- User Since
- Jul 25 2018, 4:34 PM (42 w, 5 d)
Wed, May 15
Tue, May 14
Maybe try my blend file:
Also the Cryptomaterial mode is working.
You can set the strength by increasing the color value. But @Brecht Van Lommel (brecht) can tell if thats the intention?!
Tested the above file. Everything works as expected in the todays build.
Opend the file.
Only changed a few small things in the scene. Lowered the Cryptomatte Levels to 2 because as I know you only need a higher level if the object/material count reaches a limit so not all matte infos can be stored on one cryptomatte layer.
Added a Reroute node to connect the viewer an the composite nodes.
My configruation: Windows 10 x64
Geforce GTX 1080Ti
Sun, May 12
Super great improvement! Thanks for your hard work!
Fri, May 10
Crash also on Windows 10 Pro 64bit
Nvidia GTX 1080Ti
Thu, May 9
I´m using the Prefer Maximum Performance Option in the Nvidia Controll Panel ever since.
It is recommended in other 3D applications, we are working with in our company.
Maybe therefore I never experienced any performance lag?!
Would be great to have the behaviour form 2.79 back!
Same here, tested nearly every build since the code quest last year. No problem with the transformation gizmo. Maybe a driver problem?
Operating system: Windows-10 Pro 64bit
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35
Can confirm on todays build 8f1951f555f5 on Windows 10 with Nividia Geforce GTX 1080Ti.
Wed, May 8
See: T64299: Viewport - If Render Engine is Cycles when turning overlays in the viewport off, all geometry disappears.
Cycles has to be the Render Engine. If Workbench or Eevee is the Render Engine the problem is not showing up.
Apr 10 2019
Mar 22 2019
For your information, I rendered lots of different sequences in cycles on many computers in our company during the last week. No crash during rendering.
@Bastien Montagne (mont29) : Thank you very much for your fast response and support!
@Campbell Barton (campbellbarton): Thank you very much, this solved my problem. I can now open all the files that crashed before!
Mar 21 2019
Blender beta verion d47f827019f2 from the 19th of march has antialiasing. If you release after rotating in the viewport AA is applied.
The blender version for yesterday (47ba487e05da 20th of march) has the same problem with the one (0bbff8a71138) from today. No AA applied.
Can confirm, with the default cube, there is no AA. (Windows 10 Pro, Geforce GTX1080Ti)
Mar 19 2019
Can confirm. Crash after selecting fourteen edges on six Suzanne´s. (Windows 10 Pro, GTX 1080Ti)
Mar 18 2019
Maybe it is a Windows OS problem. I tried the file on three drifferent computer at work. two with windows 10 and a Geforce GTX 1080 Ti and one computer with Windows 7 and a Geforce 980/Geforce GTX Titan Black. On all three Blender crashes.
Mar 15 2019
I have a Geforce GTX 1080Ti and a Geforce Titan X in my system, maybe your Intel Grafics Card is the problem?
Can´t confirm, all selection tools work as expected in Windows 10 with the latest build.
Mar 11 2019
No I havn´t tried the extra objects AddOn. But I think you made the bug clear. The developers should have a look on adding objects to local view.
They should make it work, that adding all kind of objects and geometry plus from the extra objects AddOn should work in local view as expected.
I think they will solve the problem soon!
I watched your video and tried to reproduce it. I tried to add new objects to local view. It worked except of the torus.
The torus is the only mesh primitve which is not showing up in local view if you add it! This is a bug!
Can´t confirm. In todays build new created objects are added to local view.
Mar 8 2019
Feb 28 2019
Can´t confirm with todays build on windows.
Feb 19 2019
I had the same problem last week. One of my files cashed at random while rendering in cycles. I tried rendering on CPU only but it crashed too. It was impossible to reproduce. Then with an older Beta version of Blender 2.8 it rendered.
I will have a look on it. I have to render a lot in the next weeks, maybe I can reproduce the problem or it is solved already.
Feb 18 2019
Sees so, I´m on Windows.
Can repruduce, with todays build, blender crashes!
Open the default scene. Go into the light properties. Write *2 behinde the 10W in the Power settings. Press Enter. Crash.
Feb 13 2019
Feb 9 2019
@Dalai Felinto (dfelinto) has done great work lately on visibility. Maybe he can have a look, if this task is hard or easy to establish?!
It would be great to have the abilty to have different collections vissible in different viewports! The way with the viewport vissibility override is great, an so it gives the Collection Visibility popover a reason to exist!
Feb 4 2019
Very nice, when will it be implemented in Blender 2.8?
Jan 27 2019
I can also confirm. (Windows 10 Pro x64)
Jan 24 2019
@Bastien Montagne (mont29) : I tested another production file with linked data. Sorry we don´t use amatures in our big production files, so I couldn´t test that usecase.
In the tested scene there are 8893 objects and I deleted more than half of them (4850objects). Without the optimization it took 1min:58sec and with your new code 1min:26sec.
I saved and reopened the file and couldn´d find any problems or issues.
Jan 21 2019
@Bastien Montagne (mont29): Today I´ve tested your hidden experimental speed-up for delete hierarchy with two of our production files.
4043 Objekte deleted
Jan 20 2019
Thats realy great!
Jan 17 2019
With the todays build (e57ee5934a30) it works fine.
@Bastien Montagne (mont29) : Thank you very much! I will test it!
Jan 15 2019
@Bastien Montagne (mont29) : Thanks for your answer. As I wrote in the description, I tried to create a simple scene that mimics the scenes we use every day in our company. I can´t send you a 2GB blend file with client data. Therefore a used the default cube subdivided it and used the array modifier to create an amount of objects, to get an object count like in our scenes. The other rows of cubes were only linked copies, to hold the filesize low.
As brecht wrote it is apparently a limitation of the blender code architecture, that deleting takes a lot of time, if you have a high object and polycount in a scene.
Jan 14 2019
Here is as screenshot of the GPU+CPU rendering.
I have a similar problem with denoising.
If rendering with the cpu denoising happens.
If rendering with the gpu denoising doesn´t happen.
If rendering in mixed mode (GPU+CPU) only the tiles rendered by the cpu get denoised.
Jan 12 2019
@John (jfraser): I testest it at work. My computer there is a AMD Threadripper 1950X 16Cores@3,4GHz 64GB Ram using the build from yesterday.
Now I tested it at home. At my desktop Intel Xeon E5-2697v3 (2x14Cores@2,6Ghz 128GB RAM) it takes about 12seconds deleting the hierarchy using the build from today and the scene from above.
Jan 11 2019
Jan 9 2019
I tested yet another file.
Jan 8 2019
I tried it also on another computer with fresh user settings and reseted to factory defaults. The problem is still there.
It is strange, the viewport update works if Studio_052 is set as World, but if you switch to Studio_053 as World the viewport update isn´t working.
There is only an update once in Studio_053 World when you switch from Studio_052 to it. But once Studio_053 is set, changing for example the strength or rotating in the Mapping Node, has no effect at all.
I tried as described above.
I just created another Blender Scene with an simpler world node setup.
Open the Scene
Click the Viewport render icon.
Change the strength in the Background node in the shading tab.
In the properties Tab switch from Studio_052 to Studio_053.
Change the strength in the Background node in the shading tab. Nothing happens. Cycles is not updating.
In my opinion in the state the preview is now, it is nearly useless because you only see a very small part of the world. :-(
Jan 7 2019
Deleting the Render Layers and File Output node and recreating the connections, then saving the file, helps to get rid of the problem.
When reopening the file, the connections and sockets are shown.
Maybe because of the many changes in Blender, it can´t be reproduces how I came to the state of the file.
I think you can close the ticket?!
I created the scene a few weeks ago with an older Bleder beta version. Which exactly I don´t know.
Saving and reopening this scene with the Blender version from today isn´t solving the problem.
Dec 18 2018
I tried the todays build and every scene that crashed in the build from yesterday, can now be rendered again in the viewport. Closing, thanks!
Dec 17 2018
Like I said, everything works fine in Blender Version 7d4d9e9dbd3 (13.12.2018) and before. I tried lots of other files I created in the past weeks. Many of them are crashing now when I try to Cycles render in the Viewport with the Blender versions past 13.12.2018.
Hello, here are the debug infos.
Dec 13 2018
Dec 10 2018
Nov 30 2018
In todays build blender-2.80.0-git.4c31bed6b46-windows64 the problem is solved. Thanks
Nov 29 2018
Sorry, tried it again and now it is working! You can close the thread!
You still cannot edit UVs with the todays build (blender-2.80.0-git.27cccaeccd2-windows64). You cannot move, rotate or scale the UVs.
Nov 28 2018
Cannot confirm in blender-2.80.0-git.4c6e7ef11f3-windows64 and blender-2.80.0-git.9c8d31520db-windows64
- We move the collections and objects visibility to be per-viewport.
- In the viewport collection popover we control only the per-viewport collection visibility (we can still indicate if there is any object in this collection that is invisible).
Nov 27 2018
I can confirm the crash also with todays build blender-2.80.0-git.26b1aa99436-windows64.
Nov 22 2018
After reseting to Factory Settings the behaviour was gone! Thanks for the advice!
Nov 21 2018
Nov 17 2018
But maybe it becomes too complex, if you have visibility per viewport and visibility per viewlayer? And you also have the Collection viewlayer exclude/include option.
To make it less complex, maybe you only want to allow to exclude/include etc. collections in viewlayers?!
@Dalai Felinto (dfelinto), Isn't it the concept of viewlayers to show diffrent subsets of object? So you can deflect what will be renfered from what you see in the viewport. So I think the visibility which is changing all viewports, should be per viewlayer.
As they are called viewlayer now, maybe you wish some sort of visibility per viewlayer?! Otherwise it woulf only be a renderlayer as in Blender 2.79.
Nov 16 2018
After reading the proposal carfully I now have some questions.
Sounds good, maybe you can then add a button somewhere in the viewport for new users (like the aktive camera icon in the top right)?!
@Dalai Felinto (dfelinto): As I understand the prosal, the visibility of objects in viewlayers would then be controlled by the set exclude/dynamic override of collections?
If the / key would work as a toogle wouldn´t it be more effective in case of performance? I don´t know how blender is handling this. Doing an inverse selection operation followed by a hide operation sounds compute intensive, if you have lots of objects in the scene. I work in the automobile industrie where I have 10000+ geometries in blender. In my opinion local view should be with good performance.
@Dalai Felinto (dfelinto), thanks for you answer, I trust your proposal to be useful in every days work. Thanks for you your hard work! Can you implement the search option for hidden/invisible objects in the outliner, or is it a paper cut? In the moment there are only search options for visible, all, active and selected objects.
@Brecht Van Lommel (brecht), thanks for your advice. Will the screen icon in the outliner be available if the proposal in this thread is realized? Would it be hard to implement a search option for hidden/invisible objects in the outliner. In the moment there are only search options for visible, all, active and selected objects?
The local view (isolate selected) feature is very important!
Please make the visibility/local view setting as it is useful! When you have lots of geometry in the scene you often need to just focus on one object.
Make it at least like in Blender 2.79 where hitting the / key sets the object to local view, when you hit the / key you get out of local view. Objects that were hidden in the viewport remain hidden.
In the moment in blender 2.80 you have to unhide everything (alt h) to get out of local view, which ruins the scene configuration.
Nov 13 2018
The same happens when I try to open blender blender-2.80-4503c96a175-win64, Nov 13 2018
Oct 16 2018
In the Screenshot you can see as described above that, I´m in the cone View Layer and the option Render Single Layer is set to on.
But it renders the Cube View Layer not the View Layer that I´m currently in.
If you switch to the Cylinder View Layer with Render Single Layer on it again renders the Cube View Layer if you hit Ctrl+F12.
Try this file. The are three View Layer called after the primitives that are inside.
Hit Render Animation (Ctrl-F12)
In the image editor you can see all three View Layer rendered.
Select the cylinder and move it slightly to the left.
Switch to View Layer Cone and move it also a little bit to the left.
Switch to View Layer Cube and move the cube to the left so that you can see a difference to the old rendering.
While you are in the Cube View Layer switch the option Render Single Layer on.
Switch to the Cone View Layer - here the option Render Single Layer is now also on.
Hit Render Animation (Ctrl-F12)
Not the Cone View Layer where I´m in, but the Cube View Layer is rendered! Why?
Yes I know how it should work. But if you switch to the attached scene scene to the View Layer.001 with the option Render Single Layer on, Blender is rendering not that layer, but the first View Layer because the option is also set there and the first View Layer is only rendered.
So to say it clear. If the option is on it only renders the first renderlayer in the row, whatever View Layer you have currently active in your view and want to render.
It is not possible to render only a special View Layer!
I hope you understand what I mean?