VSE: view > sequence render animation (bpy.ops.render.opengl) ignoring scene start frame #107726
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Reference: blender/blender#107726
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System Information
Operating system: macOS-13.3.1-arm64-arm-64bit 64 Bits
Graphics card: Metal API Apple M1 Pro 1.2
Blender Version
Broken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash:
e1ccd9d4a1d3
Broken: version: 3.6.0 Alpha, branch: main, commit date: 2023-04-02 15:08, hash:
dc63f75837f2
Worked: (n.a)
Short description of error
VSE
View
>Sequence Render Animation
(bpy.ops.render.opengl) ignores scene start frame and always set the current frame as start frame.vseIssue.mp4
Exact steps for others to reproduce the error
View
menu and do aSequence Render Animation
from now on both the viewport render and VSE (bpy.ops.render.opengl) seems to ignore the start frame and use their relative current frame as start.
NOTE: this not happens on file load. But if you switch from edit scene, move the cursor and then switch back to anim scene and move the cursor on timeline again, the issue will be present. This will be more evident in VSE since will only render the blue color ignoring the orange (which is before current frame in my test file).
VSE: view > sequence render animation (buy.ops.render.opengl) ignoring scene start frameto VSE: view > sequence render animation (bpy.ops.render.opengl) ignoring scene start frame@CorradoPiscitelli
Today's 3.6 seems to be working correctly here. I'm on linux.
@ChengduLittleA
yes, downloaded the latest nightly and seems fixed.still 3.5.1 seems affected. Probably the fix should be back ported.
Will update description accordingly.
EDIT:
With my updated test file the issue is present in both 3.5.1 and 3.6
I tested it in blender 3.5.1 but I didn't notice the problem. All frames have been rendered.
Has the problem been fixed?
I used the attached file.
(Note that Blender 3.5 is already frozen and no longer receives bug fixes)
seems that the simplified file i created to reproduce the issue, on reopening was working. So i came back to my original file. This file contains two scenes:
• anim - a simple 3D scene with a suzanne and a camera
• edit - a vse scene in which i added two color slugs on one track and the anim scene on another. The anim scene has also an offset in time on VSE track.
at this point 3D view and VSE are acting correctly, but if you go in VSE scene move the cursor on the timeline and then switch back to anim scene and move the cursor on timeline again, from now on both the viewport render and VSE (bpy.ops.render.opengl) seems to ignore the start frame and use their relative current frame as start.
NOTE: this not happens on file load. But if you switch from edit scene, move the cursor and then switch back to anim scene and move the cursor on timeline again, the issue will be present. This will be more evident in VSE since will only render the blue color ignoring the orange (which is before current frame).
i am adding a video demonstrating the issue and updating the scene file for rapid testing. Keep in mind that color slugs are useless except for fast showing that playhead is ignored in render.
i will edit the description with updated informations
@icappiello dude where's the blend 😅 (the
viewportRenderAnimation_bug.blend
in the top of the thread doesn't have anim/edit scene)hey @ChengduLittleA just redownloaded it and it has all the stuff!
You can switch the scene from the top bar, the you have to go in Video Editing layout cause blender doesn't store the interface layouts per scene.
@icappiello ah sorry you actually updated the original file I thought it was still the old one 😅
But I'm still unable to replicate what's happening in your video, even I follow the step exactly... Both 3.5.1 and 3.6 works here...
@mano-wii You want to take a look again on your side?
@mano-wii can you please confirm the issue on your side?
Thanks for the detailed explanation.
I can confirm the issue shown in vseIssue.mp4, I've edited the description to make it clearer.
@mano-wii did you reproduce on Mac? seems to work fine on windows machine.
@iss seems at this point Mac related. @ChengduLittleA couldn't reproduce, that's why we asked @mano-wii to double check on mac-os and he confirmed already
Ok, I don't have mac machine to check now, I can check next week.
@iss any progress?
I can indeed reproduce this, but only on Mac machine. Will check why this happens.
So far I have identified, that error happens in
wm_event_do_handlers()
:I will have to look more at the code to understand what is this code for and how it can be fixed.
From what I gathered, the issue is, that
BKE_sound_sync_scene()
does not return NaN as soon as you change the frame. The function intentionally returns NaN whenG.is_rendering
is set.Following code does fix the issue. @brecht would something like this be reasonable?
Is is still unclear to me why the issue happens only on Mac.Will check on Windows machine.
On further inspection,
BKE_sound_scene_playing()
does return -1 on Windows but on Mac it returns 0. This is because different synchronizer class is used -DefaultSynchronizer
vsCoreAudioSynchronizer
. Will make PR to audaspace to fix this.That said, opengl render behaves erratically when rendering is started while playback is active, but this is same on both platforms and probably not a bug strictly speaking?
Seems better to fix it there indeed,
G.rendering
seems like a workaround.I would expect animation playback to get stopped when rendering starts.
-1 signals that there is actually no synchronizer working (that's what the
DefaultSynchronizer
does). Coreaudio and jack do have proper synchronizer support, so they are supposed to return 0 or 1.The purpose of the synchronizers is to synchronize with other applications which may start/stop playback or move the playback position (i.e. seek). This is what is done in
wm_event_do_handlers
, where all three cases (-1, 0 and 1) are handled. As you can see inBKE_sound_sync_scene
,G.is_rendering
is checked there because there is some issue with playback during rendering. This has to be solved on the Blender side and yeah,G.is_rendering
is ugly, but that's what we have at the moment.