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add to quick favourites missing on most menus
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70
Broken: version: 2.81 (sub 10)
Worked: (optional)
add to quick favourites missing on most menus
![image.png](image.png)
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"Addon custom categories/tabs are broken (are gone after a session)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\nBroken: 2.80\nWorked: 2.79\n\nChanging the category (in add-on preferences) on add-ons that allow you to change the category does not retain placement after restart.\n\nTested using \"Align Tools\" add-on as example.\nRelevant reference:\nT48459\n\n- Open default scene\n- Go to \"Align Tools\" (Prefs > add-ons)\n- Enable add-on and change `Tab category` string to something else (say \"AB\")\n- Save preferences\n- restart blender.\n- Now the label of tab remains same (AB) in preferences but it does not reflect in UI (sidebar)",
"Proposal to highlight menus during menu search\nThis is a small quality of life feature for menu search.\n\nFor each search result item selected, we highlight the menu where it lives. In this case Clear Seam is in the Edge menu:\n\n![Screenshot 2020-02-24 at 11.02.29.png](Screenshot_2020-02-24_at_11.02.29.png)\n\n(split out from #74157 (Use menus for operator search & various improvements)).",
"addon preferences changed by code (not by user in UI) are not saved\nOperating system: Ubuntu\nGraphics card: RTX\n\nBroken: master\nWorked: ?\n\naddon preferences changed by code (not by user in UI) are not saved at Blender close.\n\n- Open Blender. Load Factory Settings, close Blender. \n- Open Blender\n- In console, change an addon preferences. For example, change device of Cycles : bpy.context.preferences.addons['cycles'].preferences['compute_device_type'] = 1 (this change to CUDA)\n- Close Blender. No log saying preferences are saved.\n- Open Blender again, check that device is still None. pref save is KO\n- Change preferences to \"CUDA\" by clicking with your mouse\n- Close Blender\n- See that a log saying preferences are saved\n- Open again, you can see that preferences are set to CUDA, pref save was OK",
"Remap user material selection uses enum menu instead of searchable list \nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\nAlso tried on 2.82 daily build 12/19\nWorked: (optional)\n\nI'm trying to remap some of my materials, but the menu that opens to allow me to choose the replacement material doesn't allow me to see all the materials available--there is no way to scroll down to see more of the list. I tried on the daily build for 12/19, and unlike the stable version, there are arrows, but they also don't open the full menu. \n\nGo to outliner>blender file>materials, right click on a material, choose remap, Outliner ID data remap opens, click on New ID to open that menu, and that's where I can't see all of the choices. I'm attaching a screenshot, because it only happens with a larger file with many materials.![Screenshot (7).png](Screenshot__7_.png) In the screenshot, the last material I can access is labelled M_Photo, and can't scroll to any beyond that. \n\n",
"Unable to add drivers to bone collections visibility\nOperating system: Windows 11\nGraphics card: RTX 4060ti\n\nBroken: 4.0.0 Alpha 2023-09-06\nWorked: Before bone collections were merged\n\nThis kinda leans into feature requests, but it is a regression nonetheless. Drivers also weren't acknowledged from what i could see.\nBefore bone collections were recently introduced, you could add a driver to each layer to influence it's visibility, and i know many people liked to use that in order to influence the visibility of a group of bones. Currently you cannot influence the visibility of a bone collection through drivers, the only option to do it now being controling the visibility of individual bones.\n\nN/A\n\n",
"Restoring Blender keymaps restores other presets, too\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0\n\nMake any changes to the Industry Compatible shortcuts, then to the Blender shortcuts and restore them to the original and the shortcuts for the Industry Compatible shortcuts are restored, too(see attached video).\n[2021-11-10 11-05-14.mp4](2021-11-10_11-05-14.mp4)\n\n1. Go Preferences>Keymap, so you don't loose your valuable shortcuts disable Auto-Save Preferences in the bottom left menu, and change any shortcut in the Industry Compatible mapping\n2. Change the mapping preset to Blender\n3. Change any shortcut mapping, too\n4. Restore the shortcut mapping of the Blender preset\n5. Go back the the Industry Compatible preset and your changes you made in step 1 are unassigned",
"Sidebar changes\nCurrently, the Sidebar has several UI-related issues, especially in the 3D View.\n\n![Screenshot 2020-04-23 at 13.31.15.png](Screenshot_2020-04-23_at_13.31.15.png)\n\n - Use of vertical text\n - Finite space for tabs\n - The tab bar works poorly with Region Overlap, pushing the panels further into the viewport, and overlapping\n\nYou can see an example of using lots of tabs here. This is an extreme example: \n![Npanel-2.PNG](Npanel-2.PNG)\n\nWe also have a visual clash with the Properties tabs often:\n![Clipboard - April 23.png](Clipboard_-_April_23.png)\n\nTabs also often appear outside the panel region, which looks glitchy:\n![Screenshot 2020-04-23 at 13.01.40.png](Screenshot_2020-04-23_at_13.01.40.png)\n\n\n----------\n\nWe can address these issues by making a number of changes:\n\n\n![Screenshot 2020-04-23 at 13.36.55.png](Screenshot_2020-04-23_at_13.36.55.png)\n\n - No vertical text\n - No bar which extends all the way down the viewport\n - Not bound by the viewport height \n - Floating design mirrors the toolbar\n\n![Screenshot 2020-04-23 at 13.37.02.png](Screenshot_2020-04-23_at_13.37.02.png)\nThe menu at the top could be expanded into a list, which would allow users to re-order sections. If users mainly use a couple of sections, they could move those to the top for easy access. \n\nWe could also add the ability to view several sections at once, something which would be hard to support with tabs:\n\n![Screenshot 2020-04-23 at 13.46.22.png](Screenshot_2020-04-23_at_13.46.22.png)\n\nNote: This would require changes to UI lists in Blender to support this, but would also benefit other areas.\n\nThese changes could also be adopted by other sidebars in Blender. ",
"Preferences window lags with add-ons preferences UI raises an exception\nOperating system: Windows 10 1903\nGraphics card: GTX970\n\nBroken: blender-2.80-9c5d54bfaf48-win64\nWorked:blender-2.80-8ac0fef4dfd1-win64\n\n\nWhen you click on a triangle in the addons list which is corresponds to an addon which contains VISIBLE_IPO_ON in code, it starts to incredibly lag. Seriously, one frame per second or two. Everything is quick and snappy until you press that goddam triangle. After that whole Preferences window behave like this till the restart of Blender. Other windows are unaffected.\nObserve: \nwatch?v=9fObpt0L8B0\n\nIn a log I can see a long and sad error: Traceback (most recent call last):\n```\nFile \"C:\\Users\\ostap\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\scripts\\addons\\DECALmachine\\ui\\UILists.py\", line 16, in draw_item\n row.prop(item, \"isvisible\", text=\"\", icon=isvisibleicon, emboss=False)\n```\nTypeError: UILayout.prop(): error with keyword argument \"icon\" - enum \"VISIBLE_IPO_ON\" not found in ('NONE', 'QUESTION', 'ERROR', 'CANCEL', 'TRIA_RIGHT', 'TRIA_DOWN', 'TRIA_LEFT', 'TRIA_UP', 'ARROW_LEFTRIGHT', 'PLUS', 'DISCLOSURE_TRI_RIGHT', 'DISCLOSURE_TRI_DOWN', 'RADIOBUT_OFF', 'RADIOBUT_ON', 'MENU_PANEL', 'BLENDER', 'GRIP', 'DOT', 'COLLAPSEMENU', 'X', 'DUPLICATE', 'TRASH', 'COLLECTION_NEW', 'NODE', 'NODE_SEL', 'WINDOW', 'WORKSPACE', 'RIGHTARROW_THIN', 'BORDERMOVE', 'VIEWZOOM', 'ADD', 'REMOVE', 'PANEL_CLOSE', 'COPY_ID', 'EYEDROPPER', 'AUTO', 'CHECKBOX_DEHLT', 'CHECKBOX_HLT', 'UNLOCKED', 'LOCKED', 'UNPINNED', 'PINNED', 'SCREEN_BACK', 'RIGHTARROW', 'DOWNARROW_HLT', 'FCURVE_SNAPSHOT', 'OBJECT_HIDDEN', 'PLUGIN', 'HELP', 'GHOST_ENABLED', 'COLOR', 'UNLINKED', 'LINKED', 'HAND', 'ZOOM_ALL', 'ZOOM_SELECTED', 'ZOOM_PREVIOUS', 'ZOOM_IN', 'ZOOM_OUT', 'DRIVER_DISTANCE', 'DRIVER_ROTATIONAL_DIFFERENCE', 'DRIVER_TRANSFORM', 'FREEZE', 'STYLUS_PRESSURE', 'GHOST_DISABLED', 'FILE_NEW', 'FILE_TICK', 'QUIT', 'URL', 'RECOVER_LAST', 'THREE_DOTS', 'FULLSCREEN_ENTER', 'FULLSCREEN_EXIT', 'LIGHT', 'MATERIAL', 'TEXTURE', 'ANIM', 'WORLD', 'SCENE', 'OUTPUT', 'SCRIPT', 'PARTICLES', 'PHYSICS', 'SPEAKER', 'TOOL_SETTINGS', 'SHADERFX', 'MODIFIER', 'BLANK1', 'FAKE_USER_OFF', 'FAKE_USER_ON', 'VIEW3D', 'GRAPH', 'OUTLINER', 'PROPERTIES', 'FILEBROWSER', 'IMAGE', 'INFO', 'SEQUENCE', 'TEXT', 'SOUND', 'ACTION', 'NLA', 'PREFERENCES', 'TIME', 'NODETREE', 'CONSOLE', 'TRACKER', 'ASSET_MANAGER', 'NODE_COMPOSITING', 'NODE_TEXTURE', 'NODE_MATERIAL', 'UV', 'OBJECT_DATAMODE', 'EDITMODE_HLT', 'UV_DATA', 'VPAINT_HLT', 'TPAINT_HLT', 'WPAINT_HLT', 'SCULPTMODE_HLT', 'POSE_HLT', 'PARTICLEMODE', 'TRACKING', 'TRACKING_BACKWARDS', 'TRACKING_FORWARDS', 'TRACKING_BACKWARDS_SINGLE', 'TRACKING_FORWARDS_SINGLE', 'TRACKING_CLEAR_BACKWARDS', 'TRACKING_CLEAR_FORWARDS', 'TRACKING_REFINE_BACKWARDS', 'TRACKING_REFINE_FORWARDS', 'SCENE_DATA', 'RENDERLAYERS', 'WORLD_DATA', 'OBJECT_DATA', 'MESH_DATA', 'CURVE_DATA', 'META_DATA', 'LATTICE_DATA', 'LIGHT_DATA', 'MATERIAL_DATA', 'TEXTURE_DATA', 'ANIM_DATA', 'CAMERA_DATA', 'PARTICLE_DATA', 'LIBRARY_DATA_DIRECT', 'GROUP', 'ARMATURE_DATA', 'COMMUNITY', 'BONE_DATA', 'CONSTRAINT', 'SHAPEKEY_DATA', 'CONSTRAINT_BONE', 'CAMERA_STEREO', 'PACKAGE', 'UGLYPACKAGE', 'EXPERIMENTAL', 'BRUSH_DATA', 'IMAGE_DATA', 'FILE', 'FCURVE', 'FONT_DATA', 'RENDER_RESULT', 'SURFACE_DATA', 'EMPTY_DATA', 'PRESET', 'RENDER_ANIMATION', 'RENDER_STILL', 'LIBRARY_DATA_BROKEN', 'BOIDS', 'STRANDS', 'LIBRARY_DATA_INDIRECT', 'GREASEPENCIL', 'LINE_DATA', 'LIBRARY_DATA_OVERRIDE', 'GROUP_BONE', 'GROUP_VERTEX', 'GROUP_VCOL', 'GROUP_UVS', 'FACE_MAPS', 'RNA', 'RNA_ADD', 'MOUSE_LMB', 'MOUSE_MMB', 'MOUSE_RMB', 'MOUSE_MOVE', 'MOUSE_LMB_DRAG', 'MOUSE_MMB_DRAG', 'MOUSE_RMB_DRAG', 'PRESET_NEW', 'DECORATE', 'DECORATE_KEYFRAME', 'DECORATE_ANIMATE', 'DECORATE_DRIVER', 'DECORATE_LINKED', 'DECORATE_LIBRARY_OVERRIDE', 'DECORATE_UNLOCKED', 'DECORATE_LOCKED', 'DECORATE_OVERRIDE', 'TRACKER_DATA', 'HEART', 'ORPHAN_DATA', 'USER', 'SYSTEM', 'SETTINGS', 'OUTLINER_OB_EMPTY', 'OUTLINER_OB_MESH', 'OUTLINER_OB_CURVE', 'OUTLINER_OB_LATTICE', 'OUTLINER_OB_META', 'OUTLINER_OB_LIGHT', 'OUTLINER_OB_CAMERA', 'OUTLINER_OB_ARMATURE', 'OUTLINER_OB_FONT', 'OUTLINER_OB_SURFACE', 'OUTLINER_OB_SPEAKER', 'OUTLINER_OB_FORCE_FIELD', 'OUTLINER_OB_GROUP_INSTANCE', 'OUTLINER_OB_GREASEPENCIL', 'OUTLINER_OB_LIGHTPROBE', 'OUTLINER_OB_IMAGE', 'RESTRICT_COLOR_OFF', 'RESTRICT_COLOR_ON', 'HIDE_ON', 'HIDE_OFF', 'RESTRICT_SELECT_ON', 'RESTRICT_SELECT_OFF', 'RESTRICT_RENDER_ON', 'RESTRICT_RENDER_OFF', 'RESTRICT_INSTANCED_OFF', 'OUTLINER_DATA_EMPTY', 'OUTLINER_DATA_MESH', 'OUTLINER_DATA_CURVE', 'OUTLINER_DATA_LATTICE', 'OUTLINER_DATA_META', 'OUTLINER_DATA_LIGHT', 'OUTLINER_DATA_CAMERA', 'OUTLINER_DATA_ARMATURE', 'OUTLINER_DATA_FONT', 'OUTLINER_DATA_SURFACE', 'OUTLINER_DATA_SPEAKER', 'OUTLINER_DATA_LIGHTPROBE', 'OUTLINER_DATA_GP_LAYER', 'OUTLINER_DATA_GREASEPENCIL', 'GP_SELECT_POINTS', 'GP_SELECT_STROKES', 'GP_MULTIFRAME_EDITING', 'GP_ONLY_SELECTED', 'GP_SELECT_BETWEEN_STROKES', 'MODIFIER_OFF', 'MODIFIER_ON', 'ONIONSKIN_OFF', 'ONIONSKIN_ON', 'RESTRICT_VIEW_ON', 'RESTRICT_VIEW_OFF', 'RESTRICT_INSTANCED_ON', 'MESH_PLANE', 'MESH_CUBE', 'MESH_CIRCLE', 'MESH_UVSPHERE', 'MESH_ICOSPHERE', 'MESH_GRID', 'MESH_MONKEY', 'MESH_CYLINDER', 'MESH_TORUS', 'MESH_CONE', 'MESH_CAPSULE', 'EMPTY_SINGLE_ARROW', 'LIGHT_POINT', 'LIGHT_SUN', 'LIGHT_SPOT', 'LIGHT_HEMI', 'LIGHT_AREA', 'CUBE', 'SPHERE', 'CONE', 'META_PLANE', 'META_CUBE', 'META_BALL', 'META_ELLIPSOID', 'META_CAPSULE', 'SURFACE_NCURVE', 'SURFACE_NCIRCLE', 'SURFACE_NSURFACE', 'SURFACE_NCYLINDER', 'SURFACE_NSPHERE', 'SURFACE_NTORUS', 'EMPTY_AXIS', 'STROKE', 'EMPTY_ARROWS', 'CURVE_BEZCURVE', 'CURVE_BEZCIRCLE', 'CURVE_NCURVE', 'CURVE_NCIRCLE', 'CURVE_PATH', 'LIGHTPROBE_CUBEMAP', 'LIGHTPROBE_PLANAR', 'LIGHTPROBE_GRID', 'COLOR_RED', 'COLOR_GREEN', 'COLOR_BLUE', 'TRIA_RIGHT_BAR', 'TRIA_DOWN_BAR', 'TRIA_LEFT_BAR', 'TRIA_UP_BAR', 'FORCE_FORCE', 'FORCE_WIND', 'FORCE_VORTEX', 'FORCE_MAGNETIC', 'FORCE_HARMONIC', 'FORCE_CHARGE', 'FORCE_LENNARDJONES', 'FORCE_TEXTURE', 'FORCE_CURVE', 'FORCE_BOID', 'FORCE_TURBULENCE', 'FORCE_DRAG', 'FORCE_SMOKEFLOW', 'RIGID_BODY', 'RIGID_BODY_CONSTRAINT', 'IMAGE_PLANE', 'IMAGE_BACKGROUND', 'IMAGE_REFERENCE', 'NODE_INSERT_ON', 'NODE_INSERT_OFF', 'NODE_TOP', 'NODE_SIDE', 'NODE_CORNER', 'SELECT_SET', 'SELECT_EXTEND', 'SELECT_SUBTRACT', 'SELECT_INTERSECT', 'SELECT_DIFFERENCE', 'ALIGN_LEFT', 'ALIGN_CENTER', 'ALIGN_RIGHT', 'ALIGN_JUSTIFY', 'ALIGN_FLUSH', 'ALIGN_TOP', 'ALIGN_MIDDLE', 'ALIGN_BOTTOM', 'BOLD', 'ITALIC', 'UNDERLINE', 'SMALL_CAPS', 'HOLDOUT_OFF', 'HOLDOUT_ON', 'INDIRECT_ONLY_OFF', 'INDIRECT_ONLY_ON', 'CON_CAMERASOLVER', 'CON_FOLLOWTRACK', 'CON_OBJECTSOLVER', 'CON_LOCLIKE', 'CON_ROTLIKE', 'CON_SIZELIKE', 'CON_TRANSLIKE', 'CON_DISTLIMIT', 'CON_LOCLIMIT', 'CON_ROTLIMIT', 'CON_SIZELIMIT', 'CON_SAMEVOL', 'CON_TRANSFORM', 'CON_TRANSFORM_CACHE', 'CON_CLAMPTO', 'CON_KINEMATIC', 'CON_LOCKTRACK', 'CON_SPLINEIK', 'CON_STRETCHTO', 'CON_TRACKTO', 'CON_ARMATURE', 'CON_CHILDOF', 'CON_FLOOR', 'CON_FOLLOWPATH', 'CON_PIVOT', 'CON_SHRINKWRAP', 'MODIFIER_DATA', 'MOD_WAVE', 'MOD_BUILD', 'MOD_DECIM', 'MOD_MIRROR', 'MOD_SOFT', 'MOD_SUBSURF', 'HOOK', 'MOD_PHYSICS', 'MOD_PARTICLES', 'MOD_BOOLEAN', 'MOD_EDGESPLIT', 'MOD_ARRAY', 'MOD_UVPROJECT', 'MOD_DISPLACE', 'MOD_CURVE', 'MOD_LATTICE', 'MOD_TINT', 'MOD_ARMATURE', 'MOD_SHRINKWRAP', 'MOD_CAST', 'MOD_MESHDEFORM', 'MOD_BEVEL', 'MOD_SMOOTH', 'MOD_SIMPLEDEFORM', 'MOD_MASK', 'MOD_CLOTH', 'MOD_EXPLODE', 'MOD_FLUIDSIM', 'MOD_MULTIRES', 'MOD_SMOKE', 'MOD_SOLIDIFY', 'MOD_SCREW', 'MOD_VERTEX_WEIGHT', 'MOD_DYNAMICPAINT', 'MOD_REMESH', 'MOD_OCEAN', 'MOD_WARP', 'MOD_SKIN', 'MOD_TRIANGULATE', 'MOD_WIREFRAME', 'MOD_DATA_TRANSFER', 'MOD_NORMALEDIT', 'MOD_PARTICLE_INSTANCE', 'MOD_HUE_SATURATION', 'MOD_NOISE', 'MOD_OFFSET', 'MOD_SIMPLIFY', 'MOD_THICKNESS', 'MOD_INSTANCE', 'MOD_TIME', 'MOD_OPACITY', 'REC', 'PLAY', 'FF', 'REW', 'PAUSE', 'PREV_KEYFRAME', 'NEXT_KEYFRAME', 'PLAY_SOUND', 'PLAY_REVERSE', 'PREVIEW_RANGE', 'ACTION_TWEAK', 'PMARKER_ACT', 'PMARKER_SEL', 'PMARKER', 'MARKER_HLT', 'MARKER', 'KEYFRAME_HLT', 'KEYFRAME', 'KEYINGSET', 'KEY_DEHLT', 'KEY_HLT', 'MUTE_IPO_OFF', 'MUTE_IPO_ON', 'DRIVER', 'SOLO_OFF', 'SOLO_ON', 'FRAME_PREV', 'FRAME_NEXT', 'NLA_PUSHDOWN', 'IPO_CONSTANT', 'IPO_LINEAR', 'IPO_BEZIER', 'IPO_SINE', 'IPO_QUAD', 'IPO_CUBIC', 'IPO_QUART', 'IPO_QUINT', 'IPO_EXPO', 'IPO_CIRC', 'IPO_BOUNCE', 'IPO_ELASTIC', 'IPO_BACK', 'IPO_EASE_IN', 'IPO_EASE_OUT', 'IPO_EASE_IN_OUT', 'NORMALIZE_FCURVES', 'VERTEXSEL', 'EDGESEL', 'FACESEL', 'CURSOR', 'PIVOT_BOUNDBOX', 'PIVOT_CURSOR', 'PIVOT_INDIVIDUAL', 'PIVOT_MEDIAN', 'PIVOT_ACTIVE', 'CENTER_ONLY', 'ROOTCURVE', 'SMOOTHCURVE', 'SPHERECURVE', 'INVERSESQUARECURVE', 'SHARPCURVE', 'LINCURVE', 'NOCURVE', 'RNDCURVE', 'PROP_OFF', 'PROP_ON', 'PROP_CON', 'PROP_PROJECTED', 'PARTICLE_POINT', 'PARTICLE_TIP', 'PARTICLE_PATH', 'SNAP_OFF', 'SNAP_ON', 'SNAP_NORMAL', 'SNAP_GRID', 'SNAP_VERTEX', 'SNAP_EDGE', 'SNAP_FACE', 'SNAP_VOLUME', 'SNAP_INCREMENT', 'STICKY_UVS_LOC', 'STICKY_UVS_DISABLE', 'STICKY_UVS_VERT', 'CLIPUV_DEHLT', 'CLIPUV_HLT', 'SNAP_PEEL_OBJECT', 'GRID', 'OBJECT_ORIGIN', 'ORIENTATION_GLOBAL', 'ORIENTATION_GIMBAL', 'ORIENTATION_LOCAL', 'ORIENTATION_NORMAL', 'ORIENTATION_VIEW', 'COPYDOWN', 'PASTEDOWN', 'PASTEFLIPUP', 'PASTEFLIPDOWN', 'VIS_SEL_11', 'VIS_SEL_10', 'VIS_SEL_01', 'VIS_SEL_00', 'AUTOMERGE_OFF', 'AUTOMERGE_ON', 'UV_VERTEXSEL', 'UV_EDGESEL', 'UV_FACESEL', 'UV_ISLANDSEL', 'UV_SYNC_SELECT', 'GIZMO', 'ORIENTATION_CURSOR', 'NORMALS_VERTEX', 'NORMALS_FACE', 'NORMALS_VERTEX_FACE', 'SHADING_BBOX', 'SHADING_WIRE', 'SHADING_SOLID', 'SHADING_RENDERED', 'SHADING_TEXTURE', 'OVERLAY', 'XRAY', 'LOCKVIEW_OFF', 'LOCKVIEW_ON', 'AXIS_SIDE', 'AXIS_FRONT', 'AXIS_TOP', 'NDOF_DOM', 'NDOF_TURN', 'NDOF_FLY', 'NDOF_TRANS', 'LAYER_USED', 'LAYER_ACTIVE', 'SORTALPHA', 'SORTBYEXT', 'SORTTIME', 'SORTSIZE', 'SHORTDISPLAY', 'LONGDISPLAY', 'IMGDISPLAY', 'BOOKMARKS', 'FONTPREVIEW', 'FILTER', 'NEWFOLDER', 'FILE_PARENT', 'FILE_REFRESH', 'FILE_FOLDER', 'FILE_BLANK', 'FILE_BLEND', 'FILE_IMAGE', 'FILE_MOVIE', 'FILE_SCRIPT', 'FILE_SOUND', 'FILE_FONT', 'FILE_TEXT', 'SORT_DESC', 'SORT_ASC', 'LINK_BLEND', 'APPEND_BLEND', 'IMPORT', 'EXPORT', 'LOOP_BACK', 'LOOP_FORWARDS', 'BACK', 'FORWARD', 'FILE_CACHE', 'FILE_VOLUME', 'FILE_3D', 'FILE_HIDDEN', 'FILE_BACKUP', 'DISK_DRIVE', 'MATPLANE', 'MATSPHERE', 'MATCUBE', 'MONKEY', 'HAIR', 'ALIASED', 'ANTIALIASED', 'MAT_SPHERE_SKY', 'MATSHADERBALL', 'MATCLOTH', 'MATFLUID', 'WORDWRAP_OFF', 'WORDWRAP_ON', 'SYNTAX_OFF', 'SYNTAX_ON', 'LINENUMBERS_OFF', 'LINENUMBERS_ON', 'SCRIPTPLUGINS', 'SEQ_SEQUENCER', 'SEQ_PREVIEW', 'SEQ_LUMA_WAVEFORM', 'SEQ_CHROMA_SCOPE', 'SEQ_HISTOGRAM', 'SEQ_SPLITVIEW', 'IMAGE_RGB', 'IMAGE_RGB_ALPHA', 'IMAGE_ALPHA', 'IMAGE_ZDEPTH', 'VIEW_PERSPECTIVE', 'VIEW_ORTHO', 'VIEW_CAMERA', 'VIEW_PAN', 'VIEW_ZOOM', 'BRUSH_BLOB', 'BRUSH_BLUR', 'BRUSH_CLAY', 'BRUSH_CLAY_STRIPS', 'BRUSH_CLONE', 'BRUSH_CREASE', 'BRUSH_FILL', 'BRUSH_FLATTEN', 'BRUSH_GRAB', 'BRUSH_INFLATE', 'BRUSH_LAYER', 'BRUSH_MASK', 'BRUSH_MIX', 'BRUSH_NUDGE', 'BRUSH_PINCH', 'BRUSH_SCRAPE', 'BRUSH_SCULPT_DRAW', 'BRUSH_SMEAR', 'BRUSH_SMOOTH', 'BRUSH_SNAKE_HOOK', 'BRUSH_SOFTEN', 'BRUSH_TEXDRAW', 'BRUSH_TEXFILL', 'BRUSH_TEXMASK', 'BRUSH_THUMB', 'BRUSH_ROTATE', 'GPBRUSH_SMOOTH', 'GPBRUSH_THICKNESS', 'GPBRUSH_STRENGTH', 'GPBRUSH_GRAB', 'GPBRUSH_PUSH', 'GPBRUSH_TWIST', 'GPBRUSH_PINCH', 'GPBRUSH_RANDOMIZE', 'GPBRUSH_CLONE', 'GPBRUSH_WEIGHT', 'GPBRUSH_PENCIL', 'GPBRUSH_PEN', 'GPBRUSH_INK', 'GPBRUSH_INKNOISE', 'GPBRUSH_BLOCK', 'GPBRUSH_MARKER', 'GPBRUSH_FILL', 'GPBRUSH_ERASE_SOFT', 'GPBRUSH_ERASE_HARD', 'GPBRUSH_ERASE_STROKE', 'SMALL_TRI_RIGHT_VEC', 'KEYTYPE_KEYFRAME_VEC', 'KEYTYPE_BREAKDOWN_VEC', 'KEYTYPE_EXTREME_VEC', 'KEYTYPE_JITTER_VEC', 'KEYTYPE_MOVING_HOLD_VEC', 'HANDLETYPE_FREE_VEC', 'HANDLETYPE_ALIGNED_VEC', 'HANDLETYPE_VECTOR_VEC', 'HANDLETYPE_AUTO_VEC', 'HANDLETYPE_AUTO_CLAMP_VEC', 'COLORSET_01_VEC', 'COLORSET_02_VEC', 'COLORSET_03_VEC', 'COLORSET_04_VEC', 'COLORSET_05_VEC', 'COLORSET_06_VEC', 'COLORSET_07_VEC', 'COLORSET_08_VEC', 'COLORSET_09_VEC', 'COLORSET_10_VEC', 'COLORSET_11_VEC', 'COLORSET_12_VEC', 'COLORSET_13_VEC', 'COLORSET_14_VEC', 'COLORSET_15_VEC', 'COLORSET_16_VEC', 'COLORSET_17_VEC', 'COLORSET_18_VEC', 'COLORSET_19_VEC', 'COLORSET_20_VEC', 'EVENT_A', 'EVENT_B', 'EVENT_C', 'EVENT_D', 'EVENT_E', 'EVENT_F', 'EVENT_G', 'EVENT_H', 'EVENT_I', 'EVENT_J', 'EVENT_K', 'EVENT_L', 'EVENT_M', 'EVENT_N', 'EVENT_O', 'EVENT_P', 'EVENT_Q', 'EVENT_R', 'EVENT_S', 'EVENT_T', 'EVENT_U', 'EVENT_V', 'EVENT_W', 'EVENT_X', 'EVENT_Y', 'EVENT_Z', 'EVENT_SHIFT', 'EVENT_CTRL', 'EVENT_ALT', 'EVENT_OS', 'EVENT_F1', 'EVENT_F2', 'EVENT_F3', 'EVENT_F4', 'EVENT_F5', 'EVENT_F6', 'EVENT_F7', 'EVENT_F8', 'EVENT_F9', 'EVENT_F10', 'EVENT_F11', 'EVENT_F12', 'EVENT_ESC', 'EVENT_TAB', 'EVENT_PAGEUP', 'EVENT_PAGEDOWN', 'EVENT_RETURN')\n\nAnd after changing VISIBLE_IPO_ON/OFF to HIDE_OFF/ON in the mentioned file issue disappears. Of course you may say that it's the issue with an un-updated addons. but that's weird. when Blender starts to misbehave instead of showing error message about the issue, isn't it?\n\n1. Open any scroll of the addon with VISIBLE_IPO_ON in it. \n2. Enjoy the performance. ",
"Sequencer: Can't toggle Channels sidebar when VSE view type is \"Sequencer & Preview\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nversion: 3.2.0\n\nAll in the title.\n\n1) Be in Video Sequencer editor\n2) Switch view type to Sequencer & Preview\n3) Try to toggle Channels sidebar : either with the little arrow (that doesn't show up), or by going to View > Channels (it doesn't toggle the sidebar, its checkbox doesn't get checked)\n\n",
"Tweak tool deselects previously selected items.\nOperating system: Windows\nGraphics card: 1060\n\nBroken: All 2.8 versions\n\nTweak tool deselects previously selected items.\n![Blender tweak tool.gif](Blender_tweak_tool.gif)\n\n",
"Tablet/Pen Usability Problems\nFor the most part any user who is using a Pen/Tablet can easily use Blender but there are still a few inconsistencies in the navigation and functions where in the worst case, you need to constantly switch to a mouse.\n\nFor one there is the inability to scroll through certain areas without using the mouse wheel.\nWhen opening a popup list for example when selecting a material, texture, brush, etc, you can only scroll through the window by using the mouse wheel or by typing in the result that you are looking for. But in all other menus that are not popup related, there is the option to scroll by holding the middle mouse button and moving the cursor up/down. \nAdding this option to these popups or at least adding a scrollbar to the side would make it possible for pen users to scroll through these windows without switching to the mouse temporarily.\n![Selection_037.png](Selection_037.png)\n\nSome tools have a radius that can be adjusted by either using the mouse wheel or using the Numpad +/- keys. \nThis is the case for example in the Circle Selection and Proportional Editing.\nFor pen users the Numpad +/- keys work but are slow and awkward to use because because you have to cross your arms (depending on your layout & right/left handed) and you have to hit the keys in very quick succession for a while or hold it which created a delay of when the scale changes. \nAdding an extra key like using the F key to change the radius in the Paint/Sculpt Modes could be a solution but can be equally awkward and even more confusing to use. Maybe mapping the increase/decrease radius to the +/- keys as well for the non-numpad users and make holding the key more responsive and fast in resizing is a good improvement at least.\n![Selection_036.png](Selection_036.png)",
"Support for keeping preferences of disabled add-ons\nCurrently disabling an add-on removes it's preferences.\n\nUsers may have many options for an add-on which they don't want to loose when it's disabled.\n\nSee #71451 (Support for keeping preferences of disabled add-ons) for a report on this issue.\n\nProposed solution:\n\n- When disabling an add-on which has preferences, keep the preferences instead of freeing them.\n\n *Internally this could be a list of disabled add-ons, used to restore the preferences when enabling them later.*\n- Add button to add-ons with preferences to reset preferences.\n\n *While not essential, without this there is no way to reset an add-ons preferences, where there was beforehand.*\n- Add a drop-down menu (replacing the current refresh button) which has a menu item to remove all unused add-ons (to prevent accumulation). This menu will contain the \"Refresh\" button too.\n\n *Exact details for the UI can be changed, suggest to replace the \"Refresh\" button to avoid too much clutter for actions that aren't used often.*",
"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).",
"Missing icons for the release\nThere are typically a few new features for each release that need an icon. We can collect them here and make sure they are added before the release (before Bcon3 really).\n\nCurrently missing:\n\n- [x] Geometry Nodes Editor\n- [x] Line art modifier\n- [ ] Attribute domains {[F10162715](image.png) size=full}\n - Face corner icon is using a node snapping icon\n - Points probably shouldn't have a line\n - An icon for curve control points would be great\n- [ ] Asset icon (? Could re-use the Asset Browser icon, but rather have a dedicated one)\n- [ ] Asset Browser \"Unassigned\" catalog item\n- [ ] Asset Browser \"All\" catalog tree item (? Could also just be a regular parent item)\n- [ ] Asset Browser \"Open Blend File\" button\n\n- [x] Blender File (`FILE_BLEND` currently uses the Blender logo, which is wrong)\n\n**Sculpt tools:**\n*Postponed for the next release.*\n* - [ ] ~~Mask Filter Tool~~\n* - [ ] ~~Scene Project Brush Tool~~",
"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"
] | [
"Right Clicking some menus, give blank window without Quick Favorites\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 64)\n\nIf you right click a menu, you will almost always get the option to add it to Quick Favorites. \nHowever, I've found multiple menus that just give an empty window. \nI assume this is a bug and these items (and more) aren't \"barred\" from Quick-Favorites.\n\nI've only looked mostly in the 3D Viewport's header, however I know there's more *(probably here but definitely elsewhere)*.\n - Object\n - Set Origin\n - Relations >> Make Local...\n - Convert To\n - Add\n - Grease Pencil\n - Empty\n - Force Field\n - Collection Instance\n - Select\n - Select All by Type\n - Select Grouped\n - Select Linked\n\n",
"Add to Quick Favorites and Assign Shortcut missing at places\nOperating system: Linux\nGraphics card: GTX 1070\n\nBroken: 2.80, master, 2019-10-03\n\nFor Object > Set Origin and Objects > Convert to there is no Add to Quick Favorites menu item so the right click menu is empty. Also since there where even shortcuts in 2.79 for these menus there should really also be an Assign Shortcut option to restore the old shortcut quickly and easily when you notice it is missing.",
"Quick Favorites: add support for operator/prop enums (e.g. \"Set origin\")\nOperating system: Windows 10\nGraphics card: Nvidia GTX1080\n\nBroken: 2.80, 16fc62e15f0, blender2.8, 2018-12-12\nWorked: 3d92afca7eb\n\nThe Set origin menu is not possible to put into quic favourites.\n\n3dView -> Object menu -> Right click on \"Set origin...\" -> empty menu.",
"Set Origin to quick favorites\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 64)\nWorked: (optional)\n\n\nSet Origin menu doesn't has the option to add to quick favorites\n\n- Go to Objet menu in 3D viewport\n- make rigth click over Set Origin\n- the option to add to quick favorites is lose\n\n",
"Gpencil: Edit mode / transform fill tool cannot be quick favorited\nBroken: version: 2.92.0 Alpha\nWorked: n/a, 2.91 same thing\n\nTransform fill tool cannot be quick favourited\n\n1) Grease pencil object: Go to edit mode\n2) Select transform fill tool\n3) Try to add Transform / Rotate / Scale as a quick favorite = Doesn't work\n\n[gp_transform_fill_qfav.mp4](gp_transform_fill_qfav.mp4)",
"quick favorites option missing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.83.3\n\n[missing option \"Add To Favorites\" in curve context menu on \"set handle type\" and \"set spline type\" all other are ok ]\n\ngo to edit mode of curve. \nleft click\ngo to set spline type\nleft click and try to add to quick favorites.\n\n\n",
"Menus like \"Set Origin\" don't have the option to Add to Quick Favorites\nOperating system: Windows 10\nGraphics card: GTX 10603gb\n\nBroken: 2.80\n\nSelect menus don't have the option to Add to Quick Favorites.\n\nRight click on Set Origin and try to add it to your Quick Favorites.\nBased on the default startup or an attached .blend file (as simple as possible).\n\nHere's all the ones I've found so far looking for them in the general menus. I'm sure there's tons more that I haven't been bothered to find but as I use Blender I'll try and report on it here\nif it ends up being tasked to someone.\n\nRYGwg07\n\nObject: Set Origin, Convert to\nAdd: Grease Pencil, Empty, Force Field, Collection Instance\nSelect: Select All by Type, Select Grouped, Select Linked\n",
"Adding \"Convert to\" menu in Quick Menu (by RMB) doesn't work\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\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nI can't add \"Convert to\" menu in Quick Menu by right mouse button.\n\n\n",
"missing UI elements.\nwindows 10 64bit \n\nBlender Version, \nDate - 2019-01-07-00;16 Hash - 96f762500ef9 Branch - blender2.7\n\nMissing UI elements for adding \"transform orientations\" and \"pivot point\" into the favourites menu, No option available for this.\n\nMissing UI elements for adding rotational limits to rigid body constraints when constraint is of type \"generic\"... However generic spring has the correct options available. \n\n\n",
"Add \"set origin\" and \"convert to\" in Quick favorites menu\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 520M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIt can`t be able to select \"Set origin\" and \"convert to\", inside in \"Object\" menu, into the \"Quick Favorites\" clicking with right clic on it. Also assing a shortcut either. The others menus works.\n\nThere's no need blend file to probe it. Opening the default configuration, clic on \"object\" and right clic on \"set origin\" and \"convert to\".\n\n",
"Can't add \"Set Origin\" menu to Quick Favorites\nOperating system: Linux-4.15.0-39-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 690/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.77\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nThere is no \"Add to Quick Favorites\" option in the \"Set Origin\" right-click context menu. \n\nStart Blender, click the Object menu, select \"Set Origin\", right click. There is no \"Add to Quick Favorites\". (But it works fine for other menus, like Transform or Mirror.) \n",
"Object > Convert to - Path has no option to add it to the quick favourites\nOperating system: Linux-5.4.0-60-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 2.91.0\n\nIn Object mode try to add the whole \"convert to\" menu+ subpoints to the quick favourites, the option is not there.\nAll other menus with subpoints have this option.\n\nas described above\n\n"
] |
Grease pencil stroke appears green with noisy artefacts
Operating system: Mac OS X Catalina 10.15.1 (19B2106)
Graphics card: Radeon Pro 5500M
Broken: 2.81a
Worked:
No matter which color is selected for line, it appears some shade of green with some kind of dithering/noise artefacts. The shade of green changes slightly depending on color and viewport shading, but not much.
![Screenshot 2019-12-07 at 18.14.20.png](Screenshot_2019-12-07_at_18.14.20.png)
Create new 2D Animation file with 2.81a on Macbook Pro 16" and draw a line. | [
"Strange background grid pattern appears on the compositor panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9079\n\nBroken: version: 2.93.5\nWorked: 2.91.2\n\nStrange grid pattern appears on the compositor background when zooming in (when backdrop is on).\n\nThis is what it should looks like:\n![image.png](image.png)\n\nThis is what it actually looks like:\n![image.png](image.png)\n\nAnd this only happens when I zoom in. At a very far-away view the background gradually becomes normal:\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nThis does not happen on my other devices, so I think it might be a hardware compatibility problem. Also, I had the latest graphic driver installed and the graphic card supports OpenGL 4.6:\n![image.png](image.png)\n\n- Open blender\n- Switch to the compositor workspace,\n- Enable backdrop\n- zoom in.\n\n",
"Blender 3D shift+RMB \"set 3D cursor\" not sensing strokes made with the grease pencil nor strokes made with the annotation tool\nOperating system: Windows 10\nGraphics card: GTX 1060 6gb (Idk if this is very relevant lol)\n\nBroken: 2.82 BETA, 689a873029b9, master, 2020-01-15 21:07\nWorked: -\n\nBlender 3D shift+RMB \"set 3D cursor\" not sensing strokes made with the grease pencil nor strokes made with the annotation tool\n\nAdd a stroke, hover it with your mouse and press your \"Set 3D cursor\" hotkey combination (by default Shift RMB).\n\n**Expected result**\nWhen doing just this, but when hovering your cursor/mouse over a mesh object instead, the 3D cursor will be set on the surface of the mesh object right where the cursor/mouse is hovering over that mesh/object. As the grease pencil is rather new, Im guessing making this react with the grease pencil strokes were just something that was forgotten when implementing it.",
"Grease Pencil Lighting - World light not influencing GP object correctly\nOperating system: Manjaro Linux (Kernel 5.4.18-1-MANJARO)\nGraphics card: Intel Haswell-ULT\n\nBroken: 2.83 (sub 2), c650ea9a13f9, greasepencil-refactor, 2020-02-11, 18:37\nWorked: unknown\n\nGrease Pencil Object (Strokes) unaffected by Background Light \n\nOpen either the General or the 2D Animation default file. Add a grease pencil monkey and a basic mesh, set some background color and change the strength settings once to 0 and once to 1.\nThe shading of the Suzanne object stays the same. When adding a spotlight and aiming it towards Suzanne it gets lit properly.\nThe [demo video ](GP_lighting.mp4) of the grease pencil lighting shows correct black objects where no scene light is hitting them.\n\n![Blender_GP_Bug_Lighting_1.png](Blender_GP_Bug_Lighting_1.png)",
"Grease Pencil Color Management inconsistencies\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nBlender CM for GP is inconsistent between viewport and render. Viewport is not affected by Filmic, but render is.\n\nIn a new file, add a GP Suzanne. Change viewport to RENDERED. Render and compare colors/contrast: they are different.\nChange CM from Filmic to Standard. Render and compare again: they match.\n\n\n\n\n",
"Grease Pencil Vibrating Contours\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 740/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.83.4\n\nHi, i i have bug on Grease Pencil contours. When i move camera in animation contours vibrate, changing size. This is not problem with my PC, because i tried it on another and problem is the same. I tried Anit-Aliasing, change render engine (Cyles and Evee), the same bug is in viewport and in render animation. I'm attach the video of this bug. This bug occurs just with camera or object move. \n\n1. Create Grease Pencil object.\n2. Move camera to \"zoom\" it.\n\n[vibrating contours.mp4](vibrating_contours.mp4)\n\n[vibrating contours.blend](vibrating_contours.blend)\n",
"Flickering macOS Blender 2.83\nOperating system: macOS 10.15.4\nGraphics card: XFX Radeon RX 580 8 GB\n\nBroken: 2.83\nWorked: 2.82\n\nFlickering occurs sometimes, as seen on this capture:\n[Screen Recording 2020-06-16 at 09.11.21.mov](Screen_Recording_2020-06-16_at_09.11.21.mov)\n\nI don't know exactly. I think it happens when I use Blender, then I switch to other applications and then return to Blender.\nIf I go to full screen mode, it's back to normal.\n\nThanks.",
"Incorrect occlusion between grease pencil objects\nOperating system: macOS-12.2.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-18.4.6\n\nBroken: version: 3.3.0\n\nIncorrect occlusion occurs with this setup\n![gp_occlusion_bug.png](gp_occlusion_bug.png)\nThe two Suzannes are clearly behind the strip, but one of them appears to be in front of the strip in camera\nIf I rotate the camera a little, both of them are in front\n![go_occlusion_bug_1.png](go_occlusion_bug_1.png)\nI've tried switching the stroke depth order to 3D Location, it doesn't fix it either\n\nSee the attached file\n[gp_wrong_depth.blend](gp_wrong_depth.blend)\n\n",
"Vertex Paint ➔ Paint menu ➔ Smooth Vertex Colors could be improved\nOperating system: Windows 10 Pro 64-bit\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nTested: Blender 2.81 Alpha, September 18, 14:29:45 - b962aca8003d\nWorked: never\n\nVertex Paint ➔ Paint menu ➔ Smooth Vertex Colors tool does not smooth other than direct loop neighbors.\n\n1. Divide the default cube a few times (apply if subdivision is done with modifier).\n2. Enter Vertex Paint mode.\n3. Paint an area with black.\n4. Apply Paint menu ➔ Smooth Vertex Colors.\n5. The vertex paint is not smoothed other than direct loop neighbors.\n\n\nHere is some clarification as the descriptions above are not very clear (I work with vertex colors very regularly and still came out confused by reading this post).\n\n- The Smooth Vertex Colors command will have visible results *if* it is run on vertex colors that have been applied per-face (by first selecting the desired faces in Edit mode, and then filling them with colors in Vertex color mode with the face filter enabled). Think of these as \"harsh\" vertex colors. When such vcols exist, then the smooth operation will indeed smooth out the vcol data so that the harsh separation between painted faces will be smoothed out, blending it with the surrounding faces.\n- But if the command is run on vcol data that has been painted on using the paint brush or on vcol generated by the \"dirty vertex colors\" command then nothing will happen as the vcols will already be point-based.\n\nTherefore there is no bug here, just some very confusing naming of the command and a lack of clarity when the command is run but nothing happens. For any user working with painted-on vertex colors, it will indeed seem like nothing is happening at all since one would expect some sort of global smoothing to be applied.\n\nPart of the confusion is also coming from the fact that this command sits just below \"Dirty Vertex Colors\" in the menu, which generates smooth, per-vertex vcol data. Meaning that for a user exploring vcol mode by trying one feature after the next, \"smooth vertex colors\" will almost always feel like it is doing nothing at all (unless the user first applied some vcol using face masking, which is extremely unlikely).\n\nIf anything the tooltip and/or the menu entry could be changed for clarity :\n\n- The menu item name could be renamed from \"Smooth vertex colors\" to \"Smooth harsh per-face vertex colors\"\n- The tooltip could be changed from \"Smooth colors across vertices\" to \"Smooth colors across vertices. Only operates on harsh, per-face vertex colors\".\n\nAnd then of course it would be great to have a new feature altogether to blur vcols globally, similarly to what the blur brush does.",
"MacOS, Metal: Banding artefacts in viewport when using curves in color management\nOperating system: macOS-13.2.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro Vega 64 1.2\nScreen: iMac 27 inch Retina 30bit\n\nBroken: version: 3.5.0\nWorked: same version with openGL viewport API\n\nIn the \"wanderer\" demo file you get white lines in the bright parts of the scene. They are visible in rendered view as well as in the final render (but only inside blender). \nWhen \"Use Curves\" in \"Color Management\" is turned off, they dissapear. \nWhen switching back to openGL api everything looks ok.\n\nOpen the demo file wanderer wanderer.blend\n\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",
"GPencil: Materials' preview thumbnails cause heavy lag when updating\nOperating system: Windows 10\nGraphics card: RTX 3070 FE\n\nBroken: 3.2.1 RC\nWorked: n/a\n\n![image.png](image.png)\n\nAny action that requires the refreshing of your Grease Pencil materials' thumbnails (isolate/hide materials, etc.) causes major lag until the thumbnails are finished refreshing. The more materials your GP object has, the longer the lag. Sometimes the lag is so bad, that it makes the sound buffer skip while the thumbnails refresh.\n\n\n**Video Explanation**\nwatch?v=5KAWsJkIeRY\n\n\n**Steps to Reproduce**\nCreate a GP object and add 10-20 unique materials\nClick one of the \"Isolate Material\" buttons, and start drawing/moving strokes. You will notice extreme lag until all of the little circle thumbnails are finished updating. \n\nTest File:\n[#99361.blend](T99361.blend)",
"Texture paint in viewport is not using the color space of the image.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nIf you paint a noncolor texture like a normal map, painting it directly in the 2D image correcly uses the non-color space, but painting in the viewport doesn't.\n\n\n- With any non-color texture, try to paint both in viewport and in the 2D image\n[2022-02-15 10-34-07.mp4](2022-02-15_10-34-07.mp4)\n\nAditional note: This seems to happens when you sample from the 2D image. By contrast, if you sample the color from the 3D view, you can correctly paint on it, BUT in the 2D viewer the color becomes brighter.",
"Clipping Region in blender v3.2 and up is causing a werid artifact\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.1.221003\n\nBroken: version: 3.3.1\n\nweird colorful noise when using Clipping region ALT+B\n\nit happens by simply using the clipping region, it happens in both object mode and edit mode\n\n**Diagnosis that I tried** (USEFUL NOTES{[F13703419](Untitled.png)} FOR FIXING THE PROBLEM)\nwhat is causing it?: \n- I noticed that the bug is only on the Viewport Overlays it seems like it's smth related to the graphical smoothing done by \"viewport overlay smooth wires\" from blender preferences -> viewport -> Quality -> Smooth Wires. I can turn of that for Overlay and for Edit mode, but it's just hiding the problem not fixing it, also the selected objects highlight (active element and not active element) are both still showing the same artifact and I don't know how to turn off smoothing for this part.\n\nis it gpu driver problem?\n- it most likely is a conflict between blender and my gpu, I don't think it's a driver problem tho because I tried the latest two gpu drivers available from amd, and both of them are showing the same problem. I tried running blender using my integrated gpu and tried my RX6600M gpu and in both cases it happend, I don't know if the smoothing is done on the gpu level or cpu level tho so it could be not related to which gpu I use\n\nWhat versions of blender does it happen in?\n- I mainly use blender from steam with auto updates, I noticed the problem when I was using v3.3.1 then I tried few older versions by manually installing them from the offical blender website, the bug doesn't show up in v3.1.2 and v2.79b however it's in showing up in v3.2.0 and v3.3.0 and v3.3.1 -not steam version- I didn't test more versions tho\n\nP.S. my device -Legion 5- has a mux switch, when I did the bug report the mux switch is turned off which means the integrated GPU is disconnected thus it's not showing up in the bug report, however when I tried to check the bug ![Untitled2.png](Untitled2.png)\n\n![Untitled.png](Untitled.png)\n\n![Untitled3.png](Untitled3.png)\n\n![Untitled4.png](Untitled4.png)\n\n[untitled.blend](untitled.blend)",
"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",
"Grease Pencil Draw Tool Settings displayed in the wrong context\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52, hash: a0f3...\nbuild date: 2019-07-06, 01:03:01\n\n![screen.png](screen.png)\n\n**To reproduce:**\n\n - Create a Grease Pencil Object\n - Enter Draw Mode\n - Display tool settings, either in the header or the properties window\n - In the toolbar, click on the Erase or Fill tool\n - Now click on one of the Add tools (Line, Arc, Curve, etc.)\n - Look at your tool settings\n\nNote that when you switch from the Erase or Fill tool to an Add tool, the settings do not change to the correct ones! Instead, the settings or the Erase or Fill tools remain. You have to select the draw tool before selecting an add tool in order to refresh the settings. \n\nThis bug appears for the tool settings in both the properties window and the header."
] | [
"Grease Pencil green display bug (related to multisampling)\nOperating system: Mac OSX Catalina\nGraphics card: Radeon Pro 560X 4 GB\n\nBroken: Latest Official 2.80 and 2.82 Alpha\n\n\nMy Grease pencil strokes are all displaying with this weird pattern covering them. I can barely see the actual color of the stroke because of this, though the color is present behind the lines.\n\nIt's the same problem, whether in Eevee or Cycles. Regardless of preview mode, or X-Ray on or off, or Outlines on or Off or anything else I can find to toggle. My old files that didn't do this are also now displaying this way and doing a Render actually outputs strokes looking like this too. \n\nAm I missing a toggle somewhere or is this a recent bug? Thank you!\n\n[grease pencil render bug.mov](grease_pencil_render_bug.mov)\n\n1) Run Blender on Mac OSX running Catalina with a problem Radeon card (such as 560X)\n2) Have a Grease Pencil object in your .blend file.\n\nBy Dalai Felinto's request I've attached this file:\n[grease.blend](grease.blend)\nI'm confident it will display cleanly on most setups except for the cases that are reporting. Thanks!"
] |
Color Picker: Inconsistent Text Alignment
Broken: e29a45b396ccf507d858ec4afc301bdaf816b328
![Bug_Color_Picker_Text_Alignment.png](Bug_Color_Picker_Text_Alignment.png)
Green and Alpha are clearly off... | [
"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",
"Add support for more gettext flags to UI translation tools\nAs reported in 101830#issuecomment-1023470 , Weblate `C-format` is not very smart, and generates a lot of false-positives.\n\nThe solution is likely to not enforce these checks over the whole messages, but selectively enable them for messages that actually need it (e.g. (almost?) all RNA-extracted message will not have such formatting).\n\nThis will require updates in the python modules and add-on code generating these translation files.\n\n----------------\n\nParent task: infrastructure/blender-projects-platform#65",
"ColorRamp, UI problem to hold the Color Stop\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-20.2.48\n\nBroken: version: 3.4.1\n\nIn the ColorRamp node, it is difficult to grab a Color Stop by its selection rectangle.\n\nAdd a ColorRamp node in the Shader Editor or in Geometry Node and select a Color Stop rectangle to make it move.\nOnly a small part of the rectangle (red frame on my screenshot) can be grabbed when it should be the whole rectangle (green frame on my screenshot).\nIt is disturbing to regularly move the node by mistake instead of moving the colored rectangle.\n\nI tested several versions with the same result, today's master, 3.3, 2.83, 2.8 and 2.79.\n\n[ColorRamp_UI_problem.blend](ColorRamp_UI_problem.blend)\n![ColorRamp_UI_problem.png](ColorRamp_UI_problem.png)\n\n- - - \n\nI can see 2 other problems in the ColorRamp UI, please tell me if I need to create a second report, but maybe it's more convenient to come only once in this area with a report rather than twice.\nThere is a line of transparent (or unfilled) pixels and 2 pixels that overflow to the left of the triangle, see my screenshot with the details in red.\n![Capture d’écran 2022-12-27 à 00.55.00.png](Capture_d_e_cran_2022-12-27_a__00.55.00.png)\n\nNOTE: there is a separate report for this, see #111017\n\nOlivier\n<3 Blender",
"Fix preview flickering when using \"Adjust Last Operation\"\nTweaking properties in the \"Adjust Last Operation\" panel removes all previews for a moment, causing quite drastic and annoying flickering.",
"Color of header-bar of Graph and Drivers Editors is darker than that of the other editors.\nOperating system: Linux-4.19.69-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\n\nBroken: version: 2.80 (sub 75)\n\n\nColor of header-bar of Graph and Drivers Editors is darker than that of the other editors. This looks a bit inconsistent.\nI feel that the color should be lighter as in Timeline and other editors.\nI'm using the default Blender Dark theme, and haven't changed any of the theme settings.\n\n\n[Based on the default startup .blend file]\n\n{[F7723159](Graph_Editor_header_color_darker.png), size=full}\n\nThanks!",
"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",
"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 !",
"Improve auto offset when inserting new node\nIn the example below the Noise Texture node should be moved automatically as well, not just the Set Position node.\n\n[screen_recording-2021-12-13_17.34.37.mp4](screen_recording-2021-12-13_17.34.37.mp4)\n\nThe exact behavior in more complex trees still has to be designed.",
"Erratic behaviour of materials/material slots for text objects\nOperating system: Linux-5.19.0-45-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.6.0\n\nMaterial assignment for text objects doesn't behave as expected. Removing an unused material slot will cause changes to the materials used by the object. The same happens if you rearrange the material slots.\n\n1. Add a new text object. Leave the default string \"Text\".\n2. Add 3 new material slots with different materials to the object. Use different viewport display colors to be able to see changes.\n(You will now have Material.001, Material.002 and Material.003)\n3. In edit mode, select the last two letters and assign Material.002.\n(You should now have \"Te\" using Material.001 and \"xt\" using Material.002)\n4. In object mode, remove the last material slot containing Material.003.\n(This material was not assigned to any character, and removing it should not cause any change.)\n5. All 4 letters are now using Material.001. \"xt\" should still be using Material.002.\n\nAlternatively, execute step 1-3 above and then.\n4. Move the last material slot up to the first place.\n(This should not cause any change. Normally in blender, the materials used by the geometry will not change if you rearrange the material slots.)\n5. You will now have \"Te\" using Material.004 and \"xt\" using Material.002. \"Te\" should still be using Material.001.\n\nI have attached a blend file where you just need to remove the last (unused) material slot to see the problem, or move the last material slot up to first position.\n\n",
"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",
"[WIP] Design: Painting Color Management\nThis design are based on the next principles:\n\n* When mixing colors, do it always in the linear scene reference space. For Blender that is linear REC709.\n* Include the color space when storing colors for color picker and don't convert it the color channels.\n\n**Issues**\n\nCurrent issues we try to solve:\n\n* #68242 (Color space seems wrong while painting in image editor.)\n* Color picker stores in sRGB or linear REC709. the storage is defined by the RNA (COLOR, COLOR_GAMMA). Since blender 2.80 the default color picker is set to HSV, what has some usability issues (HSV has multiple values that represents the same black in sRGB and linear REC709). User notice this when they set `Value` to 0, that the next time they open the color picker that the `HUE` and `Saturation` are also set to 0. \n\n**Scoping**\n\nThe solution is focused on Sculpt/Paint brushes, but will be reusable in other areas. The solution is designed on single colors. `ImBuf` should be used when working with buffers. Changes to `ImBuf` are not in scope.\n\n**Proposal**\n\nProposal is to implement a framework for color picking and mixing colors. To test the framework we include the first implementation in the Paint and Sculpt Brushes. The idea of this approach is to be more explicit when colors are being used.\n\n__DNA__\n\nIn `DNA_color_types.h` add a struct that can store a color and relevant information of the color.\n\n```\ntypedef struct Color_RUNTIME_Color {\n float color_straight_alpha[4];\n float color_premult_alpha[4];\n} Color_RUNTIME_Color;\n\ntypedef struct Color_RUNTIME {\n /* flag contains the validity of the other fields */\n int flag;\n Color_RUNTIME_Color linear_scene;\n Color_RUNTIME_Color display;\n\n ...\n\n} Color_RUNTIME;\n\ntypedef struct Color3 {\n float components[3];\n float alpha;\n ColorManagedColorspaceSettings color_space;\n Color_RUNTIME runtime;\n} Color3;\n```\n\n`Color3.alpha` is always stored as straight alpha.\nThe runtime caches common conversions of the color in different OpenColorIO roles and alpha association. The `Color3.runtime` field will be flagged to be invalid when the scene color management is changed or a different scene is loaded. The runtime is also updated when the color management roles in the scene are changed, a another scene is loaded.\n\nIn `DNA_brush_types.h` deprecate the `rgb` and `alpha` and add a new field `Color3 color;`.\n\n__BKE__\n\nAdd functions in `BKE_colortools.h` for getting the values for a color in a specific OCIO Role, invalidate all `runtime` fields in loaded data, invalidate one `runtime` field.\n\n__UI__\n\nUpdate the color picker template to support this data structure. This also means that we don't do the pixel read to find the selected color, but interpret the screen coordinate on the wheel to find our what color has been picked.\n\n__Painting/Brushes__\n\nWhen doing this change a lot of compile errors needs to be fixed. This gives us the opportunity to migrate them to the new implementation and make sure we tackle these cases. Textures still needs special attention.\n\n\n__OCIO__\n\nThe color configuration needs to be adjusted with color spaces for the color picker role.\n ",
"Text strip duplication with madeup driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken:\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. Then the clone had a driver on 'Location X' set, that the original has not. If You delete that driver, blender crasches (see #91912)\n\n\n- Load attached file\n- Duplicate the Text strip with <Shift><D>\nThe new Text strip now has a driver on Location X\n\n[driver_duplicate_bug.blend](driver_duplicate_bug.blend)",
"Movie clip editor theme color unclear for 'Path Before/After'\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: 2.92.0 Beta\n\nThere are 2 repeated fields in the theme as \"Path Before\" and \"Path After\" for a total of 4 theme colors the user doesn't know which color refers to what path or color.\n\nOne set of Before / After is affecting the drawing of the path around a marker (you can even see that in your screenshot)\nThe other set of Before / After is affecting keyframes on the marker (e.g. if search area is keyframed) and this is working fine.\n\nTODO is just to make the UI texts a bit more descriptive\n\n![Path after Path before.jpg](Path_after_Path_before.jpg)\n\n",
"The interface font of the Simplified Chinese version is displayed incorrectly in Blender 3.4\nOperating system: Windows11 Home 22H2\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.4.0 Alpha, f9113b7eb6ee, master, 2022-10-29\nWorked: 3.3.1\n\nAs shown in the picture, in 3.4, some of the interface text does not match the Chinese writing, which seems to be closer to Japanese ? In contrast, version 3.3 and previous versions are roughly correct, but still have some errors. When the font is switched to Noto Sans S Chinese Regular, the display result is completely correct.\n![3.3.png](3.3.png)\n![3.4.png](3.4.png)\nIn Text Editor:\n![text.png](text.png)\n[example.blend](example.blend)\n[NotoSansHans-Regular.otf](NotoSansHans-Regular.otf)\n\nThanks!\n(I can‘t speak English,the above is machine translated)\n",
"Spreadout enum in pie menu gives strange result\nWin7x64GTX660m\n\nBroken: 2.73\nWorked: (optional)\n\nIf \"select similar\" operator is launched from a pie, items are arranged in a weird fashion (happens only in vertex and edge mode), overlapping one another and showing index numbers such as 167.\n\nFrom file, just click run in text editor (replaced example operator in text editor's pie menu template with *pie.operator_enum(\"mesh.select_similar\", \"type\")*).\n\n[overlappingPies.blend](overlappingPies.blend)"
] | [
"ui misalignment of green channel in material color mixer.\n\nui misalignment of green channel in material color mixer.\n\n - Operating System, Graphics card ---\n\ncpu: intel core i3 2350 2.3 ghz\nram: 4 gb\ngfx: intel hd graphics 3000\nos: windows 7 home premium sp 1\n\n - Blender version with error, and version that worked ---\n\nerror found in: 2038eb1 win64 official.\nwas working in: a84bcea win64 official.\n\n - Short description of error ---\n\nui misalignment of green channel in material color mixer.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\n[apparently happens with all blend files including new startup.blend's and factory defaults]\n\nwhen clicking on any diffuse, specular color mixer, the **g:** is to the left of the other two color channels, and it's value is offset to the right. looks odd, so i assume it's a bug."
] |
When a strip is cut and edited in nla editor for a library override character, the strip returns to its original length without the cut. blender 2.92 alpha
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).
Description,
1. link and make library override of a character with an armature
2. make an action and push down in the nla editor
3. cut the action to a desired length.
4. press tab on the cut strip to edit action
5. press tab again to exit editing the action.
6. problem. the strip returns to its original length without the cut.
thanks | [
"Tweaking redo values in extend vertices operator causes extended vertex to dissolve\nBroken in 2.80 (1d908bffddb4 from 2019-01-24) as well as 2.79b release\n\nTweaking redo values in extend vertices operator causes extended vertex (the one from which the operator is executed) to dissolve",
"VSE: Meta strip speed changes if the content length changes\nOperating system: Linux-6.3.5-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 525.116.04\n\nBroken: version: 4.0.0 Alpha\n\nBy default the speed handle for strips is placed so that the speed = 100%.\nUnfortunately with Meta strips the content length can change by making edits inside.\nIn that case the speed will change because the speed handle will not adjust to the new length.\n\nA simple solution for now could at least be that the speed handle is automatically adjusted back to the original speed **if** the there is only one segment.\nI can see how this issue becomes more complicated if there are multiple segments with retiming already in use.\n\n- Open a new Video Editing file\n- Add a few strips and group them with `Ctrl G`\n- Switch to the Retime tool in the toolbar and inspect the percentage on the strip\n- Enter the meta strip with `Tab` and add a couple more strips to the end\n- Exit the meta strip with `Tab` and inspect the speed again (now much higher)\n\n",
"Blender 2.8 Defaults\nThis is a list of things we should change about Blender's default settings and behaviour.\n\nThe list will grow and change over time.\n\n\nCommits:\n\n- 4d5b7696cb - prefs\n- bcf6cc1f6b - startup\n- Update: default preferences are now maintained in: `./release/datafiles/userdef/userdef_default.c`\n\n## Preferences\n\n- - [x] Python tooltips OFF\n- - [x] Auto Perspective ON ***\n- - [x] Navigation Manipulator ON ***\n- - [x] Region Overlap ON (Could be removed completely, now that it's optimized) ***\n - To make transparent toolbars work better, we would like to:\n - Make the toolbar region height be limited to the contents.\n - Make the toolbar region a separate theme\n\n## Default Settings\n\n- - [x] Default Shader should be set to Principled BSDF\n- - [x] Default Lamp increased strength (10x stronger)\n- - [ ] Playback set to AV Sync (reverted, breaks physics caching)\n- - [x] 3D View Lens = 50mm\n- - [x] Camera film size = 36x24mm Full Frame\n- - [x] Camera Focal Length = 50mm\n- - [x] Render Size Percentage = 100%\n- - [x] Render Display = New Window\n- - [x] Scene Units = Metric\n- - [x] Color Management View = Filmic\n- - [x] Workbench Object Overlap = ON\n- - [x] Absolute Shape Keys Interpolation = Linear\n- - [x] Curve Fill Mode = Full\n\n## Default Renderer\n\n- - [x] Viewport = Workbench + Studio Lighting\n\n\n## Layout\n- - [x] Headers on top for all editors, except the Timeline at the bottom\n- - [x] Default Properties tab = Object Properties\n\n## New Objects\n- - [x] Generate UV's = ON\n\n## Default Theme\n\n- - [x] Flat\n- - [x] Dark UI Chrome\n- - [ ] Universal widget radius\n- - [x] Transparent header in 3D View\n- - [x] Transparent toolbar area in 3D View\n\n## Tools\nVertex Slide:\n- - [x] Correct UV's = ON\n\nExtrude Along Normals:\n- - [x] Even Thickness = ON\n\nLaplacian Smooth:\n- - [x] Lambda Factor = 1.000\n\n## UV/Image Editor\n- - [x] Normalized Coordinates\n\n## Weight Painting\n- - [ ] Auto-Normalize = ON\n\n\n## Cycles\n- - [x] Dithering = 1\n- - [x] Image Sequence Auto Refresh = ON\n\n\n## New Objects\n- - [ ] SubdivisionSurfaces = ON (via OpenSubdiv)\n- - [ ] Shade Smooth = ON (Wait till we have OpenSubdiv)\n\n## Preferences\n - - [ ] Compute Devices ON (Postpone until we can detect crappy GPU's)\n - - [x] Release Confirms Transform\n\n## Text Editor\n - - [x] Line Numbers ON\n\n## Addons\n - - [ ] All exporters should be set to Only Selected by default",
"Add \"Link (Library Override)\" option when dragging assets into the scene\nAs a user, I want to be able to drag an object asset into a scene and have it have the following properties:\n\n1. The data block is not copied into the new scene, it should be linked.\n2. The underlying *data block* cannot be edited (i.e., you cannot go into edit mode on a mesh object)\n3. The new object should be able to be modified (i.e., translating, scaling, rotating etc.)\n\nThis is not possible with [the options provided](asset_browser.html#using-assets) at the moment.\n\nI propose that a new option be added, called **Link (Library Override)**.\n\nThis would essentially be the same as using \"Link\", followed by calling the \"Make Library Override\" operator on the linked object.",
"Animation: Exiting NLA tweak mode on empty action corrupts entire NLA track\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.0, 3.5.0\nWorked: Unknown\n\n\nWhen tweaking a strip on the NLA, if the user deletes all the keyframes of the action being tweaked, when the user exits tweak mode, all other NLA strips on that track will be moved in an unexpected and undesirable way.\n\n[tweakbug.mp4](tweakbug.mp4)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n1. Open the attached .blend file\n2. Delete the keyframes on the track being tweaked.\n3. Exit tweak mode by pressing Tab.\n4. Observe that the NLA strips have been moved.\n\n[tweakbug.blend](tweakbug.blend)",
"NLA: Support for Merge Strips\n**Preface:**\nI know this isn't the place for feature requests. However I plan on implementing this myself soon. This is more of a heads up and acts a way to get feedback before or while I'm working on it. Maybe I'm overlooking something or maybe the idea can be developed further. People can discuss problems and improvements here instead of within the patch comments itself. That way the important discussion can remain here for easier reference.\n\nEdit: Diff: [D8867: Feature: NLA Merge Strips](D8867)\n\n**Problem:**\nFor the animation layer workflow, the only way to combine strips into a single strip is to use the Bake Operator. However, it will always bake all active NLA strips to a single full replace strip. Effectively, this is a \"Merge All\" operator. There is no way to merge a selected set of strips. \n",
"NLA: Active Strip State lost when dragging Strip between tracks\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.95\n\nBroken: version: 3.6.0\nWorked: Never Worked\n\nClicking on a strip and dragging or G dragging the Strip on the timeline on the same Track and then hitting TAB to enter tweak mode is working, but if I do the same thing but drag it to another TRACK then hit TAB I get an error\n\nOpen my example Blend file and select the \"Click and Drag Me to the Drag Strip Here track\" STRIP and drag it to \"Click and Drag Me to the Drag Strip Here track\" then hit the TAB key to enter tweak mode, you should see an error as shown in the image. \n\"No active strip(s) to enter tweak mode on\n\"\n\n![image](attachment)\n\n",
"Library-Override Not able to edit \"Strip time Keyframe\" value in sidebar panel in graph-editor\nOperating system: Windows 10 Pro v.21H2\nGraphics card: NVIDIA GeForce GTX 1060 3GB\n\nBroken: Version:3.3.3, hash:8d94aeb604fa, branch: master, date:2023-01-17\n\nI think is a similar case to this \" blender/blender#81965 \", but more specifically for animated striptime. The striptime key-frame in Graph-Editor is not editable in sidebar and values are grayed out.\n\n\n1. link a collection/character/object\n2. object > relation > make library override\n3. animate\n4. stash action to create NLA track\n5. animate strip time\n6. try to change a keyframe's value in graph-editor's sidebar Fcruve > active keyframe.\nopen the StripTime_KeyLocked.blend file, try to change the selected key's value in graph editor's sidebar\n\n![image](attachment)\n\n",
"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.",
"Python console history gets rearranged when editing lines\nDebian unstable, GeForce GTX 980\n\nBroken: 2.76\n\nEditing lines in the Python console causes the console's history order to be manipulated in unintuitive ways. There is a certain logic to it, but that logic is different from just about every other shell in existence(*). Most importantly, it's different from Python's own interactive interpreter.\n\n(*) Based on a sample (n=4) consisting of bash, python3, cmd.exe and Opera's Javascript console\n\nBecause Python console contents are not saved, I think it's pointless to attach a .blend file.\n1. Open Python console in Blender\n2. Seed the history with the integers 1, 2 and 3 in this order\n3. Press up arrow two times to get back to 2\n4. Edit the value to 42 and press enter\n5. Press up arrow repeatedly and observe the history cycling order\nThe history order is now 42 -> 2 -> 1 -> 3 -> back to empty line.\nIf you press the down arrow twice between steps 4 and 5 (it cycles to 3 and then empty line), the history order becomes 3 -> 42 -> 2 -> 1 -> back to empty line. One press of the down arrow is not enough to trigger this.",
"NLA animated time strip with a driver displays a wrong frame when going back in time\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.93.0 Alpha\n+ version: 2.92.0\nWorked: never\n\nWhen using a driver on the \"animated time strip\" property of an NLA track, the animation is offseted when going backward in time, with the arrow keys. This makes the animation review process very hard.\n\n(see video attached)\n\n[#86107.blend](T86107.blend)\n\nanimate the default cube (example : revolution on Z axis, from frame 1 to 250\ncreate an empty, add a custom property, set the max to 250\nkeyframe the custom property as : frame 1 value 1.00 ; frame 250 value 250.00.\ntweak the animation curve of the custom property to get a nice S shape\ncopy the custom property as a new driver\ngo to the NLA, push down the cube action, go to it's strip option and check \"animated time strips\"\npaste the driver on the \"animated time strips\" value\nnow if you go forward and backward with the arrowkeys, you'll see that the animation is doing some weird frame offset\n\n\n[bugreport_wrongframe.mp4](bugreport_wrongframe.mp4)\n",
"VSE: Animation operators missing cache invalidation\nOperating system: Linux Mint 19.1\nGraphics card: GTX 980\n\nBroken: blender-3.1.0-alpha+master.c34ea3323a3a-linux.x86_64\n\nRemove created action from NLA editor, this will still animate VSE elements\nSome weird VSE action cache?\n\n- Add any image to VSE strip\n- Set Rotation=0 at first frame and Rotation=220 for some another frame. It's rotating now, right?\n- Go to NLA tab -> push down Scene Action and remove it. Thus, we don't have any actions in our project but the image is still rotating. Why?\nAfter rebooting blender app the magick will gone. Is this a bug?\n\nThis has quite broad reach as all of these (if not more) dont invalidate the cache:\n- clearing keyframes\n- deleting actions\n- removing drivers\n- removing dopsheet channels\n- removing graph editor channels\n- removing nla tracks\n- removing nla strips\n- removing fcurve modifiers\n\n\n",
"VSE: Overlap during handle transform fails\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\nOverlap during handle transform fails:\n{[F11318256](overlap_fail.gif), size=full}\n\nEx.\n- Import a bunch of images.\n- Select the strip. \n- Separate the images(y)\n- Select all strips.\n- Select the right handle.\n- Hit G to transform.\n- Make the strips overlap in both Overwrite and Extend.\nThe result it that it is shuffling, where it was expected to Overwrite or Extend.\n\n**Slideshow**\nAn example of where the Extend in the same channel would be useful is when making slideshows, where the steps from above and Extend in the end should allow users to batch extend all strips in one go. Combined with this patch: [D10207](D10207) slideshows would be much easier to do. \n\n",
"Disappearing buttons in pie menu, depending on button text length and use of align=True\nOperating system: Linux-4.15.0-144-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\nWorked: - \n\nI have a pie menu, with a section like this:\n\n\n```\n box = pie.split()\n column = box.column(align=False)\n \n row = column.row(align=True)\n row.operator(\"transform.translate\", text=\"(B) Get Backup\")\n row.operator(\"transform.translate\", text=\"(V) Match\")\n\n row = column.row(align=True)\n row.operator(\"transform.translate\", text=\"(D) Project\")\n row.operator(\"transform.translate\", text=\"Unwrap\")\n```\n\nChanging the column's align argument to True, leads to the Unwrap button disappearing.\nIt can be brought back by changing the text length of any of the buttons. For instance, you can shorten or lengthen the Unwrap button's text. Same for the other buttons, changing the text length will usually bring the Unwrap button back. \n\nSee [video demo ](watch?v=v3VkH44p7xk): \n\n[disappearing_button.blend](disappearing_button.blend).\n\nI've checked back until 2.77 and it's present in all versions since, likely before that too.\n\n* open the blend, run the script in the text editor\n* the pie pops up and all 4 buttons are present\n* set the column's align arg to True\n* the Unwrap button disappears\n* change the text length of any of the 4 buttons to make the button re-appear\n\n",
"VSE: Ensure all operators in the Strip menu are working on the selected and not only on active strip (+unselected) \nAs it is confusing and inconsistent to have functions in the Strip menu which only works on properties of the active strip even if it is unselected, this design list is for ensuring all functions in the strip menu to work on selection. \n\n- - [x] Swap Strip: #91191 Fix: [D12441](D12441)\n- - [x] Effect menu. Fix: [D12451](D12451)\n- - [x] Movie(Set Render Size + Deinterlace) and Image(Set Render Size + Separate Images) menu entries should be moved into the source sidebar with +alt for selection. Fix: [D12464](D12464)\n- - [ ] Add Modifier in the menu needs to work on selection and is missing +alt for selected, when executed in the sidebar.\n- - [ ] Inputs menu: Swap data should go into the swap menu and the rest into Strip Source sidebar with +alt for selected. Bug report: #91350\n- - [ ] Toggle Meta and UnMeta should go into the strip sidebar, as they are only working on the active strip. Old patch: #74130\n(A checked checkbox means a fix has been submitted, but not necessarily been committed)\n\n"
] | [
"When a strip is cut and edited in nla editor, the strip returns to its original length without the cut. blender 2.92 alpha\nOperating system: WIN 10 64\nGraphics card: GTX 1070 TI\nBroken: 2.92.0 ALPHA (07/01/21)\nWorked: \n\n\nDescription,\nPlease refer to the video attached\n\n\n1. link and make library override of a character with an armature\n2. make an action and push down in the nla editor\n3. cut the action to a desired length.\n4. press tab on the cut strip to edit action\n5. press tab again to exit editing the action.\n6. problem. the strip returns to its original length without the cut.\nthanks\n\nVIDEO: [CUT STRIP OVERIDE.mp4](CUT_STRIP_OVERIDE.mp4)\n\n",
"When a strip is cut and edited in nla editor for a library override character, the strip returns to its original length without the cut. blender 2.92 alpha\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\nDescription,\nPlease refer to the video attached\n\n\n1. link and make library override of a character with an armature\n2. make an action and push down in the nla editor\n3. cut the action to a desired length.\n4. press tab on the cut strip to edit action\n5. press tab again to exit editing the action.\n6. problem. the strip returns to its original length without the cut.\nthanks\n\nVIDEO: [CUT STRIP OVERIDE.mp4](CUT_STRIP_OVERIDE.mp4)\n\n",
"When editing NLA strip that's cut, it reverts to orignal size\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\n\nWhen having an action. adding it as an NLA strip. And splitting it up (y). When you then edit it (tab) and unedit, it'll revert to it's original length.\nAdditionally having split an action up, you can't rename it, so you'll be left with an action name like Animation_forward**.002**\n\nAnimate the cube a bit for 20 frames, have plenty of keyframes.\nIn the action editor add it as an nlm strip.\nIn nlm editor, split it up on the middle. Remove the surrounding strips, so you're left with a strip starting later and ending earlier than the original.\nEdit it by pressing tab.\nleave edit mode by pressing tab again.\nNow it's back to it's original size\n\n[example](OBEyrPx.gif)\n\n"
] |
Creating black color when two objects intersect in Cycles render
Creating black color when two objects intersect in Cycles render.
This only happened on Blender 3.1, the 3.0 and before versions are fine
Operating system: Windows 10
Graphics card: RTX 3070(Zotac Gaming)
Broken: Blender 3.1
Worked: older versions 3.0 and before
**Exact steps for others to reproduce the error**[Blender bug 3.1 2022.blend](Blender_bug_3.1_2022.blend)
Based on the default startup or an attached .blend file (as simple as possible). | [
"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",
"Cycles Shadow Catcher Creating Multiple Shadows\nHi,\n\nThis .blend file will demonstrate two shadow catchers overlapping each other and creating double shadows. It would perhaps be interesting to add a termination value for the amount of shadows cast or just removed entirely.\n\n\nThanks!\nBeau\n\nSystem:\nWindows 10 64 bit\n\nBlender 2.79b f4dc9f9d68b\n\n![shadowdy.JPG](shadowdy.JPG)\n\n\n\n[shadow_catcher_double_shadows.blend](shadow_catcher_double_shadows.blend)",
"Regression: Wrong colors editing list items in dark theme\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\nWorked: (3.6)\n\n\n It's same problem that I mentioned here:\n\n111942\n\nbut in dark theme. highlighting(selecting) text to rename it in dark theme is wrong color. I upload an image and compare it to 3.6 take a look at it.\nthe problem is that highlighting text is just same as selecting item and you will not notice that you are renaming it.\n\n",
"Smear tool painting vertex colors corrupts color info: part 2\nvertex colors get corrupted under certain blend mode combinations. 3.0.1 master.\n\nusing the smear tool over blue colors introduce green, magenta, yellow, gray and orange not present inside the blue ranges.\n\npainting with blue results in grays instead. \n\ni had this problem in 3.2 alpha using sculpt vertex colors, but when i got back to a project in 3.0.1 it happened with vanilla vertex colors tool. \n\nincluded a file this time\n\n[vertex colors bug.blend](vertex_colors_bug.blend)\n\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1\nWorked: (newest version of Blender that worked as expected) 2.93\n\nSmear tool painting vertex colors corrupts color info\n\nuse paint brush with blue color. paints gray instead.\nuse smear brush. it should smear blues and not oranges and greens.\n",
"(Linux; AMD Radeon GPU) Rendering a complex scene with eevee crashes desktop environment / causes rendering and viewport artifacts\n```\nOperating system: EndeavourOS Linux / Fedora Linux (Same issue on both distros)\nGPU: AMD Radeon RX 6800 XT (16 GB VRAM)\nCPU: AMD Ryzen 5 3600\n```\n\n```\nrenderer:\t'AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64)'\nvendor:\t\t'AMD'\nversion:\t'4.6 (Core Profile) Mesa 22.3.7'\ndevice type:\t'AMD'\nbackend type:\t'OPENGL'\n```\n\nBroken: 3.4.1, 55485cb379f7, blender-v3.4-release; 3.5.0 Release Candidate, d5d8246441a5, blender-v3.5-release (both version exhibit the issue)\n\nWhen rendering complex scenes in Eevee (Scenes with many different objects), one of the following occurs:\n\n 1. On **X11**: Computer freezes for about 5 seconds before all monitors cut to black. After about 5 seconds on a black screen, the login screen appears and I can log in as normal, as if I logged out. All of the applications have closed.\n 2. On **Wayland**: Render finishes rendering, but many of the objects appear broken; they are semi transparent or appear as if they were using the holdout shader. Returning to the viewport causes all objects with transparency to flicker randomly and appear distorted. Occasionally, the desktop of the computer itself will become broken and artifacted, only logging out or restarting fixes it. This usually isn't possible, however, as after a short while everything all displays cut to a black screen. Unlike X11, however, the only way to recover from this is to restart the PC by holding down the power button.\n\nThis issue **only occurs on linux and does not occur on my Windows 10 partition**, even with the exact same settings and scene. It also only occurs when actually trying to render the scene. In the viewport everything works just fine, even on rendered view where everything looks the same as it should in the render.\n\nThis issue seems to occur regardless of the GPU Usage; even when I limit the GPU clock and power draw significantly it still happens.\n\nThe attached .blend file is an example of a simple scene which triggers the bug. It seems to occur no matter what the render settings are set to.\n\n",
"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)",
"project turning purple automatically after closing and opening later+zoom in/out buttons not working properly.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.79\n\nBroken: version: 3.6.2\n\n\n\n",
"Regression: Vertex colors are now broken in hair strands\nOperating system: Gentoo Linux kernel 5.18.0-gentoo\nGraphics card: RX 480\n\nBroken: 3.2.0, 3.3.0\nWorked: 3.1.0\n\nCaused by b9799dfb8a\n\n\nVertex colors are strange and patchy when moving from 3.1.0 to 3.2.0 or later: \n![2022-06-11-155614_1280x998_scrot.png](2022-06-11-155614_1280x998_scrot.png)\n\n![2022-06-11-155621_1280x998_scrot.png](2022-06-11-155621_1280x998_scrot.png)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Make something with vertex colours and a hair system which utilises them in Blender 3.1.0. In my instance I used geometry nodes to generate them; this may differ when making them manually as one of my other projects which does it manually does not seem to exhibit this issue. \n2. Open file in Blender 3.2.0. \n\nI created the following .blend file to demonstrate the issue: [Color_test_3s.blend](Color_test_3s.blend)",
"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)",
"Intersect Boolean does not work properly when mesh has a degenerate face\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: version: 2.91 - 3.0.0\nWorked: n/a\n\nThe `Intersect Boolean` Exact mode does not work correctly when the mesh has at least one degenerate face.\nIn this case, it was tested on a mesh with a triangle whose vertices are collinear\n\n- Open attached file - (The edited mesh has a degenerate triangle)\n- Go to `Face` -> `Intersect (Boolean)` - (The operation will not work because of that triangle)\n\n- Undo the operation\n- Move the triangle vertex a little so that the face is no longer degenerate.\n- Reselect that loose geometry ({key L})\n- Redo Boolean operation (now it works)\n[intersect_w_degenerated_tri.blend](intersect_w_degenerated_tri.blend)\n\n",
"Geometry Node: Mesh Boolean & Attributes domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.4.0 Alpha\n\n\nIncorrect save behavior of attributes during Mesh Boolean node if they have different domain or points.\nVideo example based on the example file:\n| ![image.png](image.png) | ![image.png](image.png) |\n| -- | -- |\n[2022-10-10 13-54-06.mp4](2022-10-10_13-54-06.mp4)\n\n\n1. Create 2 meshes and attach a named color attribute of a different color to them.\n2. Perform a cut operation between them using the Mesh Boolean node.\n3. Display the color of the attribute in the preview or otherwise.\n\n[test boolean.blend](test_boolean.blend)",
"Eevee: color ramp with 1 color produces 2 colors with various input factor\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\n\nUnexpected results when deleting right color stop from the Color ramp node. Happens with EEVEE render engine, Cycles produces correct flat color.\n![изображение.png](изображение.png)\n\n**Step to Reproduce**\n- Open .blend file\n- Switch to render mode\n- Switch to EEVEE render engine\n- Delete color stop of the right side from the color ramp\n- Compare the output with Cycles render engine\n\n[2021-07-26_04-30-47.mp4](2021-07-26_04-30-47.mp4)\n\nTest File:\n[#90149.blend](T90149.blend)",
"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",
"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",
"Cycles viewport unneccessary update calls\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia MX150\n\nBroken: 2.83.17, 8a8c61190b06, Beta and 2.90.2, 8f21f867e715, Alpha\nWorked: 2.82a official\n\n[#76970.blend](T76970.blend)\n\n* set scene renderer to Cycles\n* configure two viewports and a shader editor in a single screen\n* set one viewport to cycles preview render\n* set second viewport to workbench texture color\n* add two image texture nodes and load them with different textures\n* by clicking on the texture node both viewports are redrawn."
] | [
"Regression: Overlapping face renders black in render mode\nOperating system: windows\nGraphics card: gtx , rtx\n\nBroken between: c4bedeb0186b - 0379ddac7d68\n\n**Short Description**\nOverlapping faces renders black in both viewport and final render (Cycles render engine)\n\n**Steps to Reproduce**\n- Open attached file\n- Switch to Cycles render engine\n- Change viewport shading to render (or render as image/animation)\n\n[#96958.blend](T96958.blend)\n![FOGy-XUVkAA8EQM.jpg](FOGy-XUVkAA8EQM.jpg)"
] |
Toggle visibility/renderablilty for object an all child-objects
%%%This patch is a proposal for a different behavior of the outliner toggle visibility/renderability buttons (and corresponding keyboard functions): toggle visibility/renderablilty for the object an all child-objects. I tested this different functionality on my own build Blender 2.5 now for awhile and I find this new behavior more intuitiv and useful.
What the the patch changes:
When you have multiple objects which are linked via the parent relation to some main-object (many times this is an "Empty"-object) and you click on the toggle buttons for visibility and renderability for the main-object the visibility and renderability of that object only is changed, not the visibility/renderability of the child-objects. This is IMHO a little confusing and annoying, because to changed the visibility/renderability of the whole multi-part object you have to click on each child-object (please correct me if this functionality is already there and I did not find it). With the patch the visibility/renderability of all child-objects is toggled, too, except those which are not selectable. Thus making the whole multi-object visible/renderable resp. not visble/renderable. The not-selectable-exception is IMHO useful if some object should e. g. never be shown or rendered, like helping objects for making holes in some other object etc.
The patch contain:
- new function propagate_restrict_flag() which propagate a given restriction flag to the settings of the supplied object
- when the visibility/renderability of an object is changed, call function propagate_restrict_flag() to propagate the new state down to all child-objects (except those who have OB_RESTRICT_SELECT set)
It would be nice if someone could have an review of this idea and patch. Thanx.
%%% | [
"Shadow catcher problem with holdout collection\nOperating system: *Windows 10 Pro 64 bits*\nGraphics card: *2x NVIDIA GTX Titan X*\n\nBroken: *master 2.81a*\nWorked: *Worked on blender 2.79b*\n\nWhen shadow catcher is activated in an object located in a collection with the holdout option, alpha is truncated.\n(more visible when there is motion blur)\n\nBased on the default startup :\n- set render engine to cycles\n- set Film parameters to Transparent\n- activate Motion Blur\n- set world backgound color to white (better visibility)\n- delete light\n- create a plane, scale x2\n- move plane to a new collection\n- set plane to shadow catcher\n- set collection 2 (called by default, with the plane) to holdout\n- animate camera for have motion blur (more visible when there is motion blur)\n- in viewport render, you will have that : ![image.png](image.png)\n- render.\n\nwithout motion blur :\n![blender - 24.01.2020 - 23h25.jpg](blender_-_24.01.2020_-_23h25.jpg) antialiasing problem\n\nwith motion blur :\n![blender - 24.01.2020 - 23h24.jpg](blender_-_24.01.2020_-_23h24.jpg)\n\nsame render result with and without alpha on composite node :\n![blender - 24.01.2020 - 23h33.jpg](blender_-_24.01.2020_-_23h33.jpg)\n![blender - 24.01.2020 - 23h33 (2).jpg](blender_-_24.01.2020_-_23h33__2_.jpg)\n\n.Blender here : \n[#73376.blend](T73376.blend)",
"Outliner toggle animatability\nOperating system:\tWindows 7\nGPU:\t\t\tRadeon Vega 64, Divider version: 19.12.2\nCPU:\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t`blender-2.79b-f4dc9f9d68b-windows64` (official release)\nBroken: \t\t\tBlender 2.80-2.82 (official releases)\t\t\n\n\nThe animatability of objects, collection (layers) etc... are not available as they were in 2.7X \n\n| 2.7X UI (friendly) | Data | 2.8X UI (friendly) | Data |\n| -- | -- | -- | -- |\n| Exclude Render Layers from having any influence | `bpy.context.scene.render.layers[\"RenderLayer\"].layers_exclude- [x]` | Exclude from View | `bpy.context.scene.exclude` |\n| Restrict Viewport Selection | `bpy.data.objects[\"In Collection 02\"].hide_select = False` | Disable Selection | `bpy.data.collections.hide_select` |\n| ZMask Scene Layer for solid faces | `bpy.context.scene.render.layers[\"RenderLayer\"].layers_zmask[10] = False` | Holdout | `bpy.context.scene.holdout` |\n| ? (new property) | ? (new property) | Indirect Only | `bpy.context.scene.indirect_only` |\nThese properties will be printed on the info editor.\n\nTo show what I mean, I've created a .blend in 2.79b with all the things listed above.\n\n[2.79_Demo.blend](2.79_Demo.blend)\n\nOpen the .blend file in 2.79b and ues the functionality:\n\n - Restricted Viewport Selection in curtin frames\n\n - Masking until frame 4\n\n - Layer excluded completely until frame 9\n\nNone of this works in the listed broken versions... and there is seemingly no mention in the release notes of this being designed not to function anymore.\n\n___\nI'm not sure, nor can I think, of a reason why you can't animate these and other properties collection wide.\nExample: **All** these toggle are not animatable:\n![Outliner_2.83_Only_Collection_Collection.png](Outliner_2.83_Only_Collection_Collection.png)\nI don't know that would constitute a bug as there's nothing to compare the functionality to. *I'm sure it just hasn't been added (yet).*",
"Change UV Channels from the UV Editor on multiple selected objects\nWhen multiple objects are selected and user is in edit mode in the 3d viewport, she/he can change uv channel of the**active object** in the top right corner in the UV Editor. It would be a nice change to **iterate through each selected object**and if the iterated object has a uv channel with the current name in the UI, that uv channel will be made active on the iterated object.\n\n![image](image.png)",
"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",
"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",
"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```",
"Viewport Compositor: Render passes support\n# Scope\n\nThis design task describes integration of multiple render passes of the same view layer to the viewport compositor.\n\nWhile ultimately multiple view layers would need to be supported as well, it will be handled separately as there more design considerations to be solved to keep performance and memory usage under control/\n\n# Overview\n\nThe overall overview of the proposal is quite simple:\n\n- Render engine provides GPU textures for all render passes.\n- The compositing is done by the draw manager from the Blender side.\n\n# Breakdown\n\n## GPU texture management\n\nThe render engine manages GPU textures on the engine side, and allows them to be bound for the viewport compositor shaders. This allows the engine to have full control over data management and synchronization for updates. For example, it allows engine to do proper initialization order for the graphics interoperability.\n\n## Overlays\n\nSome of the data which a render engine wants to visualize does not fit into the compositing pipeline, and is better suitable as an overlay. On example of such visualization is the `Active Pixels` (available with `Cycles Debug`).\n\nSuch overlays will be moved from \"being\" baked into the combined pass and instead will become a dedicated call in the render engine `draw_overlay()`.\n\nOn the render engine side it will behave the same way as the current `draw()`: \"just\" draw a texture(s) with overlays.\n\n## Data structures\n\nThe proposal is to base the data passed in the API on the `RenderResult`, and not to create a dedicated specialized data structures. This will allow maximum code re-usaiblity between the viewport, viewport compositor, final renders, and eventually GPU compositor for the final renders.\n\nThere are changes which needs to be done in the `RenderResult` in order to support this, with the final goal is to allow `RenderResult` to point to a GPU texture instead of CPU-side memory buffer. The proposal here is to:\n\n* Make `RenderResult` to use `ImBuf` to store passes data.\n* Make `ImBuf` to have GPU texture without CPU side buffer.\n\nConsiderations for such decision:\n\n* The `RenderResult` is heavily integrated into the image drawing (for the `Render Result` image data-block, multi-layer EXR images). If the `RenderResult` stores data as `ImBuf` then it will simplify drawing, which will no longer need to do shallow copies.\n* The `Image` data-block already uses GPU textures, which can be moved to the `ImBuf`.\n\n## Synchronization\n\nUpdate of the GPU texture and its use by the draw manager happens from different thread, . This is already the case where `DisplayDriver` takes care of synchronization.\n\nTo start with the synchronization strategy will not change:\n\n* The render engine will lock the GPU textures at the moment when it knows its internal render buffer is in a consistent state (in case of Cycles: when the entire wavefront finished sampling), and will copy data to the GPU textures.\n* From within the same lock the render engine will copy data needed for the overlays.\n* Once the data is copied, the render engine releases the textures lock.\n* When draw manager requests `RenderResult` it will lock the textures, and will hold the lock until the drawing and compositing pipeline is finished.\n\nThis potentially introduces wait-on-a-lock for the render thread: if the compositing takes longer than sampling.\n\nWhen CPU rendering is used it is relatively easy and beneficial to allow \"interleaving\": render more samples while the draw manager is still busy with compositing. In the case of Cycles it will mean that the `PathTrace` will need to take time spent in drawing into account and schedule more samples to fill it in.\n\nFor the GPU rendering the story is more complicated:\n\n* If the rendering and compositing done on the same GPU the interleaving might not be desired at all, as a lot of supported GPUs do not allow interleaving GPGPU and viewport rendering without performance impact.\n* If the rendering is happening on a different GPU than viewport rendering then interleaving is possible.\n\nFor the latter either engine could do a guess which GPU is used for viewport, or it would need to be a dedicated API call to provide this information explicitly.\n\n## Used render passes\n\nCurrently for the viewport render the used render passes are in the full control of the render engine. This needs to be changed to something:\n\n* Render engine provides list of supported render passes\n* The viewport compositor provides information which of them are actually needed for the viewport\n\nThe former is probably already covered with the render passes integration used to create sockets in the Render Layers nodes.\n\nThe latter one is needed to make it so unused passes do not take memory: for example if some passes are only used to write to file.\n\nThe render pass display option (currently available in Cycles, and allows to choose which render pass is displayed in the viewport) will behave more like it does in the Image Editor where it is possible to choose between Composite output and View Layer / Passes, can then can work for any render engine.\n\n",
"Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\n\n",
"Hiding a nested collection doesn't immediately update its parent instances in the scene\nBroken: 483ae407d9d1 (blender2.8 HEAD)\nWorked: ?\n\nHiding a nested collection doesn't immediately update its parent instances in the scene.\n\n\n[outliner-deg.blend](outliner-deg.blend)\n\nHide the `Torus` collection (via the screen icon), this should hide this collection objects in the `B - I Instanced a torus` collection, however it doesn't unless you save and re-open or force depsgraph update in other ways.\n\n![image.png](image.png)\n\nIf you toggle the `A - I have a torus` collection off, this one affects the instanced visibility immediately.\n\n*Note 1: The file only has Empties because I was looking at the depsgraph image and it was giving me a simpler depsgraph this way.*",
"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).",
"Multi-Object Properties Editing\nIn Blender, we want to make it easier to set values for multiple objects, bones, strips, keys and other items at once. \n\nCurrently you can do this in limited circumstances, but you have to right-click on a value after you've changed it and pick Copy to Selected from the menu or hold Alt while editing values. This not only slow, but also very hidden, and the Alt-key conflicts with Emulate 3 Button Mouse. Lastly, it isn't clear at all to users which values work for multi-editing, and which values don't.\n\nHere's how we would like to solve it:\n\n\n## Selection vs Active\n\nThe concept of ***active*** in Blender means that we only show properties and only affect the active object or item. However, if we want to better support multi-item editing, we must start by making it so the Properties reflects the ***selection*** rather than the ***active*** item, of which there can only be one. Going forward, by default the Properties will be set to reflect the selection instead. This could be controlled in the Properties like so:\n\n{[F8363009](Screenshot_2020-02-22_at_17.34.54.png), size=full}\n*(The search box is added here to reflect how the Properties will be updated when that item is also added, but is a separate feature)*\n\nIf set to ***Active***, the Properties will continue to function as it does today, only showing properties for the active item.\n\n## When there are multiple selected items\n\nWhen the user has selected multiple items, a few things change:\n\nInstead of showing the name of the object at the top, Blender tells the user how many items are selected:\n![Screenshot 2020-02-22 at 17.37.06.png](Screenshot_2020-02-22_at_17.37.06.png)\n\nIn the list of tabs, only properties sections are shown that are common among the selected items. For example, if you select a text and a mesh object, we don't show Modifier, Mesh or Curve Properties, since these properties only exist on a subset of the selected objects:\n![Screenshot 2020-02-22 at 17.40.17.png](Screenshot_2020-02-22_at_17.40.17.png)\n\nThis rule also goes for individual panels. Here, both a Sun and Spot light are selected, and we only see properties that are shared between them. A note at the bottom clarifies that you are only seeing the shared subset:\n\n{[F8364914](Screenshot_2020-02-23_at_18.49.33.png), size=full}\n\n## When values differ\nWhen multiple items are selected, Blender will compare values to check if they are the same, or if they are different. If they differ, we change the way properties are displayed, like so:\n\n{[F8363037](Screenshot_2020-02-22_at_17.52.51.png), size=full}\n\n\n\n## Manipulating values across multiple items\n\n\n\nFor simply setting a value to be the same. you would simply type a new value, hit Return, and that value is then propagated to the selection.\n\nFor manipulating numbers and sliders relatively, you can just drag on them (like Alt-dragging today), or type the character '=', so the user can type '= -3' to subtract 3 from the value on all selected items.",
"Invisible object in preview mode\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon HD 8600/8700M ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0\n\nWhen I enable Material Preview mode in Blender, the object becomes invisible regardless of the Render Engine. Also the object is invisible with Rendered mode enabled when I use the Render Engine - Eevee. \n\nI don't know how it happened but I can't repair Blender. I reset all settings to factory, reinstalled the application, but it did not help. Can you help me, please?\n\n\n\n![Скриншот 21-03-2022 13_03_38.jpg](Скриншот_21-03-2022_13_03_38.jpg)\n\n![Скриншот 21-03-2022 13_03_14.jpg](Скриншот_21-03-2022_13_03_14.jpg)\n\n![Скриншот 21-03-2022 13_02_38.jpg](Скриншот_21-03-2022_13_02_38.jpg)\n\n![Скриншот 21-03-2022 13_02_04.jpg](Скриншот_21-03-2022_13_02_04.jpg)",
"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.",
"UI Lists Filtering can have non-visible items active (e.g. after deletion) which lets you act on non-visible items\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83 (sub 17)\n\nWhen using any UI list filtering, if you press the \"-\" several times, at some point you'll jump out of the list and start deleting things from the list without seeing them:\n\na short video to show more in detail\n[2020-05-15 08-44-35.mov](2020-05-15_08-44-35.mov)\n\nUse any list, that has more than a few elements,\nfilter it, \nstart deleting, \nthe active highlighting disappears at some point, \nkeep deleting\nfind out that you deleted things outside of the list that was filtered.\n\nOR\n[#76853.blend](T76853.blend)\n- Open File\n- Cube has 2 vertex groups [\"apples\" and \"oranges\"]\n- \"oranges\" is selected/active\n- \"oranges\" is not visible though because a filter for \"app\" is applied on the list\n- \"thus only \"apples\" is visible\n- hit the {key -} button\n- \"oranges\" will be deleted [without user knowing]\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"
] | [
"Toggle visibility/renderability for object an all child-objects\nThis patch is a proposal for a different behavior of the outliner toggle visibility/renderability buttons (and corresponding keyboard functions): toggle visibility/renderablilty for the object an all child-objects. I tested this different functionality on my own build Blender 2.5 now for awhile and I find this new behavior more intuitiv and useful.\n\nWhat the the patch changes:\n\nWhen you have multiple objects which are linked via the parent relation to some main-object (many times this is an \"Empty\"-object) and you click on the toggle buttons for visibility and renderability for the main-object the visibility and renderability of that object only is changed, not the visibility/renderability of the child-objects. This is IMHO a little confusing and annoying, because to changed the visibility/renderability of the whole multi-part object you have to click on each child-object (please correct me if this functionality is already there and I did not find it). With the patch the visibility/renderability of all child-objects is toggled, too, except those which are not selectable. Thus making the whole multi-object visible/renderable resp. not visble/renderable. The not-selectable-exception is IMHO useful if some object should e. g. never be shown or rendered, like helping objects for making holes in some other object etc.\n\nThe patch contain:\n\n- new function propagate_restrict_flag() which propagate a given restriction flag to the settings of the supplied object\n- when the visibility/renderability of an object is changed, call function propagate_restrict_flag() to propagate the new state down to all child-objects (except those who have OB_RESTRICT_SELECT set)\n\nNote: this task is a copy of #24042 where I do not have access anymore."
] |
Audio files not playing when on sequencer
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77
Broken: version: 2.90.0 Beta
So I opened a few different files with certain random songs I had saved as a .mp3 file and none of the audio would play back, I checked my audio source and those were fine, the only thing that was not working is the latest beta branch.
Import an mp3 file into the sequencer
Play animation using spacebar, or whatever keybind you have it set to.
Song I tested and it didnt work, with multiple blend files: [DuckTales Music (NES) - The Moon Theme.mp3](DuckTales_Music__NES__-_The_Moon_Theme.mp3)
UPDATE: tested with .wav files too, doesn't seem to work with any of them. | [
"Jack Audio not detected under High Sierra\nOperating system: OSX High Sierra 10.13.6\nGraphics card: Intel HD Graphics 4000\n\nBroken: (2.83.3)\nWorked: (unknown)\n\n\nBlender is not showing Jack in the audio devices list.\nTyping bpy.app.build_options.Jack in the python console drops False.\nJack server is properly installed prior to Blender and working fine with other applications.\n\n\n\n\nUnder OSX High Sierra 10.13.6 install the latest version of Jack Audio from the official site (JackOSX 0.92_b3). Then install Blender 2.83.3. Although Jack is installed and properly working in other applications, Blender won't detect it and won't show it in the audio devices' list.\n\nWhen building 2.90 from the source I detected the error. The file jack.h and other jack related files weren't found in the location requested by Blender's installer, because the installer was requesting them in a .../jack/ subfolder. Duplicating Jack files to a .../jack/ subfolder solved the problem. Blender built then correctly and Jack appeared in the devices' list afterwards. Timeline sync using Jack Transport is working as well.\n\nIn concrete, I duplicated the files in /Library/Frameworks/Jackmp.framework/Versions/A/Headers/ to the created subfolder /Library/Frameworks/Jackmp.framework/Versions/A/Headers**/jack/** to bypass the error. But the former is the folder where Jack installs by default under High Sierra.",
"VSE Sequencer timecodes display almost correct values\nOperating system: Linux-5.4.0-94-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\n\nsometimes the timeline displays 1m60s instead of 2m. this is kind of correct but actually not correct. I have no idea what could cause this, this appears on various zoom levels and only on specific positions that seem to be fixed positions.\n[superstious.mp4](superstious.mp4)\n[2022-01-14 20-43-02.mp4](2022-01-14_20-43-02.mp4)\n\n\n[#94920.blend](T94920.blend)\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.",
"Smoke simulation silently fails in Sync to Audio or Frame Dropping playback\nSmoke simulation silently fails in Sync to Audio or Frame Dropping playback\n\n---\n\n**Original Report:**\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 3.1.2\nWorked: Never (tried 2.93, 2.83)\n\nThe smoke simulation does not simulate beyond the first frame in this particular file. Any smoke simulation added or appended from other files stops working as well.\n\nHowever, everything works fine in new files on the same system & hardware.\n\n[smoke simulation issue.blend](smoke_simulation_issue.blend). \n\nOpen the blend file, move the smoke domain to clear the old cache.\nHit play and the smoke is not moving. Other physics (rigid body, particles) are working fine.\n\nDelete everything, add a cube, add the quick smoke effect, and the same happens.\n\n",
"LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n",
"Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!",
"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)",
"\"Whole Character\" keying set not working properly with autokey enabled\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 2.93.4\n\nUsing the keying set \"Whole character\" with autokey enabled creates a keyframe only for the selected bone and not for all bones and properties.\n\n- Open attached file or create a new armature with more than one bone, add a few bone properties to each bone.\n- Enable autokey and set \"Whole Character\" as the keying set.\n- Move one bone and you can see that only the transform values are keyed.\n- If you enable \"Only active keying set\" in the autokey options and move the bone, a keyframe for the custom properties of the selected bones, at least, will be created, but other bones and properties will be unaffected.\n[bugreport.blend](bugreport.blend)\n",
"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",
"BKE_nlatrack_add behavior is incorrect\nOperating system: N/A\nGraphics card: N/A\n\nBroken: 3.1\nWorked: N/A\n\nThe way the `prev` argument is interpreted for the `BKE_nlatrack_add` function makes it impossible to add an `NlaTrack` to the bottom of a track list.\n\nPassing in a `prev` value of `NULL` adds a track to the top (visually). However, this is technically incorrect because to add it to the \"top\" of the list actually means that `prev` should be an existing track (it's slightly confusing because the order in the UI is the opposite of how it's represented in data).\n\nIf I were to speculate, I'd say that interpreting `NULL` as a flag to add it to the \"top\" of the list was done as a convenience, since this is probably what the user would want as a default. However, it's still technically incorrect and wonky. There are only a handful of places were `BKE_nlatrack_add` is called, so cleaning it up shouldn't be too big a job.\n\n\n[nlatrackaddbug.blend](nlatrackaddbug.blend)\nThe following script reproduces the bug:\n\n```\nimport bpy\n\nobject = bpy.context.view_layer.objects[0]\nobject.animation_data_clear()\nobject.animation_data_create()\ntracks = object.animation_data.nla_tracks\n\n# ADD A TRACK TO START\ntrack = tracks.new()\n\n# ADD TO TOP (previous track is the one we just made)\nlast_track = tracks[-1]\ntrack = tracks.new(prev=last_track)\ntrack.name = '01 ADD TO TOP'\n\n- ADD TO BOTTOM\n- ERROR: adds it to the top as well!\ntrack = tracks.new(prev=None)\ntrack.name = '02 ADD TO BOTTOM'\n```",
"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.",
"VSE video strips with audio get packed into the .blend file when auto-packing enabled, leading to crashes with large amounts of videos\nOperating system: Windows 8.1\n\nBroken: 2.80, 2019-04-09\nWorked: 2.79\n\nBlender will try to pack all video/audio files in the vse into the .blend file if \"File>External Data>Automatically Pack Into .blend\" is enabled. This is terrible default behavior since it can very easily lead to blender attempting to save huge multi-gb files.\nIn addition to this, if you have more gb of files than you have ram, blender will crash when you enable auto-pack... really easy to do since a single video can easily be over 32gb.\n\nSome notes:\nBlender seems to only decide to do this for video files that have an audio track, even if the audio track is no longer loaded into the timeline.\nThere are no options to pack/unpack a video track. If the audio track is removed, the file will still attempt to be packed, but it cannot be unpacked.\n\nCreate a new 'Video Editing' file.\nLoad several gb of videos with audio into the vse timeline.\nSelect \"File>External Data>Automatically Pack Into .blend\"\nSave the file...\n",
"Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n",
"Sequencer: Can't toggle Channels sidebar when VSE view type is \"Sequencer & Preview\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nversion: 3.2.0\n\nAll in the title.\n\n1) Be in Video Sequencer editor\n2) Switch view type to Sequencer & Preview\n3) Try to toggle Channels sidebar : either with the little arrow (that doesn't show up), or by going to View > Channels (it doesn't toggle the sidebar, its checkbox doesn't get checked)\n\n",
"Hair dynamics stopped working after editing and combing in \"Particle Edit\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.1.0 Alpha\n\nHair dynamics stopped working after editing and combing in \"Particle Edit\"\nPossible duplicates: #91258, #56818\n\n[#93344.blend](T93344.blend)\n\n- Open file\n- Cut hair with Cut brush\n# Comb hair with Comb brush with disabled Preserve Strand Lengths option\n\nSimulation no longer works"
] | [
".mp3 files not playing when on sequencer\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0 Beta\n\nSo I opened a few different files with certain random songs I had saved as a .mp3 file and none of the audio would play back, I checked my audio source and those were fine, the only thing that was not working is the latest beta branch. \nImport an mp3 file into the sequencer\nPlay animation using spacebar, or whatever keybind you have it set to. \n\nSong I tested and it didnt work, with multiple blend files: [DuckTales Music (NES) - The Moon Theme.mp3](DuckTales_Music__NES__-_The_Moon_Theme.mp3)\nUPDATE: tested with .wav files too, doesn't seem to work with any of them. "
] |
.mp3 files not playing when on sequencer
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77
Broken: version: 2.90.0 Beta
So I opened a few different files with certain random songs I had saved as a .mp3 file and none of the audio would play back, I checked my audio source and those were fine, the only thing that was not working is the latest beta branch.
Import an mp3 file into the sequencer
Play animation using spacebar, or whatever keybind you have it set to.
Song I tested and it didnt work, with multiple blend files: [DuckTales Music (NES) - The Moon Theme.mp3](DuckTales_Music__NES__-_The_Moon_Theme.mp3)
UPDATE: tested with .wav files too, doesn't seem to work with any of them. | [
"ALT + H\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.34\n\nBroken: version: 3.6.2\n\nALT + H not working. I verified languages installed on my computer and also engaged an informatician to verify if theres no conflicts with shortcuts with another program or so. Also i am not sure if its me, but i cant change the keymapping. in preferrences\n\njust ALT + H not working. I doubt if there is other shortcuts with Alt+ that are not working... Please forgive my english i am french as first language and i live in canada. So the language installed is Canada(fr)\n\n",
"EEVEE renders black when no normal NODES connected to mix node --> normal input.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0 Release Candidate\n\n\nEEVEE renders black when no normal NODES connected to mix node --> normal input. Works fine with Cycles. \n\nOpen below file and click on each material output to see the issue. Switch to cycles and all fine.\n\n[empty normal bug.blend](empty_normal_bug.blend)\n\n![image.png](image.png)\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",
"Eevee motion blur causes ghosting on image sequences when steps are greater than one\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nAlso tested on Windows-10-10.0.19041\nGraphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.90.0\n\nThe next frame of an image sequence/video texture is added onto the current one when the step count in Eevee's motion blur is any value greater than one.\n\n![image.png](image.png)\n\nDemo file: [blur.blend](blur.blend)\nVideo used: [demo.mov.zip](demo.mov.zip)\n\n1. Create a material that references a video or image sequence in any form\n2. Turn on motion blur and set step count to any value greater than one\n3. Render",
"Sequencer: Can't toggle Channels sidebar when VSE view type is \"Sequencer & Preview\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nversion: 3.2.0\n\nAll in the title.\n\n1) Be in Video Sequencer editor\n2) Switch view type to Sequencer & Preview\n3) Try to toggle Channels sidebar : either with the little arrow (that doesn't show up), or by going to View > Channels (it doesn't toggle the sidebar, its checkbox doesn't get checked)\n\n",
"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",
"Simple ball shooting animation not working as before\nOperating system: win7\nGraphics card: gtx970m\n\nBroken: 2.80, 2.81a, 2.82a, 2.83-1239cab11ff9\nWorked: 2.79b\n\nI've tried to create a simple shooting ball and while the effect was ok with blender 2.79b it won't work the same\nway on the specified \"broken\" versions. I'm not sure if the way to make these type of animations has changed of\nif this it's really an existing bug. \n\nDemo: [Blender 2.79b vs 2.82](2020-04-09_16-14-38.mp4)\n\n\nYou'll find the .blend file ready to display the issue below.\n\n[test1.blend](test1.blend)",
"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\">",
"Movie Strip not showing in video editing preview only sound is working\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nI was dragging and dropping my usual .mp4 file to my video editing project, the sounds are working but the video isn't showing. I tried the same .mp4 file in VFX project and it worked there. I ![Annotation 2020-06-19 210737.png](Annotation_2020-06-19_210737.png)\n\n{[F8632488](Thank_you_bencrulis.png)}then tried to import the same video file using the add - movie strip but I got an error. Then I renamed the file containing the following characters: Call of Duty®_ Modern Warfare® 2020-06-15 18-19-35. And it worked. Bare in mind I have 15 other movie strips carrying the same characters but different numbers. I am using an external drive. I drag and dropped the file (like I normally do) and the preview doesn't show. I copied the file to my computer and still the preview did not show. If I have a video with these characters, then the preview doesn't show: Call of Duty®_ Modern Warfare® 2020-06-15 03-56-05 Call of Duty®_ Modern Warfare® 2020-06-15 03-20-53 Call of Duty®_ Modern Warfare® 2020-06-15 02-33-57 Call of Duty®_ Modern Warfare® 2020-06-15 02-27-21. **HOWEVER,** if I have the following characters, the video preview in the video editing shows and works just fine: Call of Duty®_ Modern Warfare® 2020-04-26 21-00-17 Call of Duty®_ Modern Warfare® 2020-04-26 21-16-20 Call of Duty®_ Modern Warfare® 2020-04-26 22-10-30 and so on with previous dates. By renaming the rest of my new .mp4 files, all of them work correctly in the video editing sequencer. ![Thank you bencrulis.png](Thank_you_bencrulis.png)\n\nOpen Blender\nSelect the blend.file that you are working on\ndrag and drop a .mp4 video to the sequencer with the following characters of the file name: Call of Duty®_ Modern Warfare® 2020-06-15 18-19-35\nClick play\n\n[COD Pro Kills Part 1.blend](COD_Pro_Kills_Part_1.blend)\n\n",
"Cropping of Emitter (Face) By Hair In Render preview\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 2)\nWorked: Never\n\nEverything goes back to working order when I press \"Delete Edit\" for the particles. \nI've tried opening the file on two other computers. On one it works as I'd hope but on the other the same issue occurs. \n\nI haven't ran into this issue before now and I can't replicate it.\n\n[Head Hair Bug.blend](Head_Hair_Bug.blend)\n\n![Report Screenshot.png](Report_Screenshot.png)\n\nHope the solution to this is simple and easy. Thank you for constantly making Blender better and better.",
"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.",
"VSE: audio animations lost in scene strips\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: AMD Radeon HD 6800 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.201.1151.1008\n\nBroken: version: 3.6.0\n\nIn a video project that consists of a main scene that links in several sub-scenes, animations of the audio volume in the sub-scenes are gone in the main scene. The audio will remain at the volume that was set in frame 1 of the sub-scene.\n\n(1) Open the attched .blend file.\n(2) Go to Scene 1 and play it. You will hear that the volume of the audio strip will go from 3.000 to 0.000\n(3) Go to the Main scene and play it. You will hear that the audio remains at volume 3.000 (the initial volume) from beginning to end.\n\nNOTE: If you select Scene 1 in the Main scene, go to a certain frame number (e.g. 600) and type \"1\" in the volume box of the scene strip, the audio will switch to the right volume at that particular frame, but will stay at that volume for the remainder of the frames.\n\n",
"Cannot keyframe particle count property\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro 2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 377.83\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n![bug.png](bug.png) clicking keyframe button next to particle count responds with *Failed to resolve path to property, try manually specifying this using a Keying Set instead*\nsee screenshot attached\n\nClick on animate property next to particle count\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",
"Importing Alembic fails after more than ~510 individual cache files\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 3.4.1, 3.5.0\nWorked: -\n\nI am trying to import a lot of alembic character files. After ~510 successful caches following imports fail with error `Could not open Alembic archive for reading! See console for detail.` The console additionally prints `Could not open as ogawa file from provided streams` Individually all of my alembic files import without problems. The alembics are exported from blender. Importing fails for complex characters, as well as the default cube exported as alembic.\n\nOpen the attached blend file and run the script from the text editor. It will start to import the (attached) `cube.abc` without problems until it gets to roughly the 510th import.\nAt this point it is not possible to import any more alembic caches.\n\n"
] | [
"Audio files not playing when on sequencer\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0 Beta\n\nSo I opened a few different files with certain random songs I had saved as a .mp3 file and none of the audio would play back, I checked my audio source and those were fine, the only thing that was not working is the latest beta branch. \nImport an mp3 file into the sequencer\nPlay animation using spacebar, or whatever keybind you have it set to. \n\nSong I tested and it didnt work, with multiple blend files: [DuckTales Music (NES) - The Moon Theme.mp3](DuckTales_Music__NES__-_The_Moon_Theme.mp3)\nUPDATE: tested with .wav files too, doesn't seem to work with any of them. "
] |
Subdivision surface
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.80
Broken: version: 3.1.0 Beta
and all versions after
Worked: 3.1.0 Alfa
subdivision surface doesn't work in cycles viewport render view, and final render.
subdivision surface doesn't work in cycles viewport render view, and final render.
unless it has another modifier after it, even if it isn't actually doing anything as long as it's on[the other modifier]. and Adaptive subdivision doesn't have this issue. and also Applying it dose work
[SubivisionSurface_Bug.blend](SubivisionSurface_Bug.blend) | [
"Edge Sliding with subdivision surface is extremely laggy (caused by \"bad\" UVs and UV Smoothing in the modifier)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\nSo I've been modelling a raptor the last week and I noticed that viewport performance in edit mode was extremely laggy with subdivision surface modifier enabled. I checked the face count and it was just 150k faces which is not a lot at all. It's definitely a modifier problem because when I apply the subd modifier the lag goes away completely even when sliding twice the amount of edges around. I thought that was maybe a hardware issue so I opened task manager and while sliding edges with subd on I get like 4 fps with severe stuttering to top it off. All that while the cpu was at 10% usage and 5% gpu usage with memory barely touched (6gb used out of 64gb). I have nothing else running in the background like an ativirus or music app, I have the latest version of windows 10, latest gpu and chipset drivers, latest bios etc... I even have gpu subdivision enabled without autosmooth to make sure it actually works properly. I even run an sfc/scannow to check for other kinds of issues but nothing changed. Subd in edit mode however is not only slow when sliding edges and vertices but also in adding loop cuts or insetting faces. It is extremely frustrating so it would be great if you could fix this. I know edit mode was not made to handle massive polycounts but 150k is again not a whole lot and definitely comfortable to run on my PC. Here is the file to see for yourselves.\n\n- Open attached .blend\n- Execute Edge slide/loop cuts/inset faces\n[Broken Subd.blend](Broken_Subd.blend)\n\n",
"Bug while moving vertices with mirror & subdivision modifier\nOperating system: Windows 10 64-bit\nGraphics card: ATI Radeon HD 5670\n\nBroken: 2.82\nWorked: at least 2.8\n\nWhen I try to move a vertice it seems like the mirror modifier gets applied in an odd way. The result even changes when moving the camera or hide one of the images I use for reference. In fact it becomes distorted when hiding the images.\nThe following link is a recording of my screen:\nview?usp=sharing\nI encountered this bug only recently. The file itself is older and I do not remember which version I used (since I use it via Steam I did not pay attention to the automatic patches).\n\n1. Open this file [Bugged Project.blend](Bugged_Project.blend)\n2. Disable visibility of Subdivision modifier for Edit Mode (which should already cause the bug)\n3. Move a vertice\n\n[system-info.txt](system-info.txt)",
"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)",
"Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n![Issue.png](Issue.png)\nIt seems to be deterministic in that I can reproduce it for a single frame of the animation; I attached the blend file for a minimal example of a single frame with the issue.\nThis issue does not happen in the progressive viewport render. Also, since the ao-map that I'm using to drive the displacement does not change over time but this happens only in some frames, it is likely not related to the displacement map but more to the *mesh and the adaptive subdivisions*.\n\nOpen the blend file and press F12 to render\n[adaptivesubdiv_issue_updated.blend](adaptivesubdiv_issue_updated.blend)",
"Dynamic paint waves: Viewport render and main Render looks very different.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn render dynamic paint do notproduce waves as it do in viewport.\n\nViewport:\n[viewport.mp4](viewport.mp4)\n\nRender\n[render.mp4](render.mp4)\n\nFile:\n[DinamicTestPaint.blend](DinamicTestPaint.blend)\n",
"Multires: Duplicating objects sets the viewport level to sculpt level\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.1.0 Alpha\n\nWhen sculpting on an object with a multiresolution modifier there are 3 sliders to define the level of subdivision.\nWhen duplicating the object right now, it will set the viewport level to the same value as the sculpt level.\n\n- Add a multires modifier\n- Subdidive the object\n- Set the viewport level to soemthing other than the viewport value\n- Duplicate the object\n\n",
"Collada exporter's triangulation option messes up custom vertex normals\nBroken: v3.4.1, v3.2.0, v3.1.2\nWorked: Never, as far as I can tell.\n\nWhen using the Collada exporter to export a mesh with custom vertex normals (with the exporter's triangulation option on), for each quad, one vertex of a split-off triangle will have an incorrect vertex normal.\n\n![normals_bug_blender.png](normals_bug_blender.png) Figure 1: A grassy slope mesh in Blender.\n\n![normals_bug_unity.png](normals_bug_unity.png) Figure 2: The same mesh in Unity. Note how the lighting produces a visible seam between the two triangles of each grass quad. (Apologies for the low color contrast in the screenshot)\n\n- In Blender, create a quad mesh and rotate it so that it's standing instead of laying down\n- Use \"point to target\" to point the quad's normals straight up\n- Export the quad with the Collada exporter, with the triangulate option on\n- Import the mesh into some other program to check the exported vertex normals. You should see that one of the vertex normals is wrong.\n\n**Workarounds**\nTriangulating with Ctrl+T does not suffer from this bug.",
"Cycles doesn't render volumes when clip end is inside the volume\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 471.11\n\nBroken: version: 3.1.0 Alpha\n\nWhen clip end is set to a value inside a volume, the volume is not renderered at all.\nRelated to [#92491 ](T92491) so an alpha build is needed.\n\n- Open project\n- Press F12 (Volume isn't rendered)\n- Set clip end to something high (e.g. 100)\n- Press F12 again (Volume is rendered)\n\n[volume.blend](volume.blend)\n\n",
"Erase Alpha in vertex paint not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: latest 2.7 nightly build date 2019/06/27\n\nErase Alpha not showing in viewport.\n\ngo to vertex paint set mode to erase alpha and when painting nothing happens.\nalso found no ways to use the alpha data.\n\nVertex Alpha painting are needed for asset creation on some game engines like creation engine.\n",
"GPU Subdivision not optimized in Weight Paint mode\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.4.0 Alpha\n\nI'm not sure if it's unimplemented/unplanned or just overlooked, so I'm here to report in case.\nWhen you have a mesh using an Armature modifier and Subdivision modifier, the Subdivision will affect performance while posing the armature but enabling GPU Subdivision will noticeably improve performance during posing and animation. \n\nHowever, if you select the armature and the mesh and go into weight paint mode, allowing you to pose the rig, the GPU Subdivision will not boost performance with the Subdivision modifier. Weight Paint Pose is slower regardless as to the Subdivision modifier, just GPU Subdivision seems to be disabled here. \n\n- Open attached .blend file\n- Make sure `GPU Subdivision` is enabled in Preferences\n- in Weight Paint Mode, pose the rig (move any bone)\n- Go to object mode, select the rig and go to Pose mode\n- Compare performance when posing the rig\n\n[#101485.blend](T101485.blend)\n",
"Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\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",
"Subdivide with smoothness not symmetrical (not deterministic, depends of order of vertices in face)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 430/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\nBroken: version: 2.83.4\nWorked: Never (2.8+)\n\nMesh is no longer centered along axis after using Subdivide with Smoothness greater zero. Projection of mesh is not exactly rectangular when looking form top.\nThe position of vertices, created with Subdivide with applied Smoothness, is wrong/arbitrary only if the vertex is placed inside the original face/polygon not along the edges of it. (Quads have one vertex inside face after one subdivision, Triangles need atleast two subdivisions for the error to appear because first subdivision creates new vertices only on edges)\n\nFirst example:\n1. Open subdivide_smoothness_plane.blend\n2. Apply Subdivide with Smoothness to the mesh\n3. Mesh is no longer centered along y-Axis. Compare position of vertices created inside the two quads.\n[subdivide_smoothness_plane.blend](subdivide_smoothness_plane.blend)\n\nSecond example:\n1. Open subdivide_smoothness_multiple.blend\n2. Apply Subdivide with Smoothness to the mesh with MORE then one Number of Cuts\n3. Mesh is no longer centered along y-Axis\n[subdivide_smoothness_multiple.blend](subdivide_smoothness_multiple.blend)\n",
"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.",
"Data block name not unique when use gpu subdivision option turned on\nOperating system: Windows 11\nGraphics card: NVIDIA Quadro P6000\n\nBroken: 3.1 all the way to 3.6\nWorked: Anything before 3.1\n\nWhen the option Viewport->Subdivision->GPU Subdivision is turned on in the preferences, the data block names for meshes that have the subdivision modifier attached are the same.\n\n1. Start with the default scene.\n2. Create a second cube.\n3. Attach a subdivision modifier to each cube.\n4. Run the following script.\n\n```Py\nimport bpy\n\ndepsgraph = bpy.context.evaluated_depsgraph_get()\n\nfor i, ob_inst in enumerate(depsgraph.object_instances):\n \n if ob_inst.object.type == \"MESH\":\n print(\"%s (%s)\" % (ob_inst.object.data.name, ob_inst.object.name))\n```\nThe output you should see is something like this:\n\n```\nMesh (Cube)\nMesh (Cube.001) \n```\nIf you run the script again with the option turned off, you should see this:\n\n```\nCube (Cube)\nCube.001 (Cube.001)\n```\n\nI'm not sure if this is expected, but it's inconsistent behavior. As far as I can tell, it only happens on Windows and Linux. It doesn't happen on my Intel Mac running running macOS Ventura (13.4.1)."
] | [
"Subdivision surface bug in cycles\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.80\n\nBroken: version: 3.1.0 Beta\n and all versions after\nWorked: 3.1.0 Alfa\n\nsubdivision surface doesn't work in cycles viewport render view, and final render.\n\nsubdivision surface doesn't work in cycles viewport render view, and final render.\nunless it has another modifier after it, even if it isn't actually doing anything as long as it's on[the other modifier]. and Adaptive subdivision doesn't have this issue. and also Applying it dose work\n[SubivisionSurface_Bug.blend](SubivisionSurface_Bug.blend)"
] |
Subdivision surface bug in cycles
Operating system: Windows-10-10.0.19042-SP0 64 Bits
Graphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.80
Broken: version: 3.1.0 Beta
and all versions after
Worked: 3.1.0 Alfa
subdivision surface doesn't work in cycles viewport render view, and final render.
subdivision surface doesn't work in cycles viewport render view, and final render.
unless it has another modifier after it, even if it isn't actually doing anything as long as it's on[the other modifier]. and Adaptive subdivision doesn't have this issue. and also Applying it dose work
[SubivisionSurface_Bug.blend](SubivisionSurface_Bug.blend) | [
"Vector displacement on top of adaptive subdivision breaks normal\nOperating system: Windows 10 / Ubuntu 22.04\nGraphics card: NVidia A6000 / K5100M\n\nBroken: 4.0\nWorked: never\n\n\nVector displacement on top of adaptive subdivision breaks normal.\n\n\n- Open attached file, switch to render preview in viewport.\n- It's in adaptive subdivision, where the vector displacement is connected.\n - Wrong normal in the \"hanging over\" side (in black).\n- If unmute the Geometry \"True Normal\" node, the normal seems to be correct but it lacks smooth interpolation (observable upon close inspection.\n- Add a displacement modifier (thus disabling the adaptive subdivision), and remove the displacement output link in the material.\n- Set the displacement modifier to the displacement texture (use RGB to XYZ mode).\n - Vector displacement renders normal correctly.\n\n| VD on adaptive subdiv | VD on adaptive subdiv (with true normal) | VD modifier on regular subdiv (correct) |\n|---|---|---|\n| ![图片](attachment) | ![图片](attachment) | ![图片](attachment) |\n\n",
"Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n",
"Remesh Modifier in Voxel mode produces surface artifacts when Adaptivity enabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: \n - 2.83.9\n - 2.91.0 Beta\n - 2.92.0 \nWorked: never\n\nRemesh modifier produces artifacts on mesh which look like a result of bad triangulation.\n\n1. Open attached blender file\n2. Open modifier panel and select testMesh\n3. Change adaptivity value from 1 to 0 cm and back\n4. Observe black shading artifacts \n[remesh_bug.blend](remesh_bug.blend)\n![remesh_bug.png](remesh_bug.png)",
"Baking Procedural Wave Textures\nOperating system: Win10\nGraphics card: Nvid 2080ti / 3090 \n\n3.4 (and others)\n\nCannot bake these textures correctly. \n\nCreate an object. \nAdd a wave texture, set it to uv, and scale it to show many even lines. \nAdd a color ramp to tighten those lines, setting it to constant. \nPlug this into the bump/normal to make raised lines. \nNow bake this. \n\nThe lines will be a broken mess most of the time. I have tried almost every trick I can find/think of, and nothing makes this better. \n\nI am not sure it's a bug, but it is certainly a problem.\n\n",
"Modifiers after physics ones shouldn't invalidate cache\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.93.0\n\nIn current Blender, any change on modifiers invalidates.\nModifiers *after* physics modifiers won't affect the result of physical simulation, therefore they shouldn't invalidate the cache. \n\n\n1. Create a plane\n2. Give it Cloth and Subdivision modifiers, in this order\n3. Set the end frame to 10\n4. Play animation until the end\n5. Stop animation\n\nNow the simulation is cached.\n\n6. Change the viewport division level on Subdivision modifier\n\nNow the cache is invalidated.\n\n",
"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?",
"Subdivision modifier does not interpolate zero weights.\nOperating system: Linux\nGraphics card: Intel UHD\n\nBroken: 2.90.1\nWorked: ???\n\n\nThe subdivision modifier usually interpolates both value and membership across subdivided vertices.\n\nThis allows it to be used in non-destructive, modifier-based workflows that operate on or using vertex groups.\n\nIt does not do this, however, when vertex weights are equal to zero. The original vertices retain their (zero-weighted) vertex group membership, while new vertices in between them have no vertex group membership.\n\nAn example of why this is problematic is screenshotted below, with the file attached:\n\n![ZeroWeightSubdiv.png](ZeroWeightSubdiv.png)\n\nEach Subdivision'd sphere has a bumpy texture applied using a Displace modifier after a textured VertexWeightMix modifier.\n\nThe rightmost sphere has its vertices weighted to 0.01, and interpolates and behaves correctly.\n\nThe leftmost sphere has its vertices weighted to 0.00. It intuitively (and, numerically/extrapolatively) should be indistinguishable to the 0.01 sphere. Because its weights aren't correctly interpolated, it instead ends up with a bunch of spikes at each of its original vertices.\n\nThe middle sphere has vertices weighted in a gradient from 0.00 to 0.50. It serves as an example of a feasible real-world application which would be broken by this kind of behaviour. Perhaps the original vertex weights act as a sort of base heightmap for a terrain model, and the changes made by the Subdivision and textured VertexWeightMix modifiers add an extra layer of detail. In this case, the clear and useful behaviour would be for behaviour to be continuous in the transition from 0.01 to 0.00. Instead, there is a sharp cutoff at 0.00, and inconsistent and discontinuous behaviour after that.\n[ZeroWeightSubdiv.blend](ZeroWeightSubdiv.blend)\n\nApply a subdivision modifier to a mesh with zero vertex weights, then check the vertex group membership of its vertices afterwards.\n\nOr download and open the attached `.blend` file.",
"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",
"Double click list renaming not working on heavy scenes\nVista64, 2.7a, gtx470\nWhen the scene is heavy, so that interface becomes slightly laggy, double click list rename stops working, especially for fast clicking.\n\n - Add subdivision modifiers to any mesh until interface becomes laggy.\n - Add a vertex group or UV map.\n - Double click to rename - renaming is not activated.\n",
"Modifier sub-panel drawn over selection outline\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.1.0 Alpha\n\nThis is just a visual bug and nothing serious, but I wanted to point out that the sub-panel background is drawn on top of the selected modifier outline, which causes it to look broken up when expanded. This is visible but not obvious in the default theme, but very obvious in custom themes where the sub-background alpha is set to 1. \n\n![image.png](image.png)\n\n1. Add a Bevel or Subdiv modifier\n2. Expand a sub-panel \n3. Set the properties editor Sub Background theme color to an alpha of 1 \n\n",
"Panoramic Render in Cycles. Bump bug.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.1\n\nWhen using a material with fine bump and a panoramic camera the bump appears inncorrectly in rendered view.\n\n- Give an object a material with a fine bump (e.g. noise texture 15 detail, .8 roughness. Bump strength 1, distance 1)\n- Bring camera in really close.\n- Set to cycles.\n- Switch camera between panoramic and perspective mode.\n\nPlease let me know if there are any work-arounds, this bug is causing me problems.\nThank you.\n\n",
"Multires: Duplicating objects sets the viewport level to sculpt level\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.1.0 Alpha\n\nWhen sculpting on an object with a multiresolution modifier there are 3 sliders to define the level of subdivision.\nWhen duplicating the object right now, it will set the viewport level to the same value as the sculpt level.\n\n- Add a multires modifier\n- Subdidive the object\n- Set the viewport level to soemthing other than the viewport value\n- Duplicate the object\n\n",
"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",
"Edge Sliding with subdivision surface is extremely laggy (caused by \"bad\" UVs and UV Smoothing in the modifier)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\nSo I've been modelling a raptor the last week and I noticed that viewport performance in edit mode was extremely laggy with subdivision surface modifier enabled. I checked the face count and it was just 150k faces which is not a lot at all. It's definitely a modifier problem because when I apply the subd modifier the lag goes away completely even when sliding twice the amount of edges around. I thought that was maybe a hardware issue so I opened task manager and while sliding edges with subd on I get like 4 fps with severe stuttering to top it off. All that while the cpu was at 10% usage and 5% gpu usage with memory barely touched (6gb used out of 64gb). I have nothing else running in the background like an ativirus or music app, I have the latest version of windows 10, latest gpu and chipset drivers, latest bios etc... I even have gpu subdivision enabled without autosmooth to make sure it actually works properly. I even run an sfc/scannow to check for other kinds of issues but nothing changed. Subd in edit mode however is not only slow when sliding edges and vertices but also in adding loop cuts or insetting faces. It is extremely frustrating so it would be great if you could fix this. I know edit mode was not made to handle massive polycounts but 150k is again not a whole lot and definitely comfortable to run on my PC. Here is the file to see for yourselves.\n\n- Open attached .blend\n- Execute Edge slide/loop cuts/inset faces\n[Broken Subd.blend](Broken_Subd.blend)\n\n",
"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)"
] | [
"Subdivision surface \nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.80\n\nBroken: version: 3.1.0 Beta\n and all versions after\nWorked: 3.1.0 Alfa\n\nsubdivision surface doesn't work in cycles viewport render view, and final render.\n\nsubdivision surface doesn't work in cycles viewport render view, and final render.\nunless it has another modifier after it, even if it isn't actually doing anything as long as it's on[the other modifier]. and Adaptive subdivision doesn't have this issue. and also Applying it dose work\n[SubivisionSurface_Bug.blend](SubivisionSurface_Bug.blend)"
] |
Dataset Card for Dataset Name
Contains reduced description of issues reported at https://projects.blender.org/blender/blender/issues and points to duplicate issues in order to categorize similarity.
This dataset card aims to be a base template for new datasets. It has been generated using this raw template.
Dataset Details
Dataset Description
Each report has been shortened by removing frequently repeated texts such as System Information, Blender Version, Short description of error. This dataset was used to train https://huggingface.co/mano-wii/BAAI_bge-base-en-v1.5-tunned-for-blender-issues
- Curated by: @mano-wii
- Funded by: @mano-wii
- Shared by: @mano-wii
- Language(s) (NLP): English
- License: https://mano-wii-tools.hf.space/api/v1/static/privace.txt
Uses
With this dataset, we can train a model considering terms and utilities used in Blender and the relation with problems with specific hardware.
Direct Use
Creation of embeddings for 3D software technical reports
Dataset Structure
At this dataset we can see the main issue in the first column, unrecognized issues in the second column ('neg') and duplicates in the third column ('pos').
Dataset Creation
Curation Rationale
This dataset was created to train a model for creating embeddings to search for semantic similarity of reports in Blender and thus allow the WEB Extension Blender Find Related Issues to work
Source Data
https://projects.blender.org/blender/blender/issues
Data Collection and Processing
The date was automatically collected in Python when fetching reports categorized as duplicates. These reports were then filtered by similarity testing using other AI models.
Who are the source data producers?
These reports are produced by Blender users around the world who are interested in reporting bugs in order to improve the quality of the software.
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Users should be made aware of the risks, biases and limitations of the dataset. More information needed for further recommendations.
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