- User Since
- Oct 12 2014, 1:52 PM (196 w, 5 d)
Thu, Jul 19
I can confirm this crash. For example, when you try to write an accented letter in the name of .blend file when Save As...
I use this Spanish/Portuguese layout:
I can confirm this crash in updated 2.8.
Using Linux also here.
Wed, Jul 18
Is the final decision Top Bar to be fixed up there? Is "Top" part of the name limiting the possibility of developing a much more configurable bar with respect to the possible positions on the screen?. If so, maybe rename "Top" Bar for something else. Besides renaming it would avoid people confusing the concept of this Blender Bar, with the TopBar concept of most other software.
TopBar fixed there, is limiting the possibility of different workflows to which Blender users were accustomed.
By the way, I know about "Tool settings" tab in Properties editor, but what I mean is about what had been discussed started by "pistol ioan (pistoltoto)" recently a little above. The concept of that bar is great and it would be good to be able to be more configurable with respect to positions.
Sun, Jul 1
Hi. I think that Translate/Move widget should be by default instead of Cursor. Sorry if that was the plan, but I found nothing about it above.
Jun 18 2018
I think that "pistol ioan" means that he wants to use horizontal Top Bar "concept", but it can be more configurable and have more possibilities in terms of it position, for example be able to place the bar just above 3D View in the screenshot he showed.
This could be achieved by "Top Bar" being a complete new "Editor Type", or it belonging to 3D View Editor. Or maybe it's some kind of detachable panel.
And I agree with that, just making TopBar hidden does not solve the problem for people who like the concept of Top Bar, but they just want to place TopBar where they like best.
Jun 11 2018
Paulo, maybe you use the same keyboard layout as mine. This is the type of keyboard sold in South America (Spanish / Portuguese):
Jun 3 2018
In blenderartists forum some users were worried about the difficulty to easily access/configure Wireframe mode so that it looks like 2.7. I know Wireframe is still WIP and maybe there will be better shortcuts. But from that I thought that since there are several configuration combinations for Shading and Overlays, it would be good to reserve a set of keyboard keys where the user could easily save their preferred Shading and Overlays "Current" configuration (Save current Shading and Overlays settings to a Key). I do not know if this is something similar to what was intended for "Q" Quick Menu (favorite commands).
May 24 2018
Mmm, "Pose" Mode could be the last number not used so far. I'm not sure if that's 8 or 9, depending on whether Grease Pencil will be a mode too.
Or "Pose" Mode could also always be shown in Mode Menu, but grayed out when an armature is not selected (to continue with intuitivity with order in Menu). In the same way, if you are in Pose mode, grayed out not available modes in Modes Menu.
May 23 2018
I think that for key numbers to be intuitive, they have to follow the order of how Modes appear in the Modes selector menu. So if that is the order that modes will appear in menu in 2.8, I agree with William's proposal.
May 10 2018
Hi. I was testing a bit of animation in 2.8, mainly things that fall, and I found the big "Frame number indicator" in new Timeline somewhat distracting when playing animation in viewport. I have disabled "Show Frame number indicator" for Timeline (that is something that I will surely configure by default for me in 2.8). The problem here is that for some users "Frame number indicator" could be useful in Dope Sheet mode (and other modes) since frames are not shown in the bar like in Timeline mode.
Just commenting on that experience. Thank you very much for your hard work.
May 6 2018
Sorry, maybe my bad English (again). I just wanted to contribute that I'm in Linux and it works well here.
Blender currently no warns into GUI when an image is not found for some reason, right? (ex. if it changed name or location, Blender access rights to the location are not allowed, etc). It would be nice if UI indicated it in some way (red/purple highlighted in Image name field for example).
May 5 2018
Sorry, I misinterpreted (may bad English helped for this). Thanks for the clarification.
I completely agree with Alberto.
But, does this pretend to be behavior by default? If so, I'm a little confused right now. I understood that there would be changes to improve consistency between all the modes/editors within the same Blender, and make things easier for new users who use Blender as the first 3D program ever, not to satisfy users coming from other programs. I entered/know the 3D world with Blender as firts program. Then I have tried other programs and I think Blender has the best behavior for viewport navigation with mouse button wheel (and for the pen on a graphic tablet). Only noticed the problem of the LMB select that we all know.
Would a "Smart" mode be possible to position 3D Cursor?. For example with "Smart" mode enabled, when left button clicking on an object or an empty, it automatically positions 3D Cursor in Object origin or exactly on the empty. In Edit mode, if you left click on a vertex or near a vertex (just like RMB selection works) then 3D cursor is automatically positioned exactly on that vertex. The same for edges or faces.
Also Smart mode to position the cursor on Grid Floor, especially in Ortho view.
In my case, the only time I use LMB to directly position cursor in 3D View, is when I want to remove of my view 3D Cursor bothering about where I am working. Otherwise, I always need more precision, this is to first Select item and then Snap Cursor to... Then Smart mode would save those tedious steps.
Apr 26 2018
LazyDodo , Sorry, I had not paid attention to your message.
Supposedly, that problem was solved (reverted) for 2.79b?. This problem also occurs in Blender 2.79b, here the system graph while Blender is hanging (big brush and spacing = 1%):
Hi. Kubuntu Linux 18.04, i7-3770, GTX 960, 16GB RAM
Apr 14 2018
As this report is archived, I will allow myself to be a little off topic.
Apr 12 2018
Michael, Download that build labeled with 2.79, not 2.8.
Mar 27 2018
Render looks great and using only 47 samples. Thanks Brecht.
It seems that Roger will be able to save a lot of render time using default value of step size.
Unfortunately it seems that Buildbot is having problems to build Windows versions.
Mar 25 2018
Here Linux, just making observations. In Blender 2.79 official release I can see the black hole and a lot of noise around it. Increasing light paths > Max Transparency to 16 the black hole improves a bit, still a lot of noise around.
Mar 24 2018
Sorry if I introduced confusion to the report.
Alberto, the point is that this worked as Daniel described until 2.79 release inclusive and this may have been useful for many users. Then something changed.
I do not know if it has been mentioned, but for the value to be remembered in 2.79 and earlier it is necessary to enter values from context menu first (T panel or F6). If you did not enter the value from the context menu, the last value is not applied when you apply bevel again (at least in Linux). So suppose you applied Bevel with amount=0.5 on an edge by modifying the value from the context menu. Then, select another edge and you apply Bevel=1 but enter it from numpad keyboard (Ctrl B - 1). Suppose that you select another edge and apply Bevel. The value 1 entered from the keyboard is not remembered, instead 0.5 is still remembered and applied.
Mar 23 2018
Mar 15 2018
I was just testing eevee with Classroom scene a while ago. At some point I added the reflection plane and saved the file. Then working with the scene I realized that Blender crash when trying to eliminate the reflection plane. So I cleaned all the classroom scene elements leaving only the problematic reflection plane to share the file here.
Currently I try to recreate the problem with the same scene using current version of Blender 2.8 and everything works fine, Blender does not crash.
So maybe it was just because I was working with a very early stage of Blender 2.8 that time, and something was corrupted by adding the reflection plane.
You feel free to leave this report closed.
Mar 13 2018
@LazyDodo (LazyDodo). Maybe just Linux issue? My system monitor graphic with Blender 2.79a is basically a permanent horizontal line at approximately 13.5 GB :)
Just in case, using 4.15 linux kernel here.
I am able to reproduce the problem with Blender 2.79a official release and this scene:
Mar 12 2018
Mar 2 2018
Mar 1 2018
Here with Max Transparency = 16:
Thanks for this Kévin and Brecht.
Dec 14 2017
Same results now. Thank you Sergey!
Dec 2 2017
Thanks for report.
This is the problematic scene that Roken posted in other report:
Nov 23 2017
I was just trying to get a quick background for the BA weekend challenge. I'm not even sure if those nodes are being used well here, and neither is it common to use it in World nodes. If you ask me, I prefer speed :) . But I have no idea, perhaps the problem that jumped here could affect other cases, and since we have GPU + CPU combined render, differences are more sensitive.
The nodes in Material render similar on GPU and CPU:
Nov 19 2017
Nov 1 2017
Oct 25 2017
I was unable to reproduce the problem with this file:
Open "quick_smoke.blend" file. Press "Bake" button. You save the file again (File > Save). Close Blender. You open the "quick_smoke.blend" file again. Baked simulation will remain there as long as you do not delete the folder named "blendcache_quick_smoke" that had been created on the same path where you saved .blend file.
Oct 24 2017
I think using SSS I am getting different result between 2.79 release and master:
I can reproduce in Kubuntu 14.04, GTX 960, i7-3770
Oct 23 2017
Oct 16 2017
I think this thread in BA forum is related (just in case developers can find some pattern there):
Sep 18 2017
I have read before that the mere fact of having installed some GPU overclocking application can bring conflicts with Blender, even for CPU render. I say this because I read above about MSI Afterburner. So just in case to do reliable tests, if you have any of them installed (MSI Afterburner, ASUS GPU Tweak, etc.), completely remove the application.
Sep 11 2017
Maybe new Russian Roulette method helped here?
Just to mention just in case. If you increase Lamp size (1 for example), some weird things still happen in this scene using resent blender from buildbot:
Sep 10 2017
Regarding the comment above, I'm not sure how this could be OS dependent. But I can still reproduce the problem in Linux, blender from buildbot 11a9434c2de
Sep 1 2017
Here the explanation by Pascal about this in Principled shader:
Aug 26 2017
I agree with 'bigbad' about "They are for testers and user feedback" part in that message can be confusing, and users could spend time making reports that will then be closed. Maybe delete that part of the message, and even better than that expressly clarify that Blender 2.8 is not yet in a stage in which user reports are accepted.
Aug 17 2017
For "bmw27_cpu.blend" scene downloaded from blender.org (not the BMW27.blend scene belonging to Blenderartists forum), the time you get 2 m 32 s looks to me very little time for an 8-threads i7 CPU. 5 m 51 s looks to me more feasible. What is the exact model of the CPU? Did you compare side by side the resulting images to see if they look the same?
Jul 21 2017
Yes, that nodes setup from the link makes a lot more sense. I just thought that to do something like that could be as easy as mixing two Emission Nodes connected to Volume, and controlling the weight with Layer Weight. I am very bad with nodes, my mistake.
Ok, sorry, Perhaps obvious to experienced people, but Layer Weight Node documentation did not clarify anything about not usefull for Volume. Now I have just found the right way to do what I intended to do in cycles:
Here I mention some other examples where I encounter problems with volumetrics. I am not good with nodes, so I apologize if this is due to my mistakes with configuration.
In the following example there are differences between GPU and CPU render:
Jul 10 2017
Jul 9 2017
Thanks for the fix.
Here I modified the file a bit and packed a free HDRi to make sure we are all comparing the same scene:
Jul 8 2017
Jul 7 2017
Some tests. The effect is also visible with pure metalic Principled BSDF connected to eevee material output. Glossy BSDF connected to eevee material output looks very similar to Cycles (Glossy and Principled on Cycles).
May 19 2017
I can confirm this on Linux too, GTX 960. Hash: a7c4b6f
May 17 2017
Testing the patch with the scene shared by pafurijaz user here:
I hope I have applied the patch correctly, otherwise my apologies if it was not so.
May 16 2017
Here's what I get in Blender from buildbot ( 8ca9fa5fd36 ) with GPU:
Mar 21 2017
It seems Shadow Catcher is working well in my tests, it seems to react well to the variation of different lights:
Edit: corrected the previous scene (had forgotten to select to repeat with offset in one of the modifiers):
Mar 17 2017
Yes, it is. That's what I mean when I say I've seen this kind of problem before. So let's wait for what cycles developers say about this.
Whenever you see this kind of strange problems related to slowness in certain frames or frame intervals, you should see if this is related to Motion Blur enabled.
I have seen other times Motion Blur cause these kind of problems. I do not know if this is due to a bug or just it is one of those known problems that usually have Motion Blur in Blender.
Mar 15 2017
This is working now.
I think that with 'OpenGL depth picking' it's going to be the first time I'll be able to use Blender with intel on Linux.
Mar 12 2017
Mar 8 2017
Mar 6 2017
@Lukas Stockner (lukasstockner97) , This is the story: I was having these crashes when trying to use image as plane with my photos revealed and exported from Darktable (tif format). The crash was always reproducible, I always did the tests without packing the tif in .blend file.
So then I had decided to report the problem, and because the problem does not occur with any tif, I decide to pack the tif into .blend file to include in the report. So before sending the file I do the test again, and, wait a minute!... Is there when I find that packed tif does not produce the crash.
So yes, the problem basically happened with the original file.
Mar 5 2017
Dec 4 2016
Oct 20 2016
Thanks Lucas for the clear report and thank Sergey for the fix.
This problem had given me more of a headache with some addons, and some people out there having this problem but without them knowing exactly why.
Oct 10 2016
Not directly related to the problem you mention, but at least you can use GPU compute until you can solve the problem. If you are using nvidia drivers installed from repos, I recently read that in Linux Mint you still need to install 'nvidia-modprobe' package. You look for that package, install it and reboot the system. Remember that you also must have installed 'libcuda1' related package. And of course you should use official Blender downloaded from official Blender 3D website which include precompiled CUDA kernels (tar.bz2 file for Linux). Extract to a folder and run there 'blender' file.
You can search about 'nvidia-modprobe' and Blender in Google, there is much written.
Sep 28 2016
So who should open the new report about bmesh boolean modifier?. I really do not know how to open this report and what information provide there.
Sep 22 2016
I can reproduce the problem if 'File > User Preferences > System > Images Draw Method > DrawPixels' is selected, in Blender 2.77a ( abf6f08 ) and blender from buildbot 2.78 ( 21e9db9 ).
Kubuntu Linux 14.04 64 bits, GTX 960 (370.28)
Sep 21 2016
It makes no sense to me that Carver (almost a CAD tool) can not be used in Orthographic view. By the way, Pixivore examples are working on Ortho view:
Hi. I think I can reproduce this:
Sep 15 2016
Sep 11 2016
Aug 25 2016
Thanks for reporting to nvidia and for update here what nvidia says.
Aug 23 2016
Aug 19 2016
I can confirm this. Kubuntu 16.04 - GTX 960 - nvidia 370.23 (beta driver acording nvidia home site). Blender from buildbot: d41dfe3
Aug 18 2016
Thank you sergey.
This new patch seems to be working much better. I've tried it with my file with different sizes and strength in lamps and shadows match pretty well in the plane with shadow catcher and in the plane without shadow catcher.
I have also tried the file 'shadow_catcher_submit_01.blend' by hype, and the blue emmiter ring no longer have much influence on the total shading, which is good. In this scene I just noticed that there are some reflections in the plane with Displace Modifier under the hard black shadow, and I'm not sure about whether this should be so. Select the Sun lamp, set Size=0, and you start to move the Strength smoothly from 0 to 10 while you see the shadow changes in rendered view preview. It looks a little weird for me, but maybe that's as it should be.
I recently discovered this about the Shadow Catcher and I'm not good at compositing, then sorry if my .blend file have errors.
My concern is whether the intensity of the shadows obtained on the plane with shadow catcher should be similar to that obtained on a plane with difuse material and without shadow catcher. Here in this scene render shadow catcher when you just open and render image. If you enable the first render layer and disables the other three, you get the scene with shadow over the plane without shadow catcher (I guess):
Aug 5 2016
Yes, but if this was a particular problem with the graphics tablet like this I had, then the problem should be present in texture paint, curve draw and GP (exactly like the problem I had). Sorry if I intruded on the report, I just requetsed the test to discard that this could be a general problem with the graphics tablet in Blender or system, because I had seen those similar artifacts that I had that time.
To see if it is a problem with the graphics tablet on your OS. Could you try if you have the same kind of problems in .blend files I had shared here?
Jul 28 2016
Working well now.
Jul 26 2016
I have compiled from master and I have not been able to reproduce the problem anymore, it is working very well.
Jul 20 2016
Ok, I see. Thank you.
I really do not know much about sculpt in Blender, so I really do not know exactly how it should be the behavior of the brush. So I have some questions.
I have compiled Blender from master (690063e) and when open the test file I noticed that "Accumulate" option is enabled by default now. If I disable "Accumulate" before beginning to sculpt, then the behavior is the same as mentioned earlier in this report, making that kind of bump in the first stroke. So this should be that way when "Accumulate" is disabled?
Jul 19 2016
Jul 15 2016
Sorry for the typo in the title, maerial=material
The user can not edit the title, right?
Jul 5 2016
Perhaps I have not been clear here. Apparently you refer to World (HDRi environment texture) strength. You do not touch that value in the scene, you leave that value to 1. With "strength=0" I am referring to the lamp selected by default when you open the scene. You just open the scene and render in Belnder from master (Do not forget to load the HDRi). Did you not get a resulting image like the first image I've shared?. I think it should look like the second image I obtained in Blender 2.77a.
I know, there is no logical reason to put there a lamp with strenght=0. But anyway I do not see any reason to get a resulting image like the obtained from master (first image).
Regarding whether this occurs in CPU/GPU, master/buildbot: