Looks like material slots are correctly created, but faces are not correctly assigned to them.
@Mysteryem could you check?
Humm here they are both consistently correct.
Could you try latest 4.2 or 4.3 and see if the problem is gone already? Thanks!
I'll paste the instructions in the file here:
HOW TO REPRODUCE THIS:
1. Run the script
2. Add a new group node (using shift+A)
3. Link sockets from the custom node to…
frame_change_post
causes stochastic render-animation segfault with interface locked
@ideasman42 ^^ any idea why the msgbus handler assert would trigger in such situation
Stereoscopy doesn't seem to affect this it seems. I can turn that off and render animation a few times and…
frame_change_post
causes stochastic render-animation segfault with interface locked
Can confirm the crash (with a few tries), but it doesn't seem to crash when -t 1
is set (using 1 thread).
In debug it gave such assert error:
BLI_assert failed: source/blender/windowma…
OK Thanks @secext2022 , I guess you could go subscribe to #87578 and we'll keep this one closed.
angle_limit
in Bevel Modifier does not show enough precision
@Alaska Looks like it's me inadvertently using a build with RNA precision changed, I confused myself 😅
angle_limit
in Bevel Modifier does not show enough precision
Looks like the problem is within unit_as_string
/* Adjust precision to expected number of significant digits.
* Note that here, we shall not have to worry about very big/small…
angle_limit
in Bevel Modifier does not show enough precision
Well it seems that I can reproduce it now again, but not sure what exactly is causing the display to vary from seemingly not changes to my code.
angle_limit
in Bevel Modifier does not show enough precision
I guess it's just the UI didn't show enough precision while the value itself is correct.
From the report I assume blender didn't run on your side? HD 520 should support OpenGL 4.6 just fine, I guess you could try updating your graphics driver tho
I think we can bring this up to the infrastructure guys. Google captcha is gonna be a road blocker for Chinese users without a VPN and many don't have that set up already.
Switching to another…
In OpenGL backend it works fine, but in Vulkan here it appears to be consistent with what you recorded.
I guess we could close this now since the problem have apparently resolved itself. But feel free to poke again if any further problems arise
OH I see. I thought layer transform is on top of point coordinates.
I guess we still meant to keep layer transform values right? (Transform back, do additional transform, transform to original)
🤔 I think this basically applies transformation in the object level so whatever layer transformation should get preserved because it's kind of internal?