- User Since
- Dec 1 2018, 9:19 PM (138 w, 6 d)
Mon, Jul 19
May 10 2021
Your right, if I apply the scale without merging it flips the normals like I was merging the objects. Still feels like unintended behavior
Jan 8 2021
Also have both a GTX 1070 and GTX 970 in my system. I don't know if it's relevant, but it wasn't picked up by the report generator so I figured I'd mention it (also added to original post).
Yes, the crash still occurs with blender_debug_gpu_glitchworkaround and I get the following errors
Jan 6 2021
OK, just updated the post with all 3 of the crash files. It crashes pretty reliably on my end, but every once in awhile it will manage to render the while animation
Oct 31 2020
Oct 14 2020
These examples were saved out as PNGs
Oct 13 2020
Oct 12 2020
I haven't been able to reproduce yet. It only tends to happen in the middle of large projects, and I haven't had another one of those yet.
Oct 7 2020
This is a great option, and something I have been waiting for for a while. Do you plan on also implementing support for enabling / disabling devices specific devices? For example, the CPU is listed under CUDA devices, but in a lot of cases enabling the CPU along with the GPU(s) can actually cause a slowdown, so being able to disable the CPU would be really helpful.
Aug 19 2020
I'm still trying to create an example file. Actually, what I've been doing is saving a new file between every step, so that when it does happen I'll be able to compare and submit both the broken step and the step before it. The main reason I posted here was in case anybody else had a similar issue, it could be merged or me and the other person might be able to work together to figure out how to reproduce it.
I've spent the last couple of days trying to reproduce it, but that's what makes it frustrating: It's happened in every one of my freelance projects since I started using overrides (maybe 4 projects over the last 10 months or so), but when I try to deliberately reproduce it I can't seem to find the right combination of actions to make it occur. Everything seems to work fine until one day I glance over and a chunk of the machine is just gone.
Aug 14 2020
Aug 2 2020
Even using the file you uploaded I still can't render out the animation with CTRL + F12 or cmd. It renders out 1 frame (same as when I tested it originally) and then stops as if it completed the entire animation.
Jul 31 2020
Jul 12 2020
I've been running into the same problem, and also found that rendering from the command line fixes crashing when using motion blur.
Jun 26 2020
Jun 8 2020
Can confirm that after switching th 2.83lts/stable snap channel that the issue is fixed. Thank you
Jun 4 2020
Jun 3 2020
The plane scaled to 0 bit would explain a lot, and why it only affects those two render layers. I'll try moving it out of the way instead and see if that fixes it for the time being. The holdout plane was there to save on render time, so that way time wasn't wasted on render layers when they weren't going to be used anyways.
Apr 21 2020
I assume 100 meters is far enough to encompass both of these spheres, but the issue still persists with metallic objects. Sphere on left has glossy shader, sphere on right is non-metallic principled shader.
Mar 19 2020
Here's a link to a video demonstrating the issue: Video
Mar 18 2020
It doesn't seem to save in the file, so I'm afraid it's impossible to send. After some googling it seems that Library overrides of materials aren't supported yet, so it might have just been a button that the devs forgot to gray out.
Mar 14 2020
Jan 17 2020
Oct 22 2019
I can confirm that it's broken in 2.81, but works in 2.82.
Oct 21 2019
I cannot seem to reproduce this from a clean project file. At the time of posting I could reliably reproduce this from the full project file (which is much to large to upload), but now I can't seem to reproduce it there either. Could have been fixed in the new preview build, or maybe it was a one time boogeyman.
@Enzio Probst (enzio) I agree, sorry for not clarifying: The behavior is definitely not correct, I was just posting my observation to possibly help lead developers do the solution.
@Enzio Probst (enzio) correction, after playing around with it it seems that the filter icon for "Collections," and "Objects," are combined, and clicking it multiple times toggles between the two.
Oct 20 2019
Oct 14 2019
Oct 13 2019
I can't reproduce this error today so I'm closing it.
Oct 12 2019
Aug 23 2019
I am having this same issue in the official 2.8 release. I can't seem to reliably replicate it though.
Jun 1 2019
May 27 2019
Never mind, I'm just really blind. I'm used to it in 2.79 being on the left side, and not only did it move to the right side, but the default background color is almost the same color as the node so it didn't look like it was there. Sorry
May 26 2019
May 7 2019
Ok, after doing "blender --factory-startup" and enabling addons one by one, it seems like a bug with Animation Nodes. What was throwing me off was something very similar to this happened before I installed Animation Nodes, so I didn't think of checking it this time.
May 6 2019
Here is a smaller version of the file, but after experimenting I don't think it will help all that much.
May 4 2019
Apr 19 2019
Jan 14 2019
Jan 8 2019
I found a setting in the preferences "General > OpenGL > Selection > Enable OpenGL Depth Picking" that seems to resolve this issue. I don't remember seeing this setting before today so maybe it's new.
Jan 1 2019
Never mind, it fixed itself somehow. This morning I downloaded the latest version, extracted it from the zip folder and had the issue. I didn't even re-download, just re-extracted from the zip folder and it fixed itself. Weird.
Nope, still having the same problem. Even loaded factory settings