1:20 and it started rendering in 2.83. Now it's 10 minutes stuck on 0% with no loading signal. Tried to cancel and it crashed.
Mon, Sep 7
Aug 27 2020
Jul 30 2020
Restarted the computer, opened only Blender and the issue occurs the same. I think it's a 2.90 bug because the same file renders on 2.83 even if I have a bunch of stuff opened... It's 8gb of VRAM and 64GB of RAM for a 31mb file. :(
Jul 29 2020
Testing the file on todays build.
Broken: version: 2.90.0 Beta, branch: master, commit date: 2020-07-28 16:46, hash: rBd8919d12f7ca
Jul 25 2020
Jul 14 2020
This was on OptiX. On CUDA it's rendering, even though it takes longer.
Jul 12 2020
Jul 10 2020
Yes, you're 100% right. If I change to OptiX the issue goes away. Thanks for the temporary fix btw!
Will this ever get back to being developed? It would improve Brick Texture a LOT! It's really needed for environment creation.
Jul 8 2020
Jun 30 2020
Thanks for the workaround for the moment, it worked! :)
Jun 29 2020
May 4 2020
It's 100% fixed now. Guess it was just from that specific release. :)
May 2 2020
Nope, not here. It's fixed! Thank you. :) Can I close it or it's only up to developers?
Apr 26 2020
Apr 24 2020
Why are the wires viewed differently from the mesh in this case? If backface is supposed to hide it why keep the wires? I thought it was a bug because it doesn’t make sense to me.
Apr 22 2020
I recorded the flickering. It happened by moving the object. When zooming with the trackpad the backface is deactivated. When panning with the trackpad as well. On the other movements (tablet movement) it flickers when I start moving and stops once I stop moving.
Apr 21 2020
Apr 19 2020
Apr 3 2020
Mar 3 2020
Thanks for all the info! Great solution as well. :)
Feb 19 2020
Even with the Original HQ Head (300k vertices) this occurs with disabled modifiers X deleted modifiers.
But you can see they are both disabled from the viewport. They shouldn’t be interfering with the performance.
Changing it to View Transform Standard fixes the color problem! Perhaps a small tweak to set it automatically when rendering the Viewport would fix it for everyone else?
Could the fact that the viewport anti-aliasing is ignored when rendering this way also be fixed? In this case, for example, I'm rendering my walk cycle by using the viewport, but the hair looks bad because anti-aliasing isn't been taken into consideration.
Feb 18 2020
I see now that the problem is more noticeable when the Viewport Shading is set to "Flat", even though it also shows in "Studio". It delivers very dull colors with less contrast and a blue-ish tone.
Changing between Cycles and Eevee doesn't affect the Viewport Render (from my tests).
Feb 17 2020
Feb 13 2020
It doesn't when I reset to default... I'll have to rebuild my keymap because something old might be lingering there. But thanks and sorry for the trouble!
Feb 11 2020
Jan 31 2020
Jan 27 2020
I gave all the info I had... you can see in the video how it behaves. It’s probably Mac related so a Mac developer could probably reproduce.
Jan 14 2020
Found out why! It's related to hair.
Jan 10 2020
Looks like the same problem from the one he described. Before, when I entered pose mode the bones would show in the front of the mesh.
X Ray was different (as far as I remember) but it isn't working like it used to also...
Jan 9 2020
Just the wrong word used... You can see me struggling with the Tab shortcut because of the "Load Factory Settings" on the video.
Sure! There you go:
Tested on todays build and now the problem is only that the Brush size isn't accurate once you "release" when resizing.
Everything on the brush radius is moving but it isn't on the size I set it to be (when using the F shortcut).
Jan 7 2020
Dec 30 2019
This is not specific to a project... There's a way to reproduce this in the default file in 50s, I recorded it.
You can see the brush behaviour is very inconsistent in the Particle Edit.
Dec 26 2019
Dec 24 2019
Dec 21 2019
Dec 20 2019
Dec 17 2019
But why not let the user decide on a fixed value then? Why does it have to change back to the default?
I'm working on a project in which I'm constantly adding objects and it always need a size of .05 and smooth turned on. I have to keep changing those settings each time I add one... If I could set the settings the way I needed to my workflow would be way easier... I don't see the need for it to turn back all the time if it's not a size the user chose in the first place.
Wouldn’t it be interesting to be able to input the settings you’re often using as a “standard”? There are Remesh options outside of Sculpt Mode. Perhaps those could be changed in a way that stuck to the Sculpt Mode? And then you could change only those who deviate from your preferred main settings?
Dec 16 2019
Dec 13 2019
Dec 12 2019
Dec 5 2019
Nope! This is fixed. I'm using 2.82 and it's all good now. Thanks a LOT!! :)
Nov 29 2019
Same here! Didn't even know it worked on the "View" option. It's pretty useless when it's this thin to draw on surfaces. :/
Nov 17 2019
Nov 16 2019
I press Alt + Z so the bones will be all visible. And yes it still paints, I just can’t see the result...
Nov 15 2019
Sent the source file and also the step by step video. It’s 42 seconds long only.
There’s another report on this https://developer.blender.org/T70780
Nov 13 2019
If it doesn't port the behaviour from the viewport couldn't it be considered a bug? It would help my workflow so much if this got fixed...
Yes I'm using 2.81. Bug remains and it's impossible to work with rigging this way. :( It works alright in 2.80, so it's probably an easy fix and something that broke while tweaking it for 2.81...
It's only happening in 2.81 so I think it's a legitimate bug. When I open the file in 2.80 it works. Same goes for the Weight Paint bug I reported...
Nov 8 2019
I got it on file with two steps to reproduce the error. See screenshots
Oct 29 2019
There isn't a exact way to reproduce this. It happens out of nowhere. Sometimes the images go missing and everything becomes unresponsive. Then you click on where the image was supposed to show, it comes back and everything goes back to normal. Sometimes it goes missing and it doesn't come back on the click.
Oct 25 2019
So I made a video on it. Set Blender to the Default Settings and recorded all my actions.
Oct 15 2019
Downloaded the latest Mac build and the problem is still there. When you select another bone in weight paint it shows the object color and not the weight paint. You can see it on my screenshot I'm still able to paint.
Oct 14 2019
Oct 13 2019
Agreed, it’s way better. Thank you!!
It's happening a lot. Specially when using images in the file. They suddenly disappear and everything else becomes unselectable.
Oct 12 2019
Oh I'm sorry for the confusion! There really is a toggle for that. Is there a way to port the behaviour to the shader editor as well, then? Because it's behaving differently even with the toggle turned on...
Oct 11 2019
Yup. But I believe it should zoom to the mouse cursor, as it’s the way it behaves on the viewport. Trackpad pinch to zoom is inconsistent between the shader editor and viewport...
Oct 7 2019
The extracted mesh crashes in those situations:
Oct 5 2019
Oct 3 2019
Oh I didn't see it before. It could be displayed on the top bar or on the double click panel. It would be pretty cool if it was automated by this gesture though.
Oct 2 2019
Sep 8 2019
After I make it Single User Object Data (after I already made another) and I enter Rendered Preview it crashes also...
Sep 4 2019
It fixes the duplicate data, but trying to make objects single user are still not working properly... Sometimes the object even appear as single user after the U > Object Data, I can enter Edit Mode, try to change the mesh and when I get back to Object Mode the changes appear (but they don't appear in Edit Mode). It gets fixed when I try to make it single user again via U...
Aug 29 2019
May 5 2019
This is still happening even when objects don't have the Subsurface Modifier. Even if none of the objects in the project have it... And on those same tasks I said previously. Undo still works on Edit Mode and Sculpt Mode.
Apr 30 2019
I tried on today's build and it's slow the same way...
Apr 27 2019
Apr 26 2019
Thank you for the explanation and the "fix". It will help me a lot. :)