- User Since
- Apr 13 2010, 12:29 AM (397 w, 2 d)
Oct 18 2017
Assuming all of the 6gb is on textures and all textures are natively 4k. switching from 2k to 4k, will mean that it will chew up 24gb. Outside of the 16gb you have enabled.
Oct 17 2017
If you go into the scene settings -> enable simplify and set the texture limits (both viewport and render) to 128, does it work?
Oct 16 2017
Does it work if you unpack the textures first?
Sep 29 2017
Sep 21 2017
Sep 20 2017
@Joel Godin (FloridaJo) are you using the new depsgraph and a nightly build? it probably needs to be newer than the 14th of september.
Sep 19 2017
In my brief testing I cant make it crash with either fix, but I am unsure if its just less often now or whether it fixed the issue.
the --debug-depsgraph-no-threads does make it more stable definitely. The other thing we noticed was that if we triangulate the base mesh it seems to be a lot more stable as well. Not sure if that is of help at all with the bug hunting
managed to get it to crash on the locally built blender by tabbing in and out of the base mesh a few times:
bpy.ops.object.editmode_toggle() # Operator bpy.ops.object.editmode_toggle() # Operator bpy.ops.object.editmode_toggle() # Operator bpy.ops.object.editmode_toggle() # Operator bpy.ops.object.editmode_toggle() # Operator bpy.ops.mesh.select_all(action='TOGGLE') # Operator bpy.ops.mesh.select_all(action='TOGGLE') # Operator bpy.ops.mesh.select_all(action='TOGGLE') # Operator bpy.ops.mesh.select_all(action='TOGGLE') # Operator bpy.ops.mesh.select_all(action='TOGGLE') # Operator bpy.ops.mesh.select_all(action='TOGGLE') # Operator bpy.ops.mesh.select_all(action='TOGGLE') # Operator bpy.ops.mesh.select_all(action='TOGGLE') # Operator bpy.ops.mesh.select_all(action='TOGGLE') # Operator bpy.ops.object.editmode_toggle() # Operator
Cant reproduce on locally built blender, only blender from buildbot... backtrace is as follows:
Sep 18 2017
Sep 15 2017
Using rBb94a433ca34 does the boolean correctly
Sep 14 2017
also gets triggered when you press escape whilst rendering and mask view is up & no other modes have been initialised.
Sep 10 2017
@Campbell Barton (campbellbarton) Thanks for the new patch! much appreciated (I am pretty sure my skills arent at those levels yet!)
Sep 9 2017
Cleaned up whitespace
Sep 2 2017
Aug 29 2017
Duplicate of T51435 -- I agree it should be changed but it has been ruled invalid :(
Aug 28 2017
Aug 27 2017
Loading windows created flacs back in on Linux blender are correct length
Aug 22 2017
Aug 8 2017
Attached is the same file without the parent on the boolean, still displays the same issue:
Aug 3 2017
Should note, that if the driver is not referencing itself, but referencing another object, it is fine.
Jul 28 2017
Jul 17 2017
Jul 13 2017
Since this commit -- https://developer.blender.org/rBec25060a05e394560ec92388b347c45bd9eba0ed unlimited textures.
Jul 12 2017
Hey just a soft poke on this bug, its been around for the past 2 weeks since being confirmed.
Jun 27 2017
Jun 22 2017
Hah, i thought someone did it on purpose... its been frustrating us for a while so i created the patch for our internal purposes and submitted it at the same time.
D2720 is a patch to fix this issue
May 29 2017
True, I was wondering whether it would be covered or not. Thanks for the review anyway!
May 26 2017
May 19 2017
May 17 2017
Seems like this bug has resurfaced, tested on rB2836003f6b
May 15 2017
Seems like its fixed on 77a90f7666b
May 14 2017
If you simplify the scene, does it still contain the same render issues? such as removing the sky... the distance grass... the piers... image textures etc.etc.etc. Is it possible to simplify it down to remove off the paid assets and make it decent to upload here?
May 9 2017
Patch created at D2661
May 8 2017
The way it is worded is that it is currently pathtracing the current tile... as in the 1st or 2nd... not 1/4 completed.
May 5 2017
May 4 2017
Yes I understand, but it just is not artist friendly. Especially when all web use aswell is using a # at the start of the code.
May 3 2017
May 1 2017
It has been over a month. Can someone confirm this bug?
Apr 28 2017
Might be a plug in issue... there are two double faces as per this simplified file that crash it out?
Dont worry about the plugin, here is an example blend file (generated from the plugin)
Apr 27 2017
Apr 18 2017
Been over two weeks. Anyone able to confirm it?
Still occuring on buildbot 47e0d2b235
Apr 8 2017
Can someone confirm this bug?
Apr 4 2017
Hey its been 5 days, can anyone confirm this bug.
Apr 3 2017
Mar 31 2017
Mar 17 2017
I agree icons should use the same alignment, but right now the padding on them is too little on the left hand side
Mar 15 2017
Mar 13 2017
We have figured out how we are creating these meshes (combination of remove doubles -> limited dissolve with autosmooth shade enabled, our usual process for cleaning up high poly objects which don't need to have that much complexity to them)
Mar 11 2017
Thanks for the fix :)
Mar 10 2017
The previous way it was handled in blender was just to unset the shrinkwrap targets before the conversion. As shrink wraps do not work with curves & nurbs surfaces, I would assume that it would be better just to unset pre conversion.
Pretty sure it is gimbal lock, Try changing the rotational axis to YZX or YXZ
Mar 9 2017
Mar 7 2017
Potentially could be caused by rB36c4fc1
Mar 6 2017
Feb 11 2017
I just tried it on one of our server machines running the stock windows 7 (no upgrades, nothing else installed apart from blender / drivers / windows 7 (no sp1)), crash on that aswell.
Could be because of this commit? b047d79 -- https://lists.blender.org/pipermail/bf-blender-cvs/2016-November/091529.html, fits into the right timeline.