- User Since
- Mar 7 2018, 12:51 PM (84 w, 6 d)
Tue, Sep 24
Please also include a description of the problem, and steps (if any) to reproduce.
If I understand correctly, the problem is that you can't look straight up/down the z-axis? If so, can confirm this is the case in 2.80 and latest master.
Sep 19 2019
Your graphics card is a Radeon HD 5000 series card, which is based on Terascale 2 architecture, a predecessor of GCN. The earliest supported architecture (as per requirements page) is GCN 1st Gen, so your card is not supported.
This looks like correct behaviour to me? Apply on spline means all the control points (vertices and handles) of your curve get shrinkwrapped to the mesh rather than the resulting curve itself. If you set offset to 0, turn on apply on spline, then apply the modifier and enter edit mode, you can see this directly.
Sep 18 2019
Something like this (I'm not big on compositing):
This is with mirror operation (Search -> "Mirror" -> Transform: Mirror, or Ctrl-M) as in @Rafał (TheBaja)'s post, not the mirror modifier.
Sep 17 2019
Can't reproduce with 2.80 or latest master.
(Operating system: Linux-4.15.0-55-generic-x86_64-with-debian-stretch-sid 64 Bits)
Duplicate of T69882
As per the requirements page, Blender 2.8 is only supported on Haswell Intel GPUs and later.
Your GPU (HD Graphics 4400) is Ivy Bridge, pre-Haswell.
Unforunately, graphics problems with old GPUs will not be fixed.
Recommended course of action is to either upgrade to a newer GPU or downgrade to Blender 2.79.
- Download and open file;
Cannot reproduce here.
Face Orientation overlay works on the object's mesh. Your mesh's normals are oriented correctly and the overlay reflects this; however, mirroring your object on an axis will multiply its scale by -1 on that axis. When you export to .fbx and import to your other program, this transformation is being collapsed/applied.
Can reproduce here. Blender closes with segmentation fault on revert, new scene, but not on quit (saves a quit.blend and closes normally).
As I understand it: when rendering, displacement runs first, then shading. Light interaction can only come into play during that shading step; no light is being calculated during the displacement step so no light path information is available. I think this sensibly sidesteps potential circular feedback issues (light affects displacement, displacement affects light...)
To be sure, this is in the viewport? And you are switching to material preview or rendered mode? (Material 'effects' do not appear in solid mode.)
Sep 15 2019
Please give more information:
Nevermind, you made a second report, T69914. Closing this one.
Please give more information:
When you say it opens and in 2 seconds closes, do you see the splash screen, a blank window, nothing at all?
When you open the 32-bit version, are you able to do things normally in the viewport until you change viewport render mode?
Please follow the submission template and guidelines and make a complete, valid bug report, with required info, precise description of the issue, precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.
Please don't triage your own report.
Please edit your report to include information about your system (operating system, graphics card), a description of the problem, and steps to reproduce (from the startup file, or from a minimal attached .blend file, what you do to trigger the crash).
It's not exactly pretty, but it isn't broken either as far as I can see.
Sep 6 2019
This is a deliberate design change, not a bug. See D5670
Sep 4 2019
You can also ctrl+o, ctrl+s, ctrl+o to cause this (or ctrl+s, ctrl+o, ctrl+s).
Sep 3 2019
- it will also appear if you adjust the size of any editor
- even though it's invisible it still responds to clicks
If you built Blender yourself, check in build_linux/CMakeCache.txt you have WITH_OPENSUBDIV:BOOL=ON. If not, set it and re-build.
I've narrowed the problem down to the Vertex Weight Proximity modifier. In particular the cause seems to be having Proximity Mode set to Geometry, and Proximity Geometry set to include Edges.
Sep 2 2019
Aug 10 2019
Sounds good, but this is not the right place to put feature requests. I'd recommend expanding it with more details, concept pictures, maybe references to other successful implementations, etc. and posting it to RightClickSelect so regular Blender users can discuss the merits of your proposal and vote on it.
I think @Andrzej Ambroz (jendrzych) is suggesting to get rid of the inline datablock icons that appears when the item is folded (orange box in image). You can still see the object hierarchy as normal when expanded, so you can still examine which datablock belongs to which object - but it is a little redundant to tell the user that "this light has a light", "this object has a mesh", "this camera has a camera", etc. which is the only thing that the inline icons do.
Aug 8 2019
Your card (Intel HD Graphics 4000) is an Ivy Bridge architecture GPU; this predates Haswell and is therefore, as per the requirements page, not supported.
Please fill in the report form with information about the problem you are having, the Blender version you are using, the operating system you have, etc.
The graphics card (Radeon HD 2600 Pro) is a Terascale architecture GPU; this predates 1st gen GCN and is therefore, as per the requirements page, not supported.
Aug 7 2019
Works for me. Please specify which version of Blender you are using.
Aug 6 2019
It seems they rotate around each element's island. If they share a common island, they are considered as one collective "individual".
Can reproduce on latest master.
Please edit your post to fill out the report form.
Describe your problem, how it happens, and what you want to change.
Not sure. I'd suggest that if you can, roll back your driver to the version that worked with 2.79.
I believe your graphics card is not supported. As per the requirements page, blender 2.8 supports "GeForce 200 and newer". Your card falls in the GeForce 9 series, older than the 200 series.
If you can open Blender 2.79, please make and attach a system info report.
Aug 5 2019
Also please specify the graphics card you are using, as some older graphics cards are not supported (see requirements page).
Your card (from AMD Radeon 6600M and 6700M Series) is a Terascale architecture GPU; this predates 1st gen GCN and is therefore, as per the requirements page, not supported.
You must have pressed this button (or a keyboard shortcut for it):
Moreover, your card (ATI Mobility Radeon HD 4200) is a Terascale architecture GPU; this predates 1st gen GCN and is therefore, as per the requirements page, not supported.
Looks like you need go to Preferences -> Themes tab -> User Interface panel -> Menu Back subpanel -> Inner -> increase Alpha. If not that, then something in that general area.
You need to use the UV editor:
Ah! You're right, that behaviour is almost certainly not as intended.
When I uncheck UV Editor -> View Menu -> UV Local View, I can select and move correctly.
This is expected behaviour. Moving an object and constraining along an axis works in the same way. If you want to move only on X axis, then it makes sense to cancel any Y movement. If you want to constrain the cursor to the XY plane (ie. horizontal/ground plane, without Z/vertical movement), press Shift+Z.
Groups have been superseded by Collections. They are visible in the outliner under Display Mode -> Blender File.
Aug 4 2019
make sure this is enabled.
I think this is correct behaviour. I'm guessing that internally blender does this: first unparent the object from the old parent, then parent it to the new parent. That is the equivalent of this:
Jul 27 2019
Please, if you expect the devs to download a gigabyte-sized video and then watch it for ten minutes, at least have the courtesy to fill in the report description.
Set the curve's origin to it's start vertex.
Jun 17 2019
For both "skarnier snyer" objects, shifting them very slightly on the x-axis (say, 0.005mm) is enough to make all cuts work correctly.
on latest master, looks like this:
Please include exact steps for reproducing this problem (ideally starting from the default scene, or upload a blend file with a simple scene demonstrating the problem).
Jun 13 2019
Ah, ok then. Yep that's a bug.
I see two things here:
screenshots from that file:
That's a large file! Could you try removing extraneous things from it so that it's just the bare minimum necessary to replicate the problem? (eg. ideally your file would just be the eyes and associated material/texture.)
works for me on latest master.
Jun 11 2019
Looks correct to me. The crop option is meant for final renders. This behaviour matches 2.79.
You should provide a description of the problem when you submit a bug. Nevertheless I'm guessing the issue is that the hair doesn't collide/interact properly with the cylinder. This is a known problem and the hair system (particularly collisions) is due an overhaul at some point. For now, if you search around the blender community you should find others who've had similar issues and shared their workarounds.
Jun 10 2019
Can reproduce, crashes in latest master.
I believe this was addressed here https://devtalk.blender.org/t/blender-ui-paper-cuts/2596/2894. Does that work for you?
Jun 9 2019
Can't reproduce here with latest master, no crash.
Can't reproduce here with latest master.
Blender doesn't know how to differentiate between extruding perpendicular to the surface and extruding in the plane of the surface. If it did, and automatically toggled the extra fill face, it would potentially break workflow for those who extrude then transform in two seperate steps. Blender can't foresee your intent, so you have to let it know by choosing a particular extrusion mode.
works for me, same blender version.
Can reproduce, crashes with latest master.
This is because selecting all edges around a face also selects that face, so the face is also extruded.
You can get the behaviour you want by hitting Alt+E (or go to 3d view header -> Mesh menu -> Extrude submenu) and choosing Extrude Edges.
Jun 8 2019
Here's screens from official builds of 3rd June d62a749fcf48 and 4th June e80cbdac331a:
box select won't autoscroll but will select items even if they overflow outside the outliner window.
Can reproduce on latest master. Wiggling one end of the default bezier curve, with a subsurf modifier (view subdivs=1) it will leak about 4mb a second. Add some bevel geometry, some extrusions and up the view subsurf level, and it can start haemorrhaging 100's mb a second.
Can't reproduce in latest master with object volumetrics.
Does go darker with world volumetrics with ortho camera, which in a way is to be expected: an ortho camera is idealised as being infinitely far away, so an infinitude of even the thinnest atmosphere would obscure everything.
The weird thing is that, for me, it doesn't go full black at low densities. Go to Properties->Render tab->Volumetric panel->increase End distance.
Jun 7 2019
Can confirm that it did once work, now has the black border.
Yep, clip start.
Works as expected here. Apply scale (Object mode -> Ctrl+A -> Scale), then inset treats all axes the same.
Jun 6 2019
I think their problem is this:
Jun 5 2019
Can't reproduce with either eyedropper from Properties editor -> Tool options, or from Dyntopo dropdown in topbar (including quickly sliding the pick coords in the redo panel). Tried doing lots of picks; closing and reopening blender; alternating which eyedropper clicked - no crash.
Probably duplicate of T58920.
Can duplicate (Linux Mint 18.3, NVIDIA GeForce GTX 750 Ti, today's official build e80cbdac331a)
Just to be absolutely sure, duplicate-and-rotate is Shift+D - R - Click, and not Shift+D - Click - R - Click.
Duplicate then rotate as seperate steps doesn't cause problems.
Jun 4 2019
Mar 26 2019
It looks to me as though the memory allocation is not entirely runaway, rather blender is just going all the way up to max subdivisions (Properties -> Render tab -> Subdivision panel ->Max Subdivisions). At the default of 12 subdivisions for a simple cube, the required amount of memory is about 16gb (probably, I always pull the plug on it before it gets there though).