- User Since
- Apr 21 2009, 8:15 AM (513 w, 4 d)
Fri, Feb 8
@Campbell Barton (campbellbarton) Thank you :), just downloaded the latest 2.80 beta directly from blender.org and so far, all working well. Thanks again. Can't overstate how grateful we are.... and relieved too. :)
Thu, Feb 7
Pasting this into blender's (blender 2.80.40) script editor and hitting the run script button gives me this output:
Wed, Feb 6
@Jeducious (jameshcrowther), can you briefly explain what you need undo in background mode for? For memory usage on render nodes being able to save memory is quite important, and now might be a good time to make such a breaking change. However there may be solutions to handle both cases.
Note that there is a replacement for scene_update_post in the form of depsgraph_update_post and the new timer API.
Fri, Feb 1
@Campbell Barton (campbellbarton) I can appreciate the reasoning you gave for not reinstating the undo stack in background mode. However, I respectfully request you reconsider. For one, the change that we're talking about was never mentioned in the API. Yet you mentioned it is an intentional change. That change has now given us a major redesign task to make our addon compatible with 2.80 that we were not expecting and it would be fantastic to have more time to adjust. Given time we can work around.
Thu, Jan 31
Mon, Jan 28
Jan 6 2019
Dec 21 2018
Ok, I have solved the issue on my MacBook pro 2015 model by starting blender (version 2.80.39) with the option --no-native-pixels. The ui is now fully filling the window its rendered in and the mouse pointer is no longer rendered offset from its position as given by the events system. But the display is butt ugly, no more retina resolution for me. Its rendering at a lower resolution now. At least it is usable, but I don't like how it looks now. So I'd say we should still keep this issue open, esp since its not immediately obvious to the average mac user (feel like I should include myself in that category by the way) that the no native pixels setting is the answer to this problem.
Dec 4 2018
Hi @Brecht Van Lommel (brecht), I've updated the details of the report as per the URL you gave :)
Dec 3 2018
Nov 27 2018
Curiously enough just discovered that this problem doesn't exist in the preferences window. The scaling and mouse pointer are all aligned properly if I open the user preferences, but remain incorrectly scaled in the main ui
I have this issue on the following system ( laptop, macbook pro 2015 ->) which has only one screen! I'd be grateful of any advice for a workaround :) As of today I am using blender 2.80.34 and this is the result I see when opening blender's ui
Hi all and of course @Brecht Van Lommel (brecht) :) , Ok, so this issue is closed but, wanted to add my comments since as of the 27th of November I still have an issue with screen scaling. On macOS Mojave (seefor details of my system/setup and blender version) 2.80.34 is broken. The screenshot shows what is happening. The UI doesn't fill the application window and the mouse pointer is offset, the visual location of the pointer is not the same as where blender thinks it is, its offset by a similar amount to how the ui has been sort of shrunk from the size of the window its rendered in.
Jul 24 2018
YES PLEASE FOR A NEW CALLBACK! I'll add some further context to my desire to upvote this proposal. I am currently in the category of having to use 'loop kicking' (interesting term for it, but its what we have to do). We need to be able to run an event loop to capture msgs to our distributed rendering platform for blender. Msgs come back to blender from other nodes, currently we've had to use a modal operator with a timer to implement async operations. I got excited about asyncio a while back, but realised that it needed to have the same modal operator to work. If there was an event that could be subscribed to that would avoid the need to have a modal operator running this would be excellent. Modal operators when used for look kicking have some pretty undesirable drawbacks;
Apr 8 2018
First, thanks so much for the fast reply, I've been testing as you suggested and with the depth pass connected to the Z socket this works as you said it should. However, there is no mention of this fact in the documentation and I think it would save others a lot of head scratching if the docs simply announced what you wrote above.
The problem is compounded by the fact that the vector blur seems to work without the z pass connected, that coupled with no explanation of if in the docs meant it wasn't obvious that the Z input was the issue. So I've set the status to open, hope the documentation edit will help others not fall over their feet like I did :)
Apr 7 2018
Jan 12 2018
@Campbell Barton (campbellbarton) Hi! When I try running the above code as a script from the text editor in blender, I get this error in the system console:
Jan 2 2018
@Lukas Stockner (lukasstockner97)
Hey there, hope you had a great Christmas and and are so far having a happy new year. I was very interested to see something finally happening with cycles network rendering. However, I'd like to also point out that we're already distributing a free addon that provides distributed rendering for cycles, works in AWS and works P2P. It is also cross platform out of the box. It even distribute the denoising pass so that all nodes do denoising on their own image tiles. We have a small online following, but it is growing.
Dec 23 2017
May 19 2017
@Brian Cary (brinux) We're working on an addon to fix this, anticipate that the fix will be integrated into our addon end of June this year. Feel free to contact us if you'd like to test. We got snagged on this problem too but found there is a way round it, but it involves programming, so we're building this into our addon which does network rendering.
May 1 2017
@Campbell Barton (campbellbarton) , different issue - no problem. Just seemed close enough to warrant re-opening this one rather than creating a whole new bug report.
Apr 29 2017
Hi guys, using current release (see system info here->) blender 2.78c on Macosx 10.12 and believe this issue has returned as far as the title is concerned, attempting to access materials from the python console that have names containing umlauts causes errors, for example
Mar 28 2017
I think there is sufficient information in the blender api, though I think the issue here is that the scene_handler_pre handler does something that is not expected by triggering constantly.
@Campbell Barton (campbellbarton) I like the approach of not adding this into 2.8 so we can find a way around this, more time would really be appreciated so we can perhaps work together to find a more acceptable way forward :D.
Mar 26 2017
Hi, my comment regards the propsed changes to the scene_update_pre handler. To some extent I'm echoing Brendon's concerns - (repeated below).
Jan 19 2017
Hi Joey, can you elaborate on "better options" Im working on a network rendering addon for blender at the moment, would be nice to know what the plans are regarding this feature.
Jan 9 2017
Hi Arnaud, have been looking through this code, but not sure what you meant by your last comment. I am new to the blender cpp code. I did find this
Hi Arnaud, :D
Thanks for your comment. That is an important point. We've been wondering for a while how to get around the issue, here is what we're facing right now, it is as you described.
Still present in 2.78a , I guess this is not going away? We've encountered it whilst developing a network render addon similar to Netrender, except we do bucket rendering or frame splitting. For us, the ability read in a multilayer exr is rather critical since the work around by Arnoud above doesn;t work for us.