Possible Asset Browser Memory Leak #89038

Open
opened 2021-06-10 20:58:34 +02:00 by Amelia Wheeler · 11 comments

System Information
Operating system: Windows 10
Graphics card: 4095MB NVIDIA GeForce GTX 1070
Blender Version
Broken: 3.00 Alpha, 8c3f4f7edf, master, 2020-06-10
Worked: Unknown. This bug is relating to the WIP Asset Browser project, which didn't exist in earlier versions. (Unless I'm mistaken and it was introduced in 2.93?)

Short description of error
Assets (At least Images and World Shader setups using HDRI's) are not being unloaded from memory (staying around in the image buffer (imb_addrectfloatImBuf) specifically), causing Blender's memory usage to go up to as high as 20~GB at least on my machine, if not crash outright. As far as I can tell this only happens (at least to this extent) when assets are using unpacked image files. This appears to happen regardless of image file size, with maybe 800 MB of HD images still taking up 5~GB of memory. For reference I'm using 4 HDRI's taken from https://hdrihaven.com/ ranging from 80MB to 300MB in size. Though the one that causes the most memory usage seems to be the image with the highest resolution but not file size. My original thought was that it had to do with how Blender was generating thumbnail images for the assets (possibly similar to what's being talked about in #83336?), but I'm not familiar enough with Blenders internal processes to actually say either way.

Exact steps for others to reproduce the error

Create a new file. Add a couple HDRI images of any size but don't pack them into the .Blend file. Turn those images into World shaders setups. Mark the images and World shaders as assets. If the memory usage hasn't already spiked, switching whatever World shader is being used in the scene or renaming any of the image/node seems to always cause it to at this point.

**System Information** Operating system: Windows 10 Graphics card: 4095MB NVIDIA GeForce GTX 1070 **Blender Version** Broken: 3.00 Alpha, 8c3f4f7edf9d, master, 2020-06-10 Worked: Unknown. This bug is relating to the WIP Asset Browser project, which didn't exist in earlier versions. (Unless I'm mistaken and it was introduced in 2.93?) **Short description of error** Assets (At least Images and World Shader setups using HDRI's) are not being unloaded from memory (staying around in the image buffer (imb_addrectfloatImBuf) specifically), causing Blender's memory usage to go up to as high as 20~GB at least on my machine, if not crash outright. As far as I can tell this only happens (at least to this extent) when assets are using unpacked image files. This appears to happen regardless of image file size, with maybe 800 MB of HD images still taking up 5~GB of memory. For reference I'm using 4 HDRI's taken from https://hdrihaven.com/ ranging from 80MB to 300MB in size. Though the one that causes the most memory usage seems to be the image with the highest resolution but not file size. My original thought was that it had to do with how Blender was generating thumbnail images for the assets (possibly similar to what's being talked about in #83336?), but I'm not familiar enough with Blenders internal processes to actually say either way. **Exact steps for others to reproduce the error** Create a new file. Add a couple HDRI images of any size but don't pack them into the .Blend file. Turn those images into World shaders setups. Mark the images and World shaders as assets. If the memory usage hasn't already spiked, switching whatever World shader is being used in the scene or renaming any of the image/node seems to always cause it to at this point.
Author

Added subscriber: @Ames

Added subscriber: @Ames

Added subscriber: @mano-wii

Added subscriber: @mano-wii

If I'm not mistaken, #83336 refers more to icons saved in HD. This report seems to refer to RAM memory.
But 20GB seems unrealistic.
Is it just an icon or is it the entire file that becomes an asset that can be accessed and added to the .blend file?
Adding HDRI images, even unpackaged, requires a fast-access copy of the texture in memory. I don't know how this can be avoided.
Blender has a garbage collector that clears the cache of some unused textures. You only need to wait 1 minute or less for the memory to be saved.

But I'm not familiar with the assets code, this might actually be a bug in the end.

If I'm not mistaken, #83336 refers more to icons saved in HD. This report seems to refer to RAM memory. But 20GB seems unrealistic. Is it just an icon or is it the entire file that becomes an asset that can be accessed and added to the .blend file? Adding HDRI images, even unpackaged, requires a fast-access copy of the texture in memory. I don't know how this can be avoided. Blender has a garbage collector that clears the cache of some unused textures. You only need to wait 1 minute or less for the memory to be saved. But I'm not familiar with the assets code, this might actually be a bug in the end.

Added subscriber: @LJ3D

Added subscriber: @LJ3D

While I am unsure of the details of why, I too experience RAM usage which seems unreasonably high when generating thumbnails.
I run out of memory completely (I have 16gb of RAM, with maybe 5gb or so being used up by windows) if I try and put more than about 30 4K materials into the asset browser (With a size on disk thats only around 1.25GB).

While 30 4K materials is a reasonable amount of materials, I still think 10gb+ of RAM usage for 1.25gb of textures is a bit strange and it gets in the way of creating large libraries of materials

I am using windows, if you want any more info then I'm happy to help.

While I am unsure of the details of why, I too experience RAM usage which seems unreasonably high when generating thumbnails. I run out of memory completely (I have 16gb of RAM, with maybe 5gb or so being used up by windows) if I try and put more than about 30 4K materials into the asset browser (With a size on disk thats only around 1.25GB). While 30 4K materials is a reasonable amount of materials, I still think 10gb+ of RAM usage for 1.25gb of textures is a bit strange and it gets in the way of creating large libraries of materials I am using windows, if you want any more info then I'm happy to help.
Author

In #89038#1193852, @LJ3D wrote:

I am using windows, if you want any more info then I'm happy to help.

That's actually a good point, I'll check later whether or not the behavior is the same on Linux.

> In #89038#1193852, @LJ3D wrote: > > I am using windows, if you want any more info then I'm happy to help. That's actually a good point, I'll check later whether or not the behavior is the same on Linux.

In #89038#1193855, @Ames wrote:
That's actually a good point, I'll check later whether or not the behavior is the same on Linux.

Just checked myself, and the behaviour is in fact the same on Linux.

> In #89038#1193855, @Ames wrote: > That's actually a good point, I'll check later whether or not the behavior is the same on Linux. Just checked myself, and the behaviour is in fact the same on Linux.
Member

Added subscribers: @JulianEisel, @lichtwerk

Added subscribers: @JulianEisel, @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'

Changed status from 'Needs Triage' to: 'Needs Developer To Reproduce'
Member

{F12884211 size=full}
@JulianEisel: does this mean you could/can confirm?
(personally I cant using the steps provided, checked in master)

@LJ3D : could you also re-check in a fresh 3.1 / 3.2 build from https://builder.blender.org/download/daily/?

{[F12884211](https://archive.blender.org/developer/F12884211/image.png) size=full} @JulianEisel: does this mean you could/can confirm? (personally I cant using the steps provided, checked in master) @LJ3D : could you also re-check in a fresh 3.1 / 3.2 build from https://builder.blender.org/download/daily/?
Philipp Oeser removed the
Interest
Pipeline, Assets & IO
label 2023-02-10 08:54:17 +01:00

Hi, I see the same issue, was about to make a new ticket until I saw this!

System information:
Operating system: Ubuntu 23.04 / 6.20-20-generic x86_64
Graphics card: NVIDIA GeForce 3060Ti 8GB / Driver: 525.105.17 / CUDA: 12.0

I tested it on prebuilds and build from latest main:
blender-3.5.1-linux-x64
blender-3.6.0-beta+v36.2533576802f5-linux.x86_64-release
blender-4.0.0-alpha+main.5e971e8d7f79-linux.x86_64-release
(developer build from main branch)

When generating previews for material assets the images (in their raw decoded form) are kept in memory and never released. When generating multiple, large materials, such as 8K/16K PBR assets Blender will eventually run out of memory and crash. This is especially noticeable when using something like the AssetLibraryTools addon to import many materials in bulk into a single file.

Steps to reproduce:

  • download attached zip file (download: https://apoc.cc/asset_preview_mem_issue.zip) which contains a .blend and 3 pbr material files
  • open the .blend file and execute the script contained in the .blend file which calls material.asset_generate_preview() on the materials
    -or- run the script with blender asset_preview_mem_issue.blend -P asset_preview_mem_issue.py -b
  • observe memory consumption:
Fra:1 Mem:22.23M (Peak 23.29M) | Time:00:00.16 | Syncing SquaredLight 
Fra:1 Mem:22.24M (Peak 23.29M) | Time:00:00.16 | Syncing preview_sphere 
Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.61 | Syncing CircularLight 
Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.61 | Syncing Light Probe 
Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.61 | Syncing Irradiance Volume 
Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.61 | Syncing Camera 
Fra:1 Mem:1046.67M (Peak 1110.31M) | Time:00:02.61 | Rendering 1 / 5 samples
Fra:1 Mem:1046.38M (Peak 1110.31M) | Time:00:02.63 | Rendering 4 / 4 samples

Fra:1 Mem:1046.62M (Peak 1110.31M) | Time:00:00.00 | Syncing SquaredLight  
Fra:1 Mem:1046.63M (Peak 1110.31M) | Time:00:00.00 | Syncing preview_sphere  
Fra:1 Mem:1559.06M (Peak 1590.67M) | Time:00:01.30 | Syncing CircularLight  
Fra:1 Mem:1559.06M (Peak 1590.67M) | Time:00:01.30 | Syncing Light Probe  
Fra:1 Mem:1559.06M (Peak 1590.67M) | Time:00:01.30 | Syncing Irradiance Volume  
Fra:1 Mem:1559.06M (Peak 1590.67M) | Time:00:01.30 | Syncing Camera  
Fra:1 Mem:1558.97M (Peak 1590.67M) | Time:00:01.30 | Rendering 1 / 5 samples    
Fra:1 Mem:1558.68M (Peak 1590.67M) | Time:00:01.34 | Rendering 4 / 4 samples    

Fra:1 Mem:1558.91M (Peak 1590.67M) | Time:00:00.00 | Syncing SquaredLight  
Fra:1 Mem:1558.92M (Peak 1590.67M) | Time:00:00.00 | Syncing preview_sphere  
Fra:1 Mem:2583.35M (Peak 2646.96M) | Time:00:02.61 | Syncing CircularLight  
Fra:1 Mem:2583.35M (Peak 2646.96M) | Time:00:02.61 | Syncing Light Probe  
Fra:1 Mem:2583.35M (Peak 2646.96M) | Time:00:02.61 | Syncing Irradiance Volume  
Fra:1 Mem:2583.35M (Peak 2646.96M) | Time:00:02.61 | Syncing Camera  
Fra:1 Mem:2583.26M (Peak 2646.96M) | Time:00:02.61 | Rendering 1 / 5 samples    
Fra:1 Mem:2582.97M (Peak 2646.96M) | Time:00:02.68 | Rendering 4 / 4 samples    

Blender quit

I'm not a blender developer, but I had a look at the code and I think the issue is that the images referenced by the material are still cached (the ImBuf is still referenced in image->cache forever and ImBuf).

The material preview is generated by the other_id_types_preview_render function in editors/render/render_preview.cc.:

  [...]
  common_preview_startjob(sp, stop, do_update, progress);
  shader_preview_free(sp);
}

Now in the shader_preview_free function I added a quick fix, I just iterate over all the nodes and then free the image buffers:

if (sp->matcopy) {
+  /* clear cached image textures of the material from memory */
+  Material *material = sp->matcopy;
+  for (bNode *node : material->nodetree->all_nodes()) {
+    if (node->type == SH_NODE_TEX_IMAGE) {
+      Image *image = (Image *)node->id;
+      if (image != nullptr) {
+        BKE_image_free_buffers(image);
+      }
+    }
+  }
  
  main_id_copy = (ID *)sp->matcopy;
  BLI_remlink(&pr_main->materials, sp->matcopy);
}

after this change running the script from above again the memory seems to be fine now:

Blender 4.0.0 Alpha  
Read prefs: "/home/apoc/.config/blender/4.0/config/userpref.blend"  
Read blend: "/home/apoc/proj/blender/imported_textures_library/asset_preview_mem_issue/asset_preview_mem_issue.blend"  
Fra:1 Mem:22.23M (Peak 23.29M) | Time:00:00.16 | Syncing SquaredLight  
Fra:1 Mem:22.24M (Peak 23.29M) | Time:00:00.16 | Syncing preview_sphere  
Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.63 | Syncing CircularLight  
Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.63 | Syncing Light Probe  
Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.63 | Syncing Irradiance Volume  
Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.63 | Syncing Camera  
Fra:1 Mem:1046.67M (Peak 1110.31M) | Time:00:02.63 | Rendering 1 / 5 samples  
Fra:1 Mem:1046.38M (Peak 1110.31M) | Time:00:02.65 | Rendering 4 / 4 samples  

Fra:1 Mem:22.58M (Peak 1110.31M) | Time:00:00.00 | Syncing SquaredLight  
Fra:1 Mem:22.59M (Peak 1110.31M) | Time:00:00.00 | Syncing preview_sphere  
Fra:1 Mem:535.02M (Peak 1110.31M) | Time:00:01.33 | Syncing CircularLight  
Fra:1 Mem:535.02M (Peak 1110.31M) | Time:00:01.33 | Syncing Light Probe  
Fra:1 Mem:535.02M (Peak 1110.31M) | Time:00:01.33 | Syncing Irradiance Volume  
Fra:1 Mem:535.02M (Peak 1110.31M) | Time:00:01.33 | Syncing Camera  
Fra:1 Mem:534.93M (Peak 1110.31M) | Time:00:01.33 | Rendering 1 / 5 samples  
Fra:1 Mem:534.64M (Peak 1110.31M) | Time:00:01.37 | Rendering 4 / 4 samples  

Fra:1 Mem:22.83M (Peak 1110.31M) | Time:00:00.00 | Syncing SquaredLight  
Fra:1 Mem:22.84M (Peak 1110.31M) | Time:00:00.00 | Syncing preview_sphere  
Fra:1 Mem:1047.27M (Peak 1110.88M) | Time:00:02.61 | Syncing CircularLight  
Fra:1 Mem:1047.27M (Peak 1110.88M) | Time:00:02.61 | Syncing Light Probe  
Fra:1 Mem:1047.27M (Peak 1110.88M) | Time:00:02.61 | Syncing Irradiance Volume  
Fra:1 Mem:1047.27M (Peak 1110.88M) | Time:00:02.61 | Syncing Camera  
Fra:1 Mem:1047.18M (Peak 1110.88M) | Time:00:02.61 | Rendering 1 / 5 samples  
Fra:1 Mem:1046.88M (Peak 1110.88M) | Time:00:02.69 | Rendering 4 / 4 samples

Blender quit

This seems to solve the issue for me at least. Not sure about a proper fix for this?

Hi, I see the same issue, was about to make a new ticket until I saw this! **System information:** Operating system: Ubuntu 23.04 / 6.20-20-generic x86_64 Graphics card: NVIDIA GeForce 3060Ti 8GB / Driver: 525.105.17 / CUDA: 12.0 I tested it on prebuilds and build from latest main: blender-3.5.1-linux-x64 blender-3.6.0-beta+v36.2533576802f5-linux.x86_64-release blender-4.0.0-alpha+main.5e971e8d7f79-linux.x86_64-release (developer build from main branch) When generating previews for material assets the images (in their raw decoded form) are kept in memory and never released. When generating multiple, large materials, such as 8K/16K PBR assets Blender will eventually run out of memory and crash. This is especially noticeable when using something like the [AssetLibraryTools](https://github.com/LJ3D/AssetLibraryTools) addon to import many materials in bulk into a single file. **Steps to reproduce:** * download attached zip file (download: [https://apoc.cc/asset_preview_mem_issue.zip](https://apoc.cc/asset_preview_mem_issue.zip)) which contains a .blend and 3 pbr material files * open the .blend file and execute the script contained in the .blend file which calls material.asset_generate_preview() on the materials -or- run the script with `blender asset_preview_mem_issue.blend -P asset_preview_mem_issue.py -b` * observe memory consumption: ``` Fra:1 Mem:22.23M (Peak 23.29M) | Time:00:00.16 | Syncing SquaredLight Fra:1 Mem:22.24M (Peak 23.29M) | Time:00:00.16 | Syncing preview_sphere Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.61 | Syncing CircularLight Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.61 | Syncing Light Probe Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.61 | Syncing Irradiance Volume Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.61 | Syncing Camera Fra:1 Mem:1046.67M (Peak 1110.31M) | Time:00:02.61 | Rendering 1 / 5 samples Fra:1 Mem:1046.38M (Peak 1110.31M) | Time:00:02.63 | Rendering 4 / 4 samples Fra:1 Mem:1046.62M (Peak 1110.31M) | Time:00:00.00 | Syncing SquaredLight Fra:1 Mem:1046.63M (Peak 1110.31M) | Time:00:00.00 | Syncing preview_sphere Fra:1 Mem:1559.06M (Peak 1590.67M) | Time:00:01.30 | Syncing CircularLight Fra:1 Mem:1559.06M (Peak 1590.67M) | Time:00:01.30 | Syncing Light Probe Fra:1 Mem:1559.06M (Peak 1590.67M) | Time:00:01.30 | Syncing Irradiance Volume Fra:1 Mem:1559.06M (Peak 1590.67M) | Time:00:01.30 | Syncing Camera Fra:1 Mem:1558.97M (Peak 1590.67M) | Time:00:01.30 | Rendering 1 / 5 samples   Fra:1 Mem:1558.68M (Peak 1590.67M) | Time:00:01.34 | Rendering 4 / 4 samples   Fra:1 Mem:1558.91M (Peak 1590.67M) | Time:00:00.00 | Syncing SquaredLight Fra:1 Mem:1558.92M (Peak 1590.67M) | Time:00:00.00 | Syncing preview_sphere Fra:1 Mem:2583.35M (Peak 2646.96M) | Time:00:02.61 | Syncing CircularLight Fra:1 Mem:2583.35M (Peak 2646.96M) | Time:00:02.61 | Syncing Light Probe Fra:1 Mem:2583.35M (Peak 2646.96M) | Time:00:02.61 | Syncing Irradiance Volume Fra:1 Mem:2583.35M (Peak 2646.96M) | Time:00:02.61 | Syncing Camera Fra:1 Mem:2583.26M (Peak 2646.96M) | Time:00:02.61 | Rendering 1 / 5 samples   Fra:1 Mem:2582.97M (Peak 2646.96M) | Time:00:02.68 | Rendering 4 / 4 samples   Blender quit ``` I'm not a blender developer, but I had a look at the code and I think the issue is that the images referenced by the material are still cached (the ImBuf is still referenced in image->cache forever and ImBuf). The material preview is generated by the [other_id_types_preview_render](https://projects.blender.org/blender/blender/src/commit/355f4164b6868eb371c35d05649a93914da38de6/source/blender/editors/render/render_preview.cc#L1513) function in editors/render/render_preview.cc.: ```c [...] common_preview_startjob(sp, stop, do_update, progress); shader_preview_free(sp); } ``` Now in the [shader_preview_free](https://projects.blender.org/blender/blender/src/commit/355f4164b6868eb371c35d05649a93914da38de6/source/blender/editors/render/render_preview.cc#L1259) function [I added a quick fix](https://projects.blender.org/Matthias-Hecker/blender/commit/991559219d96a58dd2f6010bc0f57a981637240e), I just iterate over all the nodes and then free the image buffers: ```c if (sp->matcopy) { + /* clear cached image textures of the material from memory */ + Material *material = sp->matcopy; + for (bNode *node : material->nodetree->all_nodes()) { + if (node->type == SH_NODE_TEX_IMAGE) { + Image *image = (Image *)node->id; + if (image != nullptr) { + BKE_image_free_buffers(image); + } + } + } main_id_copy = (ID *)sp->matcopy; BLI_remlink(&pr_main->materials, sp->matcopy); } ``` after this change running the script from above again the memory seems to be fine now: ``` Blender 4.0.0 Alpha Read prefs: "/home/apoc/.config/blender/4.0/config/userpref.blend" Read blend: "/home/apoc/proj/blender/imported_textures_library/asset_preview_mem_issue/asset_preview_mem_issue.blend" Fra:1 Mem:22.23M (Peak 23.29M) | Time:00:00.16 | Syncing SquaredLight Fra:1 Mem:22.24M (Peak 23.29M) | Time:00:00.16 | Syncing preview_sphere Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.63 | Syncing CircularLight Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.63 | Syncing Light Probe Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.63 | Syncing Irradiance Volume Fra:1 Mem:1046.76M (Peak 1110.31M) | Time:00:02.63 | Syncing Camera Fra:1 Mem:1046.67M (Peak 1110.31M) | Time:00:02.63 | Rendering 1 / 5 samples Fra:1 Mem:1046.38M (Peak 1110.31M) | Time:00:02.65 | Rendering 4 / 4 samples Fra:1 Mem:22.58M (Peak 1110.31M) | Time:00:00.00 | Syncing SquaredLight Fra:1 Mem:22.59M (Peak 1110.31M) | Time:00:00.00 | Syncing preview_sphere Fra:1 Mem:535.02M (Peak 1110.31M) | Time:00:01.33 | Syncing CircularLight Fra:1 Mem:535.02M (Peak 1110.31M) | Time:00:01.33 | Syncing Light Probe Fra:1 Mem:535.02M (Peak 1110.31M) | Time:00:01.33 | Syncing Irradiance Volume Fra:1 Mem:535.02M (Peak 1110.31M) | Time:00:01.33 | Syncing Camera Fra:1 Mem:534.93M (Peak 1110.31M) | Time:00:01.33 | Rendering 1 / 5 samples Fra:1 Mem:534.64M (Peak 1110.31M) | Time:00:01.37 | Rendering 4 / 4 samples Fra:1 Mem:22.83M (Peak 1110.31M) | Time:00:00.00 | Syncing SquaredLight Fra:1 Mem:22.84M (Peak 1110.31M) | Time:00:00.00 | Syncing preview_sphere Fra:1 Mem:1047.27M (Peak 1110.88M) | Time:00:02.61 | Syncing CircularLight Fra:1 Mem:1047.27M (Peak 1110.88M) | Time:00:02.61 | Syncing Light Probe Fra:1 Mem:1047.27M (Peak 1110.88M) | Time:00:02.61 | Syncing Irradiance Volume Fra:1 Mem:1047.27M (Peak 1110.88M) | Time:00:02.61 | Syncing Camera Fra:1 Mem:1047.18M (Peak 1110.88M) | Time:00:02.61 | Rendering 1 / 5 samples Fra:1 Mem:1046.88M (Peak 1110.88M) | Time:00:02.69 | Rendering 4 / 4 samples Blender quit ``` This seems to solve the issue for me at least. Not sure about a proper fix for this?
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Reference: blender/blender#89038
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