Tue, Feb 14
I remember looking into this, the problem was audaspace is being shutdown on the mainthread, but then the render thread does a audaspace call anyhow, null-refs and takes down the process.
Sat, Feb 11
@Bastien Montagne (mont29), good point. Done.
I believe these settings are now in Render buttons, Geometry panel. @Sergey Sharybin (sergey) maybe would be worth noting that kind of UI change in release notes?
Fri, Feb 10
Thu, Feb 9
Sorry, I've been away and haven't had time to update this. I'm attaching a file demonstrating the problem.
Report has not been reacted on for 7 days, closing due to bug tracker policy.
Wed, Feb 8
Tue, Feb 7
Thu, Feb 2
Thanks for the report, please provide a blend file for testing.
Fri, Jan 27
Added to Wiki to the TODO list.
So this will fix?
Seems to be exact the same behaviour as 2.77 and 2.78a, so its not a regression.
I don't know if this is a bug per-se and am not aware of the current support for Blender Internal in this case.
Jan 20 2017
This is a tricky one. Technically it's not a bug. In your case you are rendering frame 1200, not 600.
Jan 9 2017
Hi Arnaud, have been looking through this code, but not sure what you meant by your last comment. I am new to the blender cpp code. I did find this
a RenderResult contains a list of RenderLayer's (rr->layers)
a RenderLayer contains a list of RenderPass'es (rl->passes)
The naming is exactly what EXR wants. See https://github.com/martijnberger/blender/blob/c359343f8dae6689c955dc1fa700cb26f6cd2e95/source/blender/render/intern/source/render_result.c#L176
Hi Arnaud, :D
Thanks for your comment. That is an important point. We've been wondering for a while how to get around the issue, here is what we're facing right now, it is as you described.
Still present in 2.78a , I guess this is not going away? We've encountered it whilst developing a network render addon similar to Netrender, except we do bucket rendering or frame splitting. For us, the ability read in a multilayer exr is rather critical since the work around by Arnoud above doesn;t work for us.
Jan 5 2017
Dec 27 2016
We currently do not support rendering on Intel GPUs, are you doing anything special to make the Intel GPU show up in the compute device menu?
Please be more specific:
- Give us your exact Blender, OS and GPU (including drivers) versions, as requested in the template!
- Ensure both your OS and drivers are fully up-to-date (and use official GPU drivers, not those provided by windows or tablet/laptop maker).
- Try the latest build from our buildbot.
- Try to start Blender in factory settings (--factory-startup commandline option) (this will ensure whether this is a userpref or addon issue or not).
Dec 20 2016
Okay, this seems like a known limitation. It's probably not worth moving this to the ToDo list as BI is planned to be replaced by the viewport engine anyway.
Thanks for the report nevertheless.
Dec 9 2016
happy to - and already did. :)
Hrm, yeah that's confusing.
Masks are stored in the normalized space (coordinates 0 to 1) which are then mapped to the "canvas". By default, we map them to scene resolution, so when you do alpha-over or things like that in compo you always have same result regardless of render percentage.
Dec 7 2016
Here, the problem is not the mask.
It is the image.
Dec 4 2016
So, was indeed a hardware issue in the end. :)
Update: Problem Solved!!!
Dec 2 2016
Sorry, I've just been busy lately and had relatives visiting from out of town for Thanksgiving. I will test this more this weekend.