- User Since
- Apr 7 2016, 11:41 AM (162 w, 4 d)
Fri, May 17
Highpoly object has a material called None.003. It has an empty texture material node attached to normal.
When I disconnect it it bakes properly. Here's another test file. A monkey with an empty normal texture node. When you switch to rendered mode, you can see that the normals are wrong.
Fri, May 10
Thu, May 9
This has been fixed: T64363
Texture Coordinate node doesn't work in Eeeve:
Sun, Apr 28
Loop tools not working with modifiers already reported here T63242
Fri, Apr 26
Apr 18 2019
Apr 16 2019
Apr 15 2019
Select edge loops is "Multi Select Loops" in search menu. https://devtalk.blender.org/t/blender-ui-paper-cuts/2596/2357
It has been fixed in recent builds ( 860a9f979d60 ). Doesn't crash any more.
Apr 14 2019
Apr 11 2019
Apr 10 2019
Apr 9 2019
Related to T63242
Apr 5 2019
Here are test files for 2.79 and 2.80. Both cubes have auto smooth at 30 degrees. If you press bake you can see that results are different. 2.80 bakes normal map as if it tried to transfer normals from smooth version of the cube onto the sharp one. Exact same thing happens with edge split modifier.
Apr 3 2019
Apr 1 2019
Mar 29 2019
It crashes also when you do alt+middle mouse button (focus on cursor). Also crashes in Look Dev mode.
I just checked on another machines at work:
- GTX 1080, Windows 7 (with old drivers 388.13)
- same machine but on Linux
- another computer with GTX 970, Windows 7, newest drivers
And there's no flickering.
Mar 28 2019
I just tested on
It bakes clean when camera is far from the volume. But I think it gets bad if the viewport camera is inside the volume. Here you can see two bad probes:
Here's a video with probes visible. You can see how screen glitches when camera is inside the volume. After first bake there's a bad probe in the corner. After second bake you can see the same probe is now good.
With a cube map:
It didn't fix it for me, I'm afraid. I still see the same artefacts in cd92f8ea4626 build. They appear only when camera is close to the irradiance volume.
It seems to mostly fixed the problem with dark spots, although I still get occasional dark spot in my test scene:
Unfortunately T62997 is not fixed for me. That change also seem to introduced a new bug: T63041
Mar 27 2019
I've just updated drivers to 419.67 and the problem remains. It doesn't happen in every scene, there's something about this particular combination of objects and materials that causes problems. If I replace material of the tiles for a more simple material there's no flickering. Perhaps related to the other bug I reported: T62742
Mar 20 2019
I tested it also on:
Windows-10-10.0.17763 64 Bits
GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35
The results vary from zero to couple of spots. Here's a video (sped up couple of times):
Mar 19 2019
Mar 15 2019
Mar 13 2019
I find latest builds to be much more stable. I no longer see crashes when compiling even very complex shaders.
Mar 12 2019
Maybe it's one of the Windows vs Linux things? It happens only with that particular mesh.
It also crashes when object is in edit mode and the collection it's in is set to hidden.
Mar 11 2019
I also noticed that if you select vertices in local view and add 'Hook to new object' (ctrl+h), the newly added empty will be outside of local view. In 2.79 it was inside of local view. Don't know if it deserves separate bug report.
Mar 8 2019
Here's a file you can open but crashes when you enter edit mode:
- Convert to -> Mesh from Curve/Meta/Surf/Text
- Now modifiers are applied.
- You can enter edit mode.
- Undo (ctrl+z).
I can reproduce that on Win 10.
I appended the mesh to 2.79a. It crashes when I try to enter edit mode. So I did a copy of the object. Saved, restarted Blender. Now edit mode works. I Appended that 2.79 mesh back to Blender 2.80. Saved, restarted Blender. Edit mode crashes Blender.
As I mentioned, if you append this object, do a copy of it, then you can enter edit mode of that copied object. However, if you save that copied object, restart Blender and open the file, you want be able to enter edit mode again.
Mar 7 2019
Just to let you know, here's the scene I've been working on.
Mar 6 2019
Mar 1 2019
Yes, I was wrong. Mixing glossy shaders is not the same as mixing roughness. Thank you for clarification.
Feb 28 2019
Feb 21 2019
There's the same problem with other nodes e.g. "value" node. New value seems to be correctly inserted under the hood, but displayed value is stuck. When you copy the keyframed node, the copy will not have keyframes, but the displayed value also stays the same.
Here's how to reproduce it:
There are two objects. Select one. Hide it (press h). Render (f12). Go back to the viewport and select second object or click on an empty space. The first object reappears even though it's still marked as hidden.
I'm on Win 10. Blender 2.80 2019-02-20 1af810b4ff17
Feb 20 2019
Ok then, If there's nothing to be done about it.
Moire effect doesn't explain this:
This has been fixed: T61666
I don't get it. I can mix base color maps, metallic maps, roughness maps and normal maps using mix RGB nodes and screen space reflection works just fine. Why is mixing shaders any different?
Feb 19 2019
I just noticed, that even when you mix two separate identical shaders there's still a difference in brightness. You can see that in the video in 00:25 on the lower right corner of the box, there's a slight variation in brightness. EDIT: What is going is the second shader ignores Screen Space Reflections. If you turn SSR off they both look the same.
Feb 18 2019
Simply select a light (Point, Spot or Area) and type this:
Feb 7 2019
It's still the same in 2.80.
It seems to be fixed in 2.80.
Feb 5 2019
Jan 30 2019
Jan 28 2019
Here's an output from the command line. Debug mode was very sluggish so it took a while:
Jan 24 2019
Hi. I recently reported that thin objects cause AO flickering: T60522. I guess it's related?
Jan 22 2019
You are in lookdev mode which by default has an HDRI.
Hi. I also have had crashes in Eevee, so I took that file and recorded a video:
Jan 18 2019
The house in that scene is 700m by 450m by 280m. I imagine default settings aren't meant for such scales.