- User Since
- May 24 2016, 1:39 PM (196 w, 8 h)
Mon, Feb 10
This is a main cause for errors, especially with less experienced users. The problem is that any Windows or nVidia drivers update can reset these values in the Registry :(
Allegorithmic had enough "bug" reports because of this issue and so they not only released a documentation on how to fix it but also added a check during the startup of Substance Painter that warns you in case your TdrDelay and TdrDdiDelay values were too low.
Wed, Jan 29
No crashes for me in latest 2.83 (e3f89237fecc). Tried duplicating Shader nodes and Compositor nodes.
Can confirm in 2.83 latest (e3f89237fecc)
Jan 16 2020
Funny, yes. If I get rid of the Outliner I can actually do a "Full Copy" without instantly crashing Blender,. But as soon as I change the layout containing a Outliner again it crashes.
Update: Full Copy doesn't crash if the scene is completely empty, i.e. not containing any objects, camera or lights (or anything else).
Jan 10 2020
Are there plans to also support OIDN? There are still lots of non-Optix systems out there and LuxCore is working nicely with OIDN viewport denoising.
Dec 30 2019
Dec 18 2019
If you scale up emitting geometry you get more light because it keeps its brightness (which makes total sense because otherwise you would have to know the total size of the emitting surface).
If you scale an area light it is normalized so that the total amount of emitted light stays the same. Like in real life, your lamp emits a certain amount of light, but if you change the size of the diffuser in front of it you don't get more light but softer / dimmer light.
For me this doesn't only happen with HDR lighting, but also with a simple point light and a Principled shader.
Dec 17 2019
Dec 11 2019
With "Manual" samples set to twice the horizontal resolution:
Here's a blend file that more clearly shows the problem (also based on a CC0 texture from HDRI Haven).
Just press F12 and see the fireflies, now switch the sampling to "Manual" (which I set to 2048 = twice the horizontal resolution of the environment map) and all is fine with the same amount of samples and no clamping needed.
Dec 10 2019
Dec 9 2019
Dec 4 2019
I can confirm the subdiv level 5 crash with a simple cube on Linux Mint 19.2
Blender 2.82 e203f69bc3eb
Dec 2 2019
I guess / hope this was already fixed by https://developer.blender.org/rB1e480840a2123a6b61e7aa3e6f7935b6654f9981
Nov 29 2019
:) You're welcome. Thanks for taking care of this.
Nov 27 2019
Nov 26 2019
Nov 12 2019
I just fired up my old and trusty Softimage 2015 because it had a very nice multi-select behaviour: If you select 2 or more objects with different attributes, it displayed an empty value for everything that wasn't set to the same value in all objects. If you now typed in a new value it set it to the same for all objects. BUT: if you entered something like "2+" it added 2 to all of the selected objects' property values. Very very nice. You could even enter expressions to e.g. randomize a value per object.
Nov 6 2019
Here's your original material with a diffuse of HSV 0.5, 0.5, 1.0:
Oct 13 2019
The setting is in the preferences now (where it belongs!):
Oct 8 2019
Sep 20 2019
Sep 19 2019
I'm getting this (on Linux Mint 19.2):
Aug 1 2019
vertexColor_blender_colorSet1.abc is also working fine in Houdini 17.5:
Jul 30 2019
@Sybren A. Stüvel (sybren) : I just gave the very latest master ( 7f29fc7415a4 ) a quick try and now the normals are perfect for both Alembic im- and export. Much appreciated! Thanks!
Jul 18 2019
@Sybren A. Stüvel (sybren) Great to hear! Thanks for your support!
I don't know if this helps, but I prepared some ABC files in Blender and Houdini which show that Blender currently ignores / destroys the custom normals both on import and on export.
I have an original car hood geometry that looks perfect in Blender. I exported it as an FBX and import it into Houdini. Normals are still OK. Then I export it as an Alembic from Houdini. The normals are still OK, but they aren't imported correctly in Blender.
If I export the geometry with the correct normals as an Alembic from Blender, the normals are being garbled during export. If I import it in Houdini it looks like this:
May 8 2019
May 5 2019
Apr 23 2019
OK, did a complete rebuild from scratch and vc16 libs: same crash
And just a few minutes ago a fresh build from the Buildbot came out ( 5a144c797a3b ) and it also crashes on 2 different workstations (the one in the description above and a Threadripper 1950x machine with a GTX 1080, both running Win10 x64).
Thanks for having a look at it. Just in case it helps, this is what I get if I start and crash Blender from the command line:
In my case it's the default PNG, 8-bits, RGBA with 15% compression, but it reliably crashes with JPEG and no matter what settings I use.
I already tried loading the factory defaults first but to no avail.
Apr 19 2019
Confirmed here. Linux Mint 19.1, GTX 1080ti
Apr 15 2019
I remember reporting something very similar some time ago: https://developer.blender.org/T61607
Apr 7 2019
Apr 5 2019
Feb 16 2019
I can confirm it on my side. Linux Mint 19.1 / GTX 1080ti. Very latest build of 2.80.
Feb 7 2019
OK, just tried it and it works. New dependency graph?
Feb 4 2019
Have you tried loading the factory settings before? Might be an old startup.blend or preferences saved from an older version of 2.80.
It's also strange that your splash screen says "Branch: blender2.7" while a proper splash screen should look like this:
Jan 25 2019
Jan 13 2019
Jan 6 2019
Jan 4 2019
Thanks for the quick help. Working perfectly now with 2.79 and 2.80 :)
Dec 27 2018
Can you attach a PNG showing that problem? I have no problems here (2.79 and 2.80 no matter what version). I suspect it's an issue with your display driver (or its settings) or another piece of software that changes the display of images on your laptop.
Do the images @artem ivanov (ixd) posted look OK for you or do they also show banding?
Dec 20 2018
OK, next step. It looks like it's not my user settings but my startup file that contains something that the Multiresolution modifier doesn't like.
If I load factory settings, all is OK. If I load factory settings and then manually load my startup.blend the crash is back...
Here's a debug output with the crash:
Hmm... for me it happens on 3 completely different computers, both with my own compile and the buildbot versions of 2.80.
Dec 3 2018
Oh I see. Thanks!
This task is marked "Closed, Resolved" but the functionality is not yet inside 2.80. So is this still on the agenda?
Nov 29 2018
Sorry, can't confirm your other crash problem
Could be this? https://developer.blender.org/T58183
Sounds a lot like this: https://developer.blender.org/T58183
OK, I think I'm onto something! :)
Nov 26 2018
Nov 21 2018
Oct 29 2018
Funny. I just compiled the very latest master (17d91bcb611b) and it doesn't crash this easily any more.
But it still crashes reliably in CPU mode with "Accurate Mode" off.
Blender 2.80 same thing.
Oct 9 2018
Also happens under Linux Mint with a GTX 780 and with a Xeon / GTX 1080ti.
I gave it a closer look and my initial thought also was that the denoiser freaks out. When you disable the denoiser you can see that there's a lot of noise in the rendered image (where it would be a miracle if any denoiser could properly resolve that BTW). But: it's not the denoiser's fault because the flickering artifacts are already present in the "raw" render!
I could reduce the whole scene to only 3 Lego bricks (around the sink) which still gave me the error. The artifacts don't appear if I override all materials with a simple Principled shader. So it looks like the (quite complex) materials (or at least one of them) is faulty or maybe some bump or normal shader doesn't play nicely with a scaling of 0.001 the whole scene is at. Plus I think that setting the render camera limits to 1mm - 2km doesn't help numerical precision either.
It might also be a combination of things that cause this, but the Denoiser is innocent.
Sep 22 2018
Aug 31 2018
Aug 28 2018
Aug 22 2018
Aug 6 2018
I just gave it another try. Both with 2.79 latest master and 2.80 latest. This time under Windows. No artefacts there as well. So it might be a Mac thing, maybe OpenCL related?!
Aug 5 2018
I guess the problem is not a bug in Cycles but rather a small mistake in your material:
Aug 3 2018
Jun 6 2018
Depending on your hardware and the scene configuration you might need to fiddle a bit with the tile size to find the sweet spot.
In my case it's almost always 32x32 or 64x64 but that can vary. Like with your scene it's 16x16 although I didn't test 8x8.
First question: Are you using "Hybrid" rendering in master?