- User Since
- Jun 2 2015, 11:53 PM (215 w, 4 d)
Fri, Jun 28
Thanks for the reply. I've simplified the file as much as I can, removing any unnecessary models. I wish I was a developer, but sadly I'm just a creator and wasn't able to pinpoint the cause of the crash by my own means, which is why I submitted the bug. Hope this updated file can help (went from 446MB to 232MB):
Thu, Jun 27
Please see attached. It opens to the Animation layout and you should see the issue right away.
Tue, Jun 25
Mon, Jun 24
I just tested with build 9c5d54bfaf48 (2019-06-23), and the issue appears to have been fixed. :)
Jun 20 2019
May 21 2019
@Philipp Oeser (lichtwerk) , yeah I had to set the output dimensions that large because it was going to be for a 32"x97" banner, and most printers want 300dpi or more, so the quality has to be REALLY good.
May 20 2019
May 13 2019
Understood. Bug was a poor choice of words on my end; rather, an issue. I'm not saying I have the solution (I'm a creator, not a developer), but as a creator, it's problematic for me to design a scene and not have reflections showing realistically. I understand I'd have to use Cycles for the realism I'm looking for, but of course I'm losing the benefits of real-time rendering and the speed of Eevee. I suppose I'm asking for my cake and to eat it, too. :)
Be that as it may, it's unrealistic. That makes it an issue for me, personally. Ultimately, I'm saying the bug is that the viewport is displaying unrealistic reflection results, and I still feel that's a bug that should be fixed.
Jan 22 2019
Included is a sample .blend project file (toggle either the "Screen Space Reflections" or the "Motion Blur" checkboxes in the Render settings to see example of bug):
I'll get to work on the .blend file -- been really busy in my day job.
Jan 9 2019
Jan 6 2019
I see what you mean, and yes, it was my misunderstanding about some of the layout buttons to the right. This solution works way better than what I was thinking! Thanks for taking the time to look into this and replying.
Here's a sample .blend file: https://www.dropbox.com/s/ydzy05q80lr0bj8/onion-skin-issue-sample.blend?dl=0
Oct 29 2017
Will these commits hit the 2.8 builds of Blender when it gets released, or will it be available in sooner builds for testing?
Oct 16 2017
Back in April 20th, I reported a bug to the Wayland team regarding this issue (as instructed by the Ubuntu Google+ community -- long-time Ubuntu user). After the news of the switch to GNOME & Wayland session by default in their newest upcoming release and beyond, I immediately began testing Blender in the Ubuntu 17.10 default session. There were three major issues which made Blender rather unusable in many circumstances (See the bug I posted in Wayland bugtracker: https://bugs.freedesktop.org/show_bug.cgi?id=100740). The three issues are:
Mar 15 2016
@Sergey Sharybin (sergey), understood sir. I'll make sure to follow the bug reporting guidelines in the future. I'll see if I can make a project where this is reproducible and send it along. I'd appreciate if this bug can stay open until I can investigate a little deeper.
Jun 19 2015
Understood. Appreciate the open communication. I'll test once 2.75 has officially been released to see if the problem still occurs then. :)
Jun 6 2015
I also swapped the graphics cards around to see if perhaps one of them was defective. Even with them switched, I got the same result: choosing the bottom GPU froze Blender during render preview, but choosing the upper GPU worked fine. I know it's also not defective PCIe ports, because SLI works fine in games on the Windows side, and Blender renders using both GPU's without issue.
Jun 3 2015
Confirmed, both final render with progressive refine checked works without issue, and setting the tile size to 1024x1024 works fine without issue. Final render doesn't seem to show any signs of problems. It's only when I use preview render in the viewport that I get the checkerboard background and Blender freezes. Mind you, this only happens when I select it to use both GPU's on my machine, or when I select the bottom GPU only. Selecting the top GPU works fine, but it cuts my rendering capability in half because I'm only using 1 of 2 GPU's in my system.