Tue, May 22
in regards to drawing, maybe there could be an option to randomize colors for them, so each new path gets a different color, though they should probably go in order, Ie, 1 gets red, the second one gets green, the third one gets blue and so on, much easier to see, and the thicknes definitelly should be like what in 2.79 wa 2 px or so.
oh cool, sorry for spamming the wrong thread, if you want to point me in the right direction it Id be happy to contribute :)
@Luciano Muñoz Sessarego (looch) That is a separate topic - Calculation of motion paths is not the same as the drawing code (which this task focusses on restoring).
Please consider an option to offset the motion path!, example, i create a motion path on the head bone but i want to offset it to the forehead, or to the tip of the ear (which are directly moved by the head joing)
Offloading to @Clément Foucault (fclem) who can probably do this faster, while I deal with nasty Copy-on-Write issues.
Mon, May 14
Fri, May 11
Mon, May 7
Ho, i'm sorry for the duplicate :(
Thank you so much!
Thanx for reporting back!
Just noticed this has been reported before, see T53648.
Sun, May 6
Material shading mode always uses GLSL, so it's the same problem.
(Mirror from what I just said on #blender IRC)
Thu, May 3
Mon, Apr 30
Mar 3 2018
Sure, here is a blend.
(texture is bundled, but in just in case...)
I can reproduce it with an base material and an Image Texture like Color Grid attached to it on win 7 AMD R7 360 in Texture mode. Tested with build fee4b64, 2.79a RC.
Running with debug-gpu gives the following error:
I can't reproduce this so far. Can you attach a .blend and image texture, to be sure there isn't anything different about what we are testing with?
Feb 19 2018
I believe that I might also be suffering from this bug.
Feb 9 2018
It still doesn't seem to work with the edge split modifier. Compare renderings in Cycles vs. Eevee with smooth faces, sharp edges + edge split modifier (using blender2.8 / be4ebb7fa6c).
Feb 1 2018
no GPU rendering for me then,
Jan 31 2018
After looking through now with proper time, seems indeed some High Sierra issue.
From the description, this must be a bug in the Apple OpenCL driver. We've seen this before where if it's given a complex OpenCL kernel, it can hang for a longe time and eventually crash or return an error.
So I'll open this again, yet I can't repro.
Factory startup is just that, it removes all settings to default, and removes GPU compute selection from settings.
Check if this happens with 2.79a-rc:
Blender 2.79a rc macOS
As it seems that it's not blender bug, marking this as resolved. Feel free to comment, I'll try to help.
Start with --factory-startup, then do some settings you usually have, and save it as new startup.blend
... can you give me an idea what to try then? I'm not a coding guru. (Unless chaos is worshipped, I that case I may stand a fair chance)
It can be also your startup .blend
Ah, it is not an add on problem,
Don't know why, but I recompiled and it works now.
Jan 30 2018
Console gives this output though, (see attachement)
When switching to factory settings, enabling Cycles and then switch to GPU and start a render, it actually works!
If you start with --factory-startup, does the kernel compiling hang?
Here's the terminal output:
I would like to see the terminal console, it seems to hang when trying to build OpenCL kernels.
No, not really,
but here's a screenshot, so you can look for yourself, perhaps spot something I've missed...
Does --debug-gpu option give anything to the console before freeze?
Jan 26 2018
This must be some issue with opening new windows when using multiple GPUs. I don't have a similar system setup to test this though, hopefully another developer can reproduce it..