Sun, Oct 15
Some things to try:
- Install the very latest Nvidia drivers
- Try the latest build from https://builder.blender.org/download/
Mon, Oct 2
Thu, Sep 28
Yes please write a new report
It doesn't work for me on the official release of 2.79
I suppose I have to open new bug report.
Tue, Sep 26
I also have the same problem. Any new information on this issue?
My System: i5-2500k, GTX 1060 6GB, 20GB DDR3 RAM
nVidia driver version: 385.28
OS: Windows 10 Pro
Sat, Sep 23
@Bastien Montagne (mont29) I've posted a while ago, any update?
Sep 16 2017
385.41 made no visible difference on the issue, unfortunately. I haven't really made any changes to my graphics settings, and if there was an issue with my OS that could be the problem, I haven't noticed it yet.
Sep 14 2017
More than a week without reply. Due to the policy of the tracker archiving for until required info/data are provided.
thanks, old behavior is BACK.
Sep 13 2017
Since the crash and scale issues are solved, closing this report.
Sep 8 2017
Any news on the possibility getting the old behavior?
Sep 5 2017
Guess you've meant "Compute", not "Composite".
Aug 27 2017
Aug 26 2017
Aug 10 2017
Aug 9 2017
(Obvious thinking is change to BKE_libblock_alloc(), of course, but… what?)
Lots of investigations already, with very little results…
Aug 8 2017
Seems like rB556942ec0782c5641c removed Z pass for non-render image nodes, not sure why…
Jul 26 2017
Works fast. I hope someone review it someday. Its great for creating procedural textures ("Compositor nodetree" is better for this purpose than "texture nodetree" anyway).
Jul 25 2017
Looks good to me, thanks for the patch!
Jul 23 2017
Jul 19 2017
even so, there is a certain behavior that has changed between the two versions, which means old files won't render the same way, and needs to incorporate new ways to work around them and without any new benefits!
Jul 11 2017
This is a known limitation of old dependency graph, which is addressed by the new dependency graph.
Do not set priority of tasks yourself, especially not to high priorities!
Jul 10 2017
Jul 7 2017
Jul 6 2017
And can you find out if this algorithm will improve? If the post process did DOF as well as the cycles, it would be very noticeable, but for the time being it is practically not applicable.
Jul 5 2017
This is indeed a limitation of current Defocus node. The way it works is it calculates blur radius based on image depth and then applies variable size Bokeh blur. Such approach can not deal with such cases.
Jul 4 2017
I think you are merely hitting the limits of post-processing DoF effect here… 'jagging' is actually merely blur disappearing at points where very out-of-focus pixels are neighbors of perfectly on focus plane ones, don't think post-processing can handle that situation better. Would be TODO anyway, imho, not a bug. @Sergey Sharybin (sergey) shall know more about that, though?
Jul 3 2017
Jun 22 2017
Jun 21 2017
Jun 15 2017
I have found that the builds after June 4th address the texture to scale distortion bug.