- User Since
- Jul 25 2018, 4:34 PM (136 w, 3 d)
Jan 13 2021
I tested yesterday with the experimental build and also today. In my case the problem with the tile stealing is solved when using adaptive sampling with optix GPU +CPU rendering.
I´m on windows and have a Geforce RTX 3090.
Jan 12 2021
Jan 6 2021
Dec 22 2020
Dec 13 2020
Nov 27 2020
I think the problem was solved, you can close the report.
Aug 20 2020
Aug 4 2020
As I wrote in my description, it was working in Blender 2.83.1. The error message is above. Now there is now errror message, Blender crashes to the desktop.
Jul 9 2020
Jun 3 2020
cryptomatte is working fine in blender if you use the main blender output (no compositing file output node!)
You have to output to a multilayer exr. Compression should be lossless.
This cryptomattes from blender then work in Photoshop (exrio plugin), Fusion and After Effects.
I don´t have Nuke so I don´t know if it´s working there?
May 21 2020
Ok thank you, I can understand that there are thousands of computer configurations out there.
I will keep testing on and maybe the problem will be solved by a patch or I can create a more reproduceable scene.
I only have one blender instance open.
I work with blender nearly every day at work since january 2015.
I have to make renderings of cars and motorcyles. I get the CAD data from the vendor, import them as an fbx, shade and organize the parts in blender.
So I have bigger scenes with about 10000-20000 Objects and 20million to 40million polygons. But that was never a problem so far!
May 20 2020
Maybe it is only a issue on Windows OS?
What I forgot to mention is, I tested also on different computers, so it is not a hardware specific problem.
May 19 2020
Apr 22 2020
Yes, I had "Load UI" disabled in the preferences. I tested with my files and this fix solves the crashes, in my case!
Undo still takes very very long, but that´s another story...
Thanks! You can close the ticket.
Apr 21 2020
Apr 5 2020
I am not building blender myself. I download the windows 10 x64 version from the nightly builds at https://builder.blender.org/download/
As I wrote, in Blender 2.82a USD works. In the current builds something is missing?!
It seams that in the 2.83alpha builds the USD Plugin is not included?
Apr 3 2020
Mar 21 2020
Mar 5 2020
Can not reproduce with blender-2.83-31aefdeec5a6 build from yesterday.
Windows 10 Pro
Geforce 1080 Ti
Geforce GTX Titan X
Jan 27 2020
It is confusing that it is possible to uncheck the combined pass. Make it impossible to uncheck the combined pass or remove the combined pass checkbox. Otherwise it is a bug for me, if unchecking a checkbox does nothing!
Jan 13 2020
Jan 8 2020
That is the default behavior since collections where introduced.
If you create a new view layer all collections are enabled in it by default.
In the view layer where you disabled a collection before it is still disabled.
Not able to reproduce - the frame renders fine
I think this ticket can be closed.
Thank you very much, now it is working as expected!
Dec 23 2019
Four months and no feedback/activity...
Brecht writes: "The Blender compositor indeed does not preserve metadata with the file output node, that’s a limitation currently, there is no type of metadata node socket for passing along that information from one node to another."
Nov 24 2019
From my point of view cryptomatte in Blender is working fine.
The problem in the moment is the file output node, that is not able to store them in the correct way like the main output does.
Nov 12 2019
If you want proper cryptomate IDs you can´t use the file output node. The cryptomates within images saved from the Image Editor work in Fusion 9/16 and in Photoshop (Exr-IO-Plugin). I tested it a few minutes ago. Sorry I can´t test it on Nuke.
Maybe the problem with the file output node will be adressed some day, because so you are forced to render every viewlayer in one multilayer-exr if you want to use cryptomattes, but I have given up hope!
Oct 9 2019
Sep 23 2019
Maybe first try to update your graphic card drivers. The driver you use is old.
Sep 11 2019
Any news about this bug?
Sep 9 2019
@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!
I can´t open files I created with a blender version from last week friday. Blender 2.8 can open these files.
Aug 30 2019
Can´t reproduce on windows 10 with the attached file particle_g2ev.blend.
Rendern works fine with GPU.
Aug 28 2019
Aug 26 2019
I think for Open Image Denoiser you need a cpu with SSE 4.1 or greater. Your cpu is too old!
You can download cpu-z and see the extensions your cpu provides.
Aug 20 2019
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.
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.