Here you go, third time the charm :)
ah, i'll bet it's because the property was previously 'execution_mode' when I created the file.
I'll try again, but this time swap to gpu and back to cpu before I do anything, just in case the visible property is not representing the actual value.
was 100% using cpu compositor, I double checked. But now you mention it, the other day I had it set to CPU but it was calculating lens distortion nodes at GPU compositor speeds. I thought my cpu…
steps:
open file with load ui enabled so the compositor is visible with backdrop enabled. run script press play
I'll double check and make it crash again to be sure👍
Hi Sergey, it's still crashing. Please see the attached video demonstration, and I've also attached new log files.
Please could I ask that you don't remove the ability to change the image…
@Sergey , just tested and everything seems to be working great thanks. I just released a video actually demonstrating it, gave Omar a thank you mention in the video too: https://youtu.be/QxoxrNuZ…
Awesome thanks. I'll download from the website's experimental page after it's uploaded tonight and give it a go👍
@Sergey that's great thanks, you're a legend Sir. For anyone facing the same issue with their addons, here's a solution which prevents the image being updated until the compositor has finished…
@Sergey The issue doesn't appear to be related to updating the compositor during playback, as that works fine providing render.render isn't used to force the playhead to wait for the compositor to…
I don't think it's due to any changes in the Nvidia drivers, because the gpu driver on my windows 10 machine hasn't been updated, and the crash wasn't happening with it previously when I reported:…
I've just generated the debug crash and system info logs on my other computer (windows 10).
Possibly this is only affecting windows users, and breaks previously working builds of Blender too.
ps, the problem goes away if and composite and viewer nodes are muted and replaced with a file output node, if that helps shed any light on the issue.
I believe this use case would cause synchronization problem. I'd suggest that you do not use frame change handler interlaced with rendering calls, but rather have a main loop that do everything…
Here's the log from blender_debug_gpu.cmd, and system info after installing oldest studio driver I can find.