n\n\n\n1. Assign a material with an image node to an unwrapped object\n2. Switch to viewport texture painting and start painting on the image in cycles shading. \n3. The image updates in viewport shading, but not the visible shader on the object in cycles. \n4. Switch to Eevee shading - now eveything works as expected.\n\n5. I do not know what triggers the level 2 bug.\n\n[Cycles not painting on Cube.blend](Cycles_not_painting_on_Cube.blend)\n\n\n\n\n\n",
"Cycles vertex color bump map banding \nOperating system: Win10\nGraphics card: GTX 1070\n\n2.79b release\n\nUsing vertex colors in cycles material as a mask for bump/normal texture causes banding/hard edges in render.\n![vertex_color_mask_problem1.jpg](vertex_color_mask_problem1.jpg)\nBanding of vertex color is also visible when using it as a color for shader. \n![vertex_color_mask_problem2.jpg](vertex_color_mask_problem2.jpg)\nIt might have something to do with the fact that vertex colors are represented in 8-bit sRGB values but on the other hand it renders as expected when using it as a mask for example for mix shader node. But the bump doesn't look correct in that case.\n![vertex_color_mask_problem3.jpg](vertex_color_mask_problem3.jpg)\n\n[vertex_color_mask_problem.blend](vertex_color_mask_problem.blend)",
"Xray doesn't work in wireframe shading for objects set to display as wire.\nBroken: 3.0\nWorked: \n\nXray doens't work in wireframe shading mode for objects set to display as wire.\n\n- Open .blend file\n- Change the viewport shading to wireframe.\n- Set one of the cubes to \"Display As : Wire\" in object properties->viewport display.\n- change X-ray value from `Viewport Shading` popover\n- compare the two, only one has xray effect.\n\nTest File:\n[#94802.blend](T94802.blend)",
"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"
] | [
"Vertex Colors not displayed in object/edit/sculpt mode (if Sculpt Vertex Colors are enabled from Experimental)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\nvertex color display seems to be broken in object mode (solid mode display with the corresponding option selected). Vertex color are visible when painting but disappears when returning in object mode.\n\n- in the 3d view - default scene - go to vertex paint mode\n- draw something\n- go to object mode\n- In the solid mode display selected the corresponding option\n- Now enable experimental Sculpt Vertex Colors in the preferences\nVertex Paint disappear\n"
] |
Crash on calling Node.inputs.new(...)
Operating system: Windows 11
Graphics card: GTX 1060M
3.6
On the scripting tab, the following code makes blender crash, even on new projects. The Output file node gets created, but creating a new input socket crashes the app.
```python
import bpy
tree = bpy.context.scene.node_tree
output_node = tree.nodes.new("CompositorNodeOutputFile")
output_node.inputs.new(type="VECTOR", name="Depth") # crashes there
```
Detailed above
| [
"Geometry nodes crash involving point translation and points to volume\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown.\nCannot open reference file in stable (crashes immediately). \nMy oldest 3.0 from 2021-08-01 (`836aeebf7077`) also has the issue.\n\nBlender crashes in certain setups involving point translation and points to volume.\n\n- Open .blend file\n- Connect \"Crash\" node with Reroute\n\nUpon some more testing I found that there are more specific values or ranges that cause the problem, when using the power node one is around 2 to the power of 24.003.\nKnowing values that crash, the attribute fill node can be used:\n\n![image.png](image.png)\n[attribute-fill.blend](attribute-fill.blend)\n[attribute-power.crash.txt](attribute-power.crash.txt)",
"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",
"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",
"CustomNodeTree throws constant warnings when socket is added\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.0.0\nWorked: 2.93\n\nWith custom nodetrees if you add a single node into the node tree and the node tree is visible in an area a warning about the nodetree.type enum being set to something that doesn't exist constantly shows up in the system console.\n```\nWARN (bpy.rna): C:\\Users\\blender\\git\\blender-v300\\blender.git\\source\\blender\\python\\intern\\bpy_rna.c:1352 pyrna_enum_to_py: current value '-1' matches no enum in 'CustomTreeType', 'NodeTree', 'type'\n```\n\n- Open a new blend file in Blender 3.0\n- Run the 'Custom Nodes' template in the Text Editor\n- In sidebar, add socket in groups tab \n\nI understand this might not be technically an error but it makes debugging custom nodetrees difficult as any errors are quickly whisked away up the terminal window by these warnings. As well as this is from a deprecated attribute.\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```",
"Crashing/unexpected results while rendering custom Node-defined volumetric materials\nOperating system: Linux-5.6.0-2-amd64-x86_64-with-glibc2.29 64 Bits\nGraphics card: AMD Radeon (TM) RX 470 Graphics (POLARIS10, DRM 3.36.0, 5.6.0-2-amd64, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.7\n\nBroken: version: 2.91.0 Alpha\nWorked: Never\n\nWhen rendering the attached .blend file, Blender frequently crashes or at the very least fails to render properly. It seems to be something to do with the materials I've defined for Evee to use.\n![rendering-difference.png](rendering-difference.png)\n\n[#79682.blend](T79682.blend)\n- Open file\n- Render animation",
"Node group inputs and outputs have incorrect \"name\" property\nOperating system: Linux-5.8.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics 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\n\nBroken: version: 2.93.7 3.01 3.1 3.2\n\nWhen adding new Input or Output Sockets in the Group Node Properties Tab, the selected Input or Output Socket name is duplicated.\nTwo issues:\n- - [x] the socket name is not unique (this can get problematic since entries in node.outputs are name based)\n- - [x] design question: should the new name default to either \"Input\" or \"Output\"?\nShould Default to Input or Output. ( Only Defaults to Input or Output if there are no Sockets except the Default ones )\n\nIn the Node Editor add Input or Output Sockets to a nodegroup in the sidebar, change the name and try adding more Inputs or Outputs, the System will assign the name of the selected sockets. \n\nSeems like there are muliple functions handling new sockets\n- `make_socket_interface` [in affect when adding a new socket through the UI] gives a unique identifier (but copies the name exactly -- no uniqueness)\n- `nodeAddSocket` or `make_socket` take care of making the name unique as well\n\n{[F12842289](image.png) size=full}\n\n{[F12842292](image.png) size=full}\n\nref #91826 (just to show that unique names are important).\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",
"closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze",
"Crash at the end of preview generation for a deleted datablock\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: -\n\nBlender crashes if you trigger the generation of a preview for a data block and then delete the data block itself. Obviously, the preview data is generated, but since the datablock itself no longer exists, I get an `EXCEPTION_ACCESS_VIOLATION` and a crash.\n\n\nRun simple script in attached *.blend file.\n\n",
"MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n![image](attachment)\n\n",
"GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n",
"Texture Node editor --->creating image , then use created image as input node in texture node editor \nwin 10 \namd radeon \nintel i5\n\n Blender 2.8\n3d8cbb534f82\n\n\n First of all ,this is specifically about the \"texture node editor set to brush for creating an image , then using the created image as an image input in the (brush ) node editor , and again paiting in the SAME image ...\nIt totally makes sens that blender crashes because it is trying to create an image where the brush is that image itself , thus creating a feedback loop \n\n\nSteps to reproduce crash\n\n\n- Create plane \n- Go to the shader editor and create an image texture node \n- Create a new file , let's call this one ''crash'' and route it the shader's colour input \n- Go to the 'texture node editor and from the dropdown select 'brush''\n- Click the 'new tab' and enable úse nodes , by default we are presented with the checker pattern \n- go to the image editor and draw something , we are presented with a checker pattern \n- Now go back to the texture node editor'' and select ímage 'from the input nodes and route it to the tout\n- Select çrash 'as image \n- Now paint something in the image editor \n\nCrash \n\nIn the provided file , everything is already set up , al you have to do is paint in the image editor , and then route the module labeled çrash'to the output of the texture node editor [feedback crash .blend](feedback_crash_.blend)\n\n ",
"Python Operators that add/remove ID data without an undo step crash Blender\nOperating system: Win 10\nGraphics card: GTX 1070\n\nBroken: 2.8.3, 2.9 aed11c673efe\nWorked: 2.8.0\n\nUndoing after object linking to the scene crashes blender. I used the latest daily build\n\n1. Load the crash blend file [crash_modal.blend](crash_modal.blend)\n2. Run the script attached\n3. Click in viewport to add a new object, and then press ESC\n4. Press Ctrl+Z to undo\n5. Crash..\n\n",
"Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n"
] | [
"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"
] |
particle emitter disappear in viewport with "only render mode"
Operating system and graphics card
windows 7
Broken: (example: 2.69.7 4b206af, see splash screen)
Worked: (optional)
2.71 hash 9337574
particle emitter disappear in viewport with "only render mode" when I pick an object as particle.
Based on a (as simple as possible) attached .blend file with minimum amount of steps
1. new scene
2. create a plane
3. create a new particle system
4. assign the cube as the particle's object
5. viewport properties>display>only render
6. watch the plane disappear as I have choose to make my emitter non renderable
| [
"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)",
"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)",
"Disabling/enabling in viewport a sub collection doesn't make the instances of the collection disabled/enabled unless you save and re-open the file\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card: NVIDIA GeForce 920M (Laptop)\n\nBroken: v2.83.13 Beta, 2020-04-21\n\nIf you disable/enable in viewport a sub collection of Collection then the instances of the parent collection \"Collection\" is not disabled/enabled in viewport unless you save and re-open the file.\n\n**Wanted result**\nThe wanted result is exactly like when you save and re-open the file, because for example if you enable/disable the cube which is child of child of Collection, then the instance of cube is enable/disabled. And just like that, SubCollection is child of Collection and if it's enable/disabled then the instance should be enabled/disabled too.\n\n![SubCollection_ViewportEnableDisable_refresh_bug.jpg](SubCollection_ViewportEnableDisable_refresh_bug.jpg)\n[SubCollection_ViewportEnableDisable_refresh_bug.blend](SubCollection_ViewportEnableDisable_refresh_bug.blend)\n1. Open the provided file.\n2. Disable in viewport the collection named \"**SubCollection**\" to unreveal it in viewport. Now the two collection instances \"Instance of '**Collection**' (1) & (2)\" are not hidden.\n3. Save the file.\n4. Press Ctrl+N and click General.\n5. Reopen the same file. Now the two collection instances before are hidden, but before they were not hidden, it's a bug about refreshing.\n6. Enable in viewport the collection named \"**SubCollection**\" to reveal it in viewport. Now the two collection instances \"Instance of '**Collection**' (1) & (2)\" are not shown.\n7. Save the file.\n8. Press Ctrl+N and click General.\n9. Reopen the same file. Now the two collection instances before are shown, but before they were not shown, it's a bug about refreshing.\n\n**Steps for others to explain the logic of the viewport visibility of Collection and Collection Instance, this is not a bug, it's a useful feature that you should keep**\n- Don't forget to enable the \"SubCollection\" if you didn't do it yet, you've already save and re-open the file.\n- Disable in viewport the collection named \"**Collection**\" to unreveal it (not SubCollection). Now the two collection instances \"Instance of '**SubCollection**' (1) & (2)\" are not hidden. Now Enable back the \"Collection\", the enablement of the 2 collection instances \"Instance of 'SubCollection' (1) & (2)\" don't depend on the viewport enablement of the collection named \"Collection\".\n\n**Description of the last steps**\nIt's very useful when you build a model in a .blend file at the origin (0, 0, 0), and its collection name is \"_MODEL_\", and you want to place a collection instance of it at other location (not origin), and you want to disable the model at the origin by disabling the parent collection of the collection named \"_MODEL_\", and you want to keep enabled (visible) the collection instances.\n![Monkey.jpg](Monkey.jpg)\n\n**People will adapt the non-logic bug but they will see weird things**\nThis is a big problem because if people don't know the bug then they think that it's the logic of viewport enablement of collection instances, and all their projects depend on that, but once they save and close and then re-open the file, they will see weird things.",
"Regression: object.local_view_get and object.visible_in_viewport_get() always returns False\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 3.0.0\nBroken: 2.81\nWorked: 2.80\n\nCaused by 1954723635\n\nobject.local_view_get() and object.visible_in_viewport_get() always returns False\n\n1. Set Viewport in Local View.\n2. Get 3D view space, that's in the local view, (in my case C.workspace.screens- [x].areas- [x].spaces[0])\n3. Get local view state by command C.object.local_view_get. Observe that the result is False, but the object is in local view.\n4. Remove object from local View by command C.object.local_view_set. Observe that the object is hidden now.\n5. Get local view state by command C.object.local_view_get. Observe that the result is False, as expected.\n\n{[F12823064](image.png), size=full}\n\nobject.visible_in_viewport_get() have same behavior.",
"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",
"In eevee, shading disappears when SSS is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: -\n\nShading disappears in Eevee if one object is located on another object and both have Subsurface enabled\n\nWhen an object has no shading, it looks unrealistic and wrong.\nTo get around this bug, I render two images and connect them in the compositor.\n\nMaybe it is possible to somehow enable these shading without a second render?\nSSS is needed for both objects.\n\nBall Subsurface On (0.02)\n![SSS-on.jpg](SSS-on.jpg)\nBall Subsurface Off (0.0)\n![SSS-off.jpg](SSS-off.jpg)\n\n.Blend file\n[bugshafowsubsurface.blend](bugshafowsubsurface.blend)\n",
"EEVEE doesn't take collection visibility in account with collection instances\nOperating system: Arch Linux and Windows 10\nGraphics card: Intel UHD 620 and NVIDIA GTX 1060 Super\n\nBroken: `3.1 Alpha 43b0ff3054ba`; `3.0 Beta fb0ea94c6303`; `LTS 2.83.19`\nWorked: \n\nWhen baking (cubemaps or irradiance) with visibility collection set, it will ignore collection instances.\n\nTo explain, I've prepared the following screenshot, hopefully it will explain the situation well.\n\n![image.png](image.png)\n\nAs you can see, the cubemap has visibility collection set to *Collection*, where a *Plane, Cube and an instance of Real* are present, however in the cubemap only the *Plane and Cube* are visible, while the instance is left out.\n\nAs a reference, this is how it should've looked like (this was after instances were made real):\n\n![image.png](image.png)\n\n1. Open the appended file\n2. In render settings, under indirect lighting: *Delete Lighting Cache* and *Bake Cubemap Only*\n3. Switch to Renderered view\n4. Observe the missing floating instance of Real\n[eevee_visibility.blend](eevee_visibility.blend)",
"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",
"Dopesheet Display Hidden doesn't work property combined with Only Selected.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: Version 2.79b\n\n\nIn version 2.79 with the \"Selection Only\" option active in the dope sheet screen, after animating the appearance or disappearance of the object, you had the possibility to edit the keyframes, now it is possible only if the Only Selected option is deactivated, it is rather uncomfortable compared to the previous one because that option is useful to avoid having a max dopesheet window and to avoid errors in complex animations.\n\nFrame 1:\nTurn off the object then Animate Disable in viewport,\nFrame 2:\nTurn on the object and animate Disable in viewport.\nOpen dopesheet window, Click Selection only and Display Hidden option at frame 2, go to frame 1 the frames disappear.\n\n[Dopesheet_280.blend](Dopesheet_280.blend)\n[Dopesheet_279b.blend](Dopesheet_279b.blend)\n\n\n",
"Solid Viewport Transparency Artifacts/Dots\nOperating system: Windows 10 Home Build 19044\nGraphics card: iGPU on Intel Core i7 1185G7 (Iris Xe Graphics)\n\nBroken: 3.1.2\n\nI downloaded a 3D model from TurboSquid of an Aston Martin Vantage (the model is free, [find it here ](3d-aston-martin-s-1685480)) and the viewport has strange dots at object edges when looked at through the partially transparent glass. I tracked the issue down to the alpha of the Glass material in `Properties > Material Properties > Viewport Display`, the dots only appear when the alpha value is not 0.0 or 1.0.\n\n - Open `TransparencyBug.blend` or `astonAston MArtinV12 Vantage S 2016 .blend` (files at the bottom)\n - Set Viewport Shading to Solid\n - Set transparency of Transparent or Glass material (Properties>Material Properties>Viewport Display, select Transparent or Glass material) to some decimal value other than 0.0 and 1.0\n - Dots appear at edges of materials looked at through transparent objects\n\n\n**Images**\n\nastonAston MArtinV12 Vantage S 2016 .blend:\nAlpha 1.0: ![Screenshot (11).png](Screenshot__11_.png)\nAlpha 0.201: ![Screenshot (9).png](Screenshot__9_.png)\nAlpha 0.0: ![Screenshot (10).png](Screenshot__10_.png)\n\nTransparencyBug.blend:\nAlpha 1.0:![Screenshot (14).png](Screenshot__14_.png)\nAlpha 0.5: ![Screenshot (13).png](Screenshot__13_.png)\nAlpha 0.0: ![Screenshot (12).png](Screenshot__12_.png)\n\n**Affected Files**\n[TransparencyBug.blend](TransparencyBug.blend)\n[astonAston MArtinV12 Vantage S 2016 .blend](astonAston_MArtinV12_Vantage_S_2016_.blend)",
"particle instancer modifier 20 years BUG \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n\n\nlook at particle instancer rotation of some parts. you can`t rotate this particles and can`t fix\n![BUG_001.png](BUG_001.png)\n![BUG_002.png](BUG_002.png)\n",
"Hair particle system altering display percentage crashes Blender.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nChanging the percentage value in the Viewport Display section causes Blender to instantly crash.\n\nSet the display percentage with the currently active particle system\n[field_3400_autosave.blend](field_3400_autosave.blend)",
"Rendering 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",
"Cycles can not render parent particle hair, while Eevee can.\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 537.13\n\nBroken: version: 3.6.0\nWorked: I duno\n\n![Eevee.jpg](attachment)\nIn Eevee, parent particles are successfully rendered both in viewport and final render.\n\n![Cycle.jpg](attachment)\nHowever, Cycles fail to render the parent particles both in viewport and final render.\n\nA sample Blender file has been attached below.\n\n",
"Incorrect interaction glass with visibility of other objects\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 471.96\n\nBroken: version: 2.93.3\n\nIncorrect interaction glass with visibility of other objects. I have objects which disappear if I look at them at a certain angle through the glass.\n\nGif of the trouble \n![7gIQ2Oim1B.gif](7gIQ2Oim1B.gif)\n\nTest file:\n[#91424.blend](T91424.blend)\n"
] | [
"object emitter of particles not visible in viewport when GLSL and \"only render\" checked\nwindows 8 titan\n\nofficial blender 2.71 9337574\n\ncreate particle system type hair, render with object , in viewport render GLSL and only render.\nthe object emitter is not visible , when 'only render' is unchecked the object is visible{[F95870](test.blend)}\n\n"
] |
日本語化したときの問題
Operating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits
Graphics card: Intel(R) Iris(TM) Plus Graphics OpenGL Engine (1x6x8 (fused) LP Intel Inc. 4.1 INTEL-14.6.18
Broken: version: 2.83.3
日本語の文字化け問題
言語をEnからJaに変更した時
| [
"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",
"Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)",
"Crash with mantaflow\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nBaking simulation causes crash\n\n[splash.blend](splash.blend)\n\nOpen file and bake liquid\n",
"GN +motion blur =bi-direction\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\n![image.png](image.png)\n\n[Мошкара.blend](Мошкара.blend)\n\n",
"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.",
"Sculpt Mode and push the 'r' key text too bigger.\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.6.0 Alpha\n\nSculpt Mode and push the 'r' key text too bigger.\n\n- Open defualt scene\n- Switch to sculpt mode\n- Open preferences > Interface\n- Set `resolution=2 and line width=Thick`\n- Push the 'r' key cause 3D Viewport text appear too super largest text.\n\nMy show from hidden Library / Application Support / Blender / 3.6 folder.\nSee my youtube.\nkJqtYvcnrbM\n\n",
"Edit mode: Fill region operator wrong behavior.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: since 2.79 till now. \nTested with 2.79b, 2.83.9, 2.92, 2.93 3ea1779365b5\n\n\nFill region operator fails with this geometry. Test my file.\n{[F9906012](9540941.png) size = full}\n[untitled.blend](untitled.blend)\n[2021-03-23_23-38-13.mp4](2021-03-23_23-38-13.mp4)\n",
"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",
"Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)",
"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)",
"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",
"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.",
"smaller startup.blend\nNot sure if this is technically a bug, but...\n\nI notice that `startup.blend` includes 64 blocks of type `MTex` that don’t seem to be referenced anywhere. Loading the startup file into Blender and then saving it without making any changes removes these blocks.\n\nEnclosed [startup.blend](startup.blend) is a copy of `startup.blend` from the current Blender source tree after processing through my experimental [blendhack ](blendhack) script to remove the unreferenced blocks. I also saved it with 32-bit rather than 64-bit pointers, which knocks about another 50K off the size.\n\nI also note the potential for information leaks in the current procedure for saving `.blend` files; for example, fixed-length fields containing null-terminated strings retain traces of previous values after the terminating null. And the saving of in-memory addresses can give hints about the configuration of the system on which the file was saved.",
"Multi-Object-Mode: EditMesh Tools\nNote, while these follow menus, duplicates have been removed.\n\n## Remaining\n\n- MESH_OT_select_similar_region ([D3672](D3672))\n- MESH_OT_knife_project (leave aside for now, too complex - see [D3637](D3637))\n- MESH_OT_knife_tool (leave aside for now, too complex - see [D3637](D3637))\n\n\n## Mesh Menu:\n\n- ~~MESH_OT_duplicate_move~~ 1ade071052\n- ~~MESH_OT_extrude_edges_indiv~~ d8f70a26fd\n- ~~MESH_OT_extrude_faces_indiv~~ 07774d4860\n- ~~MESH_OT_extrude_verts_indiv~~ 7c415e6fd7\n- ~~MESH_OT_extrude_edges_move~~ 1d7bdbd273\n- ~~MESH_OT_extrude_vertices_move~~ 1d7bdbd273\n- ~~MESH_OT_delete_loose~~ bfc9d426bb\n- ~~MESH_OT_decimate~~ 5b45d32f3a\n- ~~MESH_OT_dissolve_degenerate~~ (initial comsmit) bfc9d426bb\n- ~~MESH_OT_dissolve_limited~~ 09e14cb5bc\n- ~~MESH_OT_face_make_planar~~ 0e5a4f927a\n- ~~MESH_OT_vert_connect_nonplanar~~ b942106c73\n- ~~MESH_OT_vert_connect_concave~~4043e4b820\n- ~~MESH_OT_fill_holes~~ 69b95b45f4\n- ~~MESH_OT_symmetrize~~ 03a916e5b5\n- ~~MESH_OT_symmetry_snap~~ 7f9768cb80\n- ~~MESH_OT_bisect~~ f9eb2f29fe\n- ~~MESH_OT_sort_elements~~ ffb424c85f\n\n## Snap Menu:\n\n\n- ~~VIEW3D_OT_snap_selected_to_grid~~ 016ba0f38b\n- ~~VIEW3D_OT_snap_selected_to_cursor~~ ec3357e03a\n- ~~VIEW3D_OT_snap_selected_to_active~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_selected~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_center~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_grid~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_active~~ (no change required)\n\n\n## Vertex Menu:\n\n- ~~MESH_OT_merge~~ b73c7381cc\n- ~~MESH_OT_remove_doubles~~ 22b2bab702\n- ~~MESH_OT_rip~~ 9d0d7c375e\n- ~~MESH_OT_rip_edge~~ 6539c1fc41\n- ~~MESH_OT_split~~ fc8d903000\n- ~~MESH_OT_separate~~ 5e915baec4\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_vertices_smooth~~ d915aa57f8\n- ~~MESH_OT_vertices_smooth_laplacian~~ 1f30232aa7\n- ~~MESH_OT_blend_from_shape~~ 6ae09dfcad\n- ~~OBJECT_OT_vertex_group_smooth~~ 3dee8b4a12\n- ~~MESH_OT_shape_propagate_to_all~~ 3a43528274\n\n## Edge Menu:\n\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_subdivide~~ (initial patch)\n- ~~MESH_OT_subdivide_edgering~~ 853e55b043\n- ~~MESH_OT_unsubdivide~~ e245f7c09c\n- ~~TRANSFORM_OT_edge_crease~~ (initial patch)\n- ~~MESH_OT_mark_seam~~ 61f0608b4a\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_edge_rotate~~ 66ffbf9b7d\n- ~~MESH_OT_edge_split~~ 207b549d40\n- ~~MESH_OT_bridge_edge_loops~~ eb2226dde2\n- ~~TRANSFORM_OT_edge_slide~~ (wrapper to other operator, working)\n- ~~MESH_OT_loop_multi_select~~ df49155cfb\n- ~~MESH_OT_loop_to_region~~ 8b41999ea0\n- ~~MESH_OT_region_to_loop~~ 56d65719b3\n\n\n## Face Menu:\n\n- ~~MESH_OT_flip_normals~~ 4704f2687a\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_fill~~ b726ff4fc4\n- ~~MESH_OT_beautify_fill~~ e42b8c32ab\n- ~~MESH_OT_inset~~ 570455fb83\n- ~~MESH_OT_bevel~~ d9e04cb594\n- ~~MESH_OT_solidify~~ f309c34cfe\n- ~~MESH_OT_intersect~~ dffd37877d\n- ~~MESH_OT_intersect_boolean~~ 46aec45b2a\n- ~~MESH_OT_wireframe~~ a0a78f6da4\n- ~~MESH_OT_poke~~ 3a9669bfff\n- ~~MESH_OT_quads_convert_to_tris~~ (initial patch bfc9d426bb\n- ~~MESH_OT_tris_convert_to_quads~~ (initial patch bfc9d426bb\n- ~~MESH_OT_face_split_by_edges~~ b6a822d726\n- ~~MESH_OT_faces_shade_smooth~~ e4c4e8566f\n- ~~MESH_OT_faces_shade_flat~~ 9fc0c0c3de\n- ~~MESH_OT_uvs_reverse~~ 63951bc987\n- ~~MESH_OT_uvs_rotate~~ faaffc4011\n- ~~MESH_OT_colors_rotate~~ 42c5c20e54\n- ~~MESH_OT_colors_reverse~~ 753be0a2a5\n\n## Mesh Toolbar: (should be added to menu)\n\n- ~~MESH_OT_loopcut~~ e87dd9aa00\n- ~~MESH_OT_convex_hull~~ e1cee0ac71\n- ~~MESH_OT_delete~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_delete_edgeloop~~ 49be803ad6\n- ~~MESH_OT_dissolve_edges~~ 7f5c469716\n- ~~MESH_OT_dissolve_faces~~ 848d9cda0e\n- ~~MESH_OT_dissolve_mode~~ (wrapper of vert/edge/face dissolve)\n- ~~MESH_OT_dissolve_verts~~ 5f59a8bb11\n- ~~MESH_OT_drop_named_image~~ b4d23818c8\n- ~~MESH_OT_dupli_extrude_cursor~~ 68a719f1ea\n- ~~MESH_OT_duplicate~~ 1ade071052\n- ~~MESH_OT_edge_collapse~~ 2349b9777a\n- ~~MESH_OT_edgering_select~~ 7fa77cd31d\n- ~~MESH_OT_edges_select_sharp~~ dd93c80747\n- ~~MESH_OT_extrude_region~~ 1d7bdbd273\n- ~~MESH_OT_extrude_repeat~~ 9a125ca5fe\n- ~~MESH_OT_faces_select_linked_flat~~ 1bb9ccf887\n- ~~MESH_OT_fill_grid~~ 1cbe3b6e03\n- ~~MESH_OT_hide~~ 5d8937e8ba\n- ~~MESH_OT_loop_select~~ 7fa77cd31d\n- ~~MESH_OT_normals_make_consistent~~ 266638d783\n- ~~MESH_OT_offset_edge_loops~~ efd843b51c\n- ~~MESH_OT_reveal~~ f4c1685a16\n- ~~MESH_OT_screw~~ badd88ca02\n- ~~MESH_OT_select_all~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_axis~~ c899f21800\n- ~~MESH_OT_select_face_by_sides~~ 90c9458b2f\n- ~~MESH_OT_select_interior_faces~~ e161c51e7f\n- ~~MESH_OT_select_less~~ b6a7fa1880\n- ~~MESH_OT_select_linked~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_linked_pick~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_loose~~ eacb2eb423\n- ~~MESH_OT_select_mirror~~ 3ebe389605\n- ~~MESH_OT_select_mode~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_more~~ 2309131b4d\n- ~~MESH_OT_select_non_manifold~~ 4da2aec2bb\n- ~~MESH_OT_select_nth~~ 63c2397171\n- ~~MESH_OT_select_random~~ 847f028b71\n- ~~MESH_OT_select_similar~~ 75b2091d42\n- ~~MESH_OT_select_ungrouped~~ 1d8e6c5cd0\n- ~~MESH_OT_shortest_path_pick~~ c32cc3e43e\n- ~~MESH_OT_shortest_path_select~~ 5a431be629\n- ~~MESH_OT_spin~~ ab8dded330\n- ~~MESH_OT_vert_connect~~ 944054fbb6\n- ~~MESH_OT_vert_connect_path~~ fc7316fb54\n",
"Grid doesnt show\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n"
] | [
"Problems when translated into Japanese\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics OpenGL Engine (1x6x8 (fused) LP Intel Inc. 4.1 INTEL-14.6.18\n\nBroken: version: 2.83.3\n\nJapanese garbled problem\nWhen the language is changed from English to Japanese\n\n"
] |
Render animation always crash when I use RTX Cards!! Why?
System Information
Operating system: Windows 11
Graphics card: Nvidia RTX 3090{[F13094935](blender_debug_output.txt)}
[blender_system_info.txt](blender_system_info.txt)
Blender Version
Broken: 3.1.2
Worked: Happens in all versions before!
Hi,
I´m a bit disapointed and frustrating because I can´t render animations with my RTX Card in Blender!
I have a main workstation with the RTX 3090 and i can´t render a blender animation on it! because always crash after some frames rendered but the funny is my old workstation have 2 1080 gtx cards and there all working without crashing! But the rendertimes is much more! why this is happens with the RTX cards?? :(
| [
"dual monitor will sometimes cause blender to freeze\nOperating system:win10\nGraphics card:2080s\n\nBroken: 3.4.1\nWorked: \n\ni have two monitors (4k and 2k) scrolling timeline or doing anything on one monitor and displaying cycles render viewport on the other monitor will sometimes cause blender to freeze forever\n\nit is not specific to this scene it will freeze on all kinds of scenes, might be related to the muti-monitor bug i have been reporting T96248\nhere is a screenshot of what it looks like when freezing ![dwm_dn4qjvpnKf.png](dwm_dn4qjvpnKf.png)\n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor",
"Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n",
"Crash 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",
"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",
"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",
"Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n",
"Render animation cycles-x bug March 11, 2022\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nRender count from 1 to 1200 frames\n![image.png](image.png)\n\nBlender 3.2.0 Alpha within Cycles-x\nPush the 'Command + F12\" and render animation cause bug between start to end (855 - 1200 frames)\n\nBlender and video file: [Blender 3-2-0 by Kent Davis March 11 2022.zip](Blender_3-2-0_by_Kent_Davis_March_11_2022.zip)\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nRadeon Pro 575:\n\n```\nChipset Model:\tRadeon Pro 575\nType:\tGPU\nBus:\tPCIe\nPCIe Lane Width:\tx16\nVRAM (Total):\t4 GB\nVendor:\tAMD (0x1002)\nDevice ID:\t0x67df\nRevision ID:\t0x00c4\nROM Revision:\t113-D000AA-931\nVBIOS Version:\t113-D0001A1P-025\nEFI Driver Version:\t01.00.931\nMetal Family:\tSupported, Metal GPUFamily macOS 2\nDisplays:\n```\niMac:\n```\nDisplay Type:\tBuilt-In Retina LCD\nResolution:\tRetina 5K (5120 x 2880)\nFramebuffer Depth:\t30-Bit Color (ARGB2101010)\nMain Display:\tYes\nMirror:\tOff\nOnline:\tYes\nAutomatically Adjust Brightness:\tNo\nConnection Type:\tInternal\n```\n\n",
"Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)",
"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",
"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",
"It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?",
"Error 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.",
"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"
] | [
"Render animation always crash when I use RTX Cards\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c3b, type: release\n\nRendering an animation results in a crash on a NVIDIA GeForce RTX 3090, but not on NVIDIA GeForce 1080.\n\n?\n\n```\nStack trace:\n\tblender.exe :0x00007FF78E9E10F0 DRW_mesh_batch_cache_create_requested\n\tblender.exe :0x00007FF78E9D7E60 drw_batch_cache_generate_requested\n\tblender.exe :0x00007FF78E9B1D80 drw_engines_cache_populate\n\tblender.exe :0x00007FF78E9ADFB0 DRW_draw_render_loop_2d_ex\n\tblender.exe :0x00007FF78F2A6680 image_main_region_draw\n\tblender.exe :0x00007FF78ECBD940 ED_region_do_draw\n\tblender.exe :0x00007FF78E8B60C0 wm_draw_window_offscreen\n\tblender.exe :0x00007FF78E8B5F10 wm_draw_window\n\tblender.exe :0x00007FF78E8B5A10 wm_draw_update\n\tblender.exe :0x00007FF78E890110 WM_main\n\tblender.exe :0x00007FF78E4F03C0 main\n\tblender.exe :0x00007FF793BBFE74 __scrt_common_main_seh\n\tKERNEL32.DLL :0x00007FFF5B5554D0 BaseThreadInitThunk\n\tntdll.dll :0x00007FFF5BEA4830 RtlUserThreadStart\n```\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[wc3_cam2_tuto2.crash.txt](wc3_cam2_tuto2.crash.txt)"
] |
Cloth doesn't collide with objects, and itself.
Operating system and graphics card
Windows 7 Ultimate, GTX 970.
Broken: All new from Buildbot including Gooseberry branch.
Worked: Official from Blender.org
Like in topic. Cloth object don't collide with collision object, and don't collide with itself.
Add plane, subdivide, add to it cloth simulation. Add sphere, add collision and watch.
| [
"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 ). ",
"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)",
"Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up.",
"Particles appear above where they should not appear (with rigid bodies)\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 780M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 2.92.0\nWorked: 2.79\n\nI have a cube that is an active rigid body that falls on a floor (another cube) that is a passive rigid body. The falling cube has a particle system. I tell the particles to start in the frame that coincides with the impact of the cube with the floor and to finish emitting one frame behind. The problem is that at the moment of impact this particle appears in the air, I attach an image of when it appears and then when it disappears everything continues normally. Particles only appear above when it coincides with the same frame in which there is a collision in the rigid body. In 2.79 this does not happen. In 2.92 and 2.93 if it happens. Greetings, I attach an example scene made with 2.92 stable.\n\n1 add cube an scale (this is the ground) \n2 add pasive rigid body to ground\n3 create a cube an put an raise it up a little\n4 add rigid body active to the cube above\n5 add particles to the cube above\n6 in the same frame as when the top cube collides with the ground and to finish broadcasting one frame later\n7 Now we play and we see that at the moment of impact, particles appear above where they should not appear.\n\n![Captura de pantalla 2021-04-09 a las 10.12.18.png](Captura_de_pantalla_2021-04-09_a_las_10.12.18.png)\n![Captura de pantalla 2021-04-09 a las 10.12.29.png](Captura_de_pantalla_2021-04-09_a_las_10.12.29.png)\n\n[particles_bug_when_collide_rigid_body.blend](particles_bug_when_collide_rigid_body.blend)",
"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",
"Rigid Body System stops working when particle system added\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.2 26.20.15019.15019\n\nBroken: version: 2.82 (sub 7) & 2.83 (sub 5)\nWorked: -\n\nI have a rigid body collision setup with various chained constraints - if I add a particle system to any of the active rigid body objects, the simulation ceases to run.\n\nBlender file attached. Try adding a particle system to the 'Brick to test particle system' object in the main collection (or any other active object, the specified one simply for convenience). \n\nThe simulation will not run. Remove the particle system, the simulation runs again. \n\nI would like to add particles emitting from the objects to simulate debris/dust but hit this issue and can't find any workaround. \n\nAny insight much appreciated!\n\n\n\n[Wall destruction march v1.blend](Wall_destruction_march_v1.blend)\n\n",
"Soft Body collides with Rigid Body in their initial position of the animation\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1\n\nI have an animation with a Rigid Body (blue balloon in the blend file) which collides with some Rigid Body (the letters H and T in the blend file).\n\nWhen you play the animation in the blend file, notice that the blue Soft Body balloon bounces on the Rigid Body objects (the letters H and T), but it does so in the INITIAL position of these letters. It's clearly visible from frame 38 and onwards.\n\nI wouldn't expect the blue Soft Body balloon to bounche on the Rigid Body letters before it's actually hits them.\n\nOpen the attached blend file, go to Layout tab, and play the animation.\n[TextBug.blend](TextBug.blend)",
"Particle hair simulation not working\nOperating system: Windows 10\nGraphics card: GTX 1070ti\n\nBroken: 2.93.4\nWorked: unknown\n\nI modeled particle-hair and try to make it dynamic, for whatever reason I cannot make it to work and sometimes Blender crashes.\n\n[Test.blend](Test.blend)\n\n[Test.crash.txt](Test.crash.txt) \n\nIf I try another simple particle-hair system on the-same object it does work. \n\nTry to get the hair in attached file to simulate.",
"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)",
"Skin modifier does not work on meshes created from scratch during evaluation (primitives, etc.)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked: NA\n\nSkin Modifier does not work with Geometry Nodes Mesh Primitives, see attached blend file.\n\nOpen attached file, note that Skin Modifier has no effect.\n\n[GN_skin_modif_bug.blend](GN_skin_modif_bug.blend)\n",
"Crash when 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",
"Particle system with collision modifier hangs on baking\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\nWorked: 2.81a\n\n[#88965.blend](T88965.blend)\n\n- Open file\n- Bake particles on LRG_Submarine_Propeller object\n\nIt fails. When you disable collision modifier on LRG_Submarine_Hull object or simplify it considerably, it works.",
"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",
"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",
"Rigid-Bodies Colliding Improperly\n[Basic Setup with bug 2.blend](Basic_Setup_with_bug_2.blend)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 13)\n\nSome of the Rigid-Body objects in the included .blend go flying when animation is played, as though they were intersecting each other, but they are not.\n\nOpen the included .blend.\nPlay animation. The two objects named \"Suspension.FL will go flying off in opposite directions."
] | [
"Cloth collision does not work in current dev version\nwin 7 (64) + Geforce GTX 760\n\nBroken: current development version (trunk)\nWorked: 2.73a\n\nBlender cloth simulation collision does not work.\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nSee attached file OR\n\n1 Add a Cube\n2 Add a Collision to it\n3 Add a Plane, subdivide it a few times, Add a cloth simulation to it, move it above the cube\n4 Activate the collsion settings (collsion and self collision)\n5 hit play in the timeline\n- > Cube is ignored by the cloth sim.\n\n\n"
] |
Deleting a view layer during rendering crashes Blender
**System Information:**
Operating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.27
**Blender Version:**
Broken: 3.0.0 Alpha
Broken: I tested all major versions of Blender down to 2.82 and was able to reproduce the issue.
Worked: N/A
**Short description of error:**
When a view layer is deleted during rendering and then Blender switches to rendering the deleted view layer, Blender will crash.
**Exact steps for others to reproduce the error:**
1. Create a scene that takes at least a few seconds to render (Switching to the Cycles render engine on the default scene should be sufficient)
2. Create a new view layer.
3. Start a render.
4. During the render of the first view layer (probably named `View Layer`), go to the top of Blender and delete the other view layer (`View Layer.001`)
5. Blender should crash when it switches over to rendering that view layer.
Here's a video demonstrating the issue:
[Blender crash on view layer deletion.mp4](Blender_crash_on_view_layer_deletion.mp4) | [
"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 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",
"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",
"Viewports should go out of localview when switching scenes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nI don't know what the purpose of it.. but it seems like bug. Because I can't find any usefull explonation to this \"fuatures\".\nWhen you have few scenes and going into isolate mode in one of them, and then decided to change scene (and will forget turn off isolate mode) - you will see: nothing :D \nI think in this case more usefull to: a) auto-skip isolate mode when you chanhe SCENES (easy) b) auto-skip isolate mode to all SCENES exept those where you turn on (local storage of isolate mode for each SCENE) (harder)\n\nDefault. Create in scene 2 cubes. Create another one scene and put there few monkeys heads. Then select one of them and o to isolate mode (press \"/\"). Then change scene to another and you will see nothing :)\n",
"Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)",
"crash when 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",
"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",
"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",
" EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)",
"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)",
"Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.",
"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",
"rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n"
] | [
"Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n"
] |
Blender 3.5 is crashing immediately when clicking on SHADING or VIEWPORT SHADING option.
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 20.19.15.5166
Broken: version: 3.5.0
Blender 3.5 is crashing immediately when clicking on SHADING or VIEWPORT SHADING option. No ERROR, window closed immediately. Earlier version working flawlessely.
| [
"Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n",
"Blender 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)",
"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",
"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 crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n",
"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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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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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 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<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",
"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)",
"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)",
"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)",
"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",
"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)",
"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",
"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",
"Impossible to run Modal operator with simultaneously open props dialog (Blender crashes)\nOperating system: Linux-5.15.4-x86_64-AMD_Ryzen_3_PRO_4350G_with_Radeon_Graphics-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.4, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.2.6\n\nBroken: version: 2.93.0\n2.93.6, 2.93.7, 3.0.0 and 3.1.0 all are broken.\nWorked: (don't know)\n\nBlender crashes while trying to display operator properties dialog (invoke_props_dialog) and add\nthe same operator as the modal handler (modal_handler_add(self))\nI think it's the same problem as in the (closed) task blender/blender-addons#48196\n\nTry to invoke corresponding operator and then to return {'FINISHED'} or {'CANCELLED'} from the modal() handler.\nThen blender crashes after pressing ESC or closing dialog.\n\nSample code:\n\n```\nimport bpy\n\nclass TEST(bpy.types.Operator):\n bl_idname = \"test.modal\"\n bl_label = \"test invoke props + modal\"\n\n test: bpy.props.StringProperty(\n name=\"test\",\n description=\"test\",\n default=''\n )\n \n def draw(self, context):\n col = self.layout.column(align=True)\n col.prop(self, \"test\")\n\n def invoke(self, context, event):\n context.window_manager.invoke_props_dialog(self)\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n def execute(self, context):\n return {'FINISHED'}\n\n def modal(self, context, event):\n if event.type in {'ESC'}:\n return {'CANCELLED'}\n return {'PASS_THROUGH'}\n\ndef register():\n bpy.utils.register_class(TEST)\n\n\ndef unregister():\n bpy.utils.unregister_class(TEST)\n\nif __name__ == \"__main__\":\n register()\n```\n\nI think that impossibility of creating modal operators which can simultaneously have open properties\ndialog for on-the-fly corrections lead to endless tries to create custom bgl-rendered UIs which is just\nan unneeded overhead.\n\nPlease, review the mentioned bug, AFAIK it was already fixed but somehow reappeared upstream...\n"
] | [
"Regression: Blender 3.5 crashes when selecting either Viewport Shading Material and Rendered\nOperating system: Windows 10 home : Laptop Lenovo G50-80\nGraphics card: Intel(R) HD Graphics 5500 4.4.0 - Build 20.19.15.5171\n\nBroken: 3.5\nWorked: (3.4.1)\n\n\nJust installed Blender 3.5. Everything is factory default; no Addons were imported over from blender 3.4.1.\n\nWent to check viewport shading previews. Every time I clicked on Viewport Materiel or Rendered, Blender 3.5 crashes. This happens in Eevee and Cycles. No Blend file is loaded.This is from the Splash Screen, New session factory default.\n\n",
"shaders and evee and 2d animation crashing\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 5500 Intel 4.4.0 - Build 20.19.15.4531\n\nBroken: version: 3.5.0\n\n[hello there blender team i have been having with blender 3.5 with evee shaders and 2 animation]\n\n[i open blender then click on genereal and i click on shaders it crashes or another scnario open click on 2d animation it crahses and another open blender click on genereal try to use evee crahses]\n\n",
"Clicking on material properties crashes Blender\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 20.19.15.5171\n\nBroken: version: 3.5.0\n\nClicking on material properties crashes Blender\n\nFrom a freshly restarted PC with 50% memory free with the latest graphic drivers and a newly installed Blender 3.5, with all addons disabled, default startup. Click on material properties, after a few seconds Blender is killed. Same thing happens for Blender 3.2. For 3.01 it hangs instead.\n\n"
] |
External animation player DJV fails to launch
Operating system: Windows-10-10.0.18363-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29
Broken: version: 3.2.0
When Blender renders out an image sequence, pressing ctrl+F11 by default will play back
the sequence in its own animation player. Switching this to DJV for the playback, fails.
It would seem the DJV command to trigger the image sequence and load it, is hard coded with old code
for the command line.
DJV is already installed on my system (default target path: "C:\Program Files\DJV2\bin\djv.exe"),
but the error that Blender present is this:
> Couldn't run external animation player with command ['djv', 'E:\\MyProject\\Renders\\testsubmarine\\TestSubmarine0001.png', '-speed', '24.0', '-in_out', '1', '250', '-frame', '1', '-time_units', 'Frames']
> [WinError 2] The system cannot find the file specified
Render an image sequence.
Go to to edit>user prefs>system path>animation player DJV
Press CTRL+F11 for the image sequence to load into DJV player, but it fails with the above error.
![image.png](image.png)
| [
"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)",
"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",
"Autokey function hinders execution of drivers\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nWorked: Never (2.80+)\n\n- Open General template\n- Enable auto-keyframing in preferences for new scenes\n- Create new scene\n- Add cube\n- To Location X type `#frame`\n- Scrub timeline\n\nDriver won't update\n",
"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",
"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)!!",
"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",
"EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)",
"Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405",
"Blender crashes 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)",
"Reload Image (in Image Texture Node) not worked with Cycles selected. bpy.ops.image.reload()\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\nAlso not working in 3.6 beta\n\nReload Image (in Image Texture Node) not worked with Cycles. bpy.ops.image.reload()\nIf Cycles selected as active render - it's not working, but if set to Workbench or Eevee - all works fine.\n\n1. Create a plane, assign a texture. Set render to Cycles in settings and in viewport active render.\n2. Change texture, press reload image button - the texture won't change.\n\nSee video in attach for preview.",
"Image Editor Blank After Switching Slots, Even If There Is A Render In That Slot\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: (2.80, 79f67acccb36, blender2.7, 2019-03-24)\n\nSwitching the slots in the image editor for the render result (hotkey \"j\") can show a blank image, even if there is an image available in that slot.\nSelecting the render layer in the dropdown menu brings it back.\nThis is irritating, especially since the image is shown right after rendering.\nThis only happens if the compositor is disabled.\n\n- Load [bug.blend](bug.blend).\n- Press F12 to render. The image editor comes up.\n- Press \"j\" to switch to switch the slot.\n- Press F12 to render again.\n- Press \"j\" to switch back to the previous slot. It now appears blank.",
"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",
"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",
"Self-referencing driver works in viewport, but not in render.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional) 2.79b\n\nRotation property of object is updated in viewport, but not in render.\nIf run same script in 2.79 - all works fine both in viewport and render.\n\n```\ndef rotator():\n var1=bpy.data.objects[\"Suzanne\"].rotation_euler.z\n var3=bpy.data.scenes[\"Scene\"].render.fps\n\n new_value=var1+math.radians(var3)\n\n return new_value\n```\n\n\n[Script_bug_2.8.2.blend](Script_bug_2.8.2.blend)\n\n- run the file Script_bug_2.8.2 ('Run script', 'Update Dependecies')\n- play in the viewport - the animation works correctly\n- render (Ctrl + F12) - the animation does not work;\n\nViewport:\n[bug_video_render0001-0050.mkv](bug_video_render0001-0050.mkv)\n\nRender:\n[bug_video_render_20001-0050.mkv](bug_video_render_20001-0050.mkv)\n\n2.79 file:\n[Script_work_2.79.blend](Script_work_2.79.blend)\n\n",
"VDB sequences are rendered blocky here and there ( issues with Volume Displacement Modifier )\nOperating system: Windows 10 \nGraphics card: RTX 2070 CUDA\n\nBroken: blender-3.0.0-alpha+master.ef5a362a5b24-windows.amd64-release.zip\n\n\nBlender renders these blocky frames here and there during the actual render. The VDBs seem to be fine, the same botched render frames look fine in the viewport render. These anomolies are happening only during the actual render. See the attached image (middle right image) for what is happening please.\n\nThe same sequence renders without any issues in Houdini.\n\n(Cycles)\n\n![Bridge_iKusW7CdLf.jpg](Bridge_iKusW7CdLf.jpg)\n\n\nHere is an actual movie render (with Eevee) that shows how horrible this issue is.\n[borkedframes_0001-0200.mp4](borkedframes_0001-0200.mp4)\n\n\n[#88966.blend](T88966.blend)\n[steam.4.0001.vdb](steam.4.0001.vdb)\n\n- Open .blend file\n- Render sequence with CUDA\n\nIssue should appear within 30 frames\n"
] | [
"DJV path isn't recognized\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 3.0.0 Alpha\n\n\nThe preset to use DJV as animation pl;ayer fails because it can't find the installed player\n\n```\nCouldn't run external animation player with command ['djv', 'C:\\\\Users\\\\zanqd\\\\Desktop\\\\frames\\\\frame_0001.png', '-speed', '24.0', '-in_out', '1', '50', '-frame', '1', '-time_units', 'Frames']\n[WinError 2] The system cannot find the file specified\n```\n\nSelect DJV as default player in the preferences\nPlay a frame sequence animation\n\n"
] |
Snap icon doesn't update when toggled during transformation
Broken: version: 2.83, 2.90
The snap icon doesn't update when toggled with "Shift+Tab" during transform modal. After the transformation, hover over the icon and it will refresh.
| [
"Sculpt mode pivot ignores object transform when pivot mode is \"Active Element\"\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.32.0 355.11.10.10.40.102\n\nBroken: version: 3.4.0\nWorked: unknown\n\nWhen the pivot mode is set to \"Active Element,\" the sculpt mode pivot location ignores the transform of the object.\n\n- move and/or rotate default cube\n- Set `Transform Pivot Point` to `Active Element`\n- To see the pivot position, enable `Move` Object Gizmos (in popover of `Viewport Gizmos`)\n- enter sculpt mode. (note that the pivot has moved back to origin)\n- Go to {nav Sculpt > Set Pivot} and run any of the `Set Pivot Operation` operators (such as `Pivot to Origin`, `Pivot to Unmasked`, `Pivot to Mask Border`, etc)\n\nThe pivot location will be relative to the world origin, not the transformed object (which is also active).\n\n---\nTo be honest, it's strange to me that operations such as \"Set Pivot -> Pivot to Mask Border\" generate a pivot that's different for different pivot selection modes in the first place --- it's very unintuitive for the pivot location to not appear at the actual (world space, post-transform) mask border when you run an operation that's supposed to set it to that location. I haven't thought through the nuances of sculpt pivot vs 3d cursor vs pivot mode interaction, though, so maybe there's a good reason for this --- in which case take this as UX feedback that I spent an hour trying to figure out why my pivots weren't working before finding this issue :)\n\nAt any rate, the Active Element behavior seems broken",
"New Icons: Global Menus & Animation Editors\n**Big Picture**\nThese 37 new icons provide functionality and visual feedback for menu commands primarily found in the Graph Editor, but some of the icons would be used in other parts of Blender. They adhere to the visual language of the current icons and are pixel-perfect where possible for greater UI contrast & clarity at small sizes.\n\n**Use cases**\n* Users trying to understand text-only commands (e.g. Jump to Keyframes, Sample Keyframes)\n* Commands can be identified by one symbol as opposed to long strings (e.g. Bind Cameras to Markers, Revive Disabled F-Curves)\n* Disambiguating commands (e.g. Duplicate [Keyframe] / Duplicate Marker)\n* Providing Blender community & Add-On developers more icon options\n* With Blender-wide icons, users can quickly understand tools' functionality (e.g. Box Select, Circle Select)\n\n**Design**\nHere is the latest design with User Interface feedback incorporated\n![New_Icons.jpg](New_Icons.jpg)\n\nAnd here they are in context:\nGraph Editor - View\n![Graph_Editor_View.jpg](Graph_Editor_View.jpg)\n\nGraph Editor - Select\n![Graph_Editor_Select.jpg](Graph_Editor_Select.jpg)\n\nGraph Editor - Marker\n![Graph_Editor_Markers.jpg](Graph_Editor_Markers.jpg)\n\nGraph Editor - Channel\n![Graph_Editor_Channels.jpg](Graph_Editor_Channels.jpg)\n\nGraph Editor - Key\n![Graph_Editor_Keys.jpg](Graph_Editor_Keys.jpg)\n\n3D Viewport - Select\n![View3D_Select.jpg](View3D_Select.jpg)\n\nImplementation patch:\nD14662",
"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",
"Crash when updating image pixel data through python API\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.0, 2.90\nWorked: N/A\n\nBlender crashes with apparent memory corruption, when image pixel data and previous are updated frequently with python script.\nStack traces give no obvious answer, i have seen it happen in depsgraph eval, node graph code, imbuf, etc.\n\n*Note: i could not reproduce this issue in debug mode so far, only release or RelWithDebInfo seems to work.*\n\n 1. Open attacehd file\n - Run the script\n - Make sure the scene properties are visible (it seems to only crash when displaying image previews).\n - Grab the default cube and wiggle it around to force depsgraph updates.\n - If it doesn't want to crash, re-open Blender, it seems to be quite random.\n\nI'm using a node group to access image data blocks, so they can be displayed in a panel as pointers. The code generates data to replace the image pixels as well as the preview.\nI have also tried running a timer and deferring pixel updates using a queue as suggested [here ](bpy.app.timers.html#use-a-timer-to-react-to-events-in-another-thread), just in case the depsgraph post update is somehow not safe, but this doesn't change anything substantially. The bug happens in both cases.\n\n[crashtest.blend](crashtest.blend)",
"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)",
"VSE: Operators missing cache invalidation\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.1.0 Alpha\n\n\nThese things were also reported in: #90415 but not fixed yet. Invalidate cache = restart prefetch frames. \n\nScene Strips:\n - 3D View object changes in referenced Scene strip need to invalidate cache.\n - Changing the Post Processing setting in the referenced scene in a scene strip needs to invalidate cache.\n - Changes in Compositor need to invalidate cache.\n\nText Strips:\n - Doesn't update while entering text, but do when changing Wrap Width.\n\nSnap Strips to Current Frame:\n - Is not caching from the Playhead position. It actually makes prefetch caching stop. And it will only start again if Show Cache is disabled and reenabled. \n![snap_current_frame.gif](snap_current_frame.gif)\n\nModifiers:\n - Curves doesn't update Preview while dragging curve points, only on release.\n\nUnmute Strips:\n - Need to invalidate cache.\n\nBtw. caching still needs to work when reverse playing and also needs to keep some frames cached on the left side of the playhead for quick reverse playing. There might be an old report open for this, but I can't remember.\n\n\n",
"UI: Discussion Topics & Possible To-Do's for 3.0\n3.0 is the next chance to do breaking changes which should not go into normal releases. That may be: higher level design changes, muscle memory breaking, documentation breaking (e.g. changed operator names) or non-trivial visual changes. There should still be no .blend file compatibility breaking changes.\n\nIn this task we can collect such changes for consideration. This is not a \"wish a feature\" list. These are things we discussed already but couldn't do earlier because they would be too disruptive.\n\n* Active vs. selected (#82359 (Stronger binding of Active and Selected))\n* Keymap polish\n\n - Consistent selection with modifier keys #78253 (Formalize Default Selection Behavior and Key-map)\n - {key 1}/{key 2}/{key 3} for changing into vertex/edge/face edit mode #88071 (Keymap: use number keys for mode switching (2nd Iteration))\n - {key D} for view-navigation sub-menu #88092 (Keymap: use D-key for view navigation pie-menu (2nd iteration)).\n - {key Alt} usage #83689 (Default Keymap Update: Improve tool access using Alt-LMB)\n\n* Toolsystem wrap-up (change toolsystem defaults if needed)\n* Theme polish (#74358)\n* General defaults (Preferences, startup configuration, bundled workspaces, etc)\n - [ ] Set default subdivision modifier levels to be 1 for viewport and render.\n* More dynamic file selection (e.g. show import/export settings based on file selection)\n* Reevaluate closing popups on mouse moves.\n* Improve naming:\n**Avoid \"link\" for anything unrelated to link/append (e.g. *Link Materials* -> *Share Materials*).** Correct usages of \"copy\" (e.g. *Copy Modifiers* -> *Replace Modifiers*).\n* 3D cursor default orientation method to \"Surface\"\n* #89266 (Investigate renaming the \"Video Sequencer\" editor)\n* #83612 (UI: Tracking: Migrate to active tools based toolbar)",
"Data Transfer modifier works only for Byte Color & Face Corner color attributes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.2.0\n\nIf a target color attribute Domain is *Vertex* or it's Data Type is *Color*, the data are not transferred.\n\n[data-transfer-color-attr-bug.blend](data-transfer-color-attr-bug.blend)\nYou can see in the attached .blend that the Data Transfer modifier is set correctly, but the Col attribute isn't updated.\nAfter doing Convert Attribute -> Domain: *Face Corner*, Data Type: *Byte Color*, it starts to work correctly.\n\n\n",
"Tweak tool doesn't drag the point\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.6.0 Beta\n\nThe tweak tool is broken. It doesn't tweak a point.\n![image](attachment)\n\nChhose the Tweak tool and try dragging a point.\n\n",
"Asset Browser preview generation not updating untill hovering over Preview menu\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\n\nWhen trying to generate an asset preview using `Render Active Object` the preview **won't display** until hovering over the `Preview` menu.\n\nOpen `Blender` -> Open `Asset Browser` -> Mark any **object** as asset -> Open `Asset Details` -> In the `Preview` Menu you will find `Render Active Object Button`\n\n[2022-12-08 21-59-59.mp4](2022-12-08_21-59-59.mp4)",
"Annotation tool in Image Editor does not switched off when mode is changed\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version:\n- 2.93.0 Alpha\n- 2.91.2\n- 2.90.1\n- 2.83.10\n- 2.81a\n- 2.80\nWorked: Never\n\n\nWhen annotation tool is selected in View Mode, and then changed to the Paint Mode,\nthe annotation tool remains \"ON\" even if Draw tool is active in Paint Mode. \n\n![Annotation.png](Annotation.png)\n\nI uploaded a snapshot.\nThe active tool is Draw tool, as shown in tool panel.\nBut the annotation line is drawn when the mouse is dragged.\n\n- Open the Image Editor and create a new image.\n- Switch to *Paint* mode in the *Image Editor* and select the *Draw* tool.\n- Switch to *View* mode in the *Image Editor* and select the *Annotation* tool.\n- Switch to *Paint* mode and notice that the *Draw* tool is indicated as active tool in the toolbar\n# Try to use the *Draw* tool.\nAn annotation line is drawn instead of a brush stroke with the *Draw* tool. It only starts to work once the tool is reselected in the toolbar.",
"Design issue: Icon next to overridden property does not perform the function it strongly suggests\n3.0.0\n\nWhen a propertry is overridden, the \"animate property\" button next to it is replaced by this \"reset\" icon:\n![Untitled.png](Untitled.png)\nThese really seem to suggest that clicking them will remove the override. Instead it just adds a keyframe as usual. This seems misleading.\n\n - Override a property of some library override asset\n - Click the button to the right of that property\n\n",
"Highlight active item in pop-up menu (eg: Editor Type)\nCurrently the only way for newcomers to learn what is the currently chosen Editor in an Area is to compare the icon in the Editor Type combo-box with the list of icons when the combo box is open (it's not something that long time users think about).",
"Redo panel disappears during edits in Tweak tool\nOperating system: Win10 x64\nGraphics card: Nvidia 1070\n\n**Blender Version** \nblender-2.80.0-git.26d5a3625ed-windows64\n\nThe info panel for move disappears in edit mode if tweak mode is in action. This does not seem to happen if one uses \"g\" for grab instead.\n\n\n- Enable left click select, optionally select all toggles\n\n- In your space bar menu turn the select mode (W) on\n\n- Create a mesh and move into edit mode \n\n- Start grab and drag of verts and watch the move info panel at the left bottom\n\n- Now try the same thing with selecting a vertex then press \"g\" to move.\n\n",
"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"
] | [
"snap toggle using the shift + tab key during a move operation (g) doesnt update the snap icon at the top of the screen until another object is selected.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\nsnap toggle using the shift + tab key during a move operation (g) doesnt update the snap icon at the top of the screen until another object is selected. \n\n\nselect object, press g, press shit + tab. snap is now enabled but the icon doesnt indicate this.\n\n",
"Toggling snap mode with Shift+Tab while in grab mode doesn't refresh the magnet icon until hovering over it\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nThe magnet icon stays gray or blue when moving vertices around and hitting <kbd>Shift</kbd><kbd>Tab</kbd> to enable/disable snapping. The icon only updates when the user ends the grab and hovers over it.\n\nEnter edit mode. Select at least one vertex. Hit <kbd>G</kbd> to grab them. Use the <kbd>Shift</kbd><kbd>Tab</kbd> command to enable or disable snapping mode. Notice that the magnet icon at the top of the viewport has not changed. Move the mouse over the magnet icon and it refreshes to show the correct state.",
"Snap icon doesn't show snap mode has been toggled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83 (sub 13)\nWorked: ?\nSnap icon doesn't show snap mode has been toggled\n\nSelect a mesh you want to snap\nPress G then Shift+Tab to toggle snap mode\nThen press Left/Right mouse button\nLook at the snap icon. It's still the same. \nSwitch mode to Edit, for example, and look at that once again.\n\n",
"Toggling snapping during transform does not update header icon\nBroken: 2.81, 2.82\n\nIf during a transform you use the modal shortcut to toggle snapping, the snapping icon in the header will not update its state, even after the transform is confirmed or cancelled. It will update if you hover mouse pointer over it though.\n\n\n1. Load the default scene.\n2. Start moving the cube and press the snap toggle shortcut (shift+tab in default keymap)\n3. Complete or cancel the transform.\n4. Hover mouse pointer over the snap icon in the header.\n\n"
] |
Particle System Hair: crashing when edit
Operating system: MacOSX High Sierra
Graphics card: AMD Radeon HD 6750M
Broken: 2.8 BETA
Worked: (optional)
I assigned a particle system Hair to a simple mesh (just a plane). Default settings.
Entering in Particle Edit, Blender crashes immediately.
Based on the default startup or an attached .blend file (as simple as possible). | [
"Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n",
"Particle System as flow source doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.1 26.20.15029.20013\n\nBroken: version: 2.90 (sub 1)\nWorked: blender-2.83-c26f470cfeea-windows64\n\nParticle System as flow source doesn't work. Smoke is always emitted from mesh.\n\nIf file is opened in version that worked, smoke starts flowing from particles correctly. File doesn't have to be even re-saved in working version.\n\nBecause example file is reproducible only once, here are\n**Steps to create example file**\n- New General template\n- Add UV Sphere\n- Add particles to cube\n- Particle Properties > Emission > Number = 50\n- Particle Properties > Render > Render As = Object\n- Particle Properties > Render > Instance Object = Sphere\n- Particle Properties > Render > Scale = .6\n- {key F3} > Quick Smoke\n- Select Cube again\n- Physics Properties > Flow Source > Flow Source = Particle System (doesn't invalidate cache)\n# Physics Properties > Flow Source > Particle System = ParticleSettings (doesn't invalidate cache)\n\n[#76765.blend](T76765.blend)\n- Open file\n- Play animation\n",
"\"Long Hair\" children pulled to world origin when using Texture (2.93.4 regression)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.4\nWorked: 2.93.3\n\nMy particle hair system works as expected in 2.91+ up to 2.93.3:\n![hair_292.JPG](hair_292.JPG)\n\nIn 2.93.4, the children are pulled towards world (not object) origin:\n![hair_2934.JPG](hair_2934.JPG)\n\nThis appears to only happen IF a texture is used to affect Density AND \"Long Hair\" is checked.\n\n\n\n1. Move default cube away from origin\n2. Add particle system\n3. Enable interpolated children\n4. Check \"Long Hair\"\n5. Add a Texture (even a cloud texture works)\n6. Enable Density influence\n\n![bug3.JPG](bug3.JPG)\n\nBlend file with error:\n\n[Bug3.blend](Bug3.blend)\n",
"closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze",
"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",
"Blender 3.2 crashes on opening a specific file\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: 3.2.0\nWorked: unknown\n\n**problem**\nBlender immediately crashes when opening the file steam_engine.blend\n\nThe latest object I was working on, was UV-unwrapping a mesh which I think I called 'greenthingy' or something like that. There was no crash prior to re-opening the file. I attach the file (hope it's not too big and apologies for the mess...). crash report and system_info.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[steam_engine.crash.txt](steam_engine.crash.txt)\n\n**Steps for others to reproduce the error**\n[steam_engine.blend](steam_engine.blend)\n[#99105.blend](T99105.blend)\n\nAfter opening `steam_engine.blend` file Blender crashes. \n`#99105.blend` is same file as `steam_engine.blend`, but material preview panel has beeen collapsed. This file does not crash. Interestingly it does not crash even when panel is re-opened. Tested with GPU and CPU\n",
"Blender 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 When Adding Hair Subdivision upon Viewer node\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\n![image.png](image.png)\n\nAdding hair subdivision will cause crash immediately when you are using viewer node to visualize field values in the viewport.\nNote no crash will occur if the viewer node is inactive.\n\n[Hair Crash.crash.txt](Hair_Crash.crash.txt)\n\n1. select default cube\n2. shift+A to add empty hair\n3. in the node tree add viewer node.\n4. Crash if adding subdivision\n[Hair Crash.blend](Hair_Crash.blend)",
"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",
"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",
"GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n",
"Fluid modifier affects particle hair (even when set to None)\n(blendfile attached : view?usp=sharing ) \nUsed Blender 2.91.\nDon't really know how to reproduce the because when I try reproducing the bug by adding a fluid modifier to a scalp before (in the modifier hierarchy his edited particle system, the hair edit changes in the edit particle, as well as it changes in object mode. However, with my original file, the hair edit don't change in edit particle mode, whether I hide the fluid modifier or not, it just changes in the other mode, e.g. object mode.\n\nHello,\nMy hair is very buggy and, I really, really need help on this.\nI have a hairstyle composed of two layers, two particle system, one for the main hairs, and one for the frizzy hairs. The scalp where the hair is, has modifiers set up like this :\n\n![image.png](image.png)\n\nAnd here is a picture of the hair how I want em, and how I stylized em in the particle editor :\n\n![image.png](image.png)\n\nBut this is how it looks when I disable the fluid modifier that the scalp has\n\n![image.png](image.png)\n\nAnd this is how it looks when I uncheck the “Dynamic Hair” box\n\n![image.png](image.png)\n\nI want to simulate my hair, but when I bake it, it comes out weird and deformed, plus, the main hair are static, there is only the frizz going crazy.\nWhat am I doing wrong, please I really need help, at the end I want to be able to simulate my hair correctly, them looking exactly like the first picture, but without the fluid modifier, wich I think is causing problem in the sim.\n\nIf you can provide help, please do, It’s urgent, and I absolutely need this to get fixed, and If you can’t provide me help, like or upvote my post so that other users that can help, see my post.\n\n(blendfile attached : view?usp=sharing )\n\nEdit : If you wanna see the particles in edit particle mode, make sure this option is set to particles :\n![image.png](image.png)",
"Crash when adding materials\nOperating system: Linux-5.18.9-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.0\n\nBlender crashes when adding a second material (sometimes you need to add some more to crash it)\n\n1. Open the appended .blend file.\n2. Select the object.\n3. Go to material tab.\n4. Try to add a second material.\n\n[crash.blend](crash.blend)",
"Crash 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)",
"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."
] | [
"Mac OS - Particle Edit instantly crashes \nOperating system: Mac OS Mojave\nGraphics card: Nvidia GT 650M\n\nBlender 2.80 Beta\nbuild date: 2019-01-08\nhash: f9cefc4d179a\n\nBlender crashes instantly without warnings when entering Particle Edit mode. \n\n1: Add quick fur to the default cube\n2: Enter Particle Edit mode\n3: Instantly crashes\n\n![step 3.jpg](step_3.jpg)\n\n![step 1.jpg](step_1.jpg)\n\n![step 2.jpg](step_2.jpg)\n\n![step 4.jpg](step_4.jpg)\n\n\n\n",
"Particle edit mode crash on macOS + NVIDIA\nOperating system: OSX 10.13.6\nGraphics card: NVidia GTX 1080\n\nBroken: 2.80 (2.80 2018-12-02)\n\nWorked: (optional)\n\nSwitching to Particle Edit layout after creating a hair particle system crashes the app\n\n- Attach a simple hair particle system to a mesh\n- switch to Particle Edit\n- crash",
"Blender 2.8 crashes when trying to use \"Particle Edit\" on MACOS \"Still crashes\"\n**iMac (27\", Ende 2013)**\nMACOS MOJAVE\nNVIDIA GeForce GTX 780M 4096 MB\n\n**Blender 2.8**\nblender-2.80.0-git20181126.b4e037fe140-x86_64\n\n\n**Blender 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\n[Particle edit Crash file.blend](Particle_edit_Crash_file.blend)\n\nThanks for your amazing work on Blender !!!"
] |
Blender Game Engine camera freaks out when parented to non-rotated object
Windows 7 64bit
AMD Radeon HD 6670 Series
Broken: (2.73a)
This is only happening in my .Blend file none other I tried it in another and it did not happen. So here is my file. Please help me fix this. I want to setup the camera in an awesome way but I can't when this happens.
[Blink.blend](Blink.blend)
(I have copyright on this blend file)
| [
"Regression from 3.3: Invalid button mapping on SpaceMouse Enterprise (256f:c633)\nButton mapping on this device is now completely scrambled. For example pressing \"Shift\" deletes selected object, \"Lock rotation\" is interpreted as play/pause, \"Button 6\" rotates camera 90deg CCW and \"1\" brings up the menu. Other buttons do not seem to register.\n\n\nBus 003 Device 013: ID 256f:c633 3Dconnexion SpaceMouse Enterprise\n\nTested on macOS Ventura and Ubuntu 22.04\n\nIn blender 3.3.2 on Linux and macOS, some buttons function correctly:\n - Shift\n - Ctrl\n - Alt\n - Rotate\n - Top\n - Front\n - Right\n\n Basically all other keys in 3.3.2 bring up the on-screen menu.\n\n\nTested versions: 3.4, 3.5 and 3.6.\n\nOperating system: macOS-14.0-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\nWorked: 3.3.2\n",
"Background scene cause a crash in render animation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: \n - 2.92.0 Alpha\n - 2.91.0\n - 2.90.1\nWorked: 2.83.9\n\nBackground scene makes blender unstable and cause a crash in render animation\n\n- Open default startup file.\n- Create a new scene named \"Scene.001\".\n- Assign default scene \"Scene\" as the background scene of \"Scene.001\" in scene properties.\n- Assign default camera as the camera of \"Scene.001\" in scene properties.\n- Hit render animation from render menu.\n- After a couple of frames rendered, blender crashes.\n\nTested in different situations i had some problems.\nI think assigning a background scene makes blender unstable in general.\nOccasionally crashes when opening a file which has background scene.\nThe worst case is render animation.\n\n[Background_Scene_Crash.mp4](Background_Scene_Crash.mp4)\n\nReproduction steps with this file:\n1. Open file.\n2. Start Render Animation.\n[#83852.blend](T83852.blend)\n",
"Eevee flicker with ortho camera parented to specular object\nOperating system: Linux, Debian Stable\nGraphics card: Nvidia GTX 970. \n\nOperating system: Suse linux 15.1, \nGraphics card: ? Nvidia driver 450.57\n\n\nBroken: Blender versions 2.90, 2.91\nWorked: Never\n\nObjects with specular reflection parented to orthographic camera causes flickering in eevee.\nCycles doesn't have this issue\n\n[lock-reverse-sidebar_11152.blend](lock-reverse-sidebar_11152.blend)\n\n- Open file\n- Switch viewport shading to rendered\n- Play animation",
"Changing the 'Render Region' when rendering with Python with 'Persistent Images' checked results in glitched renders\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: -\n\n\nI have a (simplified) script that moves to a specific frame, sets the render region to a specific position and renders, before repeating the process for the next frame with a new render region position. When the 'Persistent Images' option in *Render> Performance> Final Render* is on, some of the resulting renders are glitched (they open but have artifacts) and the objects do not seem to be in the correct position. \n\nTurning off 'Persistent Images' results in renders with the objects in the expected location and without artifacts.\n\nFor some context, I do not specifically *want* to have 'Persistent Images' on; I have an add-on which repositions the render border on a per-frame basis and a user reported glitching renders.\n\n**Frame 8** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0008.png](Persistant_Images_off_-_frame_0008.png)\n\n**Frame 8** - Persistent Images **on**- Incorrect location in render and artifacts\n\n![Persistant Images on - frame 0008.png](Persistant_Images_on_-_frame_0008.png)\n\n**Frame 7** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0007.png](Persistant_Images_off_-_frame_0007.png)\n\n**Frame 7** - Persistent Images **on**- Incorrect location in render\n\n![Persistant Images on - frame 0007.png](Persistant_Images_on_-_frame_0007.png)\n\n\n[Render Region + Persistent Images bug.blend](Render_Region___Persistent_Images_bug.blend)\n\n 1. Open the attached blend file and set an output directory for the render.\n 2. Press 'Run Script' in the open text editor to render out the images.\n\nImages 3, 7, 8 and 9 will probably have artifacts and for the other frames the objects will be in the incorrect location (the border should be positioned perfectly around them).\n\n**Note**: I have set the script to render 10 frames because it seems to depend on what was rendered previously as to whether the glitches/incorrect positions will appear. Rendering the glitched frames on their own does not produce the errors consistently.\n\n",
"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",
"VSE's selection not centred to images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.1.0 Alpha\nWorked: Never\n\nWhen zooming in enough to a selected image's corner, it can be seen that the selection box (white rectangle) reaches outside the image itself. It also happens with a scaled down \"color\" strip.\n\n- Open a \"Video Editing\" workspace and add a \"Color\" strip\n- Scale it down and zoom to a corner\n- To better notice the issue, play with the resolution of the Preview (in Properties)\n![image.png](image.png)\n\nNotes & thoughts:\n- The selection box (white box) is unresponsive to \"aspect ratio\" changes (in Properties)\n- The drifting of the image is somewhat annoying, and sticking the selection box to the image wouldn't fix this.\nSince I don't know how pixel alignment works in the preview, I'm not sure about this, but it may work to instead drift the canvas, leaving the image put like the selection box currently does. So sticking the image TO the selection box.",
"\"View\" settings not refreshing when going out of camera view\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 74)\n\nNot a big bug, but I'm reporting anyway.\n - Open file:\n[viewport_camera_settings_bug.blend](viewport_camera_settings_bug.blend)\n - Use middle mouse button to go out of camera view. Simple click should be enough.\n - Some of the settings in \"View\" will be greyed out until hovered over with mouse cursor:\n![obraz.png](obraz.png)\n\n",
"Eevee renders full frame and cut it instead region rendering\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\nI tested with same settings and I have the same time for whole frame and region.\n![27602721.png](27602721.png)\n![27591921.png](27591921.png)\n\nIt makes problem, when I want to render small part zoomed. Now the workaround — is making new camera with smaller angle and render from it.\nIf it is limitation, may be render should create temporary camera that cuts region.\n\nRender same scene with Eevee through {key F12} and it`s region and compare render time.",
"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)",
"Object drop snapping should be disabled for cameras, lamps, etc\nE.g. when dragging a camera from the Outliner into the 3D View, it gets an all-0 rotation, which isn't useful. And it will always snap to an underlying surface, which is annoying because you wouldn't want a camera to snap to geometry or the grid. Think we should just bring back the old dropping behavior, even if it's a bit hard to predict which distance along the view it will use to place the object.\n\nIt wasn't intentional to have this. In review I asked to address this which I thought it was. Probably a misunderstanding.\n\nShould it be disabled for empties as well? It may be useful to have snapping for these.",
"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.",
"EEVEE: Spotlight Parented To Scaled Object Behaves Incorrectly\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: Blender 2.82a, 2.90 alpha eaf7d36d66e5\n\nIn EEVEE, Spotlights parented to a scaled object cast an incorrect shape once they are rotated.\nThe viewport overlay, however, indicates the correct shape.\n(Note: This does not apply to Cycles, see #76823)\n\n[spotlight_ellipse_parented.blend](spotlight_ellipse_parented.blend)\n\nSet view to rendered.\n\nThe scene has a Spotlight (unscaled, not rotated) parented to an Empty (scaled).\nThis results in an elliptical spot.\n\nHowever, if the Spotlight is rotated around its Z-Axis, the spot's shape should stay identical. (As indicated by the overlay.)\nBut it does not.",
"Can't select camera from camera view by clicking on the border if the camera object is too small\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.119.03\n\nBroken: version: 2.93.1\n\nCan't select camera from camera view by clicking on the border if the camera object is too small.\nWatch the video\n[2021-06-27_15-35-32.mp4](2021-06-27_15-35-32.mp4)\n\nOpen the file and scale the camera back and forth trying to select it from the cam veiwport.\n[camera_select_bug.blend](camera_select_bug.blend)\n\n",
"Regression: Unable to move camera/area light with gizmo (intel GPU)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.0, 3.3\nWorked: 3.1\nCaused by 5045968f24\n\ni cant move my camera using move tool or tranform tool on left side bar\n\n- select camera\n- Choose move or transform tool\n- Move camera with gizmo (won't be able to move)\n\n[bug camera.blend](bug_camera.blend)\n[blender 3.2.mkv](blender_3.2.mkv)",
"Can't pan more on the viewport when set to camera view with a wide resolution.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.81 (sub 16)\n\nI can't pan to the side more than this with the camera on the viewport. I wanted to have the cube in the center of the viewport but blender just doesn't pan anymore.\n![camerabug.jpg](camerabug.jpg)\nHOWEVER! if I change the ratio of the 3D editor, it works (up to a limit), it is a workaround, but a weird one!\nLike this:\n![camerabug2.jpg](camerabug2.jpg)\n\nOpen the file and try to pan to have the cube on the center of the viewport without exiting camera view:\n[Camera_pan.blend](Camera_pan.blend)\nThis happens with this kind of resolution settings and the camera > sensor fit > set to Vertical (that I need in my project).\n"
] | [
"Blender Game Engine: When the camera is a child to an object in my .blend is spins backwards and upside down\nWindows 7 64bit\nAMD Radeon HD 6670 Series\n\nBroken: (2.73a) Latest\n\n**Disclaimer:**\n\nJust so you know. This will be my last topic on this glitch. There is no way to edit a post so I need to make a whole new post to change my thoughts. I'll make sure to make all my other posts with high amount of detail so that no problems of missing information will ever happen again.\n\n**Glitch description**\n\nIn my .blend file when the take a camera, any camera, and parent it to any object in the game so it is a child to it. It will spin backwards and upside down when I view though it and press \"P\" If you are outside of the camera and look at it through the 3D view port it will track awkwardly around the middle of the view port. No other .blend file does this, I tested it myself. \n\nThe normal view of the axis is Z = up X = Left, right and Y = Foward, Back. When I parent the camera the Z axis flips upside down.\n\nOne way I found that allows me to view normally is to parent the object with a Vertex parent. But I cannot use setting I want on the camera. If I were to turn on slow parent (which I do) the glitch once again happens.\n\nHere is my .blend file (It contains extra information) [Blink.blend](Blink.blend)",
"Glitched camera child in Blender Game Engine\nSystem Information\nWindows 7 64bit\nAMD Radeon HD 6670 Series\n\nBlender Version\nBroken: (2.73a)\n\nShort description of error\n\nWhen the camera is a child to any object in my .blend the camera get's glitched. When you view through it it spins backwards and upside down. This glitch only happens in my .blend file. When you view it from the 3D view port it tracks the middle of the 3D view port. The only way I can avoid this is my parenting it to Kernel mode but then I cannot use any of the settings I want like slow parent, which I really want to. If I do use something like slow parent it will do the glitch again.\n\nHere is the file: (PLEASE VIEW!!!) [Blink.blend](Blink.blend)"
] |
Very specific set of circumstances causes crash (regarding compositing, file output node, Save Buffers setting, and multiple scenes)
Win7 Ultimate 64-bit
Two GeForce 650 (non SLI)
Phenom II x6
16GB RAM
All latest drivers as of 8 May 2014
Broken: 2.70 (the main release downloaded from Blender.org)
Blender crashes when all of this very specific set of circumstances is true:
There are more than 1 scene in the blend file,
and
One scene is set up to render any render layer from another scene in the file,
and
The scene doing the rendering is using a file output node,
and
The scene being rendered has "Save Buffers" turned ON in the render settings.
Open the attached blend fail and press F12 while in the scene called "rendering."
To prevent the crash, do ANY ONE (or all) of the following:
- Remove the file output node from the scene called "rendering"
- Remove the other scene from the compositing setup in "rendering"
- Render the other scene from the compositor by clicking the camera button on its render layers node
- Uncheck "Save Buffers" in the render settings of the other scene
This occurs with both the Blender Internal renderer and Cycles, as well with both CPU and GPU computation in the Cycles renderer.
[Test.blend](Test.blend) | [
"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)",
"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)",
"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.",
" EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"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)",
"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",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)",
"Crash 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.",
"Compositor/Stereoscopy with view switch and file output generate extra files\nBroken: 2.79, 2.81, ...\nWorked: ?\n\nwhen using Stereoscopy to render a scene from multiple cameras simultaneously, and using the compositor 'Switch View' node to save each camera output separately - unwanted files are saved with each output file.\n\n**Simpler version of the report**\n\nThe combination of the switch view node, mix RGB node and rgb node is creating the problem, disabling even just one of those three nodes produces normal results. \nThe bug is reproduced only when all mix nodes are connected to the same RGB node, but connecting each node the a duplicate of the same rgb node seems to resolve the problem (see screenshots attached)\n\nSample file:\n\n[Compositor bug.blend](Compositor_bug.blend)\n \n![noproblem.png](noproblem.png)\n![problem.png](problem.png)\n\n\nFor the records the issue also happens in 2.79.\n\n[stereo279.blend](stereo279.blend)\n\n**Original description of error**\n\nIn the attached .blend are 9 cameras set up with sterescopy. The compositor separates and saves each camera output to a different directory.\nFor some reason, with every file output from a certain camera there's another file output from a different camera (lets call it parasite camera) , only this one is black with no data (see attached screenshot). \na few charasteristics:\n- The parasite camera output is added to every output of the other cameras, but not to its own\n- Rendering again changes the parasite camera to a different one (in the screenshot it was 'Cam006', in other renders it was a different one)\n- It's not clear how the parasite camera is \"chosen\", it isn't selected or active, and it's not the scene's camera\n- There's no file output in the compositor that suggests this output\n\n![compositor bug.png](compositor_bug.png) \n[TemplateScenePopulated_001.blend](TemplateScenePopulated_001.blend)",
"Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n![image.png](image.png)\n![image.png](image.png)\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)",
"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",
"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.",
"Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n",
"Blender 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)"
] | [
"crash while rendering a scene with copositing nodes using another scene\nplatform: 'Windows 8.1 64bit'\n\nrenderer:\t'GeForce GTX 680/PCIe/SSE2'\nvendor:\t'NVIDIA Corporation'\nversion:\t'4.3.0'\n\nBroken: blender-2.70a-windows64\nWorked: (optional)\n\nThe crash occured during the rendering of the main scene (\"scene\"). This scene has compositing nodes activated. On the nodes editor window, there is only two nodes : a file output, and a \"Render Layers\" configured on another scene (\"Left_Camera\"). \nThe crash doesn't occure any more when this node point to the \"scene\" scene...\n\n- open the given File\n- click on the \"Annimation\" button to launch the rendering\n\n[crash_rendering_with_compositing_node_with_another_scene.blend](crash_rendering_with_compositing_node_with_another_scene.blend)"
] |
Grease Pencil: Select tools in sculpt mode don't work
Operating system: Win 10 64bit
Graphics card: Geforce 940M
Broken:
2.80, 4fceaf3848b, blender2.8, 2018-12-18
when in GP sculpt mode, none of the selection tools seem to work, selecting via menu works though | [
"Sculpt with Perspective mode. Changing brush size is impossible with closups\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\n\nAs title says. This behavior prevents to use {key F} as size modifier on closeups.\n\n[2021-03-20_10-32-46.mp4](2021-03-20_10-32-46.mp4)\n\n[brushsize.blend](brushsize.blend)",
"Grease Pencil: draw pixels don't scale to pixels.\nCurrently grease pencil uses pixels in a very confusing way, since it doesn't actually relate to pixels.\n\nEither:\n\n- The size of a brush should use the current zoom level and use pixels as we do for all other draw tools.\n- We should use blender units for grease pencil brushes.",
"GPencil test system to keep code quality\nGrease pencil module is a big module now in Blender and requires a test system to ensure the quality and avoid bugs introduced by any change.\n\nAs GPencil has only a few test now, this task is a long term one because it will need the addition of tests for old code, not only for new functions.",
"Undo/Redo if Sculpt Mode toggle doesn't have Undo History produces Draw Brush in Sculpt Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0 Alpha\n\nUndo/Redo if Sculpt Mode toggle doesn't have Undo history produces Draw Brush in Sculpt Mode\n\nCreate new 2D animation project\nInstall the following addon, which binds a \"gpencil.sculptmode_toggle\" with no Undo history to \"LEFT_CTRL\" and \"ed.undo\" to \"D\" \n[no_undo_sculpt.py](no_undo_sculpt.py)\nDraw lines in paint mode\nHold \"LEFT_CTRL\" to switch to sculpt mode, press \"Z\" to undo\nDraw brush is now in Sculpt Mode\nAlso affects redo if you use \"D\" to undo and not switch to Sculpt Mode, use \"CTRL+SHIFT+Z\" to redo\nWhile in this state, pressing \"TAB\" to switch modes produces \"Unable to execute 'Strokes Sculpt Mode Toggle', error changing modes\"\nPressing \"TAB\" again switches to Object Mode\n[2021-04-08 16-51-03-00.00.00.000-00.00.28.016.mp4](2021-04-08_16-51-03-00.00.00.000-00.00.28.016.mp4)",
"GPencil: Hotkeys of Tools is not consistent when Draw Tool is active\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.76\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nI'm not sure whether this is intended or not.\nHotkeys (1 to 9) shift downward one by one depending on whether you are in a draw tool or not.\n\n1. Go to Draw Mode\n2. Select a draw tool by pressing Shift Spacebar, O (Not 1)\n3. Select a fill tool by pressing Shift Spacebar, 1\n4. Select a draw tool by pressing Shift Spacebar, 1 (Not O)\n\n![hotkey_tool.png](hotkey_tool.png)",
"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)",
"Sculpt mode. Switching back to tool with brushes from tool without brushes rolls to next brush.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken 2.83.*, 2.91,\nBroken: version: 2.92.0 Alpha\n\nSculpt mode\nCreate 2 grab brushes 1 and 2, that can be switched with G\nSelect Grab 1\nSwitch to mesh filter.\nPress G.\nNow you switched to Grab2 instead Grab1, that was selected before.\nExpected: return to same brush, that was selected before.\n\nIssue appears with:\nLine project, [Box] mask, Box hide, [Box] faceset, [Box] trim, Mesh/Cloth/Color filters, Mask by color, Edit faceset, all transform tools, annotation.\nAffects all tools, who can have few brushes.\nTested with factory startup too.\n\n[2020-12-10_03-13-39.mp4](2020-12-10_03-13-39.mp4)\n[grabroll.blend](grabroll.blend)",
"Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work",
"GPencil: Square type strokes do not react to Rotation option with Solid Shading\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 3.0.0 Alpha\nWorked: ?\n\nThe stroke type Squares draw little squares at the points of the stroke. The rotation is controlled by the alignment option and the rotation slider, which in this case does nothing if solid shading mode is selected. Note that textures are not displayed in solid shading mode and even if used the squares don't rotate as long as I am in solid shading mode.\n\n1. Add default Stroke Grease Pencil Object\n2. Navigate to the Material and change Line Type to Squares\n3. Make sure you are in Solid Shading Mode with \"Color\" not set to \"Texture\"\n4. Change the Rotation slider from the same panel, which says in the tooltip it should rotate the squares\n5. observe how the squares do nothing at all.\n\n",
"Collection holdout on grease pencil objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.4\nWorked: unknown\n\nHoldout option on collection doesn't work, if objects it is containing are grease pencil objects. Alpha of contained GP objects remains on 1 / solid in viewport as well as in render.\n\nPS: This behavior would help a lot with compositing linework made with \"linework modifier\" of grease pencil. In shots where characters are obscured by objects linework should obscure them as well but if in the same shot character comes in front of the object suddenly the opposite is needed.\n\nsample .blend file (steps included):\n[collection holdout grease pencil bug.blend](collection_holdout_grease_pencil_bug.blend) \n1. create GP drawing (GP Suzanne will work fine)\n2. create collection for it and move it in the colection\n3. repeate first two steps but move the new GP object in front of the first one (Default GP stroke might be mor suitable in this case)\n4. in collection settings of the collection made for second object (the stroke) check the holdout option.\n5. render image and you should see the second gp object remaining opaque.\n\n**given result**\n\n![given result.png](given_result.png)\n**expected result**\n[achieved by converting GP stroke to curve and extruding the curve]\n![expected result.png](expected_result.png)\n\n",
"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",
"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",
"Unable to select vertex paint face mask faces while retopology overlay is active\nOperating system: Ubuntu 23.04\nGraphics card: AMD Radeon RX 570\n\nBroken: `main` (`e151425c5c1085d7be5f8bb2ad694a869bc16dc7`)\n\nIf the new retopology overlay is active in edit mode, vertex paint faces can't be selected \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. With default cube in _Edit_ mode, enable the Retopology overlay\n2. Switch to _Vertex Paint_ mode\n3. Enable face selection masking\n4. Try to select a face\n\nA small video is attached, showing first successful selection of a vertex paint face mask while the retopology overlay is inactive, then the inability to select vertex paint face mask faces after it's activated.\n\n",
"Transform & Drag Action \nWhen switching the transform tools in the toolbar, there are times when you would still like to be able to box select while gizmos are active.\n\nWe can solve this by adding a Drag Action tool option to all the transform tools:\n\n![image.png](image.png)\n\nWhen set to Box Select, you can still drag in the viewport to select, while using the gizmo to move, rotate or scale.\n\nDetails:\n - This option should ideally be shared between all tools with gizmos, I think. If you set one tool to work this way, you likely want them all to\n - This works best if we add back the Transform tool\n\n",
"Grease Pencil drawing only show up when pen is lifted from tablet\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800S ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.64.30 30.0.14064.30001\n\nBroken: version: 3.6.1\n\n\nGrease Pencil is not the same as before. When I press down to draw something with the pen, it won't show up- until after I lift my pen up from the tablet and then it shows what I drew. This is bad because I can't draw if I can't see what mark I made. It only shows up after and ruins the workflow.\n\n\nI open up Blender, the updated version: 3.6.1. I click: 2d animation to start. Then I click pen as my grease pencil drawing tool. I draw something on the canvas. I press down to draw a shape. Nothing shows up as I press down on the canvas. I lift my pen off the tablet and then I see what I 'drew'. A horrible squiggle line because I cannot see what I'm drawing as I'm drawing. I did not have this problem with the past version of blender that I had: Blender 3.3.1. \n\n~Karina\n\n"
] | [
"Select box in Sculpt Mode - Grease Pencil Object.\nI am trying to use select box after use a smooth tool...\n\nThanks.\n\nOperating system:\nGraphics card:\n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nBased on the default startup or an attached .blend file (as simple as possible)."
] |
Handle Material Slots When Appending Material Assets
It should be possible to assign a material to a specific material slot when dragged from the Asset Browser.
Two options:
* Always use the active material slot of the dragged on object.
* Show a popup to select a material slot when dropping (like in [this ](ZphqykbmHeQ?t=251) prototype by Andrew Peel).
Or another possibility:
* Detect the slot from the geometry the material was dropped on.
Maybe a nice idea for later, for now something simpler should do it. | [
"Material Properties: Shortcut assignment for the \"New\" button does not relate to the interface.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe shortcut for the big \"New\" button in Material Properties does not work for the button, which suggests giving a new material to the active slot. Instead it calls bpy.ops.material.new() and silently creates new materials in the data. This can also be tested with Quick Favorites.\n\n![MaterialShortcutNewBug.jpg](MaterialShortcutNewBug.jpg)\n\n\n",
"Placement Tool for Objects and/or Collections\n### Motivation\n\nThe new drag & drop snapping helps easily & quickly placing objects in the scene. But it relies quite a bit on the asset and the scene it’s being dragged into (e.g. the size relative to the destination scene, the exact normal of the snapped to surface), etc. Users may want to adjust the rotation, the scale, the up-axis, use the origin for snapping rather than the bound-box (e.g. to place trees so they are partially covered by the ground plane), etc.\n\n### Basic Design Idea\n\nRather than setting these options before dragging (where you don’t get visual feedback) or while dragging (where it’s awkward to give input because you’re holding a mouse button), the Operate->Settings paradigm of Blender should be used: First the object/collection is dragged in and placed using basic snapping, then we provide a visual way to keep adjusting the transforms and parameters until the user is happy with the result.\n\nHowever, this placement method isn't just useful for dragging in assets. It is useful as a general transform tool and should be created as such. So this is a proposal for a general placement tool with bounding-box or origin based surface snapping, that gives access to most important transforms and properties for placing an object. In some way or another, it could be (temporarily and optionally?) activated after dragging an object or collection asset into the scene. If more advanced transforms are needed, the user can still access the proper transform tools & operators.\n\n### Temporary Activation\n\nHaving to activate a placement tool every time an asset is dragged in can be annoying. Blender could automatically activate it, at least in some temporary fashion. For example, the tool could temporarily override the active tool after dragging in an asset. Deselecting the dragged in object would bring back the real active tool. If the user wishes to go back to the placement tool, that can be explicitly enabled again in the toolbar.\n\n### Tool Design\n\nTODO",
"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",
"Materials linked to 'Object' cause increased memory usage in Cycles\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: never?\n\nIf an object has a material that is linked to Object (in the material tab), then such object cannot be instanced efficiently in Cycles. Each linked copy of the object uses a large amount of memory when rendering.\nIn this example rendering 100 instances of Suzanne takes as much memory as 1 object, if material is linked to object's data. When material is linked to object, vram usage goes up a lot.\n\n![link.jpg](attachment) ![link2.jpg](attachment)\n\n\n- Open the provided .blend file\n- Render the scene and note the memory usage\n- Select all monkeys\n- Go to material tab\n- While holding `Alt` click on the `Link` drop-down menu and chose Object\n- Render again\n- You should see memory usage increase significantly\n\n",
"Asset Browser preview generation not updating untill hovering over Preview menu\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\n\nWhen trying to generate an asset preview using `Render Active Object` the preview **won't display** until hovering over the `Preview` menu.\n\nOpen `Blender` -> Open `Asset Browser` -> Mark any **object** as asset -> Open `Asset Details` -> In the `Preview` Menu you will find `Render Active Object Button`\n\n[2022-12-08 21-59-59.mp4](2022-12-08_21-59-59.mp4)",
"Materials don't support more than 8 Attributes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.2\n\nMaterials in Blender currently seem to not support more than 8 Attributes in the final material output node. Not quite sure where the problem lies but i stumbled upon it today wanting to expose 12 Node Group sliders in the Custom Property tab.\n\n![ScreenCap.png](ScreenCap.png)\n\nHere is a .Blend file i set up to demonstrate the issue. There is 12 circles which colors are controlled by the custom properties on the object. Only last 8 attributes are registered while the newly added ones past 8 are returned with a value of zero. When previewed individually they do give a correct value however once connected into a chain of nodes it appears they are limited to 8 inputs. Example uses Color output however i did test it on the Fac output and it gave the same results. File was set up on the Factory Settings\n\n[Shader Attributes Limitation.blend](Shader_Attributes_Limitation.blend)\n\n\n\n\n\n",
"Occasional render glitches when using simulation zones on an object without a material.\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, rendering an object with a simple simulation zone applied in geometry nodes and no material assigned to the object results in some rendered frames being blank or displaying odd glitches.\n\nThe workaround is to simply assign a material to the object.\n\nCheck out the attached .blend file for reproduction.\n\n",
"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)",
"Asset Manager “Basics”\nThe description was moved to the #asset_browser project description (click the tag to see it), the Milestone 1 description to #asset_browser_milestone_1.\n\n----\n\n**Milestone ?: Online Repository**\n\nHere we want to be able to append assets from an online repository like the Blender Cloud, BlenderKit and similar.\n\nThere would be a Python API to register custom asset repositories as part of add-ons. The main operations would be to provide a list of assets and metadata, provide .blend with an asset to append/link into the scene, and functions to add/remove/update an asset.\n\n**Milestone ?: Usability**\n\nOnce the asset manager is working for the basics and the UI can do its job, we can start to make things nice. This includes better handling of thumbnails, re-configuring the ID browser to allow for asset browsing, a nice UI widget for managing tags and tag-based filtering.\n\nA key part of making the UX nice, is to make it effortless to drag assets into the scene. When dragging in objects & meshes, they should be able to snap to surfaces. When dragging in materials, the underlying target objects should highlight on rollover. You should be able to add multiple assets at a time. \n\n**Milestone ?: Collection Variations**\n\nNot strictly part of the asset manager since this would be a core feature of Blender also usable without the asset manager. We would like to support variations for all datablock types, but the first step could be collections (it's effectively like automatically toggling visibility on subcollections to show only one). \n\nOnce this is in the place, the asset manager will need to be modified to understand variations.\n\n**Milestone ?: Project Repositories**\n\nUp to this point the asset manager will handle only the use case of appending files from a local or online repository. The next step would be making it works also for projects.\n\n* The root project directory would contain a `.blender_project` file indicating that it is a project (similar to e.g. `.git`)\n* When opening a .blend file within the project folder, Blender will automatically know which project it is part of\n* Folder structure, file names and file saving are left to the user. The asset browser will not add or remove .blend files in the project. That's all done using File > Save and file browsers as usual.\n* The assert browser will have a \"Project\" repository that can be chosen, which will show all assets within the project\n* The user will have to mark relevant datablocks as assets in each .blend file in the project so it shows up in the asset browser.\n* Assets can be linked between files within the same project. This is different from other repositories, where only append is possible. Linking between projects or to other repositories should not be possible, a project must be self-contained and not link to any .blend file outside of it.\n* The project folder would be indexed exactly like other asset folders.\n\nThe idea here is that we don't want to make many assumptions about how users might structure their project. It should be possible to simply add or remove files, reorganize project directories, and the asset browser should keep working. It will merely provide a view on the existing project structure, and functions to create links to other assets in the project. It will not introduce an alternative linking system as an earlier iteration of the asset manager design did.\n\nThis system does not preclude a studio from making an add-on that takes more control over file saving, version control, partial repository checkouts and so on. Such an add-on would likely need to integrate in various places in the Blender user interface, one of which can be the asset browser. For example it might include a custom asset repository to browse assets that are not on the artist's computer, and right before the user links an asset into the scene, download the corresponding .blend file.\n\nBut for most projects that are not e.g. feature films, the built-in project repository and automatic indexing system should already be quite powerful. \n\n---\n\n**Further links**:\n* [Asset Manager]] design blogpost*-- March 2020** [[ https:*code.blender.org/2021/06/asset-browser-project-update/ | Asset Browser Project Update ](https:*code.blender.org/2020/03/asset-manager/) *-- June 2021*\n* [Asset Browser Workshop Outcomes ](https:*code.blender.org/2021/06/asset-browser-workshop-outcomes/)*-- June 2021//\n* #54642 (Asset Project: User Interface)",
"Material slots menu: copy material and copy to selected work different\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nCopy and paste material actually work as copy of all data from one material to another.\nCopy to selected do not work as copy, it acts like material linking/referencing\n\n**Steps to Reproduce**\n- Open attached file\n- Switch to material preview\n- In material properties tab open `material specials` popup\n- Click Copy materials to Selected\n[#85419.blend](T85419.blend)\n[2021-02-06_07-55-48.mp4](2021-02-06_07-55-48.mp4)",
"Rip edge-move for curves\nCurrently with meshes you can press Alt+D to add a vertex at one side of the verts edges and drag it *(based on the mouse cursor location)*.\n\nThis same behavior could be added to curves.\n\n- the basic behavior with single vertices selected is simple\n- with multiple segments are selected this becomes more involved (see how this works for meshes).",
"Mesh Bevel Node\nNOTE: Design outdated. See #98674 for current design and progress. It is a development task though, so please don't add comments like \"when will this be finished?\"",
"AssetBrowser: Add cleanup operator for asset index.\nUsers can rename/relocate/remove asset libraries. When they do created indexes would lead to files that will not be used anymore. Having a cleanup operation would help the user to free space on their storage device.\n\n## Approach\n\nUsers can have multiple blender versions installed with different asset libraries configured. The challenge here is that you when cleaning up automatically you can clean up indexes that are still used.\nThe approach to help the user would be to have an operation with an option to filter what indexes should actually be cleaned.\n\n### Requirements\n\n- User should be able to remove all indexes [OP1].\n- User should be able to only remove indexes that aren't used by the current open blender version [OP2].\n- User should be able to remove indexes of a specific asset library [OP3].\n\n## Design questions\n\nThere are 4 locations where such an operation makes sense:\n- **Blender Icon->System menu**: Current cleanup operation works on the opened blend file, very hidden.\n- **File -> Cleanup menu**: Currently only shows cleanup operations on the opened blend file. [OP1, OP2]\n- **Blender Preferences -> File Paths -> Asset Libraries**: The cleanup operations we want to introduce works on multiple asset libraries so it might be a good location. Concern is that it is hidden far away and is very specific. [OP1, OP2, OP3]\n- **Asset Browser Space** -> Only shows/works on a single asset library. Adding a cleanup operation here might be confusing, or only when it targets the current index. What is already done automatically, so might not make much sense. [OP3] might fit here.\n\n| **System Menu** | **Operation Fit OP1** | **Operation Fit OP2**| **Operation Fit OP3** |\n| -- | -- | -- | -- |\n| Blender Icon | Not very discoverable| Not very discoverable| Not very discoverable |\n| File menu | Ok fit | Ok fit | Nok fit as the current library could not be visible in the current screen |\n| Preferences | Ok fit| Ok fit| Ok/Nok fit, when user actually want to use it the operator is far away |\n| Asset Browser | Nok | Nok | Ok |\n\nLooking at the table above I would propose to add OP1, OP2 to the preferences and OP3 to the asset browser space inside the edit menu.\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)",
"Outliner: Object selected/deselected when clicking with RMB on it's object data [`Sync Selection` option causes this]\nBroken: version: 3.0.0\nBroken: version: 2.91.2\nBroken (differently): 2.90.1, 2.83\nWorked: 2.82\n\nWhen clicking with RMB on *some* object data in outliner (can confirm for materials), parent object is selected/deselected (both in outliner and in 3D viewport). That can lead to undesired actions. For example, when click RMB on material object data from a cube and choosing `Delete` you'll get one of the following:\n- Delete only material object data if parent object is not selected\n- Delete cube object itself **and** material object data if parent object is selected\nMesh/ligh/camera object data also have this \"parent object selection/deselection\" behavior but for this object data it's not so apparent in terms of functionality since in both cases mesh/light/camera object data is deleted and object can't exist without those so it's deleted too.\nModifiers and constraints are handled consistent with context menu - deleting only modifier - although it's something to be discussed since it shows that parent object is selected.\nFor shortcut behavior there is already #94062.\n\nIn 2.90.1 core issue is same but behave slightly different - it'll not always change selection/deselection, can provide details if requested.\n\nFor materials:\n1. Open attached file. You'll see two objects with same mesh object data.\n2. Repeatedly click with RMB on material object mata in outliner to see parent object selected/deselected.\n3. Choose `Delete` from context menu when parent object is selected - one of the objects is deleted and one material that was clicked on (you can see it on other objest mesh object data since they share it).\n4. Undo\n5. Choose `Delete` from context menu when parent object is not selected - only one material is deleted.\n\nFor showcasing mesh/light/camera data behavior:\n1. Open attached file.\n2. RMB on `Sphere` mesh object data to a point where parent object is either selected or deselected.\n3. Choose `Delete` from context menu - in both cases all objects are deleted.\n[RMB outliner selection bug.blend](RMB_outliner_selection_bug.blend)"
] | [
"As a user I want to have control over what material slot is used when dropping a material asset on an object.\nCurrently slot 1 is always updated.\n\nWhen the 3d viewport is in material/rendered mode or solid material mode the drop material slot should be chosed of the actual face that is being dropped on. As the drop are could contain multiple slots we should chose the highest occurance. We should also give feedback which material/slot will be changed when dropping on the current location of the mouse cursor.\n\nWhen the 3d viewport is in a different mode the active material should be chosen."
] |
CTRL-Z(undo) in the graph editor select all fcurves
Tested on windows 7 / w10
Broken: (2.79a official, 2.79.4 0301df4 daylie build)
Undo in the graph editor select all fcurves on armature (work with action on object)
Another person experience the bug and talk about it in blender stack exchange :
why-does-undo-select-all-channels-in-graph-editor
Add an armature, go into pose mode, add a keyframe, select a channel in the graph editor, move it, press ctrl+z, all channel are now selected for no reason
| [
"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",
"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",
"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",
"Disable selection operators in sculpt mode\nA small task to improve keymap changes from #105298\n\nSelect operators can be used in sculpt mode, even though they have no effect:\n\n- `view3d.select_circle`\n- `view3d.select_box`\n- `view3d.select_lass`\n\nEspecially due to recent keymap cleanups, the circle select operator can be called with the shortcut `C`. These operators need to be disabled while in that mode to prevent this.\n\n",
"3D View Selection Occlusion (Select Through) \nCreating this design task as there are unresolved issues with [D6322: Mesh: Select through](D6322) which are more design issues.\n\nThis is a place holder, some topics to address:\n\n- Where this option is stored, accessed?\n- Which selection tools/operators should use this?\n- Which modes this should be supported in (edit, pose, grease pencil... etc)\n- How to display this option when in wire-frame display (when the user will always select-through)\n- How to access this from both active-tools & key-bindings?\n- How to make it obvious selecting-trough is enabled *(draw style, cursor - this might help avoid confusion)*.\n- Should this be supported in object mode too?(the reverse since objects already select-through), IIRC we discussed having this option for box select too.\n\n\n### Related Topics\n\nNote that there are topics being raised which relate to select-through, but might be best treated as separate topics since we could change behavior here with or without select-through.\n\n- Current behavior of X-ray.\n- Current usability toggling X-ray (Z-drag or Alt-Z).\n- Selecting faces by their centers.\n- Lasso select using object centers #64281 (Option to lasso-select using geometry instead of object centers.).\n",
"Persistent Base of Layer brush resets when selecting another object\nOperating system: gentoo ~amd64\nGraphics card: 1060\n\nBroken: all\nWorked: none\n\nPersistent Base resets in local mode\n1 select default cube\n2 subdivide it (Edit mode > W> Subdivide to 100 > Object mode)\n3 go to sculpt mode\n4 select layer brush\n5 select \"Persistent\" chbox\n6 Push Set Persistent Base\n7 Draw\n8 Draw with CTRL (it now worked like undo brush)\nNow all good works, and i can change anu brush - super useful\nbut\n9a select any other object/collection\n9b go to other mode ant went tot sculpt mode\n9c go to local mode (hotkey /) and went back\n10 Draw with CTRL (now it don't work right - it draw without Persistent Base)\n\nPlease see my screencast\n[2020-05-26 09-58-50.mp4](2020-05-26_09-58-50.mp4)\nIn global mode all works perfect\nIn local mode Persistent Base was gone\nThank you for great opensource sculpt tool!\n\nUpdate\n[2020-05-26 10-09-57.mp4](2020-05-26_10-09-57.mp4)\nBug happend If object has been selected agane too",
"GPencil: Undo System\n## Overall design\n\nThe gpencil undo system is a relative differential undo system (see Undo). Steps do not encode the whole object data, but rather only what changed between steps. We make use of the update cache (#95401) to retrieve what changed. \n\n## How undoing works\n\nWe only save “one-way” diffs. That means we can get from the current state into the future, but we cannot go into the past. E.g. when drawing a stroke and then deleting a layer, the system will save the change with the stroke and then the change with the layer. When we undo now we need to restore the deleted layer, but the previous step just has the data with the change of the stroke.\nIn this case we need to go back further in time until we find a step that changed what we want to restore. Then we need to re-apply all the diffs (going back to the future) until we reach the desired step.\nIn order to guarantee that we always find a step that has enough data in it, we force the first step of the “grease pencil undo chain” to be a full copy (initial full-copy). When a step is freed, we also ensure that the full copy is kept in the first position.\nIn the case that the previous step already encodes the element we are looking for, we just apply those changes to the current state.\n\n## How redoing works\nRedoing is more trivial: we just need to apply the step's diff onto the current grease pencil data.\n\n## Limitations\n\n~~**Going into object mode in an undo step**\nRight now, when going into any gpencil mode from object mode and then undoing will not work. This is probably because the global undo system is not able to restore the object mode for gpencil objects.~~\n\n**Undoing changes outside of the active grease pencil data**\nThe gpencil undo system only encodes a step if:\n - the active gpencil data was modified\n - the scene's frame changed\n - the step before was not part of the same undo system (initial full-copy)\nAll other modifications are not taken into account, and therefore not undo-able (similarly to how the mesh undo system works).\n\n**Editing multiple gpencil objects**\nBecause of how steps are encoded, the current system only supports undo/redo on the active GP object. If the dopesheet displays keyframes of several objects, only the modifications applied on the active object's one will be undo-able.\n\n\n## How to free the update cache\n\nWithout the undo system, the update cache was always freed after the update-on-write happened, e.g. after the changes were written to the eval object. With the undo system, we need to make sure that the cache is still populated when we encode a step. This can fail for example when we run a modal operator. Every modal execution might trigger an update-on-write, but only after the operator has finished do we encode the undo step.\nSo we need to make sure that we only free the cache after the encode step was run. This is done by tagging the gpencil data with a flag `GP_DATA_UPDATE_CACHE_DISPOSABLE` after the encode, and clearing it after a free.\n\n## Memory usage\n\nSteps that encode full copies or layer copies might become very large. In the worst case, the entire object might be duplicated multiple times in memory. This applies mostly to operations that modify layers (e.g. reordering layers, deleting a layer or adding a new one). \n\nAdditionally, we need to make a decision on what happens when the update cache is not populated. Right now, this will fall back to a full-copy of the data block. Again this will increase the memory usage substantially. An alternative would be to only encode steps when the cache is populated. Ideally this would be the case once the cache is used everywhere in grease pencil. \n\n## Implementation\n\nUndo system patch: [D13996](D13996)\n\nCo-authored-by: @yann-lty",
"Can't undo the keyframe change in edit mode\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: 3.1.2\n\nWhile in edit mode, when you hit Undo in the graph editor after moving a keyframe, the graph doesn't change.\n\n- Animate anything using a couple of keyframes.\n- Change to edit mode in viewport\n- Switch timeline to the graph editor (not necessary, you can keep timeline as it is)\n- Select a keyframe and move it\n# Hit undo\n\nResult: The graph editor stays the same\n\nExpected: The move you just made in the graph editor should be the only thing being undone!\n\nTest file with first four steps included\n[#97700.blend](T97700.blend)",
"Design: Graph Editor Curve Display\nThere are a few issues with the display of curves in the Graph Editor mentioned in the Paper Cuts devtalk thread. However while technically simple to change the drawing, it needs to stay consistent and clear, which is why this Design task exists.\n\n**Issues**\n* Locked Curve keyframes look like they are active\n* Curves are drawn in the same thickness even outside the range they can be edited in ?sorting=hot#\n* Location/Rotation/Scale curves are not distuingishable at first glance 27?u=christophlendenfeld\n\n## Current State\n\nNormal\n![image](attachment)\n\nDisabled\n![image](attachment)\n\nLocked\n![image](attachment)\n\n## Proposed Solution\n\n* Locked curves have crosses instead of keyframes to indicate that they can't be selected. [#106052](106052)\n* Locked curves are always drawn as if they were unselected since you can do nothing with them even though they are selected.[#106052](106052)\n* Increase the dash length and spacing to reduce visual noise [#106052](106052)\n* Add preferences to modify the colors of FCurves based on their type. Will default to the current standard to not confuse existing users.\n![image](https://projects.blender.orgattachment)",
"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)",
"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",
"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.",
"Hiding Armature in Outliner while in Pose Mode, leaves viewport without ability to select or exit the Pose Mode.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0\n\nWhen Armature is hidden via Outliner in Pose Mode, the selection, active object, and the Mode remains on that armature, not allowing to select anything anymore. Same happens with Meshes and Edit Mode, but one is still able to exit the Edit Mode. I assume it's likely that one either shouldn't be able to hide the object one is in Edit/Pose mode with, or the Mode probably should be exited upon hiding it's object. Or, at least, switching the Mode off shouldn't be disabled if the object is considered still active/selected.\n\n[armature.blend](armature.blend)\n - Select Bone,\n - Press Disable in Viewports for Armature object in Outliner,\n - > Can't select other objects in viewport now, or exit the pose mode.",
"Generic way for modifiers to check user-edited flags\nThe simulation modifiers need to take care of invalidating cache when user edits are performed on the modifier itself, or its dependencies.\n\nFor the point cache (rigid body simulation, for example) this is done as a dedicated dependency graph node, which is hooked to the rest of the graph via a relation which has `RELATION_FLAG_FLUSH_USER_EDIT_ONLY` flag. The benefit of such approach is that a generic callback function can be used (without capturing any internal state of the graph). The downside is the more complex routing of relations.\n\nThe simulation nodes took a bit different approach: the nodes modifier has a special lambda callback which checks the node and dependency graph state:\n```Cpp\nmodifier_node->evaluate = [](...) {\n if (modifier_node->flag & DEPSOP_FLAG_USER_MODIFIED) {\n ...\n }\n}\n```\n\nSuch approach allows to access the modification state without extra nodes and relations, but it is not very generic: ideally the modifier-specific logic will be left to the modifier's \"apply\" callback.\n\nFortunately, there is a simple modification to the current nodes modifier callback we can do!\n\nGeneral idea: have a generic modifier node callback (for all node types) which will copy the user-modified flag from the modifier dependency graph node to the modifier data. The modifier's \"apply\" callback then can make decision based on this flag.\n\nPseudo-code of this proposal goes as following:\n```Cpp\nmodifier_node->evaluate = [modifier_index = ...](::Depsgraph * /*depsgraph*/, ...) {\n ModifierData *md_eval = object_eval->modifiers[modifier_index];\n if (modifier_node->flag & DEPSOP_FLAG_USER_MODIFIED) {\n md_eval-> flag |= MODIFIER_USER_MODIFIED;\n } else {\n md_eval-> flag &= ~MODIFIER_USER_MODIFIED;\n }\n}\n```\n\nUse the modifier index since it can be captured at the graph construction time, and will stay available even if the original objects are destroyed (the long-term goal is to allow the depsgraph be fully independent from the original scene after its Copy-On-Write was run). It is a bit annoying to do an index-based lookup in the list, but it is unlikely to show up in a profiler.\n\nThe geometry node modifier can immediately use this new flag. In a longer term the rigid body will do the same or be migrated to the new simulation framework :)\n\n",
"GPencil: Shortcuts in Draw Mode are hardcoded\nMultiple keys in the `gpencil_draw_modal` function are hardcoded and (some) don't show up in the info bar. This makes it impossible for the user to know what certain keys do as well as impossible to change them in the keymap. All of those keys should be in the keymap with the default keys set as they are now.\n\nHere is a list of these (hardcoded) shortcuts:\n\n - {key Enter}, {key Pad_Enter}, {key Esc}, {key Space}, {key Ctrl Z} (?): Confirm\n - {key Mousewheel_Up}, {key Pad_Plus}: Increase size of eraser\n - {key Mousewheel_Down}, {key Pad_Minus}: Decrease size of eraser\n - {key O}: Set center of guide\n - {key V}: Turn off speed guide\n - {key M}: Alternate or flip guide direction\n - {key L}: Turn on line guide; {key Ctrl L}: Turn on line guide with angle = 0; {key Alt L}: Turn on line guide with last angle\n - {key C}: Turn on circular guide\n - {key K}: Turn line guide clockwise\n - {key J}: Turn line guide anti-clockwise\n"
] | [
"undo on bones in pose mode selects all channels in graph editor \nWIn 8.1, gtx 970m\n\nBroken: 2.79 e92f235283\n\nundo on bones in pose mode selects all channels in graph editor \ntested on 2.76-2.79 on several machines\n\n1 Add a single bone or rigifay metarig or any other rig.\n2 Go to the Pose mode.\n3 Insert any keyframes on 1st frame\n4 Go any other frame.\n5 move\\rotate\\scale bone\n6 Insert keyframes\n7 Go to the graph editor and toggle on Show_only_selected option. Also toggle on - only_selected_curves_keyframes\n8 Select any channel in the list. Let it will be - Loc X or whatever. So the only Loc X f-curve highlighted. Only Loc X keyframes are visible.\n9 move any keyframe on f-curve.\n10 Press ctrl+Z for Undo.\n11 Now, after undo all existing channels become selected so you can see all the f-curves with all keyframes on them. Which is incorrect.\n\nThere is no such problem in object mode. If you repeat these steps on cube then after undoing in graph editor the only selected channel stay highlited with only that f-curve keyframes visible.\n"
] |
Tweeking subdivision of box tool of grease pencil by the wheel OR -+ doesn't work properly
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39
Broken: version: 3.0.0
tweaking subdivision of box tool of grease pencil by the wheel OR -+ doesn't work properly , we can't increase subdivision after decreasing it.
at draw mode
select box tool
start to draw a box
decrease subdivision a little bit by wheel mouse
increase subdivision by wheel or + => nothing happen
[wheel increase subd GP .blend](wheel_increase_subd_GP_.blend)
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"Measure tool thickness option exposed in the UI\nCurrently when using the measure tool the 'thickness' option can be activated by pressing Shift enables surface thickness option.\n\nThis could be made more obvious by having this as a tool measure option.\n\nIn this case pressing shift could switch to the opposite of the current setting.\n\nSee #61151 (Ruler thickness tool broken in 2.8 beta)",
"Grease Pencil: Better render Anti-Aliasing\n## Motivations:\nThin lines are correctly rendered using grease pencil with the currently implemented post process Anti-Aliasing. This is done by making sure the line width is not less than 1.3 and by modulating its opacity.\nHowever, there is cases where this is not enough. For instance really dense drawings with small lines with little to no curvature still tends to flicker a lot.\nAnother case is when the gpencil strokes intersects the scene geometry. This makes the line less thick to the post process which makes it too small.\n\n## Proposed solution:\nWe propose to implement a Temporal AntiAliasing solution. It is robust and will match Cycles & EEVEE's film filtering if using the same filtering function. This only adds one temporary buffer (low VRAM usage compared to rendering at higher resolution) and is completely self contained (works with transparency and don't interfere with other features).\n\nI propose to only implement this for final rendering since it might introduce flickering that might be annoying while drawing.\n\nHowever this wouldn't solve the issue of gpencil strokes intersecting geometry.\nFor this I propose to erode or reproject the render's depth to match the render sample of the new AA scheme. This should fix the second problem completely.\n\n## Technical details:\n- Implementation just need to be ported from Workbench which has a lighter form of TAA than EEVEE. Also [D10414](D10414) can be of great help to reduce render/convergence time.\n- Depth buffer modification can be implemented after new AA is in.",
"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",
"Cycles adaptive subdivision tasks\nAdaptive subdivision and displacement needs some work still to be considered stable and fully supported. This task is to keep track of what needs to be done.\n\nSubdivision:\n* #49159: Normal maps do not work, no tangents are computed.\n* #49585, also #86684: Adaptive subdivision setting linking issue (Make adaptive subdivision a proper modifier setting so it is copied correctly)\n* #49431: Missing smooth (face-varying) UV subdivision.\n* #73395: Pointiness not working with subdivision\n* #73403: Missing vertex colors\n* Motion blur not working ([test file ](open?id=12qOQg-5YSj4rTwwwFU3VFQJBE7-pPRNp), report #83639)\n* Support for instances, two strategies both worth trying:\n**Object space dicing option so users can manually set it for all instances** Bin instances according to distance from camera, so we have about log(N)\n* Grid primitive to reduce memory usage\n* Optimizations, reduce memory allocations, .. (#73564 (Adaptive subdivision modifier takes to much memory ))\n* In Blender 2.8, Blender subdivides the mesh itself which leads to too much memory usage.\n* #78055: panorama dicing works poorly compared to matching perspective camera\n* #92893 (\"Persistent Data\" stops \"Adaptive Subdivision Surface\" from working properly.)\n* #97364 (Adaptive subdivision breaks attributes passed from geometry nodes to shader editor)\n\nDisplacement:\n* Fast BVH refit updates when tweaking displacement shader\n* Better results for bump from vector displacement.\n* Vector displacement tangents compatible with other software.",
"GPencil: Randomize brush's 'Position' attribute doesn't work when camera is too close to Grease Pencil object\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93, 3.1.0\nWorked: N/A\n\nExact steps to reproduce the error:\n\n- Open file\n- try to use Randomize brush\n- Strength and Thickness work, but not Position \n- Switch to the other camera that's farther away from the GP object, and randomizing the position works fine.\n\n[randomize_not_working_close_NEW.blend](randomize_not_working_close_NEW.blend)\n\n\nwatch?v=4pTrEm5HqVU",
"GPencil: Hard to erase drawing when layer parented to animated object\nOperating system: MacOs 10.15.4\nGraphics card: AMD Radeon Pro 5500M 8 GB\n\nBroken: Version 2.90 (2.90 2020-05-20)\nWorked: ?\n\nSorry for the potentially misleading title. I think that when a Grease Pencil drawing is parented, and the parent animated, the erase tool (using control/Alt/Right Click or the Brush eraser) is somehow offset and it's near impossible to erase precisely. Going in Edit mode and Selecting/Deleting the vertices/strokes works though... \n[GP_EraseWhenParentedIssue.mp4](GP_EraseWhenParentedIssue.mp4)\nHere is the Blend file.\n[GP_EraseWhenParentedIssue.blend](GP_EraseWhenParentedIssue.blend)",
"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)",
"Edit Dyntopo Detail Size operator is not working with all methods.\nOperating system: Ubuntu 18.04\nGraphics card:\n\nBroken: master #e7dc3c91ad82\nWorked: 2.90\n\nEdit Dyntopo Detail Size operator was recently replaced to have a better gizmo.\nThat only works with Constant Detailing method.\n\nShift D is doing nothing when Relative or Brush detailing method are used.\nThat is a regression. It is pertinent to change the size for those methods, too.\n\nProbably, gizmo should work differently for a Brush Method. But, at least, shortcut should allow to change Detail Size like in 2.90. \n\n\n\nIssue in Master :\nEnter into Sculpt Mode.\nEnable Dyntopo mode.\nPress Shift D. Nothing happens.\nChange Detail Method from Relative to Constant. \nPress Shift D. New Gizmo is available.\nChange Detail Method from Constant to Brush.\nPress Shift D. Nothing happens. \n\nRepeat same steps In 2.90 :\nCircle gizmo is adapted to used method.\nRelative method is relative to screen. So, circle does not go above a certain limit.\nConstant/Manual method is relative to World Space. Size of Circle is not limited.\nBrush Method is relative brush size. Gizmo is showing a percentage.\n",
"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",
"Grease Pencil drawing only show up when pen is lifted from tablet\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800S ATI Technologies Inc. 4.5.14802 Core Profile Context 21.40.64.30 30.0.14064.30001\n\nBroken: version: 3.6.1\n\n\nGrease Pencil is not the same as before. When I press down to draw something with the pen, it won't show up- until after I lift my pen up from the tablet and then it shows what I drew. This is bad because I can't draw if I can't see what mark I made. It only shows up after and ruins the workflow.\n\n\nI open up Blender, the updated version: 3.6.1. I click: 2d animation to start. Then I click pen as my grease pencil drawing tool. I draw something on the canvas. I press down to draw a shape. Nothing shows up as I press down on the canvas. I lift my pen off the tablet and then I see what I 'drew'. A horrible squiggle line because I cannot see what I'm drawing as I'm drawing. I did not have this problem with the past version of blender that I had: Blender 3.3.1. \n\n~Karina\n\n",
"Texture stencil \"Reset Transform\" doesn't work properly\n**System information**\nLinux Mint 17.3 (x86_64)\nLinux Mint 18 (x86_64)\nWindows 8.1 64bit\n\nNvidia Geforce GT640\nNvidia Geforce 820M\n\nBroken: 2.78, 2.77a\n\nIn texture paint mode (wether in 3D or 2D), the \"Reset Transform\" under \"Texture\" doesn't work once you clicked on the \"Reset Transform\" under \"Texture Mask\".\n![image.png](image.png)\n\n\n - Open this .blend file [stencil Reset transform bug.blend](stencil_Reset_transform_bug.blend)\n\n - Click on the upper \"Reset transform\"\n\n - it works.\n\n - revert file\n\n - click on the lower reset transform, then on the upper one\n\n - it doesn't work.",
"Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n",
"Grease pencil rendering inconsistency when lines are intersecting geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken:\n2.83.3\n2.90.0 Beta\n2.91.0 Alpha\n\nGrease pencil lines are sometimes rendered, sometimes not, depending on distance from camera. This seems\nto be caused by the grease pencil line intersecting the plane:\n![image.png](image.png)\nIn viewport same line is always rendered however (both in solid and rendered modes), which is confusing.\n\n - Open file:\n[grease_pencil_sorting.blend](grease_pencil_sorting.blend)\n - Hit render. Grease pencil line will not be rendered.\n - Move camera -1 or +1 on y axis. Render. Line is still not visible.\n - Move camera -1.1 or +1.1 on y axis instead and the line will get rendered.\n\n",
"\"Ctrl+Scroll\" to pan horizontally cause issue inside geometry node editor \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.93.0\n\n[ The two actions (Pan horizontally & change any float value of the parameters) are linked to same key combo (Ctrl+Scroll) inside geometry node editor which conflicts,]\n\n[1. Add cube and goto Geometry node editor\n2. add Transform or any node inside geometry node editor.\n3. Try to pan horizontally with Ctrl+scroll. As soon the node hit your mouse pointer while panning, the panning action will stop and it will change the slider value where the node hit the mouse pointer, this cause accidental change in value and other issue. either use Alt+scroll to pan. this same thing should be fundamental everywhere that Alt+scroll to change different tabs and Ctrl+scroll to change values, if possible.{[F10173799](Untitled.png)}]\n\n",
"Regression: GPU subdivision - Mesh does not immediately count viewport statistics\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\n\nBroken: version: 3.3.0 Alpha\nWorked: blender-3.3.0-alpha+daily.`d095fcd6b417`\n\nI didn't do rigorous bisecting but I suspected this is caused by 163f6a17e4 so I tested with a daily build before it was committed.\n\nMesh does not immediately count in viewport statistics with GPU subdivision enabled.\n\n![stats_with_subd.jpg](stats_with_subd.jpg)\n\n- Open startup file.\n- Add Subdivision Surface modifier to the cube\n- See the mesh is not counted towards viewport stats\n- Deselect the cube (or do some other action related to viewport display, for example, ticking viewport display options), and see now it is counted towards viewport stats\n"
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"Grease Pencil Draw Box tool allows decreasing subdivisions, but not increasing them\n3.0.0\n\nThe Grease Pencil tools for drawing stroke shapes let you use the mouse wheel to adjust the number of sub-divisions (wheel up for more subdivisions and down for less). The Box drawing tool is the exception to this, however- while making a stroke, it lets you decrease the number of subdivisions with the scroll wheel, but not increase them.\n\nEnter Grease Pencil Draw Mode\nUse the Box tool\nBefore confirming the stroke, use the mouse wheel and observe the number of subdivisions. You can go down, but not up!"
] |
Missing DNA block
I making an animation and my computer got shut down, when my computer turns on i open the animation file but it said Missing DNA block, can you fix it and tell me how to get the animation back pls
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"EEVEE baking\n",
"Image Sequence data disappears after certain properties are set\nOperating system:\nGraphics card:\n\nBroken: 2.83.6 (and all previous 2.8x versions)\n\n\nCannot access image sequence pixel data from 'Image Sequence' editor after certain properties are set.\n\nBased on the following startup file and bundled image sequence:\n\n\n1. Open the 'image_sequence_issue.blend' file from the following zip folder:\n[image_sequence_issue.zip](image_sequence_issue.zip)\n2. Run the active script in the text editor area\n3. Notice that an error is thrown - the image sequence has no data.\n4. Now comment out lines 8 & 9 (or line 12), and re-run the script. Notice that no error is thrown and the image has data.\n\nFor reference; the script bundled in the above file is copied below:\n\n```\nimport bpy\n\n# get the image editor space in the current screen\nviewer_area = next(area for area in bpy.context.screen.areas if area.type == \"IMAGE_EDITOR\")\nviewer_space = next(space for space in viewer_area.spaces if space.type == \"IMAGE_EDITOR\")\n\n# set properties on the image user\nviewer_space.image_user.frame_offset = 1\nviewer_space.image_user.use_cyclic = True\n\n# set the display channels to 'color'\nviewer_space.display_channels = \"COLOR\"\n\n# viewer_space.image.reload() # this line does not fix the issue\nprint(\"Before update:\", viewer_space.image.has_data)\nviewer_space.image.update()\nprint(\"After update: \", viewer_space.image.has_data)\n```",
"Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n",
"Interpolated hair curves sharp turns\nWindows 10\nGeforce 970\n32 Gigabytes ram\n\n2.79\n[system-info.txt](system-info.txt)\n\n\nAs shown in the screenshot below, some of the hairs seemingly at random have their curves restart mid stroke, leading to a perfectly straight line connecting from one side of the wave to the other where it continues as a curve.\n\nThis happens on hair systems using interpolated children and either braid or spiral kink. \n![Screenshot 2018-06-08 13.55.28.png](Screenshot_2018-06-08_13.55.28.png)\n\nAdd Hair system, Up the number of steps to 7\nDisplay 7 steps\nSet children to Interpolated\nSet Kink to Braid\nAmplitude 0.663 \nFrequency 1.507\n\nThe error occurs at any Amplitude/Frequency\n\n[HairSystemError.blend](HairSystemError.blend)\n",
"Schrodinger's Animation errors\nOperating system: Windows 10\nGraphics card: GTX 760\n\nBroken: 2.80, Hash: d30f72df8ac, 2019-06-19\n\nIf you filter the action editor by errors it will not show any unless you have seen them. This makes it very tedious to find errors with my keyframes. I've added a gif to show the problem better.\n\nMake an armature with several bones and create an action with keyframes for all of the bones. \n\nDelete one of the bones. \n\nIf you don't have enough space to show all the channels in the action editor then the filter by error thing will not correctly show you the keyframes for the missing bone.\n\nIf you scroll down and see the errors with your own eyes, the filter will work.\n\n![GIF.gif](GIF.gif)",
"Node Group usability tasks for Node assets\n* Enum socket\n* Custom warnings and errors\n* Panels / Sub-panels\n* Dynamic UI changes\n* Surface choice for inputs in modifiers\n\n",
"blender 4.0 shutdown immediately after launching\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nblender 4.0 latest build shutdown immediately after launching . and i think its cant overwrite the file showing in the image .when i deleted that file and try to launch blender its work just fine . after doing some stuff blender got crashed 🙃 and the same thing happen again (can`t launch) and so i have to do the same method to get it to work again 🙂👌\n\n----\n\n",
"Force keyframe with “insert only needed” option on\nBroken: 2.80\n\nI suppose this was intended not a bug, but from an animator perspective it seems like a bug.\n\nWhy when \"insert only needed\" options is ON I can't insert keyframes manually? I only get \"Keying set failed to insert any keyframes\" info\n\nInserting manually only works if you do it outside the current range of animation, but then it removes the key frames next to it. I know there were flat, but it's frustrating when the software deletes keys from my animation. Is it possible to disable this option?\n\nI usually put keys on all available attributes so I don't accidentally change the pose, but on the in-betweens I like to have only keys on changed attributes\n\nIs there a possibility to forcefully insert a keyframe? or just set Autokey to insert only modified attributes? \n\nI somewhat got the functionality I wanted using KeyinSets with overriding the ION option but that worked only when Target ID-Block was set for a specific object. But creating & switching specific keyingsets for all animated object is way to troublesome while animating\n\nCheck the \"insert only needed\" in Preferences > Animation.\nManually add 2 keys for an object e.g. frame 0 & 10. Then try the same keyframe on frame 5. -> Keying set failed to insert any keyframes\" \nAlso later try setting keyframe on frame e.g 15 - > Keyframe on 10 disappears ",
"hair dynamics beaks for some unevenly keyed hair strands\nBlender version: 3.0.0-alpha+master.4256eeeec4ca-linux.x86_64-release\n\nOpen the attached blend file: [hair-bug1.blend](hair-bug1.blend) \n\nHit space or click play animation. \nThe green hair strand falls down, affected by gravity (which is correct). The red hair strand is completely immobile - that is the bug.\n![Screenshot_20210907_144216.jpg](Screenshot_20210907_144216.jpg)\n\nSuch buggy hair strands are often produced when I trim or subdivide hair, but not certain about what exactly causes this. Sometimes it can be cured by rekeying it in particle edit mode.",
"Node Operators: Add Selection input node\n_No response_\n\n",
"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",
"Momentary interface freezes while EEVEE rendering causes progress bar malfunction\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.80, 2.81\n\n**Rendering in EEVEE has been causing momentary complete interface freezes for each frame**, which caused the progress bar on the frame render to malfunction and jump very quickly from one value to another, thus giving momentarily true but useless information (note that the progress bar never moved to an incorrect position, it just froze). One thing that assures me this is a bug is **minimizing all Blender windows causes the progress bar visible on the minimized icon to work properly** (but unfortunately one cannot see what frame it's on).\n\nOpen the default blend file.\nRender the animation. The interface on 2.81 has frozen for each frame.",
"Serious problems with visibility when linking a character\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3\n\n\nwhen linking a collection containing a character model, rig, etc., oddities occur with the visibility of the armature: when the overlays are turned off/ on, the armature is not displayed until some event occurs (this bug applies to the file where the model is located). undo ignores hiding bones (scene with linked and override character) for clarity, two animation files will be attached. in both, sometimes both of these bugs occur, while it is absolutely unpredictable\n[2022-09-16 02-20-35.mp4](2022-09-16_02-20-35.mp4)\n\n[broken_7.zip](broken_7.zip)\n\nfile with character in broken_7/stalker/\nfiles with animation in broken_7/3d_projects/tests/animation/\n",
"Regression: Mesh render artifacts\nOperating system: Windows 10\nGraphics card: GTX 1070 TI\n\nBroken: 3.1, 3.6\nWorked: (3.0.1)\n\nNormals on hair mesh is corrupted in newer versions of blender while being perfect in older ones.\nMesh name is LOD0_1_front_hair_omote597.\n\n- Open the attached .blend file\n- View the model/mesh in normals/ambient occlusion render pass (cycles)\n\n",
"Old todos (to be checked)\nNOTE: this is a direct dump of Install-OS (without cherrypicking the valid items)\n\n- [ ] Add code to detect drives to change (usb connected, disconnected)\n- [ ] RNA library needlessly rebuilds every time in visual studio.\n- [ ] Blender doesn't recognize .lnk shortcuts or hidden files.\n- [ ] Symbolic links are not supported #37619.\n- [ ] NTFS junctions are not supported #52080."
] | [
"Missing DNA block \nHello M. Mrs,\n\nI recently saved a scene that I worked on since more than 5 months on my USB card then I accidentally shutdown my computer.\n\nAfter, I re-open my computer and I noticed my USB card, deleted all my files. \nI managed to recover my blender files but a problem appeared. \n\nBlender doesn't remind this file : Missing DNA Block ! \n\nThere's any solution ?\n\nI use Blender 2.79b, on a Mac. \n\nThank you very much !"
] |
Armature in Edit mode - Duplicate - Adjust last operation panel. you canroportional editing
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14
Broken: version: 2.90.0 Alpha
| [
"Fix bad behavior of Armature Join operator\nCurrently, armature 'Join' operator empties its source Armature IDs, while not deleting them. This is both fairly useless, and inconsistent with other 'Join' operations on e.g. Meshes, which do leave source obdata untouched.\n\nIt should instead probably operate on temporary out-of-main copies of the source armatures data, and also leave the original data unchanged.\n\nAlternative option would be to effectively delete the emptied source armature IDs, together with all the objects using them, but this is probably not the desired behavior either.\n\nIssue revealed while investigating #96452 (Armature corrupted after undo), see also [#96452.blend](T96452.blend) for a reproducible case.",
"Unify the various copy procedures used in node editor\nNode editor has current 5 different places where copying nodes takes place (search for uses of `bke::node_copy_with_mapping`):\n* [Node tree copy](node.cc#L133)\n* [Duplicate nodes](node_edit.cc#L1251)\n* [Group Separate (copies nodes from the group tree into another tree)](node_group.cc#L442)\n* [Clipboard (both copy to clipboard and paste into node tree)](clipboard.cc#L185)\n* [Shader node tree branch copy for execution](node_shader_tree.cc#L562)\n\nThe core stages of the copy procedure are roughly the same in each operator, but with differences in implementation that lead to a lot of code duplication. For example, `node_map` in clipboard uses `const bNode *` keys, while the duplicate operator uses non-const keys.\n\nCopy operators should share these pieces to avoid too much code duplication:\n1. Copy nodes themselves\n2. Build an _old -> new_ node map\n3. Build an _old -> new_ socket map for connections\n4. Remap parent/child relationships of new nodes\n5. Copy and remap internal and external links between nodes\n6. Update selection\n7. Update topology cache\n8. Perform generic tree update to handle potential changes\n\n",
"Edit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\nOperating system: Linux-6.4.13-200.fc38.x86_64-x86_64-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 16.0.6, DRM 3.52, 6.4.13-200.fc38.x86_64) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6 LTS\n\nCaused by 1251b7c4001b3f7de158c089256b04c887d6c5bb\n\nEdit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\n\n- use the context menu on a button in the UI and call Edit Source\n- this is missing the following info in the status bar:\n![image](attachment)\n\n",
"Sculpt Mode: Edit Voxel Size hotkey conflict\nOperating system: Win 10\n\nBroken: blender-2.90-51ac411ce80c-windows64\n\nThe \"Edit Voxel Size\" and the \"Repeat Last\" functions are using the same hotkey (Shift+R), and as a result, the \"Repeat Last\" command is not working in sculpt mode.\n![image.png](image.png)",
"Curves edit mode radius editing\nThis consists of two features, a connection to the \"Shrink-Fatten\" transform mode and a corresponding active tool in the sidebar. \n\n![image](attachment)\n\n",
"Make the “redo” panel also appear in the tool settings tab\nWe should make the 'redo' panel also appear in the Tool Settings tab in Properties:\n\n![image.png](image.png)",
"Transform has hard-coded keys to the modal keymap\nCurrently some keys used during transform are hard coded, a few aren't available in the modal keymap either (`O`, `C`, `N`), see `transformEvent`.\n\nIt's not useful to be able to edit the modal keymap when there is also functionality only accessible from hard coded keys.\n\nAll functions should be moved to the modal keymap and hard coded keys removed.",
"Undo in Sculpt Mode\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\nWhen I apply undo in sculpt mode it applies to my previous settings as well (symmetry activation, some of brush settings and any settings in sculpt mode). \nThis is so annoying moment please help with it?\n\n",
"Image Editor in Mask mode: Toolbar broken \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nImage Editor in Mask mode: Toolbar broken \n\n- Open the Image Editor\n- Change the UI mode to Mask.\n- Add a new mask.\n- Toggle Toolbar(T).\nNotice that the Adjust Last Operation pop up i moving but no Toolbar becomes visible.\n{[F11089235](mask.gif),size=full}\n\n\n",
"Cycles: add feature overrides\n[D4255: Cycles: Added feature overrides](D4255)",
"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",
"Possible 4.0 Top Menu Changes\nI'm hoping that with Blender 4.0 we can take the chance to move some menu items slightly.\n\nOne concern I'd love to address is the discoverability of the \"app\" (Blender logo) menu. I'm sure most users find it eventually, but that won't happen be immediately for new users.\n\nI would address this simply by moving out of that menu anything that a new user might need, and leave it for things that more advanced users use. This moves \"Splash\" and \"About\" items to the Help Menu. The \"System\" submenu expands out. \"Install Application Template\" moves to File Menu. This leaves it with only items that most new users can safely ignore at first: \n\n![image](attachment)\n\nMoving \"Install Application Template\" to the \"New\" submenu makes it more clear that you can add to the list:\n\n![image](attachment)\n\nWith the \"File\" menu it would be nice to group the \"Loading\" and \"Saving\" items together. This separates \"Import\" and \"Export\". These two items have contents that look almost identical so it is easy to select an import instead of an export and cause damage. This also makes the list shorter so that it can better accommodate #104678.\n\n![image](attachment)\n\nFor the Edit menu we can group the items slightly better by making \"Undo History\" a part of the Undo/Redo group. And also make it clear that \"Adjust Last Operation\" is the same that is done when \"Repeat Last\" and is part of repeat history:\n\n![image](attachment)\n\nI'd like for the Help menu to look a bit simpler by following our existing recommendations of not showing repeating item icons. And also move the Splash and About here:\n\n![image](attachment)\n\nI have a sample PR that can be tested here: 106654\n\n",
"Colection instances can't render if duplicated while instanced on a mesh with array\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.1\n\ncol instances disapear from render view if duplicated when instanced on an array\n\nmake a plane, add aray modifier. \nput anythng in a collection, instance it \nput the instance as child of the aray, toggle face instances on.\nduplicate the col instance: the previous one(s) will disapear from render.\n\nin this blend file, just turn render view and you'll see only the lastest col instance renders.\n\n",
"Workspace duplicate resets my tweak tool back to default select box\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)\nWorked: ???\n\nAnd EACH time I create new workspace I forced to change it back to tweak, because i prefer it.\nIt is a pain in the … code.\n\nWhy do I think it is a bug? Because scale cage or annotation are saved.\n[2020-04-02_16-44-41.mp4](2020-04-02_16-44-41.mp4)\n\n",
"Undo of operations on modifiers is inconsistent when object is in edit mode\nBroken: version: 2.79, 2.82 (sub 1), branch: master, commit date: 2019-11-22 18:14, hash: 373e936e3e\n\n\nwhen a modifier that has been **added in edit mode** to a object and is **deleted in edit mode,** it is not restored when using undo. \nThe operation shows up in the undo history but does nothing.\n![image.png](image.png)\n\n1. go into edit mode\n2. add a modifier\n3. delete the modifier\n4. use undo, notice modifier is not restored.\n\ncreating the modifier in object mode or deleting it in object mode will restore it when using undo. this is a very confusion inconsistency that i noticed with the new undo method.\n"
] | [
"Operator macros [e.g. ARMATURE_OT_duplicate_move] have non-functional 'Proportional editing' option in Adjust Last Operation panel\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nDuplicating a bone in edit mode. In the Adjust Last Operation panel there is a proportional edit checkbox. Which can't be activated.\n\n\nOpen Blender\nCreate armature\nSwitch to Edit Mode\nDuplicate the bone\nIn Adjust Last Operation panel try to activate Proportional editing.\n\n![proportional.jpg](proportional.jpg)\n\n"
] |
Second Geometry Nodes group input node kills the effect - feels somehow sticky
Operating system:
Graphics card:
Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)
When nodetrees get bigger, one might want to keep things tidy by calling multiple group input nodes in order to keep the noodles short, but the geometry nodes editor doesn't seem to like that.
Inside the geometry nodes editor of a cube, add an instance node, instance something, add a transform node in front of it and duplicate the group input node. Now delete the transform node with reconnect. Notice how the cube turns back into a cube. Now delete the second group input node. The instanced objects are back again.
![1.png](1.png)
![2.png](2.png)
![3.png](3.png)
![4.png](4.png)
![5.png](5.png)
| [
"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\"",
"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)",
"Geometry Nodes: Simulation nodes cache assert\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\nSee attached stack trace file.\n\nDebug build.\n1. Geometry nodes:\n a. Add Simulation nodes.\n2. Quickly and randomly move time cursor on timeline by hands.\n\n",
"Geometry nodes preview, clipping Region in the viewport its not working\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.161.03\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nTo be compleatly honest i don't remember if this was a limitation of the preview node or not and i was unable to find the answer. \nSo as the title says viewport clip in viewport doesn't work in the geonodes overlay preveiw\n![image.png](image.png)\n\n- Try to preview any data from geometry nodes. \n- alt+b to do a viewport clip\nshould look like in the left side of the image above, but it seems that a second geometry with the info from geo nodes in alpha blend mode its not being clipped \n\n",
"Duplicating a node with a driver loses the driver\nWindows 10 Pro, GTX 1060 6 GB\n\nBroken: 2.79b\nWorked: (optional)\n\nDuplicating a node with a driver (e.g. an RGB mix with a driver for the factor) causes the driver to be lost from the duplicate. This makes node setup more tedious than it needs to be.\n\nAdd an empty to the scene.\nSet up an RGB mix node with two color inputs.\nCreate a driver on the factor that uses the empty Y world position.\nWith the node selected, shift-D to duplicate.\n\nThe duplicate will have lost the driver.\n",
"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",
"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",
"Object data bounds improvements proposal\n# Problems\n\nThere are issues with the handling of bounding boxes currently that\nresult in performance problems, inconsistencies, and overly complicated code:\n* They are stored in objects, but they really have to do with geometry.\n * This means that geometry instances (without objects) have to recalculate their bounds on every redraw.\n * There are other unnecessary recalculations because code is messy and the situation is hard to reason about.\n* All eight corners of the box are stored, when anything besides the min and max are redundant usually.\n * This often results in complex code for retrieving the min and max.\n* Behavior between different object types is often inconsistent due to the lack of clear design.\n* There are two many ways to retrieve the same data. The uses of \"object\" bounds vs \"object-*data*\" bounds are often ambiguous.\n\n\n# Design\n\n**Bounding Box Definition**\n\n* Bounds describe the local space of the geometry/data\n * Anything else, like storing bounds with a transformation applied, is usually unnecessary, and is too specific to cache.\n* Bounds should usually be retrieved from geometry directly\n* For original objects, the bounding box should only include the original data\n* For evaluated objects, the bounding box includes all evaluated geometry besides instances\n\nThis implies that the bounding box wouldn't be copied from the evaluated object\nback to the original. While this might require some changes, it should make for\nclearer code in the end.\n\n**Caching**\n\nSince the existing bounds cache really refers to the geometry, it should be cached on\nthe geometry level. Object bounds can be built out of the geometry bounds when it's actually necessary.\nThis should significantly speed up geometry instancing, where the bounds currently\nneed to be recalculated on every redraw.\n\n**Return By Value**\n\nReturning `BoundBox` by value when accessing object bounds can make it clear that\nit's just built from the geometry bounds. It also makes it possible to remove the allocated\nbounding box from `Object.runtime`.\n\n# Implementation\n\n**Step 1: Geometry caching, internal changes**\n- [x] Add caching of bounds per geometry data-block [D16204](D16204)\n - [x] Share bounds caches between equivalent copied & original data-blocks [D16204](D16204)\n- [ ] Apply to all relevant object data types\n- [ ] Make accessing bounds on objects use the geometry bounds\n - [ ] Return `BoundBox` by value in `BKE_object_boundbox_get`, use min and max where possible.\n - [ ] Remove functions like `BKE_pointcloud_boundbox_get` and `BKE_mesh_boundbox_get`\n- [ ] Change some code to access bounds from geometry instead of objects\n- [ ] Make sure all uses of object bounding boxes (`BKE_object_boundbox_get`) use the evaluated object\n- [ ] Remove cache of bounds on objects (`Object.runtime.bb`)\n\n**Step 2: Python/RNA API**\n- [ ] Make changing positions in Python tag bounds dirty\n- [ ] Somehow make all python access of Object.bound_box use evaluated objects \n - [ ] Add accessors for geometry bounds to Python\n - [ ] Make depsgraph necessary for original object evaluated bounds access\n - [ ] Handle backwards compatibility?\n\n**Step 3: Remove Syncing**\n- [ ] Remove syncing the evaluated object's bounding box to the original object (original object bounds would only use original geometry).\n\n**Step 4: Potential Future Improvements**\n- [ ] Explore whether bounds calculation can ever be skipped entirely, if render engines don't need it and snapping is turned off, for example\n\n# References\n\n- #92963 (Instancing Performance Improvements)\n- #92206 (Bounding Box: compute during depsgraph evaluation) *A related design task for bounding boxes. Proposes some changes but doesn't go as far as this task.*\n- [D13598: Refactor: Clarify object bounding boxes, cache bounds in data (WIP)](D13598) *An old WIP patch exploring these ideas. Some of the changes there aren't current with this proposal.*",
"Geometry Nodes does not work with Rigid Body correctly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 3.5.1\n\nI have seen that Geometry Nodes does not work with Rigid Body correctly.\n\nI join you and example with two flags and two dominoes pieces.\n[Bug Gemoetry Nodes and Rigid Body 1.blend](attachment)\n\nA flag traditionally rotates on the \"Z\" axis and pushes the domino piece.\nThe other flag uses the geometry nodes to rotate and instead of pushing the domino, it through it.\n![Captura 1.PNG](attachment)\n\nThe Geometry Nodes only did a 'Transform Geometry' to rotate the flag.\n\nI opened the issue on https://blender.stackexchange.com/ and no one could did it work. \nI don't know if is a bug or that it still not deployed.\n\nI hope this is helpful and that you can fix it.\n\n",
"Unify the various copy procedures used in node editor\nNode editor has current 5 different places where copying nodes takes place (search for uses of `bke::node_copy_with_mapping`):\n* [Node tree copy](node.cc#L133)\n* [Duplicate nodes](node_edit.cc#L1251)\n* [Group Separate (copies nodes from the group tree into another tree)](node_group.cc#L442)\n* [Clipboard (both copy to clipboard and paste into node tree)](clipboard.cc#L185)\n* [Shader node tree branch copy for execution](node_shader_tree.cc#L562)\n\nThe core stages of the copy procedure are roughly the same in each operator, but with differences in implementation that lead to a lot of code duplication. For example, `node_map` in clipboard uses `const bNode *` keys, while the duplicate operator uses non-const keys.\n\nCopy operators should share these pieces to avoid too much code duplication:\n1. Copy nodes themselves\n2. Build an _old -> new_ node map\n3. Build an _old -> new_ socket map for connections\n4. Remap parent/child relationships of new nodes\n5. Copy and remap internal and external links between nodes\n6. Update selection\n7. Update topology cache\n8. Perform generic tree update to handle potential changes\n\n",
"Alembic Instances are Duplicates instead of References\nWhen importing alembic files, Blender creates duplicates of the geometry data instead of references. Additionally, each instance is an object instead of a dupli group which would consume far less memory?\nAlembic is outputted from Houdini. [pigs_packedTransforms.abc](pigs_packedTransforms.abc)\n\nThis behaviour is exhibited by 2.79rc2. ",
"Delete geometry node performance regression writing to multiple vertex groups in 3.1\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.1.0\nWorked: 3.0.1 and older\n\nCaused by f5e5a0987a\n\nUsing a combination of Delete Geometry node along side the Armature modifier makes the node run slower and slower the more vertex groups armature is using. The difference is an immense drop from 144fps back to 8fps using the same .blend file in 3.0.1 and 3.1\n\n[Delete Geometry + Armature 3.0.1.blend](Delete_Geometry___Armature_3.0.1.blend)\n![2022-03-10 01_42_58-Window.png](2022-03-10_01_42_58-Window.png)\n[Delete Geometry + Armature 3.1.blend](Delete_Geometry___Armature_3.1.blend)\n![2022-03-10 01_42_26-Window.png](2022-03-10_01_42_26-Window.png)\n**.blend file overview**\n![2022-03-10 02_06_30-Window.png](2022-03-10_02_06_30-Window.png)\n\nI would argue that this bug is a high priority issue and makes a lot of the character animation workflows impossible to use in 3.1 .\nDelete Geometry Node has been a replacement for the Mask Modifier ever since Geometry Nodes was introduced, it is a crucial part of a lot workflows. \n\n\n\n**More information if needed :**\n\n- Order of the modifiers does not matter\n- Vertex groups on the mesh have to be used by the armature for it to take an affect, however the vertex group used to delete the geometry is not being used by the Armature\n- The issue seems to be that the Node is now checking every single vertex group instead of the single attribute given to it\n- The more vertex groups used by the armature the worse the performance\n\n\n\n",
"Compositor : improve Viewer node behavior\nSome issue with the current design:\n* The backdrop only shows the output of the viewer node. This means that for simple cases, users need to manage multiple nodes.\n* It's not obvious when seeing the results of the viewer node that this is not what final rendering will actually output, which leads to mistakes and having to re-render.\n* Viewer nodes work differently in geometry, shading and compositing nodes, mainly for historical rather than good design reasons.\n\nTo address these problems, I propose to make the Viewer node behave more like the one in geometry nodes.\n* If there are no Viewer nodes, then image editor, 3D viewport and node editor backdrop and will show the (active) Composite output.\n* Like geometry nodes, the Viewer node will have a button to enable and disable it. When enabling, editors by default will show the viewer output with some visual indicator that it is a viewer.\n* The editors should have an overlay option to disable showing the viewer node, so it's possible to configure an editor to always show the final output with others showing the viewer output.\n* The \"Viewer Node\" image datablock will be removed.\n\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",
"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```"
] | [
"Geometry-Nodes: Tree doesn't evaluate with multiple input nodes\nOperating system: Linux-4.15.0-123-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4000 (IVB GT2) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.92.0 Alpha\n\nInstead of routing another geometry noodle from the same Group Input node, habit made me copy & paste it to have a second input, this completely stopped the node tree from calculating the geometry nodes. However deleting the duplicate Group Input node does fix the issue.\n\n1) Create a new Geo Node Modifier (in this build it is not called Nodes, but Empty)\n2) Add a transform node with any values to the network\n3) Copy & Paste the Group Input node\n\n[Double_Geometry_Input_Node.blend](Double_Geometry_Input_Node.blend)\n\n{[F9347709](double_geo_inputs.jpg), size=full}\n\n"
] |
Blender 2.90 and 2.91 damage mesh with multires modifier
Operating system: Linux Fedora 32 64bit
Graphics card: GTX 650Ti
Broken: 2.90, 2.91 Alpha
Worked: 2.83 2.81 2.73a
Add cube, use multires modifier in simple mode adn subdivide 3 times. Tab to edit mode and bevel ona or all verts. Tab to object mode again. Mesh are damaged.![Знімок екрану_2020-09-02_12-00-01.png](Знімок_екрану_2020-09-02_12-00-01.png)
Based on the default startup or an attached .blend file (as simple as possible). | [
"Rigid body doesn't work when collision is set to mesh, deform and deforming\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Radeon RX Vega M GH Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.37.04 30.0.13037.4001\n\nBroken: version: 3.2.1\n\nThe rigid body simulation doesn't work with objects using collision with mesh, deform and deforming.\n\n* Make a plane, subdivided\n* Give it a wave modifier\n* Set up the rigid body type: dynamic, active, animated; collision: mesh, deform and deforming.\n* Use another object make it rigid body active\n* Run simulation\n* Sometimes works and when changing rigid body substeps per frame doesn't work at all (well sometimes works but when it does things jump out of control not like in Blender 2.79)\n\nIn Blender 2.79 works perfectly\n\n\n[Wave simulation 3.2.blend](Wave_simulation_3.2.blend)\n\n[Wave simulation 2.79.blend](Wave_simulation_2.79.blend)\n\nBlender 3.2\n\n![image.png](image.png)\n\nBlender 2.79\n![image.png](image.png)\n\n",
"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)",
"Fractured object crashes Render\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.10.12\n\nBroken: version: 3.4.1\n\nRendering image crashes Blender\n\nThe attached file is the output of a fractured cube using RBDLabs, nothing else. It's a series of 965 simple static meshes. When displaying rendered shading in viewport, all is well. When doing Render > Render Image, then Blender crashes. Happens on my Mac M1 and Mac Intel, on Blender 3.3.4, 3.4.1, 3.5 and 3.6 alpha. If I delete the 115 last cells or the 134 first ones, then the render will properly happen. Thanks !\n\n",
"Regression: Multires Unsubdivide destroys the vertex groups\nOperating system: Windows 10\n\n\nBroken: 3.0 release, 3.0 (b42354672e)\nWorked: 2.93LTS, 3.0 (cec103d5a9) \n\n\nIt seems like unsubdividing using the Multires Modifier destroys the vertex groups, interesthingly enough other kind of mesh data stays intact (like the vertex colors) after the same operation.\n\nThe Decimate modifier's Unsubdivide does not destroy the data, but using the Decimate modifiers not option in these kinds of usage because the multires one is about getting the prior subd levels for sculpting purposes.\n\n[byUQjUlY19.mp4](byUQjUlY19.mp4)\n\n\nLoad the .blend file\nSelect the torus\nMultires->Unsibdivide\nMove your mouse to the 3d viewport to get the UI update properly\nThe Vgroups are gone\n\n[multires_09122021_1051_52.blend](multires_09122021_1051_52.blend)\n",
"Regression: Surface Deform modifier bind to object with different viewport/render subdiv level will be buggy when rendering\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.3.0 Alpha\nWorked: version: 3.2.0\n\nIf object A has a subdiv modifier with different level for viewport/render, and object B has a SurfaceDeform modifier that bind to A.\n\nWhen A is deforming in viewport, B will also deform normally in viewport. However in rendered result, B will become chaotic. Clearly the 'bind' option in B's SurfaceDeform modifier remembers A's vertices that subdived for levels of viewport setting, but when rendering, A will be subdived for levels of render setting, and have a different number of vertices, making B's bind invalid.\n\nAny other modifiers with bind option, e.g. MeshDeform, may also suffer from this.\n\nI wonder if this can be fixed. Two possible solutions:\n1. for every subdiv step, add additional vertices at the end of original vertices. So the original vertices will remain index unchanged, and the bind may work as well.\n2. When rendering, check if render subdiv level != viewport subdiv level, and always use viewport subdiv level for binding of any other modifiers. The render subdiv level should only affect render visual effect. Maybe an option for this can present in subdiv modifier, if this change may introduce incompatibility issues.\n\nFollowing above information, reproduce should be easy. However, an example .blend file is provided.\n1. open example.blend. This file contains a surface with subdiv level 2/5 for viewport/render and a torus with SurfaceDeform bind to it.\n2. F12/render and see the torus go bad.\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)",
"No visible mesh on Viewport Screenshot in sculpt mode with Multires\nOperating system: Linux-6.2.11-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Alpha\n\nWhat the title says.\n\n- Add a cube\n- Enter sculpt mode\n- Add a multiresolution modifier and subdivide\n- Use the operator: Header -> View -> \"Viewport Render Image\"\n\n",
"Knife tool fails on a non-planar n-gon\nBroken: 2.74 up to and including 2.92 master\nWorked: 2.73 (yes, I bisected that far back ;) )\n\n\nKnife tool fails to cut between verts in n-gons of certain configuration.\n\n\nLoad the attached .blend and try to make a knife cut between the two selected verts (i.e. try to create an edge connecting them).\n\n[knife_fail.blend](knife_fail.blend)\n\n(If you want to test in 2.73 yourself, copy the object from a running instance of 2.9x into 2.73 using ctrl+c/ctrl+v, then replace the mesh in another existing mesh object).",
"Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n![image.png](image.png)\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n![image.png](image.png)\n\nChanges appears only after You enter to object mode.\n![image.png](image.png)\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n",
"Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002ae4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006820\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001738\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003c44\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 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std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000389c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002d68\nntdll.dll :0x00007FFDEFFECC80 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: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)",
"Particle Edit mode for non hair particles - point select mode crash\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\n\nBlender crashes when entering into the Particule Edit mode\n\n- Delete all objects from the default scene\n- Create a plane\n- Add a particle system\n- Set end frame to 50\n- Bake the particle system\n- Switch to the Particle Edit mode\n- Select Point select mode\n\n- > Crash\n\n[blender.crash.txt](blender.crash.txt)\n\n\n",
"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)",
"Applying Subdivision/Multires Modifier De-merges UV's\n### Update\n\nThe issue of custom-data (UV's specifically) becoming detached remains, this problem existed before b88dd3b8e7, it was just less obvious since selection connected near-by UV's. Now UV's are merged by default at a very low threshold when applying modifiers to mitigate the problem. Keeping this report open as it would be good if subdivision-surface didn't separate UV's, replies to this report contain some notes that could lead to a solution. In practice users should not experience problems caused by this behavior, so marking low priority. ~ @campbellbarton.\n\n----\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha \nWorked: working in 2.90 \n\nCaused by b88dd3b8e7\n\nWhen applying a subdivision modifier, certain UV's points disconnect from their neighbors. This does not seem to occur with the F3 menu subdivide operation.\n\n- Open default blender scene.\n- Subdivide cube - 1 level and apply it. Do this step 4x\n- In the UV editor use \"Alt select\" to select face loops at random.\n- Alt click around until a face loop is not fully completed, this will reveal unmerged vertices.\n- Check area that did not complete by moving faces, vertices, edges etc to confirm unmerged UV's.\nThis does not seem to be an issue with the newly added 9a52b30cc0 in my eyes, rather an issue with subdividing.\n[UV Disconnect.blend](UV_Disconnect.blend)\n\n",
"Subdivision Surface: Out of memory exception in in post 2.79 versions\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: (2.79)\n\nWhen rendering a displacement heavy blend file, We consistently get out of memory exception in blender 2.8x and 2.9.\n\n - Open the attached blend file.\n - Click F12 (Render Image).\n # Wait till it crashes (approximately 6min).\n\nMore info about this blend file:\n```\nResolution: 650px by 650px\nCycles: 10\nAll polygons are triangles.\nOne material with a displacement map on all objects.\nSubdivision modifier with Catmull Clark with 1.0 adaptive value, on all 3 objects.\nSimplify->Render->Maximum Subdivion is equal to 2.\nSimplify->Render->Texture Limit is equal to 8192.\nSimplify->Viewport->Maximum Subdivion is equal to 0.\n```\n\n[Bug-Upload(2.79).blend](Bug-Upload_2.79_.blend)",
"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)"
] | [
"Box with beveled vert will damage, if use multires modifier in simple mode.\nOperating system: Fedora 32, 64bit\nGraphics card: GTX 650Ti\n\nBroken: version: 2.91.0 Alpha\nWorked: blender-2.82a-windows64\n\nAdd cube, bevel one vert (1 segments) add multires modifier, select simple mode, and subdivide 2 or 3 times. Mesh will damaged.\nIf beleled 2 or more verts subdivision works stability, but not always. Sometimes it will damaged, sometimes properly.![Знімок екрану_2020-09-01_17-17-24.png](Знімок_екрану_2020-09-01_17-17-24.png)"
] |
2.83 Invoking Script Subprogram in a Group Subprogram Crashes Blender (Animation Nodes)
blender/blender-addons#77317, #77323, #77327 are the same issue
{[F8574900](CymaNode21c.blend)}Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: Intel(R) HD Graphics 520 Intel 4.5.0 - Build 26.20.100.7812
Broken: version: 2.83.0
Because the Object Instancer Node cannot be executed within a Animation Nodes SubProgram I created two Python scripts that:
1. Creates a plane from a mesh and add adds modifiers
...
fltWallsInnerDiameter = 1.2
fltResolution = 50.0
bpy.ops.mesh.primitive_plane_add(size=fltWallsInnerDiameter, \
```
enter_editmode=False, location=(0, 0, 0))
```
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.subdivide(number_cuts=fltResolution)
bpy.ops.object.editmode_toggle()
objWater = bpy.context.active_object
objWater.name = "Water"
...
2. Create a cylinder from a mesh and adds modifiers
...
When I run either script manually, the objects are created just fine.
Whenever I try to invoke the python (script) subprogram within a Group SubProgram Blender crashes. And if I am able to save the .blend file, Blender crashes when I try to reload it.
The objects need to be created 'on the fly' based on dimensions that are user-provided. It is not clear why Blender will not run a python script that creates objects within a subprogram.
Just try to add the pytCreateWaterRun script to the Animation Node and run the animation.
| [
"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```",
"Including node group attribute into NodeTreePath\nAt this moment `SpaceNodeEditorPath` has method append with parameters `node_tree` and `node`. This method is adding `NodeTreePath` into path. But event if `node` parameter was added into `append` method the `NodeTreePath` object does not have any information about root node of group tree.\n[bpy.types.SpaceNodeEditorPath](bpy.types.SpaceNodeEditorPath.html#bpy.types.SpaceNodeEditorPath.append), [bpy.types.NodeTreePath](bpy.types.NodeTreePath.html)\n\n![](2020-11-18_15-04-26.png)\n\nAccording the fact that one group tree can be used by many group nodes it quite important to have information about via which group node the group tree is eddited. Sverchok addon is used to color problem nodes. Without information about group nodes in path it is impossible to mark such nodes.\n\nI would not bother if there was any workaround. What I actually was trying:\n```\nnode_tree_path.name = 'group_node'\nAttributeError: 'NodeTreePath' object has no attribute 'name'\n\nbpy.types.NodeTreePath.node = bpy.props.StringProperty()\nnode_tree_path.node = 'name'\nAttributeError: 'NodeTreePath' object attribute 'node' is read-only\n\nnode_tree_path['node_name'] = 'name'\nTypeError: bpy_struct[key] = val: id properties not supported for this type\n\narea_names = {}\narea_names[node_tree_path] = 'my_name'\n```\nEven last example would not work for several reasons. ID of path can be changed on undo event for example. If area is splitting into two I'm not able to update second area in the dictionary.\n\nI think, for API consistency, either `node` parameter should be removed out from the `update` method or `node` attribute should be added to `NodeTreePath` object. I would prefer second choice.",
"Python API docs Error\n\nI'm not sure that it needs to be sent here\n\nThe Python API Docs contains an error - it says that blender as a python module need to be compiled independently. but this has not been the case for a long time\n\n![Screenshot_20230729_184115.png](attachment)\n\n",
"Operator to convert input node to new group input socket\nMake an operator to convert input node to new group input socket\n\n![Screenshot from 2022-08-26 14-55-28.png](Screenshot_from_2022-08-26_14-55-28.png)\n- >\n![image.png](image.png)\n![image.png](image.png)\n\nBehaviour:\n\n- Create a new input on the current node group.\n\n- Use the input node's...\n... type as the group input socket type\n... value as default value and of the new group input and value of all instances where the group is used\n... label as the new group input's name\n\n- Replace the input node with a group input node and reconnect the new output to all previous connections\n\n- Hide all outputs on the new group input node except the newly create one (same as drag realease search way of adding a new group input socket)",
"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",
"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",
"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",
"Python Nodes for Cycles, Eevee, Compositor and Textures\nThis task has the purpose of adding RNA classes that can be used to create custom python nodes for builtin nodetree types.\n\nThe main purpose of these classes is to provide a better interface for custom nodes, that can be used in the Shader, Compositor, and Texture Node Editors.\n\n- - [x] Add Shader RNA class\n- - [x] Add Compositor RNA class\n- - [ ] Add Texture RNA class\n\n- - [ ] Add Python utilities for managing custom nodes\n- - [ ] Add Python utilities for converting nodegroups into custom nodes\n\n- - [ ] Documentation\n\nAny comments, sugestions and corrections are welcome.\n\nSome custom nodes for testing the patches:\n[Testing_nodes.py](Testing_nodes.py)",
"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",
"Crash when modifing materials after using BMesh in Depsgraph-Pre event\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\n\nBroken: version: 3.0.0\nBroken: version: 3.0.1 Release Candidate\nBroken: version: 3.1.0 Alpha\n\nI wrote a script with a function that copies a mesh via BMesh to another object and then changes it's materials. When I want to export the scene as an alembic, Blender crashes when the function gets called via the Depsgraph_Pre event. Depsgraph_Post and Frame_changed_Pre & Post all work fine.\n\n\n- Open the attached Depsgraph_Pre_Crash.blend file in Blender\n- Run the script\n- (Optional) Scroll on the timeline between frames 1 & 2 to check that the script works\n- Set the active frame on the timeline to 1\n- Export as alembic with default settings\n- Blender crashes\n[Depsgraph_Pre_Crash.blend](Depsgraph_Pre_Crash.blend)\n\n[Depsgraph_Pre_Crash.crash.txt](Depsgraph_Pre_Crash.crash.txt)\n\nHere is the callback registered in `depsgraph_update_pre`:\n```lines=10,lang=python\ndef updateFrame(scene): \n```\n emptyObject = bpy.data.objects[\"EmptyObj\"]\n firstOBJ = bpy.data.objects[\"Frame1\"]\n secondOBJ = bpy.data.objects[\"Frame2\"]\n```\n\n```\n if(scene.frame_current == 1):\n bmNew = bmesh.new()\n bmNew.from_mesh(firstOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n```\n\n #Doing anything with the materials crashes blender on alembic export\n```\n emptyObject.data.materials.clear()\n```\n\n```\n if(scene.frame_current == 2):\n bmNew = bmesh.new()\n bmNew.from_mesh(secondOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n \n emptyObject.data.materials.clear()\n```\n",
"Using `bpy` module with `multiprocessing` causes `ModuleNotFoundError: No module named '_bpy'`\nOperating system: macOS Monterey (12.4)\nGraphics card: M1 Pro\n\nBroken: 3.1\nWorked: -\n\nHello, \n\nI'm using Blender through the `bpy` module and I noticed using `bpy` module with `multiprocessing` causes a ModuleNotFoundError error. I just wanted to draw Blender developers attention to this bug.\n\n## How to reproduce the crash\nCreate `bug.py` with this content, and run `python3 bug.py`:\n```Py\nimport bpy\nimport multiprocessing as mp\nif __name__ == \"__main__\":\n manager = mp.Manager()\n```\n\nYou will get the following traceback:\n```traceback\nTraceback (most recent call last):\n\nFile \"<string>\", line 1, in <module>\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 116, in spawn_main\n exitcode = _main(fd, parent_sentinel)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 125, in _main\n prepare(preparation_data)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 236, in prepare\n _fixup_main_from_path(data['init_main_from_path'])\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 287, in _fixup_main_from_path\n main_content = runpy.run_path(main_path,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 269, in run_path\n return _run_module_code(code, init_globals, run_name,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 96, in _run_module_code\n _run_code(code, mod_globals, init_globals,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 86, in _run_code\n exec(code, run_globals)\nFile \"/Users/emadpres/Downloads/bug.py\", line 1, in <module>\n import bpy\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/Resources/3.1/scripts/modules/bpy/__init__.py\", line 38, in <module>\n from _bpy import (\n\nModuleNotFoundError: No module named '_bpy'\nTraceback (most recent call last):\n\nFile \"/Users/emadpres/Downloads/bug.py\", line 4, in <module>\n manager = mp.Manager()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/context.py\", line 57, in Manager\n m.start()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/managers.py\", line 566, in start\n self._address = reader.recv()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 255, in recv\n buf = self._recv_bytes()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 419, in _recv_bytes\n buf = self._recv(4)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 388, in _recv\n raise EOFError\n\nEOFError\n```\n\n\n## Why does it happen?\nA few discussion/threads have already touched on this issue and here is a summary from [here](23#issuecomment-514826760) nicely describing why this error happens in essence:\n> 1. We import bpy in the main process\n> 2. This brings in the `C:\\Users\\TGubs\\Code\\Python\\blender_test\\venvs\\3.6.832\\Scripts\\2.79\\scripts\\modules` to the top of sys.path because the Blender runtime needs it\n> 3. The `multiprocessing.Pool` instantiation grabs our bad `sys.path`\n> 4. Since modules aren't portable across the `multiprocessing.Queue` our new processes are going to try to import the modules again\n> 5. Search along `sys.path` for `bpy`: I found one at `C:\\Users\\TGubs\\Code\\Python\\blender_test\\venvs\\3.6.8-32\\Scripts\\2.79\\scripts\\modules`!\n> 6. Error: can't locate or import its dependency `_bpy` (mostly because that is a Blender runtime convention that does not apply in Python)\n\n\n\n## Hacky Workarounds\nI also found a couple of hacky workarounds:\n1. backup `sys.path` before `import bpy`. And restore it right before instantiating the multiprocessing object. Once done, revert your change. [Code](23#issuecomment-514826760), or\n2. guarding the `import bpy` to avoid re-importing it:\n\n```python\nfrom multiprocessing import current_process\nimport multiprocessing as mp\n\nif current_process().name == 'MainProcess':\n import bpy\n\n\nif __name__ == \"__main__\":\n manager = mp.Manager()\n```",
"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",
"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",
"Python API: \"NodeLink\" object in 'insert_link' callback of bpy.types.Node causes crash when reading some properties.\nOperating system: Linux-5.15.65-1-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0\n\nTrying to dereference the properties of the sockets in the link crashes Blender.\n```\nException thrown: read access violation.\nntree was nullptr.\n```\n```\n>\tblender.exe!nodeFindNode(bNodeTree * ntree, bNodeSocket * sock, bNode * * r_node, int * r_sockindex) Line 2038\tC++\n\n \tblender.exe!rna_NodeSocket_node_get(PointerRNA * ptr) Line 2803\tC\n \tblender.exe!NodeSocket_node_get(PointerRNA * ptr) Line 46896\tC\n \tblender.exe!RNA_property_pointer_get(PointerRNA * ptr, PropertyRNA * prop) Line 3516\tC\n \tblender.exe!pyrna_prop_to_py(PointerRNA * ptr, PropertyRNA * prop) Line 1429\tC\n \tblender.exe!pyrna_struct_getattro(BPy_StructRNA * self, _object * pyname) Line 4287\tC\n \tpython310_d.dll!PyObject_GetAttr(_object * v, _object * name) Line 922\tC\n \tpython310_d.dll!_PyEval_EvalFrameDefault(_ts * tstate, _frame * f, int throwflag) Line 3593\tC\n \t[Inline Frame] python310_d.dll!_PyEval_EvalFrame(_ts *) Line 46\tC\n \tpython310_d.dll!_PyEval_Vector(_ts * tstate, PyFrameConstructor * con, _object * locals, _object * const * args, unsigned __int64 argcount, _object * kwnames) Line 5072\tC\n \tpython310_d.dll!_PyFunction_Vectorcall(_object * func, _object * const * stack, unsigned __int64 nargsf, _object * kwnames) Line 342\tC\n \tpython310_d.dll!PyVectorcall_Call(_object * callable, _object * tuple, _object * kwargs) Line 255\tC\n \tpython310_d.dll!_PyObject_Call(_ts * tstate, _object * callable, _object * args, _object * kwargs) Line 290\tC\n \tpython310_d.dll!PyObject_Call(_object * callable, _object * args, _object * kwargs) Line 318\tC\n \tblender.exe!bpy_class_call(bContext * C, PointerRNA * ptr, FunctionRNA * func, ParameterList * parms) Line 8690\tC\n \tblender.exe!rna_Node_insert_link(bNodeTree * ntree, bNode * node, bNodeLink * link) Line 1751\tC\n \tblender.exe!blender::ed::space_node::node_link_exit(bContext & C, wmOperator & op, const bool apply_links) Line 899\tC++\n \tblender.exe!blender::ed::space_node::node_link_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 1055\tC++\n \tblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const char * kmi_idname) Line 2380\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3283\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3333\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3924\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 579\tC\n \t[External Code]\t\n\n```\n\n- Open attached .blend file\n- run the script,\n- Create `New` Node Tree\n- add two nodes\n- connect them.\nBlender will crash to desktop.\n[custom_nodes_simple_bug_finder.blend](custom_nodes_simple_bug_finder.blend)\n\n",
"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"
] | [
"2.83 In Animation Nodes: Executing bpy.ops.mesh.primitive_plane_add() inside of a python script, then running it as a Script SubProgram Crashes Blender.\nblender/blender-addons#77317, #77323, #77327 are the same issue\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 520 Intel 4.5.0 - Build 26.20.100.7812\n\nBroken: version: 2.83.0\n\nIn Animation Nodes: Executing bpy.ops.mesh.primitive_plane_add() inside of a python script, then running it as a Script SubProgram Crashes Blender.\n\nbpy.ops.mesh.primitive_plane_add(size=2, \\\n```\n enter_editmode=False, align='WORLD', \\\n location=(0, 0, 0))\n```\n\n[CreatePlaneCrash.blend](CreatePlaneCrash.blend)\nIf the Python Script CreatePlane is executed manually, the plane is created just fine. \n\nAdd Subprogram Node 'CreatePlaneRun' to an Animation Node and Blender Crashes (see attached)\n\n\n\n"
] |
Blender crash when I try to clip region to limit the 3D Viewport display to a portion of 3D space.
Operating system: Windows 11 Pro
Graphics card: Intel(R) HD Graphics 4000
Broken: (3.0.0)
**When I use the shortcut Alt+B to clip the region, just after I draw the rectangle on the viewport blender stop working and closed itself without showing any message error**
![image.png](image.png) | [
"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",
"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",
"Circle Select and Border Select malfunction when their shortcuts are set to Mouse4 or Mouse5\nOperating system: Windows 10\nGraphics card: RTX 2080 Ti\n\nBroken: 3.0.0\nWorked: 2.93.5\n\n**Bug Description**\nWhen called using a shortcut set to \"Button4 Mouse\" or \"Button5 Mouse\", Circle Select and Border Select in the 3D Viewport will act as if the left mouse button is being held down continuously (The circle is continously selecting / a selection box will be drawn). \n\nPressing the Middle mouse button does not deselect, pressing the left, middle or right mouse button will instead end the Circle/Border Select. \n\nIf the shortcut is set to a keyboard button or the tool is activated through left-clicking a menu, the tools work as intended.\n\nOn a fresh install of Blender 3.0 with default settings, \nset the shortcut for Circle Select or Border Select to \"Button4 Mouse\" or \"Button5 Mouse\", \nthen press the assigned button",
"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",
"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",
"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",
"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",
"AMD - Blender Crashes When I Start Render - Cycles GPU Compute\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\n\n[Whenever I start Rendering, It crashes when using cycles on GPU compute. Doesn't happen on CPU option.]\n\n[On render engine, select cycles. Then set it to GPU Compute. Then click on render on top left corner. Then select render image.]\n\n",
"Blender 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",
"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",
"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",
"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",
"Problem with stop animation when View Viewport Render Animation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17\n\nBroken: version: 3.5.0\n\nThere is big gap and Problem with **stop** animation when View -> Viewport Render Animation is started in blender, eg. when it's selected accidentally and as alternative to View -> Viewport Render Image.\n\nTry to stop this animation. By me when I made this mistake not found solution other by kill blender process, cos stop button not was available or \"x\" btn like render (in case render view updating each image on Evee rendering process).\nNo imagine some big project and situation that user must waiting to finish, and he is not sure about saved file and blender is hanged due this process.\n\n",
"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```",
"EEVEE: Blender Crashes when rendering specific File\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.93.0\nWorked: (N/A)\n\nBlender crashes when rendering specific file. It only seems to happen with this file - when I render other (even larger) files with the same inputs it works fine, but with this one it crashes every time. The error message is EXCEPTION_ACCESS_VIOLATION, but I received the data from an open source website and it is placed in a folder on my computer that I have full access to. Debug report: [blender_debug_output.txt](blender_debug_output.txt)\n\nSave NZ_Compressed40pc.jpg to desktop ![NZ_Compressed40pc.jpg](NZ_Compressed40pc.jpg)\nOpen Dev.blend\nIn the shader editor for the plane, ensure the image texture has NZ_Compressed40pc.jpg linked as input.\nRender>render image\n\nTest File:\n[Dev.blend](Dev.blend)\n"
] | [
"Clipping Region tool closes Blender\nSystem information\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\nBlender version \nBroken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, hash: 02948a2cab\nversion: 2.91.0\n\n\nBrief description of the error \nUsing the Clipping Region tool closes Blender when selecting\nthe area in the 3d viewport.\n\n\nExact steps for others to reproduce the bug **\n- ALT + B\n- Select the Area in the 3d viewport. Blender closes\n\n\n",
"Crashes Clipping Region (on Intel GPUs only?)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 10.18.14.5067\n\nBroken: version: 2.91.0\nBroken: 2.82\nWorked: 2.81\n\n**After shortcut Alt+B** blender is crashed (feature **\"Clipping Region\"**).\nEven with an almost empty project. I have noticed this problem since version 2.82 and it still (on 2.91) doesn't work.\n\n",
"Crash when setting clipping region\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: 3.0.0 Alpha\n\nBlender crashes when user tries to set clipping region in 3D Viewport window.\n\nLoad default startup file.\nChoose View — View Regions — Clipping region... or press Alt+B.\nDraw a rectangle with mouse in 3D Viewport.\n\nBlender waits a second or so then crashes."
] |
Update Clip Editor for 2.80 Toolsystem
## Reason
Blender 2.80 is using a new toolshelf and toolsystem, so we need to update the toolshelf in Blender's clip editor too.
The workflow for tracking in the clip editor used to be split between toolshelf on the left and sidebar on the right.
In the toolshelf you would start setting up your scene length based on clip length, prefetch footage etc.
Then you would set the tracking settings for new markers in the toolshelf.
However, the tracking settings for the active track were in the properties sidebar to the right.
Solving and cleaning were on the left in the toolshelf.
So overall, the clip editor was using the concept of toolshelf and sidebar rather loosely.
Blender 2.80 is having a different, a bit more stricter approach to the toolshelf (now toolbar)
The toolbar is the place for active tools, the toolshelf Tabs are gone.
However, now we have Tabs in the sidebar.
So we need to update the overall design of the clip editor and also think about how we can adapt the tools and operators to the new workflow.
## Tools
The following tools should only be relevant to the Clip View, not for Graph or Dopesheet View. There left-click+drag should only move the time cursor, just like in regular Dopesheet.
### Add Marker
The closest thing to a new tool is probably Add Marker.
We used to just Ctrl+Click to add a marker, which is very convenient. Maybe we can keep that too.
However, the new toolsystem would make it possible to move all the settings to the topbar (and hence to the tool settings in properties editor as well).
So you choose the add marker tool. In the topbar you can adjust the settings for new markers. Here's a screenshot of the settings currently in the toolbar. ![tracking_settings.jpeg](tracking_settings.jpeg)
To adjust the settings of the active marker you can still use the track settings in the sidebar.
With the Add Marker tool active you should still be able to track.
EDIT: The Add Marker tool should not only add the marker, but also move it, as long as you have the mouse clicked. Just like Ctrl-Click now in 2.79.
The Clip Editor has a little playback area at the bottom. So the add marker tool would have to respect that, so that we have the tool active but can still drag the time cursor in the cache/playback area at the bottom of the editor.
![playback.jpg](playback.jpg)
### Box Select
Another active tool could be box and lasso select.
### Annotate
Annotate just as in other editors. It should, however, be still possible to assign the annotation to the mask (Data Source), for track masking.
## Ideas for other tracking tools
There are some other tools I could think of, but those are maybe something for later and would require a bit more discussion.
For instance, maybe it would be nice to have an orientation tool.
Right now you first choose 3 tracks, then hit Floor, or Origin etc.. Depending on how that went you might have to choose 3 other markers and do that again. But I could imagine that it could also be a tool:
- Activate Orientation tool. By default it would be set to "Floor". Once you picked 3 markers they will automatically be set as the Floor. (Maybe even with thin relationship line between them to indicate they are the floor?
- Could have an option where you Ctrl-Click for Set Origin, Shift-Click for X-Axis and Alt-Click for Y-Axis.
- Could have a mode to set the scale. Tool Setting would be the scale (default=1.0), tool would work in way that if you connect 2 tracks it will apply the scele to the scene.
## Masking
Masking could benefit even more from the active tools concept than Tracking. But even though it is part of the clip editor I would rather open another Task for that.
| [
"Small improvements to 3D View Transform Manipulators\nAs per feedback from the Spring team, we would like to make some smaller improvements to the 3D View transform manipulators:\n\n\n - Increase the treshold for hiding the planar transform widgets, so that users don't accidentally drag the plane when they meant to drag the arrow\n - Increase arrow click threshold. Currently it's very unforgiving. Even if you click outside the arrow by one pixel, it doesn't register as an arrow click. Give it a few more pixels all the way around.\n - Separate the view-aligned rotation handle from the X, Y and Z rotation handles, so that users don't accidentally click the wrong one. We can make the view-aligned handle offset, like it was in 2.79\n",
"Low unit scale values show wrong Values and Units in sliders\nOperating system: Linux-5.8.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: not in 2.80 or 2.83\n\nWhen the unit scale is too low (< 0.0001 e.g. 0.00009), the values in all sliders will jump up to the value they would have with a unitscale of 1.0. This causes problems with the clipping planes of the viewport camera (didn't do this in 2.80). This seems to be independend of the unit system (metric/imperial).\n\nIf this is a known limitation then the shown precision of the unit scale slider should reflect that. Also a fix for the clipping plane issue is needed as that did work in 2.80.\n\nBased on default startup.\n1. In Scene Settings: enable seperate units\n2. set unitscale of 0.00009 or less (metric r imperial)\n3. observe what the dimensions sliders tell you about the dimension of the default cube.\n4. observe the buggy floor grid in the viewport probably due to the same bug in the clipping sliders (wasn't there in 2.80)\n",
"FPS problem (movie import)\nOperating system: Windows 10\nGraphics card: rtx 2070\n\nBroken: \nWorked: Blender 3.5.1 \n\nWhen I import a 30 fps video in blender (in \"movie clip editor\"), this video will be interpreted as 120 fps per blender, making motion tracking impossible.\n\nimporting a 30fps video in movie clip editor\n\n",
"Faster Animation Playback\n**Status:** Discussing Designs\n\n---\n**Team**\n**Commissioner:** @Mets @Hjalti\n**Project leader:** @Jeroen-Bakker\n**Project members:** @Sergey\n\n**Description**\n**Big picture:** Animators should be able to work in an interactive environment.\n\n**Non functional requirements:**\n\n* Animation playback in the viewport should play at constant framerate at 24fps.\n* `?` Motion curves should be update-able in realtime\n* Playblast shouldn't take much more than regular viewport playback.\n\n**Work plan**\n\n\n**Milestone - Animation Playback/Render Performance**\n\n**Status:** Execution\n**Time estimate:**: \n**Design:** #73429 (Approach Faster Animation Playback)\n**Engineer plan:** Will be created per improvement.\n**Related Tasks**\n* {icon circle color=red} #75134 (TaskScheduler Improvements)\n* {icon circle color=red} #75120 (DrawManager: Improved Task Scheduler)\n* {icon circle color=red} #75208 (Dependency Graph Evaluation Optimizations)\n* {icon circle color=yellow} F-Curve Evaluation Optimizations\n* {icon circle color=yellow} Profile and optimize modifiers (some suggestions are archived in #75207)\n* {icon circle color=yellow} Motion Path Performance\n* {icon circle color=yellow} Optimize VSE Playback for Animators\n* {icon circle color=green} #75124 (ActionEditor: Keyframes Drawing)\n* {icon circle color=green} #75127 (ActionEditor: Add callback function to ANIM_animdata_filter)\n\nThese tasks are ordered in priority. The changes to the task scheduler has most technical impact so we should execute that task with highest priority so we have more time to fix any related issue. The Draw Manager changes rely on features that will be realized by the task scheduler. (@Jeroen-Bakker will do the developments)\n\nChanges to the dependency graph can start from the beginning. Most likely they will be executed by @dr.sybren or @sergey.\n\nThe rest (modifiers, action editor) can be executed afterwards. This is also the time to look at improving motion curves (if this is still needed). (@Jeroen-Bakker will do the developments)\n\n**Milestone - GPU Subdivision**\n\n**Status:** Initial\n**Time estimate:**: \n**Design:** To be completed\n**Engineer plan:** To be completed\n**Related Tasks**\n\n* #68996 (OpenSubdiv GPU acceleration)\n\nThe final design for subdivision (part of the modifiers optimization) needs more collaboration between the GPU/Viewport team and @Sergey to come with an realistic approach.\n\n\n**Milestone - Animation Cache**\n\n**Status:** Needs Design and engineering plan to proceed\n**Time estimate:**: To be determined after Design/EngineeringPlan\n**Design:** #73481 (Design: Animation Caching)\n**Engineer plan:** Not started\n\nAnimation Caching Mechanism: RAM/Disk cache mechanism that can cache the output of an animation. During the animation the cache is invalidated.\nThis cache can also be used for viewport playback and viewport animation rendering.\n",
"Placement Tool for Objects and/or Collections\n### Motivation\n\nThe new drag & drop snapping helps easily & quickly placing objects in the scene. But it relies quite a bit on the asset and the scene it’s being dragged into (e.g. the size relative to the destination scene, the exact normal of the snapped to surface), etc. Users may want to adjust the rotation, the scale, the up-axis, use the origin for snapping rather than the bound-box (e.g. to place trees so they are partially covered by the ground plane), etc.\n\n### Basic Design Idea\n\nRather than setting these options before dragging (where you don’t get visual feedback) or while dragging (where it’s awkward to give input because you’re holding a mouse button), the Operate->Settings paradigm of Blender should be used: First the object/collection is dragged in and placed using basic snapping, then we provide a visual way to keep adjusting the transforms and parameters until the user is happy with the result.\n\nHowever, this placement method isn't just useful for dragging in assets. It is useful as a general transform tool and should be created as such. So this is a proposal for a general placement tool with bounding-box or origin based surface snapping, that gives access to most important transforms and properties for placing an object. In some way or another, it could be (temporarily and optionally?) activated after dragging an object or collection asset into the scene. If more advanced transforms are needed, the user can still access the proper transform tools & operators.\n\n### Temporary Activation\n\nHaving to activate a placement tool every time an asset is dragged in can be annoying. Blender could automatically activate it, at least in some temporary fashion. For example, the tool could temporarily override the active tool after dragging in an asset. Deselecting the dragged in object would bring back the real active tool. If the user wishes to go back to the placement tool, that can be explicitly enabled again in the toolbar.\n\n### Tool Design\n\nTODO",
"VSE 2.0: The Big Picture\n**Status:** Final designs and planning is being made. relevant tasks are being created\n\n---\n\n**Team**\n\n**Commissioner:** @fsiddi\n**Project leader:** @Sergey\n**Project members:** @fsiddi, @Sergey, @iss\n\n**Description**\n\n**Big picture:**\n\nThe goal is to make VSE usable for typical tasks done here at the Blender Animation Studio, making it so artists are happy using VSE tools.\n\n**Use cases**:\n\n* Working on a movie project edit, starting with story-boarding, ending with a final edit of the movie.\n* Editing tutorial videos.\n\n**Design:**\n\nOverall design is simple: VSE should just work :)\n\nMore concrete designs are written up in the specific milestones, as they are covering different aspects, some of them are purely technical, some of them are mainly UI/UX.\n\n**Work plan**\n\n**Milestone 1 - Playback performance and reliability (for videos and images)**\n\n* - [ ] Baseline: Realtime playback stack of two videos 1080p at 60fps\n* - [x] Moving a clip under the playhead should refresh the viewer in realtime\n* - [x] Improved caching\n\nRelevant task: #78992\n\nTime estimate: `TBD`\n\n**Milestone 2 - Tools and UX**\n\n* - [x] Default media display (letterboxed in the view #78987)\n* - [x] Improved default media fitting: adding a video or image to the sequence should \"scale to fit\" at the edit resolution (currently it stretches)\n* - [x] Make media transform (scale, position, anchor point, crop) relative #78988\n* - [ ] Improved retiming tools\n* - [ ] Snapping\n* - [ ] Zoom controls for viewers (Fit -default-, 200%, 100%, 50% etc)\n* - [ ] Easier to use fades\n* - [ ] Titling tools improvement\n\nTime estimate: `TBD`\n\n**Milestone 3 - Media Management**\n\n* - [ ] List media (video, audio, images) added to a project #78990\n* - [ ] Bins (and smart bins)\n* - [ ] Preview support (slide to review)\n\nTime estimate: `TBD`\n\n**Milestone 4 - I/O Workflow**\n\n* - [ ] Clip preview\n* - [ ] In and Out marks\n\nTime estimate: `TBD`\n\n---\n\n[Demo file ](vse_production_example.zip) from the actual production video created here at the Blender studio.\n\n[Small file ](vse_simplified_example.zip) to test playback on simple setup and encoding performance.",
"modifier offset slider step value being driven by the mouse looses one order of magnitude worth of accuracy when units are metric vs none\nwin 10\n2080ti\n\nBroken: 2.80+\n\nSince blender 2.8 has switched to real world units the modifier slider step(when driven by the mouse) value has lost one order of magnitude worth of accuracy, 0.001 instead of 0.0001 \nIt is possible to switch the unit system back to none to get the higher accuracy. \nThey should be consistent and both work to the higher level of accuracy as this level is essential when working on real work scale small items e.g. a watch\n\n\n- with scene unit type set to \"metric\" add a bevel modifier the standard cube\n- press shift while clicking and dragging the bevel modifier offset slider and notice how the smallest amount possible to move is 0.001 m\n- switch scene unit type to \"none\"\n- press shift and click drag the modifier offset slider and notice the smallest amount possible to move is 0.0001 m\n",
"Loop Cut at Point\nHere it would be a nice improvement to make it so you can create cuts anywhere along a loop, not just in the center. This would be a tool setting.\n\n![Screen Shot 2018-08-27 at 14.51.13.png](Screen_Shot_2018-08-27_at_14.51.13.png)",
"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",
"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",
"Bisect Tool Todo\n## Bisect\n * - [ ] {icon circle color=yellow} We should add an updated Gizmo here ![bisect_manipulator](bisect_manipulator)\n\n *Comment: should this gizmo's plane be an outline (design looks opaque), also, it's quite different to the previous design, see: #54661 ~ ideasman42*\n\n *Answer: This design is more similar to what we have now, but makes it easier to rotate and move the bisect plane along specific axes. The blue plane here should be transparent, not opaque. ~ billreynish*\n\n * - [x] {icon circle color=yellow} We should add these options to the tool settings: Fill, Clear Outer, Clear Inner. Otherwise, users have to keep setting these settings for every bisect operation.\n * - [ ] {icon circle color=yellow} We should add an option called 'Only Selected' just like the Knife tool. Currently it always only applies to selected elements, but that makes many successive bisects annoying because you constantly have to select all. \n",
"The viewport may update at 0 FPS while navigating, until the mouse is released.\nOperating system: Windows 10\nGraphics card: RTX 3080 Ti\n\nBroken: 3.0.0\nWorked: 2.92.0\n\nWhen working in sculpt mode on a model with multires modifier, the viewport may update at 0 FPS while navigating, until the mouse is released.\n\nUsually when navigating in sculpt mode on a model with multires modifier, the model will switch to a low poly version while navigating. When this bug is happening, the viewport remains frozen and the high poly model remain on screen until mouse is released.\n\nThe bug will be temporarily fixed upon clicking on another application or resizing the blender window.\n\n1. Shift+A to create a plane\n2. Ctrl+E and subdivide it 4 times.\n3. Attach multires modifier onto the plane.\n4. Subdivide it 6 times with the multires modifier.\n5. Use sculpt mode and sculpt without moving the view for around 1~2 minutes (I used a wacom tablet. Using the sculptDraw brush, I added / subtracted (hold ctrl) from the mesh, also using smoothing brush (hold shift) to smooth certain parts, and undo (ctrl + z) multiple times to simulate a normal working environment.)\n6. Try to pan or rotate the view around.\n\n\n\n**I found another way to trigger this bug, and it's not strictly related to sculpt mode.**\n(Tested on blender 3.1.0 beta 03b57d3973)\n\n1. Click around with a Wacom tablet.\n2. Pan the camera around with a Wacom tablet.\n3. Pan the camera around with a mouse.\n\n\n[sculpt mode bug.blend](sculpt_mode_bug.blend)\n\n[2022-01-17 04-48-11_Trim.mp4](2022-01-17_04-48-11_Trim.mp4)",
"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).",
"Improvements to Curve Modifiers (Animation Curves)\nThe intention of this design task is to improve the ways we interact with modifiers amongst multiple curves and other missing options like \"baking\" the result to the curve.\n\nBased on using modifiers for different things myself here is what I feel would be best:\n\n - First thing is to add a new menu under \"channel\" to add any modifier to all the selected/highlighted channels.\n - Also a second option to remove all modifiers from selected/highlighted channels. (as in most cases you'd only add one modifier to a channel).\n - This could be complimented by a remove all modifiers of x type from selected channels.\n - under Shift G (new menu for graph editor) select grouped everywhere else we could have an option to select curves with x type of modifier.\n - Add a naming box with automatic unique names to the curve modifiers in the same fashion as in the object modifiers, this will allow association and the use of \"alt\" for editing multiple modifiers. ![image.png](image.png)\n - At the top where the copy / paste modifiers buttons are paste should allow \"alt\" modifier to paste to all selected curves/channels or adding a second paste button that will do just that. ![image.png](image.png)\n # Among with the checkbox for activation and the x for modifier deletion a similar menu to this ![image.png](image.png) could be added with the option to apply which should allow animation baking to the curve with simplified version of the \"bake action...\" operator allowing to define the range and steps and to delete or disable the baked modifiers for baking the resulting animation to that curve.\n\nAll of these are up for discussion but I feel it would improve heaps the way we can work with curve modifiers making them super more useful than they are right now because I feel in general people would use them much more if they were easy to handle for more than just one curve at a time.\n\nWhat do you guys think?\n \n\n\n\n\n",
"Setup Tracking Scene needs an upate\n\nThe Setup Tracking Scene operator needs an update. Since Blender has the option to make an object a shadow catcher, the current setup seems overly complex and elaborate. \nAlso, not always is a shadow catcher even needed. That's why I suggest to simplify the setup tracking scene operator and make it a bit more flexible. \n\n**Different Setup operators**\nInstead of the current two operators, I would break it up a bit more. \n\n- Set as Background (same as current operator)\n- Setup Camera: If no camera is available, add one. Setup the camera solver constraint. Set Background images.\n- Setup Tracking scene: see below\n- Setup Solved Object (not sure about the term): Add an Empty (drawtype Sphere maybe?) to the scene, setup the object solver constraint, set inverse.\n- optionally more operators can be added, maybe via addons, such as cleanplate setup etc. \n\n**Setup Tracking Scene**\nThe current setup operator is designed for a very specific usecase. But now with the shadow catcher and Eevee available I find it is not suitable anymore in most cases. So I suggest to use a simplified setup instead. Should the user need a more elaborate solution it is much easier to extend the simplified setup, than to cleanup the complicated one that we have at the moment. \nTo make it more convenient for the user I suggest to let the user choose which render engine he wants to use and if he even needs a shadow catcher.\nSo first the user can switch the render engine from the currently active one to a different engine with a dropdown menu. Though for now I would suggest to only use Eevee and Cycles. \nThen with a checkbox you can choose whether to use a shadow catcher or not.\nIf you then hit \"Setup Tracking scene\" the following happens:\n- Make Film transparent\n- Enable use_nodes in the compositor\n- Setup node_tree: Add Movieclip. Add scale node. Only if LensDistortion has been used for solving the Undistortion node will be added. Combine Viewlayer and the movieclip tree with an AlphaOver node.\n- If shadow catcher checkbox is enabled: Add a plane in a new collection named \"shadow catcher\". With Cycles as render engine, enable \"Shadow Catcher\" for the plane. With Eevee, add a shadow catcher material for the plane and set the Material to Alpha Blend, as suggested here: blender-2-8-eevee-tutorial-shadow-catcher\nIn both cases the shadow will appear in the alpha channel of the Viewlayer, so the node_tree from above won't have to be modified. \nI also would suggest not to change the World shader anymore, as it feels quite invasive, especially with Eevee. \n\n**Python**\nCurrently the setup tracking scene operator is made up of a bunch of functions all inside CLIP_OT_setup_tracking_scene. So I guess those functions can be pulled out of that class to make them more global, so that the new operators from above have access to them. \n\n\nFeedback and suggestions are very welcome!\n"
] | [
"UI: Tracking: Migrate to active tools based toolbar\n**Status:** Work in progress\n\n---\n\n**Team**\n**Commissioner:** `?` \n**Project leader:** `@Blendify\n\n**Description**\n**Big picture:** The current Movie Clip Editor still uses the old toolbar from 2.7x this task is to migrate that to the active tool based workflow\n\nBlender 2.80 is using a new toolshelf and toolsystem, so we need to update the toolshelf in Blender's clip editor too.\nThe workflow for tracking in the clip editor used to be split between toolshelf on the left and sidebar on the right.\nIn the toolshelf you would start setting up your scene length based on clip length, prefetch footage etc.\nThen you would set the tracking settings for new markers in the toolshelf.\nHowever, the tracking settings for the active track were in the properties sidebar to the right.\nSolving and cleaning were on the left in the toolshelf.\nSo overall, the clip editor was using the concept of toolshelf and sidebar rather loosely.\nBlender 2.80 is having a different, a bit more stricter approach to the toolshelf (now toolbar)\nThe toolbar is the place for active tools, the toolshelf Tabs are gone.\nHowever, now we have Tabs in the sidebar.\nSo we need to update the overall design of the clip editor and also think about how we can adapt the tools and operators to the new workflow.\n\n**Use cases**:\n* This change add the possibility of new/improved tools for working with motion tracking\n\n**Design:**\n* Design is to match the toolbar found in the 3D viewport also see #58085 discussion \n\n\n**Work plan**\n\n**{icon check-circle color=green} Milestone 1**\nMove properties in toolbar to sidebar\n\nTime estimate: 2 weeks\n\n[D9806: UI: Tracking: Move Object Scale to objects panel](D9806)\n[D9805: UI: Tracking: Remove operator options exposed as props](D9805)\n[D9781: UI: Update Clip Tracking menus](D9781)\n[D9729: Movie Clip: Annotation UI Improvements](D9729)\n[D9807: UI: Tracking: Move default tracking settings to sidebar](D9807)\n[D9808: UI: Tracking: Solve panel to Sidebar](D9808)\n\n**{icon check-circle color=green} Milestone 2**\nAdd new active tool based toolbar\nTime estimate: `2 weeks`\n\nThe following tools should only be relevant to the Clip View, not for Graph or Dopesheet View. There left-click+drag should only move the time cursor, just like in regular Dopesheet.\n\n**Add Marker**\nThe closest thing to a new tool is probably Add Marker.\nWe used to just Ctrl+Click to add a marker, which is very convenient. Maybe we can keep that too.\nHowever, the new toolsystem would make it possible to move all the settings to the topbar (and hence to the tool settings in properties editor as well).\nSo you choose the add marker tool. In the topbar you can adjust the settings for new markers. Here's a screenshot of the settings currently in the toolbar.\n![tracking_settings.jpeg](tracking_settings.jpeg) \nTo adjust the settings of the active marker you can still use the track settings in the sidebar.\nWith the Add Marker tool active you should still be able to track.\nEDIT: The Add Marker tool should not only add the marker, but also move it, as long as you have the mouse clicked. Just like Ctrl-Click now in 2.79.\nThe Clip Editor has a little playback area at the bottom. So the add marker tool would have to respect that, so that we have the tool active but can still drag the time cursor in the cache/playback area at the bottom of the editor.\n![playback.jpg](playback.jpg)\n\n**Box Select**\nAnother active tool could be box and lasso select.\n\n**Annotate**\nAnnotate just as in other editors. It should, however, be still possible to assign the annotation to the mask (Data Source), for track masking.\n\n# Ideas for other tracking tools\nThere are some other tools I could think of, but those are maybe something for later and would require a bit more discussion.\nFor instance, maybe it would be nice to have an orientation tool.\nRight now you first choose 3 tracks, then hit Floor, or Origin etc.. Depending on how that went you might have to choose 3 other markers and do that again. But I could imagine that it could also be a tool: \n- Activate Orientation tool. By default it would be set to \"Floor\". Once you picked 3 markers they will automatically be set as the Floor. (Maybe even with thin relationship line between them to indicate they are the floor?\n- Could have an option where you Ctrl-Click for Set Origin, Shift-Click for X-Axis and Alt-Click for Y-Axis. \n- Could have a mode to set the scale. Tool Setting would be the scale (default=1.0), tool would work in way that if you connect 2 tracks it will apply the scele to the scene. \n\n## Masking\nMasking could benefit even more from the active tools concept than Tracking. But even though it is part of the clip editor I would rather open another Task for that. \n\n\n\n**Branch**: none\n"
] |
Crash When Entering Edit Mode on a Curve
Operating system: Windows 10 Pro 22H2 Sistema operacional de 64 bits, processador baseado em x64
Graphics card: Intel(R) Core(TM) i5-2310 CPU @ 2.90GHz 2.90 GHz RAM 8,00 GB NVIDIA GeForce 210
Broken: Blender 3.5
Worked:
When entering edit mode on a curve, Blender crashes.
Short description of error
When entering edit mode on a curve, Blender crashes.
Exact steps for others to reproduce the error
Make curve object
Enter edit mode while the curve object is selected
| [
"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",
"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)",
"Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n",
"Regression: 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",
"Spreadsheet editor in `Original` mode shows no geometry for curves\nOperating system: Linux-5.15.8-76051508-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 6700 XT (NAVY_FLOUNDER, DRM 3.42.0, 5.15.8-76051508-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.1.0 Alpha\nWorked: never (?)\n\n![image.png](image.png)\nThe `Original` evaluation state should show the geometry before it is altered by modifiers.\nOn a curve object the `Original` state shows no geometry information.\n\n- Add curve object\n- Open spreadsheet editor\n- Switch to `Original` evaluation state",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"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",
"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)",
"Bug with autosave in edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.3.0\n\nBlender creates autosave when in edit mode but doesn't save the file as in edit mode\n\n- Set `Auto save` timer to 1 minute\n- Open attached file\n- Switch to edit mode\n- Make changes until auto-save file will generate\n- Open another blender instance and open auto-saved file (you'll find default cube in there)\n[try-auto-save.blend](try-auto-save.blend)",
"Regression: Curve wire line not displayed in edit mode when it has evaluated mesh/point/volume\nBroken: 3.0, 3.1, 3.2\nCaused by b9febb54a4\n\nThe original line for edit mode curves is not displayed in edit mode .\n\nThis change only applies when the curve is changed during evaluation, for example, when it is replaced by an evaluated \"tube\" mesh, or points, or a volume, etc.\n\n| Before | After |\n| -- | -- |\n| ![image.png](image.png) | ![image.png](image.png) |\n(Ignore the change in lightness there, it's just a different UI scale)",
"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",
"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)",
"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.",
"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: 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"
] | [
"Crash when enter to edit curve\nOperating system: Linux Devuan Ceres\nGraphics card: gf9800gtx+\n\nBroken: (blender 3.5.1)\n\nCrash when enter to curve edit\n\nCreate curve(any) > select curve > press TAB for edit > crash\n\nERROR (gpu.shader): overlay_edit_curve_handle GeomShader: \n | \n 1325 | if (!showCurveHandles && (color_id < 5)) {\n | \n | overlay_edit_curve_handle_geom.glsl:29:0: Error: C7011: implicit cast from \"int\" to \"uint\"\n | \n 1336 | if ((curveHandleDisplay != CURVE_HANDLE_ALL) && (!handle_selected)) {\n | \n | overlay_edit_curve_handle_geom.glsl:40:0: Error: C7011: implicit cast from \"int\" to \"uint\"\n | \n 1339 | if ((!is_u_segment) && (color_id <= 4)) {\n | \n | overlay_edit_curve_handle_geom.glsl:43:0: Error: C7011: implicit cast from \"int\" to \"uint\"\n | \n 1348 | if (color_id == 0) {\n | \n | overlay_edit_curve_handle_geom.glsl:52:0: Error: C7011: implicit cast from \"int\" to \"uint\"\n | \n 1351 | else if (color_id == 1) {\n | \n | overlay_edit_curve_handle_geom.glsl:55:0: Error: C7011: implicit cast from \"int\" to \"uint\"\n | \n 1354 | else if (color_id == 2) {\n | \n | overlay_edit_curve_handle_geom.glsl:58:0: Error: C7011: implicit cast from \"int\" to \"uint\"\n | \n 1357 | else if (color_id == 3) {\n | \n | overlay_edit_curve_handle_geom.glsl:61:0: Error: C7011: implicit cast from \"int\" to \"uint\"\n | \n 1360 | else if (color_id == 4) {\n | \n | overlay_edit_curve_handle_geom.glsl:64:0: Error: C7011: implicit cast from \"int\" to \"uint\"\n | \n 1364 | bool is_selected = (((vert[1].flag & vert[0].flag) & VERT_SELECTED) != 0);\n | \n | overlay_edit_curve_handle_geom.glsl:68:0: Error: C7011: implicit cast from \"int\" to \"uint\"\n | \n 1365 | bool is_u_segment = (((vert[1].flag ^ vert[0].flag) & EVEN_U_BIT) != 0);\n | \n | overlay_edit_curve_handle_geom.glsl:69:0: Error: C7011: implicit cast from \"int\" to \"uint\"\n | \n 1374 | vec4 outer_color = (is_active_nurb != 0) ?\n | \n | overlay_edit_curve_handle_geom.glsl:78:0: Error: C7011: implicit cast from \"int\" to \"uint\"\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault\n\n"
] |
Viewport compositor instant crash
Operating system: Windows 10
Graphics card: Quadro m1000m
Broken: blender-3.5.0-alpha+master.5fe146e505d4-windows.amd64-release
Worked: idk
Blender crashes when I try to check "use nodes" in the compositor editor
open blender
switch to render view
in the shading popover enable compositor
open the compositor editor window
click use nodes
crash
**Note:** to reproduce the bug, the steps needs to be executed in that order, otherwise it won't crash
see
[blender_2022-11-16_00-21-56.mp4](blender_2022-11-16_00-21-56.mp4) | [
"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",
"Crash When Adding Hair Subdivision upon Viewer node\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\n![image.png](image.png)\n\nAdding hair subdivision will cause crash immediately when you are using viewer node to visualize field values in the viewport.\nNote no crash will occur if the viewer node is inactive.\n\n[Hair Crash.crash.txt](Hair_Crash.crash.txt)\n\n1. select default cube\n2. shift+A to add empty hair\n3. in the node tree add viewer node.\n4. Crash if adding subdivision\n[Hair Crash.blend](Hair_Crash.blend)",
"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)",
"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",
"Crash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming)\nOperating system: Win 10\nGraphics card: Nvidia Quadro M5000 \n\nBroken: 3.4.1\nWorked: 3.4.1\n\nCrash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming). \n\n- Download file through the link from Google Drive attached (I leave the file as it is since I don't know what caused the problem)\n- Click in the collection \"Möblierung\",\n- create some new collection in it,\n- rename the new collection (with double click)\n- hit enter - crash\n\nOr create the collection, don't rename it and then click something in the interface (Blenderkit \"eye\" symbol in my case).\n\nReload didn't do anything, just kept crashing.\n\nLoaded a recent autosave, seems to work. Already hat to kill startup file and all settings yesterday, got permanent exception access violation crashes upon file load, after enabling some addon (TrueAssets) it worked.\n\nLink to the blend: view?usp=sharing\n\n",
"Blender 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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0x7fff5c743ff3 libcoretls_cfhelpers.dylib (155.220.1) <0959B3E9-6643-3589-8BB3-21D52CDF0EF1> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff5c8e1000 - 0x7fff5c9d9ff7 libcrypto.35.dylib (22.260.1) <91C3D71A-4D1D-331D-89CC-67863DF10574> /usr/lib/libcrypto.35.dylib\n 0x7fff5cbef000 - 0x7fff5cc45ff3 libcups.2.dylib (462.16) <E82021D0-36AD-3FB7-AE47-A03A6947C7D0> /usr/lib/libcups.2.dylib\n 0x7fff5cd79000 - 0x7fff5cd79fff libenergytrace.dylib (17.200.1) <80BB567A-FD18-3497-BF97-353F57D98CDD> /usr/lib/libenergytrace.dylib\n 0x7fff5cdab000 - 0x7fff5cdb0ff7 libgermantok.dylib (17.15.2) <E5F0F794-FF27-3D64-AE52-C78C6A84DD67> /usr/lib/libgermantok.dylib\n 0x7fff5cdb1000 - 0x7fff5cdb6ff7 libheimdal-asn1.dylib (520.270.1) <73F60D6F-76F8-35EF-9C86-9A81225EE4BE> /usr/lib/libheimdal-asn1.dylib\n 0x7fff5cde1000 - 0x7fff5ced1fff libiconv.2.dylib (51.200.6) <2047C9B7-3F74-3A95-810D-2ED8F0475A99> /usr/lib/libiconv.2.dylib\n 0x7fff5ced2000 - 0x7fff5d133ffb libicucore.A.dylib (62141.0.1) <A0D63918-76E9-3C1B-B255-46F4C1DA7FE8> /usr/lib/libicucore.A.dylib\n 0x7fff5d180000 - 0x7fff5d181fff liblangid.dylib (128.15.1) <22D05C4F-769B-3075-ABCF-44A0EBACE028> /usr/lib/liblangid.dylib\n 0x7fff5d182000 - 0x7fff5d19aff3 liblzma.5.dylib (10.200.3) <E1F4FD60-1CE4-37B9-AD95-29D348AF1AC0> /usr/lib/liblzma.5.dylib\n 0x7fff5d1b2000 - 0x7fff5d256ff7 libmecab.1.0.0.dylib (779.24.1) <A8D0379B-85FA-3B3D-89ED-5CF2C3826AB2> /usr/lib/libmecab.1.0.0.dylib\n 0x7fff5d257000 - 0x7fff5d45bfff libmecabra.dylib (779.24.1) <D71F71E0-30E2-3DB3-B636-7DE13D51FB4B> /usr/lib/libmecabra.dylib\n 0x7fff5d633000 - 0x7fff5d984ff7 libnetwork.dylib (1229.250.15) <72C7E9E3-B2BE-3300-BE1B-64606222022C> /usr/lib/libnetwork.dylib\n 0x7fff5da16000 - 0x7fff5e19bfdf libobjc.A.dylib (756.2) <7C312627-43CB-3234-9324-4DEA92D59F50> /usr/lib/libobjc.A.dylib\n 0x7fff5e1ad000 - 0x7fff5e1b1ffb libpam.2.dylib (22.200.1) <586CF87F-349C-393D-AEEB-FB75F94A5EB7> /usr/lib/libpam.2.dylib\n 0x7fff5e1b4000 - 0x7fff5e1e9fff libpcap.A.dylib (79.250.3) <97B8CE1B-3EF6-3443-95EF-5659733139C9> /usr/lib/libpcap.A.dylib\n 0x7fff5e302000 - 0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff com.apple.audio.AudioDSPComponents (1.0 - 1) <1A7FCA3F-190C-32F0-A48D-1524A11B0910> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x119963000 - 0x119ce2fff com.apple.AMDRadeonX6000MTLDriver (4.2.15 - 4.0.2) <56DBFC8D-9ABB-34AE-873F-CAF3E6A184D5> /System/Library/Extensions/AMDRadeonX6000MTLDriver.bundle/Contents/MacOS/AMDRadeonX6000MTLDriver\n 0x11a0ab000 - 0x11a1fefff com.apple.AMDRadeonX6000GLDriver (4.2.15 - 4.0.2) <6A663F3B-05F2-35F1-9832-C0E3645C7E08> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/AMDRadeonX6000GLDriver\n 0x127eb0000 - 0x127eb1fff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x1280ba000 - 0x1280bffff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x128fe4000 - 0x128fe7fff com.apple.CloudDocsFileProvider (1.0 - 726.1) <AB47EF12-834C-3720-BEE5-22E11638BFB7> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x128ff8000 - 0x128ffbfff com.apple.FileProviderOverride (326.3 - 326.3) <54B6F621-7F46-3223-A227-C0757EB3F900> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x12900c000 - 0x129027fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <EDD7E1EC-AB15-3496-9A57-237C9D3A2CEB> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff200e4000 - 0x7fff200e5fff libsystem_blocks.dylib (78) <E644CAA0-65B7-36E4-8041-520F3301F3DB> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff200e6000 - 0x7fff2011bfff libxpc.dylib (2038.80.3) <70F26262-01AA-3CEC-9FAD-2701D24096F0> /usr/lib/system/libxpc.dylib\n 0x7fff2011c000 - 0x7fff20133fff libsystem_trace.dylib (1277.80.2) <87FEF600-48D9-31C9-B8FC-D5249B2AE95D> /usr/lib/system/libsystem_trace.dylib\n 0x7fff20134000 - 0x7fff201d3fff libcorecrypto.dylib (1000.80.5) <1EB11CFB-ABD7-36DD-97C7-C112A6601416> /usr/lib/system/libcorecrypto.dylib\n 0x7fff201d4000 - 0x7fff20200fff libsystem_malloc.dylib (317.40.8) <A498D1EF-E43D-310C-84E8-9C0AADA0C475> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff20201000 - 0x7fff20245fff libdispatch.dylib (1271.40.12) <AD988EEA-1A2F-3404-9A6E-390FC2504223> /usr/lib/system/libdispatch.dylib\n 0x7fff20246000 - 0x7fff2027efff libobjc.A.dylib (818.2) <EB6B543F-D42C-3FB2-A2EC-43407C5F80D3> /usr/lib/libobjc.A.dylib\n 0x7fff2027f000 - 0x7fff20281fff libsystem_featureflags.dylib (28.60.1) <9CECB43A-094E-3CA9-B730-24DEA1A6DE05> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff20282000 - 0x7fff2030afff libsystem_c.dylib (1439.40.11) <4AF71812-4099-3E96-B271-1F259491A2B2> /usr/lib/system/libsystem_c.dylib\n 0x7fff2030b000 - 0x7fff20360fff libc++.1.dylib (904.4) <B217D905-4F9C-3DE0-8844-88FAA3C2C851> /usr/lib/libc++.1.dylib\n 0x7fff20361000 - 0x7fff20379fff libc++abi.dylib (904.4) <3C9FE530-3CD2-3A64-8A36-70816AEBDF0D> /usr/lib/libc++abi.dylib\n 0x7fff2037a000 - 0x7fff203a8fff libsystem_kernel.dylib (7195.81.3) <AB413518-ECDE-3F04-A61C-278D3CF43076> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff203a9000 - 0x7fff203b4fff libsystem_pthread.dylib (454.80.2) <B989DF6C-ADFE-3AF9-9C91-07D2521F9E47> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff203b5000 - 0x7fff203effff libdyld.dylib (832.7.3) <4641E48F-75B5-3CC7-8263-47BF79F15394> /usr/lib/system/libdyld.dylib\n 0x7fff203f0000 - 0x7fff203f9fff libsystem_platform.dylib (254.80.2) <1C3E1A0A-92A8-3CDE-B622-8940B43A5DF2> /usr/lib/system/libsystem_platform.dylib\n 0x7fff203fa000 - 0x7fff20425fff libsystem_info.dylib (542.40.3) <0C96CFE8-71F5-3335-8423-581BC3DE5846> /usr/lib/system/libsystem_info.dylib\n 0x7fff20426000 - 0x7fff208c1fff com.apple.CoreFoundation (6.9 - 1774.101) <2A0E160E-9EE6-3B23-8832-6979A16EC250> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff208c2000 - 0x7fff20af1fff com.apple.LaunchServices (1122.11 - 1122.11) <9ACD5692-3B92-3E6E-8B24-56ADCC911556> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff20af2000 - 0x7fff20bc5fff com.apple.gpusw.MetalTools (1.0 - 1) <B1FDD261-7707-3E20-A6C2-99D9AF46356B> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff20bc6000 - 0x7fff20e29fff libBLAS.dylib (1336.40.1) <92702864-A5C6-3E22-86F6-DB329532674A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff20e2a000 - 0x7fff20e77fff com.apple.Lexicon-framework (1.0 - 86.1) <2F429EBD-1BD2-3057-B760-8A81546DBD6F> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff20e78000 - 0x7fff20ee6fff libSparse.dylib (106) <B889DE4E-7356-3CC8-A13E-68D15E2024DF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff20ee7000 - 0x7fff20f64fff com.apple.SystemConfiguration (1.20 - 1.20) <3518EA0E-C32D-32CC-81B9-0F3C83B6430C> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff20f65000 - 0x7fff20f9afff libCRFSuite.dylib (50) <970D1F7B-5DBD-355F-80D8-C820AA1626D2> /usr/lib/libCRFSuite.dylib\n 0x7fff20f9b000 - 0x7fff211d2fff libmecabra.dylib (929.1.1) <102A0AD8-D119-340B-B652-B75F0AAB1C7E> /usr/lib/libmecabra.dylib\n 0x7fff211d3000 - 0x7fff21536fff 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com.apple.LoginUICore (4.0 - 4.0) <7225326A-7704-362D-B64E-4ABF4A221F88> /System/Library/PrivateFrameworks/LoginUIKit.framework/Versions/A/Frameworks/LoginUICore.framework/Versions/A/LoginUICore\n 0x7fff33238000 - 0x7fff33238fff com.apple.ApplicationServices (48 - 50) <42B48E32-1918-3178-8DE0-E8126B9EC088> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff33539000 - 0x7fff33539fff libHeimdalProxy.dylib (79) <85526E13-1E48-377A-A700-EE3F5648A6E3> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib\n 0x7fff335ec000 - 0x7fff335ecfff com.apple.audio.units.AudioUnit (1.14 - 1.14) <8CF768B8-836B-3DA8-9F0A-8CF840348202> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff33611000 - 0x7fff33653fff com.apple.StreamingZip (1.0 - 1) <157C7AC0-9F73-3FF5-A276-54EC3CAE958A> /System/Library/PrivateFrameworks/StreamingZip.framework/Versions/A/StreamingZip\n 0x7fff33696000 - 0x7fff3369bfff com.apple.PushKit (1.0 - 1) <4D0A6539-611C-3B9C-A67D-D45CDEEC8CDC> /System/Library/Frameworks/PushKit.framework/Versions/A/PushKit\n 0x7fff3369c000 - 0x7fff336d2fff com.apple.C2 (1.3 - 569) <817D8F9D-1801-3E6D-846A-7002174B59CB> /System/Library/PrivateFrameworks/C2.framework/Versions/A/C2\n 0x7fff33705000 - 0x7fff33f12fff com.apple.vision.EspressoFramework (1.0 - 256.2.2) <70E23334-A179-3671-A930-A7AB9EC77BDD> /System/Library/PrivateFrameworks/Espresso.framework/Versions/A/Espresso\n 0x7fff33f13000 - 0x7fff33f2afff com.apple.ANEServices (4.52 - 4.52) <50EF6199-93EF-3227-B64A-313BC1DF41AE> /System/Library/PrivateFrameworks/ANEServices.framework/Versions/A/ANEServices\n 0x7fff342c7000 - 0x7fff3458afff com.apple.spotlight.index (10.7.0 - 2150.7.5) <0056D8F9-D6CF-3586-974C-80902DF8952A> /System/Library/PrivateFrameworks/SpotlightIndex.framework/Versions/A/SpotlightIndex\n 0x7fff345a3000 - 0x7fff345f3fff com.apple.ChunkingLibrary (334 - 334) <CBEBDC8A-CCE4-3A21-915C-D2F3FB20B900> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff34ebf000 - 0x7fff34ed5fff com.apple.CoreML.AppleNeuralEngine (1.0 - 1) <A2E78405-4382-3A23-8638-56E1A5D14543> /System/Library/PrivateFrameworks/AppleNeuralEngine.framework/Versions/A/AppleNeuralEngine\n 0x7fff3503b000 - 0x7fff3503efff com.apple.Cocoa (6.11 - 23) <B0F6AF8E-B85C-3C5C-9812-9CD8BC07ADB2> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff36482000 - 0x7fff3649dfff com.apple.openscripting (1.7 - 190) <E3815884-A406-3CF6-82C1-BEDC772A9081> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff3649e000 - 0x7fff364a1fff com.apple.securityhi (9.0 - 55008) <F7E1C957-65AF-39E5-8BBA-9D7C7C9D30B6> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff364a2000 - 0x7fff364a5fff com.apple.ink.framework (10.15 - 227) <E3D118A5-7A62-3893-ADAC-E0A9F45314C9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff364a6000 - 0x7fff364a9fff com.apple.CommonPanels (1.2.6 - 101) <F46676FA-60F3-30CC-BF48-F5BB6E66E576> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff364aa000 - 0x7fff364b1fff com.apple.ImageCapture (1708.1 - 1708.1) <AC709D2F-7C16-3645-BB20-19DD1414E210> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3949f000 - 0x7fff394a2fff com.apple.OSAServicesClient (1.0 - 1) <201350F5-56C4-3342-AD10-4BE20772C52B> /System/Library/PrivateFrameworks/OSAServicesClient.framework/Versions/A/OSAServicesClient\n 0x7fff3c090000 - 0x7fff3c24bfff libFosl_dynamic.dylib (200) <83EE0261-E5F6-3607-8897-B03B2B954B15> /usr/lib/libFosl_dynamic.dylib\n 0x7fff3d1a8000 - 0x7fff3d1abfff com.apple.print.framework.Print (15 - 271) <F3F40AFD-1743-34E6-8BD3-6A577E3BD590> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3d1ac000 - 0x7fff3d1affff com.apple.Carbon (160 - 164) <7395C7E9-AE3B-3547-8773-4F3A70B241AA> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3d434000 - 0x7fff3d453fff com.apple.private.SystemPolicy (1.0 - 1) <29F5E3FE-CF12-3242-9FD3-4950DA38E4D0> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d600000 - 0x7fff3d61dfff com.apple.sidecar-core (1.0 - 228) <78195DB7-D409-3B46-B8C8-3B70538D3CDC> /System/Library/PrivateFrameworks/SidecarCore.framework/Versions/A/SidecarCore\n 0x7fff3dd7d000 - 0x7fff3dd88fff com.apple.MallocStackLogging (1.0 - 1) <507894FA-6738-372B-9A10-C38AFC9DA079> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging\n 0x7fff3dd9e000 - 0x7fff3ddb0fff libmis.dylib (274.60.2) <6C720DC2-E50E-3A8D-8494-F8C007DF8DF4> /usr/lib/libmis.dylib\n 0x7fff3ddb1000 - 0x7fff3ddb4fff com.apple.gpusw.GPURawCounter (17.3 - 12.0) <070CF9B7-EE89-39F3-B0F6-26D4974AD3A8> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff3e2c0000 - 0x7fff3e2d1fff com.apple.sidecar-ui (1.0 - 228) <E0B4A84C-7E8D-338B-8269-DAA5AE1ED094> /System/Library/PrivateFrameworks/SidecarUI.framework/Versions/A/SidecarUI\n 0x7fff4153a000 - 0x7fff41569fff libncurses.5.4.dylib (57) <CAD79205-84C0-3731-AED8-EDEF51ACC872> /usr/lib/libncurses.5.4.dylib\n 0x7fff4156a000 - 0x7fff41573fff com.apple.IOAccelMemoryInfo (1.0 - 1) <544B95BE-810E-3D94-AEB1-D5C117D946D7> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff419aa000 - 0x7fff419c8fff libCGInterfaces.dylib (544.2) <2BC461CE-B7FA-33F3-A36B-64F54FB371B5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff43fb8000 - 0x7fff44231fff com.apple.RawCamera.bundle (9.10.0 - 1430) <3E7403EB-156C-36C7-93AD-1356447D5310> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff46cb9000 - 0x7fff46cc4fff libGPUSupportMercury.dylib (18.1.1) <1321060E-8F56-3917-8F4D-510A4DB45798> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff48327000 - 0x7fff48376fff com.apple.osanalytics.OSAnalytics (1.0 - 1) <CADD88A2-87A8-3879-8759-D3C112A6844F> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c3d2000 - 0x7fff4c3d5fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <121C1E64-B0BE-389F-A35D-DD44D84129E8> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv\n 0x7fff522ff000 - 0x7fff52391fff com.apple.Symbolication (12.2 - 64541.7.1) <FA39B702-6E08-3F11-953F-5EC1EFB993BB> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff564d5000 - 0x7fff564d8fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <8782199E-5556-3FB6-87E8-03472B480BAA> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5eada000 - 0x7fff5ef6afff com.apple.driver.AppleIntelKBLGraphicsMTLDriver (16.1.12 - 16.0.1) <2B7EEE40-F4BD-32CD-B5A3-51F67B57AA69> /System/Library/Extensions/AppleIntelKBLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsMTLDriver\n 0x7fff5ef6b000 - 0x7fff5f97efff libSC.dylib (4.2.15) <86667FD2-E9BB-39FE-82E9-7B1F0230A922> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff5fcc7000 - 0x7fff60caafff com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.1.12 - 16.0.1) <7E0C9E81-E41B-3D24-AB0B-84295B61FADF> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver\n 0x7fff6a490000 - 0x7fff6a494fff libmetal_timestamp.dylib (31001.161) <DF0A6F36-E486-3656-A6F2-9BA9A0CF2159> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c8fe000 - 0x7fff6c904fff libCoreFSCache.dylib (177.22) <44489BD1-3963-35DF-86F1-DE95778AC0DB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c905000 - 0x7fff6c909fff libCoreVMClient.dylib (177.22) <989F6CBF-CCEF-340D-9CB5-EC4133707040> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c90a000 - 0x7fff6c919fff com.apple.opengl (18.1.1 - 18.1.1) <F70AF1B3-D17A-3A0E-A8AC-9D45C5B52BA9> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c91a000 - 0x7fff6c91cfff libCVMSPluginSupport.dylib (18.1.1) <AF77D964-9A4C-3690-AF62-4E05825DC9BF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c91d000 - 0x7fff6c925fff libGFXShared.dylib (18.1.1) <45A1FFDC-03B7-3D64-AFAF-16D321B53D28> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c926000 - 0x7fff6c959fff libGLImage.dylib (18.1.1) <16D10CE1-C2A1-3E24-A617-766CB6E9133C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c95a000 - 0x7fff6c996fff libGLU.dylib (18.1.1) <F0DD35B5-3692-3BE5-AD3D-4F6B237EF6AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c997000 - 0x7fff6cb2bfff libGLProgrammability.dylib (18.1.1) <F8A8DACC-1932-3DEF-A269-396E4981B4D0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6cb2c000 - 0x7fff6cb36fff libGL.dylib (18.1.1) <68ABAADE-2DB4-3412-9F36-CA1AEAC8E9F6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6cb37000 - 0x7fff6ccb2fff GLEngine (18.1.1) <2C9F1F38-F0CA-3416-9A6E-C0E3F40C3AAC> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6ccb3000 - 0x7fff6ccdcfff GLRendererFloat (18.1.1) <A66AB383-EE4C-325C-8115-78F2B3FFECC7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6df6d000 - 0x7fff6dfc5fff com.apple.opencl (4.5 - 4.5) <40B70A3B-D981-3E4A-9BEC-F22EF84118F5> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6eee8000 - 0x7fff6ef37fff ATIRadeonX6000SCLib.dylib (4.2.15) <E3B416D3-3876-3218-A68F-A745B103F160> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib\n 0x7fff6f857000 - 0x7fff6f879fff com.apple.audio.OpenAL (1.8 - 1.8) <43D5D99A-39C3-30F3-BB9E-5B83EEA9DAFD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff78132000 - 0x7fff78139fff libRosetta.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 4\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 55959\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%)\nWritable regions: Total=8.8G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=8.8G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 3456K 6 \nCG image 1180K 10 \nCoreAnimation 84K 9 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreServices 36K 1 \nCoreUI image data 904K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 6.8G 341 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.5G 16 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 164K 41 \nStack 73.8M 42 \nVM_ALLOCATE 92.1M 777 \n__CTF 759 1 \n__DATA 89.4M 371 \n__DATA_CONST 17.6M 215 \n__DATA_DIRTY 918K 116 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 545.7M 25 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2449K 2 \n__TEXT 461.6M 370 \n__UNICODE 588K 1 \nmapped file 260.7M 39 \nshared memory 40K 4 \n=========== ======= ======= \nTOTAL 10.2G 2421 \nTOTAL, minus reserved VM space 8.3G 2421 \n\nModel: MacBookPro16,1, BootROM 1554.80.3.0.0 (iBridge: 18.16.14347.0.0,0), 8 processors, 8-Core Intel Core i9, 2,3 GHz, 32 GB, SMC \nGraphics: kHW_IntelUHDGraphics630Item, Intel UHD Graphics 630, spdisplays_builtin\nGraphics: kHW_AMDRadeonPro5500MItem, AMD Radeon Pro 5500M, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Sep 11 2020 17:01:15 version 9.30.440.2.32.5.61 FWID 01-1d69e4b4\nBluetooth: Version 8.0.3d9, 3 services, 25 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.1 Bus\nUSB Device: USB Receiver\nUSB Device: Apple T2 Bus\nUSB Device: Composite Device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```\n\n- Random\n",
"Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)",
"Crash (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",
"Mode locked and crash if objects become disabled in viewport while not in object mode\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: didn't crash but showed an error message in 2.91.2\n\nObjects that are in a mode which is not Edit Mode nor Object Mode, will lock the mode setting (so the mode options are greyed out and unusable) if they get disabled in the viewport. Hiding will not cause the this bug, it needs to be disabled in viewport using that display icon in the outliner, not the eye.\n\nThe solution for this is probably to make the disable in viewport action switch the mode to object mode if the active objects gets removed (much like delete from outliner). Another solution would be to still allow the mode switch.\n\nMuch worse though! Blender crashes sometimes when it gets into this state. I can reliably crash blender as described below.\n\nGo into weightpaint mode of the default cube and disable it in the viewport using the outliner (you need to enable the option first). Now you are stuck and have to enable it in the viewport first to be able to edit anything.\n\nNow restart blender etc. and try this:\n1. Go into Vertex Paint Mode of the default cube\n2. Hit Tab to go into Edit Mode\n3. Disable the cube in the viewport using the outliner as above\n4. Hit Tab to switch out of Edit Mode -> Crash",
"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 deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n",
"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",
"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",
"use-after-free crash after setting scene's render.engine inside custom render engine context\nOperating system: Ubuntu 20.04.2LTS\n\nBroken: 2.93.0 Beta, branch: master, commit date: 2021-05-19 10:14, hash: a294670bacb1, type: release\nAlso Broken: 0efb627bbd3ac3e53afb95591ae4e244bd1f8af4\n\nBlender crashes when setting some scene's render.engine property inside `__init__` or the `view_update` context of a custom render engine to a different one than the custom engine.\n\n[T88404_asan_report.txt](T88404_asan_report.txt)\n**Code to reproduce the error**\n```\nimport bpy\nimport bgl\n\nclass CustomRenderEngine(bpy.types.RenderEngine):\n bl_idname = \"CUSTOM\"\n bl_label = \"Custom\"\n bl_use_preview = True\n \n def __init__(self):\n return\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def __del__(self):\n pass\n\n def view_update(self, context, depsgraph):\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def view_draw(self, context, depsgraph):\n pass\n\ndef get_panels():\n exclude_panels = {\n 'VIEWLAYER_PT_filter',\n 'VIEWLAYER_PT_layer_passes',\n }\n\n panels = []\n for panel in bpy.types.Panel.__subclasses__():\n if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:\n if panel.__name__ not in exclude_panels:\n panels.append(panel)\n\n return panels\n\n\ndef register():\n bpy.utils.register_class(CustomRenderEngine)\n\n for panel in get_panels():\n panel.COMPAT_ENGINES.add('CUSTOM')\n\n\ndef unregister():\n bpy.utils.unregister_class(CustomRenderEngine)\n\n for panel in get_panels():\n if 'CUSTOM' in panel.COMPAT_ENGINES:\n panel.COMPAT_ENGINES.remove('CUSTOM')\n\nif __name__ == \"__main__\":\n register()\n```\n\n1) Copy code from above into a new script file inside of Blender\n2) Run the script\n3) Select \"Custom\" as Render Engine inside Render Properties\n4) Select \"Material Preview\" as display method in the viewport.\n\n[crash.blend](crash.blend)\n\nCrash log:\n```\n# Blender 2.93.0, Commit date: 2021-05-19 10:14, Hash a294670bacb1\nEngine 'CUSTOM' not available for scene 'Scene' (an add-on may need to be installed or enabled) # Error\nbpy.ops.text.run_script() # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xa63c950]\n./blender() [0xf6082a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7f7ce17be210]\n./blender(GPU_framebuffer_blit+0x2f) [0x8664faf]\n./blender() [0x1485fc3]\n./blender() [0x14597fe]\n./blender(DRW_draw_render_loop_ex+0x242) [0x1459a72]\n./blender(view3d_main_region_draw+0x8f) [0x1d3570f]\n./blender(ED_region_do_draw+0x851) [0x189c771]\n./blender(wm_draw_update+0x52e) [0x130cc9e]\n./blender(WM_main+0x30) [0x130aa20]\n./blender(main+0x319) [0xe881c9]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f7ce179f0b3]\n./blender() [0xf5d1bc]\n\n# Python backtrace\n```",
"GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that"
] | [
"Regression: Crash when Use Nodes is enabled after enabling the viewport compositor\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0 Alpha\n\nCaused by 8ef092d2d8\n\nEnable render in viewport, and enable compositor\n![изображение.png](изображение.png)\nThen split window, go to Compositor and enable «use nodes» switch.\nBlender will crash\n[2022-11-16_13-43-57.mp4](2022-11-16_13-43-57.mp4)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n[blender_system_info.txt](blender_system_info.txt)"
] |
Motion tracking much slower with match "Keyframe" than "Previous Frame"
Ubuntu 17.10 - Intel Integrated Graphics
Broken: 2.79
Motion track performance is much slower using match "Keyframe" than "Previous Frame". The tracking speed starts normal, but soon it starts slowing down, and the performance decrease is so much that tracking becomes impossible (with just 1 tracking mark). It's like the video has to seek for and backwards at each frame, and disc I/O becomes a bottleneck, slower the more distant the keyframe and current frame are apart.
It looks very similar to #51850, but my video is just a common 1080p h264 mp4. The issue doesn't happen with match "Previous Frame" selected, only "Keyframe". Maybe it's a regression.
- Open a long enough video in Motion Tracking editor
- Insert a track with match "Keyframe" option and start tracking
Below it is video showing the issue. Note in the tooltip the "Time remaining" value growing linearly with match "Keyframe" (indicating the tracking speed slowing down) and not with "Previous Frame":
[bug.mp4](bug.mp4)
Here's a example .mp4 files that causes the issue: LNWD98v2JyVWQ8k32 | [
"Cycles Motion Blur disappears for Rotating object with speed 360˚/frame or its multiples\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nIt has been found that**Motion Blur**on **Cycles Render Engine** completely **disappears** for a rotating object with speed 360˚/frame or its multiples like 720˚/frames etc. and rendering it like a still object.\nPlease find the attached Rod.blend file where a rectangular cuboid rod is rotating at speed 360˚/frame i.e. 1,440 RPM for a 24 FPS animation but I am unable to apply cycles motion blur on it. Framerate can be increased to resolve the problem temporarily but it will not solve the problem permanently as at higher RPM the same problem will appear again.\nKindly look into the issue and if any solution exists please guide me on that. \n[Rod.blend](Rod.blend)\nRod.blend example file attached with this description.\n",
"Blender 2.80.* Video Editor: Timeline breaks upon time-remapping.\nOperating system: Linux Mint 19.1 Tessa 64-bit\nGraphics card: Radeon 7570M 1Gb\n\nBroken: 2.79\nWorked: -\n\nChanging the \"Time Remapping\" setting to\n**25 Old**\n**100 New**\nCauses issues with the timeline in the Video Editor window. It shows items as they were, without visually scaling the timeline, however the timeline itself looks unchanged. The seek bubble moves separately from the seek bar as well.\n\nWhen clicking where you'd expect frame 25 to be, it actually moves the cursor to the wrong location. See attached screenshot and .blend files below.\n\n\nOpen a video in the video editor, set the time remapping, observe the broken timeline.\n\n![Screenshot from 2019-07-15 14-05-08.png](Screenshot_from_2019-07-15_14-05-08.png)\n[issue.blend](issue.blend)",
"Eevee slower than cycles when using a lot of particles or collection instances\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 17)\n\nWhen using a lot of collection instances with particles in them, or with a lot of objects, Eevee seems to be very slow in evaluating the scene. \neevee: 2min and 2sek \ncycles (gpu): 9sek\n\nopen the file switch to cycles - hit render\nswitch to eevee hit render\n",
"Video eidting, sequence speed control using \"Stretch\" is broken\nOperating system: Linux-6.1.0-1-default-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.60.11\n\nBroken: version: 3.4.0, 2.83\n\nIn video editor adding the speed control to a cut strip using the \"stretch\" method does work correctly.\nIf I divide the duration of the video clip with the speed effect by 2, the actually speed is not twice as fast.\n\n- Open Video Editor\n- Add a video clip, and cut the clip somewhere\n- Select cut clip from the beginning. Press Shift + A and add Speed Control Effect\n- Select the video clip with the speed effect\n- From the Strip tab, Expand Time, and Divide the duration value by 2\n\nThis should speed up the clip by 2x\nPlay the clip and see it is much faster.\n\nwatch?v=uLaGYoB-Hy0",
"GPencil: Cached grease pencil objects renders up to 5 times faster when LineArt Modifiers are deleted after baking\nVersion: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash: e05e1e369187, type: release\nBuild date: 2022-06-08, 11:13:18\nPlatform: 'Windows-10-10.0.22000-SP0'\n\nYou can reduce the render time of grease pencil objects by deleting all Lineart modifiers after the caching process of grease pencil objects.\nAre the Linart modifiers not deleted the render times are much slower. This seem to be a bug.\n\nThe issue happens also in blender version 3.0.1, version 3.1.2 and 3.2.1RC.\n\nThis problem is happening in our production scenes. I tried to reproduce the issue inside a neutral file to publish it for you. But for any reason the problem wasn't able to be reproduced. Seem to be a special situation again...",
"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",
"DrawManager: Threading for ibo.fdots_nor/hq\nCurrently done in finish with comment that it is faster.\nWe should benchmark when it is faster and document this with the code.\nOr change it to use threading.\n\nIt could be faster, but can stall other batches.\n\nThe comment was written before the previous optimization that supports better batching. I don't see why the current structure would be faster than implementing it with poly looping.\nFile: `draw_cache_extract_mesh.c` section `Extract Facedots Normal and edit flag`.\n",
"Motion Blur missing in the Render Preview of viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\n\nIn 2.83 we had the access to realtime motion blur with Eevee (which was limited to camera deformation).\nIn 2.90 and above this was replaced with a new motion blur system that is render only. \nEevee is amazing for having realtime screen space reflections, ambient occlusion, depth of field and motion blur, which made it perfect for screen capture or viewport rendering an animation without excessive time consumption.\nI was wondering wether this is a decision or a bug, since having the camera deformation motion blur back in the viewport would allow for the same realtime rendering results as in 2.83\n\n- Go to camera view\n- move the camera around\nIin 2.90 and above and youll see any motion blur previously existent in 2.83 is gone. \n",
"Monitor FPS playback regressions in time for workbench and eevee\nSimilar what Cycles does for render times, although fps is measured in the viewport when playing back animation.\nPerhaps per scene count the number of frames that were drawn in 10 seconds.\n",
"VSE 2.0: Performance, Cache System\n# Video Sequencer Cache\n\nNOTE: This is the first pass of the design. It will be worked a bit more after discussion within the module, and presentation and diagrams will become more clear.\n\nThis document describes caching system which design and implementation for the `VSE 2.0 project` (#78986).\nThere is some intersection of performance topics listed in the `VSE 2.0: Performance ` (#78992). \n\n## User level design\n\nOn user level cache system should follow zero configuration principle: the video playback and tweaking should be as fast as possible without user spending time on fine-tuning per-project settings.\n\nThe only settings which user should be interacting with are in the `User Preferences`:\n* In-memory cache size limit\n* Disk cache size limit\n* Disk cache folder\n\nThese settings are set once in the User Preferences and are used by all sequencer projects. The default values are based on the minimal [[ requirements/ | hardware\nrequirements ]].\n\n## Code design\n\n### Levels of caching\n\nFor best editing and playback performance multiple levels of cache are needed.\nThe most important ones are:\n\n* Cache of strip input (colormanaged using general Blender color space rules)\n\n```\nThis allows to faster, without lag, move image strip in time, adjust strip settings like transform, by avoiding need to re-read file on every modification. Lets call this cache level `STRIP_INPUT`.\n```\n\n* Cache of the final sequencer result.\n\n```\nThis allows to have realtime playback after the sequencer got cached. Lets call this cache level `SEQUENCER_FINAL`.\n```\n\nThe simplified flow of the image from disk to the artist is presented in the following diagram:\n\n![CacheFlow.png](CacheFlow.png)\n\n---\n**NOTE**\n\nNeed to think about whether having strip output cache is helpful. If the stack rendering is fast, having extra levels of cache will have negative affect due to less final frames fitting into the memory.\n\n---\n\n### Cache referencing\n\nCache levels are to utilize reference counting as much as possible. For example, when having single Image Strip without modifications set up in the strip the final sequencer frame in the `SEQUENCER_FINAL` cache is to reference the image from `STRIP_INPUT` cache. This allows to minimize memory footprint, playback performance for the story boarding type of tasks performed in the sequencer.\n\nThe following example visualizes cache frame referencing in the following scenario:\n\n* Sequencer have single Image Strip using `HappyFroggo.png` as an input. The strip has length of 4.\n\n![CacheReference.png](CacheReference.png)\n\nIn Blender terms, the cache contains a single copy of `ImBuf` created for `HappyForggo.png`. All the sequencer cache entries are referencing this `ImBuf` for lowest possible memory footprint.\n\n### Cache resolution\n\nIn a typical video editing scenario an artist views the sequencer result in a rather small area of the screen layout:\n\n![VSELayout.png](VSELayout.png)\n\nThis behavior can be exploited in the following way: the sequencer processing and caching can happen in the lower resolution. This is something what current proxies design is solving, but does in the fully manual manner.\n\nThere is a possibility to make proxies behavior more automatic, by performing downscale on an image after it was read from disk, but before it gets put to the `STRIP_INPUT` cache. Default behavior could be something like:\n\n* Use closest power-of-two downscaling (similar to mipmaps)\n* The target resolution is 50% of the window resolution, but no more than 1080p.\n\nIn order to support workflows where an artist needs to investigate in a close-up manner the final result, there will be a display option `Best Quality` (but defaulting to `Best Performance`). This could fit into existing `Proxy Display Size` menu.\n\nIn the future more automated input resolution selection is possible to be implemented. For example, it is possible to automatically switch to the\n`Best Quality` mode when zoom-in is detected.\n\nImage scaling with a power-of-two scale factor can be implemented very efficiently using threading and vectorization.\n\nOn a performance aspect, for image sequences such scale down will be an extra computation, which will only pay off if effects/transformation is used.\n\nFor the movie files, this step will actually make things faster because it is required to convert color spaces (happening in `sws_scale`), which is not\nthreadable. The scale down will be done together with color space conversion, which is expected to give better performance compared to the current state of the sequencer playback.\n\n---\n\n## Task progress\n\n- [x] Cache referencing\n - d837923a56\n - c74086376f\n\n- [x] User level design\n- [x] Levels of caching\n - f448ff2afe\n - 445ebcaa30\n\n- [ ] Cache resolution\n - [D9414: VSE: Render in size nearest to preview image](D9414)\n - Update/followup above patch to work on images",
"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",
"Fix Animation Channel Selection Sync\nThere are several issues with the selection synchronisation mechanism between pose bones (and shader nodes) and animation channels (in the dope sheet etc.). This task aims to provide an improved implementation of this sync to address these reports:\n\n* #48145 (All bone drivers selected when reselecting bone)\n* studio/blender-studio#58718 (Clicking on Dope Sheet deselects all bones)\n* #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor)\n* #71615 (Select key in dopesheet deselect bone in the viewport)\n* #73215 (Blender autokeying deselects objects channels but not Armatures.)\n\n@Hjalti mentioned that it's probably better to synchronise less, that is, have the selections more separate. I'll talk with him, @PabloFournier, and @Mets in the Blender studio to come up with an initial proposal, which can then be fine-tuned here.\n\nFor me the trigger to start working on this was #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor); in that situation it's really impossible to select certain channels.",
"GPencil: Select Circle misses points when dragging fast over strokes in material preview or rendered viewing modes\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.90.0 Alpha\n\nThe Select Circle tool regularly misses points when dragging over them in material preview or rendered viewing mode.\n\n* Open the attached .blend file\n* Drag quickly over the line (solid mode), the points are correctly selected.\n* Switch to Material Preview and drag quickly over the line, not all points on the drag path are correctly selected.\n\n**Notes**\nFor me the cursor movement (UI update?) has a much lower frame rate while in material preview or rendered viewing mode. So while dragging quickly over the points in a stroke, some points never overlap the select circle radius on any of the frames of the drag. And it looks like the position of the Select Circle isn't being interpolated between frames.\n\nThis means that points don't get selected that should have been, so I have to make the selection again. \n\nIn solid or wireframe mode the FPS is high enough that no points are missed, but these modes are often not good enough to get a proper feel for the image i'm working on.\n\n[selectcircle.blend](selectcircle.blend)",
"Regression: Performance regression after support modifiers on curve objects commit\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nCaused by b9febb54a4\n\nPerformance regression playing timeline this this file (Modified Mr Elephant):\n\n[mr_elephantAnimed.blend](mr_elephantAnimed.blend)\n\nOpen the file and play the timeline in eevee rendered mode.\n\nFirst problematic commit: b9febb54a492ac6c93802fb0aa189d4c3fd99b0b\n\nPerformances before:\n80 fps on my system (idk why the framerate is not limited to 60 btw)\n\nPerformances after:\n41 fps on my system\n",
"Cycles rendered 3DViewport massive performance drop, using lights with node groups. --Intel MacOS--\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nSee screenrecording video! \nWhen switching to a light with nodegroups in Cycles rendered 3DView, performance drops a big time. (~50%).\n\n1. Open the performance.blend file with Intel MacOS blender 4.0, switch to cycles rendered 3DView, select the cube and rotate the view.\n2. Then switch to the caustic light and try to rotate the view again."
] | [
"Motion tracking - poor system performance when selecting keyframe matching on large video\nIntel i7 with 35Gb of RAM.\nWindows 7 Professional.\nAlso: \nArch linux in a virtual box and on bare metal on the same machine, but booted off a USB disk\n\nGraphics : nVidia Quadro K3100M\n\nBroken: 2.78c\n\nDoing motion tracking in equirectangular 4K video, thousands of frames. \nWhen selecting keyframe as reference, a couple of frames are done quick, and then Blender slows down to a crawl, with maybe doing one frame every few seconds. \nWhen selecting previous frame as reference the performance issue disappears. \n\nIt's almost like the reference picture is read from the frame where it was specified every single time a comparison is made, causing Blender to seek back and forth through the video. With large seeking times in the video the whole performance suffers. \n\nLoad large video\nSelect motion tracking workspace\nAdd motion tracking point, using default settings\nTrack forward (it works fine for a couple of frames, and then slows down dramatically)\n\nThe workaround I found was to select fast motion preset for the tracking parameters, and then there is no slowdown. \nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n"
] |
Crash on opening Alembic file
Operating system: Linux-5.11.0-7614-generic-x86_64-with-glibc2.32 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01
Broken: version: 3.0.0 Alpha
Worked: 2.93.0
**Description of error**
Importing the alembic file crashes Blender
[Alembic.abc](Alembic.abc)
Import in Blender 3 | [
"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",
"Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n",
"Crash when importing / working with big or multiple VDB's in Shaded or Rendered 3dView (GPU & CPU)\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: 3.6.0 Alpha\n\n\nBlender crashes when using big VDB files or scattered VDB's.(clouds)\nIn the viewport, when scattering VDB files, it is only possible in wireframe view mode.\n- When switching to only GPU shaded or rendered mode blender crashes.\n- When switching to only CPU you are able to use wirframe and rendered 3dview as well as rendering the image.\nBut not shaded view!\n\nMacOS 13.3.1 CPU --> 64GB \nAMD Radeon Pro 5700XT GPU --> 16GB\n\nSingle VDB files up to 450MB are OK. \nBigger cloud VDB used = 2.8GB crashes right after or while importing.\nThe scattered clouds are smaller in filesize, but more of them used.\n\nWhen opening the files, it's then only possible in wireframe mode.\n\n3DViewport used without realtime compositor !\n\nSince this is to big to upload here, the VDB file is here for free to test: clouds/\n\nOpen latest MacOS Blender version, switch to wireframe mode and CPU.\nImport the VDB from the link above.\nNow try shaded & rendered 3dview with CPU and then GPU. \n\n\nCRASHLOG:\n```\nRead prefs: \"/Users/NURB/Library/Application Support/Blender/3.6/config/userpref.blend\"\nDevice with name AMD Radeon Pro 5700 XT supports metal minimum requirements\nMETAL API - DETECTED GPU: AMD Radeon Pro 5700 XT\nregister\n\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\n\n[MTLTextureDescriptorInternal validateWithDevice:]:1344: failed assertion `Texture Descriptor Validation\nMTLTextureDescriptor has depth (2088) greater than the maximum allowed size of 2048.'\n\n[1] 42841 abort /Users/NURB/blender-git/build_darwin/bin/Blender.app/Contents/MacOS/Blender\n```\n",
"Crash clicking on Material Preview\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nSometime, clicking on Material Preview button (Eevee) Blender 2.92 crashes without a reason.\nSee file and log attached\nThank you\n[Rocks_Pack.crash.txt](Rocks_Pack.crash.txt)\n\n-\n\n[Rocks_Pack.blend](Rocks_Pack.blend)",
"Frequent render crashes in 3.5\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nI've been encountering a lot of crashes in 3.5 when rendering in the background. Meaning I start a rendering, and move over to something like a browser. At random time Blender 3.5 just crashes. I've included a crash log file.\n\n\n",
"Blender 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 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)",
"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",
"Alembic: Camera properties (focal length, focus distance, ...) animation not importing\nMacOS 10.13.3\n\nBroken: 2.79 5bd8ac9\n\n\n\nWhen importing camera in FBX or ABC file (exported from Nuke), the animation of focal length is not importing. It's being set to a constant value according to frame 1. Other values are imported correctly.\nIf I reimport to Nuke, the focal length is correctly animated.\n\nCamera files attached.[camera.fbx](camera.fbx)\n\n[camera.abc](camera.abc)\n",
"The range of the edge crease values exported in Alembic is incompatible with other software\nBlender exports edge crease values in the range [0, 1], while other software seems to expect it in the range [0, 10] similar to OpenSubDiv, making the exported alembic file incompatible with other software.\n\n### Original Report\n\nOperating system: Windows 10\nGraphics card: Nvidia GeForce RTX 2080\n\nBroken: 3.2.1\nWorked: 3.1\n\n\nwhen exporting Alembic file the crease value doesn't get read properly by other softwares. (it works when importing back to Blender though) the creased edges get recognised but not their values (they all have the same value). (I tried this with Modo Maya and 3DsMax).\n\nI think this was also a problem of the version 2.9 and when I reported the bug it was fixed after, the problem at that time was that the values didn't correspond to the values that other softwares use. They all use a values that correspond, like for example 0.3 in Modo is 3 in Maya or 3 in 3Ds Max but in Blender for some reason is 0.6. - it would be also nice that this problem is addressed and we can have the same type of creasing values so the files get exported properly. \n\nBut right now the problem is that the values don't even get recognised by other softwares. Please let me know if you need any help to fix this problem I can run some tests. I think it is very important that the edge creasing workflow is aligned with the one that other softwares use. \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",
"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",
"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!",
"alembic exporter is changing material names.\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: 2.93.2 Release Candidate\n\n\nopen file:\n[alembic duplicate material after import.blend](alembic_duplicate_material_after_import.blend)\n\nselect cube (not that it's material is named material.003\nexport cube as alembic with the following options:\n![image.png](image.png)\nhide the cube\nre-import the alembic\nnote the material on the new cube is called material_003 and therefore a new material is created instead of using the correct material (material.003)\n\nThis is extremely problematic considering blender automatically adds '.###' to the end of all duplicates.",
"Alembic Instances are Duplicates instead of References\nWhen importing alembic files, Blender creates duplicates of the geometry data instead of references. Additionally, each instance is an object instead of a dupli group which would consume far less memory?\nAlembic is outputted from Houdini. [pigs_packedTransforms.abc](pigs_packedTransforms.abc)\n\nThis behaviour is exhibited by 2.79rc2. "
] | [
"Alembic import crashes when missing `arbGeomParams`\nOperating system: Windows10\nGraphics card: ZOTAC GTX1080Ti\n\nBroken: 3.0.0 alpha, 2021-5-27\nWorked: 2.92 stable version\n\nWhen importing the alembic file, blender crashes after hit 'import' in the pop-out menu.\n\nAs the error described."
] |
Inconsisted shortcut/context menu behavior of object / object data deletion in outliner
Broken: version: 3.0.0
Broken: version: 2.91.2
Worked: 2.90.1
Deletion of object data (i.e. material, modifier, mesh) is not handled correctly (old behavior) with shortcut, deleting whole object instead of just selected object data.
1. Open default scene with cube.
2. Unroll object data of a cube in outliner to see it's material.
3. Select material object data.
4. Press `Delete` or `X`. Instead of only material, object is deleted.
5. Undo operation and try with RMB.
Also when two object have one mesh object data with RMB deletion both objects will be deleted (since they no longer have mesh) and with shortcut only one active object will be deleted - to showcase again inconsistency.
In 2.90.1 it "worked" in a sense that in any way you delete object, not it's material (object data). So it was consistent albeit limited. | [
"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.",
"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",
"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",
"Visibility differences when hiding from layer and object level properties\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.1.0 Alpha\n\nHiding collection/object from outliner with layer level property (eye icon) and object level property (screen icon) in nested releation\ngives inconsistent results\n\n**Steps to Reproduce**\n- Open attached file\n- Hide `Collection A2` with eye icon\n- Now hide `Collection A2` with screen icon\n\nRefer video: r6yA5iDHdn\n[collections_bugs.blend](https://projects.blender.orgattachment)\n\n<details>\n<summary> Original Report </summary>\n\n**Short Description**\nThere are 2 cases where:\n1. Watching viewport in rendering mode give different view in view-port and final render image or video\n\n a ) it's happening due some **not refreshed states from outliner on hide/show object and disable/enabled in render on `vieport`**\n\n b) it's especially observed problem around:\n\n - collections\n\n - moved collection to other\n\n - parent object from other collections\n\n\n2. Watching viewport and animation\n a) user operating object and all looks ok, then ruining animation and blender doing broken whole objects, relations and movements\n\n\n I can't save file that showing this, coz is unpredictable case for me when:\n1. Refresh states not working automatically from outliner in some cases, save/open file again solving problem.\n - also suggestion is to hide all child objects in parent when parent status is changed to hide to not child one per one, or give to hide just this object (eg. contex menu by RMB)\n - this management can solve problems around operation as in point 1,b) issye\n\n2. When refresh states not working on timeline and when just animation refreshing coordination **not when objects are moved,**etc. (just play changing eg. x,y,z on this same frame in case operations as move, scale, rotate not doing this - so backing to main frame when was operation, update etc. not giving effect, just play)\n - for both solution is suggestion to **give option for viewport rendering** as this same like final render, regarding the states and depth levels of parents/child/collections \n\n\nMaybe is know issue, maybe some on meet this and can explain better than me, or some part of code can be checked to see relations for this type issues.\n\n</details>",
"Delete Geometry node face mode behaves unexpectedly when used after Join Geometry\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.2.1\nWorked: N/A (problem exists on 3.1.2)\n\n\nNot sure if this is by design, but I find that the following behaviour unexpected:\n\n- By itself, a Mesh Line output connected to Delete Geometry + Geometry Proximity node using Face mode won't delete anything.\n- However, when such a Mesh Line is joined with a Grid primitive, then Delete Geometry + Geometry Proximity in Face mode will cause all of Mesh Line to be deleted, regardless of distances.\n\n![Screenshot 2022-07-13 175154.jpg](Screenshot_2022-07-13_175154.jpg)\n\n![Screenshot 2022-07-13 175147.jpg](Screenshot_2022-07-13_175147.jpg)\n\n![Screenshot 2022-07-13 175140.jpg](Screenshot_2022-07-13_175140.jpg)\n\n\n- Download the blend and observe Mesh Line is preserved.\n- Unmute Grid node link to Join Geometry, and observe Mesh Line is now gone.\n\n[line-deletion.blend](line-deletion.blend)\n",
"Crash when trying to show a Workspace using a deleted Screen.\nIf a Screen ID is deleted, and one then try to show a Worspace using it, Blender will crash.\n\nSetting to low prio since deleting a Screen ID is not easy to do for end user currently (you'll have to use py console, e.g. `bpy.data.batch_remove(ids=(bpy.data.screens- [x],))`), but still, this is violating general design and expected sane behavior of ID handling.\n\nThink solution should be either:\n* Deleting Screens IDs should be forbidden (not ideal, since it kind of breaks general ID design, but should be doable).\n* Deleting Screens IDs should also delete matching Workspace (not ideal either, there should not be that kind of relationships between IDs, but we already have similar things between objects and obdata...).\n* Or (probably the sanest thing to do) a Workspace should handle gracefully the case where it has no assigned Screen.",
"Particle 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.",
"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",
"\"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",
"Unable to get object to stay hidden while new mesh tool is active.\nWindows 10, 1060\n\nBroken: 2.80 master (also reproduced in a month-old daily build, so not new behavior).\n\nIf you have an active tool like Add Cylinder going, and you hide another object using the eye icon in the outliner, then as soon as you touch the cylinder parameters, the hidden object becomes unhidden.\n\n1) From the default scene, Add a Cylinder to the scene and expand the tool properties in the lower left of the 3dview.\n2) Because the cylinder is hidden inside the cube, we can't easily see the effect of changing the tool parameters, so go to the outliner and click the eyeball icon associated with the cube to hide it in the viewport.\n3) Change any parameter in the cylinder tool properties pop-up in the 3dview. The cube reappears and the eyeball indicates it is no longer hidden.\n\nBasically any changes made to the Outliner visibility icons gets reverted as soon as you change any active tool property, (at least for the Cylinder tool). This at least unexpected behavior.",
"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",
"Knife Tool produces bad geometry in certain cases (disconnected edges/vertices, overlapping faces)\nif i use tools knife i see this bug.\n![k2.png](k2.png)\n\n![k1.png](k1.png)\n",
"Armature driving other object visibility gets out of sync if the parent collection is hidden/shown again in viewport\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.1\nWorked: Never\n\nWith a linked override library with some driver on some linked object (render or viewport visibility), if you disable viewport visibility for one parent collection of that object, when the file went open again the changes made to the linked armature gets messy and a resync is needed.\nNote that it happens only if there is some driver on one of the linked objects.\n\n\nOriginal file:\n[override_driver_original.blend](override_driver_original.blend)\nLinked file:\n[override_driver_linked.blend](override_driver_linked.blend)\n\n - Open the file named \"override_driver_linked.blend\"\n - Move \"Armature\" somewhere\n - Enter in Pose Mode and move the Bone somewhere, exit from Pose Mode\n - Disable from viewport the parent collection, named \"Collection.001\" (Globally disable in viewport)\n - Save the file and exit\n - Re-open the file\n - Make the \"Collection.001\" visibile again, note that both the armature and the object are misplaced!\n - Enter in Pose Mode, note that the object move but the armature is still misplaced!\n - Make a Resync on the armature to replace all in the right position\n\n \n\n\n\n",
"Cursor size for \"Use Cursor for Depth\" in Sculpt doesn't reset properly on undo\nOperating system: MacOS 11.6\nGraphics card: Radeon RX 580 8 GB\n\nBroken: 2.93.4 (2.93.4 2021-09-01)\nBroken: 2.93.5 (2.93.5 2021-10-05)\nBroken: 3.0.0 (3.0.0 2021-10-05)\nWorked: don't know\n\n\nCursor size for \"Use Cursor for Depth\" (Sculpt -> Box/Lasso Trim -> Trim Mode: Join) doesn't reset properly on undo.\n\nBased on the default startup\n\n- File -> New -> Sculpting\n- Select Box Trim (or Lasso Trim)\n- In tool options, select Trim Mode: Join \n- In tool options, select Use Cursor for Depth\n\n- Use tool on the outside of the object (Note that the geometry created has a volume)\n- Undo (if you used the tool more times, repeat the undo each time).\n- Use the tool again. \n\nExpected result:\nTool works normally after all undo.\n\nActual result:\nAfter undoing all tool uses, the tool disregards the cursor size and the next shape created is flat/collapsed. \n\nAdditional notes:\nIt only happens when the file starts in Sculpt mode (hence the New -> Sculpting). If started in Object mode, and then switched to Sculpt, it is not occurring. \nAfter switching tools (even without actually using another tool), it seems to work correctly. \nAlso if switched from Sculpt to Object mode and back, it's working properly. Unless you undo from before switching to the Object mode, and undo all the tool uses, it happens again.",
"Clipboard inconsistencies when copy-pasting text\nOperating system: Linux-5.16.15-76051615-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\n\n### Short-ish description of error\n@ZedDB explained to me that, at least on Linux, there are two OS clipboards (and I might be inaccurate on the details here, feel free to correct):\n- Ctrl+C -> Ctrl+V on a selection, the one we're all familiar with.\n- The 2nd clipboard is filled with the user's last text selection, and pasted with Middle Mouse Button or Shift+Insert.\n- Additionally, we have a Blender clipboard, accessible from the PyAPI via `context.window_manager.clipboard`. From what I've tested, pressing Ctrl+C always behaves the same as setting this.\n\nThe way copying and pasting works from Blender into other running applications seems to be inconsistent, depending on the target application and which one of the copy-pasting methods are used.\n\n**Some use case examples, if that's needed**:\n1) Pasting quick scripts from Text Editor/PyConsole into a chat application (quick scripts for artists).\n2) Making an operator in an add-on that can put an error message on the user's clipboard, to aid troubleshooting errors.\n\n### Situation on popOS\nI expect these issues to have some variation across different systems, so if you have a different system and get different results, please post them.\n\nThe inconsistencies I found, sorted in my personal priority:\n- Ctrl+C -> Ctrl+V from Blender Text Editor and Properties works to VSC, but not to Firefox.\n- Ctrl+C -> Ctrl+V does work from one Blender instance to another ONLY IF the source Blender instance is not closed.\n- Selection -> Middle Mouse Paste works from Blender Text Editor to other software, UNLESS using the Ctrl+A \"Select All\" shortcut in the text editor.\n- Selection -> Middle Mouse Paste does not work from one Blender Text Editor to another.\n- Selection -> Middle Mouse Paste does not work from Blender Properties to anywhere else."
] | [
"Outliner: Object selected/deselected when clicking with RMB on it's object data [`Sync Selection` option causes this]\nBroken: version: 3.0.0\nBroken: version: 2.91.2\nBroken (differently): 2.90.1, 2.83\nWorked: 2.82\n\nWhen clicking with RMB on *some* object data in outliner (can confirm for materials), parent object is selected/deselected (both in outliner and in 3D viewport). That can lead to undesired actions. For example, when click RMB on material object data from a cube and choosing `Delete` you'll get one of the following:\n- Delete only material object data if parent object is not selected\n- Delete cube object itself **and** material object data if parent object is selected\nMesh/ligh/camera object data also have this \"parent object selection/deselection\" behavior but for this object data it's not so apparent in terms of functionality since in both cases mesh/light/camera object data is deleted and object can't exist without those so it's deleted too.\nModifiers and constraints are handled consistent with context menu - deleting only modifier - although it's something to be discussed since it shows that parent object is selected.\nFor shortcut behavior there is already #94062.\n\nIn 2.90.1 core issue is same but behave slightly different - it'll not always change selection/deselection, can provide details if requested.\n\nFor materials:\n1. Open attached file. You'll see two objects with same mesh object data.\n2. Repeatedly click with RMB on material object mata in outliner to see parent object selected/deselected.\n3. Choose `Delete` from context menu when parent object is selected - one of the objects is deleted and one material that was clicked on (you can see it on other objest mesh object data since they share it).\n4. Undo\n5. Choose `Delete` from context menu when parent object is not selected - only one material is deleted.\n\nFor showcasing mesh/light/camera data behavior:\n1. Open attached file.\n2. RMB on `Sphere` mesh object data to a point where parent object is either selected or deselected.\n3. Choose `Delete` from context menu - in both cases all objects are deleted.\n[RMB outliner selection bug.blend](RMB_outliner_selection_bug.blend)"
] |
texture not updated when using geometry node editor
Operating system: Windows-10-10.0.17763-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27
Broken: version: 3.0.0 Alpha
Hi, since the two last Blender 3.0 alpha release, it seems that the texture used with geometry node editor are not updated when parameters are modified (this worked fine in 05-14 release).
see the video and .blend file, it is a single plane with texture sampled in geometry node editor and with the corresponding shader.
[2021-05-16 10-01-37.mkv](2021-05-16_10-01-37.mkv)
[texture_update.blend](texture_update.blend)
| [
"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)",
"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?",
"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",
"Very high or low values in the exponent parameter of the minkowski voronoi texture causes parts to become completely black\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using the minkowski voronoi texture completely black spots appear when the input values are outside of a ~0.3,~40 range.\n\nTest file:\n[Test.blend](Test.blend)\n\nPlease open the shader editor to see all nodes.\n\nThank you and have a great day!\n\n",
"Geometry Nodes: Crashes when the curve resampling node length is 0\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.0\n\n\n\n\nThis is an irregular operation, but I hope it is not a crash but a warning.\nI don't know if this is a bug or a feature request. \nThere is also a possibility that if the length is close to zero, it will cause the computer to have 100% CPU.\n\n",
"Geometry Nodes: viewer node and output geometries are shown together in Cycles render preview\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005\n\nBroken: version: 3.4.0 Alpha\nWorked: n/a\n\n![ViewportPrivewCycles.png](ViewportPrivewCycles.png)\n\nThe output geometry should not be shown when viewport preview in Geometry Nodes is active. But it's shown in Cycles render preview.\n\n[ViewportPrivewCycles.blend](ViewportPrivewCycles.blend)\n",
"Workbench render engine does not update the Material Slots panel preview\nOperating system: Linux Fedora 35\nGraphics card: Intel\n\nBroken: 3.2.0 Beta, branch: master, commit date: 2022-05-10 06:30, hash: 11aa237858d4, type: release\n\n\nThe aspect of the preview sphere in the Material Slots panel is not updated.\n\n\n1 - In a factory default startup file, select \"Workbench\" as render engine\n2 - Select the \"Cube\" Object\n3 - Open the Material Property Panel, in Viewport Display set a different color (diffuse_color)\n4 - The aspect of the preview sphere in the Material Slots panel is not updated.\n\nThe users of my BlenderFDS (www.blenderfds.org) addon keep asking me: why?\nA correct UI feedback is important especially for new users, and I presume this should be quite easy to fix. \n\nThank you very much, I am grateful for your work.\n\n[system-info.txt](system-info.txt)",
"2.93 texture coordinate display bug\nOperating system: win10\nGraphics card: 2070 super\n\nBroken: 2.93.0-321eef6a0c0f 4/2\n\n\n\ntexture coordinate display bug differently in viewport compared to render\n![blender_BIbdW4ljYX.png](blender_BIbdW4ljYX.png)\ni used a generated coordinate. in the viewport it seems that blender applied the coordinate after the curve modifier (maybe)\n\nbut in render it will apply the coordinate before the curve modifier, so the gradient is able to follow the curve which is my desired look.\n\nsometimes it will display the coordinate correctly but I don't know how I achieved it\n[bug.blend](bug.blend)\n\n",
"Geometry Nodes Mesh Boolean unexpected difference result\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nGeometry Nodes Mesh Boolean Difference does not work as expected.\nNode setup:\n![nodeSetup.png](nodeSetup.png)\n\nUnexpected boolean difference:\n![incorrectBoolean.png](incorrectBoolean.png)\n\n- Open the attached .blend file\n- Press G to move the selected Cube.001 and the small cubes will flicker.\n# At certain positions of Cube.001 some of the small cubes will disappear when they should not.\nThanks!\n[test06.blend](test06.blend)\n",
"Cycle Shader Displacement does not distinguish Instances by Geometry Nodes\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.0.0 Beta\n\nThe color of shader is different on each instance, but the shader displacement has all the same result for each one.\n![image.png](image.png)\n![image.png](image.png)\n[DISPLACEM.blend](DISPLACEM.blend)",
"Blender FBX won't export Mesh Geometry converted from Curve with geometry nodes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\n\nWhen creating meshes procedurally using geometry nodes modifier on a curve object, this object won't get exported by FBX exporter even if the result is a mesh, not a curve.\n\n1. Create a curve object\n2. Add geometry nodes modifier, create new GN node network \n3. Convert the curve to a mesh and add some topology (for example using curve fill)\n4. Export this object using FBX\nResult: The mesh is not exported\nExpected: The mesh is exported\n\n",
"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",
"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",
"Attribute node (Type: View Layer) doesn't update in real time in Cycles\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.4.0\nWorked:\n\nWhen using an Attribute node (type: View Layer) to get the position or angle of an object, the Attribute is not immediately updated in Cycles if Viewport Shading is Rendered.\nBut It works correctly in EEVEE and Material Preview.\n\n - Open attached file\n - Set Viewport Shading to Rendered\n # Move Empty and Rotate Sun\n\n[AttributeNodeBug.blend](AttributeNodeBug.blend)\n[221212_022211.mp4](221212_022211.mp4)\n\n",
"Node editor: Allow editing geometry node tree without context\nLike the \"Material/World\" toggle in the shader editor, add an option to allow choosing any node group regardless of the context.\n\n"
] | [
"Geometry Nodes - Attribute Sample Texture Node does not update ( possibly after the input change )\nOperating system: Linux-4.15.0-143-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 3000 (SNB GT2) Intel Open Source Technology Center 3.3 (Core Profile) Mesa 20.0.8\n\nBroken: version: 3.0.0 Alpha\" Local build \"\nBroken: version: 3.0.0 Alpha \" official blender build\"\nWorked: 2 day old blender 3 build.\n\nAttribute Sample Texture Node does not update the when changing the Texture Values.. Need to Mute / Unmute the Attribute Sample Texture Node.\n\nSetup an Attribute Sample Texture Node , try and change the Values of the Texture. No Update, need to mute / unmute the Node.\n\n"
] |
Can't snap between rigid body objects [both having a rigid body]
Version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4caf4, type: Release
Build date: 2020-03-12, 15:41:08
Platform: Windows
Graphics card: GeForce 1080 Ti
Worked: Never as I know.
Can't snap between rigid body objects.
See attached example scene.
Select one of the house parts (Inside "House" Collection)
Try to snap the selected part to the ground
- > Not possible
Works only, when you remove the rigid body physics.
[rigid_body_snap_bug02.blend](rigid_body_snap_bug02.blend)
![rigid_body_bug01.gif](rigid_body_bug01.gif) | [
"VSE: Snap to the 'Hold Offset' of strips being transformed\nA strip does not snap to itself, but `Hold Offset` is something whose position may remain unchanged in some cases:\n{[F10243791](hold_snap.gif),size=full}\n\n**Proposal**\nThe idea is to track those cases where the `Hold Offset` of transformed strips doesn't change and allow snapping for them.\n\n",
"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",
"Support separate mesh/curve loose parts looses hooks\nWhen running separate on a mesh with hooks, the newly separated objects hooks are no longer working.\n\nIn this file: [sep_test.blend](sep_test.blend)\n\n- enter editmode\n- press P\n- choose loose parts.\n\nNotice hooks no longer work for 2 of the 3 cubes.\n\nTested with `b72a3146eb56dc021241594525848d41149044cf`",
"Physics different between rigid body and particle system\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.1.0\n\nInconsistent of physics behavior between particle and rigid body with same mass when affected by force-field.\n\n1. Turn off gravity.\n2. 1kg Cube with Rigid Body.\n3. A Particle system with the setting, scale: 1, mass: 1kg, and only emit one particle.\n4. Add a force field with strength of 10/-10.\n5. Play and see the difference.\n\nThe behavior in Particle System is 100x faster than normal rigid body. Is this expected?\n",
"Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n",
"Geometry Nodes does not work with Rigid Body correctly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 3.5.1\n\nI have seen that Geometry Nodes does not work with Rigid Body correctly.\n\nI join you and example with two flags and two dominoes pieces.\n[Bug Gemoetry Nodes and Rigid Body 1.blend](attachment)\n\nA flag traditionally rotates on the \"Z\" axis and pushes the domino piece.\nThe other flag uses the geometry nodes to rotate and instead of pushing the domino, it through it.\n![Captura 1.PNG](attachment)\n\nThe Geometry Nodes only did a 'Transform Geometry' to rotate the flag.\n\nI opened the issue on https://blender.stackexchange.com/ and no one could did it work. \nI don't know if is a bug or that it still not deployed.\n\nI hope this is helpful and that you can fix it.\n\n",
"Regression: Attempt to move object with Copy Location (with Offset) crashes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nA consistent crash when trying to move an object with COPY LOC w/ Offset enabled.\n\n\n1. Open the attached blend file\n\n2. Move the pre-selected object in any direction, you may have to do this two or three times\n\n3. program will crash with EXCEPTION_ACCESS_VIOLATION\n\nThis is happening every time.\n\n```\nStack trace:\nblender.exe :0x00007FF73E03C510 blender::bounds::min_max<blender::VecBase<float,3> >\nblender.exe :0x00007FF73E03BD30 blender::FunctionRef<void __cdecl(blender::Bounds<blender::VecBase<float,3> > &)>::callback_fn<<lam\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF7425212F0 blender::CacheMutex::ensure\nblender.exe :0x00007FF73E042390 BKE_mesh_minmax\nblender.exe :0x00007FF73E0409F0 BKE_mesh_boundbox_get\nblender.exe :0x00007FF73E02E940 BKE_object_boundbox_get\nblender.exe :0x00007FF73E02F410 BKE_object_dimensions_get\nblender.exe :0x00007FF73E613520 RNA_property_float_get_index\nblender.exe :0x00007FF73E235050 dtar_get_prop_val\nblender.exe :0x00007FF73E235410 evaluate_driver\nblender.exe :0x00007FF73E168590 calculate_fcurve\nblender.exe :0x00007FF73E156270 BKE_animsys_eval_driver\nblender.exe :0x00007FF73E4464F0 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF73E446320 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7425175C0 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FF9998CA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF9A5D192C0 recalloc\nKERNEL32.DLL :0x00007FF9A6F72690 BaseThreadInitThunk\nntdll.dll :0x00007FF9A882AA40 RtlUserThreadStart\n```\n\n",
"RigidBody explodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.2 Release Candidate\n\nWhen adding RigidBody, the simulation \"explodes\".\nI noticed that it only happens when the objects are near the center of the scene.\nIf we move the objects in the +Y direction, the problem disappear\n\nIn the video example I show that the rigidbody is working correctly by adding an icosphere and coliding it to the wall\n\nAdd rigidbody near the center of the scene\n\n[ZzbBGXn6sP.mp4](ZzbBGXn6sP.mp4)\n[rigidbody_problem_example.blend](rigidbody_problem_example.blend)\n\n",
"Particles from multiple systems disappear when all Physics Type are None.\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.81a\n\nWhen selecting a Particle System, all particles of the object disappear.\nImages showing before and after:\n![steps.jpg](steps.jpg)\n![steps2.jpg](steps2.jpg)\n\n- In the default cube add two particle systems.\n- Set the `Frame End` of both to 1 for better observation.\n- In the `Physics` tab of both choose `Physics Type` `None`.\n- Select any of the particle systems, note that the particles disappear.\n\nAttached file contains an example of multiple particle system on one object:\n[LP_grass.blend](LP_grass.blend)\n\nThis has to be the first file you open with the application.\nIf you open blender and enable the eevee material preview for example with the default cube and open the example file afterwards it works.",
"Placement Tool for Objects and/or Collections\n### Motivation\n\nThe new drag & drop snapping helps easily & quickly placing objects in the scene. But it relies quite a bit on the asset and the scene it’s being dragged into (e.g. the size relative to the destination scene, the exact normal of the snapped to surface), etc. Users may want to adjust the rotation, the scale, the up-axis, use the origin for snapping rather than the bound-box (e.g. to place trees so they are partially covered by the ground plane), etc.\n\n### Basic Design Idea\n\nRather than setting these options before dragging (where you don’t get visual feedback) or while dragging (where it’s awkward to give input because you’re holding a mouse button), the Operate->Settings paradigm of Blender should be used: First the object/collection is dragged in and placed using basic snapping, then we provide a visual way to keep adjusting the transforms and parameters until the user is happy with the result.\n\nHowever, this placement method isn't just useful for dragging in assets. It is useful as a general transform tool and should be created as such. So this is a proposal for a general placement tool with bounding-box or origin based surface snapping, that gives access to most important transforms and properties for placing an object. In some way or another, it could be (temporarily and optionally?) activated after dragging an object or collection asset into the scene. If more advanced transforms are needed, the user can still access the proper transform tools & operators.\n\n### Temporary Activation\n\nHaving to activate a placement tool every time an asset is dragged in can be annoying. Blender could automatically activate it, at least in some temporary fashion. For example, the tool could temporarily override the active tool after dragging in an asset. Deselecting the dragged in object would bring back the real active tool. If the user wishes to go back to the placement tool, that can be explicitly enabled again in the toolbar.\n\n### Tool Design\n\nTODO",
"Very slow interaction with Armature, if GPU Subdiv is enabled\nOperating system: Ubuntu 20.04\nGraphics card: Gefore MX230\n\nBroken: 3.3, 3.2.2\n\nwith the enabled GPU Subdivision, interactions with the armature are much slower than with the disabled\n\n[2022-10-23 13-29-00.mp4](2022-10-23_13-29-00.mp4)\n\nmove the bones with GPU Subdivision on and off\n[kira_lite.blend](kira_lite.blend)",
"Auto perspective sometimes fails\n**System Information** \nOperating system: Windows 10\nGraphics card: 3070\n\nBroken: 3.2.0 and 3.2.1\nWorked: 3.1\n\nAuto perspective setting doesn't work in this case: if you are in camera view or any side view and then you are switching to another side view you have this smooth transition animation between views. If during this animation you press middle mouse button (rotation) to go from side view it doesn't change to perspective. Moreover it \"shifts\" viewport like it was aligned to a bad quad. \n\n1. Turn on auto perspective.\n2. Go to top view.\n3. Change top view to any other side view.\n4. During smooth transition between view press middle mouse button and rotate the viewport.\n5. Now viewport is shifted and stays in orthographic instead perspective.![1.gif.gif](1.gif.gif)",
"Collection Assets: Support Boundingbox Snapping\nCollections should be able to use the bounding box snapping that we also support for dragging in object assets.",
"Console warning \"ToolSettings\"/ \"snap_node_element\"\nOperating system: Windows 10\nGraphics card: Geforce GTX 970\n\nBroken:\n2.80, 8c8979067490, blender2.7, 2019-01-31\n\nI was importing a file from an older blender version and I noticed this error in the console:\n![image.png](image.png)\nIt appears when you hover over the node editor and when toggling edit mode.\n\nThe reason I think it's not an issue which appears because of the different blender version is that I recently released an addon for managing nodes with layers and a few people noticed similar errors when editing a mesh with KitOps or similar addons and then trying to change the nodes.\nI also don't think it's an issue with my addon as I didn't change the file (included) with the addon and I tried it with a clean blender version as well.\n\n[warning_message.blend](warning_message.blend)\n- Open the file\n- Open blender console to see error messages\n- Hover over node editor with the cursor\n- > Warning message should appear",
"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"
] | [
"Can't snap between objects with Rigid Body\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nCant snap to vertex with rigidbody\n\n- Duplicate default cube \n- add rigidbodys to both cubes\n- enable snap to vertex\n- try snap to a vertex on 1 of the cubes.\n\nor \n\n- Open attached file\n- try snap to a vertex on 1 of the cubes.\n\n[snap_rigid_body.blend](snap_rigid_body.blend)\n\n"
] |
Occlusion Culling does't work when occluder is invisible
Win7 64
GTX 560 Ti
2.7 RC, the last nightly builds.
When an object is set to *occlude*, it occludes **only**if the option *invisible* is not activated.
According to [this wiki page ](Occluder), this behavior is known, but not intended.
**Exact steps to reproduce the error**
Compare the two scenes in the attached .blend:
- scene 1 has an visible occluder object (the cube), occlusion culling is working.
- in scene 2 the same cube set to invisible; and the occlusion culling does not work.
| [
"Sculpt Mode: Occlusion blurring steps\nFor View and Area auto-masking we implemented Limit and Falloff sliders for controlling the extend and softness of the mask.\nThese are disabled when \"Occlusion\" is used.\n\n![image.png](image.png)\n\nWe need to implement a setting to blur the edge of the Occlusion mask.\nThe easiest solution would be to add additional \"Blur\" steps, similar to the Cavity masking.",
"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.",
"Wireframe opacity slider does not work.\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 3.1\nWorked: \n\nWireframe opacity slider does not work if smooth wires is turned off.\n\nopen preferences>viewport\ndisable smooth wire overlay\nsave preference\nset viewport to wireframe shading\nin the overlay panel in viewport drag the wireframe opacity slider, the wire color will fade to black, the opacity won't change.",
"closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze",
"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\">",
"\"RENDER_OT_render\" called with \"EXEC_DEFAULT\" freezes Blender with Eevee motion blur enabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\n\nbpy.ops.render.render() called without 'INVOKE_DEFAULT' from the Python Console or script freezes Blender when Eevee motion blur is enabled.\nAnd the same issue is in the 2.91 Alpha version.\n\n----\n\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Open Python console\n- type in bpy.ops.render.render() and hit enter\n\n----\n\n*Edit* (added method that doesn't activate via Python).\n\n**Exact steps to reproduce the error without activating from Python.**\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Run this script in the text editor\n\n\n```\nimport bpy\ndef menu_func_import(self, context):\n layout = self.layout\n layout.operator_context = 'EXEC_DEFAULT'\n layout.operator(\"render.render\", text=\"Blocking Render\")\nbpy.types.TOPBAR_MT_render.append(menu_func_import)\n```\n\n- Run \"Render -> Blocking Render\" from the top-bar.",
"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",
"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",
"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",
"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",
"Applying screw modifier doesn't respect hide status of edges from edit mode.\n\n\nUPDATE: If the Unhide hotkey is used, despite no parts actaully being \"unhidden\", the uneditable parts become editable.\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.0\n\n\nApplying a screw modifier with parts of mesh hidden in edit mode will result in those generated mesh from hidden parts to:\n\n1. only show as edges,\n2. be still selectable in edge select mode,\n3. and becoming uneditable.\n\nwhen going back to edit mode.\n\nOriginal description:\n\nIf certain parts of a mesh with a screw modifier are hidden in edit mode (though still visible with the screw modifier, just not selectable), and then the modifier is applied to the mesh in object mode, the previously hidden parts will become uneditable, though still selectable in edit mode.\n\n\n- Add a screw modifier to an object\n- Hide parts of the object in edit mode\n- Apply the screw modifier in object mode\n- Go to edit mode, the parts that's hidden supposedly has edges on display.\n - If use edge select mode, you can actually select those ghost edges, but not editable.\n - If use alt-h, then everything is shown and behaving normal again.\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",
"Fake Dependency Cycle: 'Disable in Viewport' depends on 'Disable in Renders'\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.2\n\nDriving hide_render from hide_viewport causes a dependency cycle\nwhile the error occurs on all objects, the driver does seem to work on some objects, but not others. In the default scene for example, the driver works with the camera, but not the cube or the light\n\n- in the outliner, edit the filter to display the `Disable in Viewport` option.\n- Right click the `Disable in Viewports` icon on any given object\n- Copy as New Driver\n- Right click the `Disable in Render` icon of the same object\n- Paste Driver\n[render visibility driver issue.blend](render_visibility_driver_issue.blend)\n\n",
"Render problems\nOperating system: Windows 10 Pro Ameliorated\nGraphics card: RTX 3070 driver version 472.12\n\nBroken: v3.6 and v3.61\nWorked: v3.51 <- Using the same file created in v3.61\n\nWhile rendering a frames of an animated character, the current rendered animation frame usually shows in the 3D viewport in v3.51. However, in the broken version, it fails to show the current frame being rendered, nothing gets updated visually. Then eventually in the 3D viewport the character goes into its T pose for a few frames then the character starts losing visibility of its layers, at that point Blender crashes. \nI will create a .blend file if I am the only one getting this bug.\n\n",
"Wireframes aren't displayed in Edit Mode when Overlays are off. \nBroken: 2.82a, 2.83, 2.90 alpha\nWorked: 2.81a\n\nWireframes aren't displayed in Edit Mode if Overlays are turned off, but they're only shown in object mode, or if there's a modifier with \"display in edit mode\" option. \n\nOpen default file.\nChange to wireframe mode.\nturn off overlays.\nchange to edit mode. Wireframe won't be shown.\n"
] | [
"Occluders don't work if invisivle\n**Category**: Rendering\n\n\n%%%Hi.\nI'm not sure if this is a Bug, but i think so. If a Occluder is set to invisible, it won't work.\n\nThanks for Help.\nDoc%%%"
] |
Color Wheels look weird when using custom OCIO config
Operating system: elementary 0.4.1
Graphics card: GTX 1080
Broken: 2.80, 153c144053cc
When using a different OCIO config file with a different colorspace than then Blender default the color wheels look kinda wrong.
Download @troy_s's OCIO config for ARRI colorspace and replace the contents of Blender's colormanagement folder with it: arri-reference
Set the View Transform to Filmic.
Loading EXR files encoded in ARRI Wide Gamut works fine and they are being displayed correctly, however the colorwheels look off.
![arri_colorwheel.png](arri_colorwheel.png)
I am not quite sure what's going on exactly, but I think @troy_s will have a better idea.
Possibly related to this? #64548 | [
"Color picker colors drift value for some OCIO configurations\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\nWorked: never\n\nThe OCIO config's `color_picking` role seems to only accept two situations: 1. Colorspace with Linear Transfer Function or 2. Colorspace with Blender's sRGB LUT. Note OCIOv2's builtin sRGB transform also doesn't work, it seems to only work if we use Blender's sRGB LUT.\n\nHere is the demostration of the error:\n[Color Picker Error.mp4](Color_Picker_Error.mp4) \n\n\nSept 19 EDIT:\n[Color Picker Bug 2.mp4](Color_Picker_Bug_2.mp4)\n\nSee how the max(RGB)/HSV's V keeps getting higher and higher. \n\nTo demonstrate the point, we will use a colorspace that doesn't make sense to use the sRGB LUT, BT.2020. \nDownload and unzip this testing OCIO config and put it in colormanagement folder:\n[color picker bug.7z](color_picker_bug.7z)\n\nThis testing config has the working space (`scene_linear` role) set to Linear BT.2020, and the `color_picking` role set to the BT.2020 with this colorspace standard's native EOTF `ITU-R BT.1886 2.4`. \n\n1. Install the test config and launch Blender\n2. Click on any color input like in the shader nodes, drag the dot in the color wheel and keep moving, you should see the `V` value goes up over time. Then close Blender\n3. Open the test config with any text editor, change the `color_picking` role at line 11 to `BT.2020 with sRGB LUT`, then reopen Blender\n4. Do step two again, this time the `V` is unchanged.\n\nIt doesn't make sense for BT.2020 to use the sRGB LUT, ideally we should be able to use the colorspace with its native EOTF (or any transfer function you want to use it with), instead of hardcode it for a specific LUT. \n\nThis is problematic for the development of the Filmic upgrade (AgX) config, as we will not include the sRGB LUT in the new config at all.",
"EEVEE - Screen space reflections artifacts\nOperating system: Linux-5.3.0-7625-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: ?\n\nSSR shows some strips when I have bad data for normals.\n\nOpen the file:\n[ssr_sripts.blend](ssr_sripts.blend)\n\nIf you click anywhere multiple times, viewport gets darker and darker.\n\nBefore:\n![image.png](image.png)\n\nAfter clicking the glossy node header a few times:\n![image.png](image.png)\n",
"collada file not imported correctly\nOperating system: windows 10\nGraphics card: geforce gtx 1070\n\nBroken: blender 3.4.1\nWorked: don't know\n\n\nThe import of this collada model is not 100% correct, some things are missing (wheel, chair) and different colors (white where there should be black)\n\nCruisn-World-arcade-game\n\nhow it should look:\n\n![afbeelding.png](afbeelding.png)\n\nhow it looks in blender:\n\n![afbeelding.png](afbeelding.png)\n\nDownload attached model (or download from website), import in blender, compare with picture how it should look\n\nCruisn-World-arcade-game\n\n[cruisinworld.zip](cruisinworld.zip)\n\n",
"Incorrect shading on Intel HD 6000\nOperating system: Mac OS Catalina 10.15.3 (latest as of 13/02/2020), Windows 10 1909 (Bootcamp)\nGraphics card: Intel HD 6000\nCPU: Intel Core i5-5350U\nHardware: MacBook Air 2017\n\nBroken: 2.81a, 2.82\n\nProblems with shader of Auto-Eye add-on on Intel HD 6000, although on creator's machine works fine (I emailed him and he suggested it's a blender bug).\nBUT it's not only Mac OS problem! Also tested on Windows (via bootcamp) -- it crashed (on Mac OS it continue working at least).\n\nCreator's machine specs (where it works fine):\nIntel Core i7-4790 CPU @ 3.60GHz × 4\nGeForce GTX 1060 6GB\n\nJust open .blend file, make sure it's EEVEE render/look dev mode, test it with Mac OS or Windows and Intel HD card.\n\nAttaching file for testing and screenshots -- first two is how shaders looks broken, and third how it should approximately look, but with shader (right now it's only color output or flat texture output)\nBroken 1\n![broken.png](broken.png)\nBroken 2\n![broken2.png](broken2.png)\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n![how it should look like (but with shader).png](how_it_should_look_like__but_with_shader_.png)\n\n[iris_only.blend](iris_only.blend)",
"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",
"Adding noise to smoke simulation causes colors to change dramatically\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0\nWorked: Not since mantaflow introduced in 2.82, worked with \"high res\" back in in 2.8\n\nWhen creating a quick smoke simulation with default settings (except changing the \"smoke color\" on the emitter object to purple. Adding Noise will make the smoke above the emitter turn yellow while the rest stays purple\n\n.blend has been attached with this reproduction.\n1. Delete everything from default scene.\n2. Add ico sphere.\n3. Select sphere, \"quick smoke\".\n4. Set sphere smoke color to purple.\n5. Enable noise in domain properties.\n6. Add area light to light up the smoke sim.\n7. Add \"color\" attribute to principled volume in the default domain node set up.\n\n",
"Minor image editor left click values bug\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen inspecting an Openexr image file with sRGB color space it gives incorrect raw values.\n\n\nOpen any external Openexr image in the image editor\nLeft click to inspect values\nSwitch to sRGB color space\nLeft click to inspect values\nThe image editor will now display incorrect values for RGB (not color managed) next to XY\n\nDon't ask me why I inspect an Openexr with sRGB color space, but here is just to let you know this bug exists.\n\nThank you and have a great day!\n",
"Dope sheet: seconds/frame numbers at top intersect when zooming in and out with mouse wheel, making them hard to read\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060\n\nBroken: 9c5d54bfaf48, 2019-06-23\n\nWhen I use the mouse-wheel to zoom in and out of the dope sheet, the timeline numbers (seconds, frames) at the top of the dope sheet cross over each other and become difficult to read.\n\nExpected behavior would be that they would cleanly arrange themselves as I used mouse-wheel to zoom in and out without the numbers crossing each other, so everything would still remain legible. See attached image for example:\n\n![blender-dope-sheet-issue.png](blender-dope-sheet-issue.png)",
"HDRI background shows lighting artefacts at zero strength\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n\nDont know if this is a Blender issue, but I encountered a few HDRI files that still show light sources despite having zero strength in the viewport shading studiolight setting:\n![HDRIBackgroundStrengthBug.jpg](HDRIBackgroundStrengthBug.jpg)\nThe HDRI file is:\n[blue_lagoon_night_2k.hdr](blue_lagoon_night_2k.hdr)\n\nThe lighting comes from remaining artefacts at the spot of the lamp. Its more noticable with a bit of blur, but you can still see it without.\nSince this is only an issue for some HDRI Backgrounds I assume it has to do with those files, I dont know. Regardless, it would be nice if Blender could take care of these cases to guarantee a dark background.\n\n\n[HDRIBackgroundStrengthBug.blend](HDRIBackgroundStrengthBug.blend)\n1. Install the attached HDRI File and set it as background.\n2. Change the strength setting for the Viewport Shading to zero.\nProblem:\nThe background lightens the scene at zero strength with the remaining artefacts.\n\n",
"Instanced objects get their viewport display color ignored (by design)\nBroken: 022ad416702d\nWorked: 022ad416702d~\n\nInstanced objects get their viewport display color ignored.\n\nThis is by design, as you can see in 022ad41670:\n```\nDRW: use object color from instancer\n\nOtherwise it's impossible to set the color of instanced library objects.\nFollows convention of instancer controlling draw options.\n```\n\n[viewport-display.blend](viewport-display.blend)\n\n**My issues with the design**\nThe original commit seems like a workaround for the fact that the override system is not implemented yet.\nI find this too arbitrary and I would favour the flexibility of having a per-object granular viewport display object color instead (i.e., revert the mentioned commit).",
"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",
"UV Editor Header and Windows background colors do not match in 3.0\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0\n\nWhen setting UV Editor and Header Color and Window Background color to same value, the resulting displayed UI colors do not match in neither hovered or unhovered state. This is inconsistent with other editors, such as Properties editor, where the colors match correctly.\n![image.png](image.png)\n1. In Theme editor, UV/Image Editor, Theme space, set both Window Background and Header color to the same dark gray color.\nResult: The colors displayed in the UI do not match when cursor is not over the editor\nExpected: The colors match when cursor is not over the editor, like with other editors\n\n",
"Geometry Nodes: Mismatching data types connections work differently from other node editors\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.5.0\n\nFloat math node overrides color data, even though it is muted. Same setup works in shader editor without problems.\n\nOpen file and activate *Viewer* in GN. Expected result: colored output (judging by shader area behavior)\n\n",
"Default Value for Viewport Display Color's Alpha Wrong.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.92.0 Alpha\nAlso tested on 2.83.8 and same problem.\nWorked: It do not think this has ever worked\n\nWhen reverting to the Default Value for Viewport Display Color the alpha gets down to 0.8 making the object semi transparent.\n\nOpen up a new scene.\nSelect the cube.\nGo to the materials tab.\nScroll down to \"Viewport Display\"\nRight Click on \"Color\"\n\"Reset to Default Value\"\nResult: RGB values go back to the default, but Alpha goes to 0.8\n\n\nThank you so much !",
"Render artefacts with GPU / motion blur\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.91.0 Alpha + official releases and master from build bot.\nWorked: none that I tried so far\n\nI get weird rendering artefacts where some buckets render different than others. This only seems to happen when:\nRendering with motion blur AND rendering with GPU AND rendering under a Linux OS AND the shutter position is set to \"start\" or \"center on frame\". \"end of frame\" renders fine.\nIt's completely weird as it doesn't happen under Win10 (at least in my case). I completely reduced a production scene to the point where some basic geometry and particles with a sky shader show the problem.\n\n- Open the attached blend file:\n[SHOT060_MPS_v33.blend](SHOT060_MPS_v33.blend)\n- Press F12 to render\n- If you're under Windows (and maybe Mac) or render with CPU you should be fine. Otherwise you should get something like this:\n![MPS_GPU_MB_cof.png](MPS_GPU_MB_cof.png)\n- Switch the motion blur position from \"center on frame\" to \"end on frame\" and render again:\n![MPS_GPU_MB_eof.png](MPS_GPU_MB_eof.png)\nEverything fine\n- Now switch back to \"center on frame\" and switch the render engine to CPU and render again:\n![MPS_CPU_MB_cof.png](MPS_CPU_MB_cof.png)\nFine again.\n\nSo it only affects Linux, \"start or center on frame\" and GPU rendering.\n\nP.S.: Might be somehow related to T76792 although I can't reproduce his problems. But the description sounds similar and he's on Linux, too.\n\n"
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"Color Wheels not working correctly using using Troy Sobotka version of the OCIO configuration\nOperating syste[name ]][[ URL | name ](URL)m: osx 10.14.4\nGraphics card: Radeon Pro 570\n\nBroken: (example: 2.79, master, 2018-5-23)\nWorked: e6acb4fba094\n\nusing Troy Sobotka version of the OCIO configuration, which makes Blender work in ARRI Wide Gamut wherever possible, the color wheels go crazy.\n\nreplace OCIO with Troy Sobotka's one available at - [ ](arri-reference)\nstart blender, set the color space to *filmic* and add an input>RGB node in compositor.\nclicking on color wheel return crazy values\nclicking on hsv sliders return crazy values\n\nthis is very crucial for vfx compositing. For more info please refer to @sebastian_k [Working with Blender and the ARRI Alexa ]() post."
] |
Crash when using Transform Node on Volume Cube
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78
Broken: version: 3.3.0 Alpha
In Geometry Nodes, using a Transform Node to scale a Volume Cube, Blender crashes when there are more than 1 zero entries for the Scale vector.
Create a Volume Cube, add a Transform Node after that and change at least 2 entries of the Scale vector to zero.
[volume_cube_transform_crash.blend](volume_cube_transform_crash.blend)
![grafik.png](grafik.png)
Thank you and have a nice day! | [
"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)",
"Blender crashes when using temp_override on 'UV' area with transform.translate, transform.resize\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.3.5\nBroken: version: 3.4.1\nBroken: version: 3.5.0\nWorked: none\n\nWhen executing `transform.resize` or `transform.translate` with `context.temp_override(area=uv_area)` Blender crashes. This happens when the area.ui_type is UV, with VIEW_3D is works fine.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF72DEF3C80\nModule : blender.exe\nThread : 000009dc\n```\nthe complete crash file is attached\n\n1. create a new Text and paste the below code into the text (the attached file issue.blend can also be used)\n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nwith context.temp_override(area=area):\n bpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n bpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n2. run this text, Blender will now crash\n\n**Note**: not using `temp_override()` and executing these operators in the current context with the ui_type set to UV works fine. Like this: \n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nbpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\nbpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n\n",
"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",
"Blender continuosly freezes when transforming an object\nOperating system: Ubuntu 20.04.4 LTS\nGraphics card: ntel Corporation Skylake GT2 [HD Graphics 520] (rev 07)\n\nBroken: 3.1.2\n\n\nBlender continuosly freezes when transforming an object.\n\nCreate a General project (With the default cube). Scale the cube in every direction. Continue doing this and it the app will freeze. The debug log is filled with the following message:\n\n\n> INFO (gpu.debug): Notification : memory mapping a busy \"miptree\" BO stalled and took 0.039 ms.\n\n\n\n\n",
"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 crashes as soon as an image texture is plugged in the material BSDF node\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1080 Ti\nSee attached log for more detail\n\nBroken: 3.5.1, but also 4.0.0 Alpha, did not try intermediate versions\nWorked: ??? The earliest available build, 2.93.18, also causes the same crash\n\nThe second any kind of image texture is plugged in a material, Blender crashes without any warning. Occurs when creating a new image texture, when plugging an existing file, or even when trying to plug a UV grid for unwraping purposes\n\n**Similar tickets**\n#76193\n#76377\n\n1. Start Blender.\n2. Create new default file.\n3. Select the default cube.\n4. Switch to Shading workspace.\n5. Add Image Texture node.\n6. Create new image or select an existing one.\n7. Plug Color output to the Base Color input of the Principled BSDF node.\n8. Watch Blender shut down.",
"Eevee: Unknown bug when just create first shader \nStep to reproduce an issue (or bug?):\n1. Run latest Blender v3.4alpha (Experimental build) with Eevee Next integrated.\n2. Create scene with just one Cube.\n3. Go to Properties > Material panel > Create New material.\n4. Boom! Blender shut down imidetily.",
"Mantaflow: Crash when setting a Guide Fluid Effector\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0\n\nAfter setting a mesh as a \"Guide\" fluid effector, checking the \"Guides\" box in the fluid domain settings crashes Blender. \n\n- Open attached file,\n- go to the fluid domain settings\n- check the \"Guides\" box. \n[Fluid_Guide_Crash_01.blend](Fluid_Guide_Crash_01.blend)\n\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",
"Shader node connections in v3.0 file broken in v3.3\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.3.0\nWorked: 3.0\n\nRendering in 3.3 a file created in 3.0 (using both Cycles & Eevee) showed major differences from rendering made in 3.0. Investigation showed that critical node connections in multiple shader trees were broken when opening file in 3.3. Unable to determine if broken connections are consistent in terms of node type. Which nodes have broken connections seems consistent from file to file using the same shaders -- sample .blend was constructed with shaders used in file where bug was first observed. All shaders were originally created in versions prior to 3.0 but later than 2.80.\n\nAttached GIMP .xcf file has exemplary renderings and explanatory screenshots from file where bug was first identified. Sample .blend file was created in v3.0 using shaders from this file. Bug does occur in other files which render fine in 3.0 but have broken shaders in 3.3\n![Shader node bug.xcf](Shader_node_bug.xcf)\n\n[REVISED sample file 300.blend](REVISED_sample_file_300.blend)\n\nOpen \"sample file 300.blend\" in v3.0 and inspect shader trees. Open in 3.3 and inspect shader trees, some nodes of which are now disconnected. \n\n\n",
"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)",
"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",
"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 rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n",
"Blender 2.92.0 crashes when baking steam simulation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\nCPU: Intel Core i7-8700K\nMemory: 32 GB\n\nBroken: version: 2.92.0\nWorked: I have not tried any other version than 2.92.0 (sorry)\n\nI tried to make a simple steam simulation following the steps described here: watch?v=_K0XsHht6pg. It crashed while baking, and tried to simplify the setup with a minimal set of objects, and it still crashes after baking about 30-50% of the 300 frames.\n\nFollow the steps as described in the video watch?v=_K0XsHht6pg\n\nAttached is .blend file that I tried to make as simple as possible: [steam.blend](steam.blend)\n\n - Open the attached file\n - Press \"Bake Data\" for Physics Properties for the cube\n - Blender crashes after 30%-50% of baking\n\nI have not tried a newer experimental release or an older release.\n\nI was able to reproduce the issue with the default 32 Resolution Divisions (which is way faster to reproduce than the 160 in the included file). I then tried experimenting which exact setting caused the crash. I got it to crash with Adaptive Domain disabled, and Gas Heat 1.5 and Dissolve Time 30, but now I'm not able to reproduce anymore with any setting (at least with 32 Resolution Divisions).\n\nAfter some more experimenting, it seems it randomly crashes and sometimes works. It is definitely reproducible with 32 Resolution Divisions. I kept all settings as I had before, which had worked successfully, but then changed the Time Scale to 0.8, and then it crashed again when baking. However, it had previously crashed at least once with the exact same settings with which I had also successfully baked (and the Time Scale at the default 1.0), so it is not the Time Scale that is causing the issue."
] | [
"Geometry nodes Volume Cube crashes when volume is zero\nOperating system: Linux 5.10.117-1-MANJARO\nGraphics card: AMD ATI Radeon RX 580\n\nBroken: 3.3.0 alpha (since 838c4a97f1)\n\nSometimes when dragging either of the limits of the node Volume Cube, it will crash when they are equal to each other. Other times, it will correctly report that the volume is zero, avoiding the crash.\n\n- Open .blend file\n- Select `Volume Cube` node\n- select all three `min` input (click and drag down)\n- Type 1.0001 (Will crash)\nWill also crash on dragging all the values of the \"min\" input until they are at 1.0 (The input must be dragged all at once, or it won't crash)\n\n[volume crash.blend](volume_crash.blend)"
] |
Constraints to f-curve not working as expected
Ubuntu Linux x86-64
Dual GTX 1060 6GB
2.79
After tracking video footage with tracks added to a new object (not the default camera). Linking empties. The resultant constraints on the empties can not be applied to an f-curve.
0. Delete default cube from the scene
1. Open Video Clip Editor and import footage to be tracked
2. Add a new tracking object, by clicking the "+" button in the objects panel
3. Add trackers
4. Track footage
5. Hit the "Link Empty to Track" under the Geometry panel
6. Each empty has a "follow track" constraint
7. Hit the "Constraint to F-Cruve" button in the follow track constraint
8. Nothing happens. No keyframes are created.
If I go through the same procedure and do that for the default camera tracking object, it works.
Is this the expected behavior? Seems a bit confusing.
thanks for all the hard work.
| [
"Support Dragging Assets Into the Outliner\n- - [ ] Objects\n - - [ ] Drag into empty space in *View Layer* or *Scenes* display mode instantiates the object at the 3D cursor (TBD: Active collection or scene collection?). Linking places it at the location from the source file.\n - - [ ] Drag onto/into collection does the same, but assigns it to given collection. Rather not support modifier keys like {key Shift} to parent at first, better keep asset dragging simple and let users decide which collection the object should live in first. They can do the parenting then.\n - - [ ] Drag into the *Blender File* display mode only adds the object to the file, doesn't instantiate it? \n - - [ ] Dragging onto/into a collection there could still instantiate.\n- - [ ] Other Datablocks\n - - [ ] Other data-blocks only get added to the file by default\n - - [ ] Dragging materials or meshes onto objects could reassign. (Probably should consider where it's dragged to exactly, e.g. a material dropped onto another material could replace it, or add a new material slot if dropped in-between two existing ones.)\n\nMore type dependent behavior could be considered/investigated. E.g. maybe it's nice to have an image empty created when dragging an image to the Outliner.",
"Using View Navigation in Camera View Causes Viewport View to Focus on World Origin\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: Never (2.79+)\n\nUsing view navigation (Shift+\") in camera view (Numpad 0) causes to lose the previous viewport view (Numpad 0 again) and it focuses world origin. \n\n1- Launch default Blender.\n2- Change your view to anywhere (For example zoom in to a vertex of the cube).\n3- Go in camera view (Numpad 0), use view navigation (Shift+\") and right click to cancel it (you can change view with left click as well, it doesn't matter).\n4- Go in viewport view (hit Numpad 0 again), notice that your previous view changed (it now focuses world origin)\n\nBelow gif demonstrates the issue:\n![focus_view_issue.gif](focus_view_issue.gif)\nView navigation that I used:\n![view_navigation.jpg](view_navigation.jpg)\n\n",
"In fluid simulations, the Curve Guide force field does not work along the curve (just a single direction).\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIn fluid simulations, the Curve Guide force field does not work.\n\n1: Create a new scene, create a new object\n2: Object Menu - Quick Effects - Quick Fluid\n3: Create a new curve guide force field\n4: Press the play button, you can observe the fluid particles scattered randomly{[F12984015](A.blend)}\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",
"Different results when keyframing visual transforms and applying transforms manually on IK constraint\nBroken: v2.82a and blender-2.90-f9d0f59bed4d-windows64\nWorking: never, tested with 2.75a and that even shows this issue.\n\nThere is a difference between using the insert keyframe menu to insert Visual LocRot compared to if you Apply Visual Transform to Pose and then use normal keyframe LocRot.\n\n\n[keyframe-visual-root.blend](keyframe-visual-root.blend)\n- Open the attached blend file.\n- Set a VisualLocRot keyframe on the root bone.\n- See in the graph editor that the orientation is keyed with quaternion (1, 0, 0, 0), even though the bone was visually influenced by the IK constraint.\n- Disable the IK constraint, and see that the root bone moves.\n\n\n---------------------------------\n\nUsing Keyframe Menu (broken):\n\n[2020-05-15 11-24-58.mkv](2020-05-15_11-24-58.mkv)\n\nIterating Keyframe Insertion (Semi-working):\n[2020-05-15 12-02-32.mkv](2020-05-15_12-02-32.mkv)\n\nManually applying transforms to Pose (working):\n\n[2020-05-15 11-29-47.mkv](2020-05-15_11-29-47.mkv)\n",
"Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Eevee camera clipping inconsistent when using child of constraint on an armature.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.83.15\nversion: 2.83.17\nversion: 2.83.18 Release Candidate\nversion: 2.93.2\nversion: 2.93.3 Release Candidate\nversion: 3.0.0 Alpha\n\nViewport's material preview and viewport's render has different camera cull than F12's render image, despite same clipping settings\n[2021-08-15_12-16-50.mp4](2021-08-15_12-16-50.mp4)\n\n[CullBugSimplified.blend](CullBugSimplified.blend)\nVerify viewport is in ACamera's view\nSwitch to viewport rendered and material preview to verify cubes on foreground are visible\nRender to verify cubes in foreground have disappeared\nSwitch to ACamera.001 and render to verify cubes in foreground are consistent with viewport\n\n",
"Unlinked/deleted objects reappear, when deleted at startup in a python script (i.e. ./blender --python delete.py)\nDebian 7.4 64bit, also occurs on OSX\n\nBroken: 2.63, 2.69.0\n\n\nUnder certain conditions objects which have been unlinked from a scene do reappear.\n\n\n\n\n - Start blender with `./blender --python delete.py` (see below for the script) (blender just shows an empty scene)\n - Once the GUI is loaded, do: **Add -> Mesh -> Plane**\n # Immediately afterwards hit **F6** and adjust one Property of the newly added object (e.g. the radius)\n\nResult: the objects from the start scene (camera, lamp, cube) reappear.\n\n**Doesn't occur when...**\n - ... A second Mesh is inserted before hitting **F6** to change its properties\n - ... The script is executed in the Blender Editor (and not at startup with option `--python`)\n\n\n**Python script `delete.py`**\n\t\n\n\n\n```\n import bpy\n \n```\n - IMPORTANT: run as: ./blender --python delete.py\n - once blender started, here is what I did in Blender GUI:\n - - add a new mesh (Add -> Mesh -> Plane)\n - - Hit F6 immediately afterwards and modify radius\n # Result: Blender start scene (cube, light & camera) is visible again\n```\n \n```\n # the described bahaviour and result is the same for deleteScene1() - deleteScene3()\n```\n \n def deleteScene1():\n bpy.ops.object.select_all(action='SELECT')\n bpy.ops.object.delete()\n \n def deleteScene2():\n bpy.ops.object.select_by_type(type='MESH')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='LAMP')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='CAMERA')\n bpy.ops.object.delete()\n \n def deleteScene3():\n scn = bpy.context.scene\n for obj in scn.objects:\n scn.objects.unlink(obj)\n \n```\n - deleteScene1()\n - deleteScene2()\n```\n deleteScene3()\n\n```\n\n\n\n",
"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",
"Path animation and the new curves type\nEventually every use of `BKE_where_on_path` will have to be removed, since it isn't supported by the new curves type.\nThis task is just about the two constraints that use evaluated positions, tangents, and normals of the first curve at a specific factor.\n\nThe eventual idea is to use versioning to change all legacy curve objects to the new curves object type, so this will have to be addressed for that transition.\nBut the change can also make animation workflows more intuitive and consistent with other Blender design.\n\n### Path Animation Settings\n\n![image](attachment)\n\nIn order to support the new curves object, the \"Path Animation\" settings from the legacy curve object will have to be moved to the contraints that support them, because the new curves data-block will not store those specific settings. Any animation on the curve's path animation settings should also be moved to the constraint.\n\nIt's not important to make the design for the constraint perfect, since the long term goal is to replace them with a node based system anyway. The path animation constraint will then need these new settings:\n- \"Frames\"\n- \"Evaluation Time\"\n- \"Clamp\"\n\nAfter the change, the \"Path Animation\" panel wouldn't exist anymore.\n\n### Parenting\n\n![image](attachment)\n\nThe new curves object should **not** support the special parenting behavior for the legacy curve object that uses the path animation settings instead of regular parenting. This behavior will have to be removed with versioning, replaced with a proper follow path constraint, as described above.\n\n### Open Questions\n\n**What happens when there is no evaluated curve**\nPreviously the constraints used the original curve with some set of the deformation modifiers applied. That was often problematic because what looked like a curve visually in the viewport was actually a mesh, so the constraints wouldn't work. Now we have a more precise definition of the evaluated curves, which is different than before.\n\nThis is potentially problematic, because the changes suggested above could introduce regressions. I would suggest using the original curve *without any modifiers* applied in this case. This behavior is still slightly different, but it is simple and easy to predict, and doesn't involve keeping track of a \"pre-tesselation point\" in the middle of modifier/nodes evaluation, which is basically a non-starter for the new curves object.\n\n### Todo\n\n![image](attachment)\n\n- [x] Implement updates to sample curve node (the constraints need to use that internally) (#95443)\n- [ ] Update constraints to use the new evaluated curves data\n - [ ] Follow path constraint\n - [ ] Clamp To constraint\n- [ ] Move path animation settings to constraints/curve deform modifier\n- [ ] Remove special parenting behavior by adding follow path constraints in versioning",
"Blender 2.8 Defaults\nThis is a list of things we should change about Blender's default settings and behaviour.\n\nThe list will grow and change over time.\n\n\nCommits:\n\n- 4d5b7696cb - prefs\n- bcf6cc1f6b - startup\n- Update: default preferences are now maintained in: `./release/datafiles/userdef/userdef_default.c`\n\n## Preferences\n\n- - [x] Python tooltips OFF\n- - [x] Auto Perspective ON ***\n- - [x] Navigation Manipulator ON ***\n- - [x] Region Overlap ON (Could be removed completely, now that it's optimized) ***\n - To make transparent toolbars work better, we would like to:\n - Make the toolbar region height be limited to the contents.\n - Make the toolbar region a separate theme\n\n## Default Settings\n\n- - [x] Default Shader should be set to Principled BSDF\n- - [x] Default Lamp increased strength (10x stronger)\n- - [ ] Playback set to AV Sync (reverted, breaks physics caching)\n- - [x] 3D View Lens = 50mm\n- - [x] Camera film size = 36x24mm Full Frame\n- - [x] Camera Focal Length = 50mm\n- - [x] Render Size Percentage = 100%\n- - [x] Render Display = New Window\n- - [x] Scene Units = Metric\n- - [x] Color Management View = Filmic\n- - [x] Workbench Object Overlap = ON\n- - [x] Absolute Shape Keys Interpolation = Linear\n- - [x] Curve Fill Mode = Full\n\n## Default Renderer\n\n- - [x] Viewport = Workbench + Studio Lighting\n\n\n## Layout\n- - [x] Headers on top for all editors, except the Timeline at the bottom\n- - [x] Default Properties tab = Object Properties\n\n## New Objects\n- - [x] Generate UV's = ON\n\n## Default Theme\n\n- - [x] Flat\n- - [x] Dark UI Chrome\n- - [ ] Universal widget radius\n- - [x] Transparent header in 3D View\n- - [x] Transparent toolbar area in 3D View\n\n## Tools\nVertex Slide:\n- - [x] Correct UV's = ON\n\nExtrude Along Normals:\n- - [x] Even Thickness = ON\n\nLaplacian Smooth:\n- - [x] Lambda Factor = 1.000\n\n## UV/Image Editor\n- - [x] Normalized Coordinates\n\n## Weight Painting\n- - [ ] Auto-Normalize = ON\n\n\n## Cycles\n- - [x] Dithering = 1\n- - [x] Image Sequence Auto Refresh = ON\n\n\n## New Objects\n- - [ ] SubdivisionSurfaces = ON (via OpenSubdiv)\n- - [ ] Shade Smooth = ON (Wait till we have OpenSubdiv)\n\n## Preferences\n - - [ ] Compute Devices ON (Postpone until we can detect crappy GPU's)\n - - [x] Release Confirms Transform\n\n## Text Editor\n - - [x] Line Numbers ON\n\n## Addons\n - - [ ] All exporters should be set to Only Selected by default",
"Rip edge-move for curves\nCurrently with meshes you can press Alt+D to add a vertex at one side of the verts edges and drag it *(based on the mouse cursor location)*.\n\nThis same behavior could be added to curves.\n\n- the basic behavior with single vertices selected is simple\n- with multiple segments are selected this becomes more involved (see how this works for meshes).",
"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)",
"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",
"Unwanted camera movement\nOperating system:\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.6.1, 2023, non of the versions I have tried has worked \n\n\nI have enabled the feauture to \"fly around\" by pressing shift + f. When you press those buttons you will be able to fly using W D A S keys. Sometimes when I use this feauture it works fine but after a while it starts bugging. For example I use this tool for zooming in on objects really close and when this bug comes in this happens: I go really near the object and everything looks fine but when i left click like your supposed to do the camera moves places. It usally starts just moving a little, but the closer you get to an object the more it moves. Like it snaps out of place.\n\n\n- click shift + F \n- move near an object (cube) \n- left click to settle the camera\n- and see how it moves\n\n"
] | [
"'Follow Track' constraint | F-Curve doesn't work\nOperating system: Windows 10 Pro\nGraphics card: Nvidia GTX 970\n\nBlender 2.80, 4c31bed6b46, 2018-11-30 00:46\n\nConstraint to F-Curve doesn't work.\n\nI do some motion track (facial dots for facial motion capture). I selected '**Link Empty to Track**' in '**Reconstruction**' tab. I selected the**Emptys** **>****Constraints tab** **>** '**Follow Track**' constraint. \nThen, when I click in **'Constraint to F-Curve'**the keyframes are not created instead all objects in the scene are selected automatically.**'Constraint to F-Curve**' works well in the last version of Blender 2.79"
] |
blender hangs while using Sub Division Modifier
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce MX110/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67
Broken: version: 2.90.0 Beta
Blender Stop Responding on using Sub Division Modifier
| [
"Constraints: Scaling operator do not affected by min scale limits\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: Current master.\nWorked: Never.\n\nThe scale limiter does not affect the operation of the scale operator.\n\n1. Add `Limit Scale` constraints on object.\n a. Set some `Minimum` to ON.\n2. Try to scale object by pressing `S`.\n\n[scale bug.blend](attachment)\n\n",
"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",
"Distribution: Jittered And Random ignore flag \"Use Modifier Stack\" PS\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: never\n\njitter and random ignores modifier stack\n![image.png](image.png)\n\n- Open default scene\n- In particle system change distribution to grid (modifiers stack appears to be included)\n- Change type to jitter/Random\n[GNParticle.blend](GNParticle.blend)\n",
"Blender 3.5 and 3.5.1 are crashing while using Metal as backend\nOperating system: macOS 12.6.3\nGraphics card: Radeon Pro 580 8GB\n\nBroken: 3.50, 3.51 (Metall Backend)\nWorked: 3.50, 3.51 (OpenGL Backend)\n\nBlender simply hang. I use eevee, if you switch to rendered viewport shading it crashed complete system. I use Metall as backend, if I choose OpenGL it works fine. \n\n \nI attached an .blend file for example.\n\n",
"Blender Selection Lag\nOperating system: Windows 8.1 64bit\nGraphics card: Intel(R) HD Graphics 4400\n\nBroken: \nblender-2.83-39aa122a0e6d-windows64\nblender-2.90-4f622c9a080b-windows64\nblender-2.90-5254ffa17bf0-windows64\nWorked: \nblender-2.79b-windows64\nblender-2.80-windows64\nblender-2.81a-windows64\nblender-2.82a-windows64\n\n\nBlender's selection tool started to lag noticeably behind the mouse. \n\nSteps to reproduce:\n1. Open Blender 2.83 / 2.90 Beta and Alpha\n2. Select Circle select or Box select\n3. Move around the mouse to see the lag\n\nNot sure if this is intended or a new known issue.[SelectionLag.avi](SelectionLag.avi)",
"Shader Mix RGB node color burn and color dodge operations clamp incorrectly.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nShader Mix RGB node clamps the output color when using color burn and color dodge blending mode when it shouldn't\n\n\nWhen using the mix rgb node in the shader editor the color burn and color dodge blending modes both clamp the output of the node. Color burn clamps it to a 0 to 1 range while color dodge clamps it to a -infinity to 1 range, despite the factor being 0.\nColor dodge doesn't match EEVEE, which clamps the lower bound to 0 instead of -infinity.\n\nTest file:\n[Color_blend_test_file_HDR_input.blend](Color_blend_test_file_HDR_input.blend)\n\nThank you and have a great day!",
"closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze",
"Blender crashes 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) ",
"Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)",
"Calling operator from handler that saves bmesh freezes blender forever\nBlender version: 3.5.1\n\nI setup some shader to run on top of blender viewport and connected it’s update to `SpaceView3D.draw_handler_add`. The idea was that shader will only work in EDIT mode and if user exists it then it will automatically trigger some operator.\nLine that freezes Blender is `bm.to_mesh(context.object.data)` although it doens’t freeze right away.\n\nWhat I’ve found that if I call operator that edits mesh from bmesh then it freezes Blender entirely.\nCurrently as a workaround I moved operator’s code to some function and call it instead of because `bm.to_mesh(context.object.data)` doesn’t seem to freeze Blender when it’s called from handler without operator.\n\n\nEasy way to reproduce (create default scene, make sure cube is selected, run the script):\n\n```python\nimport bpy\nfrom bpy.types import SpaceView3D\nimport bmesh\n\nclass TestHandler:\n installed = None\n\n @classmethod\n def install(cls, context):\n handler = cls()\n cls.installed = SpaceView3D.draw_handler_add(\n handler, (context, ), \"WINDOW\", \"POST_VIEW\"\n )\n\n @classmethod\n def uninstall(cls):\n try:\n SpaceView3D.draw_handler_remove(cls.installed, \"WINDOW\")\n except ValueError:\n pass\n cls.installed = None\n\n def __call__(self, context):\n obj = context.object\n if obj.mode != \"EDIT\":\n TestHandler.uninstall()\n bpy.ops.test.test()\n print('HANDLER CALL FINISHED') # never printed\n return\n \n print('HANDLER FINISHED')\n\nclass TestOperator(bpy.types.Operator):\n bl_idname = \"test.test\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST OPERATOR CALLED')\n bm = bmesh.new()\n\n # WITHOUT THIS LINE IT DOESN'T FREEZE\n bm.to_mesh(context.object.data)\n\n # still printed\n print('TEST OPERATOR FINISHED')\n return {\"FINISHED\"}\n \nclass TestSetupOperator(bpy.types.Operator):\n bl_idname = \"test.test_setup\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST SETUP OPERATOR CALLED')\n TestHandler.install(context)\n return {\"FINISHED\"}\n\n\nbpy.utils.register_class(TestOperator)\nbpy.utils.register_class(TestSetupOperator)\nbpy.ops.object.mode_set(mode=\"EDIT\")\nbpy.ops.test.test_setup()\n# freezes on the next step\nbpy.ops.object.mode_set(mode=\"OBJECT\")\n```\n\n",
"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",
"Regression: Multires Unsubdivide destroys the vertex groups\nOperating system: Windows 10\n\n\nBroken: 3.0 release, 3.0 (b42354672e)\nWorked: 2.93LTS, 3.0 (cec103d5a9) \n\n\nIt seems like unsubdividing using the Multires Modifier destroys the vertex groups, interesthingly enough other kind of mesh data stays intact (like the vertex colors) after the same operation.\n\nThe Decimate modifier's Unsubdivide does not destroy the data, but using the Decimate modifiers not option in these kinds of usage because the multires one is about getting the prior subd levels for sculpting purposes.\n\n[byUQjUlY19.mp4](byUQjUlY19.mp4)\n\n\nLoad the .blend file\nSelect the torus\nMultires->Unsibdivide\nMove your mouse to the 3d viewport to get the UI update properly\nThe Vgroups are gone\n\n[multires_09122021_1051_52.blend](multires_09122021_1051_52.blend)\n",
"dual monitor will sometimes cause blender to freeze\nOperating system:win10\nGraphics card:2080s\n\nBroken: 3.4.1\nWorked: \n\ni have two monitors (4k and 2k) scrolling timeline or doing anything on one monitor and displaying cycles render viewport on the other monitor will sometimes cause blender to freeze forever\n\nit is not specific to this scene it will freeze on all kinds of scenes, might be related to the muti-monitor bug i have been reporting T96248\nhere is a screenshot of what it looks like when freezing ![dwm_dn4qjvpnKf.png](dwm_dn4qjvpnKf.png)\n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor",
"Proportional editing lag\nWin7 x64, GTX 460\n\nBroken: 2.73, 2.74\nWorked: 2.63 \n\nWith proportional editing on, I get a few seconds freeze when activate translating (G); than after freeze, \neverything goes ok. I thought that the problem was a large mesh, but 2.63 works great and without lags in the same file. \n\nMy \"bugged\" file is the one, I am working with. If it is possible, can i sent it in private and not give it to the world here?\n\nThank you!",
"Displace modifier with Image Texture causes scene slowdown\nOperating system: Linux-5.4.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nCaused by 23919d2275\n\nMesh object with a Displacement modifier using IMAGE TEXTURE can grind scene to a halt by forcing modifier stack to reevaluate on smallest changes to scene (such as adding objects, removing etc). \n\nInterestingly with built in textures (Cloud, Voronoi) it's very fast and functions as should.\n\n\n- Add subD modifier. Relatively high level (with respect to detail)\n- Any image texture (e.g rocks, wood, cloth)\n- As bonus can add Decimate modifier to confirm slowdown and force reevaluation of scene.\n- Try add new objects, erase etc, everything will freeze until that particular objects modifier stack is reevaluated.\n\n![displace_slowdown.gif](displace_slowdown.gif)\n\n[displace_image_slowdown.blend](displace_image_slowdown.blend)\n\nThank You!\n"
] | [
"Blender takes a long time to subdivide this mesh\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX110/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\n\nBlender Stop Responding while using Sub Division Modifier\n[WPC 3D.blend1](WPC_3D.blend1)\n\n\nBlender Stop Responding while using Sub Division Modifier\n"
] |
Crash when right click on confirmation dialog
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12
Broken: version: 3.0.0 Alpha
Worked: 2.93
Crash when right click on confirmation dialog.
FIle > Defaults > Save Startup File or Load Factory Settings >"OK?" dialog shows up right click instead of left click.
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"Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n",
"Splash screen arrow keys move in the opposite direction and incorrectly mapped\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.2.0\n\nSplash screen hot keys are messed up\n\n1. Open Blender splash screen.\n2. Press Up or Down arrow key on keyboard, observe that selected item moves in wrong direction.\n3. Left arrow doesn't work\n4. Right closes splash screen\n\n",
"Wrong status bar keymap for release confirms and right click select\nOperating system: Manjaro x64\nGraphics card: HD5770\n\nBroken:\n2.80, 81ea815dcb6, blender2.8, 2018-12-12\nWorked: 2.79b\n\nWhen grabbing something(object, vertex, etc) by right clicking on it and then releasing/clicking on the same button the action is not performed, object doesn't return to its initial position. \nHowever if you use G or a Tool to grab instead of mice click Cancel by Right clicking option works.\n\nRight click on a Cube(in 2.79 thats enough to start moving an object but not here here you have to hold the button) AND HOLD the button\nDrag mice somewhere to move the Cube\nRight Click again to Cancel movement\nNothing happens.\n[blender_bug-2018-12-13_22.18.53.mkv](blender_bug-2018-12-13_22.18.53.mkv)\nI'm also attaching video file for it to be more clear.",
"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```",
"GPencil: W shortcut in Draw mode not working and displays error\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.4.1\n\nThe W shortcut used to display the Context menu, the same summoned with RMB, but it's not working & displaying this error message:\n```\nTool 'builtin.select_box' not found for space 'VIEW_3D'\n```\nOpen a new 2D Animation file and press W.\n\n",
"Support expanded operator menus in the right click button context menu\nEdit, made this a TODO, since support for these kinds of buttons has not been added.\n\nCurrently menu items defined by `uiItemMenuEnumO_ptr` don't have right click menus, this is because they reference the operator from a `MenuItemLevel` struct.\n\n----\n\nOperating system: Windows-10-10.0.14393 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\n![2019-11-20-14-14-07.gif](2019-11-20-14-14-07.gif)\nAfter noticing that right click context menu was a bit broken on some menu items, I proceeded to test it on every single drop down menu in Blender and came up with this list below.\nAll the items here fail to display right click context menu, instead it simply opens the window the same way as a left click\n\n\n\n3D Viewport\n Object mode\n Select\n Select All by Type...\n Select Grouped\n Select Linked\n\n Add\n Grease Pencil\n Empty\n Force Field\n\n Object\n Set Origin\n Convert to\n\n Edit mode\n Mesh\n Sort Elements...\n Separate\n\nUV Editor\n UV\n Snap to Pixels\n\nVideo Sequencer\n Sequencer\n View\n Waveform Displaying\n Select\n Grouped\n Marker\n Duplicate Marker to Scene\n Add\n Fade\n\nDope Sheet\n Dope Sheet (and all other editor subtypes)\n Marker\n Duplicate Marker to Scene\n Channel\n Toggle Channel Setting\n Enable Channel Setting\n Disable Channel Setting\n Extrapolation Mode\n Move\n Key\n Snap\n Mirror\n Keyframe Type\n Handle Type\n Interpolation Mode\nTimeline\n Marker\n Duplicate Marker to Scene\n\nGraph Editor/Drivers\n Marker\n Duplicate Marker to Scene\n Channel\n Toggle Channel Setting\n Enable Channel Setting\n Disable Channel Setting\n Extrapolation Mode\n Move\n Key\n Snap\n Mirror\n Insert Keyframes\n Add F-Curve Modifier\n Handle Type\n Interpolation Mode\n\nNon Linear Animation\n Marker\n Duplicate Marker to Scene\n Edit\n Snap\n Track Ordering...\nFile Browser\n View\n Display Size\n Recursion\n\n\n",
"rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Crash 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",
"Highlight active item in pop-up menu (eg: Editor Type)\nCurrently the only way for newcomers to learn what is the currently chosen Editor in an Area is to compare the icon in the Editor Type combo-box with the list of icons when the combo box is open (it's not something that long time users think about).",
"lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n",
"Crash when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened.",
"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",
"Mantaflow: Crash when setting a Guide Fluid Effector\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0\n\nAfter setting a mesh as a \"Guide\" fluid effector, checking the \"Guides\" box in the fluid domain settings crashes Blender. \n\n- Open attached file,\n- go to the fluid domain settings\n- check the \"Guides\" box. \n[Fluid_Guide_Crash_01.blend](Fluid_Guide_Crash_01.blend)\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",
"Freeze on typing in name field of Named Attribute node\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.4.0 Alpha\n\nBlender freezes when I typing in name field of named attribute node\n\n- Open .blend file\n- select named attribute node and type {key C} twice\n![msg1043560862-70713.jpg](msg1043560862-70713.jpg)\n[Bug_GM_big_attribute.blend](Bug_GM_big_attribute.blend)"
] | [
"Blender crashes if user right clicks on confirm button ('Save Startup File' dialog)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0 Alpha\nWorked: version: 3.0.0 Alpha, branch: master, commit date: 2021-09-10, hash: `62d9dabc7d`\nCaused by 87c1c8112f\n\nBlender crashes if user right clicks on confirm button ('Save Startup File' dialog). I discovered this by accident. It is rather unlikely that the user clicks a dialog button with the right mouse button.\n\n- 'File > Defaults > Save Startup File'\n- Click with {key RMB} on floating panel button\n\n![right_click_crash.gif](right_click_crash.gif)\n![Screenshot.png](Screenshot.png)\n[right_click_crash.blend](right_click_crash.blend)"
] |
Measure won't delete.
Operating system: Win 7 204
Graphics card: GTX 970
Broken: 2.8
Worked: (optional)
**measure tool will not delete**
**create measurement > x to remove measurement > click out of measure (i.e. select or move) > click back to measure and the same measurement returns**
Based on the default startup or an attached .blend file (as simple as possible). | [
"Curves sculptmode: Slide tool with Pressure Sensitivity always resets at the end of the stroke\nOperating system: Linux-5.18.16-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0 Beta\n\nCurves will snap back to it's original coordinates after the stroke. Turning off the pressure sensitivity will allow the hair curves to stay.\n\n*Use a pentablet or a screen display with pressure sensitivity*\n - Load Factory Settings\n - Go to 3D Viewport\n - Add mesh primitive\n - Add curve hair object while mesh primitive is active\n - Go to sculpt mode\n - Add some hair with the [**Add**] tool\n # Slide hair with the [**Slide**] tool\n\n----\n**Pentablet:** XP-Pen Deco 01 V2\n\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",
"Measure tool multi 3dview and quad view inconsistencies\nUbuntu 20.04 5.4.0-48-generic\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBlender 2.91 master build from 8335c26119bf5ba78b2afa4e2f65bb3d04b42abe\n\nMeasure tool multi 3dview and quad view inconsistencies\n\nOpen default scene. Enable Measure tool in toolbar and add a measurement.\nEnable quad view with ctl+alt+q.\nGo to top view and adjust measurement. Do not do anything else.\nDo the same with front and side view, you now have 4 different measurements visible.\nYou can zoom, move and rotate views and you still have 4 measures, but if you select an other object it will change to the last adjusted measurement.\nSame if you split 3dview.",
"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)",
"Lost hotkey with save preset\n2.80\n\n\nI finally can replicate problem from 2.7x and it is still problem in 2.80. When you change some combination of hotkeys and save it to the preset. You lose some of them. On my GIF example Numpad 1 dissapear.\n\nSometimes it come back after restart Blender, but sometimes it is just gone.\n\n![lostKeyBug.gif](lostKeyBug.gif)\n\n",
"Fix bad behavior of Armature Join operator\nCurrently, armature 'Join' operator empties its source Armature IDs, while not deleting them. This is both fairly useless, and inconsistent with other 'Join' operations on e.g. Meshes, which do leave source obdata untouched.\n\nIt should instead probably operate on temporary out-of-main copies of the source armatures data, and also leave the original data unchanged.\n\nAlternative option would be to effectively delete the emptied source armature IDs, together with all the objects using them, but this is probably not the desired behavior either.\n\nIssue revealed while investigating #96452 (Armature corrupted after undo), see also [#96452.blend](T96452.blend) for a reproducible case.",
"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)",
"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.",
"Measure Tool Todo's\n\n- #69660 (Measure tool thickness option exposed in the UI)",
"Hair particles: rekeying, cut tool, subdividing do not interpolate existing weights (breaking simulation)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\nJust click once sometimes work right\n\n\nThis bug happen in both 2.79 and 2.8\nClick and drag the hair cut tool mess up the vertices position, especially after subdividing one or 2 segments of the hair. After the hair is messed up, it can't be fixed using rekey command.\nDragging the cut tool on a hair that is not subdivided also cause the problem, but not as severely, the vertices become unevenly positioned.\n\n\nCreate a hair system on the default cube, set the emission number to 1.\nGo to particle edit mode, subdivide one or 2 segments of the hair.\nUse the cut tool, click and drag from the tip of the hair.\nThe hair is now completely messed up.\n",
"GHOST:: m_windows not clearing list of fullscreen windows \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 8)\n\nI just wanted to warn you about a potential bug in GHOST when we close a fullscreen window. The problem is that I don't know how to reproduce it in blender official.\nThen this is just if someone is interested...\n\nWhen we close a fullscreen window, GHOST::m_windows list doesn't erase the fullscreen window. Then m_windows list size increases.\nWhen I erase the fullscreen window from m_windows list, it is fixing a crash with our fork of blender (upbge)\n\nI describe the steps to reproduce the bug here: 4fc32990010d5765ba1abd523d57b252be73a657\n\nThis needs to compile restart_hacks branch from upbge github: upbge\n\nThere's a link to the testfile in the commit in mentionned.\n\nJust in case:\n\n[ledi.blend](ledi.blend)\n\n",
"Drawing size of particles not matching DPI\nOperating system: MacOS\nGraphics card: AMD Radeon Pro 450\n\nBroken: 2.83\nWorked: N/A\n\nWhen moving the blender window to the external monitor, the halo size of the particles changes, which can cause them to disappear.\nBest way to see what I mean is to watch this short clip of me moving the window, and also zooming in and out to show that not all colors are lost: Vu6MSHVxEUwYLvob8\n> In #82238#1283352, @jenkm wrote:\n> The problem here is with the `U.pixelsize` or something like that, as usual.\n> \n> When you move a window between Low and High DPI screens, the size of the spheres does not change correctly.\n> It seems that the size changes twice, like the UI scale plus the size of the spheres additionally.\n> \n> | Low DPI Screen | Moved to High DPI | Low DPI with Thick \"Line Width\" |\n> | ![#82238-1.jpg](T82238-1.jpg) | ![#82238-2.jpg](T82238-2.jpg) | ![#82238-3.jpg](T82238-3.jpg) |\n> \n> And further, depending on the size, these spheres can be hidden by a mesh.\n> \n> | Thick | Default | Thin |\n> | ![#82238-4.jpg](T82238-4.jpg) | ![#82238-5.jpg](T82238-5.jpg) | ![#82238-6.jpg](T82238-6.jpg) |\n> \n> The size of the spheres should not depend on `U.pixelsize`, first of all.\n> The visibility of these spheres also depends on the viewing angle, what is also not clear whether this is intentional or not.\n\n\n- Open attached file\n- Update the particles if needed\n- Move the window to another monitor with different DPI\n|![Captura de Tela 2022-03-01 às 19.31.47.png](Captura_de_Tela_2022-03-01_a_s_19.31.47.png)|![Captura de Tela 2022-03-01 às 19.31.28.png](Captura_de_Tela_2022-03-01_a_s_19.31.28.png)\n| -- | -- |\n[particles.blend](particles.blend)\n\n---\n**Complex file:**\n[rain.blend](rain.blend)",
"Low unit scale values show wrong Stepsize in sliders\nOperating system: Linux-5.8.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: not in 2.80 or 2.83\n\nWhen the unit scale is too low (<= 0.002 for imperial, <= 0.00009 for metric) the stepsize is too big and sliding bound sliders (like thickness in solidify) will bounce them between their limits. At almost the same time seperate units stop showing the correct unit and instead switches to the default unit. But that seems to don't quite align as I was able to get the unit issue without the stepsize issue (might related to #81663).\n\nThe stepsize issue does not appear when Continuous Grab is disabled in the User Preferences.\n\nBased on default startup.\n1. In Scene Settings: enable seperate units\n2. set unit system to imperial with a unitscale of 0.001\n3. add a solidify modifier and slide the thickness value\n4. set unit system to metric with a unitscale of 0.00009\n5. slide the thickness value of the solidify modifier again (same behavior)\n6. disable Continuous Grab in the User Preferences\n7. slide the thickness value of the solidify modifier again (normal behavior)\n\n",
"Resample Node Deletes All Curves.\nWindows\n\n3.2-3.4\n\nThe ResampleCurve node deletes curves it their lengths are less than the length of the ResampleCurve node. I expect it will leave Lines at least. In Houdini a resample node doesn't delete curves. Could you please check it out?\nProbably you could add a checkbox to leave curves with less length.\n\nMy Blend file:\n[tmp_1.blend](tmp_1.blend)\n\n![image.png](image.png)\n![image.png](image.png)\n\nOpen my blend file and mute/unmute the CurveResample node.",
"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."
] | [
"Measure tool: last ruler fails to get deleted\nWhile the measure tool is being selected in object mode or in edit mode, create 1 or more rulers. Then delete them all. Then exit the tool by selecting any other tool (say, \"select box\" or \"move\"), and re-enter the measure tool again. Observe the last ruler \"deleted\" being left intact, even if it was the only one created initially.[2019-06-24_22-16-18.mkv](2019-06-24_22-16-18.mkv)\n\nWin 10 1903 (build 18362.175)\n\nCPU: I7 8700k\nGPU: Nvidia GTX 970 ",
"Measuring tool\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen I measure something with the measurement tool, when I am done with the measurement and try to delete it (x) it keeps coming back\n\nA good part of the time when I try to delete a measurement tag, it returns shortly there after - \n\nnaturally I cant replicate it right now but I'll try to attach a file when I can",
"Measure Tool: Delete and Annotations Bugs\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 7400M Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.201.1151.1008\n\n\nBroken: version: 2.80 (sub 52)\nWorked: (optional)\n\n\nAnnotation \"RulerData3D\" creation inconsistency. Deleting of measurements inconsistent (seems like index off by 1 issue). \n\nBased on Default\n\nPrep:\nOpen Tool Shelf panel\nOpen the Properties Panel and expand only \"Annotations\" (to be able to see effects) - [x] [Ctrl/Click Annotations]\nVerify Annotations list is empty\n\nActions: \n**Annotation RulerData3D Creation Inconsistency**\nAlign to Front Ortho View [Numpad 1]\nSwitch to Measure Tool \nClick Drag a measurement line x3 (create 3 separate lines)\nOrbit around screen [MMB]\nSwitch to Select Tool (Measures disappear, as expected)\nOrbit around screen [MMB]\n**NOTE: Annotation RulerData3D not yet created** \nAlign to Side View [Numpad 3]\n**NOTE: Annotation RulerData3D now created!** \n\nContinuing from state above\n**Inconsistent Measure Delete**\nAlign to Front Ortho View [Numpad 1]\nMake \"RulerData3D\" annotation visible [eye] (it defaults invisible). Should see lines representing the 3 rulers\nSwitch to Measure Tool (3 measure lines and values visible)\n\nSelect 1 measure line (cursor to line end, when it changes from + to 4 arrows/dots, click. Line highlights)\nDelete line [X or Delete button]\n**Note: Annotation Line still visible for deleted line**\nSelect another measure line\n**Note: Annotation line for previous line deletes now**\nDelete line.\n**Note: Annotation Line still visible for deleted line**\n\nState: 1 measure line value on screen. 1 extra annotation line on screen\n\nSwitch to Select tool\nSwitch to Measure tool\n**Note: Last deleted measure line (matching annotation line) reappears (2 lines on screen now)**\nSelect and delete both measure lines.\n**Note: Annotation Line still visible for last deleted line**\nSwitch to Select tool\nSwitch to Measure tool\n**Note: last deleted measure line reappears**\n\nDelete measure line\nSelect and delete annotation \"RulerData3D\"\nSwitch to Select tool\nSwitch to Measure tool\n**Note: Measure line does not reappear. All measures now deleted**\n\nIt seems clear from behaviors that there is some temporary buffer with measures hanging around. Delete Index into this buffer seems to be off by 1 in some section of code, but is corrected on the selecting of the next line. Annotation is created from this buffer at odd points in time.",
"A measure cannot be truly deleted\nBroken: 2.80.74 Beta\n\nA measure cannot be truly deleted. When I select a measure on its end point, and I press X to delete, then it disappears, but when I change to Select Box mode and back to Measure mode then the deleted measure is back, it's not truly deleted.\n\n![Tool.jpg](Tool.jpg)\nStep 1: Change to \"Measure mode\".\nStep 2: Add a measure in the scene.\nStep 3: Click on the end point of the measure, and press X.\nStep 4: Change to \"Select Box mode\".\nStep 5: Change to \"Measure mode\", then the deleted measure is back, it's not truly deleted.",
"Measure Tool: Last deleted measurement reappears when you leave and return to the tool.\nLast measurement always reappear when the Measure tool is selected, even if last time you use the tool you delete every measurement from the viewport.\n\n1. Create one or more measurements;\n2. Delete one or more measurements;\n3. Leave and return to the Tool.\n\nSee that the measurement reappears."
] |
Armature modifier - Preserve volume + scale = incorrect result
Win7 64, gtx 580
Blender 2.73 official
The preserve volume feature of the armature modifier gives incorrect results when scaling a bone.
See the blend file: a cylinder is rigged with 2 bones. When rotating the second bone, the deformation is not the same, depending on the scale of the first bone. I've duplicated the armature and the mesh on the right, and scaled the first bone, so that you can state it clearly.[preserve_volume_scale.blend](preserve_volume_scale.blend)
| [
"Keymap: custom key modifiers work inconsistently\nOperating system: Arch Linux, no DE, i3wm\nGraphics card: GTX 960\n\nBroken: 2.80\nWorked: 2.79\n\nI'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79.\n\nLoad factory settings\nImport .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move)\nEnter sculpt mode\nAttempt to sculpt inverted by holding NumpadEnter+LMB\n\n[system-info.txt](system-info.txt)\n[custom_modifier_bug.py](custom_modifier_bug.py)\n\nSimilar bugs from ages ago:\nT44349\nT34822",
"Surface smoothing when sculpting does not respect mirror modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.0\n\nSmoothing in sculpt mode using Surface deformation does not respect the clipping option of the mirror modifier. This is not the case in the other brushes.\n[0281-0782.mp4](0281-0782.mp4)\n\n1.Creatre an object with at least one plane of symmetry.\n2.Delete one side and add the mirror modifier to fill that same side.\n3.In sculpt mode, try smoothing over the mirror seam using Surface deformation.\n\n",
"blender::Set exhibits poor behavior if growth occurs after a round of removals\nI noticed `blender::Set` behaving poorly when an `add` operation requiring container growth comes after various `remove` operations. The net effect being that the container actually shrinks.\n\nI'm guessing that what I'm seeing below is not expected.\n\nThe sequence went something like the following:\n\n```\nmy_set.reserve(64);\n\n// a series of adds and removes\n\nmy_set.add(...); *start of poor behavior* Current state of the container\n* removed_slots_\t54\n* occupied_and_removed_slots_\t64\n* usable_slots_\t64\n\n*The value 11 is passed into \"realloc_and_reinsert\" indicating we need space for at least 11 items (i.e. size + 1)* The following values are calculated\n* total_slots\t32\n* usable_slots\t16\n\nshrinkage :(\n\n// At the end of \"realloc_and_reinsert\" the state of the container is\n* removed_slots_\t0\n* occupied_and_removed_slots_\t10\n* usable_slots_\t16\n\n\n\n```",
"Geometry-node object-info rotation&scale outputs values are False if scale is negative \nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0\n\nthe object info rotation & scale values are false if the scale of the sampled object is negative \nsee video, where i compare with simple drivers of the object transforms\n\n[dffdsdfdsfsfd.mp4](dffdsdfdsfsfd.mp4)\n[buggy transforms.blend](buggy_transforms.blend)\n\n",
"Curves edit mode radius editing\nThis consists of two features, a connection to the \"Shrink-Fatten\" transform mode and a corresponding active tool in the sidebar. \n\n![image](attachment)\n\n",
"Multiple mix nodes lead to incorrect results\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0\n\nI'm not good at English and don't know how to explain it, it's a stripped down part of my project. When two orange nodes have the same input value, they get a value of 0.5. But when the value is 5, sometimes 8 or 9, the correct result cannot be obtained, it seems that it is not refreshed.\n\nI provided the video and the .blend file, hope that helps.\n\n[bug.blend](bug.blend)\n[20221213_16.48_793.mp4](20221213_16.48_793.mp4)\n\n\n",
"Applying negative scale inverts multires displacement\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.82a, 2.90 Alpha (542ff416e274)\nWorked: 2.79b\n\nWhen multires-sculpting an object, then mirroring it on any axis and then applying the scale, the multires displacement inverts - turning inside out. Flipping normals (either before or after applying scale) doesn't help.\nIn 2.79b, multires data is retained correctly after applying scale, although normals need to be flipped afterwards.\n\n1. Pick the default cube, add a multires modifier to it.\n2. Subdivide a bit for good measure, sculpt something.\n3. In object mode, mirror the object on any axis.\n4. Apply scale.\n5. Observe the sculpt turning inside out.",
"Bone's Transformation constraint numbers won't be symmetrized correctly.\nOperating system:Windows 10\nGraphics card:RTX 2070\n\nBroken: 3.3.1\n\n[Use this file](https://projects.blender.orgattachment)\n\nThis will break:\n\n- open the blend file\n- delete the selected Left bone\n- select Right bone and symmetrize it\n- check both Right and Left bones' Transformation constraint setting. Numbers on the Left one will be messed up.\n\nBut this works:\n\n- delete the selected Left bone\n- go to pose mode\n- select the Right bone\n- go to edit mode again and symmetrize it\n- Transformation numbers are both fine. \n\n------\n\nOriginal description:\n\nWhen Bones have Transformation constraint and are symmetrized in edit mode, its numbers are symmetrized correctly too.(Map from numbers like Location X min , Location X max and Map to numbers like Location min max etc) but if Transformation constraint's Target and Owner space are set as not Local those numbers are totally messed up and broken.\n\n",
"Modifier parameter driven by custom property recalculates with any transform.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\n\nIt is no matter what source drives modifier and what parameter drivered.\n[2021-02-01_19-50-30.mp4](2021-02-01_19-50-30.mp4)\n\n[untitled.blend](untitled.blend)",
"GP: Time offset and Armature modifier causes glitches\nOperating system:WINDOWS10\nGraphics card:GTX1060\n\nBroken: 2.93LTS\n\n\n[#89433.blend](T89433.blend)\n\n- Open file\n- Move selected bone to left until it hits constraint, and then a bit randomly\n\nGP object will keep rotating in one direction and can be reset only by changing frame.\nSame happens when scrubbing in negative frame range.\n",
"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",
"Lost hotkey with save preset\n2.80\n\n\nI finally can replicate problem from 2.7x and it is still problem in 2.80. When you change some combination of hotkeys and save it to the preset. You lose some of them. On my GIF example Numpad 1 dissapear.\n\nSometimes it come back after restart Blender, but sometimes it is just gone.\n\n![lostKeyBug.gif](lostKeyBug.gif)\n\n",
"Multres disabled in Sculpt Mode when under another modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.92.0 Alpha\n\nWhen stacking another modifer like Solidify or Mirror over (listed below in the modifier stack) the multires modifier it will disable you from sculpting on the subdivision levels when entering sculpt mode.\nInstead it will show the base resolution. If any modifier visibility is toggled or sculpt level is switched it will be fixed.\nSometimes when sculpting on an object with this bug it also crashes but I couldn't reliably reproduce this.\n\nI assume the intended effect would be that the modfiers other than the multire get disabled, but not the multires itself.\n\n- Add a multires modifier on the default cube\n- Subdivide 2 times\n- Add solidifiy modifier \n- Enter sculpt mode\nNow instead of showing subdivision 2 it will show the base mesh\n- Toggle any modifier visibility, subdivision level or the sculpt mode option \"Use Deform only\"\nNow it will be fixed. Toggle out and into sculpt mode again and it will show the bug again.\n\n",
"Wrong SubSurf modifier results with inconsistent normals\nOperating system: Windows 10 Enterprise Version 1803\nGraphics card: 2 x GTX1080 ti\n\nBroken:\nblender2.8, 2018-12-05\n\nFrom latest builds subsurf modifier make a wrong subdivision of geometry as displayed in the attached files.\nBefore 18/20 November the behaviour of subsurf modifier was ok.\nI am sure because I did an animation on that date and the subdivided vase was ok.\n\nBest regards,\n\nUmberto\n\n![279.jpg](279.jpg)\n\n![280.jpg](280.jpg)\n\n[ceramic.blend](ceramic.blend)",
"Custom property settings not preserved when changing its type\nBroken: version: 3.0.0 Alpha\n\n- Add integer property to default cube with a custom min/max/default value, and Is Library Overridable enabled.\n![image.png](image.png)\n- `C.object['prop'] = 2.0`\n- The property's settings are all lost.\n![image.png](image.png)\n\nIIRC, before the refactor, an integer property could have floats as its min/max so this would be allowed. Might be a bit of a pain point with the new system, but I think doing a best effort conversion between types would be nice when possible (even if some data is lost going from float to int, losing some data is better than losing all data).\n\n[#91256-2021-09-08_12.54.49.mp4](T91256-2021-09-08_12.54.49.mp4)\n\nTest File:\n[#91256.blend](T91256.blend)"
] | [
"Armature modifier \"Preserve Volume\" breaks when scaling\nMemory: 16 GB RAM\nProcessor: AMD Ryzen 5 3600 6-Core Processor 3.59 GHz\nOperating System: Windows 10\nGraphics card: NVIDIA 2060 RTX (8GB VRAM)\n\n`SCENE DESCRIPTION`\n\n**Blender Version 3.2.1**\nBroken: 3.2.1, preserve_volume_broken.blend, 2022-08-12\nBroken: 3.2.1 AND 3.0.1, rain_v2.1.blend, 2020-09-22\n\n[preserve_volume_broken.blend](preserve_volume_broken.blend)\n\nNOTE: This bug is also apparent in the official Rain_v2.1.blend file downloaded from studio.blender.org. Curiously, this rig has preserve volume checked off by default. The only changes was the Corrective Smooth modifier toggled off in both the viewport and render views and posed with the root bone scaled to 0.1.\n\n\n`BUG DESCRIPTION`:\n\nScaling down bones will break deformations on mesh objects which have \"Preserve Volume\" checked on in the Armature modifier.\nScaling the Armature object itself however will not break the deformations while Preserve Volume is on.\nI believe perhaps \"Preserve Volume\" operates only at Object level only and not at Armature level.\n\nWithout preserve volume:\n![without preserve volume.PNG](without_preserve_volume.PNG)\n\nWith preserve volume:\n![with preserve volume.PNG](with_preserve_volume.PNG)\n\n**From the simplified file provided**\nPreserve volume before scaling:\n![preserve_volume_before_scaling.PNG](preserve_volume_before_scaling.PNG)\n\nPreserve volume after scaling:\n![preserve_volume_after_scaling.PNG](preserve_volume_after_scaling.PNG)\n\n`HOW TO REPRODUCE THE ERROR`:\n\n1) Open the preserve_volume_broken.blend file\n\n2) Scale down the ***\"root - SCALE THIS BONE\"*** bone in pose mode.\n\n3) Move the other tweak bones so see how the deformation breaks while \"Preserve Volume\" is checked on in the Cylinder's armature modifier.\n\n4) Check off the \"Preserve Volume\" option in the Armature modifier so see the difference.\n\nNOTE: The file provided I feel perfectly illustrates a) the need for preserve volume and b) how the preserve volume uses the armature object scale and not the parent bone's scale at armature level. I have not seen a blender version where this performs as expected."
] |
Armature modifier "Preserve Volume" breaks when scaling
Memory: 16 GB RAM
Processor: AMD Ryzen 5 3600 6-Core Processor 3.59 GHz
Operating System: Windows 10
Graphics card: NVIDIA 2060 RTX (8GB VRAM)
`SCENE DESCRIPTION`
**Blender Version 3.2.1**
Broken: 3.2.1, preserve_volume_broken.blend, 2022-08-12
Broken: 3.2.1 AND 3.0.1, rain_v2.1.blend, 2020-09-22
[preserve_volume_broken.blend](preserve_volume_broken.blend)
NOTE: This bug is also apparent in the official Rain_v2.1.blend file downloaded from studio.blender.org. Curiously, this rig has preserve volume checked off by default. The only changes was the Corrective Smooth modifier toggled off in both the viewport and render views and posed with the root bone scaled to 0.1.
`BUG DESCRIPTION`:
Scaling down bones will break deformations on mesh objects which have "Preserve Volume" checked on in the Armature modifier.
Scaling the Armature object itself however will not break the deformations while Preserve Volume is on.
I believe perhaps "Preserve Volume" operates only at Object level only and not at Armature level.
Without preserve volume:
![without preserve volume.PNG](without_preserve_volume.PNG)
With preserve volume:
![with preserve volume.PNG](with_preserve_volume.PNG)
**From the simplified file provided**
Preserve volume before scaling:
![preserve_volume_before_scaling.PNG](preserve_volume_before_scaling.PNG)
Preserve volume after scaling:
![preserve_volume_after_scaling.PNG](preserve_volume_after_scaling.PNG)
`HOW TO REPRODUCE THE ERROR`:
1) Open the preserve_volume_broken.blend file
2) Scale down the ***"root - SCALE THIS BONE"*** bone in pose mode.
3) Move the other tweak bones so see how the deformation breaks while "Preserve Volume" is checked on in the Cylinder's armature modifier.
4) Check off the "Preserve Volume" option in the Armature modifier so see the difference.
NOTE: The file provided I feel perfectly illustrates a) the need for preserve volume and b) how the preserve volume uses the armature object scale and not the parent bone's scale at armature level. I have not seen a blender version where this performs as expected. | [
"Cursor Warped on Scale Cage Cancel Transform\nOperating system: Windows 11, Linux Zorin\nGraphics card: GTX 1060 MSI OC 3GB\n\nBroken: 3.3.x - 3.6.2 (Latest)\n\nCursor warp when i cancel resize operator using Scale Cage tool.\n\n1. Open Blender\n2. Activate Scale Cage tool from the toolbar\n3. scale anything, but cancel operation with RMB\n\n",
"Cursor size for \"Use Cursor for Depth\" in Sculpt doesn't reset properly on undo\nOperating system: MacOS 11.6\nGraphics card: Radeon RX 580 8 GB\n\nBroken: 2.93.4 (2.93.4 2021-09-01)\nBroken: 2.93.5 (2.93.5 2021-10-05)\nBroken: 3.0.0 (3.0.0 2021-10-05)\nWorked: don't know\n\n\nCursor size for \"Use Cursor for Depth\" (Sculpt -> Box/Lasso Trim -> Trim Mode: Join) doesn't reset properly on undo.\n\nBased on the default startup\n\n- File -> New -> Sculpting\n- Select Box Trim (or Lasso Trim)\n- In tool options, select Trim Mode: Join \n- In tool options, select Use Cursor for Depth\n\n- Use tool on the outside of the object (Note that the geometry created has a volume)\n- Undo (if you used the tool more times, repeat the undo each time).\n- Use the tool again. \n\nExpected result:\nTool works normally after all undo.\n\nActual result:\nAfter undoing all tool uses, the tool disregards the cursor size and the next shape created is flat/collapsed. \n\nAdditional notes:\nIt only happens when the file starts in Sculpt mode (hence the New -> Sculpting). If started in Object mode, and then switched to Sculpt, it is not occurring. \nAfter switching tools (even without actually using another tool), it seems to work correctly. \nAlso if switched from Sculpt to Object mode and back, it's working properly. Unless you undo from before switching to the Object mode, and undo all the tool uses, it happens again.",
"Undo in Armature EditMode ignores changes to other IDs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\nWhen you rename bones of armatures with some meshes by python scripts and then do Undo (Ctrl +z), then only bone names are reverted and the mesh vertex groups are never reverted.\nIt seems to happen immediately after from Object mode to Edit mode for armatures.\n\n* Open \"bpy_rename_bone_and_undo_bug_report.blend\".\n* Go to Armature Edit mode.\n* Run script \"rename.py\". It will rename selected bones and the mesh vertex groups.\n* Do undo (Ctrl +z)\n* Then you will see only bone names are reverted and the mesh vertex groups aren't reverted.\n\n[bpy_rename_bone_and_undo_bug_report.blend](bpy_rename_bone_and_undo_bug_report.blend)\n\nIt will lost bone deformations.\nI thinks it will cause some human errors.\n\nThanks!\n",
"[Mantaflow] Fluid volume loss with moving obstacle.\nOperating system: Linux-5.8.0-33-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.92.0 Alpha\n\nThe fluid suffers a loss of volume when a container obstacle moves.\n[MF_MovingObstacle_BUG.mp4](MF_MovingObstacle_BUG.mp4)\n\nThe attached file contains a setup that demonstrates the issue. Just hit play and wath at the moment that the bowl moves the fluid inside simply starts to disappear...\n\n[MF_MovingObstacle_BUG.blend](MF_MovingObstacle_BUG.blend)",
"volumes behind transmission are lost when building the combined image from individual passes. The volume data is not added to the transmission pass, and is not in it's own pass due to it being obscured by the transmission\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\n\nvolumes behind transmission are lost when building the combined image from individual passes. The volume data is not added to the transmission pass, and is not in it's own pass due to it being obscured by the transmission\n\nimage pass:\n![image.png](image.png)\n\ncombined image rebuilt from passes:\n![image.png](image.png)\n\nOpen the below file, go to the compositor and press f12. Compare the image pass to the result of the passes being combined.\n[transmission pass bug.blend](transmission_pass_bug.blend)\n\n\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",
"Sculpting Has Unexpected behavior when Saving work\n**Broken**: 2.83.4, 2.90 beta 97dc370c50ed\n**Worked**: 2.82\n\n\nGlitches in the non-active mesh after sculpting the active mesh, saving, and updating the viewport.\n\n\n[Ogre.blend](Ogre.blend)\n\n* Sculpt\n* Save\n* Refresh viewport (e.g., continue sculpting)\n\nThe artifacts should be visible immediately.\n\n**Original message**\n\nWhen I am sculpting and I go to save my work, after a successful save I get weird artifacts in the mesh that I havent made edits on in sometime. And it seems to be the same mesh every time. This has happened over 5 times so i figure its just a visual bug.\n\nGet 2 seperate meshes ready to sculpt, then sculpt on one and save your work. This is all i did to see the bug arise.![Blender bug.PNG](Blender_bug.PNG)\n\n\n",
"GP: Time offset and Armature modifier causes glitches\nOperating system:WINDOWS10\nGraphics card:GTX1060\n\nBroken: 2.93LTS\n\n\n[#89433.blend](T89433.blend)\n\n- Open file\n- Move selected bone to left until it hits constraint, and then a bit randomly\n\nGP object will keep rotating in one direction and can be reset only by changing frame.\nSame happens when scrubbing in negative frame range.\n",
"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",
"After `save as` operation with non-default options of Image, simple `save` operation does not use previous settings, but default settings again.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.0\n\n**Description**\n\nWhen re-saving a modified imaged (from Texture Painting for example), the newly saved file appears to lose all settings used during the original \"Save As\" operation. For file types such as OpenEXR that were saved as 16-bit using Zip compression, this can result in a file that was roughly 800KB becoming *64MB* in size. This wastes quite a large amount of disk space and bandwidth when using version control.\n\nImage files should remember the settings applied when loaded or from Save As. There does not appear to be a way to set global file-type defaults to reduce some of this behavior.\n\n\n* Switch to the Texture Paint workspace.\n* Click \"New\" to create a new texture. Set Width/Height: 2048x2048, 32-Bit Float: Checked\n* Switch to the \"Paint\" mode if needed and draw a circle.\n* Click Image / Save As. File Format: OpenEXR, Color: RGB, Color Depth: Float (Half), Codec: ZIP (lossless)\n* Open a File Explorer window and note the saved file size is roughly 300KB.\n* Click Image/ \"Save\" (not Save As) to re-save the file. Note the image file is now roughly 1MB. (It appears Blender has now forgot the file should be Float (Half)\n* Close Blender and Save the scene.\n* Open Blender and the saved scene.\n* Click Image/ \"Save\" to re-save the file again. Note that the image file is now roughly **50MB** as Blender appears to have lost the Codec setting and the Float (Half) setting.\n\nThis bug occurs on other file types as well such as PNG where the compression settings are lost.",
"Make saving of `quit.blend` on exit optional\n### Description & Scope of Problem\n\nEvery time Blender quits, when it has something on the undo stack, it will write the current \"undo file\" to `${TEMPDIR}/quit.blend` ([manual](open_save.html#last-session)).\n\nSaving `quit.blend` can take a while when the file is large. While the file is being written, Blender's UI is gray and unresponsive.\n\nThe problem is not pressing, as usually it takes considerably longer to load the files in the first place. I've asked some artists at the Blender Studio and they didn't really consider the delay when quitting Blender a practical issue. Still, it gets somewhat in the way of quickly testing things with various production blend files, so it could be seen as an issue for developers more than for artists.\n\n### Possible Solutions & Impact\n\n**Simplest solution:**\n\nAs a solution we could introduce a user preference \"Save Recovery File\" that is enabled by default. Disabling this option would:\n- Avoid writing `quit.blend`.\n- Remove the \"File ‣ Recover ‣ Last Session\" menu item.\n- Remove the \"Recover Last Session\" button from the splash screen.\n\n**Alternative solution:**\n\nThe \"Recover Last Session\" operator does not poll the filesystem from its poll function. This means that the operator is available even when the file `${TEMPDIR}/quit.blend` does not exist. Changing this, such that the operator is disabled when `quit.blend` does not exists, means that the above solution would not have to remove the recovery operators when \"Save Recovery File\" is disabled. The operators would auto-detect whether a recovery file is available at all.\n\nThe upside of this solution is that it makes the \"Recover Last Session\" operator appear more reliable, as it refuses to work when it knows it cannot do its job. This would be an improvement regardless of the \"Save Recovery File\" status.\n\nThe downside is that an old `quit.blend` might be lingering around after \"Save Recovery File\" has been disabled. This means that it could appear as if you could still recover, but it would load an older file. This could be avoided by removing `quit.blend` when disabling \"Save Recovery File\", but I'm not a big fan of Blender explicitly removing files that are meant to recover from human error.\n\n### Discussion Topics\n\nThis task is meant to discuss the following:\n\n- Do we want to make it possible to quit without writing `quit.blend` at all?\n- If so, which of the solutions is preferred? Or is there another way to deal with this that's even better?\n- Do we want this as a general option, or something that's enabled only when \"Developer Extras\" are enabled?\n",
"Fix bad behavior of Armature Join operator\nCurrently, armature 'Join' operator empties its source Armature IDs, while not deleting them. This is both fairly useless, and inconsistent with other 'Join' operations on e.g. Meshes, which do leave source obdata untouched.\n\nIt should instead probably operate on temporary out-of-main copies of the source armatures data, and also leave the original data unchanged.\n\nAlternative option would be to effectively delete the emptied source armature IDs, together with all the objects using them, but this is probably not the desired behavior either.\n\nIssue revealed while investigating #96452 (Armature corrupted after undo), see also [#96452.blend](T96452.blend) for a reproducible case.",
"Remesh with small voxel size sometimes generates mesh with many holes\nOperating system: macOS-14.0-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: 3.1 - 4.0\n\nRemeshing breaks objects\n<video src=\"attachment\" controls></video>\n\nIn a new scene add a monkey model and jump into sculpting, change the voxel size to 0.0024 m and remesh...the object breaks\n\n",
"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",
"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"
] | [
"Armature modifier - Preserve volume + scale = incorrect result\nWin7 64, gtx 580\n\nBlender 2.73 official\n\nThe preserve volume feature of the armature modifier gives incorrect results when scaling a bone.\n\nSee the blend file: a cylinder is rigged with 2 bones. When rotating the second bone, the deformation is not the same, depending on the scale of the first bone. I've duplicated the armature and the mesh on the right, and scaled the first bone, so that you can state it clearly.[preserve_volume_scale.blend](preserve_volume_scale.blend)\n"
] |
Crash when rendering in Cycles on GPU
Win7, Nvidia gt640
Operating system and graphics card
**2.69**
Broken: 5611fb6
Whether pressing f12 or clicking the render button, blender immediately crashes. does not crash on CPU render.
Open Blender, set Cycles to GPU and render.
| [
"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",
"Crash when adding materials\nOperating system: Linux-5.18.9-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.0\n\nBlender crashes when adding a second material (sometimes you need to add some more to crash it)\n\n1. Open the appended .blend file.\n2. Select the object.\n3. Go to material tab.\n4. Try to add a second material.\n\n[crash.blend](crash.blend)",
"Cycles 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.",
"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 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",
"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",
"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",
"Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n",
"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.",
"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",
"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",
"Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.",
"Cycles Render with Intel UHD GPU Crashes\nOperating system: macOS Ventura 13.0.1\nGraphics card: Intel UHD Graphics 630 (built-in), AMD Radeon RX 6800 (eGPU)\n\nBroken: 3.4.0 (downloaded from the Blender website)\nWorked: the last 3.3.1\n\nIt is impossible to render in Cycles with the Intel GPU enabled: Blender crashes\n\nOn a Mac Mini 2018 (Intel) with 6-core i7 CPU and 32GB of RAM, with Stage Manager enabled, open Blender, load a file, then in the Preferences, enable only the Intel GPU (uncheck the eGPU), and start rendering. Note: unless it is the first attempt (that involves the loading of the kernels), unchecking the eGPU may not even be necessary.\nWhen the preliminary steps are finished (such as the BVH building, importance map, and so on), Blender will crash before the rendering proper starts (before anything appears in the render result output).\nThe subsequent error dump will look as follows: \n![image.png](image.png)\nThe full dump is below:\n\n```lines\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [4086]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.4.0 (3.4.0 2022-12-07)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-12-09 13:00:26.8303 +1000\nOS Version: macOS 13.0.1 (22A400)\nReport Version: 12\nBridge OS Version: 7.0 (20P420)\nAnonymous UUID: DA7E5727-A75F-6765-C417-804DFCD4552C\n\n\nTime Awake Since Boot: 5000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 35\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nID Vend/Dev\n8488 73bf1002\nSeconds Ago ID Type\n 5000.0 8488 Attach\n\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t 0x7ff8140160ce __semwait_signal + 10\n1 libsystem_c.dylib \t 0x7ff813f2ab4a nanosleep + 196\n2 libsystem_c.dylib \t 0x7ff813f2aa80 usleep + 53\n3 Blender \t 0x1069dd928 WM_main + 24\n4 Blender \t 0x106262b8e main + 878\n5 dyld \t 0x7ff813d21310 start + 2432\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 13:: caulk.messenger.shared:17\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 caulk \t 0x7ff81d7598f8 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff81d73f664 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff81d73f328 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 25:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreAudio \t 0x7ff81635f8a5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n5 CoreAudio \t 0x7ff8162384c1 HALC_ProxyIOContext::IOWorkLoop() + 3783\n6 CoreAudio \t 0x7ff816237029 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n7 CoreAudio \t 0x7ff8163be630 HALB_IOThread::Entry(void*) + 72\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 31:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreFoundation \t 0x7ff81412cd0e __CFRunLoopServiceMachPort + 145\n5 CoreFoundation \t 0x7ff81412b77a __CFRunLoopRun + 1360\n6 CoreFoundation \t 0x7ff81412abb0 CFRunLoopRunSpecific + 560\n7 AppKit \t 0x7ff8173ad696 _NSEventThread + 132\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108d23ba5 ccl::Session::wait() + 101\n4 Blender \t 0x1081da316 ccl::BlenderSession::render(BL::Depsgraph&) + 3526\n5 Blender \t 0x1081d10e0 ccl::render_func(_object*, _object*) + 176\n6 Blender \t 0x112141552 cfunction_call + 130\n7 Blender \t 0x1120fa1b5 _PyObject_MakeTpCall + 373\n8 Blender \t 0x1121efcce call_function + 974\n9 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n10 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n11 Blender \t 0x1121efaaf call_function + 431\n12 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n13 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n14 Blender \t 0x106f00225 bpy_class_call + 1029\n15 Blender \t 0x106e433d1 engine_render + 113\n16 Blender \t 0x1079cb58c engine_render_view_layer(Render*, RenderEngine*, ViewLayer*, bool, bool) + 572\n17 Blender \t 0x1079cb0ca RE_engine_render + 954\n18 Blender \t 0x1079d097e do_render_full_pipeline(Render*) + 334\n19 Blender \t 0x1079d0566 RE_RenderFrame + 406\n20 Blender \t 0x108178e8f render_startjob(void*, short*, short*, float*) + 127\n21 Blender \t 0x1069f92f8 do_job_thread + 40\n22 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n23 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 34:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 39:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 40:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 41:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 42:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 43:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\n\nThread 35 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000070001368d000 rcx: 0x000070001368a7c8 rdx: 0x0000000000000000\nrdi: 0x000000000002c707 rsi: 0x0000000000000006 rbp: 0x000070001368a7f0 rsp: 0x000070001368a7c8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070001368d000 r11: 0x0000000000000246\nr12: 0x000000000002c707 r13: 0x000000012feea028 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007ff81401a30e rfl: 0x0000000000000246 cr2: 0x000000012feea000\n\n```\nLogical CPU: 0\nError Code: 0x02000148 \nTrap Number: 133\n\n\nBinary Images:\n 0x7ff814012000 - 0x7ff81404bff7 libsystem_kernel.dylib (*) <0c2fd2c9-777c-3355-b70f-7b1b6e9d1b0b> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff813f1a000 - 0x7ff813fa2fff libsystem_c.dylib (*) <5efaf10b-2ec1-32ed-b077-80125e552c8d> /usr/lib/system/libsystem_c.dylib\n 0x1060c2000 - 0x116badfff org.blenderfoundation.blender (3.4.0) <de78ac19-6469-3e44-ab08-627697965862> /Applications/Blender.app/Contents/MacOS/Blender\n 0x7ff813d1b000 - 0x7ff813daf54f dyld (*) <28fd2071-57f3-3873-87bf-e4f674a82de6> /usr/lib/dyld\n 0x7ff813ed0000 - 0x7ff813f16ff3 libdispatch.dylib (*) <817339a1-d03e-3e54-9c47-acacf69f6193> /usr/lib/system/libdispatch.dylib\n 0x7ff81404c000 - 0x7ff814057ff7 libsystem_pthread.dylib (*) <13b5e252-77d1-31e1-888d-1c5f4426ea87> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff81d73d000 - 0x7ff81d762fff com.apple.audio.caulk (1.0) <43ed8c13-59df-3c8d-b4d2-aee44e4939b9> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff816060000 - 0x7ff81675affd com.apple.audio.CoreAudio (5.0) <e9f27094-01cb-337a-8530-0cab0e2cc96d> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x136a29000 - 0x13a6b4fff libopenblas64_.0.dylib (*) <10431d8f-5e3b-3bbc-abd5-81f6a73a5269> /Applications/Blender.app/Contents/Resources/3.4/python/lib/python3.10/site-packages/numpy/.dylibs/libopenblas64_.0.dylib\n 0x7ff8140ae000 - 0x7ff814546fff com.apple.CoreFoundation (6.9) <dbc459f3-81bb-398a-8f74-3f7392392bb7> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff81720f000 - 0x7ff818213ff6 com.apple.AppKit (6.9) <817d572e-eb8c-3999-b7a0-68e1c4b47266> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7ff813fa3000 - 0x7ff813ffbff3 libc++.1.dylib (*) <06015868-b157-3745-889b-69e23c5034fd> /usr/lib/libc++.1.dylib\n 0x7ff81d570000 - 0x7ff81d73cffb com.apple.Metal (306.2.4) <4ac8bfa1-153f-3c2d-8f98-6831b7c643f8> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\n\n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 256K 2 \nActivity Tracing 256K 1 \nCG backing stores 960K 4 \nCG image 228K 14 \nColorSync 228K 25 \nCoreAnimation 64K 14 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreUI image data 636K 9 \nFoundation 16K 1 \nIOAccelerator 12.8G 547 \nIOKit 148K 10 \nIOSurface 58.3M 8 \nKernel Alloc Once 8K 1 \nMALLOC 32.1G 1445 \nMALLOC guard page 48K 9 \nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 176K 44 \nStack 69.8M 44 \nVM_ALLOCATE 158.7M 96 \nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\n__CTF 756 1 \n__DATA 59.9M 642 \n__DATA_CONST 51.3M 373 \n__DATA_DIRTY 1753K 211 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5174K 1 \n__LINKEDIT 274.5M 70 \n__OBJC_RO 65.1M 1 \n__OBJC_RW 1982K 2 \n__TEXT 989.1M 651 \ndyld private memory 512K 3 \nmapped file 298.9M 95 \nshared memory 447.1M 580 \n**=======**\nTOTAL 48.8G 4936 \nTOTAL, minus reserved VM space 47.4G 4936 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-12-09 13:00:27.00 +1000\",\"app_version\":\"3.4.0\",\"slice_uuid\":\"de78ac19-6469-3e44-ab08-627697965862\",\"build_version\":\"3.4.0 2022-12-07\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 13.0.1 (22A400)\",\"roots_installed\":0,\"name\":\"Blender\",\"incident_id\":\"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\"}\n{\n```\n\"uptime\" : 5000,\n\"procRole\" : \"Foreground\",\n\"version\" : 2,\n\"userID\" : 501,\n\"deployVersion\" : 210,\n\"modelCode\" : \"Macmini8,1\",\n\"coalitionID\" : 1400,\n\"osVersion\" : {\n \"train\" : \"macOS 13.0.1\",\n \"build\" : \"22A400\",\n \"releaseType\" : \"User\"\n},\n\"captureTime\" : \"2022-12-09 13:00:26.8303 +1000\",\n\"incident\" : \"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\",\n\"pid\" : 4086,\n\"cpuType\" : \"X86-64\",\n\"roots_installed\" : 0,\n\"bug_type\" : \"309\",\n\"procLaunch\" : \"2022-12-09 12:58:58.0017 +1000\",\n\"procStartAbsTime\" : 4965752889748,\n\"procExitAbsTime\" : 5054490072306,\n\"procName\" : \"Blender\",\n\"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n\"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.4.0\",\"CFBundleVersion\":\"3.4.0 2022-12-07\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n\"storeInfo\" : {\"deviceIdentifierForVendor\":\"94D4C7AA-42A4-5C3F-8C08-A3A0F4499D46\",\"thirdParty\":true},\n\"parentProc\" : \"launchd\",\n\"parentPid\" : 1,\n\"coalitionName\" : \"org.blenderfoundation.blender\",\n\"crashReporterKey\" : \"DA7E5727-A75F-6765-C417-804DFCD4552C\",\n\"bridgeVersion\" : {\"build\":\"20P420\",\"train\":\"7.0\"},\n\"sip\" : \"enabled\",\n\"externalGPUInfo\" : \"ID Vend\\/Dev\\n8488 73bf1002\\nSeconds Ago ID Type\\n 5000.0 8488 Attach\\n\",\n\"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGABRT\"},\n\"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n\"faultingThread\" : 35,\n\"threads\" : 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\"CFBundleIdentifier\" : \"com.apple.AppKit\",\n \"size\" : 16797687,\n \"uuid\" : \"817d572e-eb8c-3999-b7a0-68e1c4b47266\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/AppKit.framework\\/Versions\\/C\\/AppKit\",\n \"name\" : \"AppKit\",\n \"CFBundleVersion\" : \"2299\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703463780352,\n \"size\" : 364532,\n \"uuid\" : \"06015868-b157-3745-889b-69e23c5034fd\",\n \"path\" : \"\\/usr\\/lib\\/libc++.1.dylib\",\n \"name\" : \"libc++.1.dylib\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703620857856,\n \"CFBundleShortVersionString\" : \"306.2.4\",\n \"CFBundleIdentifier\" : \"com.apple.Metal\",\n \"size\" : 1888252,\n \"uuid\" : \"4ac8bfa1-153f-3c2d-8f98-6831b7c643f8\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/Metal.framework\\/Versions\\/A\\/Metal\",\n \"name\" : \"Metal\",\n \"CFBundleVersion\" : \"306.2.4\"\n}\n```\n],\n```\n\"sharedCache\" : {\n\"base\" : 140703460519936,\n\"size\" : 21474836480,\n\"uuid\" : \"840e528a-0c70-3c6a-b7b4-4f05f32ccc51\"\n```\n},\n```\n\"vmSummary\" : \"ReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\\n\\n VIRTUAL REGION \\nREGION TYPE SIZE COUNT (non-coalesced) \\n=========== ======= ======= \\nAccelerate framework 256K 2 \\nActivity Tracing 256K 1 \\nCG backing stores 960K 4 \\nCG image 228K 14 \\nColorSync 228K 25 \\nCoreAnimation 64K 14 \\nCoreGraphics 12K 2 \\nCoreImage 4K 1 \\nCoreUI image data 636K 9 \\nFoundation 16K 1 \\nIOAccelerator 12.8G 547 \\nIOKit 148K 10 \\nIOSurface 58.3M 8 \\nKernel Alloc Once 8K 1 \\nMALLOC 32.1G 1445 \\nMALLOC guard page 48K 9 \\nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\\nOpenGL GLSL 256K 3 \\nSTACK GUARD 176K 44 \\nStack 69.8M 44 \\nVM_ALLOCATE 158.7M 96 \\nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\\n__CTF 756 1 \\n__DATA 59.9M 642 \\n__DATA_CONST 51.3M 373 \\n__DATA_DIRTY 1753K 211 \\n__FONT_DATA 2352 1 \\n__GLSLBUILTINS 5174K 1 \\n__LINKEDIT 274.5M 70 \\n__OBJC_RO 65.1M 1 \\n__OBJC_RW 1982K 2 \\n__TEXT 989.1M 651 \\ndyld private memory 512K 3 \\nmapped file 298.9M 95 \\nshared memory 447.1M 580 \\n=========== ======= ======= \\nTOTAL 48.8G 4936 \\nTOTAL, minus reserved VM space 47.4G 4936 \\n\",\n\"legacyInfo\" : {\n\"threadTriggered\" : {\n```\n\n```\n}\n```\n},\n```\n\"trialInfo\" : {\n\"rollouts\" : [\n {\n \"rolloutId\" : \"5fb4245a1bbfe8005e33a1e1\",\n \"factorPackIds\" : {\n```\n\n```\n },\n \"deploymentId\" : 240000021\n },\n {\n \"rolloutId\" : \"62b4513af75dc926494899c6\",\n \"factorPackIds\" : {\n \"COREOS_ICD\" : \"62fbe3cfa9a700130f60b3ea\"\n },\n \"deploymentId\" : 240000014\n }\n],\n\"experiments\" : [\n```\n\n```\n]\n```\n}\n}\n\nModel: Macmini8,1, BootROM 1916.40.8.0.0 (iBridge: 20.16.420.0.0,0), 6 processors, 6-Core Intel Core i7, 3.2 GHz, 32 GB, SMC \nGraphics: Intel UHD Graphics 630, Intel UHD Graphics 630, Built-In\nDisplay: ASUS VG32V, 2560 x 1440 (QHD/WQHD - Wide Quad High Definition), Main, MirrorOff, Online\nGraphics: AMD Radeon RX 6800, AMD Radeon RX 6800, PCIe, 16 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Sep 14 2022 18:10:05 version 9.30.489.3.32.5.84 FWID 01-31bf0e8d\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Ethernet, Ethernet, en0\nNetwork Service: Wi-Fi, AirPort, en1\nPCI Card: pci8086,15f0, USB eXtensible Host Controller, Thunderbolt@13,0,0\nPCI Card: pci144d,a808, NVM Express Controller, Thunderbolt@73,0,0\nPCI Card: AMD Radeon RX 6800, gpu-controller, Thunderbolt@12,0,0\nPCI Card: pci1002,ab28, Audio Device, Thunderbolt@12,0,1\nPCI Card: pci1002,73a6, USB eXtensible Host Controller, Thunderbolt@12,0,2\nPCI Card: pci1002,73a4, Unknown, Thunderbolt@12,0,3\nUSB Device: USB31Bus\nUSB Device: USB31Bus\nUSB Device: USB3.1 Hub\nUSB Device: USB3.1 Hub\nUSB Device: USB2.0 Hub\nUSB Device: Microsoft® LifeCam HD-3000\nUSB Device: USB2.0 Hub\nUSB Device: Matias RGB Backlit Wired Keyboard\nUSB Device: USB2.1 Hub\nUSB Device: USB Storage\nUSB Device: Dell MS116 USB Optical Mouse\nUSB Device: T2Bus\nUSB Device: Headset\nUSB Device: Apple #2 Controller\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\nThunderbolt Device: Node Titan, AKiTiO, 1, 50.1\nThunderbolt Device: Portable SSD X5, SAMSUNG ELECTRONICS CO., LTD, 3, 35.1\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\n```\n\nCrashing Thread:\n```\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n```",
"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",
"Blender 2.71 (rc2) crashes when a UV sphere is added\nMac OS X 10.10 (beta) / AMD Radeon HD 6750M 512 MB\n\nBroken: 2.71 (release candidate 2)\nWorked: -\n\nBlender 2.71 (rc2) crashes when a UV Sphere is added to a existent project in Edit Mode.\n\nUsing the attached file, select the figure (stickman), go to Edit Mode and add a UV Sphere. After executing these steps, Blender stops responding and it's necessary to force quit and reopen. \n\nIt seems that's something to do with the modifiers (in the attached file, I'm using Mirror, Skin and Sub-surf). One or more of them are causing the crash when the UV Sphere is added. If I create a new project with no modifiers, I'm able to add UV Sphere. \n"
] | [
"Cycles: Crash with GPU rendering\nWindows 8, nVidia GTX 650 ti (driver version 331.82)\n\nblender-2.69-c925b5b-win64\nWorked: all the ones i had tried before.\n\nWhen i turn on GPU rendering and activate it in the viewport it simply crashes.\n\nOpen new scene, set rendering to GPU, go turn on viewport render, ta-daaa!\n",
"Crash everytime I hit render with this scene.\nScene crash when I hit Render.\n\n - Operating System, Graphics card ---\n\nO.S.: Windows 7, 64-bit (SP1)\nProcessor: Intel Q9550, memory: 8GB DDR3\nGraphic Card: Nvidia Geforce 550 Ti (2x in SLI)\nNvidia graphics driver version: 332.21\n\n - Blender version with error, and version that worked ---\n\nblender-2.69-5611fb6-win64 (downloaded from builder.blender.org)\n\n - Short description of error ---\n\nI'm working in a complex project, with various scenes, characters, hair, cloth, particles... And suddenly, with this version/revision of Blender, I get a crash when I hit render. I had to use this version because of the recent fix with loop dependencies in my characters. But now I get this crash everytime I hit render.\n\nI simplified a lot the scene and now is a very manageable file (5 MB) with just one character (with some very rough animation) and the environment, and I still get a crash everytime... The scene file is attached here. \n\n[SceneCrash.7z](SceneCrash.7z)\n\nThanks, tuqueque.",
"Blender Crash when rendering with CUDA / Cycles with old drivers\nWindows 7 x64, gtx 580, nvidia driver 285.85 & 311.15\n\nBlenders are from buildbot\nBroken: c48c62a\nWorked: d693412\n\nBlender crash when doing any CUDA rendering with old driver versions\n\n1. make sure old driver versions are installed\n2. Open Blender\n3. (Optional : change renderer to cycles)\n4. Press shift - Z\n5. Notice crash\n\nWorks fine with 332.21... I think there should be some sort of warning on the screen if the driver version is not new enough instead of blender hard crashing."
] |
Full Sample render crashes when using 2 blender instances on same machine
%%%Dear Bugtracker,
How are you doing today on a fine sunday afternoon ? :-)
I have noticed that when 2 instances of blender try to render a scene using Full Sample, it either gives strange output images, or if u get lucky it simply crashes on of the 2 instances (as in 24188).
I noticed this when trying to do a "No Overwrite / Placeholder" render of an animation using 2 instances of blender on the same machine.
There is the same problem when using 2 instances of a render farm client on one machine.
I am on MAC osx, tested on 10.6 10.7
So I nailed down the problem to the naming of temporary OpenEXR files used for each sample...
I think prolbem is that both blender instance save and use the same tmp .exr filename....
Maybe adding the frame number to them could help.
Now its /tmp/SCENENAME.blend_scene_SAMPLENUMBER.exr, maybe making it /tmp/SCENENAME.blend_scene_FRAMENUMBER_SAMPLENUMBER.exr
p.s. to help get an idea this is from the console output :
write exr tmp file, 960x540, /tmp/full_sample.blend_Scene.exr
write exr tmp file, 960x540, /tmp/full_sample.blend_Scene1.exr
write exr tmp file, 960x540, /tmp/full_sample.blend_Scene2.exr
write exr tmp file, 960x540, /tmp/full_sample.blend_Scene3.exr
write exr tmp file, 960x540, /tmp/full_sample.blend_Scene4.exr
read exr tmp file: /tmp/full_sample.blend_Scene.exr
read exr tmp file: /tmp/full_sample.blend_Scene1.exr
read exr tmp file: /tmp/full_sample.blend_Scene2.exr
read exr tmp file: /tmp/full_sample.blend_Scene3.exr
read exr tmp file: /tmp/full_sample.blend_Scene4.exr%%% | [
"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",
"Particle Instance from interpolated children works unexpected\nOperating system: win10 74bit\n\nBroken: 2.8, 2.79b\n\n\"Children\" option works good only with \"Along path\". Otherwise it just duplicates extra geometry where parent particles are located. \n\nOpen file and enable \"Children\" option, see how poly count is changed without visual appearance. Then check both \"Children\" and \"Along Path\" to see the difference.\n[Particle_instance_child.blend](Particle_instance_child.blend)",
"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",
"Cycles is not working in 3.5.1 on a MacBook M1 Max—causes the program to immediately freeze!\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nWorked: (This started happening two days ago, and I only updated to 3.5.1 today. But in the days/weeks prior it was 3.4)\n\nOn my MacBook M1 Max (with all upgrades possible), I have had to force quit Blender countless times in the last 48 hours after turning on viewport Cycles view. Upgrading to 3.5.1 has seemingly made it a constant problem. Even now opening a brand new project, then turning on Cycles render, it starts saying it’s loading kernels (very slowly), and never renders, freezing the viewport, forcing me to force quit. So it seems I no longer can turn on Cycles in 3.5.1.\n\nThere is no further steps really, this is happening on a new project for me. Hopefully you all can see this and figure out something! I’m happy to provide further details if you need anything. I use Blender for my day-to-day at work so fingers crossed this isn’t the new normal for the foreseeable future. Also, love you all!\n\n",
"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",
"Blender 3.3 crashes on importing external .exr file on compositor\nOperating system: Windows 11 x64\nGraphics card: gtx 650 ti\nprocessor ryzen 9 5900X\n\nBroken: tried 3.3 LTS (september 7, 2022 release) and also 3.2.1, but had this failure before in previous builds.\n\n**Short description**\nBlender immediately crashes after importing a multilayer .exr (generated in Houdini's Karma renderer) to the compositor. Example files attached\n\nOpen new blender scene, switch to compositor tab and check \"use nodes\". Then the error happens after either dragging and dropping the images or using the image node for import.\n\nThe crash seems to occur only when importing images with AOVs packed in, I attached one example that works perfectly but only has the color layer. I know this is a niche workflow but I'm out of options for compositing until I can upgrade my graphics card, sorry if this isn't really worth looking into.\n\n![0185 - single pass, WORKING.exr](0185_-_single_pass__WORKING.exr)\n\n![0130 - multilayer exr, CRASHY.exr](0130_-_multilayer_exr__CRASHY.exr)",
"rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"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)",
"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)",
"Impossible to copy/paste data between different Blender instances that are using different temp directories\n|Operating system:|Linux-5.8.16-2-MANJARO-x86_64-with-glibc2.2.5 64 Bits\n| -- | -- |\n||Windows 10\nGraphics card: AMD VERDE (DRM 2.50.0, 5.8.16-2-MANJARO, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.1.8\n\nBroken: version: 2.92.0 Alpha\nWorked: Never\n\nIt is not possible to copy/paste data between two Blender instances that use a different `Temporary Files` path.\n\n- Open two instances of Blender (regardless of whether they are the same version or different versions)\n- In the destination instance, delete all objects and set a custom path for Temporary Files (in Blender Preferences - File Paths)\n- In the other instance, Ctrl-C to copy default cube, \n- In the destination instance, Ctrl-V to paste,\nIt is not pasted, message \"no objects to paste\"\n\n",
"Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.",
"Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n",
"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```",
"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)",
"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"
] | [
"Running 2 Instances with the Same Filename corrupts the Temp EXR image file\nOSX 10.8.5\nNvidia GTX 580\n\nBlender 2.6x (have not tested it in earlier versions)\n\nI often need to run 2 instances of Blender when rendering. One using the CPU and one using GPU. I have found that if load the exact same file without renaming it, that during the render process both instances of Blender write to a temporary EXR file using the exact same filename. This almost always results in one (usually whichever render finished first) of the EXR's being corrupted.\n\nOpen the attached bugtext.blend file (attached) in 2 instances of Blender on the same machine. Set one to CPU rendering and one to GPU rendering. Hit render in both instances. The one that finishes first will be corrupted and display a blank render screen.\n\n[bugtest.blend](bugtest.blend)"
] |
Simple deform precision problems
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.22
Broken: version: 2.83.0
Simple deform shows wrong behaviour on a plane.
1) I've created a plane, subdivided and rotated it in Edit mode in FRONT(numpad 1) view. Then applied simple deform - bend modifier(although twist works wierd too) it bends in 2 axis X,Y. But creates Jagged mesh in Z axis
2) Then I've created a plane, subdivided and rotated it in Edit mode in SIDE(numpad 3) view. Then applied simple deform - bend modifier(although twist works wierd too) it bends in 3 axis X,Y,Z. As expected with no precision problems
1) Create a plane
2) Subdivide it 50 times
3) Rotate 90 degrees it in Edit mode in FRONT view.
4) Go to object mode
5) Apply simple deform - bend modifier(although twist works wierd too)
6) It bends in 2 axis X,Y as expected. But creates Jagged mesh in Z axis
7) Try exact steps except in step3 rotate 90 degrees in Edit mode in Side(numpad 3) view. Modifier should work the right way
| [
"Applying Skin Modifier to square loop object and in edit mode braking the loop makes prob\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nSkin modifier disturbs the geometry form one corner on braking the loop form one corner of closed loop (of square shape). Although in this case the angles are 90% but it's will make prob...\n\n\n![Skin Modifier Prob.gif](Skin_Modifier_Prob.gif)\n\n",
"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",
"Edges generated by Bevel Modifier do not inherit correct crease values\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nThe Bevel Modifier ignores the crease values of connected edges, producing unexpected/undesired results.\n\nExample image of the bug in production asset (the rear of a flatbed car):\n![Crease_vs_Bevel_04.PNG](Crease_vs_Bevel_04.PNG)\nPlease observe how the top is rounded toward the center of the car, despite the vertical corner crease and the horizontal beveling. This roundness goes against the artist's intention.\n\n\nOpen this file: [#70587-bevel-edges-bug.blend](T70587-bevel-edges-bug.blend)\n\nThat file was created by following these steps:\n\n1. Create a cube\n2. Set Edge Crease of vertical edges to 1.0\n3. Set Edge Bevel Weight of top horizontal edges to 1.0\n4. Add Bevel Modifier in Weight Mode\n5. Add Subdivision Modifier\n\nThis produces undesired result 1:\n![Crease_vs_Bevel_01.PNG](Crease_vs_Bevel_01.PNG)\nPlease observe how the top of the cube becomes circular because the creasing on the vertical edges does not extend to the newly generated loop of faces.\n\nThis can be seen in image 2:\n![Crease_vs_Bevel_02.PNG](Crease_vs_Bevel_02.PNG)\n\nOnly after manually adding the crease value to the new edges do we get the expected result, image 3:\n![Crease_vs_Bevel_03.PNG](Crease_vs_Bevel_03.PNG)\n",
"Boolean modifier produces unexpected result\nOperating system: Debian bookworm / sid\nGraphics card: Intel WhiskeyLake-U GT2, but most likely doesn't matter\n\nBroken: 3.3.1 (from Debian), 3.4.1RC (Daily Build from blender.org, b87bcd3f8fe1), 2.93.12 RC (Daily Build, 1f30e…)\nWorked: unknown\n\n\nIteratively generating the difference between a mesh (in this case a plain torus) and a rotated version of its copy seems to work fine initially but results in broken meshes after a few steps. Artefacts include non-manifold bits and pieces of the original mesh, or a DIFFERENCE step that ends up adding the mesh that it just subtracted to the result.\n\nAlso discussed at 1427102 (page contains images showing said broken results).\n\n[problem.blend](problem.blend)\n\nInspect file above.",
"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",
"QuadriFlow with the new symmetry option creates holes at the center\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\n\n\nQuadriFlow creates hole artifacts like these when remeshing. Usually occurs after using Voxel Remesher and/or Dyntopo which can break symmetry at the center very often.\n![Openings in the symmetrical QuadriFlow.png](Openings_in_the_symmetrical_QuadriFlow.png)\n\n1) Sculpt something in Sculpt Mode and use Voxel Remesher/Dyntopo.\n2) Start QuadriFlow. It doesn't always produce these holes in the mesh, but keep repeating part one and two and you will eventually get these holes where each side hasn't been properly merged together.",
"Animation: Circle & Lasso select does not work correctly on bones with custom shapes\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.1\nWorked: Unknown\n\n\nUsing circle or lasso select to select bones with custom shapes does not work correctly. It seems to pick against the actual bone shape instead of the custom bone shape. It's interesting to note that box select seems to work fine here.\n\n[circleselectcustombones.mp4](circleselectcustombones.mp4)",
"Bevel tool creates asymmetrical results on symmetrical objects\nOperating system: Kubuntu 19.10\nGraphics card: NV GTX 1650\n\nBroken: 2.90.1 (snap package manager), build date 2020-09-23, hash 3e85bb34d0d7\n\nWorking on cylinder based objects, it seems that bevel tool leads to asymmetrical results on some symmetrical edges. On first screenshot, left and right sides of beveled loop are clearly different. On the second one top and bottom created faces are also different.\n\n **First case:**\n![bevel_bug_01.png](bevel_bug_01.png)\n- Open attached file or:\n - create a cylinder, \n - loop-cut in the middle and bevel the resulting edge loop.\n - Select two or more contiguous faces on the middle face ring and extrude them.\n- Select the upper or lower horizontal edge loop where the extruded faces meet the cylinder and bevel it.\n[asymmetrical_bevel_bug.blend](asymmetrical_bevel_bug.blend)\n\n---\n**Second case:**\n![bevel_bug_02.png](bevel_bug_02.png)\n- create a cylinder,\n- inset top and bottom faces.\n- Select two or more contiguous vertical faces and extrude them.\n- Then select the horizontal edges where the extruded faces meet the cylinder and bevel them.\nTop and bottom created elements are asymmetrical.\n",
"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)",
"Grid in rendered orthogonal views does not adapt to displacement\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.92.0 Alpha\nWorked: unknown\n\nWhen in rendered view, in an orthogonal view, the grid does not adapt to displacement, giving some strange looking results.\n\nAdd displacement to an object. Go to rendered view, orthogonal. Grid does not adapt to the new object shape, see screenshot.\n![Schermafbeelding 2020-11-02 om 22.27.59.png](Schermafbeelding_2020-11-02_om_22.27.59.png)\n",
"Normal map node worked is not correct\nOperating system: win10 x64\nGraphics card: gtx 1650\n\nBroken: 3.5.0, 1be25cfff18b, 2023-03-29\nBroken: 2.93\nWorked: 2.92\n\nCaused by 1c22b551d0\n\n\nI do not think that this is an error or a bug, rather it is not a refinement. \nIn some cases, the normal map node does not display them as you would like. \n\n\nI created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. It didn't display correctly there, only part of it smoothed out, but the other part showed sharp edges, very similar to the Fresnel effect\n\n",
"cloth sim pin stiffness ignored\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.0.0 Alpha\n\nPin stiffness is not working at all.\n\nOpen file, press play. left plane has pin stiffness animated from 1 to 0, right plane has pin stiffness set to 0 (non animated). Both act as though pin stiffness is set to 1. Right plane included to indicate this is not the same bug as cloth simulations only taking into consideration the mesh state at first frame.\n\nExpected behaviour is for the cloth to become unpinned when set to 0.\n\n[pin stiffness ignored.blend](pin_stiffness_ignored.blend)\n\n",
"Weighted normals modifier produces different results on objects of different scales\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.0\n\n\nWeighted normals modifier is not consistant on small objects \n\nOpen Blender\nCreate a cube 1mmx1mmx1mm, scale applied, \nadd bevel and weighted normals modifiers\nYou can notice the différence by doing the same process on a 1mx1mx1m cube\n\nI can do a work around by modifying the unit scale parameter but I think it should work on 1mm objects, like a lot of watch pieces. \n\n[weightednormals_defect.blend](weightednormals_defect.blend)\n",
"Boolean modifier - Intersect option - not working / artifacts while doing 3D Sectioning\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Beta\nWorked: in Blender 2.92\n\nStrange artifacts using 3D sectioning using Boolean modifier - Intersect (see sectioning animation issues below)\n\nExpected behavior:\n3D slice working correctly in Blender 2.92 (to view internal section of object)\n```\n-Create Mesh Plane (larger than object)\n-Select Plane - Add Boolean Modifier \n\tOptions - Intersect\n\tObject - STL or Object\n\tSolver - Exact\n\n```\n![3d_section.gif](3d_section.gif)\n\nActual behavior:\n3D slice issues using Blender 2.93 beta (to view internal section of object)\n1) Not showing object as a 3D section like in 2.92 (see animation above)\n2) Artifacts Showing up when moving cutting plane back and forth (see animation below) \n\n![Sectioning_issues.gif](Sectioning_issues.gif)\n\n\nIn the blend file, move the `Plane_xy` along the z axis, or move the `Plane_xz` along the y axis.\n[section.blend](section.blend)\n\n",
"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!"
] | [
"Simple deform (Bend) modifier acts wrong 2.8 13.08.2019\nblender-2.80-ba6cf3cdb649-win64\n\nBend mode just rotate one plane\n\n![010221.jpg](010221.jpg)\n![010220.jpg](010220.jpg)\n\n[bend.blend](bend.blend)"
] |
Mantaflow crashing in 2.92
Operating system: Windows 10
Graphics card: Nvidia 2080 Super
Broken: 2.92
Worked: 2.91
Every time I try to bake gas in Mantaflow with a resolution higher than 90 it crashes Blender.
Based on the default startup or an attached .blend file (as simple as possible).
Create quick smoke set resolution to 200 click bake. | [
"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",
"Smoke: \"changing Flow Type\" does not affect already computed frames.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Beta, f903e3a3fd003e5295f7aea35710a77b2e74f846\n\nAfter \"Quick Smoke\" changing \"Flow Type\" for already computed frames has no effect.\n\nNew Scene, delete cube and add Suzanne (optional probably).\nSelect object, F3, \"smoke\" enter on \"Quick Smoke\".\nPress space bar to play the scene, you should see smoke rising around the object.\nPress space bar again to stop the sim around say frame 150.\nIn the Physics Properties, change the Flow Type from Smoke to Smoke+Fire or Fire.\nPress space bar to resume the playback.\n\nObserve that new frames not previously computed will reflect the new Flow Type, but when it wraps around to the previously computed frames it only shows the original \"Smoke\" flow type. \n\nIf you save the scene and re-load it, then the currently selected flow type will affect the scene correctly from frame 1.\n\nSo when changing \"Flow Type\" it does not clear frames that have been computed/cached under the previous value. \n\nI looked for some place to explicitly clear that cache without any luck but maybe I just didn't fine it. Since reloading the scene resets the now incorrect frames, it seems to me that changing the Flow Type should immediately invalidate any now-obsolete frames that were computed using the old setting.",
"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",
"Mantaflow - force fields have very low influence compare to 2.90.1\nOperating system: Linux-5.4.0-52-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.92.0 Alpha\n```\n version: 2.91.0 Beta\n```\nWorked: 2.90.1\n\nForce fields appear to be approximately 50X less powerful in master and 2.91.0\n\nTo reproduce the error: go to frame 1, change the resolution to 34 for updating the parameters, and play/cache the simulation in both 2.90.1 and 2.91.0 or master.\n\n\n[Liquid_forcefield_test.blend](Liquid_forcefield_test.blend)",
"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",
"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",
"Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002ae4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006820\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001738\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003c44\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004984\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006c48\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000389c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002d68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002f90\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00007248\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005010\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 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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 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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)",
"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: 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",
"Assertion Failure: Moving Keyframe in Graph Editor beyond enum range\nOperating system: Linux Mint Mate 19\nGraphics card: Nvidia GTX 850M\n\nBroken: master 2020-11-12 @ Merge branch 'blender-v2.91-release' only on debug builds 987732181f779ca792de933aa5f001168b1f6f26\nWorked: Anything that is not a debug build will not show any problems\n\nThis issue is split off from #44219 (Pose Breakdowner bug in Gooseberry rigs)\nMoving a keyframe of an enum in the graph editor allows it to go beyond the range of the enum. This causes an assert to fail\n\n\n\n* Open the file\n* Move the keyframe up\n* Blender crashed as soon as you exceed the enum range\n[enum_property_crash.blend](enum_property_crash.blend)",
"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",
"Overlapping Smoke Volume Cycles render bug\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: \nversion: 2.91.0\nversion: 2.92.0 Alpha\nWorked: \n\n![overlapping_volume_bug.jpg](overlapping_volume_bug.jpg)\n\nI have simulated smoke volume, flipped the volume, then linked duplicated and placed volumes overlapping each other.\n[wf.blend](wf.blend)\n\n",
"Blender Mantaflow gas fire and smoke simulation - Adaptive Domain problem!\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0\nTHE SAME BEHAVIOUR FOR Blender versions 3.3.1 and 3.4.1.\n\nAdaptive Domain from time to time shrinks as intended, but those shrinks are sometimes visible.\n\n\n- Open [file](https://projects.blender.orgattachment)\n- Bake 180 frames\n- Check frames 173 - 178\n\nDomain shrinks while space is occupied by smoke with substantial density",
"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"
] | [
"Crash when baking mantaflow\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14758 Core Profile Context 21.2.2 27.20.14535.1000\n\nBroken: version: 2.92.0\nWorked: (2.91)\n\nBlender quits when baking mantaflow smoke cache or noise cache using openvdb.\n\nBaking either smoke, or subsequent noise layer using openvdb crashes blender, no crashlog is created without the use of the batch script, no error reported at all, the process simply just disappears.\nSettings for mantaflow domain and flow objects seems to not matter, as it has crashed on a quick smoke on the default cube and setting up the scene manually, though higher resolutions exacerbates the problem.\nmy current system is ryzen 7 3700x, 32gb of ram, and 8gb radeon 5700xt.\n\nI've tested 2.92 and the newest 2.93 alpha build (as of 1st of march) both crashed, i have also downloaded 2.91 from the archive, it is stable no crashes at extremely high settings.\nUsing unicache does not crash, neither does liquid simulations using openvdb, tested at 600 resolution 250 frames baked, this took a whole day, with out a single crash.\n\nGIF of crash, it takes about 15 seconds before something happens, so it looks frozen until then, its simply because i did not move mouse :)\n![InstantGif_2021.03.05-12.01.gif](InstantGif_2021.03.05-12.01.gif)\n\ndebug output file from the crash in the gif, this is from the debug_gpu.\n[blender_debug_output.txt](blender_debug_output.txt)\n"
] |
External Multires data not loading
Operating system: Windows 10 Version 10.0.19044 Build 19044
Graphics card: Nvidia RTX 3090 FE
Broken: 3.5.0 (3.5.1 as well)
Worked: 3.4.0
Opening a blend file with externally saved multires won't actually load this multires data. Instead, it just is subdivided, nothing more.
- Have a multires modifier on any object
- Have sculpted on any detail level
- Externally save multires data (Multires->Generate->Save External...)
- Save blend project
- Close and reopen blend project
- The sculpted multires now is not showing up. The mesh only is subdivided, as if there was no data to use
| [
"Crash on sculpt mask brush when Multiresolution modifier is copied from another object\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.3.0 / 3.2.0 / 2.93.10\nWorked: (First time trying multires hasn't worked on any of the versions I've tested on)\n\n\nCrash on sculpt mask brush when Multiresolution modifier is copied from another object.\n\n\nReplicate problem 1:\n\n - Add a Cube (#1)\n - Add Multiresolution modifier to Cube (#1)\n - Subdivide 4 times\n - Add a Cube (#2)\n - Copy Cube (#1)'s modifier onto Cube (#2) through the use of Link/Transfer Data > Copy Modifier\n - Select Cube (#2) and enter sculpt mode\n - Select Mask Brush\n - Use Mask Brush (Should crash blender)",
"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",
"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",
"Custom data split normals are taking active object from the area even if the active object is overriden\nBlender 3.5\n\n\nOperators `customdata_custom_splitnormals_add` and `customdata_custom_splitnormals_clear` if called from properties panel seem to take active object from currently active area even if you `context.temp_override(object=obj)` or `context.view_layer.objects.active = obj` to change active object which is counterintuitive and contradicts with how other operators active object override work.\n\nFound a workaround - if you `context.temp_override(area=None, object=obj)` it will take active object into account.\n\n\n1. Open attached .blend file\n2. Run the script\n3. (Make sure all objects are selected)\n4. Go to Custom Split Normals section (in Object Data Properties after Geometry Data).\n5. Try \"Add CSN\" - it wouldn't work\n6. Try \"Add CSN override area\" - it doesk work.\n\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)",
"In spreadSheet Values not visible\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\nMeasurements not visible\n, columns are not expanded, not sorted, not rearranged\n![image.png](image.png)\n\n- Open attached file\n[long_integer_attrs__spreadsheet.blend](long_integer_attrs__spreadsheet.blend)\n\n",
"Volume render bug in view layer indirect only.\nOperating system: windows 10\nGraphics card: RTX 2080 supper\nCPU: AMD ryzen7 2700\n\nBroken: 2.92.0\nWorked: no\n\nOutliner \"Indirect Only\" option does not work well with volumes, as inner shadows are ignored.\n![rlbug2.png](rlbug2.png)\n![vvbug.png](vvbug.png)\nSurface material with indirect only can work.\n\n- Open attached file\n- Display Render Preview in any of the viewports\n(Make sure the \"Indirect Only\" option in the outliner is enabled).\n[renderlayer bug.blend](renderlayer_bug.blend)",
"Apply Base (Multiresolution Modifier) on mesh with shape keys distorts the mesh\nBroken: version: 2.83 (sub 8)\nWorked: Doesn't Work even in Blender 2.79b official release. I haven't tested versions earlier than that.\n\nPressing Apply base using the multires modifier on a mesh with a stored Basis shape key causes artifacting and mesh corruption. Undo still works though.\n\n1. Delete Default Cube\n2. Add Plane mesh (Shift+A > Mesh > Plane)\n3. Add Basis Shape Key.\n4. Add Multiresolution modifier\n5. Subdivide multiple times. (Either Catmull-Clark or Simple type)\n6. (optional) Apply brush strokes in Sculpting mode. \n7. Press Apply Base in Modifier Properties.\n\nor\n\n1. Open attached file\n2. Press Apply Base in the Modifier Properties.\n\n[Shape key Multires Bug.blend](Shape_key_Multires_Bug.blend)\n\n",
"Sculpt mode: Pose brush with Face sets FK mode do not work with Multiresolution\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: 3.0 fresh alpha, 2.93.0\n\nAs title says. It produces weird results even with simpliest model.\n\n[face set FK multires.blend](face_set_FK_multires.blend)\n[2021-06-09_13-32-46.mp4](2021-06-09_13-32-46.mp4)\n\n",
"Mask brush stops working in tiling sculpting mode after changing its size through \"F\" hotkey\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 2.93, 3.3.0\nWorked: -\n\nWhen an object has the Multires modifier, mask brush stops working in tiling sculpting mode after. (See video below)\n[Desktop 2022.09.17 - 21.18.10.07.mp4](Desktop_2022.09.17_-_21.18.10.07.mp4)\n\n- Open attached file or\n - Add a grid object\n - Add a multires modifier\n - Subdivide Simple a few times\n - Select mask brush in sculting mode\n - set tiling on x and y axis to 1 or 2m \n- try paint mask (sometimes the tiling doesn't work at this stage, you need to paint again and undo)\n- change brush size through F hotkey\n- try paint mask (tiling stops working)\n- press undo\n- try paint mask (tiling works again)\n\n[tiling_sculpt_bug.blend](tiling_sculpt_bug.blend)\n\n",
"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)",
"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",
"Simulation Nodes: show bakes in outliner\n_No response_\n\n",
"Sculpting: Vector Displacement option not enabled on appended brushes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\n\nWhen sculpting with imported brushes in 3.5 when applying an anchored brush (settings the same as in 3.3.5 LTS), the result looks lifted up from the surface.\n\n**Caused by** disabled \"Vector Displacement\" option when brushes from 3.3 were appended into 3.5, likely a versioning issue.\n\nThe option is added with #104481.\n\n![图片](attachment)\n\n\nSteps used in both releases:\n- Add Cube\n- Add Multisres modifier\n- Subdivide times 6\n- Apply modifier\n- Ctrl-A, origing to Geometry\n- Append brushes\n- Go to sculptmode\n- Choose a brush\n- Apply brush on object\n\nUsing 3.3.5 The brush is nicely put on the object, in 3.5 (with the same settings) you get a pimple. Lowering strength doesn't do the trick in 3.5.\n\n",
"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"
] | [
"Regression: Multires data is not loaded if it comes from an external file\nOperating system: Kubuntu 20.04\nGraphics card: Geforce 2080 rtx\n\nversion: 3.5.0, branch: blender-v3.5-release, commit date: 2023-03-29 02:56, hash: 1be25cfff18b, type: release\n\nCaused by 3a3d9488a1633bfefabbab422dd22283bca02626\n\nIf you sculpt an object with Multires and save the data as an external BTX file, when you reload the file, the Multires Data is no longer loaded.\n\nSteps:\n1) Add multures to the default cube\n2) Subdivide and Sculpt something out\n3) Save the external BTX from the multires modifier\n4) Save and reload blend file\n\n"
] |
Crash - harden normals(bevel modifier)
Operating system: W10 LTXBN x64
Graphics card:RX 470
2.80 x64 f98e4cbedbb7
Open default Blender, add Bevel modifier to cube or whatever, click on harden normals twice = crash | [
"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.",
"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 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",
" EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"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```",
"AMD - Blender Crashes When I Start Render - Cycles GPU Compute\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\n\n[Whenever I start Rendering, It crashes when using cycles on GPU compute. Doesn't happen on CPU option.]\n\n[On render engine, select cycles. Then set it to GPU Compute. Then click on render on top left corner. Then select render image.]\n\n",
"Blender 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.",
"Error de progama\nno me aparece el modo vèrtice\n\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",
"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",
"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 many segments sometimes generates spikes\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 530 (Skylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.8\n\nBroken: version: 2.83.0\n\nif a bevel modifier and a mirror modifier are added to an object,\na render error appears only in the mirrored object, depending on the number of bevel segments chosen.\nin the file appended, the glitch disappears as soon as the bevel modifier is applied.\n\n- Open attached file\n- increase or decrease the number of bevel segments until the error occurs.\nIt should be visible in the attached .blend file (the spike)\n\n[bevel_spikes.blend](bevel_spikes.blend)\n\n",
"Normal map node worked is not correct\nOperating system: win10 x64\nGraphics card: gtx 1650\n\nBroken: 3.5.0, 1be25cfff18b, 2023-03-29\nBroken: 2.93\nWorked: 2.92\n\nCaused by 1c22b551d0\n\n\nI do not think that this is an error or a bug, rather it is not a refinement. \nIn some cases, the normal map node does not display them as you would like. \n\n\nI created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. It didn't display correctly there, only part of it smoothed out, but the other part showed sharp edges, very similar to the Fresnel effect\n\n",
"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",
"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)"
] | [
"Harden normals crash.\nOperating system: macOS\nGraphics card: Intel\n\nBroken: 0f99845d2f153cf5fce42264bd9217e9f2eb2759 Thu Jan 10 18:04:27 2019 +1100\n\nBlender segfaults when deselecting the Hardern Normals option of Bevel.\n\nAdd a bevel modifier to the default cube, click harden normals twice.\n\nHere's a quick backtrace from lldb and a debug build:\n\n```\nblender(92399,0x700002f95000) malloc: *** error for object 0x1217ed7c0: pointer being freed was not allocated\nblender(92399,0x700002f95000) malloc: *** set a breakpoint in malloc_error_break to debug\nProcess 92399 stopped\n* thread #15, stop reason = signal SIGABRT\n frame #0: 0x00007fff7bea623e libsystem_kernel.dylib`__pthread_kill + 10\nlibsystem_kernel.dylib`__pthread_kill:\n-> 0x7fff7bea623e <+10>: jae 0x7fff7bea6248 ; <+20>\n 0x7fff7bea6240 <+12>: movq %rax, %rdi\n 0x7fff7bea6243 <+15>: jmp 0x7fff7bea03b7 ; cerror_nocancel\n 0x7fff7bea6248 <+20>: retq\nTarget 0: (blender) stopped.\n(lldb) thread backtrace\n* thread #15, stop reason = signal SIGABRT\n * frame #0: 0x00007fff7bea623e libsystem_kernel.dylib`__pthread_kill + 10\n frame #1: 0x00007fff7bf5cc1c libsystem_pthread.dylib`pthread_kill + 285\n frame #2: 0x00007fff7be0f1c9 libsystem_c.dylib`abort + 127\n frame #3: 0x00007fff7bf1e6e2 libsystem_malloc.dylib`malloc_vreport + 545\n frame #4: 0x00007fff7bf1e4a3 libsystem_malloc.dylib`malloc_report + 152\n frame #5: 0x0000000101bac98d blender`MEM_lockfree_freeN(vmemh=0x00000001217ed7c8) at mallocn_lockfree_impl.c:164\n frame #6: 0x00000001013061e1 blender`BKE_object_synchronize_to_original(depsgraph=0x0000000117896548, object=0x000000011331ec08) at object_update.c:313\n frame #7: 0x00000001017a236d blender`void std::__1::__invoke_void_return_wrapper<void>::__call<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) [inlined] decltype(__f=(0x0000000112a821a0), __args=0x0000700002f94de8, __args=0x0000000112a821a8)(Depsgraph*, Object*)>(fp)(std::__1::forward<Depsgraph*, Object*&>(fp0))) std::__1::__invoke<void (*&)(Depsgraph*, Object*), Depsgraph*, Object*&>(void (*&&&)(Depsgraph*, Object*), Depsgraph*&&, Object*&&&) at type_traits:4428\n frame #8: 0x00000001017a2323 blender`void std::__1::__invoke_void_return_wrapper<void>::__call<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) [inlined] std::__1::__bind_return<void (*)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>, std::__1::tuple<Depsgraph*&&>, __is_valid_bind_return<void (*)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>, std::__1::tuple<Depsgraph*&&> >::value>::type std::__1::__apply_functor<void (__f=(0x0000000112a821a0), __bound_args=size=2, __args=size=1)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>, 0ul, 1ul, std::__1::tuple<Depsgraph*&&> >(void (*&)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>&, std::__1::__tuple_indices<0ul, 1ul>, std::__1::tuple<Depsgraph*&&>&&) at functional:2216\n frame #9: 0x00000001017a2257 blender`void std::__1::__invoke_void_return_wrapper<void>::__call<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) [inlined] std::__1::__bind_return<void (*)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>, std::__1::tuple<Depsgraph*&&>, __is_valid_bind_return<void (*)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>, std::__1::tuple<Depsgraph*&&> >::value>::type std::__1::__bind<void (this=0x0000000112a821a0, __args=0x0000700002f94de8)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>::operator()<Depsgraph*>(Depsgraph*&&) at functional:2249\n frame #10: 0x00000001017a21bb blender`void std::__1::__invoke_void_return_wrapper<void>::__call<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) [inlined] decltype(__f=0x0000000112a821a0, __args=0x0000700002f94de8)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&>(fp)(std::__1::forward<Depsgraph*>(fp0))) std::__1::__invoke<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) at type_traits:4428\n frame #11: 0x00000001017a2182 blender`void std::__1::__invoke_void_return_wrapper<void>::__call<std::__1::__bind<void (__args=0x0000000112a821a0, __args=0x0000700002f94de8)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) at __functional_base:349\n frame #12: 0x00000001017a2099 blender`std::__1::__function::__func<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>, std::__1::allocator<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&> >, void (Depsgraph*)>::operator(this=0x0000000112a82198, __arg=0x0000700002f94de8)(Depsgraph*&&) at functional:1562\n frame #13: 0x00000001017dd704 blender`std::__1::function<void (Depsgraph*)>::operator(this=0x0000000112a82198, __arg=0x0000000117896548)(Depsgraph*) const at functional:1913\n frame #14: 0x00000001017dd644 blender`DEG::deg_task_run_func(pool=0x0000000111f4c208, taskdata=0x0000000112a82138, thread_id=3) at deg_eval.cc:95\n frame #15: 0x0000000101783aae blender`task_scheduler_thread_run at task.c:420\n frame #16: 0x00000001017839db blender`task_scheduler_thread_run(thread_p=0x00000001177dc898) at task.c:449\n frame #17: 0x00007fff7bf5a305 libsystem_pthread.dylib`_pthread_body + 126\n frame #18: 0x00007fff7bf5d26f libsystem_pthread.dylib`_pthread_start + 70\n frame #19: 0x00007fff7bf59415 libsystem_pthread.dylib`thread_start + 13\n```\n\nAfter setting the requested breakpoint and rerunning:\n\n```\n(lldb) thread backtrace\n* thread #1, queue = 'com.apple.main-thread', stop reason = breakpoint 1.1\n * frame #0: 0x00007fff7bf2b0de libsystem_malloc.dylib`malloc_error_break\n frame #1: 0x00007fff7bf1e676 libsystem_malloc.dylib`malloc_vreport + 437\n frame #2: 0x00007fff7bf1e4a3 libsystem_malloc.dylib`malloc_report + 152\n frame #3: 0x0000000101bac98d blender`MEM_lockfree_freeN(vmemh=0x000000011fea78c8) at mallocn_lockfree_impl.c:164\n frame #4: 0x00000001013061e1 blender`BKE_object_synchronize_to_original(depsgraph=0x0000000117a61fc8, object=0x0000000113c4ac08) at object_update.c:313\n frame #5: 0x00000001017a236d blender`void std::__1::__invoke_void_return_wrapper<void>::__call<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) [inlined] decltype(__f=(0x000000011fea45a0), __args=0x00007ffeefbff148, __args=0x000000011fea45a8)(Depsgraph*, Object*)>(fp)(std::__1::forward<Depsgraph*, Object*&>(fp0))) std::__1::__invoke<void (*&)(Depsgraph*, Object*), Depsgraph*, Object*&>(void (*&&&)(Depsgraph*, Object*), Depsgraph*&&, Object*&&&) at type_traits:4428\n frame #6: 0x00000001017a2323 blender`void std::__1::__invoke_void_return_wrapper<void>::__call<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) [inlined] std::__1::__bind_return<void (*)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>, std::__1::tuple<Depsgraph*&&>, __is_valid_bind_return<void (*)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>, std::__1::tuple<Depsgraph*&&> >::value>::type std::__1::__apply_functor<void (__f=(0x000000011fea45a0), __bound_args=size=2, __args=size=1)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>, 0ul, 1ul, std::__1::tuple<Depsgraph*&&> >(void (*&)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>&, std::__1::__tuple_indices<0ul, 1ul>, std::__1::tuple<Depsgraph*&&>&&) at functional:2216\n frame #7: 0x00000001017a2257 blender`void std::__1::__invoke_void_return_wrapper<void>::__call<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) [inlined] std::__1::__bind_return<void (*)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>, std::__1::tuple<Depsgraph*&&>, __is_valid_bind_return<void (*)(Depsgraph*, Object*), std::__1::tuple<std::__1::placeholders::__ph<1>, Object*>, std::__1::tuple<Depsgraph*&&> >::value>::type std::__1::__bind<void (this=0x000000011fea45a0, __args=0x00007ffeefbff148)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>::operator()<Depsgraph*>(Depsgraph*&&) at functional:2249\n frame #8: 0x00000001017a21bb blender`void std::__1::__invoke_void_return_wrapper<void>::__call<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) [inlined] decltype(__f=0x000000011fea45a0, __args=0x00007ffeefbff148)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&>(fp)(std::__1::forward<Depsgraph*>(fp0))) std::__1::__invoke<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) at type_traits:4428\n frame #9: 0x00000001017a2182 blender`void std::__1::__invoke_void_return_wrapper<void>::__call<std::__1::__bind<void (__args=0x000000011fea45a0, __args=0x00007ffeefbff148)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&, Depsgraph*>(std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>&&&, Depsgraph*&&) at __functional_base:349\n frame #10: 0x00000001017a2099 blender`std::__1::__function::__func<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&>, std::__1::allocator<std::__1::__bind<void (&)(Depsgraph*, Object*), std::__1::placeholders::__ph<1> const&, Object*&> >, void (Depsgraph*)>::operator(this=0x000000011fea4598, __arg=0x00007ffeefbff148)(Depsgraph*&&) at functional:1562\n frame #11: 0x00000001017dd704 blender`std::__1::function<void (Depsgraph*)>::operator(this=0x000000011fea4598, __arg=0x0000000117a61fc8)(Depsgraph*) const at functional:1913\n frame #12: 0x00000001017dd644 blender`DEG::deg_task_run_func(pool=0x0000000116a7ea08, taskdata=0x000000011fea4538, thread_id=0) at deg_eval.cc:95\n frame #13: 0x0000000101785505 blender`BLI_task_pool_work_and_wait at task.c:420\n frame #14: 0x0000000101785432 blender`BLI_task_pool_work_and_wait(pool=0x0000000116a7ea08) at task.c:906\n frame #15: 0x00000001017dc6f0 blender`DEG::deg_evaluate_on_refresh(graph=0x0000000117a61fc8) at deg_eval.cc:334\n frame #16: 0x00000001018029aa blender`::DEG_evaluate_on_refresh(graph=0x0000000117a61fc8) at depsgraph_eval.cc:70\n frame #17: 0x000000010136b95c blender`BKE_scene_graph_update_tagged(depsgraph=0x0000000117a61fc8, bmain=0x000000011211aa08) at scene.c:1501\n frame #18: 0x0000000100152f39 blender`wm_event_do_depsgraph(C=0x0000000111887e58) at wm_event_system.c:336\n frame #19: 0x0000000100153012 blender`wm_event_do_refresh_wm_and_depsgraph(C=0x0000000111887e58) at wm_event_system.c:361\n frame #20: 0x00000001001537c1 blender`wm_event_do_notifiers(C=0x0000000111887e58) at wm_event_system.c:519\n frame #21: 0x000000010014e230 blender`WM_main(C=0x0000000111887e58) at wm.c:430\n frame #22: 0x00000001001486a5 blender`main(argc=1, argv=0x00007ffeefbff6c0) at creator.c:521\n frame #23: 0x00007fff7bd66ed9 libdyld.dylib`start + 1\n```\n\nLooks like the DepGraph is trying to free something twice, maybe?"
] |
Pin scene not working as expected
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56
Broken: version: 3.5.0 Alpha
I have 2 workspaces and 2 scenes:
- Scene 3D
- Scene Video Editing
I want to switch easily between scenes and workspaces, I pin both of them accordingly and it doesn't switch as expected
- Delete all workspaces
- Pin workspace A to scene A
- Add a workspace B pin to scene B
- Switch between them
- Observe that the scenes doesn't switch accordingly
| [
"There can be infinite camera markers on one keyframe, active camera can't be uniquely determined.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nCamera markers can be stacked up on top of each other infinitely, meaning the active camera gets randomised and has nothing to do with the displayed camera marker.\n\n\nSteps: just drag multiple camera markers on top of each other, one will get displayed at random, and then the active camera will be picked also at random, probably not being the one displayed by the top camera marker. \n\nExpected behaviour: They should behave like keyframes, if you drag one on top of another, it should replace it, not cumulate to infinity. The main issue is that when you want to synch them between scene, you \"duplicate to scene\" and then they stack up and the active camera is totally randomly displaying a random camera in the stack that's not the displayed camera marker. it's really confusing.\n\n",
"Shadows stop working properly when changing render pass in viewport.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1404\n\nBroken: version: 3.5.1\n\nWhen doing a certain shading setup and changing render pass, the shadows break.\n\n- Create a new project, keeping the render engine to eevee\n- Make a new material and apply on default cube\n- Connect any image texture into the color input of principled bsdf\n- Connect any image texture into the normal input of principled bsdf while setting its color space to non-color\n- Switch viewport shading to rendered\n- Switch render pass to shadow and then back to combined\n- The lights will now not produce any light unless their shadow setting is turned off\n\nAny other nodes added before or in-between the image texture node do not seem to affect the result.\nThe shadows will stay like this until blender is closed and reopened again.\n\n",
"Snapping icon don't change when activating snap while moving object, vertex, edge, etc\nOperating system: Windows 10\nGraphics card: Geforce GTX 1080Ti\n\nBroken: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen\nBlender 2.91.0 Alpha b522e834ec30\nBlender 2.90.0 Beta bb5cc3bccf49\nWorked: Don't know!\n\nIf a move action is performed, and toggling snapping with Shift+Tab, no change on the snapping icon is present, confusing if the actual snapping is activated or not.\n\nNot a big thing, but has always botherd me. Don't seem to work on the alpha or beta builds either. Maybe just and overlooked or small enough thing? ",
"VSE: Operators missing cache invalidation\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.1.0 Alpha\n\n\nThese things were also reported in: #90415 but not fixed yet. Invalidate cache = restart prefetch frames. \n\nScene Strips:\n - 3D View object changes in referenced Scene strip need to invalidate cache.\n - Changing the Post Processing setting in the referenced scene in a scene strip needs to invalidate cache.\n - Changes in Compositor need to invalidate cache.\n\nText Strips:\n - Doesn't update while entering text, but do when changing Wrap Width.\n\nSnap Strips to Current Frame:\n - Is not caching from the Playhead position. It actually makes prefetch caching stop. And it will only start again if Show Cache is disabled and reenabled. \n![snap_current_frame.gif](snap_current_frame.gif)\n\nModifiers:\n - Curves doesn't update Preview while dragging curve points, only on release.\n\nUnmute Strips:\n - Need to invalidate cache.\n\nBtw. caching still needs to work when reverse playing and also needs to keep some frames cached on the left side of the playhead for quick reverse playing. There might be an old report open for this, but I can't remember.\n\n\n",
"VSE (Video Sequence Editor) scene strips have very slow playback in both Material preview and Rendered mode.\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 531.41\n\nBroken: version: 3.6.0 Alpha\n\nAdding the 3d scenes to the VSE and turning Material Preview or Rendered mode are making the playback very slow.\n\n1. With the default scene opened create a second scene.\n2. Switch to the Video sequencer.\n3. Add a first scene to the timeline.\n4. Switch \"Scene strip display\" to Material preview or Rendered.\n\nThank you.",
"Point lamp power value hard to change with unit scale (button step is calculated for Watts, but applied to milliWatts)\nOperating system: Windows 10 Home 1909\nGraphics card: NVIDIA RTX 2080 Ti\n\nversion: 2.83.0, branch: master, commit date: 2020-06-03 14:38, hash: 211b6c29f771, type: Release\nWorked: 2.82a\n\nIf I insert a point lamp to the scene and I alter the power value of the lamp sliding left and right it works. If I click then in the power field and type a value (e.g. 10W) and confirm with enter it takes the new value, but afterwards I'm not able to change the power value sliding right and left or using the arrows left and right of the field. I have to click again in the field and enter a value.\n\nCreate a point lamp\nEnter the power value in the field (e.g. 10W) and confirm with enter\nSlide the power field slider left and right, the value is not changing.\nClick on the left/right arrow of the power slider, the value is not changing.\nClick in the power field and enter a new value, confirm with enter. The new value will be accepted.",
"UI: Discussion Topics & Possible To-Do's for 3.0\n3.0 is the next chance to do breaking changes which should not go into normal releases. That may be: higher level design changes, muscle memory breaking, documentation breaking (e.g. changed operator names) or non-trivial visual changes. There should still be no .blend file compatibility breaking changes.\n\nIn this task we can collect such changes for consideration. This is not a \"wish a feature\" list. These are things we discussed already but couldn't do earlier because they would be too disruptive.\n\n* Active vs. selected (#82359 (Stronger binding of Active and Selected))\n* Keymap polish\n\n - Consistent selection with modifier keys #78253 (Formalize Default Selection Behavior and Key-map)\n - {key 1}/{key 2}/{key 3} for changing into vertex/edge/face edit mode #88071 (Keymap: use number keys for mode switching (2nd Iteration))\n - {key D} for view-navigation sub-menu #88092 (Keymap: use D-key for view navigation pie-menu (2nd iteration)).\n - {key Alt} usage #83689 (Default Keymap Update: Improve tool access using Alt-LMB)\n\n* Toolsystem wrap-up (change toolsystem defaults if needed)\n* Theme polish (#74358)\n* General defaults (Preferences, startup configuration, bundled workspaces, etc)\n - [ ] Set default subdivision modifier levels to be 1 for viewport and render.\n* More dynamic file selection (e.g. show import/export settings based on file selection)\n* Reevaluate closing popups on mouse moves.\n* Improve naming:\n**Avoid \"link\" for anything unrelated to link/append (e.g. *Link Materials* -> *Share Materials*).** Correct usages of \"copy\" (e.g. *Copy Modifiers* -> *Replace Modifiers*).\n* 3D cursor default orientation method to \"Surface\"\n* #89266 (Investigate renaming the \"Video Sequencer\" editor)\n* #83612 (UI: Tracking: Migrate to active tools based toolbar)",
"Changing colorspace on image with pixels set from Python erases all pixels\nBroken: 3.0 (and older)\n\n\n* Image created with Python, pixel values set with `foreach_set()`\n* Changing the colorspace erases all pixels, setting them to black\n\n\nOpen this .blend file: [image_test.blend](image_test.blend)\n\nExecute the Python script in the text editor:\n\n\n```Py\nimport bpy\nimport random\n\nimg = bpy.data.images.new(\"test\", 200, 200, alpha=True, float_buffer=True, is_data=False)\n\n# Fill pixels with colors\nimg.pixels.foreach_set([random.random() for x in range(200*200*4)])\n\n# Changing the colorspace will set all pixels to black\nimg.colorspace_settings.name = \"Linear\"\n```\n\n**Expected Behaviour**\n\nIn my opinion, Blender should convert the pixels from the old colorspace to the new one. The output should be the same as when changing colorspace on an image loaded from disk.",
"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.",
"Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n![image.png](image.png)\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n![image.png](image.png)\n\nChanges appears only after You enter to object mode.\n![image.png](image.png)\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n",
"VSE: Splitting Speed effect strip break movie continuity\nOperating system: Linux-5.11.0-41-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: this seems to be broken for years\n\nWhen splitting a strip that has a Speed effect applied, there's a break in continuity of the video: last frame before the split does not match the first frame after the split. As a user, I expect that a split operation keeps continuity.\n\n1. Add a movie/image sequence strip\n2. Apply a Speed Effect sequence over it, then set Speed Control to Multiply and set it to 10 (any value should work, but higher ones should make the problem easier to spot)\n3. Move the playhead to the middle of the strip and hit K to split it\n4. Check that there's a break in continuity at the split\n",
"Intel GPU: switching between applications when in full screen mode causes glitches or screen flickering\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.5.0 - Build 30.0.101.1340\n\nBroken: version: 3.1.2\n\nWhen in Fullscreen, switching to other program and then returning to blender, glitch(black screen or something else) occurs suddenly and disappears.\nThis is not critical bug, but it would be good if it is fixed.\n\n\n- Open default blender file\n- {nav Window > Toggle Window full screen}\n- Switch to another application and again back to Blender",
"Auto perspective sometimes fails\n**System Information** \nOperating system: Windows 10\nGraphics card: 3070\n\nBroken: 3.2.0 and 3.2.1\nWorked: 3.1\n\nAuto perspective setting doesn't work in this case: if you are in camera view or any side view and then you are switching to another side view you have this smooth transition animation between views. If during this animation you press middle mouse button (rotation) to go from side view it doesn't change to perspective. Moreover it \"shifts\" viewport like it was aligned to a bad quad. \n\n1. Turn on auto perspective.\n2. Go to top view.\n3. Change top view to any other side view.\n4. During smooth transition between view press middle mouse button and rotate the viewport.\n5. Now viewport is shifted and stays in orthographic instead perspective.![1.gif.gif](1.gif.gif)",
"Inconsistency in the behavior of 'Jump to next/previous keyframe' operator\nOperating system: Linux-5.4.0-124-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.3.0 Beta, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: as far as I know, none.\n\nWhen calling the 'Jump to next/previous keyframe' operator, there are inconsistency of behavior depending whether the active object is a Grease Pencil one or not.\nFor standard keyframes, it jumps to next keyframe if the object is active, regardless of if the object or any of its channels are selected.\nFor grease pencil layers keyframes, it jumps to next keyframe only if the layer channel is selected.\n\nReproduce the bug :\n - Open a new blender file,\n - Add one grease pencil object with two keyframes,\n - Add one 3D mesh (for example) with two keyframes (at different frames than the grease pencil ones),\n - Try to jump to next or previous keyframes, standard shortcut : up/down arrow in the viewport.\n\n[issue_jump_to_next_keyframe.mp4](issue_jump_to_next_keyframe.mp4)\n\n",
"particle system locations not as expected\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\n\nif i parent an animated cube vertex to a vertex with a particle system and rotate that cube, it works fine. \nIf i copy that vertex with the particle system to another position - the locations get a bit weird.\n\n- tab -> edit mode\n- select vertex\n- Shift-D -> double vertex\n- Mesh -> Separate -> selection\n- rename that to vertex (not important, just for me)\n- add a default particle system to vertex\n- select vertex, ctrl select cube -> edit mode -> ctrl-p\n- select vertex -> origin to geometry -> run\n- works fine\n- select cube, insert keyframe scale/rot/loc\n- go to frame 100\n- location.z: 8 rotation.z: 360*8 -> keyframe both\n- run, works fine, all locations as expected\n![image.png](image.png)\n- select the vertex\n![image.png](image.png)\n- shift-d X -2\n![image.png](image.png)\nrun -> weird location \"disorders\"\n![image.png](image.png)\n\n[particle_bug.blend](particle_bug.blend)\n\n---\nor\n\n- open .blend file\n- select Vertex from outliner\n- {key Shift D} and place the duplicate Vertex anywhere\n- Play animation\n\n[#90494.blend](T90494.blend)\n\n---\nVideo:\n[particle_bug.mov](particle_bug.mov)"
] | [
"Pin Scene to Workspace doesn't work (when multiple blender windows are open)\nOperating system: Linux-5.15.0-53-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.4.0 Alpha\nBroken: version: 3.3.0\n\n\nPin Scene to Workspace doesn't work\n\nOpen file, observe that scene.002 is active and pined.\n\n[switch scenes.blend](switch_scenes.blend)\n\nSwitch to Modeling tab then back to Layout.\n\nObserve that instead of scene.002, scene.001 is active. \n\nNOTE: this is only failing with multiple blender windows open (if the second window is closed, it works as expected)"
] |
vertex_normal is not show in attributes
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92
Broken: version: 2.93.0 Alpha
In Geometry nodes, the attribute 'vertex_normal' is not showing. Error No attribute with the name "vertex_normal"
1. Add an icosphere subdivision 7.
2. Geometry node modifier.
3. Add in point distribute node.
4. Add node in group input as a math node with multiply and use #frame as an input.
5. Add attribute math node with multiply ![Untitled.png](Untitled.png)
| [
"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)",
"Spreadsheet editor in `Original` mode shows no geometry for curves\nOperating system: Linux-5.15.8-76051508-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 6700 XT (NAVY_FLOUNDER, DRM 3.42.0, 5.15.8-76051508-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.1.0 Alpha\nWorked: never (?)\n\n![image.png](image.png)\nThe `Original` evaluation state should show the geometry before it is altered by modifiers.\nOn a curve object the `Original` state shows no geometry information.\n\n- Add curve object\n- Open spreadsheet editor\n- Switch to `Original` evaluation state",
"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)",
"Shader nodes. True normal produces flaws in Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\nBroken: 2.93.7, `a5b7f9dc9011`, 2021-12-14 16:35\n\nWhen I use True normal in this shader, it produces mapping errors, depending on zoom and angle.\nCycles is okay, Flat Normals works well too, as they should.\nOpen file, switch between Normals and True Normals, compare result\n[FaceTangentUVs.blend](FaceTangentUVs.blend)\n![55165852.png](55165852.png)\n![55170753.png](55170753.png)\n[2022-04-12_08-45-37.mp4](2022-04-12_08-45-37.mp4)\n",
"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",
"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",
"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",
"Add rotation attributes and node sockets\nTasks, not necessarily in order:\n- [x] Add a basic `Quaternion` class in blenlib. More methods can be added as needed. 8a16523bf1fba4371b9b79f51ad61903a71836f2\n- [x] Add a rotation node socket\n - [x] Expose in the UI as an XYZ order Euler (in the future, this could be a runtime option).\n- [ ] Convert existing rotation nodes to have rotation inputs and outputs.\n - [ ] Rename nodes \"Rotate Euler\" and \"Align Rotation to Vector\". Maybe \"Modify Rotation\" is the best name for the former.\n - [x] Move the nodes to a new \"Rotation\" category.\n - [ ] Add versioning for backwards compatibility (maybe deal with forward compatibility too by just implementing new nodes?)\n- [x] Add a \"quaternion\" custom data type, using a specific type instead of `float4`, similar to the way we refer to colors.\n - [ ] Interpolations for the custom data API\n - [x] Interpolations for the `DefaultMixer` class.\n - [ ] Add as a choice for nodes with type drop-downs.\n - [x] Mix (#109084)\n - [x] Others: Capture attribute, named attribute nodes, etc.\n - [ ] Nodes that generate rotations: Curve to Points, Distribute Points on Faces\n- [ ] Axes to Rotation node (#104416)\n\nRelated: #92766 (Decide how rotation socket type should be stored)",
"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)",
"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",
"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",
"Add support for \"Channels\" to the Color Attributes\n_This design task is part of a request from a major game development studio who is actively using Blender in production._\n\nCurrently, for Color Attributes, we can specify the domain (Vertex, Face Corner) and Data Type (float32RGBA, int8RGBA)\n\nThis is a proposal to add a \"Channels\" panel to the User Interface, similar to the \"Channels\" tab found in many popular 2D drawing packages.\n(Attached is a screenshot from https://www.photopea.com . We would not include the \"RGB\" entry or the layer preview)\n\n\nThe proposed \"Channels\" panel would most likely be a sub-panel of the existing \"Color Attributes\" panel, although this part may be subject to change following user feedback.\n\nThe \"Channels\" panel would have four entries corresponding to:\n * Red (i.e. The red channel of the Color Attribute)\n * Green\n * Blue\n * Alpha \n\n**This first part corresponds to the \"User Interface\" portion of the task. (Including serialization of the UI state.)**\n\nEach of the entries would have a toggle to show or hide the channel. The current behavior is associated with all channels visible.\nIf only one channel is visible, the associated channel would render as gray-scale if the viewport is in \"Vertex Paint\" mode, and potentially in other visualizations also.\nIf the Red, Green, or Blue channels are hidden, the visualization will render as if they were zero.\nIf the Alpha channel is hidden, the visualization will render as if the Alpha was at full. (Either 1.0f or 255)\nIf no channels are visible, the visualization will render black.\n\n**This second part represents the \"Visualization\" portion of this task.**\n\nIn addition, each channel entry will have a selection toggle. Again, the fully selected state corresponds to the current behavior.\nThe selection state will affect the operation of the \"*Paint*\" style tools, and potentially any other operators which affect the color attributes, including Invert, Levels, Brightness/Contrast, etc etc.\n\n**This third part represents the \"Modification\" portion of the task, and bounds the complete scope of the task into a manageable amount of effort while still providing considerable value to the Game Dev Studio's workflow.**\n\nIt is important to note that at this stage, neither the Channel Visibility, nor the Selection State will modify the Data Transfer nodes, baking, scripting, Color Attribute creation, or any other indirect way of modifying the Color Attributes. These may be added on later in a separate Design Issue, but this issue is restricted to direct manipulation of the Color Attributes by the user.\n\nNote also, this particular Design Issue does not change the export of any data from Blender, only the display and user interactions.\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",
"Baked Normal Map Is Not Equal To The Original Normal Map.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.Q4.221025\n\nBroken: version: 2.93.2\n\nThe problem that after I bake the normal it appears different than the original\n,Is this a bug ? , and why it appears different .\n\n1. Open blender\n2. Go to the shading window\n3. Select The cube \n4. Add normal map image connect it to the normal map after you add it , Then to the BSDF node \n5. create image to bake to it and select it \n6. bake the normal and see the result\n\n",
"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"
] | [
"no vertex_normal attribute in geometry nodes in latest builds for mac\ni just downloaded the newest blender 2.93 alpha for mac. but there is no vertex_normal attribute. can you please check?"
] |
GN Timing overlay doesn't work on node groups
Broken: 3.4 newer version
Worked: 3.4 a week or two ago
node groups in geometry node's don't show the timings overlay on top of them
- open blender,
- add a geometry nodes,
- add a node,
- make a node group [Ctrl +G],
- activate the timings overlay,
[NodeGrpTiming.mp4](NodeGrpTiming.mp4) | [
"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 Sliders Slow Performance using Packed Textures\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.83.6, also tested in the 2.91 daily build, and 2.90.1. Same performance.\n\nUsing custom nodes groups sliders with packed textures make them very slow using Cycles, on EEVEE it seems working fine. \nIf i unpack the textures the sliders acts normally.\nI also notice every time i use any slider in the top left corner shows \"Updating images\" and the freeze occurs. \nI also discover if i change the values of all the sliders that are using the packed textures it comes back to normality and the lag disapears.\nIm not a tech but it seems it has something to do with loading the textures.\nSize and image formts seems that are not the problem i tried changing them.\n{[F9090399](Packed_textures_performance.gif), size=full}\n\n- Append node group with textures unpacked.\n- Sliders working good and fast with textures unpacked.\n- Pack the textures.\n- Sliders and load times freezing.\n- Unpack the textures again.\n- Sliders come back to normality.\nor\n- Open attached .blend file\n- Play with the custom node sliders\n- Unpack the textures again.\n- Sliders come back to normality.\n\n[Packed _Performance_new.blend](Packed__Performance_new.blend)\n\n",
"Node Operators: Show node group inputs in redo panel\n_No response_\n\n",
"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",
"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",
"Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n![2022-06-02 12_08_50-Window.png](2022-06-02_12_08_50-Window.png)\n![2022-06-02 12_09_00-Window.png](2022-06-02_12_09_00-Window.png)\n![2022-06-02 12_09_06-Window.png](2022-06-02_12_09_06-Window.png)\n![2022-06-02 12_11_33-Window.png](2022-06-02_12_11_33-Window.png)\n\n\n\n",
"Performance bottleneck with many nested nodes\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.2.0 Alpha\n\nSeems like *Domain Size* performance drops if using nested groups.\n \nIn attached file mute *Float to Integer* node (yellow color) and look how *Domain Size*'s executing time is drastically increasing.\n[domain_size_performance.blend](domain_size_performance.blend)",
"Geometry Nodes: Mesh Boolean-Union node anamoly when boolean does not alter input mesh\nBroken: Current main.\nWorked: Never.\n\nI was trying to see if the simulation node group would get rid of internal geometry by incrementally using the **Mesh Boolean-Union** node in the **Simulation node group** but it **seems to delete some outer geometry instead.** \n\n## Without Simulation Nodes:\n| Operating as expected without Mesh Boolean Union node enabled (**creates internal geometry see red arrow**) | Operating as expected with Mesh Boolean Union node enabled (**no internal geometry**) |\n| -- | -- |\n| ![screenshot-May-16-2023-06-57-33.png](attachment) | ![screenshot-May-16-2023-06-58-51.png](attachment) |\n\n## With Simulation Nodes:\n\n| Description | Show |\n| -- | -- |\n| Operating as expected without Mesh Boolean Union node enabled (creates internal geometry see red arrow) | ![screenshot-May-16-2023-07-03-08.png](attachment) |\n| Not Operating as expected with Mesh Boolean Union node enabled (no internal geometry but missing outer geometry) | ![screenshot-May-16-2023-07-06-20.png](attachment) |\n| It should look something like this (no internal geometry but it should have \"external\" geometry also see red arrow | ![screenshot-May-16-2023-07-08-35.png](attachment) |\n\nThe reason I'm trying to use the boolean mesh-union node within the simulation node group is because on some large meshes the boolean mesh-union node will fail or crash blender. \n105652#issuecomment-931240\n\nMy logic is if you have to finish an entire pie in one sitting (think of a pie eating contest) it's easier to cut them up into little pieces and eat them one at a time. **So I'm incrementally running the boolean mesh-union node on smaller pieces in the simulation node group to get rid of internal geometry therefore it's less likely to crash / fail like it does trying to do this all at once on larger meshes.**\n\nSee attached blend file: [cube repeat.blend](https://projects.blender.orgattachment)",
"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",
"Eevee Group Node ignores socket type conversion (eg. Vector to Float)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha, branch: main\nWorked: N/A\n\nIf the input of a group node is `Float`, but you connect a `Vector`, the group will read the input as a vector instead of a float.\n\n1. Download the Blender file below\n[test.blend](test.blend)\n2. Switch to Eevee, it looks like this:\n![eevee.png](eevee.png)\n3. Switch to Cycles, it looks like this:\n![cycles.png](cycles.png)\n\nIt seems to be node group evaluation. When ungrouped it looks identical.",
"GN Boolean failure\nOperating system: Linux, Debian (Stable), KDE\nGraphics card: 3090\n\nBroken: 4.0.0 Alpha, branch: main (modified), commit date: 2023-06-29 23:21, hash: f47eed749eaf, type: Release\nbuild date: 2023-07-21, 00:45:10\nWorked: Not sure. 3.6 fails too.\n\nBoolean of a collection of meshes and text objects, in GN, with Realize Instances, fails.\nText objects have a text extrude size set. They all have remesh modifier as well (an attempt to get it to work).\n\n1. Load attached blend.\n2. Examine and see the text objects are not successfully boolean-differenced from the block.\n\n",
"Cannot set the Color attribute to display an object through Geometry Nodes\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 535.98\n\nBroken: version: 3.5.1\nWorked: version: 3.4.1\n\nbehavior changed in 6514bb05ea\n\nUsing the \"Store Named Attribute\" node setting the Attribute \"Col\" in geometry nodes, no longer sets the Vertexcolor of an object procedurally. When the Curve is converted to mesh and then the created \"Col\" Vertexcolor attribute is clicked, the colors show up.\n\nIn 3.4 and below this would override the vertexcolor attribute in \"realtime\" without converting the curve to mesh.\n\nOn a Curve Object, add a geometry node\n- create \"Store Named Attribute\"\n- set the \"Name\" to \"Col\"\n- change the color\n- Set the Viewport shading to color \"Attribute\" (seeattached Images) to view the result\n\nAttached file with example setup that used to overwrite the vertexcolor in 3.4.1, but no longer does in 3.5.1\n\n",
"Node Group Inputs\nNode groups serve the purpose of combining multiple nodes into reusable components. To make them more useful, node groups can have a set of inputs that the \"caller\" has to provide. Currently, node groups have one Group Input and one Group Output node. This works well for many cases. However, I'd argue that there is a better way to do it (both approaches are used in multiple other pieces of software).\n\nSome motivation for implementing a new approach:\n- When a node group needs more inputs, there is usually a large node on the left side of a node tree that has links to many other nodes. I'd argue that these links add more confusion than they actually provide information to the user. At some point it becomes quite hard to follow these links through the entire node tree.\n- In the current implementation, there is no mechanism that supports grouping of inputs. \n- Important information like the min/max/default values is hidden in a panel in the sidebar.\n\nPersonally, I think it would be good to allow multiple Input Parameter nodes in a node group. Something like this:\n![image.png](image.png)\n\nSome notes on this approach:\n- For different data types, a different set of settings can be shown. Of course the node can also be collapsed when not all information is necessary.\n- The node can be placed exactly where the value is needed, providing better information when actually working on the node tree.\n- All the settings can still be shown in a side bar to have all information accessible in a single place.\n- We could also allow multiple inputs per Function Parameter node for better grouping of related settings.\n\nImplementation wise, this approach might actually be simpler than the old solution.\nAt the same it scales better when node trees get larger and when we want groups to become more powerful.",
"Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n",
"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```"
] | [
"Node group timings aren't displayed for node groups\nOperating system: Linux-5.19.11-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, probably 4130f1e674\nWorked: (3.3\n\n{[F13614870](image.png) size=full}\n\n[startup.blend](startup.blend)"
] |
BUG: Geometry Nodes - Shader Editor Attribute Node stops working when Adaptive Subdivision is enabled
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09
Broken: version: 3.0.0
Worked: NA
When Adaptive Subdivision is enabled after the Geometry Nodes modifier, the Attribute input no longer works in the Shader Editor.
Open attached blend file, change view to Rendered and Enable Adaptive Subdivision, notice that the plane no longer displays position data from Geometry Nodes output.
In 3.1 the plane turns black.
[GN_attr_micro_disp_bug.blend](GN_attr_micro_disp_bug.blend)
| [
"Compositor : improve Viewer node behavior\nSome issue with the current design:\n* The backdrop only shows the output of the viewer node. This means that for simple cases, users need to manage multiple nodes.\n* It's not obvious when seeing the results of the viewer node that this is not what final rendering will actually output, which leads to mistakes and having to re-render.\n* Viewer nodes work differently in geometry, shading and compositing nodes, mainly for historical rather than good design reasons.\n\nTo address these problems, I propose to make the Viewer node behave more like the one in geometry nodes.\n* If there are no Viewer nodes, then image editor, 3D viewport and node editor backdrop and will show the (active) Composite output.\n* Like geometry nodes, the Viewer node will have a button to enable and disable it. When enabling, editors by default will show the viewer output with some visual indicator that it is a viewer.\n* The editors should have an overlay option to disable showing the viewer node, so it's possible to configure an editor to always show the final output with others showing the viewer output.\n* The \"Viewer Node\" image datablock will be removed.\n\n",
"Color attributes difference between vertexpaint and sculpt modes\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 512.15\n\nBroken: version: 3.2.0 Beta\n\nColor attributes difference between vertexpaint and sculpt modes\n\n[vertex_paint_geo_nodes.blend](vertex_paint_geo_nodes.blend)\n\n- open the included blend file and try to remove the instance objects from the geo nodes (The objects are linked to a color attribute. Using white color to add the objects and black to remove them)\n- when using vertexpaint mode, several pure black strokes are required\n- when using sculptmode paint tool, trees vanish on the first black stroke stroke- when i open blender 3.1 it works fine. \n\n\n\n",
"With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)",
"Attribute node (Type: View Layer) doesn't update in real time in Cycles\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.4.0\nWorked:\n\nWhen using an Attribute node (type: View Layer) to get the position or angle of an object, the Attribute is not immediately updated in Cycles if Viewport Shading is Rendered.\nBut It works correctly in EEVEE and Material Preview.\n\n - Open attached file\n - Set Viewport Shading to Rendered\n # Move Empty and Rotate Sun\n\n[AttributeNodeBug.blend](AttributeNodeBug.blend)\n[221212_022211.mp4](221212_022211.mp4)\n\n",
"Error code in NodeShader Color default_value\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\ncode in files\nthe color default_value require a 3-dimensional array , but when specified as a 3-dimensional array, the red channel is missing\n\n\n",
"Nodes: Changing Input position with a Driver\nBroken: 3.1 and 3.2 Alpha\n\nIn Geometry Nodes editor, shift an input socket above a socket having a Driver and it will switch the Driver.\n[2022-03-12 15-58-02.mp4](2022-03-12_15-58-02.mp4)\n\n- Enter Group Node\n- Shift \"Vertices Y\" input above\n[Test.blend](Test.blend)",
"Breaking shader node changes for 4.0\nThere are a number of proposed changes to shader nodes that break the Python API, mainly for add-ons that import and export shaders.\n\nWe need to make a decision to either:\n* Make these breaking changes in 3.2 or 3.3, and then do them all together with good communication so scripts only need to be updated once.\n* Postpone all breaking changes to 4.0, and see which parts of these patches can be non-breaking. For example we could have new general Mix/Combine/Separate nodes in addition to the existing ones.\n\nPatches:\n* [x] [D14034: Geometry/Compositor/Shader/Texture Nodes: Add general Combine/Separate Color nodes](D14034)\n* [ ] [D14257: Shader Nodes: Changes to node UI and default values to improve consistency](D14257)\n* [ ] [D14202: UI (Shader/Compositor): Rename \"RGB\" input to \"Color\" input](D14202)\n* [ ] [D13749: Node: Mix node](D13749)\n* [ ] [D13359: Rename \"fac\" to \"factor\" across all nodes](D13359)\n* [ ] Use proper \"Brightness\" word in names",
"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",
"Geometry Nodes: Evaluate node tree for get dependencies\n/ in a progress /",
"Occasional render glitches when using simulation zones on an object without a material.\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, rendering an object with a simple simulation zone applied in geometry nodes and no material assigned to the object results in some rendered frames being blank or displaying odd glitches.\n\nThe workaround is to simply assign a material to the object.\n\nCheck out the attached .blend file for reproduction.\n\n",
"Create geometry nodes modifier when selecting an existing one in the editor\nSelecting an already existing geometry nodes tree in the editor on an object without a modifier should automatically create a nodes modifier. This is in parallel to the behaviour of selecting a material without a material slot.\n![image.png](image.png)",
"Selecting a Add Shader node in the Shader Editor window no longer highlights Shader Node line in Dope Sheet window\nOperating system: Windows 10\nGraphics card: RTX1050\n\nBroken: 2.91, 2.92, 2.93, 3.0.0\nWorked: 2.83\n\nCaused by c5bdbc340a\n\nSelecting an Add Shader Node containing keyframes would automatically highlight the corresponding Shader Node line in the Dope Sheet window\n\nAdd two or more \"Add Shader\" nodes to the Shader Editor window. Set a keyframe for each of the Add Shader nodes.\nOpen the Dope Sheet window and view the ShaderNodetree lines have been added with corresponding keyframes.\nVersion 2.83 - Clicking on each of the Add Shader nodes in the Shader Editor window will highlight the corresponding ShaderNodetree row in the Dope Sheet window.\nVersions after 2.83 - Clicking on each of the Add Shader nodes in the Shader Editor window no longer lighlights the corresponding ShaderNodetree row in the Dope Sheet window.\n![2.83 vs 2.92.jpg](2.83_vs_2.92.jpg)",
"Geometry Nodes Object Group input does not remove dependencies\n[system-info.txt](system-info.txt)\n\nBroken:version: 3.4.0 Alpha, branch: master, commit date: 2022-10-04 22:45, hash: f9a10e7ed039, type: release\n...been already around for a while\n\nIt seems that Blender does not correctly remove the dependency from the formerly connected object from the Geometry Nodes Object Group input.\nEven when deleting all the default values.\n\n- Append the object `Cube` from the attached .blend file\nit will also append Suzanne even though all former links in the setup have been removed.\nThe only thing that helps to get rid of the dependency is to delete the input and recreate it together with all the links. \n[dependency_bug.blend](dependency_bug.blend)\n...and do not get me wrong i really like Suzanne! But if she appears all the time even when she is not invited it gets a bit annoying.\n",
"New geometry nodes viewer overlay makes mesh edit mode overlays invisible\nOperating system: Linux-5.19.10-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, current master\n\n\n| {[F13588717](image.png) size=full} | {[F13588720](image.png) size=full} |\n| -- | -- |\n",
"Material rendered as black with motion blur and intersecting geometry (was:motion blur bug in geometry nodes)\nOperating system: Linux-5.13.0-23-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.0.0\n\nwhen i turned on motion blur seems that exactly when a instance intersects another instance is rendered as black\n\nwhen motion blur is turned on and two instances instect each other its rendered as black\nif frame 27 is rendered u are able to see the bug\n![Screenshot_20220109_153550.png](Screenshot_20220109_153550.png)\n[domino line.blend](domino_line.blend)\n\nedit (Martijn) : Renamed to make the problem slightly clearer. \nIt doesn't happen every time, when rendering with Optix I can reasonably reliably reproduce it.\n"
] | [
"Geometry Nodes : Output Attributes are broken with Adaptative Subdivision\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Beta\nWorked: None\n\nWhen adaptative subdivision is enabled, Output Attributes from Geometry Nodes are broken.[GN_AttributeBroken.blend](GN_AttributeBroken.blend)\n\n![GN_AttributeBroken_Expected_Result.JPG](GN_AttributeBroken_Expected_Result.JPG)\n\n![GN_AttributeBroken_Broken.JPG](GN_AttributeBroken_Broken.JPG)\n\n\nEnable and disable Adaptive Subdivision.\n\n"
] |
No CUDA available 2.78 Mac 10.9.5
Still working under 2.77, but latest 2.78 (7fec7ee) does not offer a CUDA option under compute device prefs, and so no GPU rendering available.
CUDA and nVidia web drivers are up to date.
OS X 10.9.5
Mac Pro 3,1 8-core
6GB RAM
3GB Nvidia GTX 660
| [
"Point Cloud - Missing Particles when Rendering with Cuda on Linux\nOperating system: Linux-5.13.0-35-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0\n\nWhen rendering large amounts of particles with CUDA on Linux, there appear to be some random patches of particles missing. This does not occur when using the OptiX rendering backend or CPU rendering backend. This problem **does not** occur on Windows for any rendering backend, i.e. the same render has been confirmed to work on Windows with the CUDA backend.\n\n1. Open the attached .blend file.\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n(alternative)\n1. \n - create a plane object and create 1000 edge loops in x and y direction so that the object has roughly 1 million vertices.\n - add \"Mesh to Points\" geometry node with radius 0.001\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n.blend File:\n[particles_problem.blend](particles_problem.blend)\n\nImage of the Problem:\n![cuda_rendering_problem.png](cuda_rendering_problem.png)",
"Command Line Rendering with EEVEE is slow\nWin 7 Pro 64Bit \nGTX 1070\nDriver: 417.22\n\nBroken:\nblender-2.80-606223f6a61-win64\n\n\nIf I render with EEVEE via Command Line, the GPU Load is around 40-50% (4min 33sec).\nRendered the same scene in a normal way via Gui, the GPU Load is around 90-98% (3min 20sec).\n\nIf I render the same scene with Cycles via Command Line, the GPU Load is around 90-98%\n\nblender -b PathToBlend -a\n\n\nI've tried several scenes with the same result all the time.\n\n[cube-eevee.blend](cube-eevee.blend)\n\n[cube-cycles.blend](cube-cycles.blend)\n",
"Crash using get_devices_for_type() to choose cycles device with python\nOperating system: Ubuntu 20.04.1 LTS\nGraphics card: GTX 1070 + GTX 1070 + GTX 1050 Ti, NVIDIA 440.100\n\nBroken: 2.91.0 nightly, Commit date: 2020-10-19 22:48, Hash ea4d28aea034\nWorked: 2.83.7\n\nThis is a follow-up of #81520. Commit 1001adb500 fixes get_devices() but get_devices_for_type() remains broken. As previously something about the combination of OPTIX and OPENCL messes up the CUDA devices. Also I have since discovered that by changing the order getting OPTIX devices can mess with OPENCL devices.\n\nThis may be an issue specific to multi-gpu systems. I am willing to reconfigure hardware to help test if needed.\n\n\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n cuda_devices[0].use = True\"\n```\n\nor\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n cuda_devices[0].use = True\"\n\n```\n\n**More information:**\nIt seems like something is overwriting something else. Are these device locations supposed to be inter-related across types? Perhaps this can help. Consider the _different_ CUDA and OPENCL devices for the CPU at 0x7fa3700c8088 and 0x7fa370412188 respectively in the first example. In the second example below the single device at 0x7f72950c8088 is both the **CUDA and OPENCL** device. Which behavior is correct? (And does any of this potentially indicate other issues?)\n\nMy output (formatted)\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n print('CUDA devices before getting anything else', cuda_devices); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n print('CUDA devices before getting OPENCL devices', cuda_devices); \\\n print('OPTIX devices before getting OPENCL devices', optix_devices); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n print('CUDA devices after getting OPENCL devices', cuda_devices); \\\n print('OPTIX devices after getting OPENCL devices', optix_devices); \\\n print('OPENCL devices', opencl_devices); \\\n cuda_devices[0].use = True\"\n\nCUDA devices before getting anything else [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa3700c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7fa3700c8088>\n]\nCUDA devices before getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa3700c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa3700c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7fa3700c8088>\n]\nOPTIX devices before getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412208>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412288>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa370412308>\n]\nCUDA devices after getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c8008>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7fa3700c8088>\n]\nOPTIX devices after getting OPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412208>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7fa370412288>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7fa370412308>\n]\nOPENCL devices [\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7fa370412188>\n]\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\nand\n```\nblender --factory-startup --python-expr \"import bpy; \\\n cuda_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('CUDA'); \\\n print('CUDA devices before getting anything else', cuda_devices); \\\n opencl_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPENCL'); \\\n print('CUDA devices before getting OPTIX devices', cuda_devices); \\\n print('OPENCL devices before getting OPTIX devices', opencl_devices); \\\n optix_devices = bpy.context.preferences.addons['cycles'].preferences.get_devices_for_type('OPTIX'); \\\n print('CUDA devices after getting OPTIX devices', cuda_devices); \\\n print('OPENCL devices after getting OPTIX devices', opencl_devices); \\\n print('OPTIX devices', optix_devices); \\\n cuda_devices[0].use = True\"\n\nCUDA devices before getting anything else [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7f72950c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7f72950c8088>\n]\nCUDA devices before getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f72950c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7f72950c8008>,\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7f72950c8088>\n]\nOPENCL devices before getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"AMD Ryzen 9 3900X 12-Core Processor\") at 0x7f72950c8088>\n]\nCUDA devices after getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c7f08>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c7f88>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c8008>,\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c8088>\n]\nOPENCL devices after getting OPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"\") at 0x7f72950c8088>\n]\nOPTIX devices [\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f7295420108>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1070\") at 0x7f7295420188>,\n <bpy_struct, CyclesDeviceSettings(\"GeForce GTX 1050 Ti\") at 0x7f7295420208>\n]\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\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)",
"Memory Leak in Blender 3.1.2 Metal CPU + GPU\nOperating system: macOS 64 Bits (12.3.1?)\nGraphics card: AMD RX 6900 XT x 2\nCPU: i9 10859K\nRam: 64Gigs (2x32)\n\nBroken: version: 3.1.2\nWorked: -\n\nI've been encountering a consistent Memory Leak using the new 3.1.2 Version, rendering in Cycles \"Metal\", on both GPUs and the CPU.\nAll rendering settings are default - the output Render samples are set to 1200 cycles.\nAll export settings are default - Resolution is set to 1920x1080 at 100%\n\nThere is no difference when Cycles Render Rate or Resolution Output is changed - I always end up with a memory leak in that I can render around 440 Frames before the memory has become full enough to suddenly increase render time. The system eventually reaches about 60.64Gigs of usage and stays there:\n|![Screen shot 1.jpg](Screen_shot_1.jpg)|![Screen shot 2.jpg](Screen_shot_2.jpg)|![Screen shot 3.jpg](Screen_shot_3.jpg)\n| -- | -- | -- |\n\n**Workaround:** Render only 400 frames. Close Blender, restart and start the next render at Frame 401, etc.\n\n- \n\n---\nStill new to Version 3.1.2, quite different from 2.7 But I begin to really like the new layout and system - big shout out to all developers!\nJens",
"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",
"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 3.5 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",
"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",
"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",
"Crash on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```",
"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.",
"Crash on startup with 2.82 and Intel HD + Windows\nOperating system: Windows 10 Pro (1909)\nGraphics card: Intel(R) HD Graphics 630, version 4.5.0 - Build 26.20.100.6951\n\nBroken: 2.81, 2.82, downloaded from blender.org\nWorked: 2.80 worked.\n\nBlender crashes on start:\n\n```\nC:\\Program Files\\Blender Foundation\\Blender 2.81>blender.exe\nGPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.81\\2.81\\python\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 3435, h : 26, d : 0, comp : 4, size : 0.34 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.34 MiB.\nGPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB\n```\n\nThis appears to be similar to #69594.\n\n\n\n1. Download 2.81.\n2. Launch 'blender.exe'\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"Blender 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",
"Crash when importing / working with big or multiple VDB's in Shaded or Rendered 3dView (GPU & CPU)\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: 3.6.0 Alpha\n\n\nBlender crashes when using big VDB files or scattered VDB's.(clouds)\nIn the viewport, when scattering VDB files, it is only possible in wireframe view mode.\n- When switching to only GPU shaded or rendered mode blender crashes.\n- When switching to only CPU you are able to use wirframe and rendered 3dview as well as rendering the image.\nBut not shaded view!\n\nMacOS 13.3.1 CPU --> 64GB \nAMD Radeon Pro 5700XT GPU --> 16GB\n\nSingle VDB files up to 450MB are OK. \nBigger cloud VDB used = 2.8GB crashes right after or while importing.\nThe scattered clouds are smaller in filesize, but more of them used.\n\nWhen opening the files, it's then only possible in wireframe mode.\n\n3DViewport used without realtime compositor !\n\nSince this is to big to upload here, the VDB file is here for free to test: clouds/\n\nOpen latest MacOS Blender version, switch to wireframe mode and CPU.\nImport the VDB from the link above.\nNow try shaded & rendered 3dview with CPU and then GPU. \n\n\nCRASHLOG:\n```\nRead prefs: \"/Users/NURB/Library/Application Support/Blender/3.6/config/userpref.blend\"\nDevice with name AMD Radeon Pro 5700 XT supports metal minimum requirements\nMETAL API - DETECTED GPU: AMD Radeon Pro 5700 XT\nregister\n\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\n\n[MTLTextureDescriptorInternal validateWithDevice:]:1344: failed assertion `Texture Descriptor Validation\nMTLTextureDescriptor has depth (2088) greater than the maximum allowed size of 2048.'\n\n[1] 42841 abort /Users/NURB/blender-git/build_darwin/bin/Blender.app/Contents/MacOS/Blender\n```\n"
] | [
"CUDA not working on OSX 10.11.6\nI have a MacBookPro 15\" with an integrated gpu GTX 750m and an eGPU GTX 950.\n\nI tested the 2.78 builds from build-bot and seems that the gpu it is recognised only as a OpenCL device and crashes on Cycles render initialisation. No CUDA option to select.\n\n![CUDA.png](CUDA.png)\n\nBlender 2.77a recognize and use properly the CUDA with the both Nvidia cards.."
] |
Undo breaks Repeat Last function
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29
Broken: version: 3.0.0
After an *Undo* the *Repeat Last* function is not able to repeat anything.
1. Create a cube
2. Duplicate and move it
3. *Repeat Last* once, so you should have 3 cubes
4. *Undo* once, so you only have 2 cubes
5. Try to *Repeat Last* again but nothing happens, thus the *Undo* just removes functionality from the *Repeat Last*, seems like a bug to me
in my opinion it should either repeat the *Undo* or, I think that makes more sense, the duplicate with move
[undoBreaksRepeatLast.mp4](undoBreaksRepeatLast.mp4)
| [
"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)",
"Currently open file is always the last in the file browser when appending\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.1\n\n\nThe currently open file is always the last in the file browser when appending. For instance, the v5 file in the following example is the one currently open and is always the last one regardless of the sorting option. \n\n[2022-11-11 11-38-35.mp4](2022-11-11_11-38-35.mp4)\n\n",
"ID Deduplication on Append - UX \nThis task is about which behavior should be default when linking/appending IDs, and assets, and how much/how users should be able to customize those behaviors.\n\nNOTE: Currently this is mostly listing topics to be discussed. This is also a first pass, there are likely many more use cases/topics to be discussed.\n\n# Problem\nCurrently, when appending a data-block, Blender appends (i.e. link and make local) the ID and all of its dependencies.\n\nThis means that if a single object in appended ten times, you will get ten copies of the object, but also of its meshes, materials, animations, etc.\n\nThis behavior may be fine in some cases, but not in others.\n\n# Default Behaviors\n## Generic Considerations\nTo avoid having many copies of the same ID, the first appended copy needs to be re-used for the subsequent appends.\n# Do we always re-use that ID, even if it has already been modified by the user locally?\n *Think first appended ID should always be re-used, reliably detecting modified IDs compared to linked one is possible, but tricky and not very efficient (RNA diffing)... There could be a mechanism though to break that reference such that next append creates a new copy of it.* **No diffing.** User has ways to make an existing local ID not re-usable anymore, and to force not re-using an ID when appending again. \n# ~~Could we use the UserPreferences settings for data copying, to decide which ID types we systematically create new copies for, and which ID types we try to re-use previously appended ID?~~\n\n## Specific Cases\nHere is a list of different use cases, possible behaviors being:\n* Link.\n* Append (Link + Make Local, aka new copy).\n* Re-use of previously appended local ID.\n\n### Append Material\n| Data type | DEFAULT | Alternative Behavior 1 |\n| --- | --- | --- |\n| Material itself: | re-use | *duplicate* |\n| Image: | NA | re-use |\n| Node groups: | NA | *duplicate* |\n| Actions: | NA | *duplicate* |\n\n### Append Object\n| Data type | DEFAULT | Alternative Behavior 1 |\n| --- | --- | --- |\n| Object itself: | *duplicate* | *duplicate* |\n| Obdata: | re-use | *duplicate* |\n| Actions: | re-use | *duplicate* |\n| Materials: | re-use | Apply Materials Rules ? |\n\n### Append Collection\n**Collection itself:*** In case of Empty-based instantiation:\n***In case of ViewLayer-based instantiation:** Object: *same as above for Object case?*\n\n# User Customization\n## Change behavior in UserSettings\nShould user be able to change default behavior in user settings, or only on a case-by-case basis when actually linking/appending IDs or assets?\n\n## Change Behavior in Asset/File browsers\nShould user be able to toggle options like \"Link everything\", or \"Never deduplicate\" ? etc.\n",
"Creating meshes after removing previous meshes result in an BKE_object_data_is_in_editmode error\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2\n\nBroken: version: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash: f1cca3055776, type: release\nWorked: version: 2.93.7, branch: master, commit date: 2021-12-14 16:35, hash: a5b7f9dc9011, type: release\n\nCreating a big amount of blenddata meshes and linking them to a collection works the first time without any exceptions.\nThe second time that you execute the script below, this will be output to the terminal.\n```\nCode marked as unreachable has been executed. Please report this as a bug.\nError found at C:\\Users\\blender\\git\\blender-v300\\blender.git\\source\\blender\\blenkernel\\intern\\object.cc:1970 in BKE_object_data_is_in_editmode.\n```\nThis doesn't happen if you don't delete all the meshes in bpy.data.meshes, which I would like to do since bpy.data.meshes is being bloated with old meshes. \nThe addon I'm writing needs bpy.data.meshes to be empty at the start of execution for performance reasons.\n\n- Run this python script in a new blender project multiple times (for two times is probably enough)\nEventually you will get the BKE_object_data_is_in_editmode error.\n\n```\nimport bpy\n\nfor i in bpy.data.meshes:\n bpy.data.meshes.remove(i)\n\nfor _ in range(3000):\n mesh = bpy.data.meshes.new('mesh')\n basic_mesh = bpy.data.objects.new(\"mesh\", mesh)\n bpy.context.collection.objects.link(basic_mesh)\n```",
"Limited dissolve ruins UV\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nI made 3 or 4 times cycles of \"Limited dissolve - triangulate\" and get ruined UV after 3-rd or 4-th iteration. \nthe goal is to rid of exceeding geometry like on a screen.\n\n\n",
"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",
"Incorrect order in undo stack when switching between Object Mode and Edit Mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83 (sub 10)\nWorked: I don't know, I am a new user\n\n**Expected Behavior**\nWhen you undo, you expect to undo the last thing you did (FIFO).\n\nCurrently, if I am in Edit Mode and I change the scale of an object in the \"Transform\" panel on the right, and then undo immediately, it will undo all changes I did in Edit Mode and only then, undo the scale change even though I just did the scale change.\nIn other words, for some reason the undo stack in blender prioritizes things you didn't do in the transform panel when you are in Edit Mode even if these other changes aren't the most recent ones.\n\nFile > New > General\nA cube should appear in the center\nUse Tab to go into edit mode\n(1) Do some changes like moving vertices\n(2) Now change the scale of the object in the transform panel on the right\nNow hit Ctrl+Z to undo the last change\n\nIt will likely undo (1) the \"Edit Mode\" change instead of (2) the \"Transform Panel\" change.\nIf you keep doing Ctrl + Z it will eventually undo the transform panel change after undoing all the \"Edit Mode\" changes.",
"Unsubdivide and rebuild subdivisions from multires.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.1\n\nModel with multires applied doesnt works with unsubdivide option or rebuild subdivisions.\nI´ve applied the modifier, cleaned the data blocks but persist...\nThere is something strange in the mesh because it works with the default cube...\n\n- Open attached .blend file\n- In the Multires modifier, click in Subdivide\n- Apply modifier\n- Add multiresolution modifier again\n- Click in Unsubdivide\n\n> No valid subdivisions found to rebuild a lower level\n\n[UnsubdivideMultires.blend](attachment)\n\n",
"Next/Previous Keyframe breaks when \"Show Only Selected\" is disabled\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha, branch: master, hash: `60a9703de8`\nWorked: never, 2.79 also had this problem in a way (but slightly different due to limitations of its dope sheet). 2.83 has the exact same problem described here.\n\nNext/Previous Keyframe ( {key up} and {key down} in the dope sheet) do not jump to the next/previous key **shown**, but to the next/previous key of the **active object**.\n\nIn other words, it sort of works as if \"Show Only Selected\" is always enabled, but then even more strict, only responding to the keys of the active object. This can probably be tracked down to the dope sheet only showing animation data of the active object back in the old ≤2.79 days.\n\n1. Open the attached blend file.\n2. See that the current frame is set to frame 1.\n3. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n4. See the message \"No more keyframes to jump to in this direction\". *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n5. Click on the Cube to make it active + selected.\n6. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n7. See that it jumps to frame 10, which is the next keyframe in the Cube's animation. *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n\n![image.png](image.png)\n\n[next-prev-keyframe-selection-issue.blend](next-prev-keyframe-selection-issue.blend)",
"Can not undo Node Editor operators in Edit Mode\nOperating system: Linux-5.4.0-125-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.5.0\n\nIf Edit Mode is active (for Curves or Meshes), Undo on Node linking/moving etc. gets ignored.\nIf there is a reason for that, Undo history probably should reflect that, for example by not allowing iterating to steps in Edit Mode that won't match reality.\n\n[undo.blend](attachment)\n - In GN or Shader Editor create a new Node Link.\n - Undo.\n -> Undo History shows a step back, but nothing actually happens.\n\n",
"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",
"Clearing library overrides from the object menu differs from the outliner\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.6.1 Release Candidate\n\nPlease see the attached movie. Using the \"wrong\" menu will cause the material properties panel to become unresponsive (beginning of movie) with overrides still in place until you use the outliner (end of the movie).\n\n1. Link some objects from a file\n2. Override them down to the materials\n3. Swap out some materials\n4. Use the clear library override from the object menu\n\nResult:\n\nThe material overrides aren't cleared, but you also can't access the properties panel anymore.\n\nExpected:\n\nThe material overrides should be cleared.\n\nWorkaround:\n\nUse the outliner instead.\n\n",
"No Vector Displacement On Instances\nWindows 10 x64\n\n2.79.4\n\nVector displacement doesnt work with instances, It mirrors the displacement on the first object, Im sure this is working as intended but there are many cases where you need to displace actual instances as well.\n\nHaving a checkbox somewhere to enable instance displacement would be amazing\n\n\n\n![blender_2018-07-27_22-07-02.png](blender_2018-07-27_22-07-02.png)\n\n[instances.blend](instances.blend)\n",
"Undo Makes Completed Renders Disappear From View Render Window Slots\nOperating system: Windows 10 Build 19043\nGraphics card: Nvidia RTX 3090\n\nBroken: 2.92\nWorked: Can't remember, but I don't recall this happening before\n\nUndo makes completed renders disappear from other slots in the View Render window. Some of them are preserved, but the more you undo, the more disappear from other slots.\n\n1. Load default scene (with the cube)\n2. Render scene\n3. Go to the cube's shader and change its base color\n4. Switch to next unoccupied slot in the View Render window\n5. Render scene\n6. (optional) Repeat steps 3-5 as many times as you like\n7. Go to View Render window and scroll through slots to verify all renders are there (with J key)\n8. Activate undo (ctrl+z)\n9. Go to View Render window and scroll through slots. Some will be missing.\n10. Activate undo again and more will be missing.\n\nThis doesn't seem like intended behavior, and I've replicated this issue on a different machine. Hope this helps!\n\nEdit: I've replicated this issue in 2.91, 2.90 and the latest LTS release. I assume intended behavior is for undo to change the shaders back, but for renders you've completed to remain in their slots.",
"NURBS: Repeat for Extrude doesn't repeat extrusion, selects all points\nBroken: 2.92\nWorked: ???\n\n\nAttempting to repeat (shift+r) extrusion in NURBS edit mode yields no result. Subsequent attempt results in all points being selected.\n\n\n1) Add a Surface -> NURBS curve\n2) In edit mode, select a point and extrude\n3) Attempt to repeat with shift+r (nothing happens)\n4) Attempt to repeat again (everything becomes selected)"
] | [
"Repeat Last does not work after undo\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0\nWorked: never?\n\nSomething I stumble upon every now and then is that 'Repeat Last' (default hotkey: Shift-R) does not work after an undo call.\nThis is especially annoying if you call undo after 'Repeat Last' - which in turn makes blender forget what the last operation was.\n\nI run into this regularily while doing UV's, so lets say I have called 'align auto' and then select some new uvs - then do 'Repeat Last' and keep doing this for a bit, but at some point I will make a wrong selection and hit shift-r and undo.. now I have to first understand why Shift-R is not working anymore and then search for whatever operation I was doing, this hurts the workflow fluidity quite a bit.\n\nI know the undo area is tricky corner in the blender codebase, so I suspect some technical difficulties will make this not so easy to pull off .. or is the reason why its not working in the first place.\n\nDid a quick search here on phab but could not find an open task for this - let's ignore some tasks from 2011 ;) - so I though I just do a small post about it here.\n\n\n- Open default scene\n- Move the cube\n- {nav Edit -> Repeat last} or `Shift + R` (Works)\n- Undo \n- Perform `Repeat last` again (nothing happens)\n\nAnyways thanks for your time :) \n"
] |
Reset value for all themes is black
Operating system: Windows-10-10.0.18362 64 Bits
Graphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50
Broken: version: 2.81 (sub 16)
Reset value for all themes is black and not the actual default color.
Go to edit>preferences>themes and right click any of the color selector for any element and click reset to default. It won't reset to default, it will change it to black.
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"Cycles destroys an existing texture image while baking to a new image\nOperating system: Windows 11\nGraphics card: rtx 2070\n\nBroken: 51bc44420b89\n\n\nBlender seems to destroy or empty an existing texture in a multi material setup while baking to a new image.\n\n\n\n\nload the attached file\n\nselect the BAKE material\n\nselect the BAKE image node\n\nRender Props -> Bake ( it is already setup)\n\nPay attention to the viewport to see that one of the textures turn black, and the BAKE texture is still black\n\nYou can try variations as in putting the BAKE node in other materials however the result seems to be the same failed bake.\n\n",
"Two Shader to RGB nodes fed from the same BSDF : one produces black result\nOperating system: OSX 10.15.7 / Windows 10\nGraphics card: Geforce GT650M / Geforce 2060\n\n3.6.0\n\nThis should be a white cube:\n\n![Screenshot 2023-07-19 at 14.18.38.png](attachment)\n\nOpen the blender file...\n\nHere a additional screenshot, see that If I use two Principled BSDF's instead of one (with the same settings...), then the problem is 'fixed'.\n\n![Screenshot 2023-07-19 at 14.20.28.png](attachment)\n\n",
"Theme > Shader Editor, Sidebar > Alpha value does not work\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A3000 12GB Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.1\n\nIn side of the Shader editor, if you want to change the color works correctly, but if you want to change the Alpha value, is not working.\n\nGo to Preferences > Themes > Node editor > Theme space > Region Background\n\n",
"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",
"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",
"COLORSPACE SELECTOR: Group box fails to show all possible colour transforms\nDebian Stretch\n\nTrunk\n\nTrial against ACES 1.0.3 set won't show all possible colour transforms when choosing via the UV Image Editor\n\nLoad the ACES 1.0.3 configuration from the official repository. Try to change the colour transform on a loaded image.\n\n![Screenshot from 2017-11-05 19-25-15.png](Screenshot_from_2017-11-05_19-25-15.png)\n",
"Denoising - artefacts when transparent background is enabled\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.81 (sub 4)\n\nWhen \"Transparent\" is enabled in \"Film\" tab, denoising (old blender denoiser) is producing dark pixels. It seems to happen only with an environment map. When \"World\" is set to flat color, problem disappears. Here's an example (zoomed in):\n\n![denoising_bug_alpha.png](denoising_bug_alpha.png)\n\nThere seem to be holes in \"Denoising Depth\" pass which seem to coincide with the bad pixels.\n\n![obraz.png](obraz.png)\n\nWhen you turn transparency off, those artefacts disappear:\n\n![denoising_bug_no_alpha.png](denoising_bug_no_alpha.png)\n\nDenoising Depth also looks a lot cleaner, although there are still couple of bad pixels:\n\n![obraz.png](obraz.png)\n\nHere's a file with the example above. It has env map packed in.\n\n[denoiser_artefacts_bug.blend](denoiser_artefacts_bug.blend)",
"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)",
"Black outlines around animated Objects when Scrubbing/Playback.\nOperating system: Windows 10 64 Bits\nGraphics card: GTX 1080 TI.\n\nBroken: version: 2.83.8 hash: 7c027f9480a9\nWorked: version: 2.83.4 hash: `abb7364912` (commit date: 2020-02-23 23:00)\n\nThere are some weird black outlines popping out during anim playback or scrubbing. \n\n***P**\n{[F8400153](spot.jpg) size = full}\n\n\n* open the file\n* If it is not already set, set viewport shading to material preview (that's where you can easily spot them)\n* playback the animation or quickly move the object\n\nThe black outlines will appear but the moment you stop they'll disappear, so you can screen capture the moment to check their existence ***P**.\n\n[Black.blend](Black.blend)\n",
"Cycles: sRGB texture compression happens after interpolation \nBroken: 2.81\n\nCycles does sRGB->linear texture conversion after texture interpolation instead of before. This leads to incorrect results.\n\nExample scene is attached. Two squares with a fine checkerboard texture, one with linear interpolation, the other with closest interpolation.\n\nExpected result: Both textures should render to an identical shade of gray. When switching the texture color space to \"linear\" instead of \"sRGB\", the result should not change as the texture contains only pure black and white pixels.\nActual result: The textures show different shades of gray. Switching the color space changes the result.\n[checkerboard.blend](checkerboard.blend)\n![expected.jpg](expected.jpg)\n![actual.jpg](actual.jpg)",
"Proposal: New Bone Color Presets\n\n\n| | Edge Shapes Deselected | Edge Shapes Selected | Polygon Shapes Deselected| Polygon Shapes Selected | Theme UI |\n|---|---|---|---|---|---|\n| Before | ![Deselected](attachment) | ![Selected](attachment) | ![Deselected](attachment) | ![Selected](attachment) | ![Theme UI](attachment) |\n| After | ![Deselected](attachment) | ![Selected](attachment) | ![Deselected](attachment) | ![Selected](attachment) | ![Theme UI](attachment) |\n\nMost rigs are forced to use Custom Colors very often, because not enough of the preset colors feel nice to use. This is a shame, because Custom Colors cannot be customized on a user-level, via the theme settings. I think if the Preset Colors were better, Custom Colors wouldn't even be necessary; The 20 slots that we have are plenty enough to cover the entire color wheel with distinct enough colors. At that point, even if you wanted to add a custom color, you'd be hard pressed to find a color that isn't very similar to one of the presets.\n\n### Issues with current bone color presets:\n- Slots 16-20 are blank, immediately not useful.\n- Most colors are too dark, and do not contrast well against Blender's default viewport background color, which is a dark gray in the case of all shipped themes.\n\n### The colors in this proposal:\n- Base colors are much brighter, with a minimum value of 0.75.\n- Colors are spread out sort of evenly across the color wheel.\n- Hues are fairly similar to the old ones, so the color language of existing rigs that used presets shouldn't change much.\n- Proposal is for **ALL themes**. Previously, lighter and darker themes had slightly different presets, but they all had the issues described above. The Modo theme had the additional issue of no visual distinction between selected and active bones.\n\nThe file I used to create the screenshots, with the script to place bones based on their theme color, and to output the code for the [PR](112639): [bone_colors.blend](attachment)\n\n### Questions: \n- Are the colors... good?\n- Should we re-order the presets by hue?\n - Pro: Helps avoid cases where you assign 2 colors that were far from each other in the preset list, but are actually quite similar, so you don't get the contrast you were hoping for.\n - Con: Would make existing rigs using the old presets look very different, potentially with less distinct colors (although still much brighter!).\n- Anti-Versioning: Julian Eisel tells me `do_versions_theme()` can be used to force reset theme colors, but I may need some help with that part.",
"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",
"When changing the node type in material, sockets of different node types are reused\nOperating system: MacOS\nGraphics card: Apple M1\n\nBroken: main\nWorked: don't know\n\nShader nodes that have the same input sockets can have different default values.\nBut if you switch between shader nodes in the material interface, then the default values will first of all be copied from pre-existing socket of a node of a different type. Because of this, default values may not be used and may look strange.\n\nIn the default scene, assign Glass BSDF material to the default cube, and check the \"Roughness\" field. Now assign another material without \"Roughness\", such as Hair BSDF, then assign Glass BSDF material again and check the \"Roughness\" field.\n\n",
"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)",
"Node Socket Name Change results in Cycles Material Rendering Black (name is also identifier, should be read-only?)\nWindows 10\nIntel Core i7-5820k 4.1GHz\n2x Nvidia GTX 970\n\nBroken: 2.79 5bd8ac9\n\nIf you change the name of a Node Socket (not the socket's identifier) of a Cycles Shader Node during execution of a python script, Cycles will render the Material black. \n\nDownload the blend file below:\n[socket_naming_bug.blend](socket_naming_bug.blend)\n\nRun the code in the text editor. \nSwitch to viewport preview.\n\nTo fix the problem, simply reset the two nodes, or add a new Material Output Node and a new Principled Node to the Node Tree. Connect the new nodes together and delete the old ones. \n"
] | [
"'Reset to Default Value' for Theme colors sets to the incorrect value\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.81 (sub 16)\n\nThis may not be a bug and may be the intended result but regardless I still feel like the functionality is handled incorrectly. Personally I would assume the button would set the value to the stock HSV rather than just setting it to 0 , 0 , 0 (which is what it does). Anyone can go pure black, but it is much harder to replicate the stock value without copying it, resetting (everything) to default or looking it up online.\n\nI have included a gif of how to recreate the issue.\n\n2HIoq6c"
] |
Geometry Delete Node Crash
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59
Broken: version: 3.0.0 Alpha
- Open Geo-Nodes
- Use Geometry Delete Node
[2021-06-02 17-00-30.mp4](2021-06-02_17-00-30.mp4)
| [
"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",
"Nodes: Crash with two node editors and viewer nodes\nOperating system: Linux-6.4.8-gentoo-x86_64-AMD_Ryzen_9_7950X_16-Core_Processor-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.8-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-57b0db63e1)\n\nBroken: version: 4.0.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\n\nCrash when deleting a group with an active viewer in another editor.\n\nOpen [viewer_path_crash2.blend](attachment) or\n1. Go to Geometry Nodes and split the editor into two\n2. Make a node group and instance it\n3. Open the node group in one of the editors while the other shows the parent tree\n4. Add a viewer in both the node group and the parent node tree, activate the viewer in the node group\n5. In the parent tree editor: Delete the group node\n ![Screenshot_20230822_170927](attachment)\n\n",
"Geometry instances cannot mix with other instancing\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\nWorked: 3.0 alpha\n\n\n\n[cant scatter.blend](cant_scatter.blend)\n[2021-11-02 19-08-07.mp4](2021-11-02_19-08-07.mp4)\n\n",
"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",
"Materials linked to the object's data are lost when removing attributes from instances in geometry nodes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nMaterials linked to the object's data are lost when removing attributes from instances in geometry nodes.\n![Screenshot 2023-01-30 155635.png](Screenshot_2023-01-30_155635.png)\n1.Instance a collection using geometry nodes.\n2.Remove an attribute from the instances (the attribute doesn't need to exist).\n3.Materials stored on the object data are now lost.\n\n\n[BugExample.blend](BugExample.blend)\n\n\n",
"Joining meshes or realizing instances in geometry nodes removes custom normals data\nOperating system: macOS Big Sur 11.5.2\nGraphics card: Apple M1\n\nBroken: 2.93 and 3.0 Alpha\n\n\nUsing the collection info node in geometry nodes destroys custom normals data when the geometry node modifier is applied (or when the project is exported).\n\n\nApply the geometry node modifier on the \"Dummy\" object in the attached blender project. I've also included a video that shows the issue.[collection_info_test.blend](collection_info_test.blend)\n\n[collection_info_bug.mov](collection_info_bug.mov)",
"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",
"Simulation Nodes: Store baked geometries in .blend file\nFor simulation nodes in geometry nodes we want to be able to store the baked geometry data directly in .blend files. This is similar to how we are able to store a baked particle simulation using the old particle system. \n\nWhat makes the problem more complex now than it used to be is that geometry nodes deals with geometry much more generically. Not only can a mesh change its topology over time, but it's also possible that there are multiple geometries (e.g. a mesh and a point cloud) or the geometry type changes between frames. Also, instances have to be supported, but it may be ok to add that support later.\n\nThe main difficulty is to store many arbitrary geometries in the .blend file efficiently. I identified a couple possibilities to deal with this which are explained below.\n\n## Option A: Store geometries directly in `Main`\n\nIn this option every baked mesh/pointcloud/curves geometry is stored as a separate data block in `Main`.\n\nPros:\n* Code infrastructure exists already.\n* In theory, the baked geometries can easily be edited individually without much futher effort. This is something we want to support eventually anyway.\n\nCons:\n* Results in potentially lots of additional IDs in `Main` which can cause significant slowdowns (for example one mesh per baked frame).\n* Probably needs some new behavior in the depsgraph because we likely don't want a depsgraph node per cached geometry data-block.\n* Harder to implement data sharing across multiple data blocks in .blend files than it is within a single ID (both should be possible in theory though).\n* Might need special cases in ui code because we probably don't want to show all these data blocks in the data block dropdowns.\n* The way we store baked geometries wouldn't be an implementation detail, which makes it harder to change later.\n* Instances can't be stored natively in DNA yet.\n\n## Option B: Store geometries as no-main data-blocks.\n\nInstead of storing e.g. a baked `Mesh` in `Main` (which comes with user counting, unique names, etc.), the mesh could be owned by something else like a node or modifier. From the perspective of the .blend file, the mesh would just be normal data and not an ID data-block. To make that work, there need to be functions like `BKE_mesh_blend_write_nomain`. I did a small test for this and so far it worked as expected.\n\nPros:\n* Can reuse existing code to serialize/deserialize geometries (except for instances and volumes).\n* No additional IDs in `Main`.\n* Implementing data sharing between multiple geometries is more straight forward than with separate data-blocks.\n\nCons:\n* Need to make sure that versioning code for geometries also runs on those that are not in `Main`. This likely means iterating over all objects/nodes to version meshes.\n* No-main IDs are often more difficult to deal with by generic id handling code.\n* All these non-main IDs seem to be some new kind of embedded IDs which might need special handling in various places.\n\n## Option C: Store geometries as no-main no-id data.\n\nThe idea is to introduce a new struct like `BakedMesh` that is very similar to `Mesh` but skips a few data members that are not required. Same thing for other geometry types.\n\nPros:\n* No new complexity in ID management code.\n* Instances behave more like other geometries (one would have to add a `BakedInstances` struct).\n* More control over which data is (not) stored for baked data.\n* Independent versioning code for baked data.\n\nCons:\n* Leads to some more code duplication because a new way to serialize geometries has to be added.\n* Can reuse less existing code.\n\n## Option D: Use external file format and embedd that in the .blend file.\n\nWe also want to be able to store baked geometries outside of the .blend file. For that it's probably best to come up with a new file format that exactly suits our needs (also see #105251). This could potentially be implemented first. Then to store the baked geometries in the .blend file, we could just dump the external files into the .blend file (similar to how image files can be packed).\n\nPros:\n* Would solve storing baked geometries in the .blend file and outside in one go.\n* Does not add complexity to existing ID management, versioning and .blend IO code.\n* Feature parity between storing baked geometries externally or in the .blend file by default.\n\nCons:\n* Likely needs more new code than all the other options.\n\n-----\n\nI'm still undecided on which approach would work best in the short and long term. Feedback would be welcome.\n\n",
"Data lost to a severe crash was auto-recovered and forcefully overrid data that was saved to disk even tho no recovery options were used\nOperating system: Windows 11\nGraphics card: Gigabyte Windforce RTX 2060 OC Super 6GB\n\nBroken: (steam 3.4.x-3.6.2)\nWorked: ()\n\nnote: this is not related to the recovery or auto recovery systems but about pre-crash data being used from ram instead of reading saved data from disk\n\nnote 2: i verified it's old data as it happened with a mask this time and the vertex ids it was assigned after the crash corresponded to the ones that the mask was assigned to after the bug, but was improperly recovered as ids changed due to changes to the mesh, and unmasking those vertices caused them to be moved a random locations as the shapekey they where assigned to did not exist anymore\n\nAfter a severe crash that was not induced by hardware crashes(ie: out of memory/vram, ran out of pagefile memory etc)\nbut from an error internal to blender, even tho data and changes where saved to disk, blender auto recovered data that was not saved and lost to a crash, and it possibly corresponded to a block of ram that was not freed reported by blender in the cmd window;\nafter the unprompted recovery the data even tho it was corrupted it forcefully overrid the data that was saved to disk upon load\n\nthis error seems to recover all kinds of data, it restored a sculpt mask that had been corrupted and was after deleted and saved the file to disk as not having said mask, to even internal textures/texture paint, and changes to properties\n\ni came to this correlation as this type of forceful recovery seems to specifically happen before the ram drops in utilization after a save and a sizable chunk of ram sometimes in the gigabytes is reported as not freed upon closure from the crash\n\nthis also seems to cause blender to not generate crash.log files\n\n\n\nimportant: blender has to terminate from an internal system and not the OS, as even tho blocks of ram still weren't freed windows took care of it in the cases of hardware related crashes causing this error to not happen\n\n\n\nobtain a crash from any of blender's systems not the OS(import, sculpt mask, operators/geometry nodes with faulty input seem to be the most reliable)\n\nif the file is still saving and completes but the ram has not yet been cleared and a crash happens there is a very high chance the old data will be used instead of the data saved to disk\n\n**regarding a blend file:**\nthere is no way for me to provide a blend file as it's dependent on data that is left in the ram by the crash and happened the same way regardless of file, and would require me to find a reliable way to crash blender in this specific conditions, which is out of my knowledge.\n\n",
"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",
"Particle Edit mode for non hair particles - point select mode crash\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\n\nBlender crashes when entering into the Particule Edit mode\n\n- Delete all objects from the default scene\n- Create a plane\n- Add a particle system\n- Set end frame to 50\n- Bake the particle system\n- Switch to the Particle Edit mode\n- Select Point select mode\n\n- > Crash\n\n[blender.crash.txt](blender.crash.txt)\n\n\n",
"Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```",
"Crash on 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)",
"Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n"
] | [
"Geometry Nodes: Delete Geometry node crash when selection attribute field is empty\nOperating system: MacOS Big Sur 11.2.3\nGraphics card: AMD Radeon Pro 5500M 8 GB, Intel UHD Graphics 630 1536 MB\n\nBroken: 3.0.0 Alpha, 6b5bbd22d9f8, master, 2021-06-01\nWorked: N/A\n\nCrash occurs if a Delete Geometry node is used without typing an attribute in the selection field.\n\n1. Add a geometry nodes modifier to the default cube\n2. Insert a delete geometry node without typing anything in the selection field\n\n[Screen Recording 2021-06-02 at 4.54.58 pm.mov](Screen_Recording_2021-06-02_at_4.54.58_pm.mov)",
"Geometry Nodes: Delete Geometry Node crash with empty \"selection\" string\nOperating system: Linux-5.11.0-16-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: SVGA3D; build: RELEASE; LLVM; VMware, Inc. 3.3 (Core Profile) Mesa 21.0.1\n\nBroken: version: 3.0.0 Alpha\n\n[2021-06-02 15-47-49.mp4](2021-06-02_15-47-49.mp4)\n[b300_delete_geometry_test_001.blend](b300_delete_geometry_test_001.blend)\n[b300_delete_geometry_test_001.crash.txt](b300_delete_geometry_test_001.crash.txt)\n\nopen ttached file,, click and drag 'Delete Geemetry' to the connection line above\n\n"
] |
Most Import/Export formats do not appear in 'File > Import' or 'File > Export' menu when Filtering Add-ons in workspaces.
Operating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits
Graphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.9.22
Broken: version: 2.80 (sub 74)
Worked: (optional)
I for the longest time have had to use 2.79 to do ALL importing and exporting. Today I realized after trying to install a 3rd party import Export FBX add-on; that they were hidden because of my use of 'Filter Add-On's' in my workspaces.
This should take a pretty high priority; as I'm sure many people moving from 2.79 to 2.8 may experience the same thing unknowingly.
I set the 'Filter Add-On's' option months ago; and had never questioned it affecting anything until now.
Here are some screenshots to show the difference between 'Filter Add-On's' Checked or unchecked with the Import or Export menu's open:
![Screen Shot 2019-07-24 at 3.38.55 PM.png](Screen_Shot_2019-07-24_at_3.38.55_PM.png)
![Screen Shot 2019-07-24 at 3.39.10 PM.png](Screen_Shot_2019-07-24_at_3.39.10_PM.png)
![Screen Shot 2019-07-24 at 3.39.08 PM.png](Screen_Shot_2019-07-24_at_3.39.08_PM.png)
![Screen Shot 2019-07-24 at 3.38.59 PM.png](Screen_Shot_2019-07-24_at_3.38.59_PM.png) | [
"Implement Driver Workflow Changes\nFollowup task to #54653 to work on implementing the workflow changes proposed.\n(Note: This is currently a lower priority item than fixing bugs to get 2.8 into a usable state for Spring team. But, I'll be working on this when I get time). \n\nThere are the following sub-tasks:\n* ~~**Create operator for \"Open Drivers Editor\" functionality.**~~ c685c19df9\n * ~~Basic opening functionality~~\n * ~~Filtering support to get driven property under mouse at the time the \"active\" driver~~\n * Abstract out the \"Setup Drivers Editor\" and \"Show this channel\" functionality\n * Sub-editor mode for drivers in the mode selector\n\n* **Eyedropper support for clicking in 3D view and getting menu of common properties to drive, based on item under mouse.**\n * Basic object support\n * Investigate possibility of bone support too. (NOTE: Last time this was tried, it turned out being too complex to accomplish)\n * Restore cursor feedback when eyedropper is active (#55147)\n * Solve context/src button problems preventing eyedroppers from working in the popover\n\n* **Clean up drivers editor ui** - 57b47ebb28 (and followup commits)\n * ~~Add more space for expressions box~~\n * ~~Remove \"Show Debug Info\" checkbox - it's always needed~~\n * ~~Remove \"Update Dependencies\" button by making it redundant~~ - Should be ok now without out. It's still in the UI, but will be removed soon\n * Remove \"Use Self\"? Or rename?\n * Add optional display of useful hints about syntax for expressions and/or what can be used\n\n* **New persistent floating panel UI for editing driver settings**\n * ~~Basic layout~~ - 7e7680e33b - Use a modified version of the existing drivers editing panel, and make it a popover\n * ~~Floating panel~~ - 7a88a7742b - This makes the panel a popover. But, it doesn't stay open, or let you open the drivers editor\n * ~~Make floating panel stay open~~ - b11a1d5da2\n * ~~Get \"Open Drivers Editor\" button working in the popup (i.e probably missing button context info for source property)~~ - 1ff28c2650\n * ~~Get Copy/Paste dvar operator buttons working (currently always greyed out)~~ - 3e086af79c\n * ~~Fix issues where popover still goes away too easily sometimes~~ - Seems to be fixed with 17ee4836ab now. It may still happen, but it happens a whole lot less now.\n\n* **Reduce friction of adding new driver variables / setting up basic single-target drivers**\n * ~~Replace 'Add Drivers' Menu with Popover Panel ~~ - 4605e57b0f\n * Remove old (menu-based) operator\n * \"Mapping\" settings properties (see proposal)\n * ~~Make setting driver input-target easier~~ (i.e. no more need to change default expression first) - 9ab26bec27\n * Eyedropper for populating input variable settings (see above)",
"Mask Opacity keyframes not visible anywhere.\nUbuntu 14.04 64x\nnVidia GT620\n\nBroken: 2.78a\n\nKeyframes in LayerMask \"Opacity\" or \"Invert the mask B/W\" can be created. These keyframes exist in an existing Action (can be seen in Outliner - Actions and has datapath), but they don't appear in DopeSheet - DopeSheet nor DopeSheet - Mask. They can't be modified as the other keyframes. Nor changing its type (keyframe, interpolation, handle).\n\n- Open this file: [101-mask-keyframes.blend](101-mask-keyframes.blend)\n- Check the MaskLayer Opacity animation by going from 10 to 20 and back. Keyframes are visible only in the slider (as yellow slider).\n- The same with \"Invert the mask B/W\". Frame 30 and 40 have keyframes.\n\nEDIT: file uploaded.",
"\"Editor Type\" button, tooltip always states \"Shortcut : [shift]+[F1]\"\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics OpenGL Engine Intel Inc. 4.1 INTEL-18.8.4\n\nSimilar behaviour was also observed on Linux Ubuntu 22.04.\n\n\nBroken: version: 3.2.2\n\nin All Workspace types, when hovering over the \"Editor Type\" button it always states Shortcut : [Shift]+[F1]\n(regardless what the current Editor Type is).\n\nIn any workspace,\nHaving any Editor Type,\nHover (with the mouse) over the Top left button \"identifying itself as \"Editor Type\", the tooltip that appears, always contains the shortcut key reference Shift-F1, which in fact is (by default, after clean install) assigned to \"File Browser\" and/or \"Asset Browser\", a fact that is clearly shown when the \"Editor Type\" is pressed and the available Editor Types are presented in a dialog.\n",
"Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks",
"VSE strip can't be seen with frame all\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t\t`2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.90.0-ba2d1c889819-windows64` (BF Build Bot)\n\n\nChannel 32 can't been seen with Frame All\n\n\n| ![2.79.png](2.79.png) | ![2.90.png](2.90.png) |\n| -- | -- |\n\n\nHave at least 2.00 Display Scaling\n\n[Channel_32.blend](Channel_32.blend)",
"Collada: export when editing multiple objects does not pick up all changes\nOperating system: Linux\nGraphics card: Intel Integrated\n\nBroken: 3.0, 2.93\nWorked:\n\nWhen editing multiple meshes, if you export to Collada from edit mode, only the changes to the active object will be picked up; the other objects export as if they had not been edited.\n\n1. Create two cubes. Select them, go to edit mode, and change both of them. In my case, the cube on the right was the active object.\n```\n {F12749887}\n```\n2. Without exiting edit mode, export to .dae.\n3. Open a blank file and import the .dae. Observe that only the active cube was exported correctly.\n```\n{F12749891}",
"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",
"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)",
"OBJ: support importing loose points (point clouds) when mesh data is also present\nOBJ importer ignores pointclouds written by OBJ exporter in case if exported objects contain edges or faces.\n\nOBJ export of a Blender objects contain faces, loose edges and loose vertices (as pointclouds). Pointcloud/Loose vertices in OBJ format are written as vertices that are listed but unused in mesh data which is specific for OBJ file format, but makes OBJ importers ignore them which leads to imported data incompleteness.\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",
"File Browser and Preference Windows open at unusable position/scale.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.8\n\nOn a multi-monitor set up the File Browser and Preferences windows open up on the \"wrong\" monitor and insanely small. They require being resized *every single time* they are opened - does not remember last position or scaling.\n\nScreenshot of both monitors. The main monitor is a 4k and the secondary, on which I regularly run Blender, is a Cintiq 22HD (1080).\n\n![blender2-82_fileViewer.jpg](blender2-82_fileViewer.jpg)\n\n![blender2-82_preferences.jpg](blender2-82_preferences.jpg)\n\nOn a multi-monitor display, especially one with a 4k as main, open the File Browser and/or Preferences windows.\n\n",
"Problem with Panel class in layout and with translation texts\n**Targeting Project**\nGUI Development\n\nOperating system: \nLinux, Kernel: 4.15.0-20-generic x86_64 bits: 64 compiler: gcc v: 7.3.0 Desktop: Cinnamon 4.0.8 \nDistro: Linux Mint 19.1 Tessa base: Ubuntu 18.04 bionic \n\nGraphics card:\nDevice-1: Intel 4th Gen Core Processor Integrated Graphics vendor: Hewlett-Packard driver: i915 v: kernel \nDevice-2: NVIDIA GK208M [GeForce GT 740M] vendor: Hewlett-Packard driver: nouveau v: kernel bus ID: 01:00.0 \nDisplay: x11 server: X.Org 1.19.6 driver: modesetting,nouveau unloaded: fbdev,vesa \nresolution: 1920x1080~60Hz, 1920x1080~60Hz \nOpenGL: renderer: Mesa DRI Intel Haswell Mobile v: 4.5 Mesa 18.0.5 direct render: Yes \n\nBlender 2.80 (sub 75)\n\tbuild date: 2019-07-29\n\tbuild time: 17:17:04\n\tbuild commit date: 2019-07-29\n\tbuild commit time: 14:47\n\tbuild hash: f6cb5f54494e\n\tbuild platform: Linux\n\tbuild type: Release\n\nOn the 3D Viewport, the main screen of 'Layout', you see the drop down list of 'Object Types Visibility' where English texts are all visible and well spaced.\n\n![Screenshot from 2019-08-02 03-42-35.png](Screenshot_from_2019-08-02_03-42-35.png)\n\nWhen switched to the Vietnamese translation language, it looks like this:\n\n![Screenshot from 2019-08-02 03-34-25.png](Screenshot_from_2019-08-02_03-34-25.png)\n\nWhere 'heading' and item texts are BOTH obscured to the right, trailing with two dots ('..')\n\nThe code for this module is at:\n\n![Screenshot from 2019-08-02 03-35-21.png](Screenshot_from_2019-08-02_03-35-21.png)\n\nand the piece of text translation is this:\n\n![Screenshot from 2019-08-02 03-35-08.png](Screenshot_from_2019-08-02_03-35-08.png)\n\nPlease take this 'blender.mo' file of Vietnamese I translated and compiled locally: \n\n[blender.mo](blender.mo)\n\nand drop in to the location:\n\n2.80/datafiles/locale/vi/LC_MESSAGES\n\nof your binary before switching to Vietnamese, select to turn on translation only for 'Interface' and 'Tooltips' while testing (because I only turning on these options on my pc).\n\n**Questions**\n\nCan 'Panel's be able to calculate their size and extendable at run time to cater for the size of the 'Longest' string of text (based on the dpi of font chosen and configuration scale) and aligning themself away from the edge of the parent windows (so do not overlapped the underneath) as in this situation:\n\n![Screenshot from 2019-08-02 03-58-02.png](Screenshot_from_2019-08-02_03-58-02.png)\n\n- Run Blender\n- Drop the translation 'blender.mo' file into the directory mentioned\n- Edit (Biên Soạn) ->Preferences (Cấu Hình) -> Interface (Giao Diện) and click on Translation (Phiên Dịch). In the language combo box, select 'Vietnamese' (Tiếng Việt). Then click to turn on 'Tooltips' (Chú Thích Công Cụ) and 'Interface' (Giao Diện).\n- Click on drop down panels as shown in the images and notice their contents and layout.",
"\"Range\" filter option for spreadsheet row filters\nIn addition to the current \"Equal\" operation, spreadsheet row filters could have a \"Range\" operation, that filters out values above and below a min and max of the column's type.\n\n**For Investigation**\nThis mode could be the default, and when filling in the name of a row filter for the first time, the min and max values could be set to the largest and smallest values of the current data set. \nThis would mean that no rows would be filtered by default when adding the filter.\n- Potential difficulty: How to tell \"the first time\" apart? Or does that happen whenever changing the name / operation?",
"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",
"Improve import method selection for assets\nAs more parts of Blender use assets, and as more different kinds of asset libraries are introduced, the current import type (*Append (Reuse Data)*, *Append*, *Link*) option in the Asset Browser is becoming too limited. Problems:\n* The option is not available for the node add & search menus, which include assets now.\n* The essentials library that is being introduced (#103620) only allows appending, never linking. The option in the Asset Browser may still read *Link*, which is misleading.\n* The option is not stored per asset library.\n* Name *Import Type* is odd since it determines a behavior, not a type. Should at least be *Import Method*\n\n## Changes to be done\n\n*Checked the items that are done at least in a branch/PR, not necessarily in the main branch.*\n\nRequired changes:\n- [x] Introduce a *Default Import Method* for each asset library in the Preferences. *Append (Reuse Data)* by default. (ae84a2956e)\n- [x] Introduce a *Follow Preferences* option for the asset browser. (ae84a2956e) <img src=\"https://projects.blender.orgattachment\" width=\"400px\">\n- [x] Use this as default for new asset browsers and asset browsers set to *Append (Reuse Data)*. (ae84a2956e)\n- [ ] Draw some hint when dragging assets on what's going to happen.\n- [x] Rename option to *Import Method* (not *Import Type*). (972f58c482)\n\nUI improvements:\n- [x] Use a UI list for the Asset Library settings in the Preferences. Otherwise the UI will look ugly. **(done in #104710)** <img src=\"https://projects.blender.orgattachment\" width=\"400px\">\n- [x] Add *Import Options* popover in the Asset Browser header and move the *Import Method* option into it. Makes the option less prominent, and other options can be added (e.g. a collection instancing toggle). **(done in #104733)** <img src=\"https://projects.blender.orgattachment\" width=\"400px\">\n\n## Open Questions\n\n- How can *Reuse Data* be toggled for the essentials asset library?\n\n"
] | [
"Workspace \"Filter Add-ons\" filters out things like the .fbx exporter with no way to enable them.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\nIf you check the \"Filter Add-ons\" box in the Workspace properties, then many of the default exporters disappear from the File->Export menu for example.\n\nIt should not be filtering add-ons that don't show up in the Workspace properties list. I think either all the standard add-ons need to show up in the list the way Cycles does, or it needs to be smart enough to not-filter them."
] |
Workspace "Filter Add-ons" filters out things like the .fbx exporter with no way to enable them.
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25
Broken: version: 2.80 (sub 74)
Worked: (optional)
If you check the "Filter Add-ons" box in the Workspace properties, then many of the default exporters disappear from the File->Export menu for example.
It should not be filtering add-ons that don't show up in the Workspace properties list. I think either all the standard add-ons need to show up in the list the way Cycles does, or it needs to be smart enough to not-filter them. | [
"object display as wire , invisible when overlay is turned off \nwin 10\nintel i5\namd radeon \n\nblender 2.8 \n6b39dc7672eb\n\n\nNot sure if it's abug or intended behaviour \n\nWhen an object is set to wireframe ( object properties , viewport display ) , when overlays is turned off , the object is not shown ",
"Error \"Gizmos hidden in this view\" when trying to delete with measure tool and gizmos disabled\nOperating system: Windows 10 64 bit\n\nBroken: 2.83 release, 2.90 ec776f18ff70\nWorked: blender-2.82a-windows64\n\nIf the \"Measure\" tool is selected AND gizmos are turned off (\"Show Gizmo\", in the top right next to \"Overlays\"), trying to delete with the X Shortcut will result in the error \"Gizmos hidden in this view\".\nIf either\n* another tool is selected, or\n* gizmos are enabled\ndeleting works as expected.\n\n[delete_without_gizmo.blend](delete_without_gizmo.blend)\nOpen the file.\nHit the X key.\n\n",
"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",
"Disabling/enabling in viewport a sub collection doesn't make the instances of the collection disabled/enabled unless you save and re-open the file\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card: NVIDIA GeForce 920M (Laptop)\n\nBroken: v2.83.13 Beta, 2020-04-21\n\nIf you disable/enable in viewport a sub collection of Collection then the instances of the parent collection \"Collection\" is not disabled/enabled in viewport unless you save and re-open the file.\n\n**Wanted result**\nThe wanted result is exactly like when you save and re-open the file, because for example if you enable/disable the cube which is child of child of Collection, then the instance of cube is enable/disabled. And just like that, SubCollection is child of Collection and if it's enable/disabled then the instance should be enabled/disabled too.\n\n![SubCollection_ViewportEnableDisable_refresh_bug.jpg](SubCollection_ViewportEnableDisable_refresh_bug.jpg)\n[SubCollection_ViewportEnableDisable_refresh_bug.blend](SubCollection_ViewportEnableDisable_refresh_bug.blend)\n1. Open the provided file.\n2. Disable in viewport the collection named \"**SubCollection**\" to unreveal it in viewport. Now the two collection instances \"Instance of '**Collection**' (1) & (2)\" are not hidden.\n3. Save the file.\n4. Press Ctrl+N and click General.\n5. Reopen the same file. Now the two collection instances before are hidden, but before they were not hidden, it's a bug about refreshing.\n6. Enable in viewport the collection named \"**SubCollection**\" to reveal it in viewport. Now the two collection instances \"Instance of '**Collection**' (1) & (2)\" are not shown.\n7. Save the file.\n8. Press Ctrl+N and click General.\n9. Reopen the same file. Now the two collection instances before are shown, but before they were not shown, it's a bug about refreshing.\n\n**Steps for others to explain the logic of the viewport visibility of Collection and Collection Instance, this is not a bug, it's a useful feature that you should keep**\n- Don't forget to enable the \"SubCollection\" if you didn't do it yet, you've already save and re-open the file.\n- Disable in viewport the collection named \"**Collection**\" to unreveal it (not SubCollection). Now the two collection instances \"Instance of '**SubCollection**' (1) & (2)\" are not hidden. Now Enable back the \"Collection\", the enablement of the 2 collection instances \"Instance of 'SubCollection' (1) & (2)\" don't depend on the viewport enablement of the collection named \"Collection\".\n\n**Description of the last steps**\nIt's very useful when you build a model in a .blend file at the origin (0, 0, 0), and its collection name is \"_MODEL_\", and you want to place a collection instance of it at other location (not origin), and you want to disable the model at the origin by disabling the parent collection of the collection named \"_MODEL_\", and you want to keep enabled (visible) the collection instances.\n![Monkey.jpg](Monkey.jpg)\n\n**People will adapt the non-logic bug but they will see weird things**\nThis is a big problem because if people don't know the bug then they think that it's the logic of viewport enablement of collection instances, and all their projects depend on that, but once they save and close and then re-open the file, they will see weird things.",
"Make the “redo” panel also appear in the tool settings tab\nWe should make the 'redo' panel also appear in the Tool Settings tab in Properties:\n\n![image.png](image.png)",
"Can't uninstall completely and clean\nwindows 7 SP1 64 bit\n\nBroken: 2.75a c27589e\n\nCan't uninstall completely when used \"Uninstall blender\" from Start menu, and need to manually delete\n\n\nthe old version (with .exe packed ) has an option that let's you select \"leave user setting\" or \"remove all things\" when you uninstall, but the new version (with .msi packed) no this option for uninstall, and will leave some files on your computer, by the way, it's have't choice for your install, e.g. create a desktop shortcut, use blender for .blend flies, and create start menu, all blender default at install, and I can't custom setting for this, although this no affect for our used, but i'm a little OCD :D\n\nsorry for my bad English :)\n",
"Disabling Collections in the Outliner filters overlaps the Mode Column icons with the expansion arrows\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIf you disable the \"Collections\" filter in the Outliner, the space of the Mode Column disappears even if the \"Show Mode Column\" filter is enabled, and the icons of the Edit Mode Column overlap with the object expansion arrows.\n\nAdd any mesh object, disable the Collections filter in the Outliner, enter edit mode.\n![buggo.png](buggo.png)",
"unable to use the workspace tabs or menus if rendering onto a second monitor\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\nunable to use the workspace tabs or menus if rendering onto a second monitor\n\nSee video below. I reported it previously but it got merged with T71334 which was recently closed. @brecht fixed it the other day, but this bug still remains so just raising a new bug with better info. \n\n[2020-05-02 22-21-54.mp4](2020-05-02_22-21-54.mp4)\n\n\nSet resolutions:\n- Primary monitor 4K, 150% scaling\n- Secondary monitor 1920 x 1080 100% scaling\n\n- Have Blender main window on primary monitor and render on secondary monitor.\n- Render image\nTry to switch workspace - it doesn't work\n\n",
"Creating a new image texture in shader editor does not appear among the texture slots\nWindows 10 Pro 64bit, AMD Ryzen 5 2600, 16Gb RAM\nNVidia GTX 1060 6Gb\n\nWindows 10 Pro 64bit, AMD Ryzen 5 1600, 8Gb RAM\nNVidia GTX 1050Ti 4 Gb\n\nBlender 2.8 Beta 91a155833e59\n\nIf you are texture painting in one window and you modify the shader by adding/removing an image texture to it in another, it won't appear/disappear from the texture slot list until you change to edit mode (or anything else) and back. Another issue is that this way you can paint onto an image texture that is no more connected to the shader and it doesn't disappear even if you do the \"edit mode and back\" (TAB x2) trick.\n\nSteps: Add an image texture to the shader in the attached file, connect to the roughness for example, create a new texture for. It won't be in the texture slots list. Now TAB x2 in the 3D view, slot appears. Paint on it, delete the node from the shader. It is still in the list. TAB x2. It is no more in the list, but the 3D view still shows the texture.\n\n[test1.zip](test1.zip)",
"Mask Opacity keyframes not visible anywhere.\nUbuntu 14.04 64x\nnVidia GT620\n\nBroken: 2.78a\n\nKeyframes in LayerMask \"Opacity\" or \"Invert the mask B/W\" can be created. These keyframes exist in an existing Action (can be seen in Outliner - Actions and has datapath), but they don't appear in DopeSheet - DopeSheet nor DopeSheet - Mask. They can't be modified as the other keyframes. Nor changing its type (keyframe, interpolation, handle).\n\n- Open this file: [101-mask-keyframes.blend](101-mask-keyframes.blend)\n- Check the MaskLayer Opacity animation by going from 10 to 20 and back. Keyframes are visible only in the slider (as yellow slider).\n- The same with \"Invert the mask B/W\". Frame 30 and 40 have keyframes.\n\nEDIT: file uploaded.",
"Remove BKE_layer_collection_resync_forbid and BKE_layer_collection_resync_allow\nThese can be removed after each area has been checked and optimized to use the new structure (synced_ensure)\n\nRecently ceb0e7fcea was done and added a use for resync_forbid. This makes this ticket perhaps irrelevant?",
"Don't show catalog path when dragging assets over root level catalogs\nWe show the name, and the full path of a catalog in parentheses, when dragging assets over it. For root level items this will just result in showing the catalog name twice. This is confusing and should be avoided.\n\n![image.png](image.png)",
"Color space seems wrong while painting in image editor.\nIn the image editor add a new image and with default settings just do a red line paint over a green line paint.\nDark zone appear in the falloff between red and green. it should not be there and should stay clear, not dark. \nI don't know why, but it looks like a color space issue. \n\ndark falloff not ok in blender:\n![Capture dark fallof.PNG](Capture_dark_fallof.PNG)\n\nclear falloff ok in gimp:\n![Capture fallof ok.PNG](Capture_fallof_ok.PNG)\n\nblender 2.8\nWindows 7 \n\n\n",
"\"Make Default\" option not registering file explorer Thumbnails on Microsoft Store Blender\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.63\n\nBroken: version: 3.5.1\n\nWhen installing Blender 3.5 from the official Microsoft Store, attempting to \"Make Default\" installation to get Thumbnails to show on file explorer does not work, even after restarting the OS and refreshing file explorer.\n\n\n1. Download Blender 3.5 from the Microsoft Store\n2. Load Blender > Settings > System > \"Make Default\"\n3. Open any .blend with a camera and save it\n3. Open Windows File Explorer > go to the .blend path > Right Click > View > Large Icons\nOR press Ctrl + Shift + 1\n4. Click F5 to Refresh directory view\n\n",
"Improve unclear/broken File Browser User Preferences\nThe current File Browser settings are a mess and/or don't work.\n\n# Problems\n\n## 1) \"Show Hidden\" space parameter conflicts with user preference\nWhether to show hidden files is determined by a per-space flag, which is automatically saved (see `PARAMS_FLAGS_REMEMBERED`). But this flag also tries to get initialized with the userpref flag `USER_HIDE_DOT`.\nThe former **overrides** the latter, meaning the option does nothing when using temporary windows (which is factory default).\n\n## 2) Hidden Data-Blocks is confusing (and broken)\nFor those who don't know, this is a feature which hides dot-prefixed data-blocks not only from file browser, but also when searching in any ID selector.\nHowever, for the file browser, it's (confusingly) not tied to this user preference, but to the \"Show Hidden\" flag of the editor (the tooltip of which does not mention data-blocks at all)!\nAdditionally, this feature does not work in the file browser on Windows due to an `#ifndef WIN32`.\n\n## 3) Unnecessary \"Filter Files\" user preference\nSince the file browser already has the capability to remember its settings (see point 1), it seems reasonable to remove the explicit user preference and use `PARAMS_FLAGS_REMEMBERED`.\n\n## 4) \"Show Recent/System Locations\" are hard to discover\nOther editors (e.g. status bar sections, or Navigation Bar of the preferences editor) allow configuring directly in the editor, either via right click or in the editor's header.\nThese two file browser settings are only found in the preferences.\n\n---\n\n# Proposed Solutions\n\n## 1+2) Cut \"Show Hidden Files/Data-Blocks\" preference in half\n[D14650](D14650)\n- Rename the preference to \"Show Hidden Data-Blocks\" and put it into e.g. the Editing user preferences section.\n - Moving this setting makes it clear it doesn't only affect file browser, but also ID selectors.\n- Consequently, this user preference will no longer affect the \"Show Hidden\" flag of file browsers (this is already handled via `PARAMS_FLAGS_REMEMBERED` anyway).\n- For file browser, show dot-prefixed data-blocks if either this user preference is set *or* the file browser show hidden flag is set.\n - Update the tooltip of the file browser flag, to clarify that data-blocks can also be hidden.\n- Fix hidden data-blocks for file browser not working on Windows.\n\n## 3) Remember \"Filter Files\" automatically\n[D14650](D14650) (can be split into another commit, since it doesn't strictly belong to this patch)\n- Remove \"Filter Files\" user preference and corresponding userpref UI flag `USER_FILTERFILEEXTS`.\n- Instead remember the flag via `PARAMS_FLAGS_REMEMBERED`, making this completely transparent to the user.\n\n## 4) Add \"Show Recent/System Locations\" to file browser\n[D14649](D14649)\n- Include in either the right click menu, or the header menu, options to toggle these two user preferences.\n - It might be worth storing them as per-editor parameters at this point, though I personally don't see much of a desire to have these differ per editor."
] | [
"Most Import/Export formats do not appear in 'File > Import' or 'File > Export' menu when Filtering Add-ons in workspaces. \nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.9.22\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\n\nI for the longest time have had to use 2.79 to do ALL importing and exporting. Today I realized after trying to install a 3rd party import Export FBX add-on; that they were hidden because of my use of 'Filter Add-On's' in my workspaces. \n\nThis should take a pretty high priority; as I'm sure many people moving from 2.79 to 2.8 may experience the same thing unknowingly. \nI set the 'Filter Add-On's' option months ago; and had never questioned it affecting anything until now. \n\nHere are some screenshots to show the difference between 'Filter Add-On's' Checked or unchecked with the Import or Export menu's open:\n\n![Screen Shot 2019-07-24 at 3.38.55 PM.png](Screen_Shot_2019-07-24_at_3.38.55_PM.png)\n\n![Screen Shot 2019-07-24 at 3.39.10 PM.png](Screen_Shot_2019-07-24_at_3.39.10_PM.png)\n\n![Screen Shot 2019-07-24 at 3.39.08 PM.png](Screen_Shot_2019-07-24_at_3.39.08_PM.png)\n\n![Screen Shot 2019-07-24 at 3.38.59 PM.png](Screen_Shot_2019-07-24_at_3.38.59_PM.png)"
] |
Edit mode in wireframe become strange when you disable Overlays.
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14
Broken: version:
- 2.92.0
- 2.91.0
- 2.90.1
- 2.83.x
- 2.82a
Worked: 2.81a
I don't know how to explain it, it seems to have a problem in display, 2.80 looks very good.
2.80:
![2.80.png](2.80.png)
2.91:
![2.91.png](2.91.png)
| [
"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",
"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",
"Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n![paint_through_ui.png](paint_through_ui.png)",
"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.",
"Wrong SubSurf modifier results with inconsistent normals\nOperating system: Windows 10 Enterprise Version 1803\nGraphics card: 2 x GTX1080 ti\n\nBroken:\nblender2.8, 2018-12-05\n\nFrom latest builds subsurf modifier make a wrong subdivision of geometry as displayed in the attached files.\nBefore 18/20 November the behaviour of subsurf modifier was ok.\nI am sure because I did an animation on that date and the subdivided vase was ok.\n\nBest regards,\n\nUmberto\n\n![279.jpg](279.jpg)\n\n![280.jpg](280.jpg)\n\n[ceramic.blend](ceramic.blend)",
"Grease Pencil: Visual glitches in viewport when using guides \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.82a\n\n\nWhen using one of the guides that enable the drawing of straight lines, visual glitches in the viewport appear.\n\n\n - Open Blender with the 2D Animation template\n - Enable Guides\n - Use \"Parallel\" guides\n - Start drawing a horizontal line -> move the cursor perpendicular to the tip of the stroke (up or down; not too fast)\n\n![Screenshot from 2020-12-16 10-58-40.png](Screenshot_from_2020-12-16_10-58-40.png)\n\n![Screenshot from 2020-12-16 10-58-44.png](Screenshot_from_2020-12-16_10-58-44.png)\n\n",
"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",
"UV map inconsistency after bevel modifier\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nMesh position in edit mode affects how bevel processes UV map\n\nIn attached file translate selected part of mesh along world Z axis -> UV is changing position\n[bevel_uv_issue.blend](bevel_uv_issue.blend)",
"Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file.",
"Value of Quad Corner Type changes automatically in the Subdivide operator.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.93.0 Alpha\n\nValue of `Quad Corner Type` changes automatically in the Subdivide operator.\n\n\n1) Open Default Scene.\n2) Go to Edit Mode, right click and select Subdivide.\n3) Uncheck the Create N-gons box.\nQuad Corner type is automatically set to `Inner Vert` from `Straight Cut`.\n\n(But we can still select `Straight Cut`, not like its disabled) so this doesn't look like consistent behavior?\n\n",
"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",
"Annotations is rendering in off Overlays\nOperating system: Linux-5.11.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\n\nWhen I toggle off Overlays and make Viewport Render, Annotations are stored in render result.\n\n\n\n - Draw Annotations \n - toggle off Overlays \n - click Viewport Render\n\n\n[Screencast-2022-01-11_20.56.29.mp4](Screencast-2022-01-11_20.56.29.mp4)\n",
"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",
"After updating the video card drivers to 20.11.2, interface artifacts appeared.\n{[F9329300](Снимок_экрана_2020-11-19_212921.png)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.83.9\n\nMultiple artifacts can appear [see merged reports and see below]\n\n\n| ![bbug_3.png](bbug_3.png) |![unknown.png](unknown.png)|![image.png](https://archive.blender.org/developer/F9526216/image.png)|\n| -- | -- | -- |\n\nAfter updating the video card drivers to 20.11.2, interface artifacts appeared\nPossible workaround: downgrade GPU driver\n\nWe had more user state that enabling Render Properties > Performance > High Quality Normals avoids the drawing issues with Eevee.",
"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)"
] | [
"Wireframes aren't displayed in Edit Mode when Overlays are off. \nBroken: 2.82a, 2.83, 2.90 alpha\nWorked: 2.81a\n\nWireframes aren't displayed in Edit Mode if Overlays are turned off, but they're only shown in object mode, or if there's a modifier with \"display in edit mode\" option. \n\nOpen default file.\nChange to wireframe mode.\nturn off overlays.\nchange to edit mode. Wireframe won't be shown.\n",
"Wireframe slider is faded in wireframe shading mode when overlays are off\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nWireframe shading mode, the wireframe slider in the overlays panel is faded if overlays are turned off, though changing it's value changes the way that wireframes are drawn.\n\nnew file.\nSelect the cube and press ctrl+3 to add subdivisions (this is just to see the bug, not a required step for the bug to happen).\nApply the subdivisions modifier.\nChange the viewport shading to Wireframe.\nturn of the overlays\nopen the overlays panel, the wireframe slider will be faded, slide it to 0 and you will see the way wireframes are drawn change. The slider should only be faded in other shading modes, not wireframe mode."
] |
Texture node mapping properties do not trigger update
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79
Broken: version: 3.1.0
Worked: 3.0 release
All texture node mapping properties `Sidebar > Texture Mapping` do not trigger update.
- Open attached blend file.
- Change mapping properties of texture node in sidebar.
- In 3.1 node tree update is not triggered.
- In 3.0 works as expected.
[texture_trigger_update.blend](texture_trigger_update.blend) | [
"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)",
"Node group assets in add menu do not work with quick favorites\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nNode groups assets in the add menu was introduced in 3.4.\n\nRight click on node group assets in the add menu brings up `Add to Quick Favorites` operator but they don't work with quick favorites.\n\nIf you register a submenu it just shows an empty box in quick favorites. If it's a node group asset, it does not add the asset.\n\nAlso all of the group assets and menus try to use the same quick favorite slot.\n\n- In Geometry Nodes editor's add menu, right click on Hair menu or the assets under it\n- Add to Quick Favorites\n- Bring up Quick Favorites, and try to use the item just registered\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 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)",
"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.",
"Skipping node auto-attachment doesn't work with custom keymap\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nBy default holding `ALT` while dragging a node disables auto-attachment. However, this doesn't work when using a custom keymap that has been imported from previous version. The prompt doesn't show which key to hold, and holding `ALT` just makes the prompt flicker like crazy, but doesn't disable auto-attachment.\n\n![prompt.jpg](prompt.jpg)\n\n\n**Steps to reproduce the bug**\n\n - Switch to a keymap that has been created with an earlier Blender version\n - Move a node in any node editor\n - Hold `ALT`\n\n\n\n",
"Geometry Node: Changing modifier input values with python no cause update\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nChanging modifier input values with python no cause update.\nBy code:\n\n```\nbpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_1\"][0] = 13.8\n```\n\nValue in modifier property was changed. User interface no updated before modifiers panel are not redrawn. Result of modifier didn't updated.\n\n![image.png](image.png)\n\n- Open attached file\n- Run the code `bpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_7\"] = 1.0` in the python console\nThe modifier UI may change, but the Viewport does not.\n[geom_node_py_bug.blend](geom_node_py_bug.blend)\n\n",
"Drivers 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)",
"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)",
"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",
"Adjusting spotlight blend using gizmo does not register undo\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThe gizmo control is introduced in 3c8c0f1094.\n\nAdjusting spotlight blend using gizmo does not register undo\n\n[SpotlightBlendGizmoBrokenUndo.mp4](SpotlightBlendGizmoBrokenUndo.mp4)\n",
"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)",
"Method `Node.free` is not called for custom trees when custom tree is removed\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471\n\nBroken: version: 3.5.0 Alpha\n\nIt looks like a bug that bpy.types.Node.html#bpy.types.Node.free method is not called when a tree is removed.\n\n[untitled1.blend](untitled1.blend)\n1. Open the file\n2. Run the script\n3. Read console output\n\n",
"EEVEE: Slow Shader compilation when editing Vector Transform Node values\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.0, 3.6\nWorked: \n\n**Short Description**\nThe Vector Transform Node output doesn't update when changing input value used for unconnected socket. \nIt updates normally if a Combine XYZ is used instead. It also updates normally in Cycles Renderer.\n\n**Steps to Reproduce**\n- Open .blend file\n- Change `vector` socket value with mouse-drag (shaders are compiling until mouse is steady/released)\n- Now Connect `combine XYZ` to `vector transform node`\n- Edit socket values of `Combine XYZ` node\n![image.png](image.png)\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)"
] | [
"No updates when changing the texture mapping of texture nodes\nChanging the texture mapping of a texture node will not rerender or update the scene, either on Cycles or the viewport.\nThis used to work on 3.0, but stopped working in 3.1.\n\n**Original Report**\n\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.2.0 Alpha\n\nName: Sun Position (3, 1, 2)\nAuthor: Michael Martin\n\n[Rotation of the HDRI is not updating with the rotation given under the Sun Position drop down in world properties. It does change to the new position if you mess around with other settings, prompting it to update]\n\n[HDRI in an environment texture. Sync sun to texture.]\n\n",
"Regression: Texture Mapping properties of texture nodes are not updated in 3D Viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R7 Graphics ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0\nWorked: 3.0.1\nCaused by 7e712b2d6a\n\nTexture Mapping of texture nodes are not updated in 3D Viewport.\nGIF:\n![1.gif](1.gif)\n\n3.0 works fine:\nGIF:\n![2.gif](2.gif)\n\n\n1.Open the file.\n2.Select the Checker Texture Node.\n3.Change the Texture Mapping values ( **N-panel** ).\n\n[texture mapping bug.blend](texture_mapping_bug.blend)\n\n"
] |
Freezing when opened, Metal shader compilation error
Operating system: macOS Catalina 10.15.7
Graphics card: Intel Iris Plus Graphics 1536 MB
Broken: 3.5.0, 1be25cfff1, master, 2023-3-21
Worked: 3.4.1, ef9ca44dee, master, 2023-2-15
Blender immediately freezes when opened. Splash screen and viewport show up normally, but take multiple seconds to respond to any user input, constant pinwheel cursors. Terminal outputs this error message every few seconds:
Blender[28537:2087653] Failed to create PSO for shader: workbench_smaa_stage_1 error Error Domain=CompilerError Code=1 "Compiler encountered an internal error" UserInfo={NSLocalizedDescription=Compiler encountered an internal error}
Based on the default startup or an attached .blend file (as simple as possible).
Open Blender 3.5.0
| [
"Blender will not use new GPU for rendering or recognize it for OpenCL or\nOperating system: Windows 10, all up to date\nGraphics card: msi 4070ti (brand new)\n\nBroken: 2.93.18 as well as the most recent 3.5 on the splash screen, tried most of the in-between builds on clean reinstalls but same issue on all of them.\nWorked: no version\n\n**Error**\nAfter getting a new 4070ti, blender started crashing every 5-10mins or so while moving around a simple scene in the viewport set to material shaders mode, not render mode. The scene consisted of a couple of primitives with very simplistic wood, glass, and metal shaders. When I tried rendering as is it also crashes immediately upon rendering no matter what I use. GPU wasn't greyed out in render settings initially (though it now is), but only showed in preferences under CUDA, and wasn't recognized in OptiX or OpenCL (in newer blender models it also wasn't recognized by anything but CUDA). \n\n1. tried to render a simple scene with render settings set to new gpu\n2. render crashes immediately\n3. move around in viewport on material mode, barely move and blender crashes\n4. check Blender preferences <system <cycles rendering devices: gpu is visible in CUDA but not in any other options (originally was working on 2.93 where I wanted to use OpenCL, I know this isn't in the newer versions with OptiX/all non-CUDA options). Try unchecking CPU hoping to force blender to actually use the GPU and have tax manager up to see if gpu is even being used\n5. blender crashes without rendering, no sign of gpu being used on task manager but CPU usage spikes to 100%\n\n**What I've tried so far that might be helpful**\n\n- tried clean reinstalling different versions of blender, both newer/experimental and older/more stable builds\n- made sure I reset BIOS in case this is a new component/migration error\n- made sure the settings for blender in NVIDIA control panel were all compatible or high performance \n- made sure NVIDIA drivers are all studio version and up to date\n- made sure blender cache folder didn't have any kernel errors\n- installed any updates to windows, this did make the gpu visible in OptiX but unfortuantely the same issue persists even with OptiX on any version where blender just won't use it and uses only cpu (despite being unchecked)\n- double checking how much memory I have on my new gpu vs the old one - yup it does\n- benchmarked my gpu using port royal and making sure I could render a project in Premiere. GPU did fine on the benchmark test and was able to render a 20min video fine. Only blender seems to be the problem\n- noticed today in stackexchange there are a lot more reports with others having the same issue, even with equivalent AMD gpus, and all comments said this seems to be a bug\n\n",
"Blender freezes when using Texture paint or Weight Paint\nOperating system: Windows 10 Insider build19592\nGraphics card: GTX 1660Ti Max Q 6GB\nProcessor: i7-9750H\nRAM: 32GB DDR4-2666Mhz\n\nBroken: version: 2.83 (sub 11)\nWorked: Never (2.79, 2.8+)\n\nBlender freezes or stops responding when using Texture Paint or Weight Paint. Tried game ready and Studio drivers, still the same issue.\nMoreover, RAM consumption spikes up to more than 20GB. This happens when the brush size is increased and starts painting. \n\nAssigned GPU in Preferences>System>CUDA, but the GPU is been barely used.\n\n[Blender.rar](Blender.rar)",
"Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n",
"Blender 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",
"Shader not working on Mac blender 3.5 - works in Windows\nOperating system: macOS-13.3-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0\n\nI have been trying to install the Weight Paint Tools paid addon weight_paint_tools?layout=profile&recommended_by=library\n\nThis worked fine for years, up till 3.5, now it crashes upon activation. The developer has attempted to update it for metal, but it still wont work. He's sent me a simplified script that he says should work without errors.. but still errors out. See attached blend file.\n\nRun the script\n\n\nRun the script\n\n",
"3d viewport High memory usage--MacOS intel--\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.5.0 Alpha\n\nhigh memory usage of the factory settings startup file.\n\n- Open latest macos blender build 3.5 for MacOS 13.2 Intel\n- Perform selection operation (box select, click select, etc.)\n[Screen Recording 2023-02-07 at 2.27.06 amsmall.mp4](Screen_Recording_2023-02-07_at_2.27.06_amsmall.mp4)\n![System.jpg](System.jpg)\n\n![Screenshot 2023-02-07 at 2.33.10 am.jpg](Screenshot_2023-02-07_at_2.33.10_am.jpg)",
"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",
"Rendering errors with instanced volumes in cycles geometry nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0 Alpha\n\nRendering errors (and extremely slow rendering) occur in Cycles when instancing volumes using geometry nodes \n\nUsing the attached .blend, start rendering (either viewport or F12)\nFrom a startup file, add geometry nodes modifier to the cube, add \"instance on points\" node and \"volume cube\" node, attach input geometry to \"instance on points\"/points and attach Volume cube \"volume\" output to \"instance on points\"/instance.\n\n**More information**\nThis bug was re-creatable on a separate computer (vastly different specs), and does not seem to be localized to just this machine\nThe bug is achievable on both CPU and GPU compute, with both CUDA and OptiX for GPU, I was not able to test with HIP\n\n[volume-instance-bug.blend](volume-instance-bug.blend)\n",
"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",
"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",
"CMD terminal stays open after opening blender\nOperating system: Windows-10-10.0.25247-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\n\nI'm not sure why it';s happening but it's not happening for 3.3 version\n![image.png](image.png)\n\n\n",
"Eternal compilation of Eevee shaders\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.0.0 Beta\n\nIn layout, clicking shading workspace ta brings spinning when of death.\n\n- Open attached file\n- click in the Shading workspace\n[tudor-bedroom 2.blend](tudor-bedroom_2.blend) \n\n",
"GP Fill Tool not working on Mac with Metal GPU Backend\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.12.7\n\nBroken: version: 3.5.1\n\nWhen my GPU Backend is set to Metal, the Fill Tool in Grease Pencil is not working. It either doesn't fill, or fills randomly (and yes, my shapes are closed). If I switch my GPU Backend to OpenGL, the Fill Tool works as expected (although I have to click twice)\n\n<video src=\"attachment\" title=\"IMG_8032.MOV\" controls height=\"360\"></video>\n\nWith the Metal Backend turned on in Preferences...\n1. I open a new 2D Animation file.\n2. I select Ink Pen as my brush type.\n3. I draw some simple shapes.\n4. I switch to the Fills layer.\n5. I switch to the Fill Tool.\n6. I switch to a fill material.\n7. I click inside the drawn shapes.\n8. Some shapes fill and some shapes don't.\n\nIn this file there is a case where the Fill tool works with OpenGL but not with Metal: [fill_metal_bug.blend](attachment)",
"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",
"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"
] | [
"Unable to start Blender 3.5 on MacOS 10.15\nOperating system: MacOS 10.15.7 \nGraphics card: Intel(R) UHD Graphics 630 (Mac Mini 2018)\n\nBroken: 3.5\nWorked: 3.4.1\n\n\nAfter I launch Blender the window appears, but Blender is totally unresponsive and slow and I have to force quit it.\nThe issue happens before importing any previous settings, addons etc., i.e. with the application in a \"blank slate\" sate.\n\nLaunch Blender.\n\n**Further Info**\nwhen launched from terminal I can see this error:\n\n`2023-04-13 15:10:19.017 Blender[4225:172568] Failed to create PSO for shader: workbench_smaa_stage_1 error Error Domain=CompilerError Code=1 \"Compiler encountered an internal error\" UserInfo={NSLocalizedDescription=Compiler encountered an internal error}`\n\n",
"Blender 3.5.1 does not run / is completely locked on macOS Catalina 10.15.7\nOperating system: Mac OSX Catalina, 10.15.7\nGraphics card: Intel Iris Plus\n\nBroken: (3.5.0, 3.5.1)\nWorked: (3.4.1)\n\nISSUE\nWhen trying to start Blender 3.5.1 on 2 machines using Catalina 10.15.7 Blender starts up but then enters some infinite loop, showing the rainbow wheel of terror. One of the machines previously had Blender 3.3 installed. The other one never had any Blender version installed, so was completely fresh when it comes to Blender.\n\nRunning it from the terminal gives the following output:\n\nDevice with name Intel(R) Iris(TM) Plus Graphics supports metal minimum requirements\nMETAL API - DETECTED GPU: Intel(R) Iris(TM) Plus Graphics\n2023-06-09 22:51:20.658 Blender[5294:326833] Failed to create PSO for shader: workbench_smaa_stage_1 error Error Domain=CompilerError Code=1 \"Compiler encountered an internal error\" UserInfo={NSLocalizedDescription=Compiler encountered an internal error}\n2023-06-09 22:51:51.035 Blender[5294:326833] Failed to create PSO for shader: workbench_smaa_stage_1 error Error Domain=CompilerError Code=1 \"Compiler encountered an internal error\" UserInfo={NSLocalizedDescription=Compiler encountered an internal error}\n2023-06-09 22:52:21.279 Blender[5294:326833] Failed to create PSO for shader: workbench_smaa_stage_1 error Error Domain=CompilerError Code=1 \"Compiler encountered an internal error\" UserInfo={NSLocalizedDescription=Compiler encountered an internal error}\n2023-06-09 22:52:51.629 Blender[5294:326833] Failed to create PSO for shader: workbench_smaa_stage_1 error Error Domain=CompilerError Code=1 \"Compiler encountered an internal error\" UserInfo={NSLocalizedDescription=Compiler encountered an internal error}\n2023-06-09 22:53:21.850 Blender[5294:326833] Failed to create PSO for shader: workbench_smaa_stage_1 error Error Domain=CompilerError Code=1 \"Compiler encountered an internal error\" UserInfo={NSLocalizedDescription=Compiler encountered an internal error}\n2023-06-09 22:53:52.082 Blender[5294:326833] Failed to create PSO for shader: workbench_smaa_stage_1 error Error Domain=CompilerError Code=1 \"Compiler encountered an internal error\" UserInfo={NSLocalizedDescription=Compiler encountered an internal error}\n2023-06-09 22:54:22.308 Blender[5294:326833] Failed to create PSO for shader: workbench_smaa_stage_1 error Error Domain=CompilerError Code=1 \"Compiler encountered an internal error\" UserInfo={NSLocalizedDescription=Compiler encountered an internal error} **\n\nSTEPS TO REPEAT THE ISSUE\nDownload Blender 3.5.0 or 3.5.1 from the Blender webpage and run it on a machine with OS X Catalina 10.15.7. That's all. No file needed to reproduce the error.\n\n"
] |
VSE - crash to desktop with activating Preview as Backdrop
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48
Broken: version: 2.91.0 Alpha
Activating Preview as Backdrop in the Sequencer view type will crash Blender to desktop.
Open Blender
Switch to Sequencer workspace.
Add a strip (not required, but was a test if it crashes with a strip type too)
In the View menu tick Preview as Backdrop.
Crash.
[2020-08-23 18-43-22.mp4](2020-08-23_18-43-22.mp4)
| [
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n",
"Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405",
"Blender crashes 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",
"rendering crashed\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Blender 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)",
" EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"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 with EXCEPTION_ACCESS_VIOLATION when executing the sequencer.duplicate_move operation while in background\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0\nWorked: *unknown*\n\n\nWhen running the operator: `bpy.ops.sequencer.duplicate_move` while Blender is backgrounded with the `--background` command line argument the process crashes.\nSee more details in in `bug-report.zip/README.md` and `bug-report.zip/render-frames.crash.txt`\n\nA snippet of the python code triggering this crash is here (the entire source can be seen in the attached .zip):\n```\n override = bpy.context.copy()\n override[\"workspace\"] = bpy.data.workspaces[\"Scripting\"]\n override[\"screen\"] = bpy.data.screens[\"Scripting\"]\n override[\"area\"] = editor\n override[\"region\"] = editor.regions[-1]\n strip_len = len(strip.elements)\n retry = 5\n while(not bpy.ops.sequencer.duplicate_move.poll(override)):\n retry -= 1\n if retry < 0:\n print(\"Couldn't duplicate for pingpong ... quiting\")\n return False\n bpy.ops.sequencer.duplicate_move(\n override,\n SEQUENCER_OT_duplicate={},\n TRANSFORM_OT_seq_slide={\n \"value\": (strip_len, 0),\n \"snap\": False,\n \"snap_target\": 'CLOSEST',\n \"snap_point\": (0, 0, 0),\n \"snap_align\": False,\n \"snap_normal\": (0, 0, 0),\n \"release_confirm\": False,\n \"use_accurate\": False\n }\n )\n```\n\nDownload bug-report.zip and extract it. Follow detailed steps in README.md.\nIn summary:\n\n- Notice the happy case when running the following command a test movie of 6 frames is rendered to the output directory set in `render-frames.blend` by default this is in `/tmp/`. Blender is left in the forground because `--background` was not supplied\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --python-text render-frames\n```\n\n- The crash occurs when supplying the `--background` flag in addition to the above\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --background --python-text render-frames\n```\n[bug-report.zip](bug-report.zip)",
"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",
"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 ",
"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 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.",
"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```",
"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)",
"Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n"
] | [
"Crash on Preview as Backdrop in Video Sequencer\nOperating system: Linux-5.7.16-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.0 Beta\nWorked: Not sure\n\nBlender crashes when you select Preview as Backdrop in Video Sequencer, regardless of content\n\nOpen Video Sequencer, click on View->Preview as Backdrop. Blender crashes.\n\n"
] |
Crash on Preview as Backdrop in Video Sequencer
Operating system: Linux-5.7.16-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits
Graphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66
Broken: version: 2.90.0 Beta
Worked: Not sure
Blender crashes when you select Preview as Backdrop in Video Sequencer, regardless of content
Open Video Sequencer, click on View->Preview as Backdrop. Blender crashes.
| [
"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",
"Rigidbody crash undoing while animation plays (which was started at frame 1 or below)\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[animation_john2.blend](animation_john2.blend)\n\nOperating system: Windows 10\nGraphics card: Nvidia 2070 Super\n\nWorked: -\n\nBlender crashes when object is rotated to a steep vertical angle and animation player is run.\n\nFor animation_john2.blend\n- Play Animation\n- Select a bone (could be any other operator as well I think)\n- Undo (this will also jump back to frame 0 -- where we started -- which is the important part, starting animation at frame 2 or higher does not result in the crash)\n- Redo\n\nRepeat until crash. Occurs between 2-5 repeats.\n\nAlso occurs at other similar high angles.",
"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",
"Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n",
"Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n",
"4090 has problem with texture in render preview\nOperating system: Windows 11\nGraphics card: Nvidia Geforce 4090\n\nBroken: (3.4 and 3.5.1)\nWorked: none.\n\n**Short description of error** \nThis only started recently, has been fine up till today. My preferences are set to use both the CPU (AMD Threadripper 32) and the GPU (geforce 4090) in OptiX (or CUDA, doesnt seem to matter). Once the file opens, material preview works fine. (refer to \"materialpreview.png\") but when i click render preview (refer to renderprevier.png) all i see is my rig. Anything with a texture is a similar dark grey as the default blender background. I can move the camera around fine, but no textures are visible. If i click material preview again to switch back, blender freezes and must \"end task\" in task manager. If i turn off the GPU assistance and only have the CPU enabled, everything works as it should. \n\nYesterday i updated to latest windows 11 update. I also updated my gameready drivers for my 4090. When the issue started, i thought it might have something to do with gameready drivers so switched to Studio drivers. This did not fix it. \nAssuming that these updates may have broken my file, i rolled back windows 11 drivers to most recent previous version, and did the same with the nvidia studio drivers (uninstalled 5.35.... installed 5.31). This fixed nothing.\n\nI would love to know why my GPU can't be used with Blender suddenly. Games work fine. Furmark 3d app works fine, no issues. Heat is fine. Very frustrating to have such expensive gear suddenly stop working.\n\n",
"BMesh.free causes crash under curtain conditions\nOperating system: Linux-5.16.16-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n```\nall 3.x versions are broken, 3.0.0 sometimes works\n```\nWorked: 2.93.8 LTS\nOn Fedora also some 2.91 versions have been affected, according to rebuild agains newer pythons.\nReported on redhat bugzilla: show_bug.cgi?id=1872980\n\n[blender.crash.txt](blender.crash.txt)\nUsing my python addon blender crashes on _PyEval_EvalFrameDefault or _Py_Dealloc.\n\nUnable to describe simple steps to reproduce. This happens using my python addon, but if a bug is in addon, still shouldn't crash blender but throw an python traceback.\nWhen I delete line describen in crash log's backtrace, then another row is marked as a problem, so unable to identify exactly what's happening.\nPlease, let me know, if you need more information.\n\n----\n\nEdit, run this script with the following command line arguments: [boxmaker_crash_single_script.py](boxmaker_crash_single_script.py)\n`blender -b --factory-startup --python boxmaker_crash_single_script.py`\n",
"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",
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n",
"Blender 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)",
"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",
"Assertion Failure: Moving Keyframe in Graph Editor beyond enum range\nOperating system: Linux Mint Mate 19\nGraphics card: Nvidia GTX 850M\n\nBroken: master 2020-11-12 @ Merge branch 'blender-v2.91-release' only on debug builds 987732181f779ca792de933aa5f001168b1f6f26\nWorked: Anything that is not a debug build will not show any problems\n\nThis issue is split off from #44219 (Pose Breakdowner bug in Gooseberry rigs)\nMoving a keyframe of an enum in the graph editor allows it to go beyond the range of the enum. This causes an assert to fail\n\n\n\n* Open the file\n* Move the keyframe up\n* Blender crashed as soon as you exceed the enum range\n[enum_property_crash.blend](enum_property_crash.blend)",
"Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```",
"Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n",
"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)"
] | [
"VSE - crash to desktop with activating Preview as Backdrop\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.91.0 Alpha\n\nActivating Preview as Backdrop in the Sequencer view type will crash Blender to desktop.\n\n\nOpen Blender\nSwitch to Sequencer workspace. \nAdd a strip (not required, but was a test if it crashes with a strip type too)\nIn the View menu tick Preview as Backdrop.\nCrash.\n\n[2020-08-23 18-43-22.mp4](2020-08-23_18-43-22.mp4)\n\n\n\n\n"
] |
Sculpting while face orientation is turned on removes the red/blue color of the sculpted area
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35
Broken: version: 2.80 (sub 74)
Sculpting while face orientation is turned on removes the red/blue color of the sculpted area
Reason for doing this: used many displacement modifiers and needed to smooth/fix areas some area where mesh overlapped
![bug.png](bug.png)
- subdivide cube
- turn on face orientation
- go to sculpt mode
- use any brush and sculpt the mesh
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"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",
"Sculpting using EEVEE\nThis keeps track of the patches and tasks needed for improving sculpting with EEVEE/Lookdev enabled\n\n[D8558](D8558) Fix EEVEE not using the PBVH for rendering in Sculpt Mode\n[D8564](D8564) Sculpt: Use Simplified Materials option\n[D8566](D8566) LookDev: Lock HDRI rotation to View",
"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.",
"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?",
"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",
"Cycles does not render geo with Multires modifier while in Sculpt mode\nOperating system: Windows 10, Linux\nGraphics card: Nvidia GTX 960\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nAdding a Multires modifier with the Sculpt parameter > 0 (to further develop the model I'm working on) makes the geo disappear when using Cycles in the viewport, while in Sculpt Mode. As a first time Blender user, I'm not sure if this is the expected behaviour for this. I have checked with other users and they can reproduce the error. \n\nIt would be useful to render in viewport without leaving Sculpt Mode.\n\nCreate a geometry. Add a Multires modifier. Set Sculpt to a value greater than 0. Enter Sculpt Mode. Change the viewport render from Eevee to Cycles. The geometry disappears on rendering. I have a sample of the problem in this tweet I published several hours ago: 1150657198374080512\n\nThanks!",
"Sculpt Paint: Accumulative Painting/Sculpting\nNOTE: This design is still under discussion and is incomplete.\n\nThe recent addition of painting tools in sculpt mode also added an alternative design for accumulative painting.\nBecause of this there are now two different ways of handling accumulative strength.\nThis needs to be polished and properly integrated into the UI and painting workflow.\n\n# Strength and Accumulate\n\nSo far brushes always had an \"Accumulate\" setting for removing the maximum strength cap. Brushes would then keep adding their effect as long as the stroke continues.\nOtherwise they would either accumulate up to a hard-coded upper strength cap (sculpt mode) or up to the set strength (painting modes).\n\nThe issues with this implementation are:\n- It is easy to accidentally clip the colors while painting (There is no upper cap with accumulate)\n- The setting is hidden in \"Advanced\" brush settings even though it is regularly used, and even preferred for painting.\n\n# Flow\n\nThe new painting brush in sculpt mode instead uses a \"Flow\" slider, which defines how strong each step of the stroke is. \nThe stroke will then keep accumulating more slowly towards the set Strength.\n\nThere are a few issues with this implementation:\n- The Flow setting is less accessible, even though it can sometimes to be the preferred way of changing the stroke intensity.\n- The relationship between Strength and Flow becomes very confusing, especially when comparing sculpting & painting brushes or when enabling pressure sensitivity settings\n\n# Proposal\n\nHow to make the settings and behaviours more predictable and accessible needs to be further discussed.",
"Weight paint issue with brush Accumulate option\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen use weight paint with option Accumulate, turn on symmetry, artifacts appear on the axis of symmetry\n[test.blend](test.blend)\n![blender_eEFDQNguEg.jpg](blender_eEFDQNguEg.jpg)\n![blender_JAP3pm4GD4.jpg](blender_JAP3pm4GD4.jpg)\n[EnrLS0nY4n.mp4](EnrLS0nY4n.mp4)\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).",
"The alpha channel set in Viewport Display settings for an object's material appears as if it's set to 0 when a background image is behind it\nOperating system: Linux x64 (Debian-based)\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti] (rev a)\nNvidia drivers, version: 440.31\nKernel: 4.19.0-6-amd64\n\nBroken: v2.81a and v2.80, downloaded from blender.org as a tar.gz\n\nWhen you change the Viewport Display color for an object to have an alpha channel < 1.0 but > 0.0, then manipulate the scene so that there's a reference or background image behind that geometry, the overlapping area will appear completely transparent (alpha 0.0).\n\n\n1. New scene\n2. Add a cube: Shift a -> Mesh -> Cube\n3. Add an image: Shift a -> Image -> Reference (or background)\n4. Select an image\n5. Position the image behind the cube in the viewport. Select the cube.\n6. In the properties panel, select Material Properties\n7. In the Material Properties panel, select Viewport Display\n8. Change the Color to have an alpha between 0.0 and 1.0, exclusive\n\n**Observed behavior**\nLike the screenshots, the overlapping area allows the background image to completely shine through.\n\nQQxLCpv\n\n**Expected behavior**\nThe object will become uniformly translucent and allow the background/reference image to be partially visible, not make the image fully transparent in the overlap.\n\n",
"Sculpting laggy and weak from some directions.\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\nBroken: 3.6.1\nWorked:Never(2.80+)\n\nWhen i try to sculpt from from below, using radius unit: scene, sculptings get laggy and the stroke is weak.\n\nI'm trying to sculpt stones for a wall in place.\nThe sculpting works fine if i first move the stone i'm working on to the scene origin. This adds a lot of work as i want to for example put bevels on all objects first, then go on with cracks and other features!\n\nTo reproduce:\nOpen file, sculpt from top and bottom\n\nFile is default sculpt template with sphere moved up by 5 and using scene radius.\n\n",
"Fix operators that affect hidden geometry\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere are a number of operators in sculpt mode that affect hidden geometry. As a general rule this should be avoided.\n\n- [ ] `bpy.ops.sculpt.face_set_edit` to Grow/Shrink, Fair or Delete face sets needs to have the \"Modifiy Hidden\" property disabled by default and disabled in all menu and keymap entries.\n\nList of further operators:\n- [ ] `bpy.ops.sculpt.face_sets_init` \n- [ ] `bpy.ops.sculpt.face_sets_create(mode='SELECTION')`\n- [ ] `bpy.ops.mesh.paint_mask_extract()`\n- [ ] `bpy.ops.mesh.paint_mask_slice()`\n\n",
"Can't select bone while Weightpaint with Face PaintMask\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0\nWorked: Never (2.79+)\n\nBones can't be selected while in Weightpaint mode and Face Paintmaks option is activated.\n\nBased on the Select with Left Mouse button option and Default Blender Keymap:\n\n[PaintMaskAndWeightPaint.blend](PaintMaskAndWeightPaint.blend)\n\n1- Open the attached file called PaintMaskAndWeightPaint.blend\n2- You see the Cube rigged with 2 bones already in pose mode and cube in Weightpaint mode\n3- You can change Bone selection while weightpainting pressing the CTRL + LMB (Left Mouse Button), there is any problem for now\n4- Now, if you activate the Face Paint Mask button at the top-left and try to select another bone like before pressing CTRL+LMB on a bone, bone will not be selected, instead of that, you select a face mask. ![weightpaintaaas.jpg](weightpaintaaas.jpg)\n5- If you go to keymap options, and deactivate the option \"**Select**\" from \"**Weight paint**\" to avoid select faces with CTRL + LMB, now if you try to select another bone, it will not select another mask face, but it will not select the new bone and will exit the Weight Paint mode.\n",
"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. ",
"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)"
] | [
"Face orientation losses blue color when sculpting\nOperating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen you are in sculpt mode and you turn on the face orientation overlay, and then you sculpt, in the places where de brush make contact with the object, the blue color go away.\n\nIn sculpt mode, active the face orientation overlay, sculpt and see the result\n\n![Captura de pantalla de 2019-07-02 21-00-49.png](Captura_de_pantalla_de_2019-07-02_21-00-49.png)\n"
] |
Crash on undo
Operating system: Xubuntu 18.04
Graphics card: Nvidia GTX970
Broken: blender/bionic 86423-21f35661c1d-0thomas~bionic0 amd64 (launchpad ppa)
Worked: ?
Crash on undo while collection is hidden.
Based on the default startup or an attached .blend file (as simple as possible).
- Open blender.
- Make shure the cube is selected.
- Press <TAB> for edit mode.
- Hide the collection where the cube is in by clicking the collections eye symbol in the outliner.
- Press <CTRL-Z> to undo.
- > Blender crashes. | [
"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.",
"Crashes when working with pose mode (rigidbodies involved)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.0.1\nWorked: 2.8\n\nFrequent random crashes.\n\nJust animate bones. It may even crash at undo. One day it's okay, another it crashes 20 times a day.\n[debug_logs.zip](debug_logs.zip)\n",
"Crash with lineArt modifier and Armature\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nExperienced with 2.93.2\n\nHaving a line art object in the scene applied to an object 'A' when there is an armature on object 'B' makes blender very unstable. A simple scroll in the timeline will crash instantly.\n\n\nIn the attached file, what I did : \n- Create a cube, subdivided along Y, add a simple armature, keyframe it with a simple motion.\n- Duplicate the cube, apply the armature.\n- Select the second cube, shift-a -> Object Line Art\nFrom there : \n- Scroll the timeline... Crash.\n\nIf I delete the animated cube, scrolling works fine. Disabling it in viewport as well.\n\n\nI also tried adding a simple cube, instead of duplicating the initial \"armatured\" cube, and adding the Object Line Art to it, but the same crash occurs.\n\n[LineArtCrash.blend](LineArtCrash.blend)\n\n",
"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",
"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",
"Python Operators that add/remove ID data without an undo step crash Blender\nOperating system: Win 10\nGraphics card: GTX 1070\n\nBroken: 2.8.3, 2.9 aed11c673efe\nWorked: 2.8.0\n\nUndoing after object linking to the scene crashes blender. I used the latest daily build\n\n1. Load the crash blend file [crash_modal.blend](crash_modal.blend)\n2. Run the script attached\n3. Click in viewport to add a new object, and then press ESC\n4. Press Ctrl+Z to undo\n5. Crash..\n\n",
"Crash when adding materials\nOperating system: Linux-5.18.9-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.0\n\nBlender crashes when adding a second material (sometimes you need to add some more to crash it)\n\n1. Open the appended .blend file.\n2. Select the object.\n3. Go to material tab.\n4. Try to add a second material.\n\n[crash.blend](crash.blend)",
"Crash 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",
"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",
"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",
"GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n",
"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",
"Clearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox crashes Blender\nOS: Ubuntu 16.04 x86_64\nGfx: Intel HD Graphics 530 (Skylake GT2) (driver: GL 4.5 (Core Profile) Mesa 17.3.0-devel)\n\nBroken:\n- 2.79-42a562496b5-linux-glibc219-x86_64 (latest build)\n- 2.79-5bd8ac9abfa-linux-glibc219-x86_64\n- 2.76b\n\nClearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox either crashes Blender or leads to unexpected behaviour.\n\nConsistently reproducible.\n1. Open the default startup blender file\n2. Open a textblock and paste and run the code provided in Appendix A\n3. In the 3D viewport, press SPACE and type \"Crashable\", then select \"Crashable Operator\" => at the right an operator panel will be drawn\n4. In the operator panel, click on the field next to \"Obj:\" and select e.g., \"Camera\" from the list\n5. Click the X sign right to \"Camera\" while keeping the mouse pointer pointed at the field\n6. Click again on the field\n\n**Expected behaviour of step 6.**\nStep 6 should be able to behave as step 4, i.e., one should be able to again select something from a non-empty list\n\n**Observed behaviour after step 6**\nOne of following, probably depending on how Blender's memory was allocated:\n - Crash\n - The list is empty\n\n**Appendix A**\n\n```\nimport bpy\n\n\nclass CrashableOperator(bpy.types.Operator):\n bl_idname = \"object.crashable_operator\"\n bl_label = \"Crashable Operator\"\n bl_options = {'REGISTER', 'UNDO'}\n\n obj = bpy.props.StringProperty(name=\"Obj\")\n\n def draw(self, context):\n self.layout.prop_search(self, \"obj\", context.scene, \"objects\")\n\n def execute(self, context):\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CrashableOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(CrashableOperator)\n\n\nif __name__ == \"__main__\":\n register()\n```\n\n**Terminal output upon crash**\n\n```\n$ blender\nRead new prefs: /home/elias/.config/blender/2.76/config/userpref.blend\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n**Contents of \"blender.crash.txt\"**\n\n\n```\n# Blender 2.76 (sub 0), Commit date: 1970-01-01 00:00, Hash unknown\nbpy.context.area.type = 'TEXT_EDITOR' # Property\nbpy.ops.text.run_script() # Operator\nbpy.ops.object.crashable_operator() # Operator\nbpy.ops.object.crashable_operator(obj=\"Camera\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\n\n# backtrace\nblender(BLI_system_backtrace+0x30) [0x1361b10]\nblender() [0x97a98e]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f242a7894b0]\nblender(rna_ID_refine+0x4) [0x11bac84]\nblender(rna_pointer_inherit_refine+0x66) [0x11a9af6]\nblender() [0x1273ae2]\nblender(RNA_property_collection_begin+0x15c) [0x11b161c]\nblender() [0xb654ae]\nblender(ui_searchbox_update+0x6a) [0xb7514a]\nblender() [0xb57089]\nblender() [0xb59f6d]\nblender() [0xb5a027]\nblender() [0xb5d7ad]\nblender() [0xb5ebe6]\nblender() [0xb5f433]\nblender() [0x985e81]\nblender() [0x986251]\nblender(wm_event_do_handlers+0x5f6) [0x9868e6]\nblender(WM_main+0x18) [0x97cfd8]\nblender(main+0xef4) [0x95ce04]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f242a774830]\nblender(_start+0x29) [0x97a2b9]\n```",
"Unable to fix broken linked IDs when renamed in libfile\nWindows 10\nWindows 7 x64\n\nWorked: 2.82\nBroken: 2.83.0\n\nCant rename linked collection. Error: Cannot edit external library data\n\nDefault Blender setup (first file lets call it assets.blend)\nCreate a collection and name it \"Test\" \nCreate a cube and move it to \"Test\" collection\nSave the file\n\nCreate another file (lets call it level.blend)\nLink the \"test\" collection from the assets.blend\nCheck all linking options before hiting link\nSave the file\n\nNow open assets.blend again and rename \"Test\" collection to \"Cube\"\nAnd save it again.\n\nOpen level.blend\nA message appears that link is broken\nGo to Outliner and change Display mode to Blender File\nNow go down to the linked collection\nDouble click broken collection to rename it\nError message appears \"Cannot edit external library data\"\n\nRenaming linked collections works fine in 2.82\n",
"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: Objects remain in edit mode when collection is hidden, breaking undo\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.82\n\n\nBroken: version: 2.80 (sub 49)\n\n\nObjects remain in edit mode when the collection they are in becomes hidden. This causes a crash if you add an object in a hidden edit mode, then try to undo the change.\n\nIn the default startup file, enter edit mode on the cube. While still in edit mode, disable the visibility of the main collection. Press Shift-A and add a cube. This cube will be added in the hidden edit mode, which is a bit confusing. Press Ctrl-Z to undo this change. Blender will immediately crash.\n",
"Undo crash after hiding object in edit mode\nOperating system: Windows 7 X64 SP1\nGraphics card: Nvidia Titan X\n\nBroken: blender2.8, 2019-03-08, a0f2923fd821 \n\nWorked: (optional)\n\nBlender crashes when the visibility of the selected object is off and \"undo\" is performed.\n\n1) create cube(works with existing objects) 2) Select object in object mode 3) Turn on edit mode 4) Hide object with eye symbol (don’t turn off edit mode) 5) Hit Ctrl + z ",
"Crash at adding mesh to invisible object\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 385.12\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\nBlender crashes to desktop, when editing newly created mesh parameters, created inside another object in edit mode, that's currently invisible.\n\n1. Enter Edit Mode on default Cube.\n2. Toggle default Cube visibility OFF in Outliner\n3. Add UV Sphere while in edit mode\n4. Slide the Radius property in \"Add UV Sphere\" parameters window\n\nBased on the default startup.\n\n",
"blender close or disappear \nOperating system:win 10\nGraphics card: Amd\n\nBroken: (example: all blender 2.8\nWorked: (optional) non \n\nwith cube go editmode then hide object in viewport (the same cube)\"by the Eye in the outliner \" then unHide it \"by the Eye in the outliner \" then push Ctrl+Z . then blender will disappear without saving data :(\n\nand if there's so much for blender to prossis will not whit blender will stop and close . \n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Crash adding a shape in a new collection while still being in edit mode in hidden collection\nOperating system: Windows 10 N, 10.0.17763 Build 17763\nGraphics card: Geforce GTX1060 OC\n\nBroken: blender-2.80.0-git.546e20f5a2c0-windows64\nWorked: (optional)\n\nIf you are in edit mode and you disable current collection (with eye icon) and then (while still being in edit mode activated in old collection) you try to add a new shape (shift + a) and change its properties (like iterations, position) with bottom left window blender will crash.\n\n1. Enter edit mode (tab) - enters cube edit mode\n2. Hide active collection (with eye icon)\n3. Create new collection (without exiting edit mode)\n4. Select created collection\n5. Add new shape (shift + a) eg. Ico Sphere\n6. In window called Add Ico Sphere change any property"
] |
Scene unit system reset after adding new object
Windows 10
GTX 780
Blender 2.78
Scene units reset after entering a value without unit of measure
Using the default scene, go to Scene > Units and choose any of the presets.
Add a new object.
In the new object panel, enter a value that has a unit of measure (e.g. length, radius, etc) WITHOUT the unit of measure. e.g. "2" rather than "2m" and press enter.
The scene unit system is lost and all values revert to generic units.
Doesn't appear to be an issue if any other sequence is followed (setting location or scale, then size on a new object; setting scale on existing objects).
[units_reset.mp4](units_reset.mp4) | [
"Add Existing Import/Export Functionality to Collection Properties\n**Problem Statement**\nCurrently importing and exporting files like glTF, FBX, Alembic or USD is done through operators. This is fine for a one time export, but when re-importing or re-exporting the same asset many times it becomes cumbersome. We need to store relations to such files and settings permanently, so re-import and re-export is quick, and may even be done automatically on changes.\n\n**Collection Settings**\nThe basic idea is that Collection datablock would get settings for import and export.\n\nFor export, a collection could have one or more associated exporters. Blender would natively support USD and Alembic exporters. However this could be an API that Python add-ons can plug into, to also support file formats like FBX and glTF. The settings would be defined by the exporter, and could be exactly the same as existing export operator properties. Once export settings are set up, re-exporting one (or all) collections would be a single click, much like rendering.\n\nFor import, the simplest case would be similar to export. A collection would have one associated importer and settings. Re-importing would be done with a single click as well. This would delete the objects in the collection and add new objects, however any changes to these objects would be lost.\n\n---\n\n\n**Goal**\nThe first step will be to wrap the existing import and export logic using Collection Properties.\n\n\n**Requirements**\n- A user should be able to select the file for import/export\n- A user should be able to set the required import/export parameters\n\n- A user should be able to import all data from a supported file type as children of the selected Collection.\n- A user should be able to re-import all data from the selected file. This would delete the objects in the collection and add new objects, however any changes to these objects would be lost.\n - This would probably require a pop up to ask the user if they are sure the want to re-import and overwrite the collection children\n\n- A user should be able to export all objects that are a child of the Collection back to the selected file.\n- A collection could have one or more associated exporters. \n - This was mentioned in the main design task, is it a realistic/requested use case?\n\n**Design Goals**\n- It should be generic enough to be usable for any importer/exporter\n- Start thinking about how the Collection data block should be updated to support the longer term goals of using the collection properties import/export as a sort of live library to the file contents.\n\n\nAn initial thought for a UI design could be something like below (all the relevant import/export parameters have not been added to the list). Ideally we should be able to re-use the existing operator an UI logic as much as possible.\n![image.png](image.png)\n\n**Implementation Notes**\n- Import for USD already has an option to import all objects to the active collection. Not much needs to be changed there.\n- I believe export for USD only currently supports options for All, All Selected, All Visible. Would have to be updated to support exporting all children of the active collection.\n- (I am unfamiliar with the other import/exporters)\n\n**Questions**\n- If there is work that needs to be done for each individual file type to support this workflow, who is responsible for that implementation? Does it fall to the owner of the importer, or should they all be tackled together before moving on to the next phase of this work?\n\n**Technical Design**\n\nTo support import, the Collection data-block would need to be updated to store the import filepath and the import parameters. If we want to keep this as generic as possible, what would be the best way to store these parameters? Obviously each format will have a different set of parameters, and we want to keep it generic enough to be easy to add other formats in the future. Currently the import parameters are contained entirely in their respective modules (`USDImportParams` used only in `../io/usd` and `.../io/editors/usd`), how should the parameters be exposed at a lower level?\n\nTo support a single file export, the same technical requirements and questions apply regarding best way to make generic. To support multiple file export, Collection will need to store a list of export parameter blocks.",
"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",
"Missing DNA Defaults (\"Reset to Default Value\" sets to 0)\nSince f5e0dfe59c, we have a simple & practical way of setting up defaults for DNA data. These defaults are used for the \"Reset to Default Value\" operator, available in the context menu for buttons.\nHere's a helper script to extract the defaults: 432509\n\nThere are still a number of properties that don't have a default assigned. These can be reported here.\n\n\nNote that these missing defaults typically appear in \"groups\" because the entire data-structure misses the default value definition. In that case there's no need to list each individual value, just mention where they are (e.g. Armature object, relation settings).",
"Materials linked to the object's data are lost when removing attributes from instances in geometry nodes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nMaterials linked to the object's data are lost when removing attributes from instances in geometry nodes.\n![Screenshot 2023-01-30 155635.png](Screenshot_2023-01-30_155635.png)\n1.Instance a collection using geometry nodes.\n2.Remove an attribute from the instances (the attribute doesn't need to exist).\n3.Materials stored on the object data are now lost.\n\n\n[BugExample.blend](BugExample.blend)\n\n\n",
"imported scenes in video sequencer, don't use the scenes own dimensions\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\nmaking a video editing scene, and importing scene clips from different sizes all clips will have the same dimensions or bounding box despite them not actually being the same size\n\nLook at the attached blend. When selecting the scene 1 clip with the monkey, you can see that it's bounding box is much bigger than the actual clip. Which makes it just a bit harder to align correctly. And regardless of impact it seems wrong\n\n",
"UV: Opening an image in UV Editor changes zoom\n1) Open default cube\n2) Tab to enter edit mode\n3) Open UV Editor\n4) Observe scale of unit square\n5) Open an image (Click \"open\" and choose an image file)\nBug, unit square is no longer in same location.\n\nThanks @BlenderBob for the initial report!\n\n",
"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)",
"Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.",
"blender::Set exhibits poor behavior if growth occurs after a round of removals\nI noticed `blender::Set` behaving poorly when an `add` operation requiring container growth comes after various `remove` operations. The net effect being that the container actually shrinks.\n\nI'm guessing that what I'm seeing below is not expected.\n\nThe sequence went something like the following:\n\n```\nmy_set.reserve(64);\n\n// a series of adds and removes\n\nmy_set.add(...); *start of poor behavior* Current state of the container\n* removed_slots_\t54\n* occupied_and_removed_slots_\t64\n* usable_slots_\t64\n\n*The value 11 is passed into \"realloc_and_reinsert\" indicating we need space for at least 11 items (i.e. size + 1)* The following values are calculated\n* total_slots\t32\n* usable_slots\t16\n\nshrinkage :(\n\n// At the end of \"realloc_and_reinsert\" the state of the container is\n* removed_slots_\t0\n* occupied_and_removed_slots_\t10\n* usable_slots_\t16\n\n\n\n```",
"Cleanup: remove `Scene *` from dupli-list\n`SnapObjectContext` needs a `Scene *` to pass it to the dupli-list, which only needs to pass it to the particle system, which only needs it to obtain the gravity vector.\n\nThe gravity vector should only be read from the evaluated scene, but there are cases where the original scene is passed instead. Since the depsgraph is also passed to the dupli-list (`object_duplilist()`) & simulation code (`ParticleSimulationData`), that can be used to obtain the evaluated scene instead.\n\n- rainyDay\n",
"Objects with physics referred to by PointerProperty throw find_node_operation: Failed for (RIGIDBODY_REBUILD, '') when rendering\nOperating system: Ubuntu 20.04, Windows 10\nGraphics card: GeForce GTX 2080, GeForce GTX 1080\n\nBroken: 3.1.2\nWorked: Unknown\n\n\nWhen you have a PointerProperty, and that property refers to an object that has a rigid body, the following is output to the console when rendering:\n\n```\nfind_node_operation: Failed for (RIGIDBODY_REBUILD, '')\nadd_relation(Rigid Body Rebuild -> Point Cache Reset) - Could not find op_from (OperationKey(type: TRANSFORM, component name: '', operation code: RIGIDBODY_REBUILD))\nadd_relation(Rigid Body Rebuild -> Point Cache Reset) - Failed, but op_to (ComponentKey(OBBox, POINT_CACHE)) was ok \n```\n\nThis doesn't seem to have any other adverse effects, as rendering still succeeds with the object in the correct simulated position, but these types of messages fill up the console extremely quickly.\n\nOpen the following blend file, and render a frame. For some reason this requires the file to be opened via the UI.\n[repro2.blend](repro2.blend)\nAlternatively, unzip the following and run with `blender -b --python repro.py`.\n[repro.zip](repro.zip)\n",
"Remove normalization from original coordinate attribute (CD_ORCO)\nFrom #95776:\n\n> The internal CD_ORCO attribute is normalized to 0..1 which is not really helpful, not even as default texture coordinates. It would be good to do some refactoring so these are stored unnormalized and then applying any additional texture space scaling for rendering only.",
"Python variables becomes invalid when batch creating attribute layers\nOperating system: Gentoo Linux\nGraphics card: AMD WX 9100\n\nBroken: 3.2 and master\nWorked: I'm guessing this has been broken since attribute layers were introduced\n\nWhen creating new attributes layers via python, the returned attribute object will stop work after multiple layers are added.\nIt seems like the attribute layers might be reallocated and moved while the python pointers doesn't get updated when this happens.\n\nIn a python script, create multiple attributes for a mesh in a row and save the return value.\nNotice that if you add too many the previously returned variables will stop working.\n\nSteps to reproduce with the attached file:\n1. Click run script\n2. Notice that at2 through at5 is of length zero\n3. If you remove any one of the `new` calls the returned variables are valid.\n[attribute_error.blend](attribute_error.blend)",
"Splitting the \"Object Info\" node, access to object original geometry\nFor various use cases (like implementing the \"Deform Curves on Surface\" node as a group),\nwe need access to the original geometry of an object. One proposal was to break apart the\n\"Object Info\" node into separate nodes with more clear purposes:\n\n{[F13561065](image.png) size=full}\n\n{[F13561067](image.png) size=full}\n\nThe general \"Info\" nodes are generally not scalable, and their purpose is vague\nenough that they aren't as intuitive to use. This design means there are separate\nnodes for different use cases. \n\nThe \"Object Transform\" node could have a matrix output in the future.",
"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"
] | [
"Units parameter resets to previous value\nDebian testing, Nvidia GTX 780\n\nBroken: 2.78 RC2\n\nUnits reset to none after creating an object and entering a radius (for example) parameter.\n\n1. Open Blender\n2. Scene -> Units -> Preset Millimiters\n3. Create a cube\n4. In the cube creation properties change default radius of 1m to 10mm\n...\nGet units reset to none!\n\nAnother case.\n\n1. 1. Open Blender\n2. Don't touch presets. For example it says Centimiters and Length = None\n3. Change Length from None to Metric\n4. Create a cube\n5. In the cube creation properties change default radius of 1m to 10cm. It works, but...\n6. Change Length to None\n7. In the cube creation properties enter 1 (no units), for example. It'll reset Length to Metric \n"
] |
Undo not working first time after deactivating vertex mask with gradient weight painting tools
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98
Broken: version: 3.4.1
when working in weight paint mode.
toggle off the vertex mask tool
paint with the gradient tool
undo.
note that undo has turned on the vertex mask mode again.
| [
"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",
"Migrate Texture To Texture mask for existing brushes\nTexture painting brush uses two textures:\n* Texture that overrides the color of the brush (`brush.mtex`)\n* Texture Mask that acts as a masking reducing the effect of the brush. (`brush.mask_mtex`)\n\nSculpt/Vertex painting only supports a single mask.\n* Texture that acts as a masking to reduce the effect of the brush. (`brush.mtex`)\n\nThis is confusing when we combine the texture painting and vertex painting in the same mode.\n\nCleanups to be done:\n* `BKE_brush_sample_tex_3d` currently only uses mtex, perhaps a reason why sculpt is using mtex as mask_tex. masktex only has a 2d variant.\n\n\n## Approach\n\nAfter doing some prototypes and detecting the different viewpoints about mtex by different developers, I was researching a solution that could sanitize this issue. Sanitation is required due to:\n* Sculpt mode uses `mtex` for masking. Newly created brushes that could benefit from color masks are hard to implement in a maintainable fashion.\n* Sculpt mode uses a concept of primary and secondairy mask texture.\nMain idea is that all functions that access mtex/mask_mtex would access it via a wrapper.\n```\nstruct MTexAccessor {\n MTex *color;\n MTex *mask;\n};\n```\nDifferent tools/modes would then be responsible to create and fill this struct.\nSpecific implementations would only access the mask via the wrapper that is suitable for the functionality.\nFor example `SCULPT_brush_strength_factor` should pass `MTextAccessor::mask` to the `BKE_brush_sample_tex_3d`.\n\nAfter this is done we could migrate per mode/tool to the actual brush mtex attribute that is designed for it.\n\n",
"Hook modifier after Vertex Weight Mix modifier pulls incorrect vertices\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: \n3.5.0 Alpha\n3.4.0\n3.2.0\n2.93.8\n2.83.20\n(all version of blender, so far as I tried)\n\nWorked: None\n\nHook modifier after Vertex Weight Mix modifier pulls incorrect vertices.[HookAfterVWM.blend](HookAfterVWM.blend)\nIn other words, Vertex Weight Mix modifier breaks vertex index for Hook modifier.\n\n- Add a plane mesh and subdivide\n- Select some of vertices and \"Hook to new object\"\n- (At this time, an empty and a hook pull vertices correctly)\n- Add empty vertex group \"Group\" to plane\n- Add a VertexWeightMix modifier *before* the Hook modifier and set \"Group\" to Vertex Group A\n- The hook pulls incorrect vertices\n\n",
"Show Emitter toggle still hides object after Particle System has been deleted.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.92.0 Alpha\nWorked: version: \n- 2.92.0 Alpha\n- 2.91.0 Release\n\nWhen you delete a particle system with show emitter unchecked under Viewport Display the object stays hidden. You have to re-add the particle system and check Show Emitter.\n\n- Add Particle System to default cube.\n- Uncheck Show Emitter under Viewport Display\n- Delete Particle System. \n\n",
"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)",
"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.",
"Transform orientation undo is inconsistent.\n\nBroken: 3.0\nWorked: ?\n\nTransform orientation undo is inconsistent. It works in object mode, but doesn't work properly in edit mode. In edit mode it sometimes won't undo, or undoes together with another different step(like changing mode, or moving vertex).\n\n- Open default startup;\n- Change the Transform Orientation from Global to something else\n- Undo/redo - it works;\n\n---\n- Reopen default file\n- Go to edit mode\n- move vertex\n- Change the Transform Orientation\n- undo multiple times - Will never undo the Transform Orientation. (now deselect cube and perform undo operation: will revert selected transform orientation)\n\n",
"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)",
"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",
"Using Ctrl to select bones in weight paint mode with Xray on is broken with left click select\nOperating system: Gentoo Linux\nGraphics card: AMD 5700xt\n\nBroken: 2.90 master, 2020-05-25\n\nWhen using X-ray in weight paint mode, you can no longer select bones with left click select (the right click select keymap works)\n[weightpaint.mp4](weightpaint.mp4)\n[test_gradation_T01_01.blend](test_gradation_T01_01.blend)\n\n1. Open the attached file.\n2. Go to the \"viewport shading\" drop down menu and activate X-ray with something less than 100%\n3. Try to select any bones with ctrl + left mouse\n4. Notice that you can't select any bones with X-ray on.\n\nI noticed that this is caused by a \"Select\" key binding in weight paint mode. This binding only exists in the left click select key map.\nIf I remove this binding, I can select in xray mode again. This doesn't seem to remove any functionality, so I am a bit confused why this binding exists here at all.\n![screenshot.png](screenshot.png)",
"Assert/crash during COW phase of depsgraph evaluation due to mismatch mask info in code updating mesh data from multires subdiv ccg runtime data.\nFound after fixing #84002 (Sculpt: Masking operations crash if multires is in play).\n\n`BLI_assert(grid_element.mask != NULL)` in `multires_reshape_assign_final_coords_from_ccg()` will fail after undoing from Sculpt mode to Object mode, since in Object mode mesh data does not have paint mask cdlayers yet (it is added when switching to Sculpt mode), while runtime `subdiv_ccg` coming from sculpt undo step does.\n\nWill commit a temp workaround to make Blender usable, but not sure at all if this is actually valid/expected situation, or if there are more layers of worms in that giant barrel. Need @Sergey's enlightenment here, both on depsgraph side and multires side of the question.\n\nSteps to reproduce:\n- Default startup cube\n- Add multires, subdivide at least once.\n- Switch to sculpt mode, draw a sculpt stroke.\n- Undo twice to object mode\n\nAnd it asserts:\n\n```\n1 __GI_raise raise.c 50 0x7fae6ac53c81 \n2 __GI_abort abort.c 79 0x7fae6ac3d537 \n3 _BLI_assert_abort BLI_assert.c 50 0x290e6d84 \n4 multires_reshape_assign_final_coords_from_ccg multires_reshape_ccg.c 78 0x1091bc37 \n5 multiresModifier_reshapeFromCCG multires_reshape.c 158 0x1091613b \n6 object_update_from_subsurf_ccg object.c 1476 0x109bcc4d \n7 BKE_object_free_derived_caches object.c 1557 0x109bd60d \n8 blender::deg::ObjectRuntimeBackup::restore_to_object deg_eval_runtime_backup_object.cc 112 0x28d41ddc \n9 blender::deg::RuntimeBackup::restore_to_id deg_eval_runtime_backup.cc 97 0x28d3584f \n10 blender::deg::deg_update_copy_on_write_datablock deg_eval_copy_on_write.cc 954 0x28c8f38f \n11 blender::deg::deg_evaluate_copy_on_write deg_eval_copy_on_write.cc 1088 0x28c902bf \n12 std::__invoke_impl<void, void ( *&)(Depsgraph *, blender::deg::IDNode const *), Depsgraph *, blender::deg::IDNode *&> invoke.h 60 0x28d19f6d \n13 std::__invoke<void ( *&)(Depsgraph *, blender::deg::IDNode const *), Depsgraph *, blender::deg::IDNode *&> invoke.h 95 0x28d153cf \n14 std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>::__call<void, Depsgraph *&&, 0ul, 1ul>(std::tuple<Depsgraph *&&>&&, std::_Index_tuple<0ul, 1ul>) functional 416 0x28d0cea4 \n15 std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>::operator()<Depsgraph *, void>(Depsgraph *&&) functional 499 0x28d05809 \n16 std::__invoke_impl<void, std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>&, Depsgraph *>(std::__invoke_other, std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>&, Depsgraph *&&) invoke.h 60 0x28cfca8c \n17 std::__invoke_r<void, std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>&, Depsgraph *>(std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>&, Depsgraph *&&) invoke.h 110 0x28cf1cca \n18 std::_Function_handler<void (Depsgraph *), std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>>::_M_invoke(std::_Any_data const&, Depsgraph *&&) std_function.h 291 0x28ce9b7c \n19 std::function<void (Depsgraph *)>::operator()(Depsgraph *) const std_function.h 622 0x28e2c749 \n20 blender::deg::(anonymous namespace)::evaluate_node deg_eval.cc 113 0x28e27e58 \n... <More> \n```\n\n",
"Inconsistent naming for modes in the undo history menu\nBroken: 3.4 alpha\n\nIn the undo history panel, the \"Object mode\" entry is registered with the name of previous modes. Switch from sculpt mode to Object mode will create an undo step with \"Sculpt Mode\" name\n\nAs for the other modes entries, they have no naming standard. Some entries have \"Toggle\" written before, some have \"Toggle\" after, some don't have \"Toggle\". Also they all have \"Mode\" written except for texture paint. \nThe entries are as follows:\n\n\"Texture Paint Toggle\"\n\"Weight Paint Mode\"\n\"Vertex Paint Mode\"\n\"Toggle Edit Mode\"\n\"Sculpt Mode\"\n\nBased on the default startup;\nChange modes; \nCheck \"Edit -> Undo History\" menu.\n",
"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",
"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)",
"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."
] | [
"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"
] |
Vertex Paint Levels,Hue/Saturation, Brightness/Contrast do not work for masked vertex selection
Operating system: Linux-5.10.10-051010-generic-x86_64-with-glibc2.31 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01
Broken: version: 3.4.1
Worked: 3.3
In 3.3 in vertex paint mode we were able to select vertices and use the Levels,Hue/Saturation, Brightness/Contrast from the Paint menu, now what happens is that the selection is immediately toggled off and these operators work on the entire mesh only. It's so broken that the team had to start working in an older blender version where it still works - admittedly not without it's problems too (like hitting undo will not only undo the operation but also disable the masking toggle).
On a mesh with vertex colour select some vertices in edit mode, switch to Vertex Paint, select the Vertex Selection for Masking button up top, and try to run any of the above operators, Blender will revert the masking and apply the operator to the whole mesh instead of to the selection.
Checked on Blender with all settings reverted to default settings and addons removed.
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"Dynamic Paint evaluated even when disabled\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.3.1\nWorked: (Unknown)\n\nAfter disabling the Viewport Display and Render options for both the Canvas and the Brush in the Dynamic Paint settings, the system continues to be evaluated during timeline playback, resulting in a very low frame rate. The only way to fix this is to completely delete the **Dynamic Paint modifier** from **both** the Canvas **AND** the Brush. This is not ideal, as settings need to be tweaked in between testing an animation, so the system **should be properly bypassed** when the Viewport Display and Render options are disabled.\n\nThanks very much for looking into this!\n\n**[exact steps needed to reproduce the issue]**\n\nPlease see example .blend file. The landscape mesh is used as a proximity brush to paint \"shoreline\" interaction onto an animated canvas. The project exhibits the same low frame rate even when the Dynamic Paint modifiers have their Visibility and Render settings disabled. Only by completely deleting the modifiers, does the the frame rate return to normal.\n\n![image.png](image.png)\n\n[DYNAMIC PAINT TEST FILE.blend](DYNAMIC_PAINT_TEST_FILE.blend)\n\n",
"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)",
"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",
"Gradients not working on Grease pencil masks\n\nOperating system: windows 10\nGraphics card: GEForce RTX 2080 super\n\n**Blender Version** 2.9\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nGradient layers not working properly with Grease Pencil if you open the example file 5c30cf5f637c8d7750c8aa6c you will see that applying the mask to the gradient layer does not work as in the preview from the old version of blender, the layer is not \"multiplying\" to give a sense of shadow on the lower layers of Grease pencil it just looks like a dirty overlay, also radial gradients do not work or are not visible.\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Unify Interpolation In Vertex Paint And Sculpt Mode\nVertex paint squares colors when it interpolates, while the paint tools in sculpt mode do not. This should really be made consistent across both modes. \n\n\n",
"3D Cursor & Origin overlays should be grayed out if hidden by current mode/tool\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar.\n\nThe 3D Cursor and Origins are not displayed in painting modes as well as sculpt mode. \nThe overlay popover does not give feedback on this though.\n![2021-11-30_11-16-54.jpg](2021-11-30_11-16-54.jpg)\n\nThe overlays should be grayed out in the modes and tools where it is hidden. \nIdeally there should be exceptions to this rule, like while the 3D Cursor is transformed (already implemented) and when the current Tool is using it (Annotation Tools).",
"Alpha doesn't work as a mask \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 511.79\n\nBroken: version: 3.0.0\n\nI use an alpha channel as a mask for mix node. If I put an alpha channel from the same node where I take a color channel I get a strange result but if I grab a mask from an alpha channel a copy of the same texture node I get the proper result. \n\n\n![bug_11.gif](bug_11.gif)\n\n[bug_11.blend](bug_11.blend)\n\n",
"Python scripts calling bpy.ops.paint.image_paint operates undo steps for \"individual calls\" rather than \"all calls\" during modal operation\n5820K and GTX970\nWindows 10\n\nLatest daily build (but same problem in earlier ones too)\n\nI have a modal operator which uses image_paint function.\nAfter using it, if I do an undo, I would expect all paint operations during modal operation to be undone.\nHowever every call to image_paint adds another item to the undo list which means I have to undo through every mouse move.\nIf I have moved the mouse more than (max undo items) then I can't get back to the position before I started the operator at all (making the undo pointless)\n\nThis doesn't seem to be the consistent with other modal operator. For example, in the docs [bpy.types.Operator.html ](URL) the modal excecution example (with the addition of UNDO added to bl_options) moves a cube. Many changes can be made to the position of the cube during the modal operation. However one undo (correctly in my option) puts the cube back in the original place before the operator is run.\n\nI did try using UNDO_GROUPED in my bl_options as well as UNDO - neither worked.\n\nIf I am doing something wrong or stupid in my code - sorry!\n\nLoad the attached scene. \nPress Run Script\nHover over cube. \nRight click\nPress space\nType in Simple Paint Operator <return> to activate operator\nPress mouse button to stop the operator\nTry Undoing - it undo things one mouse move at a time\n\n[modal_paint.blend1](modal_paint.blend1)",
"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)",
"Fix operators that affect hidden geometry\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere are a number of operators in sculpt mode that affect hidden geometry. As a general rule this should be avoided.\n\n- [ ] `bpy.ops.sculpt.face_set_edit` to Grow/Shrink, Fair or Delete face sets needs to have the \"Modifiy Hidden\" property disabled by default and disabled in all menu and keymap entries.\n\nList of further operators:\n- [ ] `bpy.ops.sculpt.face_sets_init` \n- [ ] `bpy.ops.sculpt.face_sets_create(mode='SELECTION')`\n- [ ] `bpy.ops.mesh.paint_mask_extract()`\n- [ ] `bpy.ops.mesh.paint_mask_slice()`\n\n",
"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",
"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)",
"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)",
"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)",
"Undoing using undo history in sulpt rendered mode won't work.\nOperating system: Linux-5.8.0-53-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD RAVEN (DRM 3.38.0, 5.8.0-53-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 3.0.0 Alpha\n\nUndoing using undo history in sculpt rendered mode doesn't work. This doesn't seem to be a problem in workbench i.e in solid and wireframe mode, bug only happens in rendered and material preview mode. In both cycles and evee \n\n1) Open default startup file.\n2)Go to sculpt mode\n3)Switch to rendered mode\n4)Make any number of brush strokes\n5)Undo to any step after the 'Original' step for example to the 'Sculpt Mode' step.\n\nIt is important that the undo history menu is used as opposed to ctrl+Z, even if you undo only one step back with the undo history menu. Also note that if you make any edits in edit mode before entering sculpt mode and making edits there and then undo back to edit mode everything looks the way it should but if you then redo to sculpt mode the same problem appears\n\n[#88330.webm](T88330.webm)"
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"Regression: Using Bright/Contrast option on selected faces (paintmask) in Vertex Paint mode broken\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.62\n\nBroken: version: 3.4.1\nWorked: version: 3.3.2, branch: master, commit date: 2022-12-07 12:12, hash: bd3a7b41e2b3\n\nCaused by 12becbf0df\n\nUsing the Bright/Contrast function in Vertex Color mode with only selected faces (pressing M) no changes happen or glitches.\n\n- Enter Edit Mode mode on selected mesh object\n- Select faces\n- Switch to Vertex Paint mode\n- Press M to be able to paint only on the selected faces\n- Go to *Paint -> Bright/Contrast*\n- Change the Brightness and Contrast values\n- > Nothing happens. Sometimes it even affects random faces that are not selected.\n\nIn this example I try to deepen the brightness of the selected faces a bit:\n![image.png](image.png)\n\nBut nothing happens to the faces. Instead, random vertices of unselected faces get darkened:\n![image.png](image.png)\n\nHere is the Blender file of the example:\n[VertexPaint_Bug.blend](VertexPaint_Bug.blend)\n"
] |
Cycles Mist Pass error with SSS shaders
Operating system: Windows-10-10.0.22000-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23
Broken: version: 3.0.0
Mist pass does not accurately calculate on Cycles shaders using SSS
Any material that has a SSS component will not show up correctly in 3.0 or 3.1. I saw that the error was addressed in the Alpha build back in september, but looks like the error persists in the official releases.[mist-error.blend](mist-error.blend)
![blender_v3KSy4XNL1.png](blender_v3KSy4XNL1.png)
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"Artefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel\nWindows 7 Ultimate, 64-bit SP1\nGeForce GTX 750 Ti\n\nversion: 2.79 (sub 1), branch: master, commit date: 2017-10-10 07:26, hash: 8d73ba5, type: Release\nbuild date: Tue 10/10/2017, 10:00 AM\n\nArtefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel. The scene is lighted with 3 spots each absolute red, green and blue.\n\n- Create a texture image file with absolute 0 spots in one channel. Or use this one: ![cycles_bug_report02.jpg](cycles_bug_report02.jpg)\n- Create a scene with 3 spots lights, each colored with an absolute red, green and blue color.\n- Add a random object with uvs\n- Assign the texture image file to the object (Tested with Principled BSDF, Diffuse BSDF, Toon BSDF).\n- Add Diffuse Direct and Shadow pass.\n- Render, get this: ![cycles_bug_report02.png](cycles_bug_report02.png)\n\n**Additionnal infos**\n- Other channels render correctly\n- Scene is lighted only with direct lights, bounces are set to 0.\n- Clamping lowest values to 1 in the texture map resolves the artefact partially.\n- Also shortly tested on unix system.\n- Blender file: \n[bug_cycles.blend](bug_cycles.blend)",
"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",
"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",
"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",
"Library overrides does not work well with Materials.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1 Release Candidate\nWorked: No\n\nAfter saving and reloading, the object's material changes unexpectedly.\nThis bug only appears on objects that have library overrides.\n\n\n**Exact steps for others to reproduce the error**[bug check.zip](bug_check.zip)\n\n1. Download bug check.zip\n2. Open the t2.blend file. You can see that the cube contains red and green.\n3. Then select mat2a in the material list and save it as t4.blend.\n4. Reload t4.blend, and the cube is only red.\n\nMy current bypassing method:\nBefore saving, choose the same material slot as t1.blend. Only in this way can the object's material do not turn into another.\n\nt1.blend is the original data.\nt2.blend is a link of t1.blend, and then replace the data material to the object material.\nt3.blend is wrong, just like the t4.blend you get.\n\n",
"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*",
"Geometry Nodes: Mismatching data types connections work differently from other node editors\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.5.0\n\nFloat math node overrides color data, even though it is muted. Same setup works in shader editor without problems.\n\nOpen file and activate *Viewer* in GN. Expected result: colored output (judging by shader area behavior)\n\n",
"Glossy Direct/Indirect pass multiplied by the Glossy Color pass using Principled BSDF (Cycles and EEVEE)\nOperating system: W10\nGraphics card: Titan Xp \n\nBroken: since the principled BSDF was introduced in blender (2.79)\nWorked: -\n\nGlossy Direct and Indirect pass are already multiplied by Glossy Color. Glossy color pass is always = 1 (white)\n\n- Download this file :\n[PRINCIPLED_BUG.blend](PRINCIPLED_BUG.blend)\n- Render image\n- Compare Glossy pass in the compositor (Left : old glossy shader, right : principled)\n\nas you can see, in the glossy direct and indirect pass, the glossy color is already multiplied :\n![blender - 29.03.2021 - 23h25.jpg](blender_-_29.03.2021_-_23h25.jpg) ![blender - 29.03.2021 - 23h27.jpg](blender_-_29.03.2021_-_23h27.jpg)\n\nand glossy color pass is white :\n![image.png](image.png)\n\nWhen everything is combined in compositing, the result is correct (because the Glossy color is already multiplied and his pass is white)\nbut we can't actually work with it with any software.",
"Checking the Vector Blur pass checkbox causes the most recently emitted particles to not be rendered.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.80, 2.83.8, 2.92.0 Alpha c271600101, \nWorked: 2.79b\n[T82260_2.79_Sample.blend](T82260_2.79_Sample.blend)\n\nChecking the Vector Blur pass checkbox causes the most recently emitted particles to not be rendered. This issue is visible when using a fast moving emitter.\nRendering on the GPU or CPU doesn't seem to make a difference, the issue still occurs.\n\n - Open the attached .blend\n\n[T82260_2.92.0_Alpha_Sample.blend](T82260_2.92.0_Alpha_Sample.blend)\n - F12 to render.\n - Click on the Vector Blur pass checkbox.\n - F12 to render.\n - Compare the 2 render results.\nVector Pass unchecked\n![577_NO _vector_pass.png](577_NO__vector_pass.png)\n\nVector Pass checked.\n![577_with _vector_pass.png](577_with__vector_pass.png)\n\n[Desktop 2020.10.30 - 21.14.11.01.mp4](Desktop_2020.10.30_-_21.14.11.01.mp4)\n\n\n\n\n",
"Volume scatter shader affects data render passes.\nOperating system: Win 10\nGraphics card: GTX 980ti\n\nBroken: 2.80.74 2019-07-12 17:50 e3c586e262dd\nWorked: unknown (2.79 allegedly has the same issue)\n\nVolume scatter shader affects data render pass (AO, Depth, Normal).\n\n\nRender the scene below. The file has two view layers, one called FOG, and the other NO FOG. The former includes a volumetric object.\n\n[Problem.blend](Problem.blend)\n\n\n**Developer Note**\n\nI tweaked the file a bit (mainly added a texture to compare the changes in the AO pass and the normal and UV.\n[volume.blend](volume.blend)\n\nAnd a comparison between the AO and normal pass for each view layer:\n\n![image.png](image.png)\n\n**Blob from original report**\n\nHello, I'm facing an annoying problem and it's blocking our tries to use Blender as a production tool here at Lightfarm. So, every time we try to use a volume scatter shader to create fog doesn't matter if I use the option inside the world tab or create a cube, invert its normals and apply a volume scatter shader to it. Blender applies noise or color coming from the volume scatter shader in Data render passes, AO, Depth, Mist, Vector, Normal and etc... what gives us a wrong output to be used in Post-Production. I shouldn't be happening. I tried different solutions in a way to get around this problem. Tried different values for alpha threshold, tried to apply a transparent shader in the BOX that has the volume scatter shader applied. Nothing seems to solve the problem. I'd love to hear from you a solution for this. \n\nAlso, using mist pass to comp fog in the post isn't an option here because it's not as realistic as we want or separate the fog in a different render layer because it'll increase our render times a lot.\n",
"Weird artefacts from emission surface\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M (but this occurs also on CPU)\n\nBroken: 3.6.2\nWorked: don't know\n\n\nIn the attached .blend file I have set up an emission shader to emit light from one end of a long thin surface. The screenshot illustrates the problem: a bunch of weird artefacts appear.\n\nIf I change it to emit from the other end of the surface, by swapping the 'Map Range' node in the screenshot for the disconnected one, the problem goes away.\n\n![image](attachment)\n\n\nLoad the attached .blend file and switch the view to rendered.\n\n",
"\"Regression\" : Using normal or bump maps in cycles produces flat washed-out shading (caused by terminator softening)\nOperating system: Windows 10 x64\nGraphics card: GeForce GTX 1660 Dual OC\n\nBroken: 2.81, 2.82, 2.83 from 2020-03-06 22:46\nWorked: 2.80\n\nCaused by c3be14e151\n\nUsing normal or bump maps in cycles produces flat washed-out results comparing to EEVEE.\nThe bug also appears in the latest 2.83 build, it affects both Diffuse and Principled Shader but not Glossy.\nNormal Map and Bump nodes seem to produce identical results with the 2.80 version, so the problem lies with the Shader node itself.\n![comparision.png](comparision.png)\n\n[bug_report.blend](bug_report.blend)\n1. Open file\n2. Switch to Rendered viewport shading",
"Cycles: negative BSDF mixtures weights\nOperating system: Ubuntu 21.10\nGraphics card: Nvidia 2060\n\nmaster branch\n\nWhen adding some sanity checks into the Cycles code I realized that the BSDF mixture weights can become negative.\nI am not sure if this is the desired behavior since it is not physically correct and has the potential to cause problems when there is the assumption\nthat BSDF evals always return positive values.\n\n\nNegative BSDF mixture weights occur in the Barbershop scene and can be matched by adding an assert \nto the `svm_node_closure_weight` function in `intern/cycles/kernel/svm/closures.h`:\n\n```\nccl_device void svm_node_closure_weight(ccl_private ShaderData *sd,\n ccl_private float *stack,\n uint weight_offset)\n{\n float3 weight = stack_load_float3(stack, weight_offset);\n assert(weight.x >= 0.f && weight.y >= 0.f && weight.z >= 0.f);\n svm_node_closure_store_weight(sd, weight);\n}'\n```",
"IES led bar not working\nOperating system: WINDOWS 10\nGraphics card: GTX 1080 \n\nBroken: blender 3.6 alpha \n\n\nHello, I'm working for a lighting company, we have led bars and their IES doesn't work on blender (I use cycle) the point light to which I apply the IES doesn't take into account that it's a light bar and the light comes from a single point. I've put together a comparison with Vray used on 3DSMAX (software we want to leave to migrate to blender) so that you can understand what I'm explaining in more detail.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Show error messages in the info editor\nFollowup task to #83237"
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"Mist pass not working with sss shaders\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 496.76\n\nBroken: version: 3.0.1\nWorked: 2.93\n\n\nThe mist pass doesn't work properly in objects with sss shader\n\n![2022-01-29 12_35_27-Window.png](2022-01-29_12_35_27-Window.png)\n\nEnable the mist pass with sss objects on the scene\n[mist sss.blend](mist_sss.blend)\n\n"
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Real Time Compositor Glare Display bug
Operating system: Windows-10-10.0.19045-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94
Broken: version: 3.6.0 Beta
Have tried out the real time compositor on-screen display and find that the current implementation of the glare node is incorrect. A casual glance at the attached screen grab of the on-screen glare effect from the compositor relative to a final render - using either Eevee or Cycles - shows the on-screen effect to be far too strong as to give any reasonable idea of what the end result will be. In addition, the on-screen glare is so pronounced that I am certain it would also prevent a correct viewing of other compositor nodes such as color corrections, etc.
I have attached a version of the file that I used for this test. I eliminated much of the mesh to reduce the file size, but the problem I am referencing is still visible.
In my opinion, the current implementation of the glare node in Blender Beta is not fit for purpose at this time. Obviously, one can see that there is a glare node in use in the compositor, but the visual information is incorrect and thus not useful. If this can be fixed, great, but if not I would recommend disabling the view of this node on-screen.
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"Blender render preview color not accurate on wide color gamut display\nIs it possible to add a function to allow blender render preview to read the computer display icc profile? i.e. read the computer's ICC profile and remap it to the preview.\n\nFor example, if I use a monitor with 100% Adobe RGB color space. But Blender render the result without color management. And display 100% sRGB colors in a 100% Adobe RGB monitor. In sRGB color space Red = 255 is the same as Red = 230 in the Adobe RGB color space. If the program does not read the computer icc profile, it will only output images with Red = 255 in sRGB to Red = 255 in Adobe RGB. this will produce an oversaturated image in the picture viewer and cause color inaccuracy.\n\nThis happens on windows, I'm not sure about linux and macos.",
"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)",
"shadow catcher appearing in vector pass\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\nvector data is present for the shadow catcher objects. This needs to be omitted otherwise the vector blur node can't be used to add motion blur to the 3d elements, because unwanted motion blur will be added to the environment pass. If it a backplate was used then it wouldn't be a problem, transparent film could be set, and the blur would only affect the geometry. This also has an issue though, because the vector blur pass modifies the alpha too, so the shadow catcher vector could still affect the blur of the 3d geometry even if it's hidden by transparency.\n\n\n1. open attached file\n2. go to frame 10\n3. open the compositor\n4. render still frame\n5. check the compositor backdrop (shows vector data for the shadow catcher).\n\nSame result if film is set to transparent.\n\n",
"Viewport and final render differs in lighting/materials\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nSimple scene, only one sun light and HDRI lighting. Shows different result in viewport render and final render.\n\nJust compare viewport and final render and see the difference in specular highlight of the sun on the main (green) material.\nAlso, I don't know if this is important, I use Agx color transform in Blender, not Filmic or Standard.\n\n",
"Regression: Screen Space Reflections on EEVEE render shaders with roughness a minimum regardless the value or map in the shader\nOperating system: Linux Manjaro \nGraphics card: Geforce 590\n\nBroken: 3.2 and succeeding versions\nWorked: 3.1\n@Tyson-Marchuk found the first bad commit: 80859a6cb2\nAlso mentioned the potential fix: #102423#1459379\n\nScreen Space Reflections on EEVEE render materials incorrectly\nThe shaders roughness valuue or map are ignored and all shaders are render \n| 3.3.1 (SSR off) | Broken: 3.3.1 (SSR on) | Worked: 3.1.0 (SSR on) |\n| -- | -- | -- |\n| ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png) |\n\nThe problem became evident in a scene with medium or high roughness by enabling the Screen Space Reflactions\n\n[SSR.blend](SSR.blend)",
"Boolean - Animation - Viewport works correctly render view doesnt\nUbuntu 18.04, Win 7 x64\n\nBroken: d53093953f8\n\nBooleans dont match between Viewport and Render\n\n1. Open attached blend file\n2. Preview render (shift z)\n3. Notice the green on top\n4. F12 Render\n5. Notice how the green is no longer there\n\n[booleansBug.blend](booleansBug.blend)",
"Compositor RGB Curves artefacts with 'film like' option when using individual channels (only works correctly with the 'master' curve)\nOperating system: SUSE Leap 15.0\nGraphics card: NVidia GTX 560ti (official drivers)\n\nBroken: 2.80, 5632e1b52586, x86_64 linux, 2019-01-24 (buildbot)\n\nCompositor RGB Curves node gives false colours when set to 'Film like' and when any of R,G,B channels are adjusted. Adjustment of C channel alone is OK.\n\n![rgb_curves_film-like_artefacts_example_2.png](rgb_curves_film-like_artefacts_example_2.png)\n\nsidenote; Constant hue adjustment is definitely an interesting feature to have! But since film often has various hue shifts going on, if anything, 'Standard' is possibly closer with a typical S-curve - a bias to cyan, magenta, yellow in the highlights corresponding to the curve shoulder.\n\n'Hue hold' or 'Hue lock' could be alternative names.\n\n**Example .blend**\n[compositor_rgbcurves_film-like_artefacts.blend](compositor_rgbcurves_film-like_artefacts.blend)\n\nLoad attached .blend, render.\n\nRef:\nrB4de7c0c3105a80d244dd9f2078c310331873a16b\n\nNotes:\n- Muting the noise texture hides the issue in this example.\n- Stepping through the emission strength from 0.0 to 1.0 gives varying results. Might be a clue to the cause?",
"VSE Scene strip's color profile is overridden by sequencer settings\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nThere are two scenes:\n1. **Scene.001** is VSE sequencer with *RGB* profile in color management\n2. **Scene** is used as *Scene Strip* and has *XYZ* color profile\n\nWhen rendering **Scene** strip from **Scene.001** sequencer, it overrides original *XYZ* with its *RGB*, but OpenGL preview shows correct mode.\n\nIn attached file render separately **Scene** 3d view and **Scene.001** VSE sequencer to see the difference\n\n",
"Shader Mix RGB node color burn and color dodge operations clamp incorrectly.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nShader Mix RGB node clamps the output color when using color burn and color dodge blending mode when it shouldn't\n\n\nWhen using the mix rgb node in the shader editor the color burn and color dodge blending modes both clamp the output of the node. Color burn clamps it to a 0 to 1 range while color dodge clamps it to a -infinity to 1 range, despite the factor being 0.\nColor dodge doesn't match EEVEE, which clamps the lower bound to 0 instead of -infinity.\n\nTest file:\n[Color_blend_test_file_HDR_input.blend](Color_blend_test_file_HDR_input.blend)\n\nThank you and have a great day!",
"Defocus Node with timeline camera change (Camera markers), problem\nOperating system: Windows\nGraphics card: GTX1060\n\nBroken: 3.4.1\n\nOn the frame where a camera changes (frame 3 in example), the defocus node returns a blurry image if rendering as animation\nNo problem if rendering the frame (frame 3 in example) as an image\n\n*from linked file:* Render as Animation (ctrl+F12)\n\n*from scratch:*\n- add 2 cameras with depth-of-field enabled\n- bind cameras to markers\n- add defocus node in compositing with z-buffer\n- render as animation (ctrl+F12)\n\n[camera_change.blend](camera_change.blend)",
"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",
"View port compositor is fast, but the compositor workspace is slow\nOperating system: Linux, ubuntu 22.04.3\nGraphics card: Rtx 3070 ti oc edition\n\n**Blender Version** \n3.6.0 LTS\n3.6.2 LTS\n4.0 alpha \n\nBroken: blender-4.0.0-alpha+main.0ff8ed788dd8-linux\n\nWorked: (worked well in windows, it's mainly a linux thing)\n\n\nHi, basically when on linux/ubuntu, the blender compositor works fast in the view port, but when in the compositor workspace, the results take a very long time to calculate.\n\n\n\nWithin linux (3.6.2 should replicate the issue), use the view port compositor as normal, and notice it works in real time, but then go to the compositor workspace, and it should take a long time for the nodes to kick in.\n\n",
"EEVEE AOV of full transparency is bad compared to Cycles\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4\n\nAOV of full transparent shader is barely noticeable. Cycles works fine.\n![aov_compare.jpg](aov_compare.jpg)\n\n[eevee_aov_transparent.blend](eevee_aov_transparent.blend)\nFor default scene:\n\n - Set fully transparent shader (alpha clip or hashed) and add AOV layer for it\n - Render EEVEE -> AOV layer is bad\n\n",
"Shadow catchers\nReal Shadow catcher is possible using differential rendering. However, for preview/speed purpose, we might have a fallback to an ad-hoc method.\nI'm not sure what is the best to have first.\n\nEstimate : 1 week",
"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"
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"Glare Node set to \"Fog Glow\" in Real-Time Compositor vastly different from actual render results\nOperating system: Windows 10\nGraphics card: RTX3070 FE\n\nBroken: 3.6 A\nWorked: N/A\n\nWhen using the Glare Node in Real-Time compositor, the results in the viewport are turned up way higher than the actual render and Backdrop preview.\n\n![rtc.png](attachment)\n\n1. Open attached .blend file\n2. Set to Rendered view, enable Real Time Compositor\n3. Compare the Glare effect in an F12 render to the effect previewed in the viewport\n\n"
] |
Mantaflow (GAS). The cache is deleted when the Upres factor of noise is switched.
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14
Broken: version: 2.83.0
If you bake the smoke, and then turn on the noise and change the Upres factor of noise, then the baked data will be deleted.
Please, watch gif.
![lose_cache.gif](lose_cache.gif)
1) Open blender
2) Save the file anywhere
3) Search "Quick Smoke" and apply Smoke
4) Change Cache type to Modular
5) Bake Data
6) Turn on Noise
7) Change Upres Factor.
| [
"Remove normalization from original coordinate attribute (CD_ORCO)\nFrom #95776:\n\n> The internal CD_ORCO attribute is normalized to 0..1 which is not really helpful, not even as default texture coordinates. It would be good to do some refactoring so these are stored unnormalized and then applying any additional texture space scaling for rendering only.",
"Code cleanup\n- [ ] Directly pass `params` to `filelist_setfilter_options()`.\n- [x] Port new asset files to C++.\n- [ ] Port `filelist.c` to C++? Think this file could be greatly cleaned up by using some simply C++ features (like simple inheritance for the individual list types).\n- [x] Remove unused asset code from old design (e.g. `AssetUUID`, `AssetUUIDList`, etc) (88c855174d4)\n- [ ] Add runtime struct to `SpaceFile`. Eventually could store: `rebuild_flags`, file-list, `folders_prev`/`folders_next`, active operator pointer, timers and layout.\n- [ ] Either remove `FileDirEntry.description` or use it for asset file tooltips (taking the description from `AssetMetadata`).\n- [ ] Check disabled assert in `BKE_object_copy_particlesystem()` with Sergey. *(Okay not really a cleanup...)*\n- [ ] The file browser and `ED_OT_lib_id_load_custom_preview` use \"active_id\" for the focused data-block context member name should be just \"id\".",
"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)",
"Access violation when running multiple quick liquid bakes (Python API)\nOperating system: Windows 10\n\nBroken: 3.3 alpha, 3.3, 3.4 alpha, 3.4\nWorked: Not any recent releases\n\nSeems related to T98427 , but the fix for that issue did not fix this.\nAccess violation when running multiple quick liquid bakes\n\n```lines=18\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF9DE2B9224\nException Module : python310.dll\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x0000000000000008\n\n\nStack trace:\npython310.dll :0x00007FF9DE2B9220 PyDict_GetItem_KnownHash\npython310.dll :0x00007FF9DE2CF200 PyFrame_GetBack\npython310.dll :0x00007FF9DE430410 PyRun_FileExFlags\npython310.dll :0x00007FF9DE430410 PyRun_FileExFlags\npython310.dll :0x00007FF9DE430270 PyRun_StringFlags\nblender.exe :0x00007FF64D0F4E60 MANTA::runPythonString\nblender.exe :0x00007FF64D0DAF70 MANTA::~MANTA\nblender.exe :0x00007FF64D0DB340 MANTA::`vector deleting destructor'\nblender.exe :0x00007FF6484EB4D0 BKE_fluid_modifier_freeDomain\nblender.exe :0x00007FF6484EB4A0 BKE_fluid_modifier_free\nblender.exe :0x00007FF648274A00 BKE_modifier_free_ex\nblender.exe :0x00007FF648488760 BKE_object_free_modifiers\nblender.exe :0x00007FF6484834A0 object_free_data\nblender.exe :0x00007FF6487EB890 blender::deg::deg_free_copy_on_write_datablock\nblender.exe :0x00007FF6487ECA40 blender::deg::IDNode::destroy\nblender.exe :0x00007FF6487E1F70 blender::deg::Depsgraph::clear_id_nodes\nblender.exe :0x00007FF6487E21E0 DEG_graph_free\nblender.exe :0x00007FF64D64FA80 BLI_ghash_free\nblender.exe :0x00007FF648450510 scene_free_data\nblender.exe :0x00007FF64846F120 BKE_id_free_ex\nblender.exe :0x00007FF64826E980 BKE_main_free\nblender.exe :0x00007FF6482628F0 BKE_blender_free\nblender.exe :0x00007FF6486F1AB0 WM_exit_ex\nblender.exe :0x00007FF6486F1A60 WM_exit\nblender.exe :0x00007FF6477F1260 main\nblender.exe :0x00007FF64D8788C0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThreads:\nThread : 00004eb4\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000051dc\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004114\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004ab8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000033dc\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005b3c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000044b0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000033f0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000031f8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004aa4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000049b8\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\nblender.exe :0x00007FF64E410730 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF64E40FF40 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6479B3A10 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005340\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00002654\nntdll.dll :0x00007FFA49C90780 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFA49C42680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004c64\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000024a4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005664\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 000048c4\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00005b4c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 00004eb0\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nThread : 0000446c\nntdll.dll :0x00007FFA49C8CDB0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFA47831A40 WaitForSingleObjectEx\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA373BD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA473D1B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA48397020 BaseThreadInitThunk\nntdll.dll :0x00007FFA49C42630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF647680000 3.3.0.0 blender.exe C:\\Users\\ecl25031\\blender-3.3.0-alpha+master.4c3b984b3daa-windows.amd64-release\\blender.pdb \n0x00007FFA49BF0000 10.0.19041.1741 ntdll.dll \n0x00007FFA48380000 10.0.19041.1741 KERNEL32.DLL \n0x00007FFA47810000 10.0.19041.1741 KERNELBASE.dll \n0x00007FFA48E00000 10.0.19041.546 WS2_32.dll \n0x00007FFA499D0000 10.0.19041.1706 RPCRT4.dll \n0x00007FFA47C50000 10.0.19041.1503 USER32.dll \n0x00007FFA47B10000 10.0.19041.1766 win32u.dll \n0x00007FFA373B0000 tbb.dll \n0x00007FFA48790000 10.0.19041.1620 GDI32.dll \n0x00007FFA2BF10000 tbbmalloc.dll \n0x00007FFA47B40000 10.0.19041.1706 gdi32full.dll \n0x00007FFA47310000 10.0.19041.789 msvcp_win.dll \n0x00007FFA473B0000 10.0.19041.789 ucrtbase.dll \n0x00007FFA48EA0000 10.0.19041.1682 ADVAPI32.dll \n0x00007FFA48440000 7.0.19041.546 msvcrt.dll \n0x00007FFA486F0000 10.0.19041.1586 sechost.dll \n0x00007FFA49040000 10.0.19041.1741 SHELL32.dll \n0x00007FFA48F50000 10.0.19041.1706 SHLWAPI.dll \n0x00007FFA2FB80000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFA477C0000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFA15BF0000 14.29.30139.0 MSVCP140.dll \n0x00007FFA43A40000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFA47AE0000 10.0.19041.1023 bcrypt.dll \n0x00007FFA485C0000 10.0.19041.1202 ole32.dll \n0x00007FFA35C50000 10.0.19041.867 dbghelp.dll \n0x00007FFA48A40000 10.0.19041.1741 combase.dll \n0x00007FFA49870000 10.0.19041.546 PSAPI.DLL \n0x00007FFA49B00000 10.0.19041.1741 shcore.dll \n0x00007FFA484E0000 10.0.19041.546 IMM32.dll \n0x00007FFA03B30000 10.0.19041.1741 OPENGL32.dll \n0x00007FF9D3660000 9.0.0.0 openvdb.dll \n0x00007FF9D19D0000 59.18.100.0 avcodec-59.dll \n0x00007FF9F78D0000 59.16.100.0 avformat-59.dll \n0x00007FFA2D720000 59.4.100.0 avdevice-59.dll \n0x00007FF9F8750000 57.17.100.0 avutil-57.dll \n0x00007FFA48970000 10.0.19041.985 OLEAUT32.dll \n0x00007FF9FBCC0000 1.21.1.0 OpenAL32.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFA0FA30000 6.4.100.0 swscale-6.dll \n0x00007FF9F7770000 2.0.20.0 SDL2.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFA41050000 libgmpxx.dll \n0x00007FFA47F10000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFA40FF0000 tbbmalloc_proxy.dll \n0x00007FF9DE1A0000 3.10.2150.1013 python310.dll \n0x00007FFA30660000 6.10.19041.1110 COMCTL32.dll \n0x00007FFA2AB80000 10.0.19041.1 AVIFIL32.dll \n0x00007FFA415D0000 10.0.19041.546 VERSION.dll \n0x00007FFA44B10000 10.0.19041.746 dwmapi.dll \n0x00007FFA2A530000 10.0.19041.1741 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFA29450000 4.3.100.0 swresample-4.dll \n0x00007FFA3D230000 10.0.19041.546 Secur32.dll \n0x00007FFA2EAF0000 10.0.19041.1 AVICAP32.dll \n0x00007FFA39CA0000 10.0.19041.546 WINMM.dll \n0x00007FFA28820000 10.0.19041.1 MSACM32.dll \n0x00007FFA291F0000 10.0.19041.1 MSVFW32.dll \n0x00007FFA37020000 10.0.19041.1 winmmbase.dll \n0x00007FFA47200000 10.0.19041.1586 SSPICLI.DLL \n0x00007FFA45AD0000 10.0.19041.546 kernel.appcore.dll \n0x00007FFA452E0000 10.0.19041.1741 windows.storage.dll \n0x00007FFA46D70000 10.0.19041.1682 Wldp.dll \n0x00007FFA47250000 10.0.19041.844 profapi.dll \n0x00007FFA47610000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFA48510000 2001.12.10941.16384 clbcatq.dll \n0x00007FFA3FB50000 10.0.19041.1503 MMDevApi.dll \n0x00007FFA470C0000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFA3FC00000 10.0.19041.1741 AUDIOSES.DLL \n0x00007FFA468E0000 10.0.19041.546 powrprof.dll \n0x00007FFA46750000 UMPDC.dll \n0x00007FFA44880000 10.0.19041.1620 uxtheme.dll \n0x00007FFA2D140000 10.0.19041.1566 MPR.dll \n0x00007FFA415E0000 10.0.19041.546 drprov.dll \n0x00007FFA45F70000 10.0.19041.546 WINSTA.dll \n0x00007FFA2ED10000 10.0.19041.1566 ntlanman.dll \n0x00007FFA2EB50000 10.0.19041.546 davclnt.dll \n0x00007FFA22F70000 10.0.19041.546 DAVHLPR.dll \n0x00007FFA46500000 10.0.19041.1645 wkscli.dll \n0x00007FFA27030000 10.0.19041.546 cscapi.dll \n0x00007FFA467B0000 10.0.19041.546 netutils.dll \n0x00007FFA46CC0000 10.0.19041.546 CRYPTSP.dll \n0x00007FFA462D0000 10.0.19041.1052 rsaenh.dll \n0x00007FFA46CE0000 10.0.19041.546 CRYPTBASE.dll \n0x000002627AAF0000 3.10.2150.1013 python3.DLL \n0x00007FFA2CA10000 3.10.2150.1013 _bz2.pyd \n0x00007FFA28ED0000 3.10.2150.1013 _lzma.pyd \n0x00007FFA2C980000 3.10.2150.1013 _socket.pyd \n0x00007FFA46770000 10.0.19041.546 IPHLPAPI.DLL \n0x00007FFA40E90000 3.10.2150.1013 select.pyd \n\n# Python backtrace\n\n```\n\nPut this ins a file called test.py\n```\n\nimport bpy\n\nCUBE = bpy.data.objects[\"Cube\"]\nCUBE.select_set(True)\nbpy.ops.object.quick_liquid()\nbpy.ops.fluid.bake_all()\n\nbpy.ops.object.select_all(action='DESELECT') \nmesh = bpy.data.meshes.new('Basic_Cube')\nCUBE2 = bpy.data.objects.new(\"Cube2\", mesh)\nCUBE2 = bpy.data.objects[\"Cube2\"]\nbpy.context.scene.collection.objects.link(CUBE2)\nCUBE2.select_set(True) \nbpy.ops.object.quick_liquid()\nbpy.ops.fluid.bake_all()\n```\n\nthen, in terminal, run:\n\n```\nblender -b --python test.py \n```",
"Cycles semi transparent materials produce very noisy mist pass\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\n\n\nWhen mix the transparent shader with any other shader using a factor higher than 0 but lower than 1, the mist pass becomes extremely noisy\n\nOpen this file and hit F12 to render a noisy mist pass, even when increase the samples to 1024, the mist pass is still noisy.\n[mist test.blend](mist_test.blend)\n![noisy mist.png](noisy_mist.png)\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",
"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",
"Mantaflow: Smoke simulation is affected by point force field in a wrong way \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\n[particles with point force.blend](particles_with_point_force.blend)\n\n![smoke with point force.png](smoke_with_point_force.png)\n\n![particles with point force.png](particles_with_point_force.png)\n\n[smoke with point force.blend](smoke_with_point_force.blend)\nI have seen the issue first with version 2.8x but it is on all later versions including 3.0.\n\nI found that a point force field affects a smoke simulation in the wrong ways while it affects particles in the correct way.\n\nIn my example I use a mesh uv-sphere as emitter for a smoke simulation. I use mainly default settings in the flow emitter and smoke domain but I disabled gravity for this scene.\nA point force field is set in the middle of the sphere emitter so I would expect that the smoke became and holds a spherical shape that’s growing only in size over the time.\n\nBut the result that I see is a kind of 3d cross ( a cross on all 3 axes ). To me it seems that some vector math is not done correctly .\n\nAs force fields affect smoke and particles I did the same setup with a particle system instead of smoke domain. The uv-sphere is now the emitter . Gravity is also disabled as well as all kinds of start velocity.\nThe particles are emitted only in the first three frames.\n Then particles are affected from the point force field is set in the middle of the sphere emitter. As expected the particles always keeps the shape of a sphere as it should be.\n\nI will add blend files and screenshots to illustrate the issue.\n\n",
"Internal buffer overwrites during file import\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nDebugged this a little and the best I can see is some file paths are overwriting parts of an Object instance\n\n- open file in blender 3.4.1 or later.\n- Switch to the Scene Properties panel\n- Expand Rigid Body World\n- Expand Cache\n- Click Delete Bake, and then Bake\n[resaved279b.blend](resaved279b.blend)\n[#103590.blend](T103590.blend)\n\n```lines=10\n>\tblender.exe!BKE_ptcache_id_from_softbody(PTCacheID * pid, Object * ob, SoftBody * sb) Line 894\tC\n\n \tblender.exe!foreach_object_ptcache(Scene * scene, Object * object, int duplis, bool(*)(PTCacheID *, void *) callback, void * callback_user_data) Line 1195\tC\n \t[Inline Frame] blender.exe!BKE_ptcache_ids_from_object(ListBase *) Line 1250\tC\n \tblender.exe!BKE_ptcache_id_find(Object * ob, Scene * scene, PointCache * cache) Line 1094\tC\n \tblender.exe!ptcache_baker_create(bContext * C, wmOperator * op, bool all) Line 193\tC\n \tblender.exe!ptcache_bake_invoke(bContext * C, wmOperator * op, const wmEvent * UNUSED_event) Line 216\tC\n \tblender.exe!wm_operator_invoke(bContext * C, wmOperatorType * ot, const wmEvent * event, PointerRNA * properties, ReportList * reports, const bool poll_only, bool use_last_properties) Line 1477\tC++\n \tblender.exe!wm_operator_call_internal(bContext * C, wmOperatorType * ot, PointerRNA * properties, ReportList * reports, const wmOperatorCallContext context, const bool poll_only, const wmEvent * event) Line 1676\tC++\n \t[Inline Frame] blender.exe!WM_operator_name_call_ptr(bContext *) Line 1721\tC++\n \tblender.exe!WM_operator_name_call_ptr_with_depends_on_cursor(bContext * C, wmOperatorType * ot, wmOperatorCallContext opcontext, PointerRNA * properties, const wmEvent * event, const char * drawstr) Line 1915\tC++\n \tblender.exe!ui_apply_but_funcs_after(bContext * C) Line 1017\tC++\n \tblender.exe!ui_handler_region_menu(bContext * C, const wmEvent * event, void * __formal) Line 11418\tC++\n \t[Inline Frame] blender.exe!wm_handler_ui_call(bContext *) Line 791\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3244\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3364\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3958\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 590\tC\n```\n\nThe SoftBody pointer passed in is garbage. Looking at the memory for the Object instance, I see:\n\n```lines=10\n0x0000018450826048 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826058 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826068 00 00 00 00 00 00 00 00 53 43 53 63 65 6e 65 00 ........SCScene.\n0x0000018450826078 74 61 67 65 00 61 69 6e 00 00 00 00 00 00 00 00 tage.ain........\n0x0000018450826088 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826098 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260A8 00 00 00 00 00 00 00 00 00 00 00 00 04 00 00 00 ................\n0x00000184508260B8 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260C8 00 00 00 00 50 07 00 00 48 99 28 50 84 01 00 00 ....P...H™(P....\n0x00000184508260D8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508260E8 40 db a3 42 84 01 00 00 00 00 00 00 00 00 00 00 @Û£B............\n0x00000184508260F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826108 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826118 00 00 00 00 00 00 00 00 08 dd 4e 09 84 01 00 00 .........ÝN.....\n0x0000018450826128 08 16 97 73 84 01 00 00 00 00 00 00 00 00 00 00 ..—s............\n0x0000018450826138 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826148 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826158 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f ..............€?\n0x0000018450826168 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826178 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f ..............€?\n0x0000018450826188 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00 00 ................\n0x0000018450826198 01 00 00 00 01 00 00 00 00 00 00 00 00 00 01 00 ................\n0x00000184508261A8 08 8f 23 50 84 01 00 00 00 00 00 00 00 00 00 00 ..#P............\n0x00000184508261B8 08 3c 23 50 84 01 00 00 00 00 00 00 00 00 00 00 .<#P............\n0x00000184508261C8 29 5c 0f 3d 29 5c 0f 3d cd cc cc 3d cd cc 4c 3d )\\.=)\\.=ÍÌÌ=ÍÌL=\n0x00000184508261D8 33 33 33 3e cd cc 4c 3d 9a 99 19 3e cd cc 4c 3d 333>ÍÌL=š™.>ÍÌL=\n0x00000184508261E8 11 02 18 00 5a 0f 02 00 00 00 00 00 00 00 00 00 ....Z...........\n0x00000184508261F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826208 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826218 4e 6f 6e 65 00 00 00 00 00 00 00 00 00 00 00 00 None............\n0x0000018450826228 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826238 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826248 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826258 46 69 6c 6d 69 63 00 00 00 00 00 00 00 00 00 00 Filmic..........\n0x0000018450826268 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826278 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826288 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826298 00 00 00 00 00 00 80 3f 00 00 00 00 00 00 00 00 ......€?........\n0x00000184508262A8 00 00 00 00 00 00 00 00 73 52 47 42 00 00 00 00 ........sRGB....\n0x00000184508262B8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262C8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262D8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262E8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x00000184508262F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826308 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826318 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826328 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826338 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826348 c0 00 00 00 44 ac 00 00 02 00 00 00 00 00 80 3f À...D¬........€?\n0x0000018450826358 00 00 00 00 00 00 00 00 00 00 00 00 ff ff ff ff ............ÿÿÿÿ\n0x0000018450826368 0a 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826378 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826388 fe 00 00 00 01 00 00 00 58 02 00 00 00 00 00 00 þ.......X.......\n0x0000018450826398 00 00 00 00 00 00 00 00 64 00 00 00 64 00 00 00 ........d...d...\n0x00000184508263A8 00 00 01 00 00 00 80 3f 00 00 80 3f 01 00 00 00 ......€?..€?....\n0x00000184508263B8 01 00 00 00 96 00 00 00 58 07 00 00 20 03 00 00 ....–...X... ...\n0x00000184508263C8 20 00 00 00 20 00 00 00 18 00 11 00 00 00 5a 00 ... .........Z.\n0x00000184508263D8 00 00 00 00 10 00 00 00 01 42 40 00 18 00 00 00 .........B@.....\n0x00000184508263E8 00 00 00 00 00 00 80 3f 00 00 00 00 00 00 80 3f ......€?......€?\n0x00000184508263F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n0x0000018450826408 00 00 00 00 00 00 80 3f 00 00 80 3f 00 00 80 3f ......€?..€?..€?\n0x0000018450826418 00 00 c0 3f 01 00 00 00 00 00 00 00 00 00 01 00 ..À?............\n0x0000018450826428 10 00 00 01 00 00 00 00 00 00 00 00 6f 12 83 3a ............o.ƒ:\n0x0000018450826438 00 00 00 00 2f 2f 2e 2e 5c 2e 2e 5c 4c 57 52 65 ....//..\\..\\LWRe\n0x0000018450826448 6e 64 65 72 5c 53 69 73 79 70 68 75 73 5c 00 72 nder\\Sisyphus\\.r\n0x0000018450826458 73 2f 53 74 65 70 68 65 6e 2f 44 65 73 6b 74 6f s/Stephen/Deskto\n0x0000018450826468 70 2f 42 61 6c 6c 73 52 65 6e 64 65 72 73 41 57 p/BallsRendersAW\n0x0000018450826478 53 2f 43 61 6d 65 72 61 30 38 2f 66 72 61 6d 65 S/Camera08/frame\n0x0000018450826488 5f 23 23 23 23 23 23 00 2f 43 61 6d 65 72 61 5f _######./Camera_\n0x0000018450826498 30 30 31 43 65 6e 74 72 65 54 69 6c 65 5f 23 23 001CentreTile_##\n0x00000184508264A8 23 00 64 65 62 75 67 5f 23 23 23 00 62 6c 65 5f #.debug_###.ble_\n0x00000184508264B8 23 23 23 00 00 00 00 00 00 00 00 00 00 00 00 00 ###.............\n0x00000184508264C8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................\n```\n\nNote that the 'soft' value in the Object instance has a value of \n`+\t\t&object->soft\t0x00000184508264b8 {0x0000000000232323 {totpoint=??? totspring=??? bpoint=??? ...}}\tSoftBody * *`\n\nwhich points right in the middle of that path text (`rs/Stephen/Desktop/BallsRender/AWS/Camera08/frame######./Camera_001CentreTile_###.debug_###.ble_###`)\n\nSomething has written a path into the wrong memory space and corrupted this Object instance.\n\n\n",
"Cycles smoke is not exported to render without baking\nOperating system: win 10\nGraphics card: geforce 1080 ti\n\nBroken: blender-2.80-4488056f3d9-win64\\\nWorked: (optional)\n\nSmoke is visible in viewport but not in render.\n\n\n- Select default cube.\n- Run quicksmoke\n- Select the domain and in the simulation cache settings choose `Replay`(step added to be reproducible in mantaflow)\n- Run play so you get some smoke.\n- Press f12 (or switch to cycles and press f12).\n- Renders cube but no smoke.\n\nManually setting it up gives the same result.",
"Closing operator search menu with Escape also cancels bakes\nOperating system: Linux-4.15.0-45-generic-x86_64-with-LinuxMint-19.1-tessa 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.43\n\n\nBroken: version: 2.80 (sub 74)\n\n\nWhen baking something (tested with fluid and light cache), opening the operator search menu (F3 by default) and pressing Escape to close it will also cancel the bake.\nNot tested with other modal operations or popups.\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",
"[Mantaflow] Generating a huge number of particles as substeps increase\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7560D ATI Technologies Inc. 4.5.13399 Core Profile Context 15.201.1151.1008\n\nBroken: version: 2.90.1\n\nThe number of particles increases as the number of substeps increases.\n\nBake the liquid from this scene.\n[substeps_bug.blend](substeps_bug.blend)\nYou will see the following:\n\n![particles_count.jpg](particles_count.jpg)",
"Sequencer: transforming strips with overwrite enabled sometimes shuffles\nThe overwrite option sometimes shuffles the strips.\n\nWith `838b6ec48af6fb767089784193d8525c5f5faf13` (current master), and the attached file, the following error can be observed.\n\n- `G` key.\n- Type in `654`.\n- Press Enter to confirm.\n\n... if this doesn't shuffle the strips (so one strip is placed above the others), press Ctrl-Z and repeat the steps above.\n\n[sequencer_overwrite_sometimes_shuffles.blend](sequencer_overwrite_sometimes_shuffles.blend)\n\n",
"Crash when baking quick smoke fire simulation\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\nQuick Smoke within FIRE (Bake Data) button\n\n\nfrom 32 change to 256 see picture ![image.png](image.png)\n\nSee End: from 256 to 1000 (frames) ![image.png](image.png)\n\n(Bake ALL) on Type: ALL\n\n![image.png](image.png)\n[Blender-2022-08-15-103438.ips](Blender-2022-08-15-103438.ips)\n[Blender crash guide on Mac appear.txt](Blender_crash_guide_on_Mac_appear.txt)\n\n[Quick Smoke within FIRE.blend](Quick_Smoke_within_FIRE.blend)\n\n\n"
] | [
"Mantaflow: changing 'upres' value for noise destroys sim bake (using 'modular' cache)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: 2.82a and previous versions\n\n[Any change from the default upres value in Domain settings kills/frees the sim bake]\n\n[Bake the attached, then check 'noise'; if you then change the upres setting at all you will lose the bake, and have to re-bake before you can bake the noise pass.\n\nI don't know if this is a fault or a feature, but it certainly isn't an improvement to the 'modular' cache workflow (*if anything it's back to the old 2.79/2.8 smoke sim 'do everything at once, and if it's not what you want- do the whole thing again' type of workflow*). And it's not how the upres setting behaved in 2.82a or previous incarnations of Mantaflow in Blender.\n\nI'd say this is a great shame if it *is* a feature, as the ability to bake the sim, then try different upres settings was, what I previously thought was fantastic, compared to the 'old' smoke sim.\n\n[NoiseUpRes_KillsBake_2.83.mp4](NoiseUpRes_KillsBake_2.83.mp4)\n\nHere's the difference between 2.82a (first) and 2.83-\n\n \n[{[F8642311](UpresFactorDestroysBake_2.83.blend)}]\n\nI also tried this in 2.9 Alpha (24th June build) and it behaves the same as 2.83 release version, i.e. not like 2.82a or previous versions.\n\n"
] |
Blender keeps crashing after I save it and is unusable
Operating system:
Graphics card:
Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)
Based on the default startup or an attached .blend file (as simple as possible). | [
"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",
"Blender 3.5 and 3.5.1 are crashing while using Metal as backend\nOperating system: macOS 12.6.3\nGraphics card: Radeon Pro 580 8GB\n\nBroken: 3.50, 3.51 (Metall Backend)\nWorked: 3.50, 3.51 (OpenGL Backend)\n\nBlender simply hang. I use eevee, if you switch to rendered viewport shading it crashed complete system. I use Metall as backend, if I choose OpenGL it works fine. \n\n \nI attached an .blend file for example.\n\n",
"Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n",
"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 development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405",
"Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n",
"Crash 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",
"Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n",
"Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002ae4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006820\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001738\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003c44\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004984\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006c48\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000389c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002d68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002f90\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00007248\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005010\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 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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 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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)",
"Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n",
"Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n",
"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!",
"The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n![test_image.jpg](test_image.jpg)",
"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) ",
"Crashes when working with pose mode (rigidbodies involved)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.0.1\nWorked: 2.8\n\nFrequent random crashes.\n\nJust animate bones. It may even crash at undo. One day it's okay, another it crashes 20 times a day.\n[debug_logs.zip](debug_logs.zip)\n"
] | [
"Blender keeps crashing\n**System Information**Device name\t\nProcessor\t\nInstalled RAM\t\nDevice ID\t\nProduct ID\nSystem type\t\nPen and touch\t\n\nOperating system: \nGraphics card: \n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (newest version of Blender that worked as expected) \n\n\n\n",
"Blender keeps crashing\n**System Information**Device name\tLAPTOP-OL4ASJ88\nProcessor\tIntel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz 1.19 GHz\nInstalled RAM\t12.0 GB (11.7 GB usable)\nDevice ID\t9829DC34-10C4-4091-99BE-96FF98B9B612\nProduct ID\t00325-82033-92876-AAOEM\nSystem type\t64-bit operating system, x64-based processor\nPen and touch\tNo pen or touch input is available for this display\n\nOperating system: Microsoft Windows \nGraphics card: Intel(R) UHD Graphics\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (newest version of Blender that worked as expected) Blender Version 3.1.2\n\n\nNot sure if this counts as a bug or not but was using blender and the day before it works perfectly fine and then I saved it and now today when I turned it on it just keeps freezing \n\nBased on the default startup or an attached .blend file (as simple as possible). Only thing I can really think of is that I saved on blender turned it off then turn it on later and didn't do anything else and now blender doesn't work at all and I know it not the memory cause I check and with blender on it only use 40% of the memory max"
] |
Crash when hitting Texture Paint > Side bar > Tools > Options > External > Apply Camera Image & selecting an image.
```
┌──────────────────────────────────────────────────────────────────────────────┐
│Blender & System Information: │
│ * Blender Version: │
│ - 3, 0, 0 │
│ * Blender Last Commit Date: │
│ - 2021-12-02 │
│ * Blender Build Hash: │
│ - f1cca3055776 │
│ * Blender Branch: │
│ - master │
│ * Blender Executable Location: │
│ - D:\Program Files\Blender Foundation\blender-3.0.0-windows-x64\blender.exe│
│ * Python Version: │
│ - 3.9.7 (default, Oct 11 2021, 19:31:28) [MSC v.1916 64 bit (AMD64)] │
│ * Platform this Blender instance was built for: │
│ - Windows │
│ * Windows Platform Information: │
│ - Caption=Microsoft Windows 11 Pro │
│ - OSArchitecture=64-bit │
│ - Version=10.0.22000 │
│ * Hardware Information: │
│ - GPU: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 │
│ - GPU Driver Version: NVIDIA Corporation 4.5.0 NVIDIA 497.09 │
│ - CPU MaxClockSpeed=3187 │
│ - CPU Name=12th Gen Intel(R) Core(TM) i9-12900K │
│ - CPU NumberOfCores=16 │
│ - Total System RAM: 34.088476672 GB │
│ │
│This info text was generated by the Fast PBR Viewport Render addon! │
└──────────────────────────────────────────────────────────────────────────────┘
```
[OyjTxSIhzp.mp4](OyjTxSIhzp.mp4)
The image in my case was a 4K, RGBA image stored outside the blend file. Written by Krita, but it doesnt seem to matter what image I try loading. INterestingly, the very same image CAN be loaded via the Apply button (which isnt really a replacement). | [
"Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n",
"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",
"GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n",
"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",
"2.83lts Regression: Viewport render image ignores colormanagement, and appears to be hardcoded to use sRGB.\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\nBisect points to 190fd795a9\nBroken: version: 2.83.0\nWorked: 2.82a\n\n`Viewport Render Image` ignores color management. The image produced is clamped to 1.0 according to the color sampler. It appears to be hard coded to sRGB.\n\nCreate a Scene that has scene linear color values above 1.0. Render with Filmic. Then do `viewport render image` and see how it produces an image with blown out highlights.\n\n2.82a:\n![2.82a.png](2.82a.png)\n\n2.83:\n![2.83.png](2.83.png)\n\n\n[test.blend](test.blend)\n\n",
"Image projection triggers assert\nOperating system: Linux-5.4.0-52-generic-x86_64-with-debian-bullseye-sid 64 Bits (Ubuntu 20.04)\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.92.0 Alpha\n\nWhen projecting a camera image onto the mesh, I sometimes get an assert. I finally succeeded in creating a .blend which can reliably reproduce the issue.\n\nOpen the attached .blend [assert_during_projection_painting.blend](assert_during_projection_painting.blend)\n\nIn the properties pane click on 'Apply Camera Image' and choose img_101.jpg\n\n\n```\n=> BLI_assert failed: source/blender/editors/sculpt_paint/paint_image_proj.c:1889, project_paint_uvpixel_init(), at 'ps->pixel_sizeof == project_paint_pixel_sizeof(ps->tool)'\n```\n\n\nbacktrace:\n```lines\n- 0 __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50\n- 1 in __GI_abort () at abort.c:79\n- 2 in _BLI_assert_abort () at blender/source/blender/blenlib/intern/BLI_assert.c:50\n- 3 in project_paint_uvpixel_init (ps=0x7fffffffaf90, arena=0x7fffcb940908, tinf=0x7fffd0bb8db0, x_px=711, y_px=1022, mask=1, tri_index=3, pixelScreenCo=0x7fffd0bb8e10, world_spaceCo=0x7fffd0bb8e04, w=0x7fffd0bb8df8) at blender/source/blender/editors/sculpt_paint/paint_image_proj.c:1889\n- 4 in project_paint_face_init (ps=0x7fffffffaf90, thread_index=3, bucket_index=10442, tri_index=3, image_index=0, clip_rect=0x7fffd0bb9170, bucket_bounds=0x7fffd0bb9160, ibuf=0x7fffcbb73a08, tmpibuf=0x7fffd0bb9008) at blender/source/blender/editors/sculpt_paint/paint_image_proj.c:3388\n- 5 in project_bucket_init (ps=0x7fffffffaf90, thread_index=3, bucket_index=10442, clip_rect=0x7fffd0bb9170, bucket_bounds=0x7fffd0bb9160) at blender/source/blender/editors/sculpt_paint/paint_image_proj.c:3495\n- 6 in do_projectpaint_thread (UNUSED_pool=0x7fffccbb6908, ph_v=0x7ffffffeef80) at blender/source/blender/editors/sculpt_paint/paint_image_proj.c:5208\n- 7 in Task::operator()() const::{lambda()#1}::operator()() const (__closure=0x7fffd0bb92d0) at blender/source/blender/blenlib/intern/task_pool.cc:118\n- 8 in tbb::interface7::internal::delegated_function<Task::operator()() const::{lambda()#1} const, void>::operator()() const (this=0x7fffd0bb9260) at lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:93\n- 9 in tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) ()\n- 10 in tbb::interface7::internal::isolate_impl<void, Task::operator()() const::{lambda()#1} const>(Task::operator()() const::{lambda()#1} const&) (f=...) at lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:160\n- 11 in tbb::interface7::this_task_arena::isolate<Task::operator()() const::{lambda()#1}>(tbb::interface7::internal::return_type_or_void const&) (f=...) at /home/martijn/progs/blender-git/lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:395\n- 12 in Task::operator()() const (this=0x7fffeff72f48) at blender/source/blender/blenlib/intern/task_pool.cc:118\n- 13 in tbb::internal::function_task<Task>::execute() (this=0x7fffeff72f40) at lib/linux_centos7_x86_64/tbb/includetbb/task.h:1048\n- 14 in tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) ()\n- 15 in tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) ()\n- 16 in tbb::internal::arena::process(tbb::internal::generic_scheduler&) ()\n- 17 in tbb::internal::market::process(rml::job&) ()\n- 18 in tbb::internal::rml::private_worker::run() ()\n- 19 in tbb::internal::rml::private_worker::thread_routine(void*) ()\n- 20 in start_thread (arg=<optimized out>) at pthread_create.c:477\n- 21 in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n```\n",
"opening an movie file in an image texture node auto populates with the incorrect number of frames\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: 2.79\nWorked: 2.73\n\nImage Texture loading does not calculate number of frames when loading and sets a strange offset number:\n![image.png](image.png)\n\n- Open a new blend file,\n- select the cube,\n- give it a material,\n- go to the shader editor\n- add an image texture node.\n- Load in any mp4 file either by using the file icon, or by dragging directly from windows explorer.\nBoth give different results for the frames property, and both are wrong:\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",
"Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)",
"Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n",
"Crash on startup with 2.82 and Intel HD + Windows\nOperating system: Windows 10 Pro (1909)\nGraphics card: Intel(R) HD Graphics 630, version 4.5.0 - Build 26.20.100.6951\n\nBroken: 2.81, 2.82, downloaded from blender.org\nWorked: 2.80 worked.\n\nBlender crashes on start:\n\n```\nC:\\Program Files\\Blender Foundation\\Blender 2.81>blender.exe\nGPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.81\\2.81\\python\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 3435, h : 26, d : 0, comp : 4, size : 0.34 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.34 MiB.\nGPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB\n```\n\nThis appears to be similar to #69594.\n\n\n\n1. Download 2.81.\n2. Launch 'blender.exe'\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)",
"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.",
"Asset spawns at Camera origin when in camera view\nOperating system: Microsoft Windows 10 Home\nGraphics card: GeForce RTX 2060\n\nBroken: (3.0.0, f1cca3055776, master, 2021-12-02 18:35 )\nWorked: N/A\n\n----------------------------------------------------\n\nCreate and mark asset. \nAdd camera move camera along Y axis away from world center. \nOpen asset browser and find your marked asset. \nGo into camera view, drag asset to viewport. \nAsset will lock to camera origin. \n\n--------------------------------------------------\n\nGo to front view, drag asset in, works as expected.\n\n----------------------------------------------------\n\n2D artist will want to work from the camera view for standardize production. In this example I used a grease pencil object but it can be replicated with 3D objects also. Thanks for looking at this. \n\n[2022-01-17 11-40-38.mp4](2022-01-17_11-40-38.mp4)\n",
"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",
"Blender 3.3 crashes on importing external .exr file on compositor\nOperating system: Windows 11 x64\nGraphics card: gtx 650 ti\nprocessor ryzen 9 5900X\n\nBroken: tried 3.3 LTS (september 7, 2022 release) and also 3.2.1, but had this failure before in previous builds.\n\n**Short description**\nBlender immediately crashes after importing a multilayer .exr (generated in Houdini's Karma renderer) to the compositor. Example files attached\n\nOpen new blender scene, switch to compositor tab and check \"use nodes\". Then the error happens after either dragging and dropping the images or using the image node for import.\n\nThe crash seems to occur only when importing images with AOVs packed in, I attached one example that works perfectly but only has the color layer. I know this is a niche workflow but I'm out of options for compositing until I can upgrade my graphics card, sorry if this isn't really worth looking into.\n\n![0185 - single pass, WORKING.exr](0185_-_single_pass__WORKING.exr)\n\n![0130 - multilayer exr, CRASHY.exr](0130_-_multilayer_exr__CRASHY.exr)"
] | [
"Texture paint: Apply Camera Image crash when selecting a image\nBroken: version: 3.2.0 Alpha, 2.83. 2.92\n\nClicking this button and selecting an image crashes blender, no matter the source texture or target texture. Packed or not.\nThe first time I used this button it worked, every subsequent use has crashed blender.\n\n* Go to **texture paint** mode\n* Set the texture slot Mode to **Single Image**\n* **Create image** and make it active for texture painting\n* Click Tools > Options > External >**Apply Camera Image** button and select a different image. \n\n![image.png](image.png)\n[project_texture_bug.crash.txt](project_texture_bug.crash.txt)\n[project_texture_bug_17252_autosave.blend](project_texture_bug_17252_autosave.blend)\n"
] |
Make Duplicates Real is not working and they are not possible to render.
Nothing happens if I want to make them real.
And it's not possible to render them.
In the screenshot you can see, that the twigs are in the viewport but not in the render (right). In 2.79 it's working fine.
![image.png](image.png)
Operating system:
Graphics card:
Broken:
(example: 2.79b release)
(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)
Worked: (optional)
Based on the default startup or an attached .blend file (as simple as possible). | [
"Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n",
"Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n![obraz.png](obraz.png)\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\n![obraz.png](obraz.png)",
"Sequencer Render does not render overlays and always uses original media\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nBroken:\t\t\t\t` 2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.91.0-010c1370aff6-windows64` (BF Build Bot)\n\n\nClicking Sequencer Render will not render the image as set in the sidebar view settings like: Show Overexposed, Safe Areas or Proxies don't work.\n\n\n\nTrying to render proxies:\n\n\n - Open and Viewport render\n\n\n[Render_Proxy.zip](Render_Proxy.zip)",
"Transfer shape key is only working for meshes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\nWorked: Never\n\nTransfering shape keys is option in panel menu, but it only works for meshes. This is not mentioned in documentation and only evident after running the operator.\n\n\nDuplicate object in provided file and try to transfer shape keys.\n",
"Auto keyframing causes Duplicate Linked object to change location \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.1.0\nWorked: Never (2.8+)\n\n- Open new general animation template,\n- Turn on auto keyframing\n- Add a mesh object\n- Alt+D create few Duplicate Linked objects,\n# Change frame\n\nDuplicate Linked objects will change location.\n",
"Unable to fix broken linked IDs when renamed in libfile\nWindows 10\nWindows 7 x64\n\nWorked: 2.82\nBroken: 2.83.0\n\nCant rename linked collection. Error: Cannot edit external library data\n\nDefault Blender setup (first file lets call it assets.blend)\nCreate a collection and name it \"Test\" \nCreate a cube and move it to \"Test\" collection\nSave the file\n\nCreate another file (lets call it level.blend)\nLink the \"test\" collection from the assets.blend\nCheck all linking options before hiting link\nSave the file\n\nNow open assets.blend again and rename \"Test\" collection to \"Cube\"\nAnd save it again.\n\nOpen level.blend\nA message appears that link is broken\nGo to Outliner and change Display mode to Blender File\nNow go down to the linked collection\nDouble click broken collection to rename it\nError message appears \"Cannot edit external library data\"\n\nRenaming linked collections works fine in 2.82\n",
"ID Deduplication on Append - UX \nThis task is about which behavior should be default when linking/appending IDs, and assets, and how much/how users should be able to customize those behaviors.\n\nNOTE: Currently this is mostly listing topics to be discussed. This is also a first pass, there are likely many more use cases/topics to be discussed.\n\n# Problem\nCurrently, when appending a data-block, Blender appends (i.e. link and make local) the ID and all of its dependencies.\n\nThis means that if a single object in appended ten times, you will get ten copies of the object, but also of its meshes, materials, animations, etc.\n\nThis behavior may be fine in some cases, but not in others.\n\n# Default Behaviors\n## Generic Considerations\nTo avoid having many copies of the same ID, the first appended copy needs to be re-used for the subsequent appends.\n# Do we always re-use that ID, even if it has already been modified by the user locally?\n *Think first appended ID should always be re-used, reliably detecting modified IDs compared to linked one is possible, but tricky and not very efficient (RNA diffing)... There could be a mechanism though to break that reference such that next append creates a new copy of it.* **No diffing.** User has ways to make an existing local ID not re-usable anymore, and to force not re-using an ID when appending again. \n# ~~Could we use the UserPreferences settings for data copying, to decide which ID types we systematically create new copies for, and which ID types we try to re-use previously appended ID?~~\n\n## Specific Cases\nHere is a list of different use cases, possible behaviors being:\n* Link.\n* Append (Link + Make Local, aka new copy).\n* Re-use of previously appended local ID.\n\n### Append Material\n| Data type | DEFAULT | Alternative Behavior 1 |\n| --- | --- | --- |\n| Material itself: | re-use | *duplicate* |\n| Image: | NA | re-use |\n| Node groups: | NA | *duplicate* |\n| Actions: | NA | *duplicate* |\n\n### Append Object\n| Data type | DEFAULT | Alternative Behavior 1 |\n| --- | --- | --- |\n| Object itself: | *duplicate* | *duplicate* |\n| Obdata: | re-use | *duplicate* |\n| Actions: | re-use | *duplicate* |\n| Materials: | re-use | Apply Materials Rules ? |\n\n### Append Collection\n**Collection itself:*** In case of Empty-based instantiation:\n***In case of ViewLayer-based instantiation:** Object: *same as above for Object case?*\n\n# User Customization\n## Change behavior in UserSettings\nShould user be able to change default behavior in user settings, or only on a case-by-case basis when actually linking/appending IDs or assets?\n\n## Change Behavior in Asset/File browsers\nShould user be able to toggle options like \"Link everything\", or \"Never deduplicate\" ? etc.\n",
"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",
"Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n",
"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.",
"Simulation Nodes: show bakes in outliner\n_No response_\n\n",
"Changing the 'Render Region' when rendering with Python with 'Persistent Images' checked results in glitched renders\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: -\n\n\nI have a (simplified) script that moves to a specific frame, sets the render region to a specific position and renders, before repeating the process for the next frame with a new render region position. When the 'Persistent Images' option in *Render> Performance> Final Render* is on, some of the resulting renders are glitched (they open but have artifacts) and the objects do not seem to be in the correct position. \n\nTurning off 'Persistent Images' results in renders with the objects in the expected location and without artifacts.\n\nFor some context, I do not specifically *want* to have 'Persistent Images' on; I have an add-on which repositions the render border on a per-frame basis and a user reported glitching renders.\n\n**Frame 8** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0008.png](Persistant_Images_off_-_frame_0008.png)\n\n**Frame 8** - Persistent Images **on**- Incorrect location in render and artifacts\n\n![Persistant Images on - frame 0008.png](Persistant_Images_on_-_frame_0008.png)\n\n**Frame 7** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0007.png](Persistant_Images_off_-_frame_0007.png)\n\n**Frame 7** - Persistent Images **on**- Incorrect location in render\n\n![Persistant Images on - frame 0007.png](Persistant_Images_on_-_frame_0007.png)\n\n\n[Render Region + Persistent Images bug.blend](Render_Region___Persistent_Images_bug.blend)\n\n 1. Open the attached blend file and set an output directory for the render.\n 2. Press 'Run Script' in the open text editor to render out the images.\n\nImages 3, 7, 8 and 9 will probably have artifacts and for the other frames the objects will be in the incorrect location (the border should be positioned perfectly around them).\n\n**Note**: I have set the script to render 10 frames because it seems to depend on what was rendered previously as to whether the glitches/incorrect positions will appear. Rendering the glitched frames on their own does not produce the errors consistently.\n\n",
"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",
"Add option to re-use or duplicate data for the Current File asset library\nAgreed on this alternative to [D12752: Asset Browser: Hide Import Types menu for \"Current File\" asset library](D12752). Currently dragging in data from the *Current File* asset library always reuses the existing ID. The option to duplicate the data could be quite useful and make it explicit what dragging in the asset will do.",
"Gpencil: dopesheet selection issues [clicking in summary deselects corresponding ID channel, e.g. breaking \"Jump to keyframe\"]\nBroken: version: 2.92.0 Alpha\nWorked: n/a, tested with 2.91 and didn't work\n\nJump to keyframe command & shortcut doesn't work anymore when you duplicate a keyframe.\nDoesn't matter what amount of layers there are.\n\n1) Draw a keyframe\n2) Draw a nother keyframe at another time = works\n\nDuplicate 1) keyframe = doesn't work, please see the video\n\n\n[gp_duplicate_keyframe_jump.mp4](gp_duplicate_keyframe_jump.mp4)\n\nReason why this happens: clicking in the summary will deselect the corresponding greasepencil ID channel [on which the \"Jump to keyframe\" operator relies]\nClicking in the summary should not deselect every channel there is, but keep the channel representing the selected greasepencil object selected as well [same as for other object types such as meshes].\nThis goes hand in hand with selecting a grease pencil object in the 3DView or Outliner not selecting the corresponding ID channel [this should also be the case (same as for other object types such as meshes)]"
] | [
"Blender 2.8: Make duplicates real does nothing.\nUbuntu 18.04\nGTX 970 4gb\ni7-8700k\n\nBroken: (example: 2.8 2018-11-28 6fd5f95call)\nWorked: (optional)\n\nConvert button in particle systems with objects for hairs does nothing (couldn't find any report on it yet, sorry if duplicate)\n\nAdd cube as emitter, add particle system to it and set it to hair, make it render objects as strands. Click convert on the particle modifier or use \"Make duplicates real\" operator.\n[makeduplicatesrealbug.blend](makeduplicatesrealbug.blend)"
] |
asset browser bug
Operating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits
Graphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.22
Broken: version: 3.0.0
crash when adding a custom asset thumbnail
marked object as asset, selected in browser, click load custom preview, select jpg, blender crashes.
| [
"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 when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n",
"Blender File Browser Freezes if folder includes an not reachable Alias | MacOS\nOperating system: 13.5.2 (22G91)\nMachine: Apple Macbook Pro M2 Max\n\n3.6.2 - This has been happening before, I'm just reporting it now.\n\nWe have been using an Alias of our flamenco root folder called \"_flamenco\" on our Desktops for a while now. This error is NOT connected to flamenco issues, but I figured I add this for completeness.\n\nAlias is at:\n`/Users/USERACCOUNT/Desktop/\n`\nAlias points to:\n`/Volumes/Files/_flamenco\n`\n\nThis Files server is only reachable in local – physical – network, so if no cable is attached to the machine the connection can not be established.\n\nEvery time I select the Blender File Browser and open the Desktop folder, Blender will hang, freeze or crash. We had quite the trouble figuring out what is happening as we thought it would be connected to the actual contents of the other elements in the folder.\n\nI wonder if it is necessary to evaluate the source of the alias at that stage, or if this can be postponed until I click on the Alias.\n\n\nNo special blend file is needed to recreate this bug.\n\n1. Create Alias to an imaginary/not connected resource to the Desktop\n2. Open default Blender install\n3. File -> Open.. -> \n4. The Blender File Browser will open\n4. The Blender File Browser will still look responsive (hovering over buttons still works) but the next interaction will trigger a freeze\n4. User clicks on anything\n5. The file Browser and Blender will freeze, either for a very long time >3minutes or crash completly\n\n",
"Smoke and Fire simulation bug\nOperating system: Mac osx 10.15.6\nGraphics card: AMD Radeon Pro 5500M 8 GB\nIntel UHD Graphics 630 1536 MB\n\nBroken: 2.90.0 (202-08-31)\n\n\nBlender crashes while trying to bake a fire + smoke simulation in 128 resolution divisions... Sometimes it works. Mostly it doesn't.\n\nAttaching the file.\n\n[Blender Bug copy.rtf](Blender_Bug_copy.rtf)\n\n[fire.blend](fire.blend)",
"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```",
"Asset browser: Collection position offset on toggling instance option\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: 3.3.0, 3.2\n\nAssets imported with link option offsets position when `Instance` option is toggled\n\n- Create collection asset and save it in user library\n- Open default scene\n- Change timeline to asset browser (and in asset browser select library where asset collection is present)\n- Change import type to link\n- Drag collection to viewport\n- toggle `Instance` option (notice collection instance moves from its original position)\n\n[Blender 2022-06-16 10-26-03.mp4](Blender_2022-06-16_10-26-03.mp4)\n",
"Specific Rig Crashes blender when going into pose mode\nOperating system: Linux-5.10.7-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.92.0 Alpha\nWorked: not sure but pre 2.80\n\nThis specific file, containing only one armature, crashes when selecting the armature and attempting to enter pose mode.\n\nFirst load the included file, then:\n- select the rig if it isn't already selected,\n- press ctrl tab or otherwise enter pose mode\nat this point blender crashes.[bug_posemode.blend](bug_posemode.blend)\n\n",
"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)",
"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",
"Add asset catalog selector to asset-view template (i.e. pose selector in the side-bar)\nThere is currently no way to filter assets by catalogs in the asset-view template: \n![image.png](image.png) Note how animators rely on naming still to organize poses (in practice they typically mount different asset libraries).\nThe idea is to do this with a search menu that exposes the asset catalog paths similar to the attribute search:\n\n{[F13331187](image.png), size=full}\n\n{[F13331123](image.png), size=full}",
"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",
"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```",
"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",
"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",
"Asset System & UI: Improve memory management for assets and previews\nLoading asset libraries can lead to significant memory use, since all contained assets need to be represented in memory. This may be thousands of assets. Further, the UI may request previews for assets, where each preview has a notable memory footprint (around 70kB for each preview at the default 256x256 image size).\n\nAs it stands, Blender is not mindful about this at all. For example simply calling the \"Add\" menu in geometry nodes editors loads all asset libraries into memory (!), including all previews (!) and keeps all this data in memory until another .blend is read (!). This is bad and wasteful design that users have to pay for.\n\n## Status Quo\n\nMemory and asset lifetime is managed rather differently in the asset browser and the rest of the UI (asset shelves, add menus, etc.).\n\n**Current Asset Browser Memory Management:**\n\nThe situation for the asset browser is not too bad (because it's simpler).\n\n- **Good**: Only the currently shown asset library is loaded into memory.\n- **Good**: Previews are lazy loaded into a cache based on the assets in view.\n- **Good**: Previews are removed if the cache is filled with a resonably small amount of previews.\n- **Bad**: Storage is per asset browser instance, so when multiple are open and showing the same asset libraries, storage is duplicated (especially wasteful for the \"All\" asset library).\n- **Bad**: The preview cache is cleared and reloaded often, causing flickering on common interactions (e.g. undo/redo).\n- **Bad**: The preview cache fails miserably with large asset libraries and causes continuous freezes, making the asset browser unusable with large asset libraries.\n\n**Rest of the UI:**\n\n(Asset views, the node add menu, the node search menu, asset-view template, etc.)\n\n- Challenge: Usually use the \"All\" asset library, meaning all assets are loaded when showing such UIs.\n- **Good**: Memory is shared between these UIs (static storage), so libraries are only loaded and stored once. (Asset browser storage is still separate).\n- **Bad**: No lazy loading of previews, all previews are loaded into memory\n- **Bad**: Only freed when closing the file.\n- **Bad**: Previews are also loaded when none are displayed (e.g. node \"Add\" menu)\n\n---\n\n## How to solve it?\n\n### Good solution characteristics\n\nA good solution should give us the following:\n- Only hold asset previews in storaged that are in view of the user\n- Don't keep asset libraries in storage that the user isn't interacting with (at least not regularly, see next point)\n- Provide fast repetetive access to asset libraries (e.g. assets shouldn't be reloaded every time the \"Add\" menu is called in the geometry nodes editor)\n- Support shared storage. All UIs giving access to assets should be able to access the same static asset library and preview image storage.\n\n(Further improvements are possible still, see below)\n\n### Lazy Loading Previews\n\nPreviews should always be lazy loaded based on which assets the user sees, and only if the previews are actually displayed (e.g. not for the node \"Add\" menu). #109234 does most of the necessary work for this.\n\n### Garbage Collector?\n\nA garbage collector could be implemented to remove unused asset libraries and asset previews from storage. Some kind of user-counting will be needed to detect the unused state, even when multiple parts of the UI display the same asset library (and thus may share storage). By being time based rather than user-count based only, the garbage collector still gives enough time for repetitive access to asset libraries. For example the asset library may still be in storage for multiple calls to the node \"Add\" menu, but be freed from storage if it hasn't been called for at least 5 minutes.\n\nNote that this doesn't need to be asset system specific. There are other UI previews that we load from disk that could make use of this. So this could be a more general UI garbage collector.\n\n---\n\n## Possible Further Improvements\n\n## Partial asset library loading?\n\nUsers rarely ever look at all assets of a library. They typically look at assets of a certain type (e.g. in the node \"Add\" menu), a specific catalog, or the view simply only has space for a subset of the available assets. So this is another case where we can avoid keeping data in storage, e.g. by lazy loading assets or deleting them once they are recognized as irrelevant.\n\nKeeping track of which assets are loaded and which have to be made available can be finicky. Plus we may run into issues when asset library contents were updated in-between partial reads.\n\n## Lazy load extended metadata\n\nIn most cases, all the user sees from an asset is the name, and potentially the preview. Keeping all the asset metadata in storage is a bit of a waste. We could lazy load this as well, although this can become finicky too, since some metadata needs to be accessed faster or more frequently (e.g. basic type information, tags for search, etc.) than other.\n\n## Compressed preview buffers\n\nPreview buffers could be compressed to reduce the memory footprint of each, potentially leading to faster load times too.\n\n"
] | [
"Crash when trying to load custom preview in asset browser with user library selected\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Quadro #1000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 3.0.0\n\nBlender crashes when trying to load a custom preview image when \"User Library\" is selected instead of \"Current File\"\n\n1. Open Blender - New File - General\n2. Open Asset Browser\n3. Make the default cube an asset\n4. Save the .blend file to the asset library folder\n5. Switch from \"Local File\" to \"User Library\"\n6. Select the newly created cube asset\n7. Try to Load Custom Preview image (any image) from the asset folder\n\nCrash\n\n\n\n\n\n\n",
"load custom preview crashes when not selected as \"Current File\"\nOperating system: windows 11\nGraphics card: rtx 2060\n\nBroken: Blender 3.0 ( latest stable Dec.7) and Blender 3.1\nWorked: None\n\nloading custom preview image crashes blender when inside asset browser window and choose the custom library name instead of Current File,\n\n1 extract attached zip file to any location\n2 set it as new asset library in blender preference and its name as \"test\", there are two blend files: cube and ball. \n3 open the ball blender file, inside the asset browser window, change \"current file\" to \"test\". \n4 select the ball object and load custom preview inside N-panel, it will crash blender.\n\n[Temp.zip](Temp.zip)"
] |
Inconsistent vector rotate behavior
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07
Broken: version: 3.1.2
The vector rotate node uses degrees when using the input directly, but uses radians when another node is plugged to the input.
Test file:
[untitled.blend](untitled.blend)
It would be great if the vector rotate node always used radians.
Thanks and have a great day! | [
"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",
"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",
"Indices order is inconsistent with duplicate operation\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nIndices on copied geometry (in edit mode) are sometimes reversed (verts) or misplaced (edges). Not sure when it happens exactly, but it can happen, if you duplicate and delete new geo couple times.\n\n\n\n\n - Enable *indices* overlay to see results\n - Create clockwise mesh loop (for example draw it in *Edit mode* from single vert via *ctrl + mouse click*)\n - Select mesh and press *shift + D* and *Enter*\n - Check verts indices order, it should match initial clockwise direction\n # Delete copied geometry and repeat steps 3 & 4 -> indices should be reversed. (Interesting thing that if you change *Mode* option in operation's menu from 1 to 0 it preserves original order)\n\nOr in attached file perform steps from 3 to 5\n\n[indices_order.blend](indices_order.blend)\n\n",
"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",
"Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: ![bug - curve with modifier - example.png](bug_-_curve_with_modifier_-_example.png)\nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK",
"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)",
"2d curve bevel ignores direction iff the curve is cyclic\nOperating system: Linux-5.4.0-89-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.74\n\nBroken: version: 2.93.5\nWorked: unknown\n\n\nWhen a 2D curve is NOT cyclic, reversing the direction of segments changes the orientation of the bevel. When the curve is cyclic, reversing it has no effect.\n\n\n\n1. Create two 2D curves: \"Profile\" and \"Shape\". In the Shape curve, set the bevel to use the Profile curve. Set the Shape curve to not be cyclic (in \"Active Spline\"). Give them some shape so you can tell them apart. Or download attached blend file.\n\n2. Enter edit mode on the Shape curve. Select all segments/control points, and click the menu: Segments -> Switch Direction. Notice that the Profile switches between inside and outside when you do this.\n\n3. Now turn on \"Cyclic U\" for the Shape curve, and try to switch the direction of the segments once more. It now has no visible effect. (However, it has still switched the direction of the curve, which can be seen by turning off Cyclic U after switching direction while it is on - it is just that the direction is ignored whenever Cyclic U is on.)\n\nBlend file with this situation set up:\n\n[2d-curve-bevel-bug.blend](2d-curve-bevel-bug.blend)",
"Snapping to vertex for Rotation doesnt work for Empty and Pivot Point\nBroken: 2.92, 3.1.2\nWorked: -\n\nSnapping with Rotation enabled doesnt work for Empty and Pivot Point (In Affect Only Origin mode)\nIn attached file,\ncube was properly aligned during rotation with snapping to vertex on the plane (marked)\nbut rotation of Empty produce unexpected results\n\nPlace any type of Emply object or try to edit Pivot Point and rotate it with snapping to certain object vertex to match rotation. Rotation will always produce unexpected results.\n\nVideo demonstration: watch?v=zB9ElkiEG7U\n\n[snapping_issue_T99279.blend](snapping_issue_T99279.blend)",
"Inconsistent Limitations of Instances in Geometry Nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIt's not clear what operations can or can't be done to an instance, eg. Extrude and Scale Element, Dual Mesh, Triangulate etc all work fine but Set Position doesn't. \n\nSorry for the complex file but I wanted to leave in all the nodes I'd been through before realising that I was working an Instance still.\nThe Set Position node was the first one in that line that gave me any indication that I was still on an instance.\n\n[12 Marching Squares.blend](12_Marching_Squares.blend)\n",
"quaternion rotation values changing to inverse of what's needed when rotating beyond limits of current quaternion segment\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: 3.6.0 Alpha\n\nquaternion rotation values changing to inverse of what's needed when rotating beyond limits of current quaternion segment\n\nDifficult to explain, so here's a video showing the issue (attached). How do we embed video into the report now by the way?\n\n",
"Math with Nodes\nCurrently, there are two main math nodes: \"[Float] Math\" and \"Vector Math\". The current workflow for using these is that first the correct math node has to be inserted, and then the correct operation has to be selected. This approach has two problems:\n- It forces the user to do two steps for an operation that should only take a single step (e.g. \"insert multiply node\").\n- \"Math\" is a very generic term. When more operations are added, it becomes more and more unclear which should be added to the math node and which belong to another node. And the user has to remember that.\n\nA more scalable approach is to remove the \"Math\" node entirely and create individual nodes for different operations. For example, there will be an \"Add\", a \"Subtract\" and a \"Dot Product\" node. These new nodes can adapt to the data types that are connected to them.\n\nThis is not a change we have to do in the short term, but in the long run it is the better solution in my opinion. Especially as we get more types and operations.",
"Gizmo and transform direction does not align with Normal Orientation and Individual Origins\nOperating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.4.0 Alpha\nWorked: 2.83\n\nThe gizmo axes orientation should give a preview of the transform direction of the selected elements.\nBut the behaviour is breaking when using **Normal** orientation and **Individual Origins** for the pivot point.\n\nIn Object Mode when selecting a single object it behaves like expected. But when selecting multiple objects, the gizmo and transforms will use the Median Point pivot point instead. I don't know if this is the intended behaviour.\n\nMore striking is the behaviour in Edit Mode. If a single vertex is selected, the behaviour is as expected. The gizmo and transforms will use the normal orientation of the individual single vert.\nBut once more verts are selected the gizmo no longer matches the transforms.\nThe gizmo seems to match the median point orientation. But once a gizmo handle is dragged, it will use something else.\nThis often leads to flipped directions on transforms.\n\n**Note on behaviour in Blender 2.83**\nWhile this behaviour worked as expected in that version and earlier, it still failed to show the correct orientation when more than 2 verts were selected.\nOf course not all individual orientations can be displayed with 1 axis. But when the selected individual elements are connected, they will move as one. This behaviour should be reflected in the gizmo orientation as well.\nIf the selected individual elements would not move in unison, the gizmo could show the combined average as a good enough estimation.\n\n- On the default cube, enter edit mode\n- Set orientation to Normal and pivot point to Individual\n- Make the Move Tool active in the Toolbar\n- Select 2 vertices that form an edge and drag along the X handle\n- If it moves as expected, select the 2 vertices again but in the reverse order\n- Then repeat",
"\"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",
"Changing rotation axis in operator panel has no effect\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.1.0 Alpha\n\nAfter confirming a rotation operator with a click, attempting to change the axis in the popup panel has no result.\n\n\nAdd any object. Press R to rotate it, and choose any specific axis. After you click to confirm, attempt to change the axis of rotation in the operator panel. \n",
"Dragging the cursor (shift-right-click-drag) locks it's rotation\nOperating system: ~~Windows-10-10.0.22621-SP0 64 Bits~~ Windows 11 22H2\n> ***Meta Bug: this doesn't seem to recognize I'm on Windows 11.***Graphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\nBroken: version: 3.4.1\nWorked: /\n\nWhen setting the 3D cursor to project to surface and align its rotation to the geometry, it doesn't update when dragging. It only sets the aligned rotation on first click.\n\n1. Change Keybinding setting for shift right-click\n![image.png](image.png)\n2. Add UV sphere\n3. Shift right-click-drag the 3D cursor over different face of the sphere\n4. Notice it only sets the rotation once initially\n\n"
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"The 'Vector Rotate' node's 'Angle' input is displayed in degrees but uses radians when something is plugged into it.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nWorked: -\n\n\nIf I don't have anything plugged into the 'Angle' input of the 'Vector Rotate' node I can set the 'Angle' value to be a number in degrees and the vector will be rotated by that many degrees, e.g. set it to 45 and it will rotate the vector 45 degrees. If I plug a 'Value' node set to the same value, e.g. 45, into the 'Angle' input, it will instead use Radians for the rotation and a 'Math' node set to 'To Radians' is needed between the two nodes to get the same result.\n\nThe expected result (to me) is that plugging in a 'Value' node set to 45 will result in a 45 degree rotation.\n\n![Vector rotate angle bug.jpg](Vector_rotate_angle_bug.jpg)\n\n\n[Vector rotate angle bug.blend](Vector_rotate_angle_bug.blend)\n\n1. Open the attached blend file.\n2. Change to rendered shading mode.\n3. Disable or remove the 'To Radians' node to see the incorrect rotation.\n\n"
] |
Sculpt Vertex Color renders the whole object in pitch black using non sculpt modes like object or edit mode.
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39
Broken: version: 3.1.0 Alpha
Worked: 3.0 alpha
Sculpt Vertex Color renders the whole object in pitch black using non sculpt modes like object or edit mode.
Enable Vertex under Viewport Shading -> Color. Select an object and go to sculpt mode, paint the object and switch to object (or any other mode) mode. The whole objects shows in pitch black.
[sculptvertexcolorpitchblackobject.blend](sculptvertexcolorpitchblackobject.blend)
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"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.",
"Default Value for Viewport Display Color's Alpha Wrong.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.92.0 Alpha\nAlso tested on 2.83.8 and same problem.\nWorked: It do not think this has ever worked\n\nWhen reverting to the Default Value for Viewport Display Color the alpha gets down to 0.8 making the object semi transparent.\n\nOpen up a new scene.\nSelect the cube.\nGo to the materials tab.\nScroll down to \"Viewport Display\"\nRight Click on \"Color\"\n\"Reset to Default Value\"\nResult: RGB values go back to the default, but Alpha goes to 0.8\n\n\nThank you so much !",
"Rendering in cycles causes objects with materials to go black and shiny when using the GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\nWorked: N/a\n\nWhen my render engine is set to cycles and device is set to GPU Computer (with HIP and my 7900 XT selected), if I look at an object with a material applied in either viewport shading or as a rendered image the model will appear black and shiny or occasionally will just show as a flat blue colour. \n\nThis issue does not occur when using the CPU as the device instead and also did not begin to occur until a few days ago (prior to which it was working fine).\n\nI've checked the same blender file on a laptop with a 3060 GPU which worked correctly so I don't think the file itself is corrupted.\n\nI have also checked multiple blend files, some of which work fine, others do not, one file has some things working and other things broken (I will attach it to this bug report)\n\n\n1. Load the attached blend file \"ArkenV1R1_Interior.blend\".\n2. Go to edit > preferences > system > cycles render devices, set it to HIP with RX 7900 XT selected.\n3. Under scene settings, change the render engine to cycles and device to GPU compute.\n4. Switch to Viewport shading.\n5. Observe that the bullets and floor panel are shown as black and shiny while the table renders correctly (grey and blue).\n6. Press F12 and observe that the rendered image also shows the bullets and floor panel as black and shiny.\n\n\n**Additional**\nIncorrectRender.png was rendered using GPU\nCorrectRender.png was rendered using CPU\n\nI will be happy to provide anything else needed to figure this out, thanks!\n\n",
"Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up.",
"vertex paint sample color not working as intended.\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha\ncommit date: 2021-11-14 00:26 hash: 7e82c840b7a4\nbuild date: 2021-11-15, 00:51:48\n\n**Short description**\nVertex color that is sampled changes.\nChange in sample color after moving mouse over panel\n\n**Steps to Reproduce**\n- Go into Vertex paint mode. (make sure viewport shading mode is set to rendered)\n- Select an object then press s to sample a vertex color and left click the mouse (to add to palette)\n# move the mouse over panel (selected color will be changed)\n\nThis seems to happen when you move the cursor over any part of the U.I.\n\n[Vcol.blend](Vcol.blend)",
"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)",
"Grease Pencil is lit by World's Viewport Display Color, not by the actual World Color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.93.0\n\nGrease Pencil Objects change their color in Rendered Viewport Shading Mode and on the final render according to World's Viewport Display Color, not by actual World's Surface Color.\n\nOpen a new scene.\nDelete the cube and light.\nAdd Grease Pencil Monkey object.\nSwitch shading mode to \"Rendered\".\nIn the \"Properties\" area find \"World Properties\" and expand \"Viewport Display\" settings.\nPlay with the color value. In the viewport you'll see Monkey changing color according to your experiments.\nBlack color will bring drawing to complete hopeless darkness.\nTry to render the image with tinted monkey in frame. You'll see the effect takes it's place on render as well.\nNow play with World's Surface color. It doesn't do anything.![Screenshot_3.png](Screenshot_3.png)",
"Viewpor render includes color management, even if the view shading mode does not\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.1.2\n\nA viewport render should look exactly as what's seen in the viewport, especially if that viewport is set to, for example, solid shading. Right now, it does not, because color management is taken into account even in shading modes which do not use it.\n\n1. Set viewport to shaded mode\n2. Set viewport background to a white color\n![image.png](image.png)\n3. Set something in the color management panel to something crazy\n4. Observe how the viewport does not change.\n5. Make a viewport render\n\nResult:\n\nThe viewport render includes the crazy values from color management.\n\nExpected:\n\nIt should look like the viewport and nothing else. It's *technically* not a viewport render currently.",
"Display RGB channels shows alpha premultiplied color with 8-bit images\nOperating system: Linux-5.8.18-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0\nWorked: blender-2.90.1\n\nDisplay RGB channels shows alpha premultiplied color with 8-bit images. See sampled color in image editor. It should be all white\n![untitled.png](untitled.png)\n\nSorry for using sequencer to demonstrate this, it was quickest method to render data I need.\n\n[#83342.blend](T83342.blend)\n- Open file\n- Render\n# Sample color in black area in image editor\nRGB channels have value of 1, pixels are black however.\n",
"Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n![Normal_bright.png](Normal_bright.png)\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n![Normal_dark.png](Normal_dark.png)\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n![Fixed_dark.png](Fixed_dark.png)\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)",
"Sculpting using EEVEE\nThis keeps track of the patches and tasks needed for improving sculpting with EEVEE/Lookdev enabled\n\n[D8558](D8558) Fix EEVEE not using the PBVH for rendering in Sculpt Mode\n[D8564](D8564) Sculpt: Use Simplified Materials option\n[D8566](D8566) LookDev: Lock HDRI rotation to View",
"Texture on active object is not visible in solid view with sculpt mode activated\nOperating system: Windows 10, Ubuntu 16.04\nGraphics card: GeForce GTX 760\n\nBroken: 2.80\n\nTexture is not visible in solid view with sculpt mode activated\n\nCreate a texture, apply it to an object, like start cube, make sure you're in solid view mode with textured color active, you'll see the texture in object mode. After switching to sculpt mode, object becomes gray.\nIf you change view mode to LookDev or Material, everything is fine.\n\n**Extra info**\nIf you go back to Solid view and add a Shape Key, texture is visible again, but mask brush doesn't work. The problem with mask brush and shape keys is already mentioned #67303\nI made a video about those problems Mk2w41C87AI",
"Sculpt: 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",
"GPU Subdivision slows down in Sculpt mode, Weight paint mode.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.1\n\nGPU Subdivision slows down the work in Sculpt mode and Weight paint mode\n\n1. Turn on the GPU Subdivision.\n2. Enable the subdivision surface modifier on the model.\n3. Try to do something in Sculpt mode, Weight paint mode.\n4. Turn off the GPU Subdivision and follow step 3.\n\nWith GPU Subdivision enabled, the Sculpt mode and Weight paint mode tabs work much slower.\nIf it can't be fixed, then it would be logical for GPU Subdivision not to be enabled on these tabs.\n\nAt the same time, the GPU Subdivision works correctly in Object mode.\n",
"Shadow caustics visible through colored glass has intensive, solid color for directional/sunlight and are probably too dark for spotlight/pointlight\nOperating system: Windows 11\nGraphics card: GTX 1070 Ti\n\nBroken: 3.22 master\nWorked: none\n\nThis happens when transparent object intersects with diffuse one and caustics are visible though volume. I know that MNEE doesn't work with volumes, but I think this might be a bug.\nFor directional light and sunsky system caustics are colored to pure red, green or blue or are just white. No other colors are possible. Spotlight and pointlight work, but color of intersected primitives differs substantially from not intersecting ones when looking thought them. This is especially visible on the left upper sphere that has only slight tint. Hope this is useful.\n\nmnee nishita sunsky:\n![mnee_sunsky.jpg](mnee_sunsky.jpg)\n\nmnee directional light:\n![mnee_direct.jpg](mnee_direct.jpg)\n\nmnee spotlight:\n![mnee_spot.jpg](mnee_spot.jpg)\n\n\n1. Create an object casting caustics like sphere over default cube.\n2. Create transparent material for sphere that consists of two shaders, glass and volume, adjust volume color to something darker then white\n3. Turn on caustics for light and for objects, render in viewport.\n4. Move the sphere so it intersects with the cube, see the result.\n5. Switch light into directional mode and try to adjust volume absorption color.\n\n...or just open attached file and render. Lighting is set to nishita sky, but both spotlight and directional light are added and hidden.\n[mnee_test_master.blend](mnee_test_master.blend)"
] | [
"Regression: Sculpt Vertex Colors shown as black\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\nCaused by 03013d19d1\n\nIn the latest master the experimental sculpt vertex colors are always displayed as black, unless the object is in sculpt mode with all modifiers disabled and all shapekeys removed.\n\n![Screenshot_2021-11-02_09-49-24.png](Screenshot_2021-11-02_09-49-24.png)\n\n- Enable the experimental feature \"Sculpt Vertex Colors\"\n- Switch the viewport shading color to \"Vertex\"\n- Enter sculpt mode on an obejct\n- Use the \"Paint\" brush tool to paint the object \n- If that isn't working, reset the brush settings in the \"Brushes\" tab in the sidebar\n- Go back to object mode and the object should show up as black.\n\n\n"
] |
x-axis mirrored bones do not get auto keyed.
Operating system: Linux-5.0.13-200.fc29.x86_64-x86_64-with-fedora-29-Twenty_Nine 64 Bits
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74
Broken: version: 2.80 (sub 72)
Worked: (optional)
When animating bones with X-axis mirror on and autokey on, only the selected bone gets keyed, and not its mirrored counterpart.
Create simple armature with 2 x mirrored bones, turn on auto key and x-axis mirror, move or rotate one of the bones, notice only the selected bone gets a keyframe.
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"Symmetrizing armature does not symmetrize constraints\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: - version: 2.92.0\n - version 2.93 Beta\n\nI try to constrain bones from an armature to bones from a rigify rig. Both armatures are in the world origin.\nI start by constraining the bones of the left arms and legs of the rig, then I symmetrize these and once it's symmetrized, I notice that the right arms and legs are constrained to the left arms and legs of the Rigify rig.\n\nCreate a rigify rig, then another rig, make the constraints on the bones and symmetrize.\n\n\nPS:\n- It's not just because of Rigify, I also tested with another Rig.\n- It's not because of add-ons: I also tried to do it after I reloaded the factory settings.\n",
"Undo in Armature EditMode ignores changes to other IDs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\nWhen you rename bones of armatures with some meshes by python scripts and then do Undo (Ctrl +z), then only bone names are reverted and the mesh vertex groups are never reverted.\nIt seems to happen immediately after from Object mode to Edit mode for armatures.\n\n* Open \"bpy_rename_bone_and_undo_bug_report.blend\".\n* Go to Armature Edit mode.\n* Run script \"rename.py\". It will rename selected bones and the mesh vertex groups.\n* Do undo (Ctrl +z)\n* Then you will see only bone names are reverted and the mesh vertex groups aren't reverted.\n\n[bpy_rename_bone_and_undo_bug_report.blend](bpy_rename_bone_and_undo_bug_report.blend)\n\nIt will lost bone deformations.\nI thinks it will cause some human errors.\n\nThanks!\n",
"Node edge scroll ignores locked axes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown\n\nLock axis operation is broken in Node editor tab.\n\nRegarding locked axes:\n- Select node and start translate (`G` in default keyboard layout?)\n- Lock onto X axis\n- Move mouse to upper or lower edge to scroll in Y direction\n\nNode moves along Y axis even though the lock should prevent this\n",
"Mesh cache Modifier cant unselect Flip axis once selected \nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nin Mesh cache Modifier i cant unselect X,Y,Z Flip axis once selected ..it can only be interchanged\n![Annotation 2019-09-25 155929.jpg](Annotation_2019-09-25_155929.jpg)\n\n\n",
"2.80 FBX export simplify key not working as expected\nThe 'Simplify' keys option doesn't appear to work correctly\n\n**Goal** \n- to export all channels with keys.\n- keep keys that are the same value (flat curves).\n- not add keys to channels that don't have keys.\n\nWith 'simplify' set to 0.01 up to 1 - all keys that have a flat curve are removed, even rotations that are not 0,0,0.\nWith 'simplify' set to 0 (disabled) - all animate-able channels are keyed, even if there are no curves/keys on them. \n\nThis means there is no way to export with keys on only the channels I animated. \n\n**Should this be fixed???**\nSimplify shouldn't remove curves that are flat (especially if the values are not default) - or it should be a check box.\nDisabling 'simplify' shouldn't add keys to un-keyed channels - we have 'Force Start/End keying' for that.\n\n**Current workaround**\nI can get what I want by ensuring all bones with currently flat curves have some small tweak to make them not flat. Bit of a PITA as you might expect. \n\nIf these can't be fixed or aren't considered bugs then we don't have full control over animation exported from Blender in FBX files :( \n",
"Some bone animations break upon performing unrelated actions\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: Unsure\n\nI have noticed that sometimes, doing random actions will break existing working animations in a blender project, but only for some bones. I'm not even sure what random actions will cause this - I've always had to resort to just loading from the last saved version. However, I do have a way to reproduce this issue almost 100% of the time really easily:\n\n*Open this blender file:\n*Select the armature (It's called \"Armature\")\n*Open the action \"Reload\" in the action editor\n*Play the animation, see that it is working\n*Now, turn on or off the fake user save toggle button (the shield icon)\n*Play the animation again, notice how the wrists no longer move, but everything else still moves.\n\n[template.blend](template.blend)\n\nThis can also be prevented by:\n- open file\n- select the armature (It's called \"Armature\")\n- go to posemode\n- select all bones\n- go back to objectmode \n- continue with the steps above (\"*Open the action \"Reload\" in the action editor\")\n- bug does not occur\n\nNote this does not have to be the the fake user save toggle button (the shield icon), e.g. toggling Manual Frame Range in the Action Editor triggers this, too\n\nworkaround (until this is fixed for good):\n\n- go to posemode\n- select all bones\n- change any setting that triggers re-evaluation of the action (this might be clicking the fake user save toggle button (the shield icon) again, or toggling Manual Frame Range in the Action Editor, or changing a keyframe or curve visibility in the Graph Editor\n- Action is working again\n",
"Bone rotation results in different roll (editmode vs. posemode + apply as restpose vs. setting tail position). \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.1\nWorked: unknown, possibly never.\n\nBone rotation in editmode using the transform system introduces roll.\n\n[#95560.blend](T95560.blend)\n- Open .blend\n- a single bone in editmode (with its tail at 0/1/1\n- set its tail to 1/0/1 in the sidebar (bone roll remains at zero)\n- undo\n- rotate on global Z axis -90 degrees (head/tail are now exactly like above example)\n- bone roll is now at 26 degrees\n- undo\n- enter posemode\n- rotate on global Z axis -90 degrees\n- `Pose` > `Apply` > `Apply Pose As Rest Pose`\n- check in editmode again (head/tail are now exactly like above example): bone roll is now at -45 degrees\n\nSo this might be expected behavior (not sure it is very predictable, there is some bone roll correction going on?), but\n- it is undocumented\n- if this is the desired behavior, shouldnt above methods result in the same bone roll?\n\n\n**Original Report**\n\nRotating a bone around the 3d cursor in edit mode, using Global Z axis, introduces roll into the bone (IFF the head and tail of the bone are not perfectly in line). This behaviour is unintuitive and does not occur if the head and tail of the bone are perfectly in line with the Z axis. See Armature 1 in attached image. Performing the same action in pose mode has different behaviour, in line with expectations.\n\nOpen the attached blend file. Select one of the two example bones (Armature 4 will produce the error, Armature 5 will not. Enter edit mode, select the bone body in edit mode. Hit R -> Z -> 90 (rotate it around the Z axis 90 degrees). Observe the roll of the bone. \nFor comparison, perform the same steps in pose mode.\n\n![bone rotation error.png](bone_rotation_error.png)\n\n\n[Bone rotation confusion example.blend](Bone_rotation_confusion_example.blend)\n\n",
"Panning with spacebar in clip editor stops after some movement\nOperating system: Windows-10-10.0.22581-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.10.00.22 30.0.21000.22018\n\nBroken: version: 3.1.0\n\nWhen I set the spacebar to pan (disabling the play animation, tools, or search options for the same keymap), in all windows the shortcut works properly - when I press spacebar and move the mouse, the screen pans, but the clip editor window. It works for a second and then it stops working. It only works if right after pressing spacebar, I press ctrl, shift or alt, or any other key in fact. I think it causes a reset and it forgets to cancel the shortcut. Also, if I put the shortcut to be release sensitive (not press), it also works, but there's no point in making that, cause I'd have to press spacebar again in another window to apply the pan.\n\n- In default scene, switch to clip editor\n- From preferences tab, Set the spacebar as shortcut for panning in clip editor\n- Pan around by Holding `spacebar` key (stops after some movement)\n\n",
"Xray doesn't work in wireframe shading for objects set to display as wire.\nBroken: 3.0\nWorked: \n\nXray doens't work in wireframe shading mode for objects set to display as wire.\n\n- Open .blend file\n- Change the viewport shading to wireframe.\n- Set one of the cubes to \"Display As : Wire\" in object properties->viewport display.\n- change X-ray value from `Viewport Shading` popover\n- compare the two, only one has xray effect.\n\nTest File:\n[#94802.blend](T94802.blend)",
"Bones displayed as stick don't have an active color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.2\n\n![bild.png](bild.png)\nBoth bones in the image above are selected, but which one is active?\n\n1. Set a rig to display their bones as stick.\n2. Select two bones.\n\nTest File:\n[#90923.blend](T90923.blend)",
"Mirror Paste for pose bones also copies custom properties\nBroken: 2.80, 02581a7ef819\n\nI'm making a rig where I store some custom properties in my face bones which I make use of with a script.\n\nWhen using Ctrl+C to copy a pose, then Ctrl+Shift+V to Mirror-Paste, the values of the custom properties of the copied pose bone(s) get pasted into the opposite bone **if** said opposite bone had custom properties with the same name.\n\n[mirror_paste_pastes_custom_props.blend](mirror_paste_pastes_custom_props.blend)\n- Download attached blend\n- Note that left_bone has a property called \"prop\" and its value is the string \"left bone's info\"\n- Note that right_bone has a property called \"prop\" and its value is the string \"right bone's info\"\n- press Ctrl+C then Ctrl+Shift+V\n- right_bone['prop'] now reads \"left bone's info\".\n\nOne might argue that this is an intended feature, but then the operator should be called \"Copy Pose and Properties\" not \"Copy Pose\"! :P (Realistically, \"Copy Properties\" could be added into the Copy Attributes addon.)\n\n**Workarounds**\nThe bone-specific custom properties can be stored in the edit_bones but this is problematic since edit_bones can only be accessed when the skeleton is in edit mode.\nAlternatively, the custom properties names can be pre/suffixed with the bone's name, which is ofc pretty redundant, but it prevents the bug since the property names will no longer match.",
"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).",
"Inconsistent behavior of the Subdivide Edge Ring and Subdivide actions on meshes with shape keys\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 511.23\n\nBroken:\n3.2.0 Alpha 2022-05-01 a5644f9a28ea\n3.1.2 2022-03-31 cc66d1020c3b\n3.0.1 2022-01-25 dc2d18018171\n2.93.9 2022-04-19 31712ce77a6a\n2.83.19 (can't find build details)\n\nWorked: -\n\nThere's an inconsistent behavior of the Subdivide Edge Ring and Subdivide actions on meshes with shape keys.\n\nWith Subdivide Edge Ring, no matter what kind of interpolation and profile factor you use, the one applied to all other shape keys will use \"Linear\" and \"0\" respectively.\n\nWith Subdivide, if you use it on the Basis shape key, all other shape keys will inherit half of the transform of the \"smoothness\" setting, and they will be transformed in some undefined manner by the \"fractal\" setting as well. If you use it on non-Basis shape key, in addition to the described behavior with remaining shape keys, the Basis shape key will always use the default settings (smoothness and fractal = 0).\n\n**Exact steps for others to reproduce the error / sort-of-transcript of the video**\nwatch?v=s9dPcdHOlpo\nIf you use the Subdivide Edge Ring, leave the default settings, and go through the shape keys, you can see that the positions of vertices are slightly off between the current/modified shapekey and others.\nHowever, that changes when you change interpolation to \"Linear\" - then they start being the same.\nWhen you go through various options it seems that the only thing applied properly across all shape keys is the number of cuts.\nAll shape keys other-than-the-active-one seem to always be using the \"Linear\" interpolation, and profile factor = \"0\"\nFrom my tests it doesn't matter which shape key you use this action on - it will always have the same effect between the current shape key and all other.\n\nNow, there's something even weirder goin on with the regular Subdivide.\nIf we Subdivide the mesh with default settings, it will look the same in all shape keys - that's great.\nHowever, if we change something, then the mesh across shapekeys will look different.\nAs a general rule, if we Subdivide a shapekey like Key 2, then the Basis will look like it was Subdivided with the default settings instead of the chosen ones (besides the number of cuts), but all other shape keys will also be modified, just in a different way than the active shapekey.\nFor example, if we change the smoothness of our Subdivide, then other shapekeys will look just \"less modified\". If we check the coordinates of the vertices, then we can see that in Key 1 they are transformed exactly half-way to their position in Key 2.\nHowever, if we use the Fractal setting, then the results are different: The Basis is still default-Subdivided, but the vertices of Key 1 are not just halfway there to the positions of Key 1 - they're completely different.\nOn a final note, with regular Subdivide, if, instead of Subdividing Key 2 you did that to the Basis, then both Key 1 and 2 would look like Key 1 in my example. There would be no shape key that stays with default Subdivide settings.",
"Batch Renaming Subdivided Bones Bug\nOperating system: Windows 10\nGraphics card: GTX 1660\n\nBroken: 3.0\nWorked: hasn't\n\nbatch naming subdivided bones messes with names\n- Open .blend file\n- Switch to edit mode\n- ctrl f2 to batch rename, change objects to bones, type to set name, method to new, name to anything, click ok.\nthe order for the bone names gets reversed. \nif you did individual subdivisions for a bone, the names get scrambled\n\nreference: LlLCkwp\n\nthe \"fix\" was to tab out into object mode before batch naming the subdivided chain.\n\nTest File:\n[#94090.blend](T94090.blend)",
"Huion KD100 - incorrect programmable keys reading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 27.20.100.8477\n\nBroken: version: 3.3.1\n\nHi, I got a Huion KD100 Mini Keydial and Blender seems to be the only software not regonizzing it's programmable keys correctly. I have set it up as Numpad keys, but Blender does not recognize the assigments, reading the keystroke values for Num Lock off. Affinity Designer, Photo, Google docs, everything else recognizes the defined keys, even with app profiles. Sadly Blender does not as the only one.\n\nThe only step here is really to hook up a configured KD100 and trying to change the view. Can also be easily verified in the Preferences section by testing the key bindings. \nI would be more than happy to test/debug further with my device if that's helpful.\n\n"
] | [
"Using \"X-Axis Mirror\" while posing with auto keyframe on does not keyframe the mirrored bone\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 61)\n\n\nAs the title states the mirror pose option does not seem to auto keyframe the mirrored bones on my rig.\nFor context I am using a Rigify rig and posing with an IK handle. \n"
] |
Blender 3.4 - VSE sequencer & Preview panel DO NOT SHOW TOOLS
Operating system: Windows-10-10.0.18363-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94
Broken: version: 3.4.0 Beta
Worked: -
The VSE tools to manipulate clips only appear when the PREVIEW sub-menu is selected.
The expected behavior is to have the editing clip tools when SEQUENCER AND PREVIEW are also active.
Switch to a VSE editor with the "Sequencer and Preview", Press T to open tool panel.
There are only basic tools inherited from the VSE:
![image.png](image.png)
The "Transform" tools for clips only appear when "PREVIEW" is active. But they should also be active when SEQUENCE AND PREVIEW are selected.
![image.png](image.png)
| [
"\"Loop Cut and Slide\" requires to click anywhere first (different from loop cut)\nOperating system: Windows 10 64bits\nGraphics card: RTX 3070\n\nBroken: Blender 3.1\nWorked: Blender 2.93.6\n\nBehavior changed in f8b51f702c\n\n\nCalling for \"Loop Cut and Slide\" won't start previewing the possible cuts until a first left click is made anywhere on the viewport. This behavior is different from the \"Loop Cut\". It is a very small thing, but it is getting anoying.\n\n - Enter edit mode on the default cube.\n - Search and activate the operator \"Loop Cut\". It will show possible cuts immediately.\n - Search and activate the operator \"Loop Cut and Slide\". It won't show any possible cut until a left click.\n\n[2022-03-21 16-25-50.mkv](2022-03-21_16-25-50.mkv)",
"Redo panel disappears during edits in Tweak tool\nOperating system: Win10 x64\nGraphics card: Nvidia 1070\n\n**Blender Version** \nblender-2.80.0-git.26d5a3625ed-windows64\n\nThe info panel for move disappears in edit mode if tweak mode is in action. This does not seem to happen if one uses \"g\" for grab instead.\n\n\n- Enable left click select, optionally select all toggles\n\n- In your space bar menu turn the select mode (W) on\n\n- Create a mesh and move into edit mode \n\n- Start grab and drag of verts and watch the move info panel at the left bottom\n\n- Now try the same thing with selecting a vertex then press \"g\" to move.\n\n",
"Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n",
"Geometry Nodes: viewer node and output geometries are shown together in Cycles render preview\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.1 30.0.15021.11005\n\nBroken: version: 3.4.0 Alpha\nWorked: n/a\n\n![ViewportPrivewCycles.png](ViewportPrivewCycles.png)\n\nThe output geometry should not be shown when viewport preview in Geometry Nodes is active. But it's shown in Cycles render preview.\n\n[ViewportPrivewCycles.blend](ViewportPrivewCycles.blend)\n",
"Clicking on empty space in editors creates undo step\nBroken: version: 3.0.0\nBroken: version: 2.80\nWorked: 2.79b\n\nWhen clicking in certain Editors (doesn't matter if it's not selecting/doing anything) undo step is created. It does make sense to do in certain cases when selecting objects (for example, when selecting objects via outliner undo to previous selection is logical) but definitely not when there are nothing to select.\nAffected Editors/modes:\n- [x] Outliner (3775615aea)\n- [x] Video Sequencer Editor: `Sequencer` and `Sequencer & Preview` modes (clicking on image) (5d30c3994e)\n- [ ] Dope Sheet: `Dope Sheet`, `Grease Pencil`, `Mask`, `Cache File`\n- [ ] Timeline\n- [ ] Graph Editor\n- [ ] Drivers: only when clicking on left area, \n- [ ] Nonlinear Animation\n\nWhere to click:\n![image.png](image.png)\n\n- Open default scene\n- open any editor listed above\n- Click on area of an editor several times (See above image).\n- Notice undo step is created for selection (in reality, we've selected nothing)",
"activate addons via command line does not active it in the preferences\nOperating system: Linux-3.10.0-1127.18.2.el7.x86_64-x86_64-with-centos-7.2.1511-Core 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.36\n\nBroken: version: 2.90.1\nWorked: Never (2.8+)\n\nwhen launching blender with --addons argument, it correctly registered the scripts but do not activate it in the preferences, which makes addon options not available unless checkbox is manually enabled.\n\nfor example, make sure node_wrangler addon is not enabled in userpref.blend, then launch blender with \"blender --addons node_wrangler\". the scripts will be registered but not the addons and its properties.\n\n![addons.jpg](addons.jpg)",
"Transform & Drag Action \nWhen switching the transform tools in the toolbar, there are times when you would still like to be able to box select while gizmos are active.\n\nWe can solve this by adding a Drag Action tool option to all the transform tools:\n\n![image.png](image.png)\n\nWhen set to Box Select, you can still drag in the viewport to select, while using the gizmo to move, rotate or scale.\n\nDetails:\n - This option should ideally be shared between all tools with gizmos, I think. If you set one tool to work this way, you likely want them all to\n - This works best if we add back the Transform tool\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",
"\"Editor Type\" button, tooltip always states \"Shortcut : [shift]+[F1]\"\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics OpenGL Engine Intel Inc. 4.1 INTEL-18.8.4\n\nSimilar behaviour was also observed on Linux Ubuntu 22.04.\n\n\nBroken: version: 3.2.2\n\nin All Workspace types, when hovering over the \"Editor Type\" button it always states Shortcut : [Shift]+[F1]\n(regardless what the current Editor Type is).\n\nIn any workspace,\nHaving any Editor Type,\nHover (with the mouse) over the Top left button \"identifying itself as \"Editor Type\", the tooltip that appears, always contains the shortcut key reference Shift-F1, which in fact is (by default, after clean install) assigned to \"File Browser\" and/or \"Asset Browser\", a fact that is clearly shown when the \"Editor Type\" is pressed and the available Editor Types are presented in a dialog.\n",
"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",
"VSE displaying png metadata/artifacts\nOperating system: Linux-5.11.2-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD VERDE (DRM 2.50.0, 5.11.2-1-MANJARO, LLVM 11.1.0) AMD 4.5 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.91, 2.92\n\nAfter loading a png created with inkscape, some hidden metadata of that png file (that I could not see using image viewers but only if I open the png in a text editor: line 4 \"tEXtSoftware www.inkscape.org\") www.inkscape.org is displayed below the image together with artifacts.\n\nexport something from inkscape to png\nin the VSE, load that png using Add Image/Sequence\ntext/artifacts appear below the image\n\npng:\n![Inkscape export.png](Inkscape_export.png)\n\nresult:\n![Blender bug - VSE inkscape metadata.jpg](Blender_bug_-_VSE_inkscape_metadata.jpg)\n\n",
"Cut previs of Loop Cut visible after changing to Knife with a hotkey \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\nWhen I change the tool from ***Loop Cut***to***Knife***with a hotkey, I can still see the previs of the Loop Cut.\n\nISv0j8o.png\n\n\n1. Click Loop Cut tool.\n2. Hover over the mesh to see the yellow previs\n3. Press K on the keyboard to change the tool to Knife",
"Edit mode. Wire become non-selectable dependent on resolution (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 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nWithout multisampling wire just disappear and with multisampling it is still visible but not selectable.\n\n[2019-09-14_23-07-53.mp4](2019-09-14_23-07-53.mp4)\n[2019-09-14_23-09-58.mp4](2019-09-14_23-09-58.mp4)\n\n\n\nTry to select loop and zoom in-out with and without viewport multisampling. Here the file, but bug will appear even with UV-sphere.\n[b.blend](b.blend)\n\n",
"Asset Manager: Support preview thumbnails for more data-block types\n## Motivation\n\nFor the asset manager, good previews are important. They are needed to tell assets apart visually, names are more like the secondary way to select them. We need to think about how to capture different data-blocks in a good way, to get the best possible previews.\nWe need that for multiple data-block types.\n\n## Design\n\nWe should try to come up with simple solutions, that work in the majority of cases. Just because there are some cases where a simple solution doesn't work, doesn't mean we can't use it in the majority of cases where it would. So we could have a simple, one-click way to create an asset and one that allows setting further options for when it's needed.\n\nMaterials, objects, poses, textures, images, screen-layouts, worlds and lights already support previews. We could of course improve them.\n\n### Collections\n\nDesign needed. [TODO]\n\n### Brushes\n\n![Screen Shot 2018-11-15 at 19.21.18.png](Screen_Shot_2018-11-15_at_19.21.18.png) *From #56744, we'll probably use the same previews here.*\n\n### Simulations\n\nDesign needed.\n\n### Rigs\n\nDesign needed.\n\n### Movie Clips\n\nIdea: Display some frame, but allow \"scrubbing\" through frames with horizontal mouse movements over the preview.\n\n### Object Types\n\n* Curves (Viewport/OpenGL render?)\n* Empties\n* Cameras\n* Volumes\n* Force Fields\n* ...\n",
"Sculpt Mode Gesture Tools\nThis task keeps track of the missing gesture tools in Sculpt Mode\n\n| | Box | Lasso | Line | PolyLine |\n|------------|-----------|-----------|-------|----------|\n| Mask | In master | In master | In master | |\n| Hide | In master | | | |\n| Face Set | In master | In master | | |\n| Color Fill | | | | |\n| Trim | In master | In master | | |\n| Project | | | In master | |\n\n**Gesture Tools**\n**Mask**: Performs a masking operation in the area affected by the gesture. It can mask, unmask or invert the mask.\n**Hide**: Hides the vertices affected by the gesture without modifying the face sets.\n**Face Set**: Creates a new Face Set that contains all vertices affected by the gesture\n**Color fill**: Fills the area affected by the gesture with color, using a blend mode and a strength.\n**Trim**: Cuts the area affected by the gesture using a boolean operation. This modifies the mesh topology and needs to use the boolean solver. It creates a new Face Set for the new created faces after the boolean cut.\n**Project**: Projects the vertices outside/inside the area of the gesture towards the area of the gesture. This allows to simulate cuts in the mesh without modifying the topology, so it should be much faster in cases were a remesh operation will follow the cut operation. Unlike trimming, this operation won't be able to make hole though the mesh. \n\n**Polyline**\nPolyline is not implemented yet as a gesture in ##wm##. It will use the same data as the lasso gesture, but it will add a point on each mouse click and it will confirm the gesture with enter. This won't require any modification to the code of any gesture tool (sharing they same code with the lasso gesture will work). \n\n**Additional tasks**\n- Option to snap the line/polyline gesture angle\n- Improve the line gesture preview, displaying which side of the line/plane is going to be affected"
] | [
"VSE SRT tools/operators dont show/work in \"Sequencer & Preview\" mode\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.2\n\nThe preview transform tools do not appear when Sequencer & Preview option is selected to work on the Preview window.\nThe transform (SRT) tools only appear when a separate window editor is opened with PREVIEW only.\n\nIf you open a VSE window, your drop-down next to it can be selected to:\nSequencer\nPreview\nand Sequencer & Preview\nIf you open PREVIEW as a separate window in the ui, you'll get the SRT tools (transform tools).\nBut if you open Sequencer & Preview option, and press T, the SRT tools ARE NOT THERE (transform tools for the preview).\n\n![image.png](image.png)\n"
] |
Cycles render fails with multiple tiles
Recently switched over to 3.0 for the cycles x abilities. wonderful, works great until I tried rendering a larger image than the tile size making it render multiple tiles, after it gets close to finishing the first tile it stops and gives the message "Error writing tile to file"
Tried some basic fixes that I could find online like changing file paths, resolution, tile size. but nothing seems to fix the issue. I would just scale the tile larger than the image but I run out of memory so its not feasible at present.
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77
Broken: version: 3.0.0
| [
"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",
"Crash on sculpt mask brush when Multiresolution modifier is copied from another object\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.3.0 / 3.2.0 / 2.93.10\nWorked: (First time trying multires hasn't worked on any of the versions I've tested on)\n\n\nCrash on sculpt mask brush when Multiresolution modifier is copied from another object.\n\n\nReplicate problem 1:\n\n - Add a Cube (#1)\n - Add Multiresolution modifier to Cube (#1)\n - Subdivide 4 times\n - Add a Cube (#2)\n - Copy Cube (#1)'s modifier onto Cube (#2) through the use of Link/Transfer Data > Copy Modifier\n - Select Cube (#2) and enter sculpt mode\n - Select Mask Brush\n - Use Mask Brush (Should crash blender)",
"Limited dissolve ruins UV\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nI made 3 or 4 times cycles of \"Limited dissolve - triangulate\" and get ruined UV after 3-rd or 4-th iteration. \nthe goal is to rid of exceeding geometry like on a screen.\n\n\n",
"Memory Leak: Render Animation Sequence\n**System Information** Mac Studio Max, 64 GB Ram\nOperating system: Mac OS Ventura 13.3.1\nGraphics card: Metal 32 core GPU\n\nBroken: 3.5.1.\nWorked: N/A\n\nWhen attempting to render out 100 frame sequence to Tiffs... after 25 to 30 renders @2K using Cycles GPU only (Metal) the Ram usage is through the roof and Blender crashes. It appears that it doesn't flush the RAM between each render... by frame 25 Blender is using all the system RAM and has a swap file of over 100GB. The scene contains a single simple character sculpt with 4 fur curve nodes applied. Average render time when applied to single frame at .1 sampling is about 25 seconds.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Rendering with F12 does not consider the different resolutions in each scene\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5750 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 3.4.0 Alpha\nWorked: I don't know, but even it never worked, it doesn't mean it is correct :)\n\nRender (F12) does not respect **Render Layer** node dimension\n\nI have two scenes with different dimension\n- Scene 1080 px - for rendering scene\n- Scene 2160 px - for compositing scene 1080 px\n\nScene 1080 rendered by pressing render icon at **Render Layer** node result correct with expected mix in compositor of Scene 2160 ...\n\n![Screen Shot 2022-10-22 at 10.57.33.png](Screen_Shot_2022-10-22_at_10.57.33.png)\n\n... but rendering by pressing **F12** in Scene 2160 renders Scene 1080 also in 2160 px (so compositor fails in result).\n\n![Screen Shot 2022-10-22 at 11.11.20.png](Screen_Shot_2022-10-22_at_11.11.20.png)\n\nFor more info or sample file see 2214\n\nI hope it is would be something small to fix. \nThank you for your time.\n\n- Open attached file\n- Compare rendering with F12 (which should render the two scenes at different sizes) with rendering using the render button on node\n[bse275864_OneScene.blend](bse275864_OneScene.blend)",
"Compositor improvement plan\n# Overview\n\nThis is an initial pass on formalizing proposal how to improve performance and user experience of Compositor.\n\nThere are three aspects which are aimed to be addressed:\n* Ease of use\n* Performance\n* Memory consumption\n\n## Ease of use\n\nCurrently there are many settings which needs to be set and tweak to have best performance: tile size, OpenCL, buffer use and so on. Settings also have some implicit dependencies under the hood: for example, OpenCL needs big tile size, but big tile size might make some nodes measurably slower, and bigger tile size \"breaks\" the initial intention of compositor design to show tiles appearing as quick as possible.\n\nFor OpenCL case it's also not clear when it's actually being engaged: it will just fail silently, falling back to CPU, giving false impression of having GPU accelerated compute.\n\n# Performance\n\nPerformance of compositor is not up to date. Partially due to its scheduler design, partially due to technical implementation which is per-pixel virtual call (which ruins all sort of coherency).\n\n# Memory usage\n\nThis is something what is absolutely out of artists control: some operations require memory buffers before/after the node and those are being created automatically. This makes it hard to predict how much memory node setup requires, and how much extra memory is needed when increasing final resolution.\n\n# Solution\n\nProposed end goal is: deliver final image as fast as possible.\n\nThis is different from being tile-based, where goal was to have first tiles to appear as quick as possible, with giving gradual updates. The downside of this is that overall frame time is higher than giving an entire frame at once. Additionally, tile-based nature complicates task scheduler a lot, and makes it required to keep track of more memory at a time.\n\nIt should be possible to transform current design to proposed one in incremental steps:\n\n* [Temporarily] Remove code which unnecessarily complicates scheduler and memory manager which is GPU support.\n* Convert all operations to operate in a relative space rather than pixel space (basically, make it possible to change final render resolution without changing compositor network setup).\n* Make compositor to operate on final resolution which closely matches resolution of the current \"viewer\": there is no need to do full 8K compositing when final result is viewed as a tiny backdrop on Full HD monitor.\n* Modify operations to operate on an entire frame (or on a given area).\n* Modify scheduler to do bottom-to-top scheduling, operating on the entire image.\n* Modify memory manager to allocate buffers once is needed and discard them as soon as possible.\n* Vectorize (SIMD) all operations where possible.\n\nLook into GPU support with the following requirements:\n* Minimize memory throughput, which implies the following point.\n* Have all operations implemented on GPU, which again implies following point.\n* Share implementation between CPU and GPU as much as possible.\n\nThe steps can be gradual and formulated well-enough to happens as code quality days in #73586.",
"PBVH image texture painting technical design\nWe want to support painting 16K textures on high resolution meshes, 3D rather than just projection painting, and more features matching sculpt mode. For this we are re-implementating texture painting similar to #73935 (Texture Displacement Sculpting design).\n\nThat task sets out a rough direction, this is a more detailed technical design.\n\n### Current Implementation\n\n* Before painting starts:\n**Divide screen into buckets (tiles)** Loop over triangles and add to buckets they fit in\n** Detect if each triangle edge is a seam\n* For paint operation, multithreaded over buckets: \n**Init bucket if not done yet, caching list of pixels with world/image space coordinate, accumulated mask, color pointer, etc.*** Rasterize each triangle in the bucket into pixels\n***Add additional pixels around triangle for seam bleeding** Loop over cached pixels to perform paint operation\n* Blur and clone\n**To lookup a color at an arbitrary position, intersect mesh and read color from image at corresponding UV coordinate** Intersection is accelerated through using triangles cached in buckets and working in screen space\n\n**Seam Bleeding**\nThe current algorithm works by effectively extending the UV coordinates of a triangle and rasterizing additional pixels. The algorithm for has some logic to avoid overlaps with other triangles, however in general there are still some limitations with it:\n* UV islands extended this way may end up overlapping with other islands, and incorrectly bleed into them or not evenly fill in the space between islands.\n* Extending UV coordinates like this does not necessarily give the least discontinuities across seams, since what is baked across the seam may be different due to mapping distortion or different resolution.\n\n**GPU Texture Updates**\nCurrently there is a mechanism for tagging tiles of an image as modified, and only uploading those to the GPUs. However some profiling revealed this to be a bottleneck, so potentially this is not fully working correctly.\n\nWith an incoherent UV map, for example a light map packing individual triangles, this system may also not help since many tiles might be affected even with a small brush radius.\n\nAnother performance issue may be updating of mipmaps. In old Blender versions mipmap updates were disabled in texture paint mode, but it’s not clear this is still working.\n\n### Proposed Implementation\nIn order to support 3D brushes and integration with sculpt features, it seems logical to go with a design proposed in #73935 (Texture Displacement Sculpting design). The basic idea is to reuse the PBVH and iterators over it, so that you can iterate over pixels the same as you do over vertices.\n\nOne important consideration is memory usage. With a 16K texture, just storing 1 byte per pixel is already 256 MB. And multiple 16K textures might be painted on at the same time (either multiple channels or UDIMs). So any additional precomputed data, masks and other utility data structures should not be too large.\n\n**Basic Algorithm**\n\n* Compute a PBVH over the mesh, organizing triangles in spatially coherent nodes\n* For brush operations, find overlapping nodes:\n**If needed, lazily init an array of cached pixels, by rasterizing triangles in image texture space, and storing a pixel index + barycentric coordinate.** Loop over cached pixels to perform paint operations\n\nIn terms of what is actually cached, there are multiple options and the right performance/memory trade-off would have to be found empirically.\n* Don’t store any cached pixels, re-rasterize every time\n* Store only a pixel index, and compute barycentric and then 3D coordinates from that (32 bit)\n* Store pixel index and barycentric coordinate (64 bit, 2x 16 bit for pixel index and 2x 16 bit float for barycentric).\n* Store pixel index and 3D coordinate (128 bit)\n\nHere can also be some coherence from store pixel of the same triangles consecutively in the array, so that memory access is more coherent and certain per-triangle computations can be done once for all pixels in the triangle.\n\n**Seam Bleeding**\nA possible solution for better seam bleeding would be to work more in texture pixel space, similar to how baking works. The new texture margin algorithm in baking extends island pixels outward with a Dijkstra shortest distance algorithm. Then to fill in the pixel it reads pixels from other islands across the seam. This addresses two of the limitations of the existing algorithm mentioned above.\n\nAn interesting aspect of such a method is that it can run as a post processing step, potentially after finishing a stroke or at lower frequency, though ideally it would be fast enough to do it every step. It can also be re-run with a larger margin as post-processing. Or it could run on the GPU even if painting happens on the CPU.\n\nHowever there is the question of how to make this efficient both in performance and memory usage. Some information could be precomputed per texture. For example the image could be split into tiles, and then storing a map of which pixels to copy to which other pixels. Tiles could be lazily initialized in some way, which may require building a 2D BVH of triangles in UV space or some other type of efficient culling.\n\nOne potential other issue is when islands are so small they don’t even cover any pixel. In such extending UVs would have at least written something, whereas this post processing method might leave gaps.\n\n**GPU Texture Updates**\nThe implementation should only changed tiles are updated, and probably (temporarily) disabling mipmaps for images while they are being painted on. Or at least delaying that until the end of the stroke. These optimizations existed in 2.7x, but seem to be broken now and should be restored.\n\nTwo potential optimizations that could be done in addition to that:\n* When the number of changed pixels is a small subset of the entire texture, an array of change pixel indices + values could be constructed and sent to the GPU. Then a compute shader could be used to update the actual texture.\n* Mipmaps could be partially recomputed somehow based on the changed tiles. Currently we use the native GPU implementation, we’d have to write a custom compute shader that can efficiently do this.\n\n**Clone and Blur/Filter Tools**\nThe best approach here is unclear, but some options are:\n\n* Perform ray intersection with the mesh to find neighboring points, accelerated with BVH suitable for efficient ray-tracing. This is quite expensive.\n* Rasterize the mesh from the normal direction into an image, and then sample from that. Quality/performance depends on the image resolution, and some heuristic would need to be found to pick a good resolution.\n* Use mesh adjacency information to find neighboring pixels on the surface. Extend the UV coordinate, and if within the same triangle just use that location. If not then jump to other triangles across the edge, which may or may not be a seam.\n\nFor the clone tool, the normal that we are cloning from could be considered fixed. For blurring the normal direction could also potentially be ignored entirely, and always blur across the surface shape or in 3D space. So there is potential here for caching neighboring pixel locations, though this is memory intensive. \n\n**GPU Implementation**\nImplementing algorithms on the GPU in compute shaders would be another potential speedup. This would significantly increase code complexity and in practical terms is more like a future project than something we expect to start with. However some notes regarding this:\n\n* Storing a pixel list and instead rasterizing could be redone every time. Note however that we can’t simply rasterize to a 16K frame buffer, both because hardware has limits here, and because it may be inefficient. There may be other ways to do this in compute shaders that lets us touch just the pixels we need.\n* For textured brushes we’d need texture nodes evaluation on the GPU, which could become possible if we unify texture nodes so brushes and Eevee share the same nodes.\n* No need to copy pixels to the GPU would avoid some overhead. We’d need to copy the pixels back from the GPU to the CPU at the end of a stroke.\n* PBVH already has GPU buffers per node with vertex coordinates, so these could be reused.\n\n**Sculpt Unification**\nThis design naturally helps integration with sculpt tools, in that the same PBVH and even some tools can be reused.\n\nFor masking, an easy first step would be to reuse the masking tools that work at the vertex level from sculpt, and simply interpolate the mask for pixels. However support for masks at the image resolution (or a lower resolution) is likely useful also.\n\nThe PBVH iterations should be refactored, so it becomes easier to add the pixel case. Likely porting to C++ rather than using a long macro.",
"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",
"Multiresolution Issues\nThis is a temporary parent task to gather long standing and highly problematic issues with the Multiresolution modifier.\nThis mostly concerns bugs, known issues and badly supported existing features and gives an overview of the most pressing issues.\nNew features are not part of this task and don't need to be discussed.\n\n# Goal\nThe intent behind the task is to incrementally fix long standing issues to fix the current experience of subdivision based sculpting.\n\n# List of Issues\n\n## Crashes\n\n- [ ] #99887 - Multires Unsubdivide freezes Blender with hidden geoemtry\n- [ ] #84551 - Multiresolution - Crash when Linear Subdivision level is above 1\n- [ ] #100985 - Crash on sculpt mask brush when Multiresolution modifier is copied from another object\n- [ ] #85065 - Sculpt Mode - Using Mask while Multiress active = Crash\n- [ ] #86114 - Multires Displacement Smear brush + Dyntopo Error\n\n## Long Standing Issues\n\n### Visibility\nOne of the most important badly supported features is face visibility. \n\n- [ ] #87821 - Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\n- [ ] #92372 - Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier\n- [ ] #95419 - sculpt mode: invert visible hides all faces with Multires modifier\n\n### Propagation\nAlso a high prioprity. Spikes and artefacts of details is making switching levels a bad experience.\n\n- [ ] #76374 - Multires: Artefacts from lower subdiv level changes\n- [ ] #94769 - Multires spikes\n\n### Undo\nBroken sculpted levels and other undo issues are very severe, since they are easy to trigger and cannot be easily recovered from. This also makes switching levels worse.\n\n- [ ] #93511 - Unable to undo subdivision with Multiresolution modifier\n- [ ] #79487 - Multires Level switching undo bug\n- [ ] #76311 - Redo causes pointy mesh artifacts in Multires\n- [ ] #76313 - Redo in Multires doesn't bring back stroke made after a subdivide\n\n### Rebuilding Subdivs\nA vital feature that is not reliable and surprisingly destructive.\n\n- [ ] #99857 - Rebuilding subdivisions with multiresolution deletes vertex groups\n- [ ] #81645 - Rebuilding multires subdivisions sometimes puts some vertices at the origin\n- [ ] #85792 - unsubdivide of Multires bug\n- [ ] #95022 - Using \"Rebuild Subdivisions\" in Multires modifier on hires mesh returns an error: Not valid subdivisions found to rebuild lower levels\n\n### Face corner inaccuracies\nVisibility and masking can lead is having different results in multires.\n\n- [ ] #79319 - Transform Tools influence on Hidden Face Sets with Multires Modifier\n- [ ] #79317 - Hidden Face Set Boundaries unmasked after inverting the mask on Multires Modifier\n\n### Grids consistency\nSome common workflows operators lead to severe issues with the multires grids.\n\n- [ ] #76682 - Applying negative scale inverts multires displacement\n- [ ] #76735 - Sculpt: Artifact in Multires when mirror modifier is applied\n\n### Smooth Normals\nSmooth faces is overall a worse expereince and is often avoided as a result.\n\n- [ ] #80641 - Sharp normals along base mesh wires in multires sculpting with smooth shading\n\n### Performance\nSome performance issues were investigated but never fixed.\n\n- [ ] #79488 - Multires clay brushes performance issue\n\n### Other\nVarious issues, arranged by importance.\n\n- [ ] #63581 - Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\n- [ ] #94631 - Multires: Duplicating objects sets the viewport level to sculpt level\n- [ ] #107102 - No visible mesh on Viewport Screenshot in sculpt mode with Multires\n- [ ] #73355 - Multires: Missing updates are not communicated in the UI\n- [ ] #90089 - Multires the Apply Base add to Quick Favorites can't change mesh\n- [ ] #76769 - MultiRes cannot \"Apply Base\" when ShapeKey have been added\n- [ ] #81497 - Multires: Editing base mesh creates random results on higher subdiv levels\n- [ ] Reshape is unreliable (Needs report)\n\n## Unsupported\n\n- [ ] Geodesic & Diagonals Expand (Needs report)\n- [ ] Fairing operators (Needs report)\n- [ ] Mask Extract (Needs report)\n- [ ] #95665 - Grab Silhouette broken with Multires \n- [ ] #88999 - Sculpt mode: Pose brush with Face sets FK mode do not work with Multiresolution\n\n## UI\n\n- Graying out/disabling intentionally unsupported features (Like with Remesh)\n - Dyntopo\n - Trimming operators/tools\n - Mask Slice\n\n## Needs Investigation\n\n- [ ] #95557 - Multiresolution sculpting broken after change in base geometry\n\n",
"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",
"Colection instances can't render if duplicated while instanced on a mesh with array\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.1\n\ncol instances disapear from render view if duplicated when instanced on an array\n\nmake a plane, add aray modifier. \nput anythng in a collection, instance it \nput the instance as child of the aray, toggle face instances on.\nduplicate the col instance: the previous one(s) will disapear from render.\n\nin this blend file, just turn render view and you'll see only the lastest col instance renders.\n\n",
"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",
"Crash or error when exporting big Layout Uvs\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nIntel(R) Xeon(R) W-2225 CPU @ 4.10GHz 4.10 GHz\n64GB RAM\nGraphics card: NVIDIA RTX A4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.4.1\n\n\nI either get this error:\n\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.4\\3.4\\scripts\\addons\\io_mesh_uv_layout\\__init__.py\", line 137, in execute\n export(filepath, polygon_data, different_colors, self.size[0], self.size[1], self.opacity)\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.4\\3.4\\scripts\\addons\\io_mesh_uv_layout\\export_uv_png.py\", line 20, in export\n pixel_data.dimensions = width * height * 4\nAttributeError: dimension must be greater than or equal to 1\n\nor blender just crashes. \n\n\nWhat I am doing. \nI work with dpi of 1270 (Laser machining) so the textures are big. \non this case, 40 000 x 20 000px. \n\neven if I set the maximum of the export to the max preset (32 768 x 16384) it will crash. \n\n\nPlease provide feedback\n\n",
"Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n",
"Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n"
] | [
"Error while rendering: \"Error writing tile to file\"\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 472.12\n\nBroken: version: 3.0.0\n\n[I faced the issue while rendering, my render got terminated in between, and when I checked for the error, it said \"Error writing tile to file\" in the info window]\n\n[I just used a few linked assets and used a simple setup to take a render and my render got terminated in between, and I got this error - \"Error writing tile to file\", my render resolution was - Max samples - 512, Min samples - 0, Time limit - 0 sec, and in performance. and when I checked the error on the System console, the error was something like that - E1212 20:28:57.980546 10552 tile.cpp:468] Error opening tile file: Could not open \"C:\\Users\\ADMIN\\AppData\\Local\\Temp\\blender_a16200\\cycles-tile-buffer-13488-2626852244152-17-0.exr\" (No such file or directory)\nError writing tile to file\nThe file was unsaved when I got this error]\n\n",
"\"Error writing tile to file\"\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0\n\nWhen rendering in Cycles after a tile is finished (regardless of tile size) i get an \"Error writing tile to file\" warning and the rendering ends. \nThe blend was created in blender 3.0 using assets appended from blender 2.93 created files, the file path and file name is short, the render is unusually wide at 3382 x 867, rendering using CUDA with optix denoiser on and just 256 samples. Its rendered on CPU and has a large amount of hair and a moderate polly count and about 2gb of textures. \nThe problem persists when turning off denoiser and when rendering on GPU. \n\nI was able to reproduce this error by opening a new blend file, saving the file to the same directory of my other file (non-C drive, 3 folders deep, simple camel case names) changing the resolution to 3382 x 867 and enabling tiling. Disabling tiling causes the problem to stop. Changing the resolution back to 1080x1920 still has the issue if tiling is enabled. The tile size does not matter.\n",
"Changing temporary directory results in errors with tiles while rendering in Cycles\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken version: 3.0.0\nBroken version: 3.1.0 Alpha\nWorked: Unsure as this feature was introduced in Blender 3.0\n\nIf you change the temporary directory in preferences and try to render a Cycles scene with tiles, you will receive an error once the first tile is complete.\n\n> Error writing tile to file\n\n\n1. From the top of Blender select `Edit -> Preferences`\n2. Navigate to the `File Paths` tab.\n3. Change the directory of `Temporary Files` to a different folder folder. \n4. Change the render engine to Cycles and increase the resolution or decrease the tile size so tiles are used.\n5. Render the scene and after the first tile is complete you should receive the error `Error writing tile to file`."
] |
script fail in weights painting
Operating system: Linux-4.15.0-72-lowlatency-x86_64-with-Ubuntu-18.04-bionic 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116
Broken: version: 2.82 (sub 4), branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`
Worked: (optional)
[alternating between weights painting and edit mode (using tab key) with vertex mask active, blender show a script fail message ]
[in the default cube go to weights painting mode, then activate vertex selection masking, go to edit mode and back to weights paint, then the error message appear]
```
Traceback (most recent call last):
File "/usr/share/blender/2.82/scripts/startup/bl_operators/wm.py", line 1681, in execute
if fn(context, space_type, self.name, as_fallback=self.as_fallback):
File "/usr/share/blender/2.82/scripts/startup/bl_ui/space_toolsystem_common.py", line 943, in activate_by_id
_activate_by_item(context, space_type, item, index, as_fallback=as_fallback)
File "/usr/share/blender/2.82/scripts/startup/bl_ui/space_toolsystem_common.py", line 917, in _activate_by_item
keymap_fallback=(item_fallback.keymap[0] or "") if item_fallback else "",
TypeError: 'NoneType' object is not subscriptable
location: <unknown location>:-1
location: <unknown location>:-1
Error: Traceback (most recent call last):
File "/usr/share/blender/2.82/scripts/startup/bl_operators/wm.py", line 1681, in execute
if fn(context, space_type, self.name, as_fallback=self.as_fallback):
File "/usr/share/blender/2.82/scripts/startup/bl_ui/space_toolsystem_common.py", line 943, in activate_by_id
_activate_by_item(context, space_type, item, index, as_fallback=as_fallback)
File "/usr/share/blender/2.82/scripts/startup/bl_ui/space_toolsystem_common.py", line 917, in _activate_by_item
keymap_fallback=(item_fallback.keymap[0] or "") if item_fallback else "",
TypeError: 'NoneType' object is not subscriptable
location: <unknown location>:-1
```
| [
"Workspace tabs click-dragging only works when starting from current tab.\nSystem Information\nOperating system: Windows 10\nGraphics card: Geforce GTX 1070\n\nBlender Version\nBroken: 2.80 2019-02-20 20:10\n\nShort description of error\nClick-dragging on tabs works fine in the Preference's tabs now, but fails to work on the Workspace tabs *unless*you start from the current one (so to rephrase, for clarity: if you start on one that's not the currently selected one, it will simply not go through the tabs)\n\n- Create workspace (either duplicate or append) so there's more than one\n- Click on one of the workspaces that isn't currently displayed\n- Drag left and right, you'll notice nothing happens.\n- Click on the currently selected workspace's tab\n- drag left and right: this should switch between workspaces as you pass over their tabs",
"Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n![140255.jpg](140255.jpg)\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n![140238.jpg](140238.jpg)\n![140205.jpg](140205.jpg)\n\n",
"Vertex paint mode breaks permanently under certain conditions (Global undo involved)\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: 3.6.0 Alpha\n\nCaused by 575ade22d4de (vertex paint now does `SCULPT_undo_push_begin_ex` in wpaint_invoke [which leads to `BKE_undosys_step_push` using sculpt undo])\n\nVertex paint mode breaks permanently under certain conditions\n\n- turn OFF Global undo in Preferences\n- enter vertex paint mode\n- make two strokes\n- Undo (prior to 575ade22d4de nothing was undone, now stroke is actually undone)\n- Undo again (this now takes you out of vertexpaint mode into object mode prior to 575ade22d4de you would never leave vertexpaint mode)\n- enter vertex paint mode\n- painting is not possible anymore (strokes have no effect)\n- this is also true for other objects\n\n",
"GPencil: Randomize brush's 'Position' attribute doesn't work when camera is too close to Grease Pencil object\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93, 3.1.0\nWorked: N/A\n\nExact steps to reproduce the error:\n\n- Open file\n- try to use Randomize brush\n- Strength and Thickness work, but not Position \n- Switch to the other camera that's farther away from the GP object, and randomizing the position works fine.\n\n[randomize_not_working_close_NEW.blend](randomize_not_working_close_NEW.blend)\n\n\nwatch?v=4pTrEm5HqVU",
"Changes the cursor from an arrow to a prohibition sign when working with floating windows.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: all versions\n\nThe bug only affects the visual change of the cursor from an arrow to a prohibition sign. The error occurs when dragging resources from the resource browser, which is a floating window. The functionality is not broken and you can drag resources without any problem, but it is confusing for the user.\n\n1. open the resource browser in a floating window.\n2. drag any asset into the 3d view\n3. drag another asset (the cursor is already changed to a prohibition mark)![Schowek01.jpg](Schowek01.jpg)\n\n",
"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",
"BMesh.free causes crash under curtain conditions\nOperating system: Linux-5.16.16-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n```\nall 3.x versions are broken, 3.0.0 sometimes works\n```\nWorked: 2.93.8 LTS\nOn Fedora also some 2.91 versions have been affected, according to rebuild agains newer pythons.\nReported on redhat bugzilla: show_bug.cgi?id=1872980\n\n[blender.crash.txt](blender.crash.txt)\nUsing my python addon blender crashes on _PyEval_EvalFrameDefault or _Py_Dealloc.\n\nUnable to describe simple steps to reproduce. This happens using my python addon, but if a bug is in addon, still shouldn't crash blender but throw an python traceback.\nWhen I delete line describen in crash log's backtrace, then another row is marked as a problem, so unable to identify exactly what's happening.\nPlease, let me know, if you need more information.\n\n----\n\nEdit, run this script with the following command line arguments: [boxmaker_crash_single_script.py](boxmaker_crash_single_script.py)\n`blender -b --factory-startup --python boxmaker_crash_single_script.py`\n",
"Keymap: use number keys for mode switching (2nd Iteration)\n## Motivation\n\n* Improve ease of mode switching with direct shortcuts (`Tab` and `Ctrl+Tab` functionality remains the same)\n* Consistent accross all object types.\n* Allows the use of pie menus for quickly going into sub-modes (and later adding more options like Island Select mode for meshes)\n* Having the `~` key (or equivalent left to 1) be the Switch Object (`Transfer Mode`) fits better with mode switching than D.\n* The current functionality of toggling Collections visibility often leads to confusion for new users:\n * Objects seemingly disappear\n * Risk of losing visibility settings or undo steps.\n\n## Proposed Solution\nThis task is to evaluate the possibility of using number keys for mode switching, in addition to the already existing `Tab` and `Ctrl+Tab` shortcuts to toggle Edit, Pose, and modes pie menu.\n\nThe current proposal:\n{[F10130043](image.png), size=full}\n\n\n* The numbers row will get a dedicated option in the Keymap Preferences:\n * Collection Visibility (default at least during the trial phase)\n * Mode Switching\n * Potentially `Emulate Numpad` could be part of this option as well.\n\n* Behavior for **Tab** and **Ctrl-Tab** for mode edit-mode switching will be kept as this is convenient and used in many other areas where numbers make less sense (graph-editor, NLA, sequencer... etc, where using numbers doesn't make so much sense).\n\n## Details\n\n- Modes would be mapped to a key consistently between object types, so the pose-mode number-key would do nothing for a curve (for example).\n- Equivalent modes would share a key between object types (grease-pencil Draw to use the same key as mesh Texture Paint, the same goes for Grease Pencil Sculpt, Vertex Paint... etc).\n- Modes to switch include (8): `OBJECT` `EDIT`, `SCULPT`, `TEXTURE_PAINT`, `VERTEX_PAINT`, `WEIGHT_PAINT`, `PARTICLE_EDIT`, `POSE`.\n\n\n## Open Topics\n\n**Should sub-modes have direct access?**\nWith the introduction of pie menus by default in 2.80, users are now used to these and pie menus could be used to access sub-modes. \n\nIt has been proposed in #84380 that vertex/edge/face be expanded into the number buttons too. This only works well for mesh and grease pencil edit-mode, however it has some down-sides.\n\n- We would be using all number keys by default, any additional modes or sub-modes wont fit.\n- Some sub-modes wont fit:\n - Particle edit (currently uses keys 1-3 to switch sub-modes).\n - Weight paint.\n - Texture/Vertex paint.\n\nThe ideal solution in this case isn't clear, either we accept loosing shortcuts for switching sub-modes or accept some inconsistency (having to add a different shortcut for sub-mode switching for modes besides edit-mode).\n\nThere are plans to merge painting modes into a single attribute painting mode, even if this is done, it might make sense to expose weight/texture/sculpt as sub-modes... either way, I don't think we should rely on this change unless it's committed to master before the keymap changes. The same applies to the future of Particle Edit once the new Hair object type is implemented.\n\n**What to do when pressing a modes key a second time?**\n\nCurrently nothing is planned. Options are to toggle the mode or cycle through sub-modes. Both have their pro's and con's so there are no plans to use second-time presses.\n\n**Is overwriting edit-mesh modes acceptable?**\n\nBy switching directly into vert/face/edge modes, this will overwrite the mixed modes which the user will need to manually set every time they enter edit-mode. Holding Shift while changing selection modes will extend the selection as it does currently.\nEven though this isn't such a common functionality, it would be good to avoid breaking peoples workflows.\n\n----\n\n*Updated by @pablovazquez based on notes from the UI meeting on 20 May.*",
"USD IO: Validate data in the operator, before starting background job.\nWhile the crash revealed by #105160 has now been fixed (d66672e17a), don't think USD I/O operators should start the background job at all when obviously wrong data has been selected/passed as parameter. It's not really good behavior for the IO operator to return \"Success\" after starting a background job that will immediately fail. \n\nNot all errors can be caught at that level of course, but things like not passing an *a priori* valid filepath to the import operator can be checked by the operator code itself, and immediately return `CANCELLED` status.\n\n> Note: Dev who intends to work on this task should first do some research over USD file specs to identify what can be easily checked at the operator level, and what should be left to actual USD loading code to error on.\nTypically, invalid inputs that can be selected from the USD import file browser UI should be checked by the operator code, or even fully prevented.\nSome may be prevented by proper setting of the FileBrowser options, e.g. if selecting a directory is never expected to be a valid USD import path, then the filebrowser settings should not allow a directory path to be selected, etc.",
"Bone Heat weighting: failed (due to none of the vertices in an island being visible to any bones)\n**Win 10 64. gtx 970**\n\n**Blender 2.75a Hash c27589e**\n\n**Bone Heat weighting: failed to find solution for one or more bones**\n\nI attach the blend file and two prints..\n\nAlso the same broblems apper when i try to \"assign automatic from bones\" by individual bones in Weight Paint. Like one by one. Please see print2.\n\n![print2.jpg](print2.jpg)\n\n![print.jpg](print.jpg)\n\n[cat.blend](cat.blend)\n",
"`user_remap` fails silently when object is in edit mode\nBlender 3.6\n\nWay to reproduce:\n1) Create new empty blender project\n2) Select cube\n3) Enter edit mode\n4) Run the code below\n\nResults - mesh wasn't replaced and no errors occured. Expected - to either mesh to change or get some warning/error.\n\n```python\nimport bmesh\nimport bpy\n\nobj = bpy.context.active_object\n\ndata = bpy.data.meshes.new('test')\nbm = bmesh.new()\nbmesh.ops.create_monkey(bm)\nbm.to_mesh(data)\nbm.free()\n\nobj.data.user_remap(data)\nassert obj.data == data\n```\n\n",
"Transfer Mode Operator Do To's\nNOTE: This task should be split up into multiple tasks soon.\n\nThis task is concerned about loose ends for a full working implementation of the \"Transfer Mode\" operator.\n\n---\n\n- [ ] Add the operator to a menu in every mode\n\nRight now this would always be the first menu to the right of \"View\" and \"Select\". \nLike \"Paint\", \"Weights\", \"Grease Pencil\", \"Draw\", etc. Some modes would need a new menu added for this.\n\n- [ ] Add the flash overlay for grease pencil objects\n\nArmature and curve objects are also missing the overlay but there it's less needed since other overlays are already a good indicator.\n\n- [ ] Support the operator between all object types\n\nIt is possible to use the operator on between object types (Meshes, Lattices, Curves, ect) but it doesn't work for GP edit mode, sculpt mode, vertex paint and weight paint modes.\n\n- [ ] (Armature) Edit Mode: The operators still won't run in this mode.\n- [ ] (Metaball) Edit Mode: Doesn't run.\n\n- [ ] (Optional) Also select parented aramtures when using the oeprator in weight paint modes.\n\nWhen using this operator it deselects any other objects, rendering this operator useless for weight paint mode. \n\n- [ ] (Optional) Discuss clarity of the operator name and tooltip. Potentually rename to \"Switch Object\"",
"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",
"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",
"Grease Pencil mask error\nOperating system:windows10\nGraphics card:GTX1060ti\n\nBroken: 2.83&2.9\nWorked:greasepencil-Mask error\n1.When 2.83 or later, creates two objects, the masks collide, causing a strange phenomenon, and in 2.82 there are no errors.\n2.And creating two masks under the same object can cause problems too。\niJlqkf556sA\n[GP剪贴测试.blend](GP剪贴测试.blend)"
] | [
"Weight paint and vertex paint mode broken by a TypeError for some blend files\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 4)\nBroken: 2.82 hash: '7c2217cd12'\nWorked: 2.82 hash: '61a02a7aa1'\n\nPaint modes are throwing an error and brush is not working for the attached blend file\n\nOpen attached .blend file and switch to weight paint or vertex paint mode.\nThe following error pops up on UI and terminal. Brush does not appear and painting does not work.\n\n```\nlocation: <unknown location>:-1\nError: Traceback (most recent call last):\n File \"/home/user/blender-2.82-416e66c7fe21-linux-glibc217-x86_64/2.82/scripts/startup/bl_operators/wm.py\", line 1681, in execute\n if fn(context, space_type, self.name, as_fallback=self.as_fallback):\n File \"/home/user/blender-2.82-416e66c7fe21-linux-glibc217-x86_64/2.82/scripts/startup/bl_ui/space_toolsystem_common.py\", line 942, in activate_by_id\n _activate_by_item(context, space_type, item, index, as_fallback=as_fallback)\n File \"/home/user/blender-2.82-416e66c7fe21-linux-glibc217-x86_64/2.82/scripts/startup/bl_ui/space_toolsystem_common.py\", line 916, in _activate_by_item\n keymap_fallback=(item_fallback.keymap[0] or \"\") if item_fallback else \"\",\nTypeError: 'NoneType' object is not subscriptable\n```\n\nThe attached blend file is modified from 7875 by removing extra elements (camera, lights, armature, modifiers). The original file seems to be from Blender 2.6x but the error also appears with some files created in recent versions.\n\n[Simpler-boy.blend](Simpler-boy.blend)"
] |
Optix denoising artifacts
Operating system: Linux-5.14.15-arch1-1-x86_64-with-glibc2.33 64 Bits
Graphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44
Broken: version: 3.1.0 Alpha
Worked: 2.93.5
Enabling Optix denoiser renders artifacts across entire viewport or final render image.
1. Switch to Cycles render engine
2. Set viewport to rendered view
3. Enable Optix viewport denoising
4. Image should be strange and pretty.
![optix-artifacts.png](optix-artifacts.png)
I suspect this is a problem with the Nvidia driver which was updated on the 31st.
I tested one of your archived builds from October 23rd (blender-3.0.0-alpha+master.231d66d8ba35-linux.x86_64-release.tar.xz) and it was broken as well.
And I think I would have noticed it in that time frame if it was solely a problem with Blender and not the driver. | [
"Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)",
"Regression: Artifacts after importing fbx file\nwindows 11\nnvidia gforce rtx 2060\n\nBroken: 3.6\nWorked: 3.5\nAffected by 17d161f56537d424d369a1dcf4c47d3976842af8 , 214da4b6b432ce03965669df595531fea8dda7d9\n\nImporting obj and fbx ngon files show visual errors (the edge sharpness in not correct.) The legacy obj works fine.\nthe import works in 3.5\nI export out a ngon fbx and/or obj file from Moi3D I import it into blender and I have errors in the mesh model.\n\n- Import attached fbx file with default preset.\n\nthanks,\nVal\n\n",
"2x RTX 3090 Bugg\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84 x2\n\nBroken: version: 3.0.0\n\n[PHello so u just got my secound rtx 3090 card its and msi geforce, got the gigabyte rtx 3090 before so now i have 2 cards. When rendering with optix denoising in the viewport i get a light bleed even if i have no lights on. \n\nWhen i open a file from 2.92 and open it in 3.0 and hit viewport render and only have one card active it works fine, if i activate both cards it crashes everytime. ]\n\n[When rendering with optix denoising in the viewport i get a light bleed even if i have no lights on. \n\nWhen i open a file (kate) from 2.92 and open it in 3.0 and hit viewport render and only have one card active it works fine, if i activate both cards it crashes everytime. using optix denoiser ]\n\n\n[Kate.blend](Kate.blend)\n\n",
"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",
"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)",
"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).",
"clay strip brush (and probably any brush) create some strange shading and geometry artifacts...\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\n\nclay strip brush (and probably any brush) create some strange shading and geometry artifacts...\n\n1. open blender, subdivide the default cube in edit mode a few times,\n2. add subdiv modifier with 3 levels (25,1 million in total) and apply modifier.\n3. go to sculpt mode and start playing with the clay strip brush and brush settings a little bit...\n4. change the sculpt plane to view plane, and add a stroke continuously in the edge of the cube, and some transparent shading bug appears when i go to check the back side of the stroke made, but this get fixed when i use the smooth brush a little bit in those boundary edges...\n![Captura de pantalla 2020-12-27 011521.png](Captura_de_pantalla_2020-12-27_011521.png)\n![Captura de pantalla 2020-12-27 011545.png](Captura_de_pantalla_2020-12-27_011545.png)\n5. change the sculpt plane to area plane again, and try on other edge the same again, and some grid topology starts to appear suddenly in the first stroke when drawing, but when i keep drawing it was less noticeable the artifact but was still there...\n![Captura de pantalla 2020-12-27 011700.png](Captura_de_pantalla_2020-12-27_011700.png)\n![Captura de pantalla 2020-12-27 011711.png](Captura_de_pantalla_2020-12-27_011711.png)\n\n",
"Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.",
"GPencil: Airbrush draw tool with solid stroke has transparency artifacts\nOperating system: Win 11, GTX 3080, Wacom Tablet\n\n\n\nBroken: 2cd7e70c18a8\nWorked: ~~3.3.0~~\n\nThe airbrush tool has artifacts around the stroke during drawing. Also what is drawn during stroke has nothing to do with the final result visually. Please see the video for the issue.\n\n\n\n- New scene -> 2d Animation\n- Select Airbrush tool from the tool pane\n- Switch to `solid stroke` material from header\n- Draw\n\n[image](attachment)\n[blender_lOlSgoorkK.mp4](attachment)\n",
"Black artifacts on smooth surface in 2.79 64bit daily build\nOperating system: Windows 10\nGraphics card: RTX 2080Ti\n\nBroken: blender-2.79.0-git.d7cecc2ba3f6-windows64\nWorked: 2.79b\n\n\nThe software renders black artifacts on a smooth surface. This happens both in the rendered preview and in the final render. Artifacts disappear when smooth is not applied.\n\n![279b.png](279b.png)\n\n![280buildbot.jpg](280buildbot.jpg)\n\n![279buildbot_opengl.jpg](279buildbot_opengl.jpg)\n\nJust go in rendered preview mode in the editor, or just F12 to see the artifacts in the render.\n\n[bug report.7z](bug_report.7z)",
"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",
"VSE: Artifacts in histogram (NVIDIA)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1\n\n![image](attachment)\n\nmove the UI region/border and zoom into histogram/chroma vectoroscope/luma waveform and purple artifacts appear. tested on blender 3.5.1, 3.6.1, 4.0a\n\n",
"Principled BSDF Anisotropy black faces\nWin10, 1080Ti\n\nBroken: 2.79\n\nIt seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical? \n\nI suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency.\n\nRotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^).\n\nMoving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode.\n\nScreenshot: ![Anisotropy_Bug.JPG](Anisotropy_Bug.JPG)\n\nBlend: [Anisotropy_Bug.blend](Anisotropy_Bug.blend)",
"Sequencer Render does not render overlays and always uses original media\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nBroken:\t\t\t\t` 2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.91.0-010c1370aff6-windows64` (BF Build Bot)\n\n\nClicking Sequencer Render will not render the image as set in the sidebar view settings like: Show Overexposed, Safe Areas or Proxies don't work.\n\n\n\nTrying to render proxies:\n\n\n - Open and Viewport render\n\n\n[Render_Proxy.zip](Render_Proxy.zip)",
"Denoising passes are darkened when denoising is enabled for multi-device rendering\n## Simplified Report\n\nDenoising passes like Albedo and Normal are darkened when denoising is enabled when rendering using multiple devices.\nThis is most likely because the passes are scaled in-place during denoising and then scaled again in the pixel accessor.\n\n## Original report\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.3.0\nWorked: 3.2.2\n\nWhen rendering a scene using Cycles with the Denoise option enabled, the Denoising Normal and Denoising Albedo passes don't render correctly, the images correspondent to those passes are much darker than they should be.\n\n1. Open attached file or\n - Open Blender.\n - Delete the default cube.\n - Add an icosphere and set it shade smooth.\n - With the icosphere selected, go to the Shading workspace and add a material to it.\n - In Principled BSDF of the icosphere's material, go to base color and add a color (any color other than black, white or gray).\n - Go to Render Properties and select Cycles as render engine and GPU as Device.\n - In the Render section of the Render Properties, disable Denoise (it is enabled by default).\n - Go to View Layer Properties.\n - In the View Layer Properties, go to Passes section, Data sub-section and enable Denoising Data.\n - Go to the Compositing workspace and enable Use Nodes.\n2. Render the image (Press F12).\n3. In the Render Layers node, visualize the Denoising Normal and Denoising Albedo outputs (Ctrl+Shift+LeftClick with the Node Wrangler Add-on enabled).\n4. In the `Properties Editor` Go to {nav Sampling > Render} and re-enable `Denoise`.\n5. Render the image again (Press F12 or use the small buttom at the bottom right of the Render Layers node).\n6. Repeat step 3.\n\nBy comparing the images from step 3 and step 6, the difference is clear, the images from step 6 (Cycles' denoise enabled) are much darker than they should be;\nI tested with a more complex scene and noticed that the darker images do remove noise when used with the Denoise node in the compositor, so it may not be a big problem for Blender, but it may affect someone using other softwares in a pipeline, unfortunally, I can not tested it because I don't have acess to external compositing softwares, I only use Blender.\n\nThank you, have a nice day :).\n\n[#101071.blend](T101071.blend)"
] | [
"OptiX denoising artifacts with recent GPU driver 495.29.05 or newer on Linux\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\nAffected driver versions:\n`495.29.05`\n`495.44`\nWorked: With GPU drivers prior to `495.29.05`. \nWorked: Oddly enough testing with Blender from prior to the Cycles-X merge with driver version `495.29.05` does NOT have this issue.\n\n**Short description of error:**\nAs per request of Patrick Mours at Nvidia I have created a task here. render-cycles-module?msg=cJvvBJbttccHwtvG8\n\nWhen using OptiX denoising with one of the affected GPU drivers listed above on Linux with recent versions of Blender 3.0 there are artifacts. Using an older GPU driver like `470.63.01` or a version of Blender from prior to the Cycles-X merge seems to resolve this issue. Here is an example of OptiX denoising in the viewport of the default scene with the artifacts:\n![OptiX denoising artifact.png](OptiX_denoising_artifact.png)\n\nThe artifact can change a bit based on what's on screen and how the scene was rendered. For example, changing the scene to be rendered with the CPU but denoised with OptiX shows this result instead:\n![OptiX denoising artifact 2.png](OptiX_denoising_artifact_2.png)\n\n**Exact steps for others to reproduce the error:**\n1. Install Nvidia driver version `495.29.05` or newer on Linux.\n2. Use OptiX denoising in any Blender version that contains the Cycles-X merge."
] |
Geometry Nodes Instance on Points Crash
Operating system: Windows 10
Graphics card: Nvidia RTX 2060
Broken: Blender 3.0.0 Alpha
Worked: none
Crash when duplicating the geometry nodes at this part gnsUo96tIy0?t=271
![Blender 3 Fractal Crash Issue.jpg](Blender_3_Fractal_Crash_Issue.jpg)
Based on the default startup or an attached .blend file (as simple as possible).
[Blender 3 Fractal Tutorial Crash .blend](Blender_3_Fractal_Tutorial_Crash_.blend) | [
"Geometry node - setting lacunarity to 0 crashes Blender (musgrave texture)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.2.2\n\nIn a fairly simple geonode tree, trying to set lacunarity to 0 will crash Blender instantly.\n\n- Use attached Blend.file\n- In the 'set position' branch, try to set 'musgrave texture' lacunarity to 0\n- Crashes everytime for me\n\n[Geonode attribute.blend](Geonode_attribute.blend)",
"Crash when duplicating and \"Use Clump Curve\" is turned on for hair particles\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Beta\n\nA crash occurs when a curve guide force field is applied and \"Use Clump Curve\" is turned on. Doing this then duplicating the object crashes Blender.\n[blender_puASiznJH9.mp4](blender_puASiznJH9.mp4)\n\nFrom Default Start up\n1. Create Hair particle on cube\n2. Create curve, and add \"Curve Guide\" force field\n3. In Hair particle settings, turn on \"Children: Simple\" and \"Use Clump Curve\"\n4. Attempt to duplicate cube. It should crash here\n\nFrom attached:\nJust turn on \"Use Clump curve\" then duplicate. \n[haircrash.blend](haircrash.blend) \n\n\n\n\n\n",
"Crash when scrubbing the timeline when using the line art modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\nWorked: 3.4.1\n\nWhen scrubbing the timeline, blender will crash. This happens frequently when I have a project of sufficient complexity that uses the line art modifier. The provided blend file has been simplified as much as possible while still reproducing the crashing behavior.\n\n1. Open line_art_crash.blend\n2. Scrub the timeline. Jumping between frames makes it less likely to crash, but holding onto the playhead and slowly moving should have it crash in a few seconds.\n\n",
"Geometry Nodes: Different result of Distribute Points in Volume on Mac M1 and Windows\nOperating system: Mac M1 Pro 2021, with Blender 3.4.1 and Ventura 13.1. and Windows on AMD Ryzen 7\nGraphics card: On Windows RTX 3080\n\nBroken: Current master.\nWorked: Maybe newer.\n\n**Short description of error:**\n\nOne file on Mac Os and Windows:\n![Captura de Tela 2023-01-04 às 18.55.37.png](Captura_de_Tela_2023-01-04_a_s_18.55.37.png)\n\n**Exact steps for others to reproduce the error:**\n1. Open attached `GN_mac_vs_windows__bug_positions.blend` file\n2. Compare the final positions of points using Windows and using Mac\n[GN_mac_vs_windows__bug_positions.blend](GN_mac_vs_windows__bug_positions.blend)\n\n---\n**Original Short description of error:**\nI started reproducing This tutorial about Plexus effect on GN. I was doing on Mac M1 Pro 2021, with Blender 3.4.1 and Ventura 13.1\nI reach this exact point: tj6ZZYO5qPY?t=943\nIn Mac I get just 12 points while video reports 14.\nI first think that something in Blender change since 3.4.0 beta (the version used in the video) and 3.4.1, but then tried the file in a Windows machine with Blender 3.4.1 and it worked reporting 14 points, so it seems mac is doing things wrong\n\n**Original Steps of the report:**\nExact steps are in the video until 15:43\nI uploaded a file that show the progress until that exact point \n[GN_Plexus_redo1.blend](GN_Plexus_redo1.blend)",
"Create geometry nodes modifier when selecting an existing one in the editor\nSelecting an already existing geometry nodes tree in the editor on an object without a modifier should automatically create a nodes modifier. This is in parallel to the behaviour of selecting a material without a material slot.\n![image.png](image.png)",
"Mesh to Volume crash on small geometry\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nIn some cases with small geometries, the `Mesh to Volume` node ends up consuming a lot of memory and resulting in a crash.\n\nThis was identified when running the background rendering script for the attached production file.\n\nWith the production file, on the 23rd frame (Every time), I got the crash. It does it from the command line OR from the software itself. From the command line, it shows me the information for the last frame (23), then goes into the error message. I copied it below, and the .crash.txt file is attached.\n\n```\nCurrent Frame= 23 Axon Length um=60, n Soma Mito=15, n Proximal Mito=3, n MidNeurite Mito=1, n Distal Mito=3, Mito Avg LW Ratio=1.33, Mito Size=0.36,\nError : UNKNOWN EXCEPTION\nAddress : 0x00007FFF45F2FE7C\nModule : KERNELBASE.dll\nThread : 00003638\nWriting: C:\\Users\\Owner\\AppData\\Local\\Temp\\NeuroMito 823 03b.crash.txt\n```\n\n- Open attached file [mesh_to_volume_crash.blend](https://projects.blender.orgattachment)\n- Reduce the size of primitive geometry to `0.8`\n\n---\n**Steps for the production file**\nThe .Blend file refers to the attached .CSV file. To run it, you just have to change the folder in the script to wherever you saved the .csv file. I used this command to run it from command line, or just run the script to start the rendering.\n\n\"c:\\Program Files\\Blender Foundation\\Blender 3.4\\blender.exe\" -b \"S:\\Phys\\NeuroMito 823 03b.blend\" --python-exit-code 1 --python-text \"Render01\"\n\nThank you as always for your work on this amazing program. I am sure it is something about the way I am using geometry nodes or scripting that is causing this.\n\n",
"Weird Motion Blur with Simulation Nodes\nBroken: 3.6.2\n\nMotion Blur doesn't work properly with Geometry Nodes instances.\nAs shown in the rendered video, the motion blur seems to give weird results, the motion trails of the instanced particles from the Geometry Nodes (and Simulation Nodes) setup don't seem to follow their direction properly.\n\n<video src=\"attachment\" title=\"animation.mp4\" controls></video>\n\n[Test.blend](attachment)\n- Open file\n- Hit play to bake simulation until let's say frame 45\n- Render frame 45\n\n",
"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)",
"Crash when modifing materials after using BMesh in Depsgraph-Pre event\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\n\nBroken: version: 3.0.0\nBroken: version: 3.0.1 Release Candidate\nBroken: version: 3.1.0 Alpha\n\nI wrote a script with a function that copies a mesh via BMesh to another object and then changes it's materials. When I want to export the scene as an alembic, Blender crashes when the function gets called via the Depsgraph_Pre event. Depsgraph_Post and Frame_changed_Pre & Post all work fine.\n\n\n- Open the attached Depsgraph_Pre_Crash.blend file in Blender\n- Run the script\n- (Optional) Scroll on the timeline between frames 1 & 2 to check that the script works\n- Set the active frame on the timeline to 1\n- Export as alembic with default settings\n- Blender crashes\n[Depsgraph_Pre_Crash.blend](Depsgraph_Pre_Crash.blend)\n\n[Depsgraph_Pre_Crash.crash.txt](Depsgraph_Pre_Crash.crash.txt)\n\nHere is the callback registered in `depsgraph_update_pre`:\n```lines=10,lang=python\ndef updateFrame(scene): \n```\n emptyObject = bpy.data.objects[\"EmptyObj\"]\n firstOBJ = bpy.data.objects[\"Frame1\"]\n secondOBJ = bpy.data.objects[\"Frame2\"]\n```\n\n```\n if(scene.frame_current == 1):\n bmNew = bmesh.new()\n bmNew.from_mesh(firstOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n```\n\n #Doing anything with the materials crashes blender on alembic export\n```\n emptyObject.data.materials.clear()\n```\n\n```\n if(scene.frame_current == 2):\n bmNew = bmesh.new()\n bmNew.from_mesh(secondOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n \n emptyObject.data.materials.clear()\n```\n",
"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",
"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 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",
"Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n",
"Delete geometry node performance regression writing to multiple vertex groups in 3.1\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.1.0\nWorked: 3.0.1 and older\n\nCaused by f5e5a0987a\n\nUsing a combination of Delete Geometry node along side the Armature modifier makes the node run slower and slower the more vertex groups armature is using. The difference is an immense drop from 144fps back to 8fps using the same .blend file in 3.0.1 and 3.1\n\n[Delete Geometry + Armature 3.0.1.blend](Delete_Geometry___Armature_3.0.1.blend)\n![2022-03-10 01_42_58-Window.png](2022-03-10_01_42_58-Window.png)\n[Delete Geometry + Armature 3.1.blend](Delete_Geometry___Armature_3.1.blend)\n![2022-03-10 01_42_26-Window.png](2022-03-10_01_42_26-Window.png)\n**.blend file overview**\n![2022-03-10 02_06_30-Window.png](2022-03-10_02_06_30-Window.png)\n\nI would argue that this bug is a high priority issue and makes a lot of the character animation workflows impossible to use in 3.1 .\nDelete Geometry Node has been a replacement for the Mask Modifier ever since Geometry Nodes was introduced, it is a crucial part of a lot workflows. \n\n\n\n**More information if needed :**\n\n- Order of the modifiers does not matter\n- Vertex groups on the mesh have to be used by the armature for it to take an affect, however the vertex group used to delete the geometry is not being used by the Armature\n- The issue seems to be that the Node is now checking every single vertex group instead of the single attribute given to it\n- The more vertex groups used by the armature the worse the performance\n\n\n\n",
"Geometry Nodes: Crashes when the curve resampling node length is 0\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.0\n\n\n\n\nThis is an irregular operation, but I hope it is not a crash but a warning.\nI don't know if this is a bug or a feature request. \nThere is also a possibility that if the length is close to zero, it will cause the computer to have 100% CPU.\n\n"
] | [
"Duplicating geometry nodes modifier causes Blender to crash\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\n\nWas working to create a \"Sierpinski Sponge\" which uses iterative geometry nodes. I set up a level 1 sponge, but when I went to duplicate the geo node modifier, Blender crashes.\n\nThe following simplified steps still causes Blender to crash:\n\n[#92499.blend](T92499.blend)\nIn Modifiers tab, for Geo Node modifier, click drop down and select \"Duplicate\"\n\nBlender crashes.\n\n"
] |
UI: Can't make 3d viewport header fully transparent in 3.0
Operating system: Windows 10
Graphics card: 1080, 1070
Broken: blender-3.0.0-beta+v30.11392829adfe
Worked: 2.93
I really like my header to be completely transparent so that I can only see buttons on top of my viewport, freeing some more space in vertical area to preview more space on the scene I am working. I thought in all previous 2.8 and 2.9 iterations it was ruled out that free vertical space in viewport is more important as we use widescreen monitors. Now when I change my alpha to 0 in header option in 3d viewport theme preferences header is not becoming completely transparent, but at the same time for some reason I can still change it's color. That feels weird and inconsistent and a bit claustrophobic, I hope this trend of minimizing view-port area by default will not continue.
Here's a screenshot how it looks now in 3.0:
![image.png](image.png)
Changing Alpha value doesn't affect transparency of the header, but you can change color:
![image.png](image.png)
Here's a screenshot how it's "supposed" to look and it looks in 2.93:
![image.png](image.png)
1) Go to preferences
2) Theme space
3) 3d viewport
4) Open Theme Space tab
5) Try changing alpha and color values:
![image.png](image.png) | [
"Cycles X: Camera-visible lamps are not affected by holdout\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0 Alpha\n\nBlender 3.0 adds a feature where camera ray visibility can be enabled on lamps, making them directly visible. However, if this option is enabled simultaneously with the holdout option, the lamp will remain visible. Holdout should override camera visibility, as holdout can be changed per-view layer. With the current behavior, a directly-visible lamp will appear again on holdout layers, copying it's direct brightness for every layer it appears as a holdout in.\n\nSee attached .blend file, which contains a point lamp with holdout and camera visibility both enabled. Note that the lamp remains visible. In fact, the holdout option seems to have no affect at all.\n\n[holdout_lamp_bug.blend](holdout_lamp_bug.blend)\n\n",
"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)",
"[UI] [Minor Bug] Uneven padding on the header bar\nOperating system: Windows-10-10.0.22000-SP0 64 Bits ---> [This part of the automated info is incorrect --- It's Windows 11]\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.1.0 Alpha\n\nThe header bar has uneven padding. Not a major issue but just something to fix.\n\n![Untitled.png](Untitled.png)\n![Untitled-1.png](Untitled-1.png)\n\n1. Open the client.\n2. Look at header bar.\n\n@pablovazquez - Thought I'll tag you directly. Awesome updates on the 3.0 Theme Refresh btw. So many changes that absolutely improve the UI experience. As someone who relies heavily on contrast for muscle memory when using an app, I greatly appreciate the changes you made. I already was emulating your theme on a custom version I made for myself (based on your screenshots) .. but it's great to be using your edition now.",
"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)",
"Theme > Shader Editor, Sidebar > Alpha value does not work\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A3000 12GB Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.1\n\nIn side of the Shader editor, if you want to change the color works correctly, but if you want to change the Alpha value, is not working.\n\nGo to Preferences > Themes > Node editor > Theme space > Region Background\n\n",
"error in custom view3d.move Keymap Setting\nOperating system: Windows11\nGraphics card: It doesn't matter\n\nBroken: up to 3.5.1\n\n\n\nBecause I often use the 2D features in Blender, and the pan view function in Blender is not very convenient (requires using Shift + MMB), I made the settings as shown in the picture to add a new pan view keymap to Spacebar + LMB. In the normal object mode, I can indeed pan the view by using the new shortcut, but once I switch to any other mode, this shortcut key will be disabled. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"Alpha doesn't work as a mask \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 511.79\n\nBroken: version: 3.0.0\n\nI use an alpha channel as a mask for mix node. If I put an alpha channel from the same node where I take a color channel I get a strange result but if I grab a mask from an alpha channel a copy of the same texture node I get the proper result. \n\n\n![bug_11.gif](bug_11.gif)\n\n[bug_11.blend](bug_11.blend)\n\n",
"Proposal: Remove bottom headers\nFollowing on from [D4302](D4302) here. \n\nIt may be good to remove the ability for headers to be at the bottom of editors. Here's why:\n\n - Popovers don't work well when opened from the bottom.\nWhen the height varies, the contents gets pushed around:\n![Screenshot 2019-02-06 at 16.21.21.png](Screenshot_2019-02-06_at_16.21.21.png)\n\n - Opening old blend files is now a pain, because users have to go ahead and manually move all the headers to the top\n![Screenshot 2019-02-06 at 16.26.03.png](Screenshot_2019-02-06_at_16.26.03.png)\n\n - It makes it possible, or at least easier, to add footers to some areas, such as in the Text Editor to better give space for the file path:\n![Screenshot 2019-02-06 at 16.31.50.png](Screenshot_2019-02-06_at_16.31.50.png)\n\n - We can then remove the header position preference, which is a small simplification.\n",
"Eevee viewport soft shadows are broken on higher sample count\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: ---\n\nEevee soft shadows in viewport have color spills. But it works fine on final render (F12)\n\n![eevee_viewport_soft_shadows_problem.png](eevee_viewport_soft_shadows_problem.png)\n\n- Open .blend file\n\n[bug_soft_shadows.blend](bug_soft_shadows.blend)\n\n- Switch to Rendered Mode of Viewport Shading\n- Wait half a min and see the problem(",
"Only Render visibility for 3D viewport\nIt should be possible to show only objects that will be in the final render in the 3D viewport.\n\nCurrently disabling the overlay only does half of what the old Only Render option did, which is to hide non-geometry objects. The visibility part is important too, though more complicated now since the regular viewport depsgraph will not evaluate objects that are not visible in the viewport.",
"Byte vertex colors are sometimes interpolated in sRGB, sometimes linear\nOperating system: Linux\nGraphics card: Intel Integrated\n\nBroken: 2.93.0, 3.0.0 Alpha at 8c21667\nWorked: \n\nA Data Type: Byte Color color attribute is interpolated in sRGB space when subdividing or using the knife, but in linear space when interpolating across a tri in the viewport. I expect it to be consistent.\n\nThis is different than Data Type: Color (FLOAT_COLOR) attributes, which are always interpolated in linear, and vertex colors in pre-2.8 versions, which are always interpolated sRGB.\n\nAdd a plane, paint one corner white, the others, black. Add a Subdivision/Simple modifier and turn up the levels. Look at the result.\n\n![QuadComparison.jpg](QuadComparison.jpg)\n\nI expect it to approach the ideal bilinear result in linear space, but it's clearly approaching the ideal bilinear result in sRGB space. Same thing for manually subdividing with the knife.\n\n**Addition after 3.2**\nIMO since there is a new way to get linear vertex colors, it would be nice if FLOAT_COLOR attributes always interpolated in linear space and BYTE_COLOR attributes always interpolated in sRGB. 2.8 removed the ability to get sRGB interpolation and it would be nice to have both options (pre-2.8 files would also be viewable with the intended interpolation).",
"LookDev: Add option to set the background color\nTheme, World, Viewport.\n",
"VSE: Alpha Over + Convert to float changes the color of the top layer\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8853\n\nBroken: version: 2.92.0 Alpha\n\nAdd two color strips - not black, and change compositing of the top strip to Alpha Over. Toggle 'Convert to float' under color while pressing arrow left/right to update the preview. The top layver will now change color, it's a regression and a bug. \n\n",
"2.8 Cycles viewport Ray Visibility is not updated in viewport when changed by Python\nOperating system: Mac OSX, 10.13.6 (a MacBook Air)\nGraphics card: Intel HD Graphics 5000 1536 MB\n\nAlso tried on a linux virtual machine (Ubuntu), same issue\n\nBroken:\nMac build: 2.80.43, build 2019-02-01 22:37\nLinux build: 2.80., 2019-02-15 7:29\nWorked: 2.79, unsure if there was a working version of 2.8\n\n\nWhen updating an object's CyclesRay visibility (e.g. camera visibility) via python from a script or console, there is no impact in the viewport; while the UI as well as render will reflect the changed state of the setting (checking or unchecking the box), the visibility will not have changed in the viewport. Note: this is only an issue for the viewport, when rendering it will reflect the setting update properly. The issue persists even between leaving and re-entering rendered mode in the viewport, until the user manually clicks to toggle the UI setting directly which resolves the problem.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1) Open default scene\n2) Open console window/scripting workflow,\n3) Enable cycles and enter a viewport into rendered mode\n4) With Default cube selected, type: C.object.cycles_visibility.camera = false\n5) Notice how viewport scene does not update; but if you move the mouse over the property panel:Objects/Cycles settings, you'll see the draw refresh will show the camera visibility turns off\n6) Exit and re-enter rendered mode in the viewport, to find the issue persists (cube is visible to camera)\n7) Press render to notice that the setting however is reflect in render (cube will not be visible to camera)\n8) Manually toggle the camera visibility setting in by clicking the tick box twice, to verify the setting works when done by hand; and see that now the cube does not appear in the viewport (as expected).\n9) Repeat for reverse; ie turning setting to True when initial camera visibility is false.\n\nNote I also tested this and found the same issue with the Glossy visibility using a similar process (adding a mirror-like object next to the cube), so I expect this is true for all of the cycles object visibility settings. \n\nVideo demonstration, happens in any scene including the default\nview?usp=sharing\n\nWhile I agree this is less of an issue since ultimately the correct results appear in render, this is an issue for addons that control this setting and confuse the user as prior to render, there then appears to be a discrepancy between the viewport visibility and the panel settings. ",
"Viewport 3d is not updated with VSE driver\nBroken: 2.82 (unknown which revision, custom build without buildinfo)\nWorked: (unknown)\n\n[system-info.txt](system-info.txt)\n\nViewport is not updated for a material that is driven by a VSE driver.\n\n[ejemplo.zip](ejemplo.zip)\n\nChanging the VSE strip opacity doesn't update the viewport.\n\n**More info from user**\n\nI am creating an addon to transform eevee into a VSE. I encountered several problems, and one is that by changing the values \"chanel\", \"opacity\" or moving the strip (it should disappear). the changes are not visible until the 3d view is moved. Just there it is updated. This makes it uncomfortable to work with the addon. The only change that works well is when changing the resolution X of the render, when playing the video or scrolling through the timeline, everything looks correctly.\nEverything is being controlled by drivers."
] | [
"3D Viewport Header Alpha setting no longer works in 3.1\nOperating system: Linux-5.8.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14739 Core Profile Context 21.30\n\nBroken: version: 3.x , 3.1.2\nWorked: 2.93.8\n\n 3D Viewport Header Alpha setting no longer works. 3D Viewport Header can no more be made transparent.\n\nOpen blender Preferences >3D Viewport > Theme Space. Try changing the Alpha value of the Header setting. No effect.\n\nFrom what I can remember this broke when the Active Viewport Colors were inverted. Header becomes lighter when mouse over. This looks really awful and has been an issue for a while. \n\nT92779\n"
] |
terrible UI performance, basically unusable, very laggy, freezes
Operating system: Ubuntu Cosmic, Linux 4.18.0-11-generic
Graphics card: Intel UHD Graphics 620; Wayland (not X11)
Broken: 2.80-26d5a3625ed
Worked: (optional) Not sure. Where can I find builds for 1,2,3 months ago to test?
Every now and then, the whole machine freezes for 1-3 seconds. Even the mouse cannot move. This is with basically nothing to render. It happens with the default cube. It freezes if I try to open a menu (e.g., Add menu).
It should be very easy to reproduce. I can record of video of my session if that would be helpful. Let me know.
| [
"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).",
"Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n",
"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!",
"Render Error using the HIP backend\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XTX ATI Technologies Inc. 4.5.0 Core Profile Context 22.40.51.06.230425\n\nBroken: version: 3.6.0 Beta\nWorked: Unknown\n\nMessed up renders in multiple of the common Blender Demo files. Classroom being the most obvious.\n\nStarting blender and running the render with the HIP or HIPRT backend using the 7900 XTX GPU causes the render errors in the attached \"broken\" images. Running and finishing a HIPRT render targeting the CPU results in a proper render, and fixes this for subsequent GPU renders with both HIP and HIPRT, see \"non-broken\" images.\n\n",
"GUI: The curser is heavily lagging if GSync is set to windowed and full screen mode\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: Blender 2.79b up to Blender 3.0.0\n\nEverything is as expected if the mode is set to \"Fullscreen only\" (the default)\nBut as soon as you set to it to \"Window- and Fullscreen mode\" the mouse curser will lag heavily.\n![2021-12-30 11_39_43-aid_4768_compatible.png (707×588).png](2021-12-30_11_39_43-aid_4768_compatible.png__707_588_.png)\n\n1. Enable GSync\n2. Set it to \"Enable for windowed and full screen mode\"\n3. Save\n4. Open Blender and move the curser\n\n**Workaround** \nJust set it back to full screen mode only.\nOR\nIf you go to nVidia Control Panel > Manage 3d Settings > Program Settings.\n\nAdd Blender under Select Program To Customize. Changing to the following settings can fix it:\n\nMonitor Technology: Fixed Refresh\nPreferred Refresh Rate: Application-controlled\n\n**Desired behavior** \nA fluid curser on the screen even with \"windowed and full screen mode\" enabled",
"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",
"Mesh modeling performance regressions\nList of performance issues that we would like to fix or investigate for 2.80:\n\n* Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here.\n* BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.\n* Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs)\n* Manipulate modal callback performance may be problematic: #55458\n",
"Old todos (to be checked)\nNOTE: this is a direct dump of Install-OS (without cherrypicking the valid items)\n\n- [ ] Add code to detect drives to change (usb connected, disconnected)\n- [ ] RNA library needlessly rebuilds every time in visual studio.\n- [ ] Blender doesn't recognize .lnk shortcuts or hidden files.\n- [ ] Symbolic links are not supported #37619.\n- [ ] NTFS junctions are not supported #52080.",
"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)",
"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)",
"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",
"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```",
"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",
"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",
"All lights gets turned off when start dragging if the image render window is open on another monitor.\nOperating system: EndeavourOS (Arch Linux variant), Gnome, Wayland\nGraphics card: Intel A770\n\nBroken: 3.6.2.\nWorked: Don't remember.\n\nIn a multi-monitor setup with different scaling values, when the render result window is open on another monitor, if I drag the viewport in the rendered mode, every time the dragging starts, all lights get turned off. Please see the attached screen recording.\n\nBased on the attached .blend file.\n\n1. Find a computer that is running Arch Linux, Gnome, Wayland, and has two monitors with different scaling values like 100% and 150%.\n2. Start Blender.\n3. Switch to Rendered view mode.\n4. Add a cube.\n5. Render the image\n6. Don't close the rendered window but move the window to the secondary monitor\n7. Start dragging the viewport of Blender.\n\n"
] | [
"Laggy, freezing UI with Linux and Intel UHD 620\nUbuntu 18.10 (wayland and xorg affected), Intel(R) UHD Graphics 620 (Kabylake GT2)\n\nBroken: 2.80 (sub 27), branch: blender2.8, commit date: 2018-10-28 09:40, hash: 94ab6429bbd, type: Release\nWorked: 2.79 (sub 0), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release\n\nAlso worked on the same machine when Fedora was installed a few days ago, cannot find out exact build of blender 2.8 used though\n\nComplete System is not responsive for several seconds, becomes unresponsive again after a few seconds, eventually freezes.\n\nStart blender, try to orbit around qube in default scene\n\n[system-info2.txt](system-info2.txt)",
"Blender freezes for me\nOperating system:\nArch Linux\nGraphics card:\nIntel Integrated Graphics 620\n\nblender 2.8\nWorked: (optional)\n\nBlender freezes for me (does also happen with the official downloads).\nBased on the default startup or an attached .blend file (as simple as possible).\n\nblender-2.8 --debug-gpu Using OpenGL 4.3 debug facilities GL application marker: Successfully hooked OpenGL debug callback. GL API performance: GTT mapping a busy \"isl-miptree\" BO stalled and took 1.131 ms.\n\nGL API performance: GTT mapping a busy \"isl-miptree\" BO stalled and took 0.041 ms.\n\nGL API performance: GTT mapping a busy \"isl-miptree\" BO stalled and took 0.036 ms.\n\nGL API performance: GTT mapping a busy \"isl-miptree\" BO stalled and took 0.045 ms. [...] GL shader compiler other: FS SIMD8 shader: 14 inst, 0 loops, 106 cycles, 0:0 spills:fills, Promoted 0 constants, compacted 224 to 144 bytes. GL shader compiler other: FS SIMD16 shader: 14 inst, 0 loops, 118 cycles, 0:0 spills:fills, Promoted 0 constants, compacted 224 to 144 bytes. Saved session recovery to '/tmp/quit.blend'\n\nBlender quit",
"Manjaro Linux - Entire system locks up for a few second every few seconds.\nOperating system: Manjaro (latest)\nGraphics card: Integrated GPU on Dell XPS15 9560 (nvidia was never set up)\n\nBroken: 2.8 2018-11-30 22:29\n\n\nSimply launching Blender and then clicking in the viewport will cause my entire system to lock up for a few seconds (keyboard and mouse completely frozen). Then it comes back to life for a few more seconds. Then it locks up again. Bringing up the splash screen seems to stop this behavior (in fact, it only starts after my first click in the viewport). It also does not happen as long as I am not mousing over the blender window. But even simple things like using the menus locks up the system.\n\nLaunch Blender. Click in the viewport or open menus.[system-info.txt](system-info.txt)"
] |
2.93 ALPHA/ Shader editor wrong placement Vector Math
Operating system: WIN 10 X64
Graphics card: rtx 2060 6GB
Broken: BLENDER 2.93 ALPHA
The node vector math as in the wrong menu is not in vector menu, actuallis is in CONVERTER MENU
Shader edit > add nodes with shift +a > Go to converter > Vector Math (And is the wrong placement, logical is in Vector menu and not converter)
![image.png](image.png) Logic placement
![image.png](image.png) wrong placement | [
"Mesh Bevel Node\nNOTE: Design outdated. See #98674 for current design and progress. It is a development task though, so please don't add comments like \"when will this be finished?\"",
"Asymmetric boolean union\nOperating system: Windows 10 Pro 10.0.19041 N/A Build 19041\nGraphics card: Intel HD Graphics 520\n\nBroken: 2.93.1 (22 June)\n\nIncorrect output of boolean operations on meshes.\n\nThis bug report is going to expose many more flaws in my understanding of Blender than in Blender itself! But as per Howard_Trickey's comment, 2 Sep 2020 on 160, I'm adding this data point to aid debugging, and if I can get any advice, so much the better.\n\n[AsymmetricUnion.blend](AsymmetricUnion.blend)\nThe attached file contains two mesh objects. If you select \"Verticals\" and then add a modifier to \"union\" it with \"Horizontals,\" then the result is calculated correctly. However, if you do this in reverse—select \"Horizontals\" and union it with \"Verticals\"—then the result is missing some pieces.\n\nIn this case, of course, the obvious fix is to just do it the first way! However, this minimal example is part of a scripted sequence with lots of Boolean operations, and if I can find out why this (the second method) is failing, there might be some hope of getting the script as a whole producing the right output.\n\nI've tried I think every permutation of fast/exact, self and hole tolerant.\n\nAfter looking through some of 160, I've also tried joining the two objects into one, and then calculating the self intersection under edit mode rather than via a modifier, and that DOES work correctly. Are the modifier booleans still the old code, before Howard's marathon revamp of the boolean calculations? In that case I may be fine just using the edit mode functionality, if it's all exposed in the Python API. I can't see how to find the intersection or difference of two meshes via edit mode though; there are buttons for the three boolean operations, but I don't see how to specify the second operand.\n\nThanks!",
"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",
"the Unwrapping function doing wrong calculation\nOperating system: Windows 10\n\nBroken: 2.79, 2.80\n\nwrong size calculation uv shells\n[uv_unwrapping_wrong.blend](uv_unwrapping_wrong.blend)\n![Screenshot_29.jpg](Screenshot_29.jpg)\n\nPS in other software\nmaya\n![Screenshot_31.jpg](Screenshot_31.jpg)\n\n\nrizom uv\n![Screenshot_30.jpg](Screenshot_30.jpg)",
"Multiresolution displacement baking do not work properly\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 Beta\n\nOriginal on the left produces map, thad displace surface like on the right.\nI suppose, there is wrong gamut/ color conversion or baking ray shoots from Hipoly to lowpoly instead measuring height difference from lowpoly to hipoly. Displacement baking is not equal to normal baking!\n\n{[F10039179](изображение.png) size=full}\n\n[mr bake.blend](mr_bake.blend)\n\n[2021-04-26_15-44-07.mp4](2021-04-26_15-44-07.mp4)",
"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",
"Eevee 'Principled Normal' connected to 'Normal Map' node is disabling 'Displacement'\nOperating system: Win 10\nGraphics card: 2x1080Ti\n\nBroken: blender-2.91.2-windows64, blender-2.93.0-420f538fadfd-windows64\nNever worked as long as I remember\n\nBasically connecting normal map to principled shader is disabling any displacement map connected to the output. Just unplugging normal from principled turning it on. I don't know if its a bug or is it intentional \n\nNormal and displacement plugged in - displacement not working\n![image.png](image.png)\nNormal unplugged - displacement working\n![image.png](image.png)\n\n- Open attached file\n- Compare the result in Eevee with Cycles\n[bump_test2.blend](bump_test2.blend)",
"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))",
"Architecture Texture Coordinates in Cycles\nHello dear Cycles team and developers :)\n\nI've been working in an archiviz project and stumbled upon a short come of Cycles: we don't have a straightforward way of setting world-based-dimensioned textures . This is a must for architecture, and I can give a few real-world use cases if requested.\n\nAs a Blender user I came up with a node system that can handle this. You can check my approach here: ?p=1198. Basically what this does it to take the Object texture coordinate and transform it based on the face normal (so we have an unstretched mapping for X, Y and Z).\n\nAs a Blender/Cycles developer I think we can do even better, and have this feature into master once we agree on the design and approach for the implementation.\n\nI wonder why this never came up before as an issue. As a side note, if you read the Expose 3D Blender migration post on BlenderNation () you will find that they consider the \"Lack of architectural UV mapping\" as the number one \"flaw\" of Cycles rendering.\n\nMy initial suggestion would be to have a Node where you could control (via socket input) the offset, scale and rotation of the texture. At first I would like to keep it simple and have offset to be a Vector(2), Scale to be a Vector(2), and Rotation to be a Float. In other words, I wouldn't bother with having per-axis nitty-gritty control. Also, the object size should NOT affect the texture size (unlike my original approach, or even the one from the \"Sure UVW mapping” addon used by the Expose 3D team). I'm not sure if this last bit is possible though.\n\nAny thoughts?",
"Shader Editor header always shows active slot info even when pinned\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version:**3.5.0 Alpha**\nWorked: Never\n\nShader Editor's header, where the slot number and material name dropdowns are displayed, keeps showing the active/selected slot info even when it's pinned to another one. \nEditor shows the correct nodetree, so the issue is limited to the header, not the whole editor.\n\nFor comparison, issue is not present for the Geometry Nodes editor.\n\n![](05.gif)\n\n- Have two materials present on an object\n- Open two Shader Editors, pin one of them\n- Select the other slot, the pinned editor's header will also show the newly selected slot's name, when it shouldn't\n\n[BUG_pinned shader editor.blend](BUG_pinned_shader_editor.blend)\n",
"b2.8 3d cursor wrong alignment by normal\nOperating system: Windows 10 pro\nGraphics card: nvidia gtx 1080\n\nversion: 2.80 (sub 57), branch: master, commit date: 2019-04-16 06:07, hash: edc1b0167518, type: Release\nbuild date: 15/04/2019, 23:25\n\n**Problem**\n\nHi, i've noticed problem with 3d cursor alignment. If we are working under object mode and want align our 3d cursor by object surface, orientation it totally wrong.\n\nI've find way get around this problem, waht we need to do: \n\n - 1. For first we must dive into edit object mode, \n - 2. then selected one element of object 'Face, Edge or Vertices' \n - 3. switch on 'transform orientation' on 'Normal'. \n - 4. turn on our move 'GIZMO' \n - 5. and for now if we to align 3d cursor with snaping by any area of model, we will get correct 3d cursor orientation by normals\n\nI recorder short video with it and attached few screenshots. \n\nOVSkBEQDgX0\n\n![Capture_2.PNG](Capture_2.PNG)\n\n![Capture.PNG](Capture.PNG)",
"Grayscale TGA image renders incorrectly in the linear colorspace\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.4.1, 3.5, and 3.6 hash: 498287bca0e2\nWorked: version: 3.3.5\n\nWhen using a grayscale TarGA (tga) image texture in the linear colorspace, the material is rendered incorrectly in the 3d viewport. I attached two images of how it looks in 3.3.5 and 3.5.0.\n\n![blender_3.3.5.jpg](attachment)\n\n![blender_3.5.0.jpg](attachment)\n\n1. The image must be a grayscale tga file with no alpha channel (I attached one - test.tga),\n2. Create an image texture node, load the image and set \"Color space\" to \"linear\",\n3. Connect the node to the \"Base Color\" input of the Principled BSDF shader node.\n\nReverting changes made in commit 37533cd6cb0fcd6e92906cfcec911330df27f52c fixes the issue.\n\n",
"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",
"Behavior for mathutils.Vector.rotation_difference when vectors are aligned\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: version: 2.93.0 Alpha\nWorked: Never? (tested on 2.79)\n\n```\nimport bpy\nfrom mathutils import Vector\n\nvector_a = Vector((0.0,-1.0,0.0))\nvector_b = Vector((0.0, 1.01,0.0))\nquat = vector_a.rotation_difference(vector_b)\n\nobj = bpy.context.object\nobj.rotation_quaternion = quat\n```\nIn the `rotation_difference` method shown in the script above, when the angle between two vectors is 180° or close, the resulting Quaternion, although pointing in the correct direction, also rotates on another axis.\n\n- Open attached file\n- Run script\nNote that the object did not rotate exactly 180° on one axis\n[rotation_difference_bug.blend](rotation_difference_bug.blend)\n\n",
"EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n"
] | [
"Wrong 'Vector Math' position in 'Add Node' menu\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: not sure, but sure not in blender 2.91a :c\n\nIn Node Add Menu (Shift + A) Vector Math Node (Vector Node) is in Converter submenu/category\n\n1. Add some material to edit\n2. Go to Shader Editor (Shift + F3 or Shading Workspace)\n3. Try to find Vector Math node in Add Node Vector submenu (Shift + A; should be there)\n4. Find it in Converter submenu (but it's not converter, even blender uses Vector Color for this node)\n\n---------------\n - Photos\n - Here Vector Math is:\n![Where is.png](Where_is.png)\n\n### Here Vector Math should be:\n![Where should be.png](Where_should_be.png)\n\n### ...and how it looks in blender over all:\n![Overview.png](Overview.png)"
] |
Mixing subsurface scattering shaders in EEVEE is broken.
Win7x64
Gtx 1070
Broken: blender-2.80.0-git.513b71c89ad0 and recent
Worked: blender-2.80.0-git.d966c2f0c2ad-windows64
Mixing two subsurface shaders (and principled shader with sss) gives wrong result. Even if mix factor set to zero result affected by another node.
[sss_bug.blend](sss_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",
"Eevee alpha blend mode bug\nOperating system: Linux-5.4.0-74-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\n\nThis bug happened since blender 2.90\n\nIn the scene the two objects with alpha blend mode, flip the transparency depending on the point of view.\n\n[0000-0050.mp4](0000-0050.mp4)\n\nTest file:\n[Ui1.blend](Ui1.blend)\n",
"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",
"Eevee Incorrect rendering of the volume\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0 Alpha\n\n![image.png](image.png)\n\n[bug_volume_eevee.blend](bug_volume_eevee.blend)\n",
"Regression: Particle mirror broken for particular mirrored mesh.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2. also version: 3.3.0 hash: `8d9d5da13706`\nWorked: 3.0.0, commit hash: `8b44b756d850db38ab4d83513682f2012d88a3f4` from branch 3.0.1 to be exact.\n\nCaused by 02ab4ad991\n\nParticle hair x-mirror results in hair going in all directions instead of being properly mirrored, see the following screenshot: ![broken.png](broken.png)\n\n1. Start from the attached blend file which has an emitter sourced from a base model and mirrored by applying a mirror modifier. I could not reproduce the issue from scratch with simpler geometry and I might have reconnected the hair at some point .\n2. Go into particle edit mode on the `Eyebrows_Particle` object.\n3. Enable x-mirror in the top-right `Options` menu.\n4. Observe that the particles change directions.\n\nHere is what it looks like when it's working in the same particle edit mode with x-mirror enabled. The exact commit that introduced the issue is: `77694b571f5bd297ea7228b30f591ebbd333e0ea`.\n\n![working.png](working.png)\n\n[mirror_bug.blend](mirror_bug.blend)\n\n[repro.blend](repro.blend)\n- open file\n- `Particle` > `Mirror`\n- observe wrong mirroring",
"Clarify texture node inputs and outputs\nOften, shader texture nodes take a vector as input, but only use one channel from the vector. Or they output a color where the value is the same on every channel. In these cases we could rely on implicit conversions instead, and update the nodes to have inputs and outputs that are more aligned to what they actually do.",
"exr MultyLayer pass structure is wrong if you render a single layer after rendering another one. The second one takes the pass structure of the previous one except Re-Rendering Twice.\nOperating system: Windows 10 Pro x64 Spanish\nGraphics card: Geforce 2080 Max-Q\n\n\nBroken: 3.0.0, 3.1.0 Beta\nWorked: Unknown, in 2.93 LTS doesn't work neither\n\n\n\nEXR MultyLayer pass structure is wrong if you render a single layer after rendering another one.\nThe second one takes the pass structure of the previous one except Re-Rendering Twice.\n\n\n\nRepo Steps:\n\n1) You have a scene with more than one layer. \n\n2) Every layer has different pass layers selected.\n```\nie: One with Combined, Ambient Occlusion and Specular Checked and the other one with just Combined layer selected.\n```\n\n3) You render the layer with \"Render Single Layer\" Checked to just render that single layer alone.\n\n4) After render finishes you change the layer and the output name (we need name tokens please!!!!) and then render the new one with \"Render Single Layer\" Checked.\n\n5) After render finishes you load both sequences in a postpo software or a sequence player like djv.\n\n6) The second layer takes the pass structure from the first rendered layer and causes errors on postprocessing software or crashes. See attached images...\n\n![ScreenShot_A.png](ScreenShot_A.png)\n\n![ScreenShot_B.png](ScreenShot_B.png)\n\n7) BUT, if you Re-Render the second layer again without touching anything from inside Blender and overwritting the image sequence. When you reload the images the pass structure is fixed and working as expected.\n\n8) After some tests I found that Re-Rendering only the first image (notticed the first frame had more weight thatn the others) fixes the problem. So it looks like only first frame is wrong. See attached image ... \n\n![ScreenShot_C.png](ScreenShot_C.png)\n\nI added a very simple Scene that reproduces the strange behaviour. Just remember to change the name after first rendered layer or you would overwrite the first rendered (if we could use tokens to get the render name from the Layer Name it will never happen again and that would be sooooo lovelly and usefull, but that's more a feature request than a bug, I know ;) ).\n\n[3.0_Cycles_Bug_Report.blend](3.0_Cycles_Bug_Report.blend)\n\nIf is there anything else I can do to help just tell me.\n\nCheers,\nIgnasi aka Topeich.",
"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",
"Burned Out Screen Space Reflections in Eevee Viewport - Nvidia GT 750M\nOperating system: macOS 10.14.3\nGraphics card: NVIDIA GeForce GT 750M 1024 MB\n\nBroken: 2.90.0\nWorked: 2.79\n\nIn some cases I detected that the Screen Space Reflections in Eevee Viewport gets out of control.\nA few seconds after switching to the viewport (even when viewport samples are set to 1) the issue kicks in and – as the sampling continues – an increasing percentage of the reflections get totally white.\n\n![Screenshot.png](Screenshot.png)\n\nThe renders are correct.\nSurfaces affected by reflection planes are correct.\nHiding the chandeliers meshes solves the problem. Switch tab and back for this to work.\n\nI was able to strip down the scene and identify the source of the problem: Originally I set up the glass material with \"multiply\" blending. This was converted (when opened with belnder 2.82 alpha) to a \"Shader to RGB\" and a \"Transparent BSDF\" node. [1]\n\nThe \"Shader to RGB\" causes the problem in 2.82.\nThe \"multiply\" blending of the material causes it in 2.8.\n\nOpen the attached file.\nSwitch to LookDev or Rendered viewport.\nWait.\n\n[Chandelier.blend](Chandelier.blend)",
"Breaking shader node changes for 4.0\nThere are a number of proposed changes to shader nodes that break the Python API, mainly for add-ons that import and export shaders.\n\nWe need to make a decision to either:\n* Make these breaking changes in 3.2 or 3.3, and then do them all together with good communication so scripts only need to be updated once.\n* Postpone all breaking changes to 4.0, and see which parts of these patches can be non-breaking. For example we could have new general Mix/Combine/Separate nodes in addition to the existing ones.\n\nPatches:\n* [x] [D14034: Geometry/Compositor/Shader/Texture Nodes: Add general Combine/Separate Color nodes](D14034)\n* [ ] [D14257: Shader Nodes: Changes to node UI and default values to improve consistency](D14257)\n* [ ] [D14202: UI (Shader/Compositor): Rename \"RGB\" input to \"Color\" input](D14202)\n* [ ] [D13749: Node: Mix node](D13749)\n* [ ] [D13359: Rename \"fac\" to \"factor\" across all nodes](D13359)\n* [ ] Use proper \"Brightness\" word in names",
"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",
"Volume scatter shader affects data render passes.\nOperating system: Win 10\nGraphics card: GTX 980ti\n\nBroken: 2.80.74 2019-07-12 17:50 e3c586e262dd\nWorked: unknown (2.79 allegedly has the same issue)\n\nVolume scatter shader affects data render pass (AO, Depth, Normal).\n\n\nRender the scene below. The file has two view layers, one called FOG, and the other NO FOG. The former includes a volumetric object.\n\n[Problem.blend](Problem.blend)\n\n\n**Developer Note**\n\nI tweaked the file a bit (mainly added a texture to compare the changes in the AO pass and the normal and UV.\n[volume.blend](volume.blend)\n\nAnd a comparison between the AO and normal pass for each view layer:\n\n![image.png](image.png)\n\n**Blob from original report**\n\nHello, I'm facing an annoying problem and it's blocking our tries to use Blender as a production tool here at Lightfarm. So, every time we try to use a volume scatter shader to create fog doesn't matter if I use the option inside the world tab or create a cube, invert its normals and apply a volume scatter shader to it. Blender applies noise or color coming from the volume scatter shader in Data render passes, AO, Depth, Mist, Vector, Normal and etc... what gives us a wrong output to be used in Post-Production. I shouldn't be happening. I tried different solutions in a way to get around this problem. Tried different values for alpha threshold, tried to apply a transparent shader in the BOX that has the volume scatter shader applied. Nothing seems to solve the problem. I'd love to hear from you a solution for this. \n\nAlso, using mist pass to comp fog in the post isn't an option here because it's not as realistic as we want or separate the fog in a different render layer because it'll increase our render times a lot.\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.",
"Subsurface modifier new \"OpenSubdiv\" method Issue\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 53), \nbranch: blender2.7, \ncommit date: 2019-03-31 21:52, \nhash: `b936d7b16c`\nWorked: (optional)\n\n\nIssues with the new \"OpenSubdiv\" modifier method.\n\n- Add a simple plane mesh in Blender 2.8\n- UV unwrap it\n- Import a texture and apply it to your plane\n- Add a Subsurf modifier \n\nHere is the issue in details.\nI was doing some texture work on High-poly models, and when I applied the textures to my model, they were deformed in places.\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nI later learned that the method used in Subsurface modifiers was changed :\n![image.png](image.png)\n\nWould there be any way to bring back the old method ?\nbecause this is going to break a LOT of my models.\n\n",
"Un-subdivide operator damages UVs\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 465.89\n\nBroken: version: 2.93.0 Alpha\n\nOriginal\n![image.png](image.png)\nUnsubdivided Level 2\n![image.png](image.png)\n\n[unsubdivide UVs.blend](unsubdivide_UVs.blend)\nPress Ctrl+E / Un-Subdivide\nSet operator to step 2 or 4"
] | [
"Mixed EEVEE SSS shader becomes brighter and brighter.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 60)\nWorked: version: 2.80 (sub 59)\n\n\nWith EEVEE, If Subsurface Scattering enabled, Mix shader didn't MIX subsurface scattering materials. Maybe it ADDs materials.\n\n\nTry this .blend file with blender 2.80 beta newer than 25/Apr build. Render with EEVEE renderer.\n[SSS_mixed.blend](SSS_mixed.blend)\n\n![2.80.60-ee0d8426ab.png](2.80.60-ee0d8426ab.png) version: 2.80 (sub 60), commit date: 2019-05-03 21:09, hash: `ee0d8426ab`\n![2.80.59-d966c2f0c2.png](2.80.59-d966c2f0c2.png) version: 2.80 (sub 59), commit date: 2019-04-24 22:25, hash: `d966c2f0c2`"
] |
Spin Duplicates gizmo performs regular Spin
Operating system: Windows 10
Graphics card: GTX 1080
3.2.0
Have not tested to reproduce on prior versions
Spin Duplicates does not initiate with "duplicates" enabled in the tool dialogue. Instead, it performs like regular Spin.
If "duplicates" is enabled, it will be disabled when the gizmo is used again.
Open new file, use Spin Duplicates on default cube. | [
"Duplicated volumes act like they are linked\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.93.1\n\n\nDuplicating a volume object creakes linked volume objects\n\n\n\n\n- Add an empty volume object\n\n- Shift-D to duplicate it\n\n- Change the density to 0.5\n\n- You can see the density is also set to 0.5 for both\n\n- Open the attached VDB from thee OpenVdb file path\n\n- You can now see that the VDB is assigned to the both.\n\n[torus.zip](torus.zip)\n\n\n\n\n\n",
"Blender crashes with EXCEPTION_ACCESS_VIOLATION when executing the sequencer.duplicate_move operation while in background\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0\nWorked: *unknown*\n\n\nWhen running the operator: `bpy.ops.sequencer.duplicate_move` while Blender is backgrounded with the `--background` command line argument the process crashes.\nSee more details in in `bug-report.zip/README.md` and `bug-report.zip/render-frames.crash.txt`\n\nA snippet of the python code triggering this crash is here (the entire source can be seen in the attached .zip):\n```\n override = bpy.context.copy()\n override[\"workspace\"] = bpy.data.workspaces[\"Scripting\"]\n override[\"screen\"] = bpy.data.screens[\"Scripting\"]\n override[\"area\"] = editor\n override[\"region\"] = editor.regions[-1]\n strip_len = len(strip.elements)\n retry = 5\n while(not bpy.ops.sequencer.duplicate_move.poll(override)):\n retry -= 1\n if retry < 0:\n print(\"Couldn't duplicate for pingpong ... quiting\")\n return False\n bpy.ops.sequencer.duplicate_move(\n override,\n SEQUENCER_OT_duplicate={},\n TRANSFORM_OT_seq_slide={\n \"value\": (strip_len, 0),\n \"snap\": False,\n \"snap_target\": 'CLOSEST',\n \"snap_point\": (0, 0, 0),\n \"snap_align\": False,\n \"snap_normal\": (0, 0, 0),\n \"release_confirm\": False,\n \"use_accurate\": False\n }\n )\n```\n\nDownload bug-report.zip and extract it. Follow detailed steps in README.md.\nIn summary:\n\n- Notice the happy case when running the following command a test movie of 6 frames is rendered to the output directory set in `render-frames.blend` by default this is in `/tmp/`. Blender is left in the forground because `--background` was not supplied\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --python-text render-frames\n```\n\n- The crash occurs when supplying the `--background` flag in addition to the above\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --background --python-text render-frames\n```\n[bug-report.zip](bug-report.zip)",
"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",
"Transform pivot gizmo not scaled properly when drawn\nOperating system: Linux-5.8.0-55-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 2.93.0\n\nThe transform pivot gizmo doesn't use the settings for gizmo size, and can become minuscule.\n\n- Create a cube.\n- Enter \"edit\" mode.\n- Select all & scale 20x\n- Zoom out so the cube fits the screen.\n- Go to \"object\" mode.\n- Press Ctrl + \".\" (period) to switch context and show the transform pivot axes.\nSince the object matrix is still diag(1,1,1), the pivot gizmo will not be scaled up, and will be drawn too small.\n\n{[F10172633](Move_vs_transform_pivot_gizmos.png), size=full}\n\nDetails:\nBefore the \"transform pivot\" is drawn, it is only transformed using the object matrix.\n\noverlay_extra.c:\n```\nDRW_buffer_add_entry(cb->origin_xform, color_xform, ob->obmat);\n\n```\nThis means that for a mesh that is big in \"object local coordinates\", but the object matrix is\nstill ortho-normal, the gizmo will not be up-scaled to a proper size in \"screen space\".\n\nIn other places in the code, preferences -> Viewport -> Display -> Gizmo Size is used.\n\nFor example in transform_gizmo_3d.c:\n```\nvoid drawDial3d(const TransInfo *t)\n ...\n float scale = UI_DPI_FAC * U.gizmo_size;\n \n```\nSeems like a good idea to let the transform pivot axes be controlled by the U.gizmo_size as well\nto make their sizes constant in screen space.\n\n(PS This is not just me. I've been encouraged by other artists in my community to report this.)\n",
"Multi-Object-Mode: EditMesh Tools\nNote, while these follow menus, duplicates have been removed.\n\n## Remaining\n\n- MESH_OT_select_similar_region ([D3672](D3672))\n- MESH_OT_knife_project (leave aside for now, too complex - see [D3637](D3637))\n- MESH_OT_knife_tool (leave aside for now, too complex - see [D3637](D3637))\n\n\n## Mesh Menu:\n\n- ~~MESH_OT_duplicate_move~~ 1ade071052\n- ~~MESH_OT_extrude_edges_indiv~~ d8f70a26fd\n- ~~MESH_OT_extrude_faces_indiv~~ 07774d4860\n- ~~MESH_OT_extrude_verts_indiv~~ 7c415e6fd7\n- ~~MESH_OT_extrude_edges_move~~ 1d7bdbd273\n- ~~MESH_OT_extrude_vertices_move~~ 1d7bdbd273\n- ~~MESH_OT_delete_loose~~ bfc9d426bb\n- ~~MESH_OT_decimate~~ 5b45d32f3a\n- ~~MESH_OT_dissolve_degenerate~~ (initial comsmit) bfc9d426bb\n- ~~MESH_OT_dissolve_limited~~ 09e14cb5bc\n- ~~MESH_OT_face_make_planar~~ 0e5a4f927a\n- ~~MESH_OT_vert_connect_nonplanar~~ b942106c73\n- ~~MESH_OT_vert_connect_concave~~4043e4b820\n- ~~MESH_OT_fill_holes~~ 69b95b45f4\n- ~~MESH_OT_symmetrize~~ 03a916e5b5\n- ~~MESH_OT_symmetry_snap~~ 7f9768cb80\n- ~~MESH_OT_bisect~~ f9eb2f29fe\n- ~~MESH_OT_sort_elements~~ ffb424c85f\n\n## Snap Menu:\n\n\n- ~~VIEW3D_OT_snap_selected_to_grid~~ 016ba0f38b\n- ~~VIEW3D_OT_snap_selected_to_cursor~~ ec3357e03a\n- ~~VIEW3D_OT_snap_selected_to_active~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_selected~~ ec3357e03a\n- ~~VIEW3D_OT_snap_cursor_to_center~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_grid~~ (no change required)\n- ~~VIEW3D_OT_snap_cursor_to_active~~ (no change required)\n\n\n## Vertex Menu:\n\n- ~~MESH_OT_merge~~ b73c7381cc\n- ~~MESH_OT_remove_doubles~~ 22b2bab702\n- ~~MESH_OT_rip~~ 9d0d7c375e\n- ~~MESH_OT_rip_edge~~ 6539c1fc41\n- ~~MESH_OT_split~~ fc8d903000\n- ~~MESH_OT_separate~~ 5e915baec4\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_vertices_smooth~~ d915aa57f8\n- ~~MESH_OT_vertices_smooth_laplacian~~ 1f30232aa7\n- ~~MESH_OT_blend_from_shape~~ 6ae09dfcad\n- ~~OBJECT_OT_vertex_group_smooth~~ 3dee8b4a12\n- ~~MESH_OT_shape_propagate_to_all~~ 3a43528274\n\n## Edge Menu:\n\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_subdivide~~ (initial patch)\n- ~~MESH_OT_subdivide_edgering~~ 853e55b043\n- ~~MESH_OT_unsubdivide~~ e245f7c09c\n- ~~TRANSFORM_OT_edge_crease~~ (initial patch)\n- ~~MESH_OT_mark_seam~~ 61f0608b4a\n- ~~MESH_OT_mark_sharp~~ 0ac3d5f7db\n- ~~MESH_OT_edge_rotate~~ 66ffbf9b7d\n- ~~MESH_OT_edge_split~~ 207b549d40\n- ~~MESH_OT_bridge_edge_loops~~ eb2226dde2\n- ~~TRANSFORM_OT_edge_slide~~ (wrapper to other operator, working)\n- ~~MESH_OT_loop_multi_select~~ df49155cfb\n- ~~MESH_OT_loop_to_region~~ 8b41999ea0\n- ~~MESH_OT_region_to_loop~~ 56d65719b3\n\n\n## Face Menu:\n\n- ~~MESH_OT_flip_normals~~ 4704f2687a\n- ~~MESH_OT_edge_face_add~~ de2d642c84\n- ~~MESH_OT_fill~~ b726ff4fc4\n- ~~MESH_OT_beautify_fill~~ e42b8c32ab\n- ~~MESH_OT_inset~~ 570455fb83\n- ~~MESH_OT_bevel~~ d9e04cb594\n- ~~MESH_OT_solidify~~ f309c34cfe\n- ~~MESH_OT_intersect~~ dffd37877d\n- ~~MESH_OT_intersect_boolean~~ 46aec45b2a\n- ~~MESH_OT_wireframe~~ a0a78f6da4\n- ~~MESH_OT_poke~~ 3a9669bfff\n- ~~MESH_OT_quads_convert_to_tris~~ (initial patch bfc9d426bb\n- ~~MESH_OT_tris_convert_to_quads~~ (initial patch bfc9d426bb\n- ~~MESH_OT_face_split_by_edges~~ b6a822d726\n- ~~MESH_OT_faces_shade_smooth~~ e4c4e8566f\n- ~~MESH_OT_faces_shade_flat~~ 9fc0c0c3de\n- ~~MESH_OT_uvs_reverse~~ 63951bc987\n- ~~MESH_OT_uvs_rotate~~ faaffc4011\n- ~~MESH_OT_colors_rotate~~ 42c5c20e54\n- ~~MESH_OT_colors_reverse~~ 753be0a2a5\n\n## Mesh Toolbar: (should be added to menu)\n\n- ~~MESH_OT_loopcut~~ e87dd9aa00\n- ~~MESH_OT_convex_hull~~ e1cee0ac71\n- ~~MESH_OT_delete~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_delete_edgeloop~~ 49be803ad6\n- ~~MESH_OT_dissolve_edges~~ 7f5c469716\n- ~~MESH_OT_dissolve_faces~~ 848d9cda0e\n- ~~MESH_OT_dissolve_mode~~ (wrapper of vert/edge/face dissolve)\n- ~~MESH_OT_dissolve_verts~~ 5f59a8bb11\n- ~~MESH_OT_drop_named_image~~ b4d23818c8\n- ~~MESH_OT_dupli_extrude_cursor~~ 68a719f1ea\n- ~~MESH_OT_duplicate~~ 1ade071052\n- ~~MESH_OT_edge_collapse~~ 2349b9777a\n- ~~MESH_OT_edgering_select~~ 7fa77cd31d\n- ~~MESH_OT_edges_select_sharp~~ dd93c80747\n- ~~MESH_OT_extrude_region~~ 1d7bdbd273\n- ~~MESH_OT_extrude_repeat~~ 9a125ca5fe\n- ~~MESH_OT_faces_select_linked_flat~~ 1bb9ccf887\n- ~~MESH_OT_fill_grid~~ 1cbe3b6e03\n- ~~MESH_OT_hide~~ 5d8937e8ba\n- ~~MESH_OT_loop_select~~ 7fa77cd31d\n- ~~MESH_OT_normals_make_consistent~~ 266638d783\n- ~~MESH_OT_offset_edge_loops~~ efd843b51c\n- ~~MESH_OT_reveal~~ f4c1685a16\n- ~~MESH_OT_screw~~ badd88ca02\n- ~~MESH_OT_select_all~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_axis~~ c899f21800\n- ~~MESH_OT_select_face_by_sides~~ 90c9458b2f\n- ~~MESH_OT_select_interior_faces~~ e161c51e7f\n- ~~MESH_OT_select_less~~ b6a7fa1880\n- ~~MESH_OT_select_linked~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_linked_pick~~ (initial commit) bfc9d426bb\n- ~~MESH_OT_select_loose~~ eacb2eb423\n- ~~MESH_OT_select_mirror~~ 3ebe389605\n- ~~MESH_OT_select_mode~~ (initial patch bfc9d426bb)\n- ~~MESH_OT_select_more~~ 2309131b4d\n- ~~MESH_OT_select_non_manifold~~ 4da2aec2bb\n- ~~MESH_OT_select_nth~~ 63c2397171\n- ~~MESH_OT_select_random~~ 847f028b71\n- ~~MESH_OT_select_similar~~ 75b2091d42\n- ~~MESH_OT_select_ungrouped~~ 1d8e6c5cd0\n- ~~MESH_OT_shortest_path_pick~~ c32cc3e43e\n- ~~MESH_OT_shortest_path_select~~ 5a431be629\n- ~~MESH_OT_spin~~ ab8dded330\n- ~~MESH_OT_vert_connect~~ 944054fbb6\n- ~~MESH_OT_vert_connect_path~~ fc7316fb54\n",
"Pie Menus re-call when using operator bound key that is the same as the Pie Menu Call\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.0\n\nName: 3D Viewport Pie Menus (1, 2, 9)\nAuthor: meta-androcto\n\nI have encountered some maybe unexpected behaviors with the Pie Menu system.\n\nSome context, pie menus create automatic key bind's for all operators within the pie (represented by underscores). In some cases the key bind for that operator can be the same as the call bind for the pie menu. While this doesn't present the following issue if you wait ~1-2 seconds after calling the menu, it does re-call the menu if you tap the corresponding key bind twice quickly.\n\nFor my example I used the Blender included '3D Viewport Pie Menus` add-on, but this issue is **not** restricted to add-ons. Realistically I feel it will only happen with add-ons, but it is also possible on built-in pie menus assuming you butcher your keymap's intentionally to break it:\n\n1. Open a new scene\n2. Turn on '3D Viewport Pie Menus` within blenders add-on tab\n3. Press 'A' in the 3d viewport quickly twice, quickly is important. It needs to be around before the Pie animation is finished\n\nWhat happens is the 'Select All Toggle' operator is ran, as it should be, but the pie menu is also called a second time. This can happen with any pie assuming there is a key bind within the pie that is the same as the menus call bind.\n",
"Regression: Visual bug when using the object gizmos\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\nCaused by 917a972b56\n\nDifferently from using the transform tools in the toolbar, when activating the object gizmos that stay visible also with the select tools, a strange bug occurs that the e.g. moving the object on an axis keeps a grey axis where it was before, the gizmo is always present (differently again from using the transform tools), and if you switch from this to the transform tools to the selection with gizmo again, it messes the origin of the object.\n[2021-09-20 14-59-52.mp4](2021-09-20_14-59-52.mp4)\n![Screenshot_7.png](Screenshot_7.png)\n![Screenshot_6.png](Screenshot_6.png)\nI'm pretty sure that this is caused by the recent change of keeping the viewport gizmo visible when doing these operations.\n\nUse the select tool in the toolbar, activate on or more object gizmos that stay always visible, do a transform operation.\n[Based on the default startup]\n\n",
"Always write unused IDs on save\n#61141 raises again the issue of not writing IDs with zero users on file save. This has also been a long known pain for artists, especially when starting to work with Blender.\n\n*Historical reason for this behavior was that it used to be pretty impossible to properly delete an ID while Blender was running, and that undoing such deletion was impossible. Those issues have been fixed since several years now.*\n\nProposal\n----------\n\n* - [ ] Do write datablocks with zero users on save *(the only exceptions could be library and linked data-blocks, I think?)*.\n* - [ ] When deleting some IDs, also delete its 'dependencies' if they are no more used at all.\n** - [ ] Main case: when deleting object, also delete its object data, shape keys, particle systems, ... *(this solves most of 'free large amounts of memory' issue)*\n** - [ ] Likewise, when deleting any ID, also delete its animdata's Action if not used anywhere else.\n** - [ ] This could also be options in the user preferences (similar to what we have currently to control what gets duplicated).\n* - [x] Make Purge accessible from the File menu and Blender File view in the outliner.\n* - [ ] Add an option to the Preferences, to run recursive purge on file save (see also #87490 (Recursive Purge Orphans datablocks on file save)).\n* - [ ] Changes to Purge operator itself:\n** - [x] Make purge recursive (i.e. also delete IDs that are currently used, but would have no users once currently unused ones get deleted).\n** - [x] Before it runs, show a popup with info on data types that will be deleted (5 materials, 3 meshes, etc) and allow users to confirm or cancel.\n** - [ ] Ideally should also allow expanded view to see exactly which datablocks?\n** - [ ] Add option to select which data types to purge.\n** - [x] After running, show \"X datablocks deleted\" message in the status bar.\n** - [x] Make it not save and reload?\n** - [x] Support undoing ID purge/deletion.\n\nAbout Fake User\n-------------------\n\n* - [ ] Tweak the ID template: remove the 'fake user' button, and have an 'unlink' button (`X` icon), and a delete button (`trashcan` icon).\n\n**Alternative 1**\n* - [ ] Keep fake user for use in the Outliner mostly (orphaned view, allows to do batch deletion while keeping some IDs with the purge button).\n* - [ ] Enable fake user by default for some data-block types:\n** - [ ] Materials, Textures, Images, Node groups.\n** - [ ] Brushes (already done iirc), Palettes…\n** - [ ] Others?\n\n**Alternative 2**\n* - [ ] Fully remove Fake User, and instead rely on the new `marked as asset` feature to protect IDs from purge deletion.\n** - [ ] This would imply a `do_version` to convert existing 'fake users' to 'marked as assets' IDs.\n\nNotes\n-------\n\n* Code wise, changes should be very minimal, unless we have to do a lot of UI work (would not expect it).",
"Add option to re-use or duplicate data for the Current File asset library\nAgreed on this alternative to [D12752: Asset Browser: Hide Import Types menu for \"Current File\" asset library](D12752). Currently dragging in data from the *Current File* asset library always reuses the existing ID. The option to duplicate the data could be quite useful and make it explicit what dragging in the asset will do.",
"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",
"Boolean Modifier is evaluated if an object linked to the cutter object is link-duplicated\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.91.0\n\n\nSuppose ObjectA has a boolean modifier, the target object of which is CutterA. CutterA shares the same mesh datablock as CutterB. If CutterB is link-duplicated (Alt-D), ObjectA 's boolean modifier is re-evaluated. In large technical scenes with many linked cutters this means Blender frequently stalls, re-evaluating *every boolean in the scene every time you duplicate a cutter.*\n\nExpected behaviour: boolean modifier should only be evaluated if the cutter object datablocks *change*, and adding a user to a datablock should not count as a change.\n\n",
"Using Viewport Navigation Gizmos can execute tool gizmos or sculpting\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.91.0 Alpha\nWorked: never worke in 2.8+\n\nLeft Mouse dragging on those two buttons can lead to unexpected/undesired behavior. \n![buttons.png](buttons.png)\nThe dragging executes whatever tool is currently active:\n- if the selection tool is active, a selection is drawn\n- if the move tool is active and an object selected, the object is moved\netc.\n\nWhy this is a problem:\nIf one of these two buttons get accidentally dragged a little, it can apply a tiny yet destructive change to your scene which isn't noticed at first (as this behavior is unexpected).\n\n\n\nThis example is for the move tool:\n1. Open a new scene\n2. Activate the move tool\n3. Select the cube\n![01.png](01.png)\n4. Drag the camera or perspective button to the side\n5. See how the cube is moved\n![02.png](02.png)\n\n\nThis example is for sculpting:\n1. Open new sculpting scene\n![1.png](1.png)\n2. Drag the camera or perspective button to the side\n3. See how the mesh gets distorted\n![2.png](2.png)\n\nThanks\n",
"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.",
"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",
"Remove BKE_layer_collection_resync_forbid and BKE_layer_collection_resync_allow\nThese can be removed after each area has been checked and optimized to use the new structure (synced_ensure)\n\nRecently ceb0e7fcea was done and added a use for resync_forbid. This makes this ticket perhaps irrelevant?"
] | [
"Spin Duplicate Tool gizmo uses the wrong operation\nOperating system: Linux-5.15.0-27-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.3.0 Alpha\n\nThe gizmo of the Spin Duplicate tool in the toolbar uses executes the wrong operation. Instead of using the Spin Duplicate operation it will use the Spin operation.\n\nTo get the correct behaviour, try changing the \"Drag\"setting in the header tool settings to \"Active Tool\".\nThen click and drag anywhere.\n\n----\n\nI also want to include the proposal to just merge the Spin and Spin Duplicate tools and instead add an option in the tool settings called \"Use Duplicates\".\nBoth tools use the same operator anyway with the only difference that this one option is toggled."
] |
Timeline Marker menu items gone
Win10 Pro 2*Asus ROG II
Broken: 2.79a
Worked: 2.78
Please see the attached video [Marker_Menu_Gone.mp4](Marker_Menu_Gone.mp4)
As of now, can't delete or add markers from the marker menu. | [
"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}",
"driver on an NLA animated time strip isn't purple and cannot be removed\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.93.0 Alpha\n+ version: 2.92.0\nWorked: never\n\nWhen adding a driver on an NLA animated time strip value, the value does not turn purple, and cannot be remove.\nDon't know if it's related or not, but you also cannot delete/clear keyframes on that particular value aswell. Should i do another bug report ?\n\n(see video attached)\nanimate the default cube (example : revolution on Z axis, from frame 1 to 250)\ncreate an empty, add a custom property, animate that property\ncopy the custom property as a new driver\ngo to the NLA, push down the cube action, go to it's strip option and check \"animated time strips\"\npaste the driver on the \"animated time strips\" value\n[bugreport_drivercolor.mp4](bugreport_drivercolor.mp4)",
"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",
"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",
"Can't uninstall completely and clean\nwindows 7 SP1 64 bit\n\nBroken: 2.75a c27589e\n\nCan't uninstall completely when used \"Uninstall blender\" from Start menu, and need to manually delete\n\n\nthe old version (with .exe packed ) has an option that let's you select \"leave user setting\" or \"remove all things\" when you uninstall, but the new version (with .msi packed) no this option for uninstall, and will leave some files on your computer, by the way, it's have't choice for your install, e.g. create a desktop shortcut, use blender for .blend flies, and create start menu, all blender default at install, and I can't custom setting for this, although this no affect for our used, but i'm a little OCD :D\n\nsorry for my bad English :)\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) ",
"UI: Menu Search contain items with empty leading menu label\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.1.0 Alpha\n\nMenu Search (F3) contain items with empty leading menu.\nIt comes from `TIME_MT_editor_menus` which has an empty label.\nProbably there is a similar thing in other places.\n\nIn the Timeline editor, press F3.\n\n![searchbox-empty-label.png](searchbox-empty-label.png)\n",
"Segfault on unregistering operator/menu with open props dialog.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92, 2.93\n\n\nWhen an operator currently has a `wm.props_dialog_(self)` open, unregistering it will cause a segfault.\n\nThis only seems to happen reliably when the module it's from has at least one `bpy.types.Menu` subclass that's also been registered.\n\nThe displayed values of property fields in the dialog will sometimes flicker and switch values with each other for a split second before the segfault.\n\n\n[InvokeSegfault.blend](InvokeSegfault.blend)\n\n1. Open the attached file.\n\n2. Invoke the operator from the 3DView toolbar.\n\n3. Use a system hotkey (E.G. `ALT`+`TAB`) to switch to the window with the text editor space while leaving the props dialog open.\n\n4. Run the script again from the text editor window.",
"Broken/weird Continuous Grab behaviour\nOperating system: Linux-5.8.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: SVGA3D; build: RELEASE; LLVM; VMware, Inc. 3.3 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Alpha\n\nbroken/weird behaviour under VMWare Player/Workstation 14.1.2+, Ubuntu 20.04.2 LTS\nEdit -> Preferences -> Input -> Continuous Grab\n|[2021-02-27 03-11-16.mp4](2021-02-27_03-11-16.mp4)|[cursorbug.mp4](https://archive.blender.org/developer/F13560997/cursorbug.mp4)\n| -- | -- |\n\n- activate grab mode (G-key) in the viewport or in any blender's area which support 'Continuous Grab'\n- drag mouse toward area top or bottom edge\n\nAlternatively:\n- Active walk navigation and quickly move the mouse outside of the Blender window. \n",
"Unable to see cursor point properly when R/S/G keys are used\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.0\n\nAccessibility issue: Unable to see cursor point properly when R or S or G keys are used\nPlease fix copy code from 3D Viewer when push the R or S or G appear color there then paste code into Timeline to become color can see without full black.\n\n- Cursor point can not be seen properly when R/S/G keys are used in timeline (in particular theme as shown in video)\n\n![image.png](image.png)\n![image.png](image.png)\nSee youtube Fh6OYqW2AfU\n",
"Breaking UI API changes for 4.0\n- [ ] Remove grid display for UI lists - Never worked well and is badly maintained. May have been added for an oudated asset UI design even?\n- [ ] Remove asset-view UI template - Should be replaced by the [asset shelf](102879).\n- [ ] Replace/deprecate UI lists? - Probably too much work, would require UI views to be exposed to Python. But can at least be converted to use UI views internally and benefit from its features.\n\n",
"UI: Linux & Mac Support for Clipboard Copy/Paste Images\nAs of the merge of #105833 Windows users can copy and paste images between Blender and other applications. That PR should have made it fairly easy to add similar support for other platforms.\n\nNot shown in #105833 (added later) is that each platform has a \"Capabilities\" flag that indicates that some optional features are supported. For Mac, for example, you can open up intern/ghost/intern/GHOST_SystemCocoa.mm. There is a getCapabilities() function and you can just remove `GHOST_kCapabilityClipboardImages` from that list of things not supported.\n\nThen you are going to declare a few functions in `GHOST_WindowCocoa.hh` and define them in `GHOST_WindowCocoa.mm`, using #105833 as a guide. `GHOST_hasClipboardImage` is meant to return true if the system clipboard contains a format that you are able to read and use. In the unlikely event that your platform does not provide this information you could just return true as that is only used to enable/disable the menu item.\n\n`putClipboardImage` gives you an array of bytes in RGBA order, and a width and height of the image buffer. The data will be without padding, so 4 X width X height of bytes (0-255 per channel). You just need to massage it into whatever format your platform wants and put it on the system clipboard. Returning true if you are able to do so.\n\nWith `getClipboardImage` you need to confirm that there is indeed an image available, get that image from the system clipboard. Set *r_width and *r_height to the dimensions of the image. Then return a pointer to the image data as an array of RGBA bytes without padding. Use 255 for Alpha if your image does not support it. The memory that you malloc for the buffer will be managed by the caller of the function.\n\nNote that the Windows implementation in `GHOST_SystemWin32.cc` is probably much more complicated that you will probably have to write. Windows has a long and strange history with clipboard formats and support for alpha. Implementations on other platforms could be extremely trivial in comparison.\n\n",
"Show Emitter toggle still hides object after Particle System has been deleted.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.92.0 Alpha\nWorked: version: \n- 2.92.0 Alpha\n- 2.91.0 Release\n\nWhen you delete a particle system with show emitter unchecked under Viewport Display the object stays hidden. You have to re-add the particle system and check Show Emitter.\n\n- Add Particle System to default cube.\n- Uncheck Show Emitter under Viewport Display\n- Delete Particle System. \n\n",
"Clip random marker placement in track/mask - not working in 2.8\nWindows 10 x64 with nVidia 1080\n\nBroken: 2.80, 2.83 @ be8879718e24e417d299eb298b8a9d4d2ca324ee\nWorked: 2.79 (because there was no collapsible floating redo panel)\n\nIt's impossible to add a mask (or tracking) using ctrl+left-click in the clip editor.\n\n\n[#57646-clip-marker-placement.zip](T57646-clip-marker-placement.zip)\n\n- Open the above blend file, or:\n - Start Blender in factory settings.\n - Add a VFX → Motion Tracking workspace.\n - Load a video file into the clip editor.\n- {key Ctrl Click} in the clip editor to add a marker.\n- Open the redo panel.\n- {key Ctrl Click} in the clip editor to add a marker, and see that the marker appears at an offset.\n- {key Ctrl Click} again and see that the position is now correct.\n- Close the redo panel.\n- {key Ctrl Click} in the clip editor to add a marker, and see that the marker appears at an offset.\n- {key Ctrl Click} again and see that the position is now correct.\n",
"UI: Show invalid cache as stripped lines\nAt the moment we use a faded color to indicate that a cache is invalid. The difference is a too subtle at times, even when users customize their theme colors.\n\nThe proposal here is to draw the invalid caches with a darker stripped diagonal line (see image). In this case I used the original color with a 50% value.\n\nIn this mockup you see the Simulation cache (pink) as invalid, and the Cloth cache (blue) as valid.\n\n![invalid_cache.png](attachment)\n\n_Design done with [Pablo Vazquez](pablovazquez)._"
] | [
"Marker menu missing from Timeline\nWindows 10\n\nBroken: 2.79a\nWorked: 2.79\n\nWhole Marker menu missing from Timeline. Reported to me by another animator. I still had 2.79 installed and it worked. Updated to 2.79a and now menu is missing for me too.\n\nOpen Blender 2.79, click on \"Marker\" in Timeline panel menu.\n\n![image.png](image.png)\n\n\n"
] |
HIP doesn't work with images that are high res.
Operating system: Windows 11 Version 22H2 Build 22621.819
Graphics card: AMD Radeon 6600xt
Broken: Version 3.3.1
Worked: never has.
Whenever I try to render an image in view port or in a render with cycles that has an image over around 16k it simply doesn't work.
Get any image that is over 16k and put it in cycles then select rendered view and it will say there is a HIP error. | [
"Access to image data depend on UI mode \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.5\n\n\nI`m doing some validation functions for my blends files,\nI found that access to image data depend on UI modes which is really bad behavior. \nplease decouple UI mode from image data object.\n\n1. open blend file :\n[artist_cube.blend](artist_cube.blend)\n\n2. in terminal enter this script:\nimage = bpy.data.images['301373_165218316903068_252669076_n.jpg']\nimage.has_data # output False.\n\n3.click on the third view-port shading mode \n![image.png](image.png)\n\n4.image.has_data # output True.\n",
"Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash",
"Image Editor displays stretched pixels on large images since 2.91\nOperating system: Linux-4.19.0-16-amd64-x86_64-with-debian-10.9 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.181.07\n\n**Blender Versions**\nBroken: 3.0.0 Alpha\nWorked: 2.90.1\n\nThis is either a regression or a compromise for performance.\nAs you know, large images display much faster since 2.91 as stated in the [2.91 release notes ](More_Features), (I didn't find associated commit).\nHowever, since that version, when opening a large image in the Image Editor, the displayed resolution can get lower. This doesn't affect the render, only the display in the editor.\nWhether this is related to the performance improvement or not is only my guess.\n\nBelow is a comparison of a zoomed area between versions 2.90 and 2.91:\n2.90 : ![2-90.png](2-90.png)\n2.91 : ![2-91.png](2-91.png)\n\nAs you can see the second image has its pixels stretched horizontally (2 to 3 pixels become one long pixel)\n\n[#89244.blend](T89244.blend)\n\nOpen file, and issue is immediately visible. \n\nOriginal pattern looks like this\n![untitled.png](untitled.png)\n\n",
"Undo doesn't work with image type empty\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nUndo doesn't work with image type empty (reference image) when you use the bracket or the centre cross to scale or move the empty image, that is very annoying when you accidentally modify your reference image image. A working undo or an option to disable the direct moving/scaling possibility (yellow gizmo) for such empty will be welcome. The undo is active when we use the normal scaling or moving gizmos or panels. \n \n\n- Create an image reference (drag and drop an image in the viewport) \n- Change size and position using the yellow gizmo on the object itself \n- Undo. \n\n",
"Denoise + Pixel Size + Render Region = Artifacts in Viewport\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: \nNVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84, \nNVIDIA GTX 1080.\nOptix is used.\n\nBroken: version: 3.2.0 Alpha\nWorked: Don't know.\n\nWhen the pixel size for render preview is increased, (2X, or 4X), Render region is set, and viewport denoiser is turned on, the viewport render gives weird artifacts.\n![BUG.PNG](BUG.PNG)\n\nTurn on render preview, and zoom in this file:\n[Pixl Size Denoise Render region.blend](Pixl_Size_Denoise_Render_region.blend)\n\n",
"Cycles HIP RT geometry artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600 ATI Technologies Inc. 4.5.0 Core Profile Context 23.5.2.230523\n\nBroken: version: 3.6.0\nWorked: 3.5.1\n\nMesh in blender cycles looks weird, some faces in the geometry don't show correctly in Blender 3.6 with the new HIP RT\n\nJust installed and opened blender, turned on HIP RT in the settings tab and then opened a file with a model i made with blender 3.5.1 and switched to cycles.\n\ni attach a screenshot of how it looks with HIP RT and how it's supposed to look (how it looks with HIP RT deactivated)\n\n",
"Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n",
"Cycles does not respect Object->Holdout option.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: Never (Goes as far back as 3.0 where the object->holdout option is added)\n\n\nCycles does not respect Object->Holdout option.\n\n\n- Open the provided file.\n- Press render.\n- The plane which is set as \"holdout\" doesn't mask the image.\n - Expected: the region of the plane should be zero alpha.\n",
"3.5 Alpha: OSL GPU \"Displacement and Bump\" broken / not implemented\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nIf displacement maps are used via OSL the result differs from what we get as an image node\n\n\nThis is how the displacement looks like via an image node:\n![disp correct.png](disp_correct.png)\n\nAnd this when loaded via OSL OPTIX:\n![disp broken.png](disp_broken.png)\n\n\nDemo file:\n[displacement.zip](displacement.zip)\n\nDon't forget to adjust the image path in the OSL file to test:\n![grafik.png](grafik.png)\n\n@pmoursnv\nThis is a follow up to #104240 \n\n\n\n",
"Normal map node worked is not correct\nOperating system: win10 x64\nGraphics card: gtx 1650\n\nBroken: 3.5.0, 1be25cfff18b, 2023-03-29\nBroken: 2.93\nWorked: 2.92\n\nCaused by 1c22b551d0\n\n\nI do not think that this is an error or a bug, rather it is not a refinement. \nIn some cases, the normal map node does not display them as you would like. \n\n\nI created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. It didn't display correctly there, only part of it smoothed out, but the other part showed sharp edges, very similar to the Fresnel effect\n\n",
"VSE: Separate images does not handle resolution correctly\nOperating system: Windows 11 Home 64 bit\nGraphics card: NVidia GeForce 2060 RTX SUPER\n\nBroken: 3.0.1\n\n- Add image sequence to VSE where each image has different resolution\n- Separate images to discrete strips\n\nCheck resolution of separated strips - they are all same, but they should not be.\n\n\n\n\n\n\n\n",
"Rendering in cycles causes objects with materials to go black and shiny when using the GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 7900 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\nWorked: N/a\n\nWhen my render engine is set to cycles and device is set to GPU Computer (with HIP and my 7900 XT selected), if I look at an object with a material applied in either viewport shading or as a rendered image the model will appear black and shiny or occasionally will just show as a flat blue colour. \n\nThis issue does not occur when using the CPU as the device instead and also did not begin to occur until a few days ago (prior to which it was working fine).\n\nI've checked the same blender file on a laptop with a 3060 GPU which worked correctly so I don't think the file itself is corrupted.\n\nI have also checked multiple blend files, some of which work fine, others do not, one file has some things working and other things broken (I will attach it to this bug report)\n\n\n1. Load the attached blend file \"ArkenV1R1_Interior.blend\".\n2. Go to edit > preferences > system > cycles render devices, set it to HIP with RX 7900 XT selected.\n3. Under scene settings, change the render engine to cycles and device to GPU compute.\n4. Switch to Viewport shading.\n5. Observe that the bullets and floor panel are shown as black and shiny while the table renders correctly (grey and blue).\n6. Press F12 and observe that the rendered image also shows the bullets and floor panel as black and shiny.\n\n\n**Additional**\nIncorrectRender.png was rendered using GPU\nCorrectRender.png was rendered using CPU\n\nI will be happy to provide anything else needed to figure this out, thanks!\n\n",
"Cycles regression testing for GPU devices\n**Background**\n\nThe Cycles automated regression tests so far only ran on the CPU.\n\nWith some environment flags it was possible to execute a script that runs them on other devices, but this is cumbersome. The goal of this task is to add a CMake option to enable running the regression tests on GPU devices in addition to CPU devices.\n\nThe reference images are currently only valid for CPU rendering. Keeping differeing reference images updated will have to wait until we have CI infrastructure for testing GPU rendering. For now we can do a few things:\n* Do nothing and manually check when tests fail\n* Increase difference thresholds for tests that only differ a little\n* Disable failing tests for GPU testing\n\n**Status**\n\n- [x] CYCLES_TEST_DEVICES option to specify devices to test\n- [x] Blacklist failing CUDA tests\n- [x] Blacklist failing OPTIX tests\n- [ ] Verify HIP tests are working\n- [ ] Enable GPU testing on the buildbot",
"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)",
"Crash probability opening .blend with imported USDs\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nOpening files with imported USDs (animated high poly) causes a crash, on some files, with probability of crash, depending on file 25-80%, on some - 100%.\nWhat possibly leads to increased chances of crash is replacing materials or multiple USDs.\nIdentical geometry via Alembic works fine.\n\n - Opening the file should lead to a crash\n[usd_crash.zip](usd_crash.zip)\n\n\n"
] | [
"render fails when using HIP GPU\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.12.1 30.0.14011.3017\n\nBroken: version: 3.0.0\nWorked: when not using HIP\n\nWhen I use a 16k hdr(or .png) texture as shown [here ]], I get error [[ https:*imgur.com/a/OXKZNBP | like this ](https:*imgur.com/a/baZbs5x).\n8k textures or smaller work fine, just 16k fails to render. \n\nThe .blend file can be found [here ](view?usp=sharing), but it is just set up as shown in the first picture attached. Please bear in mind the file is quite large because of the 16k texture\nExact texture I used is [this ](cloud_layers) one\n\n"
] |
Hair particle disconnect and then reconnect results in mess in children hairs
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86
Broken: version: 2.80 (sub 74)
Worked: (optional)
I have character with hairstyle. For some reasons I need to disconnect, and then reconnect hairs back to character. Doing so makes huge mess in children hairs. I assume this is just a matter of incorrect interpolation, because, guide hairs looks OK. Check image:
![hair_bug.jpg](hair_bug.jpg)
1 - Get this blendfile
[hair_bug.blend](hair_bug.blend)
2 - select hair particle
3 - Disconnect Hair
4 - Connect Hair
Result - children hair are messy, while guide hairs are OK - check in Particle edit mode.
Marek
| [
"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",
"Particle System switching between Emitter/Hair \"Viewport Display\" sticks to Hair-Viewport-Display-Settings\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.92.0 Alpha\n\nIn the particle system, when you change the particle type form Emitter to Hair and then back to Emitter , the \"Viewport Display\" panel does not change back accordingly - it remains as if the Hair-type emitter is still present.\n\nit would be just as easy to create a new particle system with the right settings, to remedy this situation\n\n- create a particle system on a object\n- Observe the properties of the \"Viewport Display\" panel\n- change the particle type form Emitter to Hair (properties have changed accordingly)\n- change it back to emitter\nViewport Display won't show Options Particles have, instead it will show Hair Options like \"Strand Steps\"\n\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",
"Quadriflow Remesh: Undoing the next operator also resets the mesh\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.83.4\n\nUndoing the operation after the remesh also undoes the remesh.\n\n- Quadriflow remesh the default cube\n- Execute any other operator (switch to edit mode, add curve, etc..)\n- Undo\n\nThe mesh will reset to its state before the remesh.\n\n",
"Crash entering editmode on an object with particles and ridgidbody parented to another rigidbody\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe hair particles are facing the opposite direction and blender crashes, trying to solve this.\n\n\n[Donut2-1.blend](Donut2-1.blend)\n\n[Donut2-1.blend1](Donut2-1.blend1)\n\nCreated a donut according to site watch?v=jNmnPXY9UQA\n\nSteps:\nParticle Properties\n+\nHair (Not showing ?!?)\nFirst frame -> Hair showing downwards!\nTab\nBlender crashes repeatable.\nSteps:\nParticle Properties\n+\nHair (Not showing ?!?)\nFirst frame -> Hair showing downwards!\nTab\nBlender crashes repeatable.\n\n",
"Rigid body baked cache not invalidated\nOperating system: Windows 10 Pro 64-bit\nGraphics card: 4095MB NVIDIA GeForce GTX 1080 (NVIDIA)\n\nblender-2.80rc1-windows64\nWorked: (optional)\n\nSimple physics object is trapped in previous (deleted) animated properties.\n\nI have included a blend file which consist of just a cube with physics properties added.\nIt is supposed to fall but it moves to the origin and stays there.\nThe file is a working file from which everything has been deleted and a cube added.\nRun the animation and the cube will behave oddly.\nIf the cube is deleted and a different mesh added, say a sphere and moved and basic physics assigned. It will do the same.\nThis is likely to be a problem with my file from which everything has been deleted??\n[physics-problem.blend](physics-problem.blend)",
"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",
"Image sequence playhead for particle system textures never advances past first frame of sequence when particles are baked\nOperating system: Windows 10/64\nGraphics card: NVIDIA GeForce GTX 1060\n\nBroken: 2.93, 3.0.0\nWorked: n/a\n\nWhen I create a particle system that relies on an image texture containing an image sequence to control density, the playhead for that image sequence remains \"stuck\" on the first frame of the image sequence when I bake the particle system, regardless of the output length of the composition. This is true regardless of what type of image sequence is used (i.e. frames in a container such as .mp4 or .mov, or sequences of images such as .exr, .tif, or .png) or what playback options for the sequence are set (i.e. Cyclic and Auto Refresh can both be checked; it won't matter).\nRenders of an un-baked particle system using a moving texture to control particle density in Cycles are unusable.\nRenders of an un-baked particle system using a moving texture to control particle density in Eevee are occasionally usable (although unreliable: one must make absolutely certain that no frames are cached before attempting a render).\n\n**Expected behavior**\nMy expectation is that the playhead for an image sequence using a texture to control particle density would advance when the particle system is baked. It should appear both in stage preview and final rendered output that the source of particle emission appears to move, which is to say it should accurately track the black and white areas in the image sequence.\n\nCreate an empty Blender stage;\nAdd a plane to the stage;\nCreate a texture based on any black-and-white-only image sequence (i.e. a white circle whose position changes with time, superimposed on a black frame); the sequence can be either containered-image or discrete-image;\nCreate a particle system for the plane;\nAssign the texture to the particle system, leaving only the \"Density\" influence in the texture checked;\nMove the stage playhead to frame 0 of the composition;\nClick \"Delete All Bakes\" to clear any baked frames, also change number of particles in order to delete frames in memory;\nClick Play on the stage;\nHalo objects should be being emitted from the white areas in the texture as they move around in the texture (the emitter will appear to change position);\nMove the stage playhead back to frame 0 of the composition;\nClick \"Delete All Bakes\" to clear any baked frames;\nClick \"Bake All Dynamics\" to bake the particles;\nClick Play on the stage;\n\nSteps done in following file:\n[particle-density-demo.rar](particle-density-demo.rar)\n\nBoth on the stage and in rendered output, particles will be emitted only from the location on the plane that corresponds to the white area as it was on the first frame of the image sequence.\nAnd if someone could show me where in the code this stuff is handled, I'd be more than happy to take a look.",
"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",
"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.",
"Texture paint undo sometimes changes texture slot\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 2.80 (sub 48), 2019-03-12 13:53, hash: 936014ea8c74\n\nWhen texture painting on a particular texture slot, then undoing that painting, sometimes the selected paint slot will change.\n\nI couldn't reproduce from the default startup file, so I've stripped down the file that's having problems as much as I can.\n\n1. Open attached file\n2. Select paint slot \"Skin mask\" from either topbar or properties panel.\n3. Paint some strokes on the model or image editor\n4. Press Ctrl-Z\n5. Notice the paint slot is no longer set to \"Skin mask\"\n\n- - -\n\n- Change to the Skin Mask slot.\n- Paint a single stroke in the image editor.\n- Undo two times.\n- Paint another single stroke in the image editor.\n- Undo one time.\n- Notice that the slot changed.\n[texturepaintbug.blend](texturepaintbug.blend)",
"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)",
"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.",
"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)",
"Cycles strands always use rounded normals even with custom Normal input to BSDF\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4090\n\nThis behavior has been observed on nVidia cards as well, on both Linux and Windows, as early as Blender 3.0. It is not an Intel Arc issue like most of my bugs :)\n\nBroken: version: 3.4.1\n\n\n*TL:DR*\n\n**Expected:**Using a custom Normal input in a BSDF for hair strands (such as \"True Normal\" from the Geometry Info, or overwriting with another source like an attribute or texture) should allow complete control over the rendered hair strand in both Eevee and Cycles.\n\n**Actual:** Only Eevee renders fur as desired. Cycles appears to force some sort of rounded/inverted cylinder normal at some point after the BSDF, leading to shading artifacts.\n\n![eevee_result_1.jpg](eevee_result_1.jpg)\n![cycles_result_1.jpg](cycles_result_1.jpg)\n\nNote the line down the middle of the strand/curves on the Cycles version. This is usually at the point where the (default) normal is facing fully away from the light source.\n\nThis happens on both the legacy particle system as well as the newer Curve based hair. It happens on both Rounded Ribbons and 3D Curve primitives.\n\n**Longer version**\n\nI want to render stylized fur. The approach I use is to copy the normals from the underlying mesh to the particle system or hair curves, and disable shadows. This makes a very smooth, toon-like shader.\n\n![ru_comparison_small.jpg](ru_comparison_small.jpg)\n![hair-example.jpg](hair-example.jpg)\n\nThis is based off of my old addon, encode-normals but normals passed as attributes from geometry nodes have the same issue, as do normals set right in the material itself, so it's not an issue with my addon or node tree.\n\nIn the example blender file, I have two planes facing upward. One has a legacy particle system and the other has a new hair curve. Both sets of strands/curves have a material where the normal is forced to be (0, 0, 1), or straight up, to show the base case. \n\nIn Eevee I get the toony flat shading, where each strand is basically a solid color. \n\nIn Cycles, I end up with part of the strand in shadow, and if you look closely the emulated rounded normals appear to be an \"inside out\" cylinder, so the line tends to show up where the light direction and normal of the fake \"cylinder\" are perpendicular (i.e., where light is grazing the outermost part of the cylinder)\n\nI can't turn this rounded normal off or override it. It's coming from something outside the BSDF. This completely breaks my stylized shader in Cycles and is an unintuitive behavior. Normals can be overriden on a material in any other situation/primitive that comes to mind.\n\nSteps I've tried:\n1. Setting normals from encoded vertex colors (addon)\n2. Setting normals from geometry nodes\n3. Setting normals outright in the shader (this example)\n4. Disabling shadow ray visibility\n5. Making the strand material transparent to shadows in shader\n\nOpen provided .blend and check both curve systems for rendering differences between Eevee and Cycles. \n\n[TestParticles1.blend](TestParticles1.blend)"
] | [
"hair disconnect/reconnect not working with modifiers\nLinux (Arch), GTX 1080\n\n2.79b f4dc9f9d68b\n\n\nWhen using a hair particle system on an object with a mirror modifier, and trying to disconnect and then reconnect the hair the particle positions are messed up.\n\n\n- create a cube object\n- add a mirror modifier with merge and clipping options enabled (it seems to happen in the same way with separated mirrored cubes also, though)\n- add a hair particle system to the object\n- comb hair in particle edit mode \n- disconnect and reconnect particle system\n\n[hair-mirror-2.blend](hair-mirror-2.blend)\n\n\n**More Info**\n- After the steps done for the first and second blend files everything looks good. Adding a particle system and particle edit on a mirror object seems to work.\n- But disconnecting and reconnecting has the (immediately to be seen) effect of moving all the hair from the 'mirrored' (right) part of the object to the rightmost end of the left part, as shown in the third blend file\n- Enabling and disabling children shows that in addition to that problem the particle system data seems to have been messed up further by the disconnect/reconnect, as after that last step the hair positions are completely messed up.\n- If you enable 'Simple' children in particle system settings and disable them again, will see a different mess:\n[hair-mirror-4.blend](hair-mirror-4.blend)"
] |
Operator.bl_options "GRAB_CURSOR" fails with nested calls.
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06
Broken: version: 2.91.0 Alpha
bl_options "GRAB_CURSOR" option malfunctions if user presses middle mouse
use an operator that has "GRAB_CURSOR" option in the bl_options. when the modal is running press middle mouse as if you want to rotate the view whilst using the modal. mouse wrapping stops working.
| [
"Macro operators [e.g. Loop cut and slide]: \"adjust last operation\" fails completely [when called from the menu -- F9 is fine]\nBroken: 2.8x\nWorked: 2.79b\n\nThis might fall into the same boat as anything related to #45964, although it does seem to be \"new\" in 2.8x.\nAfter performing a loop cut and slide operator, you can adjust the properties in the operator panel (albeit with caveats from #45964). However, if you instead open the Adjust Last Operation panel, it will list a different operator name (Loop Cut, not Loop Cut and Slide), and while you can change properties there, those changes have no effect, even though they are reflected by the operator panel.\nThis didn't use to happen in 2.79b, though IIUC the \"Adjust...\" panel is different in 2.8x from the \"Redo Last\" of the 2.7x era.\n\n1. Load the default scene.\n2. Go into edit mode on the cube.\n3. Add a loop cut, e.g. via the shortcut or using the active tool\n4. Expand the operator panel in the bottom left and adjust properties. Note how those adjustments do have an effect on the result.\n5. Go Edit -> Adjust Last Operation\n6. Note the different operator name in that newly opened panel (Loop Cut vs. Loop Cut and Slide).\n6. Try adjusting any properties in the newly opened panel. Note how the operator panel in the bottom left picks up these changes, but at the same time they have no effect on the operation.\n\n[Demo video ](eAlL08M8AZA)",
"Midpoint snap always turn on when panning with shift + middle click if use knife tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GT 630M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\nCPU : intel i3 2328m\n\nBroken: version: 3.0.0 Alpha\nWorked: ??? (i think before the gsoc knife feature is merged)\n\nmidpoint snap in knife tool get turn on(like a toggle) when panning if use knife cut\n\n1. use knife tool\n2. click some where to start cutting until purple line appear and click where you want cut\n3. pan with a shift + middle click\n4. see on bottom bar the midpoint snap option is turn on and not turn off until i click shift again (it behave like a toggle i think)\n\n",
"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)",
"UI: Cursor showing on multiple windows if last seen on overlapping area\nOperating system: Linux, Pop!_Os 20.10\nGraphics card: GTX 1080ti\n\nBroken: Blender 3.0\nBroken: 2.65\nWorked: 2.64\n\nWhen using multiple windows that overlapped at the point of moving mouse from one windows to the other and then using some transform operations (scale, rotate) cursor will be present in inactive window at the point it was last registered.\n\n1. Open default scene.\n2. `Window` -> `New Window`.\n3. Resize window to make it smaller.\n4. Hover mouse to `main window`, then back to `new window`. Preferably not too fast. Remember point where mouse crossed border from main to new window.\n5. Optional: move `new window` away from that point.\n6. {key R} on cube. Notice there is now double arrow cursor in `main window`.\n7. Switch to `main window` making sure that `new window` overlaps `3D Viewport` of `main window`.\n8. Select cube and move mouse to `new window`.\n9. {key R}. Notice that cursor appears in `new window` at point where cursor was.\n\n[Peek 2022-01-15 13-04.mp4](Peek_2022-01-15_13-04.mp4)",
"Trackpad stops working for a while\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M\n\nBroken: 3.6.2\nWorked: don't know\n\n\nSometimes, Blender stops responding to trackpad gestures such as two-finger scroll or pinch zoom. This is not just in the viewport but everywhere - I can't scroll menus or the node view, for example.\n\nThe UI is otherwise responsive when this happens - I can scroll menus by dragging the slider at the edge, just not with a two-finger scroll.\n\nIf I go and do something else in another app for a few minutes, it usually fixes itself.\n\nThis happens sporadically and I don't have a reliable way to reproduce it, but it seems to happen often after I render an image - after the image has rendered, I try to use pinch-zoom to look more closely and find I can't. I am not sure if it happens in other situations as well - if it does I will update this report.\n\n\nI'm afraid that I can't reproduce this reliably - it just happens every now and then, in any .blend file. I am happy to take any advice on how to look for a way to reproduce it.\n\n",
"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",
"Fly Navigation using the trackpad is broken\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: until 3064da1200a9\n\n\nThere is trackpad support for Fly Navigating, but it does not currently work due to key-map issues.\nDetails are here: D9641\n\n",
"Transform cursor (patch included)\nRecently LMB-Drag was made to move the cursor *(edit, this has since been reverted)*.\n\nHowever this just moves the cursor under the mouse,\n\nit _could_ be useful to use transform here, it allows.\n\n- Drag, XKey to lock to an axis\n- ... Shift+Y to constrain to a plane.\n- ... Hold Ctrl to snap (snap to verts for example is handy)\n- ... Shift for more precise placement...\n... most other transform keys.\n\n\nOne reservation I have about this, is that you probably would often want to be able to snap to vertices and edges, and not have to depend on the current snap options in the 3d view header.\n\nSo we could override the snap options that transform uses.... but this seems a bit crappy too, since you may want to snap to faces in some cases, or even snap to grid.\n\nAs an alternative, we could just not bother attempting to integrate this with transform, and add snapping to the current modal operator (similar to how we have with the Ruler operator, which shares low level code with transform snapping)\nBut in that case we miss the axis constraints which seem like they would be nice to support.\n\n\nHere is a test patch to show how it works: [P87](P87.txt)\nNote, it crashes if you try to scale and its hard coded to LMB for cursor place, so its mostly a proof of concept.",
"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.",
"Text Object: D key is used for the Annotate Tool\nOperating system: Linux-5.4.0-104-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nIn the keymap preferences there is an option to use the Active Tools for shortcuts instead of the modal operation.\nIt's called \"Tool Keys -> Immediate / Active Tools\".\n\nIf this preference is used and you go into edit mode of a text object, you are unable to type in the letter `D`.\nIt will always make the Annotate Tool active instead.\n\n- Enable the \"Active Tool\" keymap preference\n- Add a text obejct\n- Enter Edit Mode\n- Type in a word with the letter `D` in it like \"Addon\" ",
"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",
"Box Select (B) changed to Left Mouse unable to Deselect\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: 3.0, 3.5\nWorked: 2.93.9 (31712ce77a6a), 3.0.0 broke it\n\nBox Select (standard B) changed to Left Mouse ignores Gesture Box Deselect. Instead Deselect now selects Objects.\n\n(See attached Image. These preferences work different until 3.0.0. The Image and Full Version below is basically an alternative to Blenders standard \"Left Mouse Drag Box Select\" which removes the need to hold the mouse button)\n\nPreferences > 3D View > Box Select:\n\n-SHORT VERSION-\n1. Set Left Mouse as Event (Press)\n2. Go to Gesture Box\n3. Change \"Begin - Left Mouse\" to \"Release\"\n4. Use a Left Mouse click + release in 3D View to begin the Box.\n\nProblem: Middle Mouse (Deselect) only selects Objects.\n\n-FULL VERSION-\n1. Set Left Mouse as Event (Press)\n2. Set Mode to Extend\n3. Go to Gesture Box\n3.1 Change \"Begin - Left Mouse\" to \"Release\"\n3.2 Change \"Select - Left Mouse\" to \"Press\"\n3.3 Deactivate \"Begin - Middle Mouse\"\n3.4 Change \"DeSelect - Middle Mouse\" to \"Press\"\n4. Use a Left Mouse click + release in 3D View to begin the Box.\n\nExpected: Left Mouse will select, Middle Mouse will deselect.\nProblem: Middle Mouse (Deselect) only selects Objects.\n\n------\n\nI could not find a way to have it Deselect or if there is a conflict with other settings. Can you take a look at this? Thank you.\n\n",
"Circle Select on a Curve in Edit Mode = _BLI_assert_abort for Pydebug of Blender 3.2\nOperating system: Windows 11\nGraphics card: Nvidia 3070ti\n\nBroken: 3.2 pydebug\nWorked: unknown\n\nIf you use circle select to click in viewport in edit mode of a curve object in Blender 3.2 Pydebug in VS 2019 (python/native debugging) it will crash and give you _BLI_assert_abort.\n\n```\nucrtbased.dll!issue_debug_notification(const wchar_t * const message) Line 28\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(28)\nucrtbased.dll!__acrt_report_runtime_error(const wchar_t * message) Line 154\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\internal\\report_runtime_error.cpp(154)\nucrtbased.dll!abort() Line 61\n\tat minkernel\\crts\\ucrt\\src\\appcrt\\startup\\abort.cpp(61)\nblender.exe!_BLI_assert_abort() Line 47\n\tat E:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c(47)\nblender.exe!BKE_editmesh_from_object(Object * ob) Line 59\n\tat E:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\editmesh.c(59)\nblender.exe!em_setup_viewcontext(bContext * C, ViewContext * vc) Line 4359\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\mesh\\editmesh_select.c(4359)\nblender.exe!view3d_circle_select_recalc(void * user_data) Line 4614\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4614)\nblender.exe!view3d_circle_select_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 4639\n\tat E:\\blender-git\\blender\\source\\blender\\editors\\space_view3d\\view3d_select.c(4639)\nblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const unsigned char * kmi_idname) Line 2327\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(2327)\nblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3227\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3227)\nblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3279\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3279)\nblender.exe!wm_event_do_handlers(bContext * C) Line 3869\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c(3869)\nblender.exe!WM_main(bContext * C) Line 626\n\tat E:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c(626)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 551\n\tat E:\\blender-git\\blender\\source\\creator\\creator.c(551)\n[External Code]\n\n```\n\nDefault startup, object mode, add bezier curve, go into edit mode, switch to circle select, click viewport. Also happens with circle, nurbs curve, nurbs circle, and path.",
"click-drag-releasing cursor breaks its surface projection\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1, 2.93.9\n\nAlthough cursor surface project is enabled, click-drag-release breaks the projection on the object. Simply clicking once without moving works.\nThis happens either by shift-RMB or with the cursor tool.\n\n**Steps to Reproduce**\n- Open default scene -> select 3D cursor from toolbar\n- Enable `surface project`\n- Click and drag mouse to place 3D cursor over object",
"mouse events from ui gets to running modal operator when should not\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\n\nBroken: version: 3.2.0\n\nrunning modal operator get left mouse press event when ui menu is double clicked on empty space. single click does not propagate, but double click (fast clicking or double click function on wacom pen) is reduced to single click and sent to operator while it should not be noticed. see video. i mix single clicking and double clicking on blank space in popup menu/panel so not always there is event to print out.\n\n[click.mp4](click.mp4)\n\nrun blender from terminal, load code in text editor, run code, search for operator, run operator, open some popup menu, try double or single clicking on empty space while watching event prints. works on grayed out regular menu items as well.\n\n```\nimport bpy\n\n\nclass ModalTestOperator(bpy.types.Operator):\n bl_idname = \"view3d.modal_test_operator\"\n bl_label = \"Modal Test Operator\"\n \n def __init__(self):\n print(\"start..\")\n \n def __del__(self):\n print(\"end.\")\n \n def modal(self, context, event):\n if(event.type in {'ESC', }):\n print(\"exiting..\")\n return {'CANCELLED'}\n \n print(event.type, event.value, )\n \n return {'PASS_THROUGH'}\n \n def invoke(self, context, event):\n print(\"invoke..\")\n \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n\n\ndef register():\n bpy.utils.register_class(ModalTestOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(ModalTestOperator)\n\n\nif __name__ == \"__main__\":\n register()\n```"
] | [
"GRAB_CURSOR bl_option stops working as soon as modal operator returns PASS_THROUGH the first time\nOperating system: Linux-4.13.10-041310-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.67\n\n\nBroken: version: 2.80 (sub 57)\n\n\nUsing the `GRAB_CURSOR` bl_option in a modal operator, works fine until the operator returns `PASS_THROUGH` the first time - for instance, to adjust the viewport using `MIDDLEMOUSE`, while the modal is active.\nAfter the first `PASS_THROUGH` the cursor is no longer warped to the opposite side.\n\n\n* open attached blend file\n* run the script\n* in the 3d view, look for 'GrabCursorBug' operator in the search menu and run it\n* move the mouse horizontally across the region borders, notice how it warps to the opposite side accordingly\n* hold down `MIDDLEMOUSE` and move the mouse to adjust the viewport, release again\n* try moving the mouse across the region borders again, it won't warp to the other side anymore\n\n[video demo ](watch?v=liPmg5Z_hCk)\n[grab_cursor.blend](grab_cursor.blend)\n\n\n"
] |
Mask Slice & Extract operators don't work with parenting
Operating system: Linux-5.15.0-57-generic-x86_64-with-glibc2.35 64 Bits
Graphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03
Broken: version: 3.5.0 Alpha
Worked: never
When using the operators "Mask Slice to new Object" or "Mask Extract", the newly created object
will be unparented and placed on the original location of the object.
Parenting should be properly accounted for when using these operators.
- Add two spheres
- Parent one to the other and move the parent
- Enter sculpt mode on the child
- Mask parts of the surface and use the mentioned operators
| [
"Constraints: Scaling operator do not affected by min scale limits\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: Current master.\nWorked: Never.\n\nThe scale limiter does not affect the operation of the scale operator.\n\n1. Add `Limit Scale` constraints on object.\n a. Set some `Minimum` to ON.\n2. Try to scale object by pressing `S`.\n\n[scale bug.blend](attachment)\n\n",
"QuadriFlow remesh does not work on tiny objects\nOperating system: Linux-6.2.9-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics (ICL GT1.5) Intel 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 3.5.0\nWorked: None (I only tested 3.4)\n\nQuadriFlow does not work for tiny objects, but the same mesh works if scaled up.\n\n1. Start blender, create an icoSphere\n2. Scale it down a lot (about 1/5000), apply scale\n3. Now try to QuadriFlow remesh the sphere\n\nBlender says \"QuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent direction\", but the mesh is clearly good and clean.\n\nIf we scale the object up to the original size and apply scale, QuadriFlow works again.\n\nWhy this matters: when using a custom scene unit scale, models that look normal can be mapped to tiny sizes internally, and the error message is very misleading.\n\nI attached a reproducing blend file. The sphere cannot be QuadreFlow remeshed, but if the scale is applied, remesh works again.\n\n",
"Support for USD PointInstancer\nOperating system: Win10\nGraphics card: GTX 1660 Ti\n\nBroken: 3.1\n\nAfter loading a USD file with type particleInstancer attached with spheres as child, Blender failed to draw the points as spheres. Instead, the displayed object in the layout window is just a singular point at the origin. Example file attached.[example_sim_granular.zip](example_sim_granular.zip)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).",
"Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.",
"Fix operators that affect hidden geometry\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere are a number of operators in sculpt mode that affect hidden geometry. As a general rule this should be avoided.\n\n- [ ] `bpy.ops.sculpt.face_set_edit` to Grow/Shrink, Fair or Delete face sets needs to have the \"Modifiy Hidden\" property disabled by default and disabled in all menu and keymap entries.\n\nList of further operators:\n- [ ] `bpy.ops.sculpt.face_sets_init` \n- [ ] `bpy.ops.sculpt.face_sets_create(mode='SELECTION')`\n- [ ] `bpy.ops.mesh.paint_mask_extract()`\n- [ ] `bpy.ops.mesh.paint_mask_slice()`\n\n",
"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",
"unsubdivide of Multires bug\n**Blender Version**2.91\n\nI try to use unsubdivide of Multires function in blender ,but the result is error.So I test in Zbrush with same modle, it work rightly.\n\nThe thing is,I want sculpt with tank top with no thickness,and add thick ness at last.So I first sculpt with Multires (3 level subdivide),and apply it,and I loop cut the edge with 7 loop cut.After that I add Multires,and use unsubdivide,the result go wrong.\n\nI use the same modle in Zbrush,it work rightly.[unsubdivide error.zip](unsubdivide_error.zip)",
"Add WM api to handle PanelType parent/child relationships\nCurrently handling of parenting between panels in C/C++ code is spread all over the place, each area of code redefining the essentially the same logic to create sub-panels. At least these functions are concerned:\n* `rna_Panel_register` used by all Python-defined panels\n* `modifier_subpanel_register`\n* `gpencil_modifier_subpanel_register`\n* `fmodifier_subpanel_register`\n* `shaderfx_panel_register`\n* `nla_buttons_register`\n\nTODO\n-------\n\nCheck all current use-cases and define what part of these are common logic. Put this common logic into a new `WM_paneltype_subpanel_add` API function (defined in `wm_panel_type.c`).\nThis should cover at the very least setting the `parent_id` string and `parent` `PanelType` pointer of the child, and insert the child at the proper place in its parent's `children` list.",
"Particle Instance from interpolated children works unexpected\nOperating system: win10 74bit\n\nBroken: 2.8, 2.79b\n\n\"Children\" option works good only with \"Along path\". Otherwise it just duplicates extra geometry where parent particles are located. \n\nOpen file and enable \"Children\" option, see how poly count is changed without visual appearance. Then check both \"Children\" and \"Along Path\" to see the difference.\n[Particle_instance_child.blend](Particle_instance_child.blend)",
"Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2\nWorked: unknown\n\nMesh bisect generates incorrect normals when applied to a face generated using bevel with \"harden normals\" applied\n\n1. Start with the default cube\n2. In the cube properties, enable auto smooth normals (Object Data -> Normals -> Auto Smooth)\n3. Enter edit mode\n4. Select one edge and bevel it\n5. In the operator panel, ensure that \"harden normals\" is enabled\n6. Select the whole model\n7. Bisect the cube so the bevelled edge is split in half\n\nThe bad normals should now be visible. You can enable normal indicators in Overlays -> Normals -> Split face normals (the second option of the three icons). You can also go to object mode to remove the wireframe and make the bad shading more obvious.\n\n[bevel and bisect.mp4](bevel_and_bisect.mp4)\n\nNote that traditionally, topology altering operations were not expected to preserve custom normals, see for example \n- #69290 (Loop cut and knife tools makes wrong shading on the mesh)\n- #53763 (Operations that alter topology (e.g. Mirror modifier AND mirror operator, loopcut, subdivide, knife) destroy custom normals)\n\nThen there has been 93c8955a72 which was a nice improvement for some operators (but was missing others afaict).\n(check usages of `BM_custom_loop_normals_to_vector_layer`)\n\nSo this now leaves us in the situation which feels puzzling/inconsistent:\nOn the reported geometry for example `Connect Vertex Path` works as expected, whereas `Knife` doesnt:\n[#97698.webm](T97698.webm)",
"Curve sculpting: occlusion by hidden parent makes the curves unresponsive to brushes.\nOperating system: Fedora Linux (Gnome Wayland)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nSculpting the curves is not possible when hiding the parent and \"occluding\" the curves with the now invisible parent.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nAdd empty hair to the cube.\nAdd curves in sculpt mode.\nHide the cube.\nTry to sculpt the curves from the other side of the cube. \nDragging from inside the hidden cube and dragging from outside the hidden cube give different results, when it feels like it should not.\n\n",
"Loop Cuts and Inset Faces cutting Meshes\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 750 TI\n\nBroken: 3.2\n\nTrying to add regular edge loops with Control + R, or even trying inset a face, they are cutting my mesh, or merging the ends. (I shared this on reddit, and it was suggested I create bug for it. \n\nAll I did was delete the bottom face of the mesh since I would not need it, but somehow I created invalid geometry and when I add an edge loop near the end it merges. If I try to inset the faces, it gives me weird end geometry.\n\n(This is what was noted from someone on Reddit: Update: just checked the file and here are my findings:\n\n```\n Adding a loop, be it length ways, long ways, or any other way seems to works just fine with the CTRL-R shortcut\n```\n\n```\n The loop cut tool also works just fine.. except if you try and loop cut around the XY plane instead of the XZ plane (drawing a line around the thinnest faces) at which point the mesh seems to collapse to zero height\n```\n\n```\n Insetting faces also works fine, be it via the tool or pressing I... but if you then try and extrude the inset suddenly the model collapses\n```\n\nOther things of note: the face orientation is inside out for this mesh (turning on Face Orientation in the Overlays menu (two overlapping circles in the header) shows them as red) and the object-level scale hasn't been applied. Fixing both of these doesn't correct any of the above issues -- although it IS normally advised since it prevents a few shading and modelling issues -- but it does, for some reason, change how the errors manifest, like the model collapsing in a slightly different way or the CTRL-R shortcut suddenly causing the same issues the tool version of loop cut and slide has.\n\nConclusion: you've somehow managed to turn this mesh into some form of invalid geometry that Blender can't seem to handle properly. You may wish to report it as a bug, including this file as a demonstration.\n\n- Open .blend file\n- enter edit mode and select face mode\n- press numpad 3 for YZ plane view\n- Add loopcut on visible face side (it'll merge the edges)\n\n---\n- repeat first 2 steps from above\n- press numpad1 for XZ plane view\n# select visible face -> extrude + scale (will merge edges). Works with inset tool\n\nTest File:\n[Issues Build2.blend](Issues_Build2.blend)",
"Parent mode for Location Transform Orientation \nThis has come up several times, and is something we need a lot in animation:\n\nWhat is it?\nBasically a way to display the Location XYZ orientation based on the parent of the selected object/bone/control.\n\nWhen any objector control is parented to an other it's location transforms depends on the parent, so if i rotate the parent in any weird angle, the locations of the child (the one i want to move) depend on that object, making any of the transform orientation options make no sense when you want to use a specific axis unless you do it from the graph editor or from the transform values.\n\n[transform orientations.webm](transform_orientations.webm)\n\nPropolsed solution:\n\nAdding a new transform orientation (for location only) that is called parent, where it will always look at the parent transforms of the seelected object to orient the transform gizmos, when there is no parent, the \"parent\" is the world so it'd show the orientations based on that.\nThat'll make it fast, easy and really a great improvement in the animation workflows.\n",
"Sculpt Mode: Expand Mask not properly snapping to face sets\nOperating system: Linux-5.15.0-56-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: never\n\nWhen using mask expand via `Shift A` it is common to hold `Ctrl` to snap the expansion to face sets.\nThis is the most direct way of filling face sets with a mask.\n\nThe issue is that expand seems to pre-determine which vertex is assigned to which face set for snapping.\nThis is not ideal, since it can lead to inconsistent results along the face set boundaries.\nIf the face set is small enough it can also lead to the expand operation having no effect.\n\n![image.png](image.png)\nNotice in the image how the pink face set is unmasked on the left boundary but masked on the right boundary.\n\nThe ideal result would be that the expansion is always fully snapping to any vertex that is part of the face set.\n\n- Add a monkey primitive\n- Create some face sets with the Draw Face Set brush \n- Use `Shift A` to expand a mask\n- Hold Ctrl to snap to any of the face sets\n",
"Can't create a working shortcut for Extract Face Set\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0 Alpha\n\n\nCan't create a working shortcut for Face Set Extract. Creating one does appear in the Keymap, but not in the Face Sets menu. Can only manually use the operator in the menu to make it work.\n\n[Desktop 2021.09.05 - 05.28.09.02.mp4](Desktop_2021.09.05_-_05.28.09.02.mp4)\n\n1. Create a shortcut for Extract Face Set.\n2. Check that it is in the Keymap to be sure it's there.\n3. Pressing the keys to perform the shortcut will not work. The shortcut text will not appear in the menu as other shortcuts do in Blender.\n"
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"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"
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