Blender crashes immediately after loading attached file in ~80% of my attempts #59338

Closed
opened 2018-12-13 22:37:56 +01:00 by MACHIN3 · 14 comments

System Information
Operating system: Ubuntu 17.10
Graphics card: Nvidia GeForce GTX 1050

Blender Version
Broken: 2.80, 81ea815dcb, 2018-12-12
Worked: -

Short description of error
Blender crashes immediately after loading the second file (machin3_2_decals_crash_after_loading.blend)

I have observed the following:

  • Only happens when there are at least 2 mesh decals(textured planes) in the scene. Works fine where there is only one!
  • Mesh decals have material with a parallax node tree. This plays a role, in its absence everything works fine.
  • Mesh decals have a data transfer modifier (custom normals). The viewport visibility prop plays a role. Decals are imported via bpy.data.libarries.load(). When mod visibility is turned off, everything is fine. Also, If I manually toggle the viewport visibility and save, everything will work fine.

Exact steps for others to reproduce the error

  • load machin3_1_decal_loads_fine.blend
    • contains 1 mesh decal + sphere, try loading it multiple times. Should work fine.
  • duplicate selected mesh decal and move it to the side a bit
  • save blend, this is what machin3_2_decals_crash_after_loading.blend is
  • try loading it multiple times, it should crash a lot

I can replicate this with a factory reset Blender too.

machin3_1_decal_loads_fine.blend

machin3_2_decals_crash_after_loading.blend

**System Information** Operating system: Ubuntu 17.10 Graphics card: Nvidia GeForce GTX 1050 **Blender Version** Broken: 2.80, 81ea815dcb6, 2018-12-12 Worked: - **Short description of error** Blender crashes immediately after loading the second file (*machin3_2_decals_crash_after_loading.blend*) I have observed the following: * Only happens when there are at least 2 mesh decals(textured planes) in the scene. Works fine where there is only one! * Mesh decals have material with a parallax node tree. This plays a role, in its absence everything works fine. * Mesh decals have a data transfer modifier (custom normals). The viewport visibility prop plays a role. Decals are imported via bpy.data.libarries.load(). When mod visibility is turned off, everything is fine. Also, If I manually toggle the viewport visibility and save, everything will work fine. **Exact steps for others to reproduce the error** * load *machin3_1_decal_loads_fine.blend* - contains 1 mesh decal + sphere, try loading it multiple times. Should work fine. * duplicate selected mesh decal and move it to the side a bit * save blend, this is what *machin3_2_decals_crash_after_loading.blend* is * try loading it multiple times, it should crash a lot I can replicate this with a factory reset Blender too. [machin3_1_decal_loads_fine.blend](https://archive.blender.org/developer/F5946698/machin3_1_decal_loads_fine.blend) [machin3_2_decals_crash_after_loading.blend](https://archive.blender.org/developer/F5946700/machin3_2_decals_crash_after_loading.blend)
Author

Added subscriber: @MACHIN3

Added subscriber: @MACHIN3
MACHIN3 changed title from Blender crashes immedeately after loading attached file in ~80% of my attempts to Blender crashes immediately after loading attached file in ~80% of my attempts 2018-12-13 22:55:10 +01:00

Added subscriber: @brhumphe

Added subscriber: @brhumphe

Confirmed on be0c8ed734 on windows. It's intermittent for me too: sometimes it will crash immediately, sometimes I have to revert the file a couple of times, always with an EXCEPTION_ACCESS_VIOLATION error.

Confirmed on be0c8ed734b on windows. It's intermittent for me too: sometimes it will crash immediately, sometimes I have to revert the file a couple of times, always with an `EXCEPTION_ACCESS_VIOLATION` error.

Added subscribers: @mont29, @ZedDB

Added subscribers: @mont29, @ZedDB

I can reproduce this issue too.

This is the backtrace I get:

Thread 1 "blender" received signal SIGSEGV, Segmentation fault.
BKE_mesh_calc_poly_normal (mpoly=0x7fffd8476008, loopstart=0x0, mvarray=0x7fffd843d008, r_no=0x7fffd343c008)
    at /home/zed/programmering/blender_master/blender/source/blender/blenkernel/intern/mesh_evaluate.c:1950
1950			        mvarray[loopstart[3].v].co);
(gdb) bt
#0  BKE_mesh_calc_poly_normal (mpoly=0x7fffd8476008, loopstart=0x0, mvarray=0x7fffd843d008, r_no=0x7fffd343c008)
    at /home/zed/programmering/blender_master/blender/source/blender/blenkernel/intern/mesh_evaluate.c:1950
#1  0x0000555557f6495e in mesh_calc_normals_poly_cb (userdata=0x7fffffffc3f0, pidx=0, UNUSED_tls=0x7fffffffc270)
    at /home/zed/programmering/blender_master/blender/source/blender/blenkernel/intern/mesh_evaluate.c:202
#2  0x00005555583dc495 in parallel_range_single_thread (start=0, stop=726, userdata=0x7fffffffc3f0, func=0x555557f648d9 <mesh_calc_normals_poly_cb>, 
    settings=0x7fffffffc3c0) at /home/zed/programmering/blender_master/blender/source/blender/blenlib/intern/task.c:1064
#3  0x00005555583dc791 in BLI_task_parallel_range (start=0, stop=726, userdata=0x7fffffffc3f0, func=0x555557f648d9 <mesh_calc_normals_poly_cb>, 
    settings=0x7fffffffc3c0) at /home/zed/programmering/blender_master/blender/source/blender/blenlib/intern/task.c:1143
#4  0x0000555557f64f80 in BKE_mesh_calc_normals_poly (mverts=0x7fffd843d008, r_vertnors=0x0, numVerts=728, mloop=0x0, mpolys=0x7fffd8476008, numLoops=2904, 
    numPolys=726, r_polynors=0x7fffd343c008, only_face_normals=true)
    at /home/zed/programmering/blender_master/blender/source/blender/blenkernel/intern/mesh_evaluate.c:308
#5  0x0000555557c44abd in mesh_render_data_ensure_poly_normals_pack (rdata=0x7fffd5274708)
    at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:1176
#6  0x0000555557c4ea42 in mesh_create_pos_and_nor_tess (rdata=0x7fffd5274708, vbo=0x7fffd5139c08, use_hide=false)
    at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:2937
#7  0x0000555557c4f7a3 in mesh_batch_cache_get_tri_pos_and_normals_ex (rdata=0x7fffd5274708, use_hide=false, r_vbo=0x7fffd5385ce8)
    at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:3063
#8  0x0000555557c4f836 in mesh_batch_cache_get_tri_pos_and_normals_final (rdata=0x7fffd5274708, cache=0x7fffd5385c08, use_hide=false)
    at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:3079
#9  0x0000555557c6053e in DRW_mesh_batch_cache_get_surface_shaded (me=0x7fffd8036d08, gpumat_array=0x7fffffffd050, gpumat_array_len=1, use_hide=false, 
    auto_layer_names=0x7fffffffd0d8, auto_layer_is_srgb=0x7fffffffd0e0, auto_layer_count=0x7fffffffd0bc)
    at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:5125
#10 0x0000555557cd9d9a in DRW_cache_mesh_surface_shaded_get (ob=0x7fffeffea608, gpumat_array=0x7fffffffd050, gpumat_array_len=1, use_hide=false, 
    auto_layer_names=0x7fffffffd0d8, auto_layer_is_srgb=0x7fffffffd0e0, auto_layer_count=0x7fffffffd0bc)
    at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache.c:3109
#11 0x0000555557cd1dc0 in DRW_cache_object_surface_material_get (ob=0x7fffeffea608, gpumat_array=0x7fffffffd050, gpumat_array_len=1, use_hide=false, 
    auto_layer_names=0x7fffffffd0d8, auto_layer_is_srgb=0x7fffffffd0e0, auto_layer_count=0x7fffffffd0bc)
    at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache.c:763
#12 0x0000555557cac48b in EEVEE_materials_cache_populate (vedata=0x7fffea1e7608, sldata=0x7fffd4e06d08, ob=0x7fffeffea608, cast_shadow=0x7fffffffd1a7)
    at /home/zed/programmering/blender_master/blender/source/blender/draw/engines/eevee/eevee_materials.c:1529
#13 0x0000555557c9722b in EEVEE_cache_populate (vedata=0x7fffea1e7608, ob=0x7fffeffea608)
    at /home/zed/programmering/blender_master/blender/source/blender/draw/engines/eevee/eevee_engine.c:143
#14 0x0000555557c6b253 in drw_engines_cache_populate (ob=0x7fffeffea608)
    at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_manager.c:1017
#15 0x0000555557c6c4b3 in DRW_draw_render_loop_ex (depsgraph=0x7fffeaee2008, engine_type=0x55555d0c4b20 <DRW_engine_viewport_eevee_type>, ar=0x7fffd501ea48, 
    v3d=0x7fffd5102808, viewport=0x7fffea3f70c8, evil_C=0x7ffff0030288)
    at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_manager.c:1483
- 16 0x0000555557c6c0bf in DRW_draw_view (C=0x7ffff0030288) at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_manager.c:1409
- 17 0x0000555557190364 in view3d_draw_view (C=0x7ffff0030288, ar=0x7fffd501ea48)
    at /home/zed/programmering/blender_master/blender/source/blender/editors/space_view3d/view3d_draw.c:1334
#18 0x0000555557190414 in view3d_main_region_draw (C=0x7ffff0030288, ar=0x7fffd501ea48)
    at /home/zed/programmering/blender_master/blender/source/blender/editors/space_view3d/view3d_draw.c:1355
#19 0x00005555576442ac in ED_region_do_draw (C=0x7ffff0030288, ar=0x7fffd501ea48)
    at /home/zed/programmering/blender_master/blender/source/blender/editors/screen/area.c:529
#20 0x0000555557049130 in wm_draw_window_offscreen (C=0x7ffff0030288, win=0x7fffd53c8388, stereo=false)
    at /home/zed/programmering/blender_master/blender/source/blender/windowmanager/intern/wm_draw.c:580
#21 0x00005555570496ae in wm_draw_window (C=0x7ffff0030288, win=0x7fffd53c8388)
--Type <RET> for more, q to quit, c to continue without paging--c
    at /home/zed/programmering/blender_master/blender/source/blender/windowmanager/intern/wm_draw.c:712
- 22 0x0000555557049bba in wm_draw_update (C=0x7ffff0030288) at /home/zed/programmering/blender_master/blender/source/blender/windowmanager/intern/wm_draw.c:866
- 23 0x0000555557046871 in WM_main (C=0x7ffff0030288) at /home/zed/programmering/blender_master/blender/source/blender/windowmanager/intern/wm.c:433
#24 0x00005555570411be in main (argc=1, argv=0x7fffffffdcf8) at /home/zed/programmering/blender_master/blender/source/creator/creator.c:521

@mont29 do you want to take a crack at this?

I can reproduce this issue too. This is the backtrace I get: ``` Thread 1 "blender" received signal SIGSEGV, Segmentation fault. BKE_mesh_calc_poly_normal (mpoly=0x7fffd8476008, loopstart=0x0, mvarray=0x7fffd843d008, r_no=0x7fffd343c008) at /home/zed/programmering/blender_master/blender/source/blender/blenkernel/intern/mesh_evaluate.c:1950 1950 mvarray[loopstart[3].v].co); (gdb) bt #0 BKE_mesh_calc_poly_normal (mpoly=0x7fffd8476008, loopstart=0x0, mvarray=0x7fffd843d008, r_no=0x7fffd343c008) at /home/zed/programmering/blender_master/blender/source/blender/blenkernel/intern/mesh_evaluate.c:1950 #1 0x0000555557f6495e in mesh_calc_normals_poly_cb (userdata=0x7fffffffc3f0, pidx=0, UNUSED_tls=0x7fffffffc270) at /home/zed/programmering/blender_master/blender/source/blender/blenkernel/intern/mesh_evaluate.c:202 #2 0x00005555583dc495 in parallel_range_single_thread (start=0, stop=726, userdata=0x7fffffffc3f0, func=0x555557f648d9 <mesh_calc_normals_poly_cb>, settings=0x7fffffffc3c0) at /home/zed/programmering/blender_master/blender/source/blender/blenlib/intern/task.c:1064 #3 0x00005555583dc791 in BLI_task_parallel_range (start=0, stop=726, userdata=0x7fffffffc3f0, func=0x555557f648d9 <mesh_calc_normals_poly_cb>, settings=0x7fffffffc3c0) at /home/zed/programmering/blender_master/blender/source/blender/blenlib/intern/task.c:1143 #4 0x0000555557f64f80 in BKE_mesh_calc_normals_poly (mverts=0x7fffd843d008, r_vertnors=0x0, numVerts=728, mloop=0x0, mpolys=0x7fffd8476008, numLoops=2904, numPolys=726, r_polynors=0x7fffd343c008, only_face_normals=true) at /home/zed/programmering/blender_master/blender/source/blender/blenkernel/intern/mesh_evaluate.c:308 #5 0x0000555557c44abd in mesh_render_data_ensure_poly_normals_pack (rdata=0x7fffd5274708) at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:1176 #6 0x0000555557c4ea42 in mesh_create_pos_and_nor_tess (rdata=0x7fffd5274708, vbo=0x7fffd5139c08, use_hide=false) at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:2937 #7 0x0000555557c4f7a3 in mesh_batch_cache_get_tri_pos_and_normals_ex (rdata=0x7fffd5274708, use_hide=false, r_vbo=0x7fffd5385ce8) at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:3063 #8 0x0000555557c4f836 in mesh_batch_cache_get_tri_pos_and_normals_final (rdata=0x7fffd5274708, cache=0x7fffd5385c08, use_hide=false) at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:3079 #9 0x0000555557c6053e in DRW_mesh_batch_cache_get_surface_shaded (me=0x7fffd8036d08, gpumat_array=0x7fffffffd050, gpumat_array_len=1, use_hide=false, auto_layer_names=0x7fffffffd0d8, auto_layer_is_srgb=0x7fffffffd0e0, auto_layer_count=0x7fffffffd0bc) at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache_impl_mesh.c:5125 #10 0x0000555557cd9d9a in DRW_cache_mesh_surface_shaded_get (ob=0x7fffeffea608, gpumat_array=0x7fffffffd050, gpumat_array_len=1, use_hide=false, auto_layer_names=0x7fffffffd0d8, auto_layer_is_srgb=0x7fffffffd0e0, auto_layer_count=0x7fffffffd0bc) at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache.c:3109 #11 0x0000555557cd1dc0 in DRW_cache_object_surface_material_get (ob=0x7fffeffea608, gpumat_array=0x7fffffffd050, gpumat_array_len=1, use_hide=false, auto_layer_names=0x7fffffffd0d8, auto_layer_is_srgb=0x7fffffffd0e0, auto_layer_count=0x7fffffffd0bc) at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_cache.c:763 #12 0x0000555557cac48b in EEVEE_materials_cache_populate (vedata=0x7fffea1e7608, sldata=0x7fffd4e06d08, ob=0x7fffeffea608, cast_shadow=0x7fffffffd1a7) at /home/zed/programmering/blender_master/blender/source/blender/draw/engines/eevee/eevee_materials.c:1529 #13 0x0000555557c9722b in EEVEE_cache_populate (vedata=0x7fffea1e7608, ob=0x7fffeffea608) at /home/zed/programmering/blender_master/blender/source/blender/draw/engines/eevee/eevee_engine.c:143 #14 0x0000555557c6b253 in drw_engines_cache_populate (ob=0x7fffeffea608) at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_manager.c:1017 #15 0x0000555557c6c4b3 in DRW_draw_render_loop_ex (depsgraph=0x7fffeaee2008, engine_type=0x55555d0c4b20 <DRW_engine_viewport_eevee_type>, ar=0x7fffd501ea48, v3d=0x7fffd5102808, viewport=0x7fffea3f70c8, evil_C=0x7ffff0030288) at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_manager.c:1483 - 16 0x0000555557c6c0bf in DRW_draw_view (C=0x7ffff0030288) at /home/zed/programmering/blender_master/blender/source/blender/draw/intern/draw_manager.c:1409 - 17 0x0000555557190364 in view3d_draw_view (C=0x7ffff0030288, ar=0x7fffd501ea48) at /home/zed/programmering/blender_master/blender/source/blender/editors/space_view3d/view3d_draw.c:1334 #18 0x0000555557190414 in view3d_main_region_draw (C=0x7ffff0030288, ar=0x7fffd501ea48) at /home/zed/programmering/blender_master/blender/source/blender/editors/space_view3d/view3d_draw.c:1355 #19 0x00005555576442ac in ED_region_do_draw (C=0x7ffff0030288, ar=0x7fffd501ea48) at /home/zed/programmering/blender_master/blender/source/blender/editors/screen/area.c:529 #20 0x0000555557049130 in wm_draw_window_offscreen (C=0x7ffff0030288, win=0x7fffd53c8388, stereo=false) at /home/zed/programmering/blender_master/blender/source/blender/windowmanager/intern/wm_draw.c:580 #21 0x00005555570496ae in wm_draw_window (C=0x7ffff0030288, win=0x7fffd53c8388) --Type <RET> for more, q to quit, c to continue without paging--c at /home/zed/programmering/blender_master/blender/source/blender/windowmanager/intern/wm_draw.c:712 - 22 0x0000555557049bba in wm_draw_update (C=0x7ffff0030288) at /home/zed/programmering/blender_master/blender/source/blender/windowmanager/intern/wm_draw.c:866 - 23 0x0000555557046871 in WM_main (C=0x7ffff0030288) at /home/zed/programmering/blender_master/blender/source/blender/windowmanager/intern/wm.c:433 #24 0x00005555570411be in main (argc=1, argv=0x7fffffffdcf8) at /home/zed/programmering/blender_master/blender/source/creator/creator.c:521 ``` @mont29 do you want to take a crack at this?
Bastien Montagne self-assigned this 2018-12-14 15:17:46 +01:00

Hmpf… draw code gets a mesh without MLoop CD layer (among others)… hmrrrrpff…

Hmpf… draw code gets a mesh without MLoop CD layer (among others)… hmrrrrpff…
Author

Just checking to see if there is any update on this. Not expecting a fix before the stable release, just curious.

For my needs, I just keep the Data Transfer mods turned off for now, but I've observed that it's not just loading of files(with the mods enabled) that tends to crash often, but also generally working with the files(with the mods enabled) becomes quite unstable.

Thanks!

Just checking to see if there is any update on this. Not expecting a fix before the stable release, just curious. For my needs, I just keep the Data Transfer mods turned off for now, but I've observed that it's not just loading of files(with the mods enabled) that tends to crash often, but also generally working with the files(with the mods enabled) becomes quite unstable. Thanks!

Added subscribers: @fclem, @Sergey

Added subscribers: @fclem, @Sergey

Well, looks like this is a threading issue between (presumably) draw code and scene evaluation (aka depsgraph eval), so would like to summon @Sergey and @fclem here.

If you run Blender with a single thread (-t 1 option in commandline), everything is fine.

Otherwise, draw code (mesh_render_data_create_ex()) is using a mesh which has a valid mloop pointer, but no CD_MLOOP corresponding layer in its ldata cddata container. While in mesh_calc_modifiers(), both orig mesh (at the beginning) and r_final evaluated one (at the end) have both “loop data” properly set, as expected…

Note that code is failing on drawing MECube here (i.e. the main 'ball', not the smaller 'decals').

I can keep digging in the dark here to try to understand the why of that situation, but wouldn’t mind some enlightenment from devs knowing that code better. E.g., isn’t depsgraph evaluation supposed to happen fully outside of the draw loop? In other words, how can draw code have access to partially updated evaluated data (which seems to be happening here)?

Well, looks like this is a threading issue between (presumably) draw code and scene evaluation (aka depsgraph eval), so would like to summon @Sergey and @fclem here. If you run Blender with a single thread (`-t 1` option in commandline), everything is fine. Otherwise, draw code (`mesh_render_data_create_ex()`) is using a mesh which has a valid `mloop` pointer, but no `CD_MLOOP` corresponding layer in its `ldata` cddata container. While in `mesh_calc_modifiers()`, both orig mesh (at the beginning) and `r_final` evaluated one (at the end) have both “loop data” properly set, as expected… Note that code is failing on drawing `MECube` here (i.e. the main 'ball', not the smaller 'decals'). I can keep digging in the dark here to try to understand the why of that situation, but wouldn’t mind some enlightenment from devs knowing that code better. E.g., isn’t depsgraph evaluation supposed to happen fully outside of the draw loop? In other words, how can draw code have access to partially updated evaluated data (which seems to be happening here)?

@mont29, scene evaluation is done before the drawing happens. Drawing code shouldn't be calling mesh_calc_modifiers, it should draw what is already evaluated. Same should be true for normals, tangents and so on..

If there is something what draw manager is expecting to have evaluated, this is to be coming from customdata mask on dependency graph nodes (similar to curve paths and DEG_add_customdata_mask).

@mont29, scene evaluation is done before the drawing happens. Drawing code shouldn't be calling `mesh_calc_modifiers`, it should draw what is already evaluated. Same should be true for normals, tangents and so on.. If there is something what draw manager is expecting to have evaluated, this is to be coming from customdata mask on dependency graph nodes (similar to curve paths and `DEG_add_customdata_mask`).

@Sergey drawing code is not calling mesh_calc_modifier (afaik). Drawing code is getting an evaluated mesh which, somehow, is missing CD_MLOOP data. This should not happen, ever, and seems to only happen in case of threaded evaluation with several mesh objects…

This data layer is part of 'core' mesh data (the CD_MASK_BAREMESH mask), like polygons etc., those should never have to be cared about in DEG_add_customdata_mask & others, they are assumed to always be there, since a surface mesh without them is completely invalid. We have a function (BKE_mesh_update_customdata_pointers) to ensure that both the CD layer and the matching pointer in Mesh struct are kept in sync. In other words, no code should ever generate a mesh without those CDLayers (CD_MVERT, CD_MLOOP, etc.).

Will keep digging tomorrow to try to understand what's happening here…

@Sergey drawing code is not calling `mesh_calc_modifier` (afaik). Drawing code is getting an evaluated mesh which, somehow, is missing CD_MLOOP data. This should not happen, ever, and seems to only happen in case of threaded evaluation with several mesh objects… This data layer is part of 'core' mesh data (the CD_MASK_BAREMESH mask), like polygons etc., those should never have to be cared about in DEG_add_customdata_mask & others, they are assumed to *always* be there, since a surface mesh without them is completely invalid. We have a function (`BKE_mesh_update_customdata_pointers`) to ensure that both the CD layer and the matching pointer in Mesh struct are kept in sync. In other words, no code should ever generate a mesh without those CDLayers (CD_MVERT, CD_MLOOP, etc.). Will keep digging tomorrow to try to understand what's happening here…

This issue was referenced by fab573bac0

This issue was referenced by fab573bac0e1fbc88f8208372b3a5a2f7415c517

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

Note that commit above fixes the crash by preventing forbidden behavior in data transfer modifier, however that one will now be 'broken' regarding normals in some cases (basically, when Mesh's autosmooth of target/source object is not enabled). Proper fix for that is a bit involved, working on it still.

Note that commit above fixes the crash by preventing forbidden behavior in data transfer modifier, however that one will now be 'broken' regarding normals in some cases (basically, when Mesh's autosmooth of target/source object is not enabled). Proper fix for that is a bit involved, working on it still.
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Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
6 Participants
Notifications
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Reference: blender/blender#59338
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