Did a quick check here on linux (which is utf-8 unicode system since… ages), with non-ascii chars in file name, and it works perfectly well.
Well I don't know what it was but I tried it a few days ago and it works just fine, maybe it was the denoising.
Thank you for your help.
Please follow our 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.
B-Maxwell might have a different interpretation of that setting than how it originally worked in Blender, so this is not strictly a bug.
I would strongly recommend reformatting that complex expression in sculpt_any_smooth_mode along the lines in my patch submission. That existing run-together blob is helpful to no-one.
This is what a plain bicubic filter is expected to do. The filter area for a bilinear filter is exactly 1 pixel, and so there will be no influence from neighboring pixels if the image is not transformed and the pixel centers are aligned properly. A bicubic filter has a larger filter area and will blur the image.
We missed this because the priority was changed from Needs Triage.
Anything that can increase VSE performance is a huge blessing. Thank you!
Ok, seems I can redo it with 2.79 but not latest master anymore. This file also has denoising, maybe it was related to that, we did some fix there in how the data is copied from Cycles to Blender. So I'll consider this resolved.
I'll treat this as a to do item, we'll likely do some API changes for D2894.
I've seen this problem with the Titan Xp and recent drivers on Windows, but did not investigate it yet.
The background images only show in camera view and orthographic top/bottom/front/back/left/right views. This is an often reported misunderstanding, make sure you are in one of those views.
Actually the Blender UI convention is to hide settings, when there is a enum to select between multiple methods with different settings. So that's what I've done now. I've also changed the name to "None; use custom bitrate".
Workaround for now is to enable User Preferences > Images Draw Method > GLSL.
See also "precision limitations on integer values" here:
In the gradient texture we end up doing 1 - sqrt(unit_length_vector) which is supposed to be exactly zero, but of course in practice float precision means it's not. I'll bias it a little bit now to make it exactly zero. We have tweaks like that in other places too, like the checker texture. It helps to make things a bit more robust also when rendering with only the CPU or GPU.
Half floats can store maximum 65536, but definitely not all integers in between. I think we should always store ID passes with full float precision, regardless if the half float option is used.
I can confirm the problem on ubuntu 16.04 with 2.79 and master f2842ac .
Report did not follow submission guidelines. It looks like a support issue.
So, we are waiting a reply confirming that given link to the manual solved the issue or a reply that problem is not solved.
I am closing this report as a duplicate of T53377 which contains exactly same text but with a screencapture.
Its highly likely that this bug is specific to your hardware/driver configuration. These kinds of display issues are often caused by OpenGL driver bugs.
I was just trying to get a quick background for the BA weekend challenge. I'm not even sure if those nodes are being used well here, and neither is it common to use it in World nodes. If you ask me, I prefer speed :) . But I have no idea, perhaps the problem that jumped here could affect other cases, and since we have GPU + CPU combined render, differences are more sensitive.
The nodes in Material render similar on GPU and CPU:
Please follow our submission template and guidelines, also read these tips about bug reports, 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.
Thanks. It works fine in a daily build
This issue should be fixed in latest builds already. So test blender from builder.blender.org and see if the issue happens there.
@Brecht Van Lommel (brecht). didn't manage to find combination of flags which will solve the artifacts without introducing speed regression. More and more tempting to declare "just avoid numerical issues in shaders". But maybe you want to have a try here? (maybe disable fast divisions and use approx intrinsic when it's needed?)
Sadly, there is some barrier to communication here.
It's not clear what the exact bug is?
Here it is in black and white....Please Read it is Easy to understand......Darcy Thurlow..If this can not get fixed...Then i will Uninstall again..And forget about Blender.....I hope this will get fixed.........
firstname.lastname@example.org......Hope i get a E Mail from you soon.......Have a Wonderful Month....