- User Since
- Jul 9 2014, 7:45 PM (219 w, 2 d)
Well that is by design, because that's what the overlay panel will show. I had the discussion with @Pablo Vazquez (venomgfx) and we decided to leave it as it is.
@Erik G. Riebling (E-ManAnimates) You can attach the file directly to your comment next time.
Yep crash report could be a good start.
A crash report or something else would be welcome. Here we don't have much info to work on.
I agree on the first point. I've commited a fix for it rB2ece296d4fc9bb5c58da0e8428c13c0d1c5b9373 .
You need to fix the light leaking by adding thickness to your building walls or by increasing the exponent bias shadow parameter.
So the crash is caused by the driver. We might be doing something wrong on our end or maybe the scene is already too big for that GPU (in the case the render subdiv level are different for render etc...).
This happens without indirect lighting. This is because the normal are smoothed and are facing away from the light in this corner.
Yes it seems to be oepngl 4.0.
Thu, Sep 20
Fixed by 1f1d5e1dd29a
@Peter Kemp (peterejkemp) We require opengl 3.3 core to be supported. The opengl version used for blender can be seen if you same the sysinfo.txt from the help menu. I would be nice to attach it to this repport too.
Wed, Sep 19
Adding a simple file to reproduce the issue
The problem here is that we are missing a more fine grained tagging of the shader nodetree.
Tue, Sep 18
@wahhaj (wahaj) Latest buildbot for macosx is still from the 14sept. Someone need to fix that. So if you did not compiled blender yourself you did the test on a version without the aforementioned patch.
Mon, Sep 17
@Stanislav Mclygin (8limb) Can you still reproduce the crash?
Sun, Sep 16
Works ok on linux + AMD Vega. I would suggest using --debug-gpu option and see what is the problem. My guess is that it's caused by rBb3a90691703c changes.
I cannot repo from scratch, maybe i'm missing something? can you upload a file where i have just 1 step to make it crash?
Sat, Sep 15
@Robert Hewitt (Runouw) Much thanks for investigating the issue and finding glGenerateMipmap to be the root of the problem. I hope the fix does the job.
This was fixed by 5e7a56dc6465. It was due to improper downsampling and AA.
Fri, Sep 14
Thu, Sep 13
This is due to a lack of UV maps when switching from solid to rendered mode. This is a known problem and i'll close as duplicate.
Tue, Sep 11
@Roger B (rboxman) Thanks, I can repro now.
Well that's @Campbell Barton (campbellbarton) code so I would look at it only if he cannot fix it easily because it is indeed black magic to me.
I think @Alexander Gavrilov (angavrilov) have a point. We should support these corner cases because they are important to the workflow.
Mon, Sep 10
Sun, Sep 9
Sat, Sep 8
This is because the node "Shader to RGB" is breaking PBR and thus does not behave well with the AO accumulation.
That same behaviour would occur from using the same method with cycles (which is why cycles does not supports it).
Fri, Sep 7
Thu, Sep 6
@Tom M (tlm) it does not have to do with the system memory.
It's the GPU memory (which is shared in the case of Intel's GPUs but is still much less than system RAM) that is overflowed.