- User Since
- Jul 25 2018, 4:34 PM (60 w, 20 h)
Wed, Sep 11
Any news about this bug?
Mon, Sep 9
@Omar Emara (OmarSquircleArt) : I tested a little bit and I can open my blend-file with blender-2.81-da25aca2677e-windows64. So the code that generates the error was integrated into blender after that version.
@Omar Emara (OmarSquircleArt) I saved my files with version blender-2.81-4c4a8bf588c5-windows64 I downloaded last friday. I think it is a buildbot version from thursday night. With the todays build I can´t open these files.
I have the same problem with the todays build!
Fri, Aug 30
Can´t reproduce on windows 10 with the attached file particle_g2ev.blend.
Rendern works fine with GPU.
Wed, Aug 28
Mon, Aug 26
I think for AI Denoiser you need a cpu with SSE 4.1 or greater. Your cpu is too old!
Tue, Aug 20
I changed the pcie-slots on the motherboard of the graphics cards and installed the graphics driver from scratch. Now command line rendering works with both gpus.
Aug 20 2019
Any news on this?
If the combined Pass is always stored within the output file when not needed, it is a big waste of harddiskspace when rendering lots of animations and passes. Also compositing gets much slower when loading larger files.
I think it must be some CUDA problem, that If the second GPU (in my case the GeForce GTX TITAN X) that is also feeding the displays makes the commadline render to fail.
As mentioned above, If I disable this GPU in the blender preferences from CUDA, commandline rendering works fine.
But if I open Blender and render the same file within the application, I can enable the Titan X and it renders fine.
It´s very annoying, I can´t commandline render with my computer because commandline rendering quits, when using all graphic cards.
I think there are more people out there who have more than one graphics card?! I bought the second one for faster rendering in blender!
Do you have any ideas how to solve that problem?
Aug 18 2019
Jul 26 2019
Had the same Problem last week at home.
I was viewport rendering with cycles. Had a volume shader and connected a noise texture to the volume shader density inputs.
Then suddenly flickering of one monitor the other monitor switched off completely. Then after a few seconds blue screen of death with the above message.
My system specs: Windows 10 Pro x64 1903
Nvidia Geforce GTX 1080 Ti
I then updated my graphiccard drivers but had a blue screen of death again in blender.
Today tested the same scene on my laptop. On my laptop blender crashed with an OpenGL driver error.
Jul 25 2019
Can´t confirm. Building from scratch works with the latest build.
Can confirm, transparent objects are not visible through other transparent objects is EEVEE.
Operating system: Windows-10-10.0.17134 64 Bits
Graphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86
Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86
Jul 22 2019
I´m working with around 20million polygons and around 10000objects every day. The node editor is then most of the time very laggy.
So I can confirm that that the interaction in the node editor is very laggy when working in complex scenes.
Jul 19 2019
I´ve tested the different render possibilities in blender and compared blender 2.79b with blender 2.80 5f140e61c28c.
It´s the same scene in blender 2.79b and blender 2.80.
I´ve tested the different renderposibilities in blender and compared blender 2.79b with blender 2.80 5f140e61c28c.
It´s the same scene in blender 2.79b and blender 2.80.
Jul 3 2019
As I know its not intended to check indirect only and holdout together?!
Jun 23 2019
The Szene renders without any problem on my computer with the latest build (e7a0f0a9934e). I testet CPU rendering and GPU rendering. No CUDA error.
Windows 10 x64 Pro
AMD Threadripper 1950X
Geforce GTX 1080Ti
Geforce Titan X
PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86
Jun 21 2019
Ah ok, thanks, because of the other report T52680: Alpha difference Viewport/F12 the rendering in the viewport locked different, so I had set the density to zero.
Sorry for perturbing you. Thanks for your fast answer!
Have you opend the blend file I attached in this report. The node setup is ok.
Jun 19 2019
I tested a production scene of mine with todays build and the build from the day before yesterday.
Build: e73647bf5b44 (today)
GPU+CPU with denoise: 9:23
GPU+CPU without denoise: 8:43
Jun 14 2019
Sorry was something on my machine. I tested older Blender Beta Versions and files that where working together a few days ago. So I asumed that it has something to do with my machine. I have two grafics cards in my computer. In the nvidia control panel I changed the option "OpenGL GPU" to automatic. In Blender in the cuda panel in the preferences I switched off one gpu. Rendering works, then I enabled the gpu again. So, sorry for my report!
Jun 13 2019
Jun 5 2019
I have the latest gpu driver on my machine. Updated them yesterday.
blender beta c13e10a7404d from yesterday isn`t crashing on my machine.
I also tested on another machine with windows 7 and an Geforce GTX 980. Same Problem. Crash.
Open the dropdown Menu in the Material Properies and assign metal_bright_glossy.
Select the another cube in the viewport and do the same. Crash.
If you can´t reproduce it´s maybe windows related?
Jun 3 2019
May 24 2019
May 23 2019
If you have viewlayers, the file output node is the only way, to render them to different multilayer exr´s.
Otherwise every viewlayer and pass ends up in one multilayer exr. If you have to rerender one viewlayer, you are produceing new content not able to delete old renderings wihtin the multilayer exr.
In Blender it is then also not possible, to write only cryptomatte to a seperate exr-file, because without the file output node the combined pass is always written to file.
For me the FileOutput Node is very important when rendering viewlayer! Otherwise you have to render every viewlayer after each other, setting new output settings after each rendering. Thats not very efficient!
Is it not possible to make the fileoutput node the same behaviour than the regular output?
May 22 2019
May 21 2019
My problem is as mentioned in the description, that if I use a file output node in blender the cryptmatte informations in the multilayer exr change, so they can´t be read by the compositing app Fusion.
If I render without an output node, everything works fine in Fusion.
So my assumption is that the file output node changes IDs or metadata?!
Nuke maybe the best, its industry standard I know and I would love to work with it, but my company can´t afford to pay nearly 4000€ per license.
Fusion 9 is free and Fusion 16 Studio is only 320€.
Yes maybe the plugin in trash but I think the fileoutput in blender should be the same, if you use a fileoutput node or not.
Comparing the metadata or the exr-header may show what is different amongst the two outputs.
Otherwise if you have many renderlayers you are not able to render them into different files if you want to use cryptomatte in another compositing app.
Look into this thread https://blenderartists.org/t/cryptomatte-is-here-amazing/1132013/
People have problems using cryptomattes from blender cycles in all the other compositing apps (Nuke, After Effects, Fusion).
Sorry, but the blender compositor is no alternative if you want to make highend compositing.
Today I testest cryptomattes from blender in After Effects. With the free ProEXR 2.0 Plugin it works fine but I need a node base compositing software.
I also tested Natron. The cryptomatte implementation in Natron works, but if you use aspecific nodes like glow together with the cryptomatte keyer, it crashes.
There are sample files from the cryptomatte inventor Psyop, which you can download from their githup page together with the cryptomatte plugins for nuke and fusion and they work fine.
So something is wrong with the blender cryptomatte implementation, maybe not following the standard as thought by Psyop?
May 15 2019
May 14 2019
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.
And I set the View Transform in the Color Management tab to Default, otherwhise you don´t get a real black/white mask. You can try, set it to Filmic and see how the mask gets grey.
My configruation: Windows 10 x64
Geforce GTX 1080Ti
May 12 2019
Super great improvement! Thanks for your hard work!
May 10 2019
Crash also on Windows 10 Pro 64bit
Nvidia GTX 1080Ti
May 9 2019
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.
May 8 2019
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.