I'll check later than
This was fixed yesterday, basically we did not use correct setting for camera in openGL render
Not for me - with invert normals, afaict both node and 'direct material' ways give same result (do not enable both at the same time though - this would give you kind of double effect).
Alright, I can see how manipulator is different in ortho mode now. But this really does look like a driver issue.
invert normal gives a sort of better result, but is still incorrect in compared with the material slot one.
Hummm… Actually, it’s blurring in both viewport and OGL render, so things are consistent… Yet, quite not sure DoF means anything in ortho camera?
Antony, another one for you I think. :)
I'm not sure what I'm seeing. First of all manipulator is messed up. This really does look like a linux bug. Are you using the NVIDIA driver? What does your System_Info.txt file report? @mont29 we really need to add instructions for system_info.txt in the template at some point.
So, here is how I get it crashing:
*Open the file
*Render (you can even interrupt render after a few tiles if you want)
*Go to node editor
*Enable compo nodes
*instant crash (see asan backtrace below).
On further investigation, this is to do with the window manager xfce overtaking the shortcut.
Ugh, yes, getting a white result - and even got a crash just trying to add a viewer node (after going in and out of group - tab key)…
This si more than likely a driver issue, yes. Please try to start in software OpenGL mode (use the blender-softwaregl distributed with official blender, will be slow, but will show whether this is a driver issue or not).
modifiers do not affect objects, they affect geometries (i.e. object’s data). Since empties have no data/geometry, they cannot have modifiers...
why is there no way that an empty object can be used to control the visibility of its children?
Is there a reason why this should be so? Can recursive application at least be made an option?