- User Since
- Mar 2 2017, 7:38 PM (128 w, 6 d)
Mar 14 2019
No longer happening on latest beta. Closing.
Mar 13 2019
Tested as well. Working now in current version. Closing as resolved.
Jan 25 2019
Here it is with textures:
note: When removing "hair lib" extension, the error occurs the second time you load the blend with the following error:
Jan 3 2019
Jan 2 2019
Dec 16 2018
Dec 3 2018
FYI - this is tested fixed on intel driver version 220.127.116.1199, 10/11/2018
Nov 8 2018
Oct 31 2018
Update: Latest 10/21/2018 drivers from Intel fix several rendering errors on Intel chipsets.
Sep 12 2018
Windows 10 Pro. Build 1803.
Intel Iris 540 GPU (Surface Pro 4).
Intel configuration assistant reports that all drivers are up to date.
Sep 11 2018
Jul 25 2018
Tested on 7/25 build.
Jul 10 2018
Jul 2 2018
Sep 13 2017
Ok - it appears that the installer fails if Windows has a pending update in the background. this is invisible to the end user, however when shutting down you're given the option to install the update, and doing so well then allow you to install blender after restarting.
Yeah, process monitor shows a whole bunch of registry keys being opened succesfully, except for this one near the beginning.
sfc finds no errors in windows system files.
Jul 8 2017
I think disabling it is fine. Windows is already scaling the title bar correctly in 2.78c when you change the DPI setting.
Is it worth adding a setting to optionally bypass the call to EnableNoClientDpiScaling? Current intel chipsets can run Blender at very good speeds, a lot of notebook and tablet vendors are choosing to not even include discrete chipsets anymore. Even the iris 540 in the surface pro 4 is a credible solution for Unity and Blender.
Jul 3 2017
All I can say is "bummer", as it worked in 2.78c. :(
Thank you - I have done the following:
No, it doesn't work at either resolution - but the amount of empty banding is off by a different amount.
Mar 2 2017
I'm seeing this issue as well, it's like it's using the wrong format for normal maps (inverted green channel?) Using the "renderer" shading for the viewport works correctly, just not the "material". I originally assumed it was object vs tangent normal maps, but changing the normal map type on the material did not work (seems like tangent is the only thing that has an effect).