- User Since
- Jul 30 2013, 12:03 PM (362 w, 19 h)
Thu, Jul 2
Mar 26 2020
Mar 21 2020
Mar 17 2020
Feb 24 2020
Jan 24 2020
getting the same error with the .fbx interface at the moment
Tested the fix provided by @Cirno (Cirno) and can confirm this works! Attatching a diff for merging in case one of the devs wants to use it.
Dec 3 2019
Nov 12 2019
This is due to the PsyOp Cryptomatte Plugin for Nuke not handling the Metadata names correctly. The latest version of the plugin *should* work already (issue was caused by the space in "View Layer"). However, there are other cases that still don't work (like "." in the View Layer name, or a VL name starting with a digit). See [[ https://developer.blender.org/D5232 | this ]]discussion here for reference.
FYI we are using Nuke for compositing, so the app on the other side doesn't seem to matter.
Same problem on our side. This behavior of Metadata not being attached correctly to OpenEXR does not only affect File Output nodes it seems. Saving from the Image Editor to OpenEXR (MultiLayer) seems to show the same problem. Is the Metadata attached at all? Can someone confirm this?
Nov 2 2019
Oct 18 2019
Oct 10 2019
for the record, commit 340b9c1dfc6e81efc0fb1e1ffff78203ba6aeddc fixed the issue.
From my side there are no more steps to reproduce it, it was fixed somehow in one of the last 30 commits. Todays build does not have the problem any longer, so this report can be closed as far as I am concerned. I'm not the original reporter though, so maybe ask @Ishaq Al Asyja' (McRavenIND) for confirmation as well.
Oct 9 2019
The only thing that seems to work is single pass anti-aliasing
Same thing here on an nVidia Quadro card. Basically, once again the logic for anti-aliasing the viewport has been reversed. I have Viewport Anti-Aliasing samples set to 8. While manipulating the viewport, the model is anti-aliased (it should not be so), while not doing anything (let go of mouse), the anti-aliasing disappears. This happened pretty much over night, didn't see that in yesterdays build.
Sep 24 2019
Guess then it's better to simply close the report as invalid. I won't find the time to setup such a scene that could be shared online for testing. As the problem only arised a few days ago I thought maybe there were changes to BlenderKit that could explain what's happening, but without a trace it will be impossible to track this down.
Sep 19 2019
Sep 16 2019
Aug 30 2019
Aug 20 2019
Aug 14 2019
Aug 8 2019
@Ivo van der Lans (Ivo) please note this proposal is about the compositor, not cycles.
Jul 23 2019
Is this something that's on the ToDo list for 2.81 already? Or is there a workaround for it? Not being able to have modifier keys for custom tools limits the use quite a bit.
Jul 15 2019
updated revision to replace any non-alpha-numeric input
@Bintang Senja Pratama (bintang) The updated plugin half-fixes the problem. However, a more complete fix could be done by updating the plugin following the suggestion here. Currently the metadata matching will still fail, because a View Layer name like "View Layer" (which is the default) will turn into "View_Layer" in Nuke. The plugin at the moment does not compensate that. However, bottom line is, there is no real need to change Blender itself for this, so the revision here can be closed / abandoned. I will update it once today just to provide the exact same fix as I suggested for the plugin, just for completeness sake.
Jul 11 2019
Jul 1 2019
I'm also not a huge fan of hiding the existance of fake users in the UI. While I understand that it confuses new people (trying to avoid the term "new users" here for clarity's sake), it also "forces" them to learn about how Blender handles data in general, and what the concept of user counting is. A fake user IS a second user of a datablock, as long as there is something else referencing the datablock. Not showing that will all the more confuse all the other people who have learned about the user count system.
May 7 2019
May 6 2019
Apr 30 2019
Apr 29 2019
Apr 26 2019
The same issue happens when you define a complete new tool with a shortcut using bl_keymap. On first Add-on activation, the shortcut works. On restarting Blender, it is non-functional. But if you reload all scripts while Blender is still running, the shortcut works again. I have used this class from the Templates to verify this behavior:
Apr 18 2019
Mar 30 2019
I can't get this branch to compile properly. At the end of compilation, I get the following errors (there are more, but these are the first):
Mar 28 2019
Just tried this patch, this is a REALLY handy addition. In 99% of the cases I want to draw quads anyways.
Mar 25 2019
Mar 22 2019
already fixed properly by Brecht
Mar 21 2019
Eevee LookDev and Wireframe mode are NOT affected by this, this is Workbench only.
Mar 20 2019
Mar 19 2019
@Campbell Barton (campbellbarton) bpy.utils.user_resource(resource_type, path="", create=False) is indeed useful. The bug report however tackles a case which is buried within the AddPresetBase class. There, bpy.utils.user_resource(resource_type, path="somesubpath", create=**True**) is called. The subpath IS then created as it should be, but not within the path coming from get_path_environment. The location it ends up in is unexpected and undesired from a user's side.
The thing came up while following a given answer on StackExchange https://blender.stackexchange.com/questions/134613/can-python-operator-presets-be-shared-between-operators/134620?noredirect=1#comment231376_134620
Mar 15 2019
Poly Build Tool also does nothing when you try to use it
Transform Tool is also affected, but it is less visible. If you set Drag Action to None it still transforms on drag.
Feb 22 2019
Feb 13 2019
Seems to be fine, all properties are back.
@Philipp Oeser (lichtwerk) For the sake of avoiding historical confusion, swapping 'BLENDER_RENDER' with 'CYCLES' would make a lot of sense. At the moment it's a bit like 'Yeah I know, last year Blender Render was meant to be Blender Internal, but now it's Cycles'. Conversations like this can get a bit rough :) Anyways, not related to this. Thanks for the patch, will test it now.
What makes it a bit confusing is that panels which serve a similar purpose (and almost look the same in the UI) are spread across different files. Check for example the camera aperture one. The cycles UI for this is in the file ui.py:
Seems like 'CYCLES' is missing in the COMPAT_ENGINES set in a few UI tabs like for instance the lens panel:
Jan 24 2019
@Brecht Van Lommel (brecht) Jesus, that was indeed the issue. My own builds fail to detect OCIO, while the official ones work just fine. Must have messed that up a while ago. Thanks for investigating!
Jan 23 2019
Output of 2.79b:
Yes, for me the problem still persists. Same if I use the provided syntax above: OCIO=/CustomSoftware/OCIO/filmic-blender/config.ocio ./blender throws the same error for me:
Jan 18 2019
I've got the feeling that commit 5e121c8eab23d3d42745277f9c92617cb0aeb066 by Stefan Werner has resolved this issue. So far I had no more crashes.
Jan 11 2019
Also from our side at the studio a very much longed for modifier! Are there plans to go ahead with this proposal?
Jan 5 2019
Seems like the mouse buttons are swapped - the information banner appears when holding down RMB in Blender 2.8. In the keymap, the image.sample operator is indeed assigned to the right mouse button now. I couldn't find any documentation regarding this change in https://developer.blender.org/T55194 though, maybe that was unintended?
Dec 17 2018
Hm, just tested again under Linux, now I have the same issue there too. Maybe I misremembered.
removing said nodes via a script and re-saving the file has solved the problem. We were not able to re-create the issue, I do remember however that we worked with a patched version of Blender before that IES Shader node was merged to master. Too isolated to follow up on the issue, so closing this. Thanks!
Dec 14 2018
@Jacques Lucke (JacquesLucke) Yes, I ran a few tests with production files we have here in the studio. I can't claim I have done every thinkable test though, just the common operations (Edit Linked, Go back, use_autosave, use_instance)
A thing that might be worth aligning on is if in the target file the collection or object should be selected at all. I'm raising this because the target could open in Modelling Workspace, and then it automatically switches to Edit Mode. This might be a Performance issue on large scenes.
added a few comments
Updated the diff to meet requirements by Jacques Lucke, thanks for the feedback!
Dec 13 2018
Dec 12 2018
Dec 10 2018
@Bastien Montagne (mont29) Thanks for looking into this, if it is a mistake on our side the bug report can be closed. I'll pass on the information to the team and ask them how they got into this corner. Maybe they can isolate the node tree in question. We do mix Blender versions sometimes, so it could have happened that the texture was created in a later 2.79 build, and then the file was modified further in 2.79a or b.
Dec 8 2018
Dec 6 2018
also fixed on Windows, thanks!
Same thing here on Windows. This started yesterday at some point, another compiled version with hash 245065460f3 works just fine. If the user has set that color space in his startup file (like I did), Blender never starts and throws the 'Cannot find Colorspace' Error on startup.
Dec 4 2018
Nov 28 2018
Nov 8 2018
@Philipp Oeser (lichtwerk) Maybe a misunderstanding, it *technically* works, but it's not very convenient from a user perspective, that's what I'm trying to say. So no bug to report there.
@Brecht Van Lommel (brecht) I see. Well, if the exposure story is seen as an issue, I guess we can live with having exposure and gamma settings ignored. I don't want to complicate things too much, I'm just sharing my thoughts from a user/studio perspective. View Transform and Look however are a must-have, but this I gather was agreed already. If exposure and gamma are ignored, there will be a need to deal with this in the UI. Having the parameters there doing nothing will confuse the hell out of people.
Nov 7 2018
@Brecht Van Lommel (brecht) Thanks for your feedback, it's really cool that parts of CM are re-introduced back to LookDev mode. I do understand that the topic is complex, as the Blender Devs are putting a lot of effort into making Blender more accessible and easy to use. As far as I gather the discussion, this is the main reason for the change, so people would find a consistent experience. However, I find it counter-intuitive for LookDev mode.