@swiss_knight Since you also have two video cards (integrated + nvidia), try to see if you could force nvidia card to run blender.
It might also mean blender bug under wayland, will pin devs.
@Lamek It could be possible. Also try latest 4.2/4.3 daily build and see if it makes any difference. Thanks!
Thanks @swiss_knight , sorry about that it didn't show up or I missed it.
Apparently it's using a software GL driver atm:
renderer: 'NV167'
vendor: 'Mesa'
version: '4.3 (Core…
@Sean-Kim I agree. The best way might be to use a with
thing like the context override, and if code inside fails for some reason, it can restore undo stack state.
I have no idea how to…
@Rexwolf Hi! Could you give us a minimal file that could reproduce this crash? Thanks!
Looks like we actually need to expose ED_image_undo_push_end()
to bpy
in order for this to work.
Hi @samplesex this could have already been fixed. See #127437. Please try latest 4.3 and see if it still crashes. Thanks!
angle_limit
in Bevel Modifier does not show enough precision
I guess a "Point" primitive is by default small enough visually for such effect to be negligible. So this can be a nice way to save more time calculating stuff. But maybe an option can be good.
Hi @Edgar-Avelino-Mari , could you give us the file? (If too big, try to stip down some objects while the brush still shows such error) Thanks!
I can confirm this. Wrapping it inside an operator that has bl_option={'UNDO'}
also doesn't make it right.
Hi @Red-Thunderbird-Phoenix , I don't think blender maintains a plugin that can import figures from DAZ Studio, do you use any intermediate formats? For FBX/STL/GLTF/OBJ importer they all have…
I could not reproduce this problem on my computer, here's what I did:
- With given file, select those three rings, use
Set Origin > Geometry Center
- Select one ring and add a particle…
Hi! Could you give us the system info file (Help > Save System Info), this way we could see which GPU/driver exactly is your blender using. I suspect that your blender is somehow using a…
I believe this is just due to how those outlines are rendered. Because it's essentially expanding on pixels, some lines are gonna have a different aliasing pattern than others 🤔