- User Since
- Mar 1 2010, 6:51 AM (485 w, 3 d)
Wed, Jun 12
A few days ago clement added extra things to normalize fireflies like that, the fixes in that report may be helping, altough the problem was focus on blend normals from the Ambient Oclussion, not sure if it is the same problem
Tue, Jun 11
I just tested with a0608340ae14 and i can't reproduce the error,
Win 7 - nvidia 1070 - Drv 430.86 - Wacom intuos 4 Drv:6.3.8
Sat, Jun 8
Hi, i have test with 4fb441517251, rendered that problematic shot a few times with different sizes and also other cameras, that blind guess seems to be working i didn't see any fire fly, this scene shots are rendering properly now.
Fri, Jun 7
Thu, Jun 6
I tested the fix with 8fa65ed31b7f and 8b2b79c2108b and the viewport looks great and mainly worked but. .
Wed, Jun 5
DANG! ok im feeling really really stupid right now, i though i had paked, and i was sure when was moving a file that weight more than an 1mb with only that little mesh data. . . . anyways, ill test this again in my secondary machine later to check this version.
Its kind a bit big but this is the file with the normal map.
Ok i have done more tests.
in my main machine (i7 win7 gtx 1070 ), updated drivers (430) an last blender version and the bug its consistently appearing always there.
Tue, Jun 4
ok, ill try to test this further, ill try to do it as soon as i can
Sat, May 25
Mar 27 2019
Feb 19 2019
This is what i get from the demo file.
Win 7 x64
Nvidia 1070 drivers 417.35
Feb 14 2019
Nov 21 2018
Jul 31 2018
Jul 5 2018
Apr 1 2018
Sep 11 2017
not sure, im not a developer, just a user that test and add info to save some dev time.
the operator that you are using there its "Pick shortest path" (bpy.ops.mesh.shortest_path_pick)
, not "select shortest path"( bpy.ops.mesh.shortest_path_select() )
Sep 10 2017
Win 7 x64
I7 2600 16gb ram
Blender RC2 7b397cd
I can reproduce it in the 2.79 RC2 using a wacom intuos 4 stylus, mouse works fine.
nvidia 1070 drivers 382.33
(user testing here)
In both examples Fill region its active, that's causing that behavior.
Sep 9 2017
@Dalai Felinto (dfelinto)
not sure if it helps now but i simplified the file isolating the the problematic face.
Sep 4 2017
Sep 3 2017
Im just theorizing here, but could you setup a render side by side like the last one, but setting the bevel to 0 in OSL or directly disabling it.
Again im not a developer, but my instinct in production its telling me that the difference in value its because of the lac of high lights cause by the bevel that's missing in the gpu side that not support OSL.
Sep 2 2017
i have to be honest, not a developer im a user testing, downloaded the file started the render in cpu but didnt finish it i have to cancel, the render its huge and not sure where it is a transparent area. . .
That said.. . .
I7 2600 16gb ram nvidia 1070 - Blender 2ca1f29
Render on cpu:
Start normal, didn't finish because of the long render time it would naturally a 2K image would take, so i canceled the render.
Render on Gpu:
Starts and renders and denoises, there is evident difference on the edges but couldn't notice anything particularly different.
tested using an nvidia 1070 on windows 7 x64 using Blender 2ca1f29
Here works as fine, no errors.
Blender version(build hash) of the build that its broken, a simple little file and step for reproduce the bug are required
Aug 27 2017
Having the Bias value too low produce the artifacts, not sure if its intended or not but rising just a bit fix the issue.
Aug 15 2017
could it be maybe this? developer.blender.org/T52341
Win 7 x64 blender build a8fbe99
Tested Confirm a8fbe99
And it seem that is because all the uv points are in the same place at (0 , 0)
confirm here: builds a8fbe99 6af7d7e
Aug 9 2017
im not sure about several things i read here, probably need to study more im not the shiniest ball in the jar, so im not going to ask here since this is a bug track not a forum, just want to add some info about the ways that i use or work with this, maybe its a relevant info as a user point of view.
Jul 21 2017
Jul 12 2017
Jan 25 2017
lets see if it is a bit more clear here
Jan 20 2017
Dec 12 2016
i did more tests on a 3dsmax, importing from file import does not read the uvs, but importing object by object creating the primitive (alembic can be created as a primitive like a cube, click alembic on prim select the path the object click on the scene) it does read the uvs, also created rotated 90º but that its a max thing ^^
So it seem that yep the uvs are there, didn't try to export and import alembic on max to max, to check if its a soft thing or an alembic thing
Dec 11 2016
Sep 27 2016
Sep 20 2016
also notice that to repeat the test from step one, at least in windows blender needs to be restarted or do a Ctrl+n to work a new file, directly reloading the file leaves a greyish mesh, not a white one as in step one.
Sep 15 2016
Not a developer, but need to add more info,
Sep 9 2016
Sep 2 2016
Aug 31 2016
i have a question about that, since the GP stroke sculpt can only be done under Stroke editing, is there a way to block other shortcuts that are unused? is not posible to select any uv island or move them or rotate them (G,R,S) anyways if the Gpencil Stroke editing its active
Other possibility( this is always as a user point of view) is to disable E as a quick short cut to sculpt or add a conditional key stroke at least in the uv image editor. Using pie menu D+E works fine, its not as practical as E but at least is there.
Aug 30 2016
humm i wasn't aware of that.
If that's the case, sorry, my bad
Aug 29 2016
Aug 20 2016
Jul 28 2016
Jul 22 2016
is this mailing list the place to raise the topic? ------> email@example.com ?
Jul 21 2016
Jul 19 2016
Jul 5 2016
sorry i made a mistake on the version number, the last one i tested from builder that fails its
Apr 6 2016
Apr 4 2016
Jan 20 2016
Step to reproduce the error:
2-reload clip(actually a single image)
3-play with the setup at the compositor or follow the next steps.
4-change distortion K value in the clip editor.
5-load the clip in the node editor
6-add two "Movie distortion" nodes
7- set up one after the other, distor > undistort
Oct 7 2015
to sum up, this termator thing affects reflections, refractions, bump maps or ¿can we call it shading distortion? and also shadows(actually shading not shadows per se)?
it seems to be a really big stuff not only a few things, basically affects every possible material that we could create exept volumetrics, emmit or non distorted shaders on high poly count models.
It could be possible to add some experimental feature at least to have a possibility to do a workaround using experimental stuff? or this will mess with some core functionality?
(yes i know this is not the place for feature request, im trying to understand how deep this problem is)
Sep 29 2015
Sep 17 2015
Aug 23 2015
i didn't realized but yes i got the same on the consol
Aug 7 2015
~, ~ dyslexia and short sighted sorry, the working and double check build its Hash: 5c8fc8e
sorry the working version build was Hash: 5c8tc8e
Aug 1 2015
May 4 2015
Apr 26 2015
after two more hours testing, i had reduce the sample file down to a single casethe broken egg.
thanks for testing
i just downloaded both 32 and 64 version of the las build blender-2.74-3bffcc6 for windows, both still crash the same way, actually now also crash rendering using the button in the interface(but using the interface its a really random crash), so the deal must be among the object and the armature, removing the armature worked really well for me in my tests, maybe its on the material, i leave the material because removing it didn`t fully stabilized the render but made the crashes more random.
Mar 14 2015
Jan 27 2015
In the Material buttons (F5) Shading panel, you can indicate a Group of Lamp Objects to be used as light for rendering, instead of the usual visible Lamps. This actually enables per-Material lighting (independent of which Object has the Material, or whether the Lamps are in visible layer).
If you don't want Lamps from a Light Group to work on the other Objects, just move them to an invisible layer.""
ok i fell a bit dumb because its weird but it works as it use to worked on blender 2.49 just cheked, sorry
just came up with a different situation but same bug,
on the step 1-fille above.
2-create a lamp
3-Ctrl+G to add the lamp to a group
4-F6 to access last operator options
5-change the name of the group
6-Accept the change using the key intro on the keyboard
7-switch to the original scene, just as the undo
Jan 17 2015
i imagine something like that could be happening, the work around was to copy the points from the vse the ones im interested on, to a new grease pencil data block and that work, but it took a wile to figure it out ^ -^,
the "Intro" submit the report before finish it.
2- hover on the right monitor (the vse) and select using A (that should work)
3- hit A again to deselect
4-try on the right monitor(the vse) to select a grease pencil point using Right click.
5- look at the crash.