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- User Since
- Sep 23 2020, 11:25 AM (92 w, 1 d)
Tue, Jun 28
I was able to compile Blender and then bisect.
Thu, Jun 2
Running the test file on 3.1.2, I found that Blender quits after ~30 seconds of freezing the OS instead of requiring a hard reset. Still, no crash log is saved.
The only information I was able to get was the following output from the terminal:
May 30 2022
I can confirm that the bug is present in the daily build in which Duplicate Elements was introduced (3.2.0 Alpha, master, 2022-02-23, f8fe0e831ec1)
I've tested some old 3.1 Alpha daily builds and managed to narrow it down to somewhere between these two builds:
May 26 2022
Apr 23 2022
I experienced this same issue while testing the new hair curves in 3.2 Alpha. The entire OS freezes and only a hard reset fixes things. For me the freezes occur whenever >5000 hair curves are present in solid view (workbench?), not in Cycles.
Jan 25 2022
From D13446:
Jan 6 2022
I believe this is not a bug. The reason for the behaviour you're seeing is that points do not have a Normal attribute like meshes do, so using the Normal input node does not work.
Dec 19 2021
Dec 17 2021
Just tested rendering point clouds with Cycles. Everything is great except there doesn't seem to be deformation motion blur. I did see examples of deformation motion blur in D9887, so just wanted to check if this is expected or not.
Dec 14 2021
This appears to be fixed in the most recent build (3.1 Alpha, c1f5d8d023c6, master, 2021-12-14)
Dec 12 2021
Dec 11 2021
Dec 3 2021
Nov 21 2021
Nov 15 2021
There is a workaround for this. You just need to join the original geometry (from the group input node) with the procedural geometry using a join geometry node. Make sure the original geometry is the top-most input on the join geometry node otherwise this will not work.
There is a workaround for this. You just need to join the original geometry (from the group input node) with the procedural geometry using a join geometry node. Make sure the original geometry is the top-most input on the join geometry node otherwise this will not work.
Nov 3 2021
Is it possible to have an enum or toggle to switch between clamping and wrapping the index?
Oct 27 2021
Thanks for the information @Alaska (Alaska). While muting the brightness of the dots does help to reduce the level of distraction, at a certain point the grid fails to be a grid any more if the pattern is hidden.
Is there an option to use the line grid instead? I've had a look through the preferences and can't find any.
Oct 26 2021
Looks like one of the caps gets flipped normals.
Oct 25 2021
It's worth noting that the alpha channel is accessible too, providing a maximum of 4 channels per attribute.
Oct 24 2021
Ok great. Thanks Jacques!
Separate position and offset sockets sounds like a good solution. My only question is would the position and offset vectors both be evaluated before moving the geometry, or would they each be evaluated and applied one after the other?
Oct 20 2021
I think having the geometry scale up by 2x is just as unwanted as collapsing everything to a point. If someone wanted that they could use a transform node instead.
At the moment, someone who doesn't know about implicit position being used would not know why the mesh scales up arbitrarily, despite nothing connected to the input port. One would think that if no offset vector is passed in, there should simply not be an offset. Offsetting each point by its own position by default is confusing and not very useful.
Oct 19 2021
Oct 15 2021
Oct 8 2021
I was able to test on another Mac with just an Intel gpu, no AMD. The smearing is gone, as shown in the video below, although there is still some general glitchiness and the tangents are inverted in the viewport (they are correct when rendering with F12).
Oct 4 2021
Perhaps the problem doesn't affect ARM macs. I'm on an Intel Macbook Pro 16inch that has both an integrated Intel gpu and a discrete (built in, not external) AMD gpu. Blender is using the AMD gpu based on system info, and I've confirmed this to be true by checking gpu activity in Activity Monitor.
Oct 1 2021
Sep 26 2021
I believe this is a known bug on macOS (T65873). Using a texture coordinate node anywhere in the node graph makes the volume disappear.
Sep 21 2021
Jun 2 2021
Ok thanks. I'll report back after I try tomorrow's build.
I'm currently using the most recent daily build from the downloads page (6b5bbd22d9f8). Is there a way to get a build with the latest commits or do I need to wait for the next daily build?