Module Owner: @Lukas Toenne (lukastoenne)
Module Owner: @Lukas Toenne (lukastoenne)
Excellent - yes fixed now thank you.
Fixed yesterday by rBf50fa4c5
There was a crash on the file selection screen.
Well reported, thank you!
It's an issue with the display of the render, where only premultiplied alpha can properly represent this type of object that is both fully transparent and emitting/reflecting light.
Thank you for the report. Currently we are aware of many issues in 2.8 and actively working to fix them. But since replying to reports takes time, we have decided to limit bug reports to crashing bugs only at this point in time.
Thanks for the report, but indeed there is not much point in investing time on this for blender2.7x now, OpenGL in 2.8 is totally different code anyway, so will archive that one now.
I hope this will have some higher priority soon :)
OK. But the issue is known already since four years. I hope my thread help to fix that or change it for the upcoming releases.
Softimage XSI supported seperating all channels of bitmaps already 10 years ago.
As the other thread mentioned:
duplicate of T38582
Compile fix for bmain changes in 2.8
After upgrading to 10.13.5 with latest Nvidia drivers the problem persists. Any idea if I could do anything else? Would 2.8 use a newer version? I guess EEVEE would be even better anyway for that type of shadings.
I now checked the project using another Windows drive that I had around and it seems to be working fine. So I guess the problem is as you said with the OpenGL in my OSX version or something. Will update my system as there is a new one and see if the new drivers solve it. Any idea about what I could do in the case that would not solve it?
I just checked the file using another iMac and the Matcap looks correctly in Material shading. OSX 10.10.5 with Ati Radeon HD 2400 XT. I was wondering if this has to do with Nvidia drivers as you said. Will check the other person graphics card brand as he reported not working on Windows.
The project as stated was tested by another user using a PC on windows and he had the same result while he could have the right result using a Macintosh. I was hoping from you or someone else to download the file and test if you could replicate the problem. My graphics card is up to date and I never had any problem visualizing everything as the way things should look.
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.
Added back bar.
Added back bar and simplified the logic.
Added new mute cursor and adjusted the way lines are drawn. This is better for long links and works with the new way that 2.8 draws links, previous 2.7x patch was completely different. Also fixed highlighting when nodes are selected.
Muted links display red at both ends and the normal wire colour in the middle.
+ Add custom mute cursor
Updated D2807 to Blender 2.8.
Updated patch for Blender 2.8
Video of the error: https://www.dropbox.com/s/zvw4c1v78n55wef/Blender_Tree_Link_Bug.mp4?dl=0
I tried this on win 7 gtx 550ti master hash d5c1c0b, every things seems okay, I run the script till my Mem was 50.90M i don't remember how many times but more than needed :)
OK, seems like a Windows issue then (I'm on linux as well).
Someone here on Windows can reproduce?
“Does this happen on other computers as well?”
Seems I cant reproduce.
Made several runs in both master and 2.79 (each running the script 100 times)
Thank you! I tried looking for this issue everywhere and couldn't find anything. I won't report any more 2.8 issues for now then!
Dear @Philipp Oeser (lichtwerk) , thanks for your answer. Yes, you are right in some places I have gaps in the mesh, that's why positions were wrong. But in most cases 3D positions are almost correct, I get deviations from correct positions in ~cm or ~mm range. After careful debugging, I have noticed, this happens due to place in file "blender/intern/cycles/kernel/geom/geom_triangle_intersect.h", line 221:
I can confirm the described behaviour.
However 2.8 is still WIP in many areas.
Not really sure this is the solution to all issues in question (havent checked any code and your first example pic seems unrelated to the example scene?)