Wed, Aug 9
Some parts of Blender Internal are not fully watertight, and some of the mare quite tricky to solve (there was quite some work on this in the past).
Mon, Aug 7
Thanks for your detailed answer. I rated this as a bug because the floor reflection is correctly sharp while the wall reflection is sharp in the render progress and will be blurred extremely by the denoising what will falsify the result.
Please let us assign the priority, Needs Triage is there to indicate that a developer needs to evaluate the report.
Sun, Aug 6
Thu, Aug 3
Before opening this task I talked to @Bastien Montagne (mont29) over IRC and we could not find a real good reason for this feature. So I created this task to get some deeper discussion.
I do not think that the bf-funboard has ever really been a good place where users actually get feed back from there ideas, so I would rather open the task here.
Design tasks are mainly for developers, who wants to present their design for a particular project and get feedback. It is not for functionality discussions. For such discussions please use bf-funboard mailing list.
Tue, Aug 1
Tue, Jul 25
This is what Visual Studio 2015 debugging gives
Visual C++ 2015 debugging gives this info. I hope it helps?
Forgot to mention, it was EXCEPTION_ACCESS_VIOLATION.
OK. I can confirm this. Attaching suncrash.txt (the -d export) and also crash log crash.crash.txt
I managed to get it to crash, I think at that time Sun sample = 55. But its rarely happens (as in hard me to re-create it), as if it was random.
Sun, Jul 23
You must increase Sun Light's sample ratio (by this way realtime render time increase). and when not finish Viewport Render, then press F12 and render. 3-4 times after Blender crash, not say anything, not show message box, not create debug log, only crash and close...
Sat, Jul 22
I can't recreate the crash. Win 7 + GTX 750. I notice the first time I press F12, twice the renderer windows says "Not Responding" but after a while it continues rendering. I repeat rotate the viewport (causing it re-render) and presses F12.
Fri, Jul 21
Hi, is this problem still an issue 2.78c ?
Thu, Jul 20
This is indeed not a bug, the pass ID is not inherited by objects in the group. Overriding the ID is not always the desired behavior, it depends. The new collections / overrides planned in 2.8 are intended to let you control this kind of thing.
Jul 19 2017
Thanks for the report, but this has absolutely nothing to do with linking - thing here is that pass ID of group instantiations is not used for group’s objects…
Jul 16 2017
Rotate several times Vieport Realtime Render panel and F12, start render and after stop. Repeat 3-4 times, and after crash, also if Viewport Render operation not finish and press F12.
I send a scene file, if you want. Bu this issue happens all scenes...
Unless this happens with the default scene, we need a .blend file to reproduce this problem.
Jul 15 2017
Blender didn't create text file after crash. I use debug mode, my file is saved, and no text file created on file directory or Temp directory. Only create "blend" file on Temp directory.
Was crash log generated? Please upload if it does. Thanks.
Jul 10 2017
This file is configured to use Filmic color management. Without that you would get an immediate mapping of the color ramp to the ones in the final render, however with Filmic there is contrast adjustment that causes the differences you see. For these types of toon renders disabling Filmic may work better, emulating the kind of effect that happens when filming real world footage is not really what you want usually.
Jul 9 2017
Please attach a .blend file that demonstrates the issue.
but I like BI because it is fast and not focused on realism, which is exactly what I need for my visualiser.
Will Eevee be able to deliver the same speed?
Jul 7 2017
I stumbled across the fix : USER PREFS > SYSTEM > OPENGL CLIP ALPHA change from default 0.04 to 0.5
Jul 3 2017
Will close the report as known issue then, tbh it’s very unlikely it ever gets fixed now, since we plan to remove Blender Internal from Blender2.8 (to be replaced by real-time OpenGL Eevee). Thanks anyway!
Jul 2 2017
This is an old issue, see e.g. T18056: Quad directly infront of the camera gives artifacts.
Jun 28 2017
More than a week without reply. Due to the policy of the tracker archiving for until required info/data are provided.
Uuuh… weird, looks like a triangulation issue. Not sure what happens here, in viewport rendering shows no issue, and your scene does not use insane scaling or nearly-coplanar faces, so…
Jun 23 2017
the werid below-ground color
sun is not available maybe but in luxrender(spectral) it is
Jun 21 2017
Thanks for the suggestion, but this tracker is not for feature requests, see here for other options: