Fri, Feb 15
Tue, Feb 12
Can confirm GLSL errors with very old versions but appears to be fixed now.
Mon, Feb 11
The blender render has been removed from blender 2.8 and will not receive any more updates.
Therefore I will close this issue.
Never fear, Clément is here !
You are right this behavior is not good. I'll make it match the viewport.
@Clément Foucault (fclem): Not sure what the reasoning behind this is?
(will confirm for the time being...)
Looks indeed like this is forced
Is this still an issue with the latest build from https://builder.blender.org/download/ ?
Sun, Feb 10
i created a new seance with 2 simple object ,the results was the same.
...That ain't good, then.
It seems Separate Albedo gets forced on during renders. If you turn on Separate Albedo, the viewport and render look the same, but I think the fact that the render doesn't respect Separate Albedo being off is a bug
I've noticed raising the Subsurface value in your material tints the model slightly, so SSS seems to very partially function.
By the way, just so you know, Base.001 has inverted normals, you might wanna fix that, even if it's not a problem right now.
Fri, Feb 8
Win 10 Home
GeForce 840M 418.81
Dont think hardware specs are pointless here.
Thu, Feb 7
Not sure if this is related, but doesnt seem to hang if multiple of tilesize fit nicely into image size:
e.g. Tilesize of 256x256 and rendering 2048x2048 doesnt seem to have this problem.
[totally unsure how this has an effect though]
Seems to hang in IMB_exrtile_write_channels
specifically: out.writeTile(partx / data->tilex, party / data->tiley, level); never returns nor throws an error apparently
Might be new dependency graph, might be fix in some other area. If the issue is fixed in blender2.8, i'd consider this resolved :)
OK, just tried it and it works. New dependency graph?
@Steffen Dünner (SteffenD) can you try 2.8 also?
Wed, Feb 6
@Steffen Dünner (SteffenD), do you mind testing latest build from builder.blender.org?
@Sergey Sharybin (sergey) it seem like it can not longer reproduce the issue on my end with either blender 2.8 or blender 2.79 :S
@Sebastian Parborg (zeddb), i can not reproduce the issue here, but i can currently only render on CPU. Does it happen when file is re-saved with CPU settings for you?
Tue, Feb 5
I've had something similar happen to me, actually with two AMD GPUs, on a laptop; one the onboard of the APU and another external one. One card rendered normal squares and the other semi-transparent one, until the crash happened and all the rest were rendered transparent, is that how it happens?
This seems to still be a problem with the latest blender 2.8 beta.
Fri, Feb 1
Is this still an issue in the latest builds?
It is currently a limitation but I still want to improve on this when I have time.
I'm guessing this is just a limitation of eevee dof. But I want to be sure. @Clément Foucault (fclem) ?
Thu, Jan 31
Seems this was fixed in the daily builds then.
Tue, Jan 29
Seems to be a framerate issue [that I cannot reproduce actually].
The blend file has 60fps, however your attached video file reports at 30fps.
Mon, Jan 28
Sun, Jan 27
With DOF off, such error appears only in 1 pixel.
Sat, Jan 26
Fri, Jan 25
What happens is that Cycles is doing actual displacement of the mesh vertices. You can fix this by going to Material > Settings > Displacement Method and using Bump Only.
Excellent! You guys are too fast for me. :)