- User Since
- Jun 9 2018, 9:11 PM (31 w, 3 d)
Sun, Jan 13
I've been experimenting with adaptive-displacement some more today, and Cycles Preview rendering with Adaptive Displacement seems unprepared to deal with anything changing in terms of input or settings. It does not seem to know when it needs to actually calculate the adaptive displacement and even when it does, it usually fails to recalculate it if things change, which leads to an assortment of problems.
Thu, Jan 10
Wed, Jan 9
"Round" frame rates like that in other applications/games are often the result of vertical sync. I don't believe Blender used to specify whether vsync should be on but I don't know for sure that didn't change in 2.80/Eevee. You might experiment with your Nvidia Control Panel settings and try forcing vsync off for Blender and see if that has any effect on what you're seeing.
Sun, Jan 6
Fri, Jan 4
In the BA thread, the user reports that --debug-gpu-force-workarounds greatly improves but does not completely solve the issues.
Here's a report of what appears (visually) to be the same issue:
Wed, Jan 2
Running with --factory-startup makes no difference in the behavior that I can detect. Out of the box it just exits silently.
Sun, Dec 30
Looks nice, though I dislike the fact that it's now a two or three-level maze that you have to traverse if you're trying to find something.
Wed, Dec 26
In your system-info it appears that Blender is running on the integrated Intel graphics rather than the 1050 ti:
Tue, Dec 25
I believe you're seeing the result of the switch to OpenSubdiv that happened around then. The current implementation lacks the CPU and GPU acceleration options that existed in 2.79, and is generally at least 5x slower than the old Blender subdiv code (it can also be substantially worse) which had been in use in 2.80 prior to the switch-over that happened just before Beta.
Duplicated here on Windows 10, Nvidia 1060.
Mon, Dec 24
I also found another computer here with just a 1070 in it and that reproduces the problem!
I believe current Eevee only supports camera motion blur and does not yet support object motion blur, which looks to me to be what your scene would require.
If you go to the folder where your 2.80 is installed, inside there is a 2.80 folder. If you go inside that and make a new "Config" folder (without the quotes) then that version of Blender will keep its configuration files there locally rather than using existing system-wide preferences. When you then start up Blender it will have a completely clean default config (it should start out asking for your left/right selection preference etc. on the splash screen).
Reproduces here (Windows 10, Nvidia 1060), and regardless of CPU or GPU it fails at render startup.
Any other video devices in the system? Other video cards or Intel integrated graphics say? If so are you sure Blender is running on the 1070?
I would suggest downloading the latest 2.80 from https://builder.blender.org/download/ and after you extract it, go into the extracted folder and inside the 2.80 directory, create a directory named "Config" (without the quotes). Then start up the blender executable in the extracted folder. This will give you a clean version of the latest 2.80 build with fresh default configuration (stored locally in the 2.80/Config directory).
Just opening the scene and hitting F12 results in an unresponsive Blender here (Windows 10, Nvidia 6GB 1060, current 2.80) with extremely high GPU usage that has to be killed from the task manager.
Running Blender from a command window is producing:
I'm not sure it's applicable to MacOS, but try passing the command line option
Sun, Dec 23
Can you pack the textures into the blend file or provide them in a zip? Without the texture files I get a plain purple cube. Throwing a random image in place of the missing files does not produce anything that looks like an issue.
Can't reproduce this here.
Fri, Dec 21
I'm just gonna say that trying to figure out the interactions between Solid View Shading Color Object and Solid View Shading Color Material and Use Nodes Off Material Color and Use Nodes On effective color and Viewport Display Color left me confused and with a headache.
Dec 9 2018
Can't reproduce here either.
I'm also not seeing anything in the Windows build either. In the Render workspace, the Historgram is always showing a spike at around 27% (even before doing a render) and it never changes and none of the other scopes show anything.
Dec 5 2018
Looks great, thanks!
What about printing out the vendor, renderer, and version variables when this option is specified? That way if it does fix a problem for someone you would already have at hand the information needed to update Blender.
Dec 3 2018
Duplicated crash here (self-build current 2.8, Windows 10, Nvidia 1060) as described on the first try, but after a few more tries it seems to fail only around 60% of the time and otherwise starts rendering fine. The .blend looks like it was originally created in 2.79? Loading the .blend gives the following lines in the console (and they're repeated on hitting F12):
Dec 1 2018
Huh. It's 100% reproducible here building the latest 2.8 from scratch (just pulled and rebuilt and still doing it).
Nov 30 2018
Nov 29 2018
Verified that compiler internal error is still happening after removing the build directory.
Can no longer build on Windows here:
Nov 28 2018
Never mind, did an explicit git pull and it started working. Not sure why make update didn't do it.
Windows build now fails with:
Nov 27 2018
It has always been at least a little non-deterministic like it's an uninitialized (and thus random) variable kind of thing.
This crash seems to have been fixed by one of this evening's commits, but I'm not sure which one.
Nov 26 2018
Nov 25 2018
Nov 23 2018
Just a note that it works great as long as you click and your drag motion hits another tab before leaving the tab area. If you click and (for example in the vertical properties tabs) move directly left or right out of the tab column then it fails to work.
Thanks! I was feeling the need for this after the mouse-down/drag on tabs change earlier!
After this (or one of today's icon-related changes) on Windows at least:
Nov 14 2018
Nov 8 2018
The number of pixels in the frame that are actually covered by the previewed material seems a bit small. What about having an additional button like [2X] or [Zoom] that would toggle the preview to show the middle 1/4 of the frame at 2x resolution (or maybe 3x would work better) to give a close-up view to see things more clearly? I think I'd use that a lot.
Jul 15 2018
On this list the second item at the top in the Tools section, Navigation manipulator, has T54641 attached to it, but that's The Multi-object support master task so perhaps it was intended to be attached to the third item, Multi-object editing, instead?
Jun 9 2018
The current Top Bar design is basically "stuff on the left" + "stuff on the right". On large screens that means having to reach farther into the corners of the display to get at both sets of stuff.