- User Since
- Jun 9 2018, 9:11 PM (176 w, 1 d)
Sep 20 2021
Sep 7 2021
I think it's not so much a legal issue as it is a Blender policy as stated by Ton in a Tweet and blog post(?) in the last year or two (which I am unable to find after a brief search) that said that we should not post screen shots of competing product UI etc. or discuss duplicating competing features exactly, but just figure out what would be the best way to do things in Blender (my paraphrasing).
Apr 17 2021
Jan 10 2020
I know it appears stuck, but have you given it like ten minutes to be sure? It might be going first-time kernel compilation or some such thing that could take a minute or more. I don't have one so I don't know what's normal.
Jan 8 2020
The executable name needs to be in quotes as there are spaces in the path.
Dec 11 2019
Sep 14 2019
Isn't this more commonly referred to as Light Linking in other applications? That is, the ability to associate lights with specific objects to illuminate? Light Groups are also a thing in some applications (Revit as one example) but AFAIK this refers simply to grouping multiple lights together in order to affect them as a combined set. Applications that support Light Linking generally let you associate either individual lights or groups of lights with one or more objects to illuminate.
Sep 12 2019
Aug 26 2019
Aug 25 2019
I find the persistent UI is pretty fundamental to advanced work in Blender when you're using all the features of the customizable UI to their best effect. I would worry that in turning it off by default many users might never find out Blender has this rather powerful and unusual feature.
Aug 23 2019
Aug 22 2019
Here are my comments from the DevTalk thread about the current 2.81 layout (some of which are already being addressed here):
Aug 18 2019
I think it's potentially confusing that we have a "Denoise" Cycles feature configurable through View Layer settings and an identically named "Denoise" node in the Compositor which is a completely different denoising system.
Aug 15 2019
Aug 4 2019
Yeah, looks broken. If I assign F10 to the Lookdev button then press it, I get:
Your Nvidia drivers appear to be 4.5 years old, have you checked to see if there is a newer driver version?
Aug 2 2019
Aug 1 2019
Thanks for the update. I'm using Left Click Select and do not see the behavior you describe. Have you tried File->Defaults->Load Factory Settings to see if that works?
Thanks for the update! Happy Blending!
Your example .blend lacks textures so it's hard to see exactly what's going on. You can do FIle->External Data->Pack all into .blend and then save that under a different name and attach it to the ticket. Eevee and Cycles are quite different rendering engines with support for different features and different shading nodes and node features, so they generally do produce different output.
Works spiffy here with the same Windows 10 / 1060. Edit mode, Circle select, click on cube corners, they select just fine. Try File->Defaults->Load Factory Settings and then try it to see if maybe you have a bad add-on or some setting that's affecting it.
Created Bezier curve, converted to mesh, editmode, shift-alt-select on the object. No crash. Please edit the ticket to provide all the requested information. OS, Blender version, example .blend file, output from Help->Save System Info.
Can you add the output file created by the Help->Save System Info command to this ticket?
Please edit the ticket to include all the requested information, including your operating system, video card, and if possible attach a copy of the Help->Save System Info output file.
Jul 31 2019
Is it possible for you to share the .blend file / .obj file?
You can try grabbing it directly from a mirror such as: https://mirror.clarkson.edu/blender/release/Blender2.80/ (the ones at the top are the official 2.80 release).
I searched around but could not find other examples of this sort of issue either with Blender or with OpenCL apps in general, so I don't think it's really likely to be a Blender bug but some obscure issue in your particular system. As long as it's otherwise working I'm not sure I would spend too much time messing with it, but you could try completely removing all AMD/ATI video related drivers and stuff and re-installing the latest. I will keep my eyes out for anyone else seeing the same issue though.
Can you try the release version of 2.80? I believe similar issues were fixed after RC2.
Thanks, yes, it looks the same here. 400% zoom clearly shows the difference:
Does the speed of rendering approximately double between choosing only the first card and choosing the first two on the list?
Thanks, that wasn't instantly obvious with just the video and no problem description. Indeed, this does seem different/broken in 2.80 compared to the 2.79 behavior.
Jul 30 2019
Is the difference in behavior simply that 2.80 has a default brush Strength of 1.0 vs the 0.7 of 2.79? If I turn it down to 0.7 the behavior looks the same as in your 2.79 example. Or perhaps I'm not understanding exactly what the problem is.
Please provide your operating system and video card info. Also please describe what it's doing that you think is incorrect. Is it opening on the wrong screen? If you position Blender's window(s) where you want them and then do FIle->Defaults->Save Startup File then it should return to the same setup each time you start.
What model of laptop is this?
Looks like this got fixed at some point as the behavior seems correct now in 2.80.
I can't reproduce this here on Windows. Can you provide screenshots of what it looks like with and without Thick lines for you?
It works fine here on Windows 10 / Nvidia in 2.80. Can you try File->Defaults->Load Factory Settings and see if that changes the behavior?
Do you have Crossfire enabled for the two cards? It seems like it's double-enumerating them somehow. I believe generally things will work better for rendering if Crossfire is disabled, similar to SLI on Nvidia cards. But I'm not an AMD user so I'm not as familiar with the setup there.
Jul 29 2019
Blender contains some workarounds for similar issues that are enabled automatically for specific Intel driver versions. The list of versions it knows about is not exhaustive, so you might have one of the versions that needs the workaround enabled but which Blender does not have in its list. If you can provide the file produced by Help->Save System Info that would be helpful. If you can install the latest Intel driver for your OS+CPU that may resolve the issue.
I believe the default Blender keymap Gizmo activation behavior is Press, which consumes all clicks on the gizmos making it impossible to click-through them. You can change this to Drag as an alternative that will let you select through them.
Further improvements to Opensubdiv performance are planned for the 2.8x series.
Your video card should be fine for ordinary Blender operation and Eeevee in 2.80. For Cycles Accelerated rendering, AMD cards are currently unsupported in MacOS due to Apple failing to support OpenCL to a level that Blender requires, but CPU rendering should work fine.
Jul 28 2019
Thanks for the update. (I think you mean OpenGL when you say OpenCL). If everything is working for you then we'll close this ticket.
Be sure you have the latest driver for your video card. If you have a chance can you try the current 2.79 Experimental build and the current 2.80 Beta, both from https://builder.blender.org/download/ for comparison and see if those exhibit the same behavior or not? Was this working in the past, specifically before the Windows 1903 update perhaps?
Hi Andrew, The whole PC freezing is going to be an OS/driver/hardware problem rather than a Blender bug generally. Have you got the latest driver available for your video card? The R9 270 is an older card but it is GCN 1st Gen so it should be officially supported in 2.80. Do you know if your system has had the Windows 10 1903 update installed yet? Were you able to use older 2.80 beta versions without problems at some point?
Can you please re-submit this issue using the Help->Report a Bug menu command? That will provide the version of your OS, video card, and Blender version information to help investigate the problem. Additionally, if you could attach an example .blend file that demonstrates the problem that would be quite helpful.
In those images you see the BVH being constructed on the CPU (this does not use the GPU currently), then data being synced onto the GPU, and then the GPU appears to run out of memory likely because that scene and its render parameters require more memory that the GPU has available. Is there something that leads you to believe this is not working correctly?
If I click it in the Outliner then it shows as selected there and in the upper left corner info display of the 3dview. Hitting DEL or X at that point does indeed fail to delete it for some reason ("Deleted 0 object(s)" status, though right-clicking it in the outliner and choosing Delete does seem to work. So yes, there may be something odd about this object in this file.
There's usually nothing the render can do to use more memory. Unlike CPU, having extra memory available does not help with most tasks. The GPU memory is like a delivery box. You only need a box large enough to hold what you're delivering and having a bigger box does not get the package there any faster or more efficiently. Since GPU memory is often a limiting factor in render complexity, most renderers will try to use the smallest amount of memory possible.
Honestly you'll likely get a much better answer to your question by asking in a user forum like BlenderArtists.com where you'll get reports from people who actually own and use all the various video cards that exist. People ask questions like this all the time there with good results.
Thanks for the update, closing the ticket.
I'm not seeing an issue (but maybe I'm not understanding the problem). I think perhaps you're confused by the behavior of Workspaces in 2.80. Each Workspace has an associated mode set in that Workspace's tool properties and workspace settings like so:
Are they getting stuck in the invisible state? They should re-appear as soon as you finish the operation.
Gets to around displayed countdown image of 21 / frame 27 here then crashes. Switching it to 8 samples 25% output frame size and Cycles CPU+GPU causes it to render counts differently, it crashed after frame 7 having displayed 0, 0, 2, 2, 5, 5 in the rendered frames. Restarted it and did the same thing and it did *not* do the weird number duplicate/skipping (it did skip a number around 27 or 28) then crashed after frame 35. All very non-deterministic.
The bug tracker does not track enhancement requests. A better place to propose this change would be the RightClickSelect community for Blender enhancements at https://blender.community/c/rightclickselect/ where people can comment and vote on it.
Jul 27 2019
I opened the file, enabled the Cell Fracture addon, selected the cube, did Object->Quick Effects->Cell Fracture and accepted the default settings, and it worked without issue (Windows 10 / Nvidia 1060). There is a few seconds delay after it creates all the cells before they all show as selected.
It does indeed load into Windows 10 RC3 with the 3dview mouse zoom and shift-middle-mouse pan not functioning. Pan and zoom in the UV editor work fine. Also, the pan and zoom gizmos in the upper right corner of the 3dview fail to work as well. Executing View->Frame Selected seems to clear the condition and return to normal. I haven't been able to figure out what might have gotten it into this state.
No problem, thanks for the update. Will close this as "invalid" since it seems to have been purely an operational glitch. Happy Blending!
Please provide a Help->Save System Info file, along with a .blend file that demonstrates the problem.
I can't get it to happen on Windows 10. "Computer locks up" after Blender has crashed will be an OS or hardware / driver issue most likely rather than a Blender issue, and perhaps that's involved in the Blender crash as well.
There have been a few similar issues reported with the latest Microsoft insider builds. Hopefully these are also being reported to Microsoft and they'll be able to resolve them soon.
This is another Intel driver version (4.0.0 - Build 10.18.10.3621) not in the GG.context_local_shaders_workaround list that might need to be.
Does this happen for you with the default Blender cube scene, and if not can you provide a .blend file that demonstrates the problem?
Yeah, I've noticed the same thing. I think it's related to the way the Blender default document is materialized along with the migration from the 2.79 Screens concept to 2.80's Workspaces, where there's still a bit of "Screen" lingering behind the scenes. I'm not sure if the information under Screens serves any useful purpose anymore or not and it can probably be safely ignored.
I think it's just showing by default that it's a "context" in the terminology of Blender's internal API. Not terribly useful to the end-user and room for improvement certainly, but not really a bug. It does show you its actual name in the second line so it's not totally hopeless right now.
Can you try switching to true full-screen mode (Window->Toggle Window Fullscreen) and tell me if the problem goes away?
Yes, a bit confusing potentially, but not really a bug.
This is a preference. Turn off Auto Perspective here:
Without Blender running, can you go into C:\Users\Jaywright\Desktop\blender-2.80rc3-windows64\2.80\ and create a new folder there named config and then try running Blender? This will stop that Blender version from looking anywhere outside the installation folder for scripts and config files and thus eliminate the possibility that you have some old stuff in your local Appdata directory that's causing a conflict. When you start Blender it should give you the first startup prompt in the splash screen that asks you if you want left or right click select etc.
Jul 26 2019
Can't reproduce on Windows using RC3 or a master build from yesterday.
https://www.blender.org/download/requirements/ I mentioned the power supply because in my experience sudden shutoffs can result from an inadequate or failing PS, but I'm sure it could be caused by other things.
Try the latest Intel graphics drivers for your CPU/Windows version from https://downloadcenter.intel.com/product/80939/Graphics-Drivers
And give us a Help->Save System Info file.
Well, you can do stuff like this: https://www.youtube.com/watch?v=kpY-WVQUxYw
It's the operating system and drivers job to make it impossible for an unprivileged program like Blender to cause such things to happen, so this is almost certainly not a Blender bug. Be sure you have all the latest OS and video driver patches/versions, and that your system's power supply is adequate for the complete system including the video card.
As far as I know, there's not really anything that's practical to do along those lines. The Blender UI code is not so nicely modularized as to be something you could drop into 2.79 unfortunately.
If you're just looking to download version 2.80, you can get the latest Release Candidate here: https://www.blender.org/download/
Seems to work fine here on Windows. Can you try File->Defaults->Load Factory Settings and see if it behaves any differently after that?
Reproduces here on Win 10 both with the originally provided .blend and Hardnax's simplified version (in RC3).
I'll just throw in that if you were able to upgrade to Windows 10 that would give you access to much newer Intel video drivers that would likely resolve the issue.
Confirmed here as well. The general problem is that sculpting brush strokes do not mark the document as changed. If you start with a New->General document, setup for sculpting, then save the document, then make some sculptings strokes and close the program it will not prompt you to save either.
Your GT 730 appears to be the 128-bit DDR 3 version which only supports CUDA compute capability 2.1 and Cycles in 2.80 requires compute capability 3.0 or higher, so that's likely why it's not showing up as a usable CUDA device.
Can you see if RC3 still has this issue for you?