@alejandro-melgoza you can screen record and simply upload the file here :)
Hi @alejandro-melgoza , Snapping seems to be working here on my test, 3.5.0-3.6 all works.
Hi @Emma-DeRoover , looks like it could that blender isn't using your Radeon graphics card on your machine. Try update drives on your machine as described here and see if it made any difference:…
Looks like this behaviour is intentional, in view3d_gizmo_camera.c
line 376 it prevents the render border gizmo from shown when active object isn't camera, although a later logic do seem to want…
The logging shows some abnormal Invalid clnors in this fan!
errors, this could indicate a mesh related problem, whether that's a broken mesh or is it that algorithms failed to handle them would…
Can reproduce in 3.5.1 but in 3.6.0 everything seems normal again.
I tested various videos, seems to be related to frame rate and time base.
I don't have many videos that make sense but here…
I can't mute/unmute a plain HSV node with my own setup to get a different result in viewport.
Looks like your YUV output has negative blue components, and viewport compositing is clamping it to…
@Stay_Here So there's no crash now? If you managed to reproduce the issue, you could provide a trimmed down example file, otherwise we can't really know what's going on.
Can't really reproduce the "does not sync" problem, however, opening the blend directly gives me a negative duration, not sure why, need to look into it:
![图片](/attachments/3f0b4c5f-bc73-409…
A problem with Node Wrangler. Maybe it can be updated to keep with the changes introduced by new node types. Not a geometry node specific issue I guess.
len
for string length
Looks like in BKE_sculpt_update_object_for_edit
there's already a
ss->hide_poly = (bool *)CustomData_get_layer_named_for_write(
&me->pdata, CD_PROP_BOOL, ".hide_poly", me->totpoly);
…
Hi @Stay_Here , would you please provide us a file that reproduces this crash? Thanks!
I believe this is not a bug. This is like connecting a data from one iteration and the iteration output together and expecting them to match, while they don't. I believe you can only connect…
Can sort of confirm. On mine the widget will show if you have the camera object as active object.
The problem of #106965 is that I think the solution get both backwards... like are you even supposed to clamp? I don't think it should clamp values to 0-1 in either cpu or viewport composition...…
Can't quite make sense of why is that, but I'd assume there's will be some differences between normal or bump map from a height map. Also, from a quick level adjustment on that screenshot, you…