- User Since
- Jul 30 2013, 12:03 PM (465 w, 3 h)
Apr 12 2022
Nov 22 2021
Oct 20 2021
Jun 22 2021
Hi @Brecht Van Lommel (brecht) your fix indeed resolved the scene opening problems for me!
Jun 20 2021
It seems like you reported two different bugs then, one about slower loading of files for which you provided a repro case, and one about Blender hanging for which you did not.
Jun 19 2021
Greatly appreciate everyone investigating this! From my side I can only confirm that reverting the commit I mentioned resolves my problems, but of course the source could be somewhere else entirely. Really difficult to narrow down how to reproduce the problem. For me, production scenes in the company don‘t open within 10 minutes, at that point I kill the Blender process in the task manager. 2.93 opens the same scene in 45 seconds.
Jun 18 2021
Jun 16 2021
Apr 14 2021
Feb 12 2021
Hi @Peter Kim (muxed-reality) I'm trying to create an own action using this system just to see if I understood how this works correctly. I can make it work with a button which I assign to the screen.animation_play command just fine:
What I'd desire to add however is a binding that would allow me to move in 3D space by using the thumbsticks on my Oculus controllers. Would you have a suggestion on how this can be achieved? Is it possible with the current system at all?
Alternatively, is it possible to create a teleporter function somehow?
Feb 2 2021
Can confirm this fixed the crashes for me. Not sure about @Daniel Salazar (zanqdo)
Feb 1 2021
Adding output from debug_gpu here too:
Jan 31 2021
It's very much welcome to see a possibility arising finally to preview node output values within the node tree. However, while using tooltips to do quick previews is just fine, I usually prefer to use dedicated nodes within the node tree to constantly have value updates visible. I do this in Dynamo, a tool to procedurally generate geometry.illustrates how this is done there. The first node just genereates a list of values using the builtin script language Dynamo offers. The second node then acts as a pass-through, displaying the values that come in from the left, and passes them on completely unchanged to the output socket. This way, at any point in a complex node tree, values can be counter-checked for consistency. This is hugely important for debugging the setup.
Jan 23 2021
Jan 8 2021
Jan 7 2021
Jan 5 2021
Oct 21 2020
Hi @Brecht Van Lommel (brecht) this bug is unfortunately back in 2.91, was introduced a few days ago, but not exactly sure when.
Oct 20 2020
Jul 2 2020
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: