Sat, Sep 14
Fri, Sep 13
Thu, Sep 12
@David Wende (davidwende) Please try with File → Defaults → Load Factory Settings and then load your file (so no Animation Node) to see if you still can reproduce this issue.
Removed '. ' at the end of the description
Wed, Sep 11
Removed unneeded code, after fixing owner_id in cycles
Cycles now set the correct owner_id
Solved crash; ready for new review round
Sometimes it still crashes when writing outside of allocated memory.
Solved issues from code review
Tue, Sep 10
Changing from Combined to Ambient Occlusion shows black, until I tweak e.g. the max bounces in render properties to force a refresh.
Allocate the correct size of result buffer. So we don't get overflows when
displaying 1x pixel size.
Yes, I can reproduce it with Cycles.
forget to say that it is Cycles render not Eevee render
Cannot reproduce the bug.
- Fixed UV + Normal pass
- Do not change the scene shading during loading
- Add monkey grease pencil
- (Shift + Alt + Z) to hide overlays
3.(Z + 8) to render in viewport
Mon, Sep 9
Same problem here on linux and OSX official builds for 2.80.
Fri, Sep 6
I think this should be custom properties for View3DShading, using RNA_def_struct_idprops_func.
Thu, Sep 5
Here are some reports that mention differences between CPU vs. GPU (though these are more about volumes, DOF, ...)
T57109: Flickering artifacts in (animated) DOF areas
T67448: GPU-rendered tiles look different than CPU-rendered ones
T50193: Cycles renders volumetrics very differently on CPU vs. GPU
Hm, can actually confirm.
Need to check if this has been reported before.
Wed, Sep 4
Due to internal war in phabricator I uploaded the patch from scratch D5674: Viewport Shading: StudioLight Intensity
Still needs work to apply to master....