@JacquesLucke One remark: I do see geometry disappearing at frame 0 regularly (but not always, see below) but I assume that could be by design (although from a user's point of view, running an…
You're absolutely right. Apparently I was testing \build_windows_x64_vc16_Debug\bin\blender.exe
from a previous build. Should have tested \build_windows_x64_vc16_Debug\bin\Debug\blender.exe
.
…
@JacquesLucke Good news and bad news:
- Bad news: a debug build of
e55ca270e2
still gives a failed assertion:…
@JacquesLucke Unfortunately, this build still gives me the failed assertion:
BLI_assert failed: X:\Blender\3\blender\source\blender\blenkernel\intern\simulation_state.cc:153, get_state_at_fra…
@lichtwerk Although @PratikPB2123 added this to the 3.6 LTS milestone last week, I'm not sure there is consensus on backporting this to 3.6 and personally I respect the fact that Simulation Nodes…
@JacquesLucke Hmm, you're right. This crashes in the debug build on ModifierSimulationCache::get_state_at_frame_for_write
, assertion BLI_assert(frame > states_at_frames_.last()->frame);
.
Not…
Bisected again. The "No geometry output before cached frames" (second bullet) was introduced in that same commit, e92c59bc9bcd69576b44425042c0168e6d3c3cfa
.
First bullet (not running the…
I did a bisect and the Negative Delta Time (third bullet) was introduced in the following (Blender 4.0) commit:
commit e92c59bc9bcd69576b44425042c0168e6d3c3cfa
Author: Jacques Lucke…
@HooglyBoogly Updated the PR description to (hopefully) make it less confusing.
I honestly didn't know the difference between a "pointer" and a "reference" until today and I don't have a clue what the code does, but I managed to backport this to 3.6. Solves it for me, but…
Thank you @PratikPB2123 for adding this to the 3.6 LTS milestone! To save you time, I have disected myself and found that this commit fixed it for 4.0:
81096abe2a3929c5e02e8d8c697a9571079f…
Demo video. This happens when scrubbing the timeline, but also during normal viewport playback, especially in heavy scenes (probably due to skipping frames). When the same Node setup is repeated…
This is in no way meant to be a rant, and I apologize if it came across like that.
With multi-GPU Eevee rendering as goal, I am (lacking better options) looking for a way to have a worker use a…