macOS: Support arm64 #78710

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opened 2020-07-07 17:07:29 +02:00 by Julian Eisel · 133 comments
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Remaining tasks:

Remaining tasks: - [x] [D8236: macOS: changes to build library dependencies for arm64](https://archive.blender.org/developer/D8236) - also contains patches for dependencies that may have to be submitted upstream. - [x] [D8237: Cycles: support neon instructions for arm64 processors](https://archive.blender.org/developer/D8237) - [x] Use Embree (see discussion in [D8236](https://archive.blender.org/developer/D8236)) - [x] Use OpenImageDenoise (upgrade to 1.3.0, see #85365) - [x] Fix failing tests - [x] Cycles hair tests (due to not using Embree, blacklist or use Embree) - [x] Cycles world volume test - [x] ffmpeg (http://trac.ffmpeg.org/ticket/9060) - [x] physics_ocean - [x] Add precompiled libraries - [x] Update macsOS release package names to include architecture - [x] Add buildbot worker - [x] Update buildbot download page - [x] Update blender.org download and system requirements page - [x] Fix warning on startup about unknown GPU name
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Will blender work in Ipad? :O

Will blender work in Ipad? :O
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No. They do not have the required graphics capabilities.
The next generation of Apple devices will all be using arm64, not just the iPhone/iPad ones.

No. They do not have the required graphics capabilities. The next generation of Apple devices will all be using arm64, not just the iPhone/iPad ones.

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Stefan Werner self-assigned this 2020-07-14 13:09:31 +02:00
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Claiming this one for now.

Claiming this one for now.

This issue was referenced by 9715ad5aca

This issue was referenced by 9715ad5acad9a42b65efd64b6c7fbe157f949bfb
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Just a question out of curiosity about this. Will the port work without Blender using METAL from GL on the new Apple devices? (I mean, blender using Vulkan/MoltenVK)
I was thinking they dropped OpenGL, OpenCL for Metal...

Just a question out of curiosity about this. Will the port work without Blender using METAL from GL on the new Apple devices? (I mean, blender using Vulkan/MoltenVK) I was thinking they dropped OpenGL, OpenCL for Metal...

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Excited! Can't wait to have Blender running natively on my ARM MacBook! Also would be cool to update the Blender app icon on MacOS to be consistent with all MacOS Big Sur app icons.

Excited! Can't wait to have Blender running natively on my ARM MacBook! Also would be cool to update the Blender app icon on MacOS to be consistent with all MacOS Big Sur app icons.

will this also make running blender on Jetson Xavier easier as well?

will this also make running blender on Jetson Xavier easier as well?

Added subscriber: @shaunsingh0207

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In #78710#1054065, @christian-clavet wrote:
Just a question out of curiosity about this. Will the port work without Blender using METAL from GL on the new Apple devices? (I mean, blender using Vulkan/MoltenVK)
I was thinking they dropped OpenGL, OpenCL for Metal...

OpenGL is still supported iirc, just deprecated. OpenCL is also deprecated but available while targeting the GPU, and is not supported when targeting the cpu. It would still be a good idea to start using METAL/MoltenVK nevertheless

> In #78710#1054065, @christian-clavet wrote: > Just a question out of curiosity about this. Will the port work without Blender using METAL from GL on the new Apple devices? (I mean, blender using Vulkan/MoltenVK) > I was thinking they dropped OpenGL, OpenCL for Metal... OpenGL is still supported iirc, just deprecated. OpenCL is also deprecated but available while targeting the GPU, and is not supported when targeting the cpu. It would still be a good idea to start using METAL/MoltenVK nevertheless

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Is there any useful news?
By the way thanks for actively working on this; the M1 is a pretty surprising chip and I can't imagine what Blender could do, with a native support.
Happy new year!

Is there any useful news? By the way thanks for actively working on this; the M1 is a pretty surprising chip and I can't imagine what Blender could do, with a native support. Happy new year!

You can find a highly unstable version here: https://github.com/skwerner/blender/releases/tag/v2.91.0-mac-arm

for me it renders like 1/5 times, but when it does it is very fast. Seems like only Eevee and CPU cycles work though, and openimagedenoise doesn't work yet

Right now this is a one-person job by Skwerner, and he seems to have a full-time job as well, so progress is understandably slow. Rosetta version is working well for me though

You can find a highly unstable version here: https://github.com/skwerner/blender/releases/tag/v2.91.0-mac-arm for me it renders like 1/5 times, but when it does it is very fast. Seems like only Eevee and CPU cycles work though, and openimagedenoise doesn't work yet Right now this is a one-person job by Skwerner, and he seems to have a full-time job as well, so progress is understandably slow. Rosetta version is working well for me though

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In #78710#1088720, @shaunsingh0207 wrote:
You can find a highly unstable version here: https://github.com/skwerner/blender/releases/tag/v2.91.0-mac-arm

for me it renders like 1/5 times, but when it does it is very fast. Seems like only Eevee and CPU cycles work though, and openimagedenoise doesn't work yet

Right now this is a one-person job by Skwerner, and he seems to have a full-time job as well, so progress is understandably slow. Rosetta version is working well for me though

Thanks.
I want to learn Blender, but I'm not in a specific hurry, therefore I'll wait for a native apple silicon version and start with a blank slate.

> In #78710#1088720, @shaunsingh0207 wrote: > You can find a highly unstable version here: https://github.com/skwerner/blender/releases/tag/v2.91.0-mac-arm > > for me it renders like 1/5 times, but when it does it is very fast. Seems like only Eevee and CPU cycles work though, and openimagedenoise doesn't work yet > > Right now this is a one-person job by Skwerner, and he seems to have a full-time job as well, so progress is understandably slow. Rosetta version is working well for me though Thanks. I want to learn Blender, but I'm not in a specific hurry, therefore I'll wait for a native apple silicon version and start with a blank slate.
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There may be an issue making the Boolean Exact mode work on arm64. It needs a bump of the GMP library to 6.2.1, but the website for that says: "While we added support for Apple's new Arm based computers, our support has a problem. The problem is that Apple reserves CPU register x18, but GMP's mpn/arm64 assembly code uses that register. While GMP runs fine in our tests, we expect things to go awry in some execution situation. (Apple has not been kind enough to specify how they use x18. Therefore, we don't know what the consequences of using x18 might be.)"

There may be an issue making the Boolean Exact mode work on arm64. It needs a bump of the GMP library to 6.2.1, but the website for that says: "While we added support for Apple's new Arm based computers, our support has a problem. The problem is that Apple reserves CPU register x18, but GMP's mpn/arm64 assembly code uses that register. While GMP runs fine in our tests, we expect things to go awry in some execution situation. (Apple has not been kind enough to specify how they use x18. Therefore, we don't know what the consequences of using x18 might be.)"

This issue was referenced by 886486615b

This issue was referenced by 886486615b35ee7bc6e48d2a4299f1254939f73b
Stefan Werner was unassigned by Brecht Van Lommel 2021-02-02 12:23:07 +01:00

Added subscriber: @brecht

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Standard wiki build instructions for building Blender on macOS can now be used on Macs with ARM processors, using the precompiled libraries.

Note that we have all libraries except for Embree and OpenImageDenoise, so Cycles does not yet have full performance and features in this build. An x86-64 build is likely to still render faster than arm64 until Embree is added.

For the remainder of the work, I will do the Cycles specific changes, the rest is being handled / coordinated by @sebbas.

Standard wiki build instructions for building Blender on macOS can now be used on Macs with ARM processors, using the precompiled libraries. Note that we have all libraries except for Embree and OpenImageDenoise, so Cycles does not yet have full performance and features in this build. An x86-64 build is likely to still render faster than arm64 until Embree is added. For the remainder of the work, I will do the Cycles specific changes, the rest is being handled / coordinated by @sebbas.

Added subscriber: @ponderz

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@ponderz Just added you to the discussion. The goal for us will be to finish all the infrastructure tasks before the 2.93 release.

@ponderz Just added you to the discussion. The goal for us will be to finish all the infrastructure tasks before the 2.93 release.

@howardt, booleans seem to be working fine in a simple test here. I guess we'll hope there is no problem, and if an arm64 specific boolean bug pops up we know what to suspect.

@howardt, booleans seem to be working fine in a simple test here. I guess we'll hope there is no problem, and if an arm64 specific boolean bug pops up we know what to suspect.
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@brecht Did you hand test a boolean with Exact solver picked? I think the current regression tests for Boolean and Modifiers only check the Fast mode (though I could be wrong). In any case, good news if it works as is. If you didn't update the library, I the library is properly adapting to using portable C code only rather than SIMD instructions.

@brecht Did you hand test a boolean with Exact solver picked? I think the current regression tests for Boolean and Modifiers only check the Fast mode (though I could be wrong). In any case, good news if it works as is. If you didn't update the library, I the library is properly adapting to using portable C code only rather than SIMD instructions.

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Ah, I did not test 6.2.1, just the existing 2.6.0. I did a manual test with the exact solver, and ran the automated tests.

I guess we are not in a rush to update to 6.2.1, and by the time we do update it will hopefully will have had more testing. It would be good if there was an automated test for the exact solver.

Ah, I did not test 6.2.1, just the existing 2.6.0. I did a manual test with the exact solver, and ran the automated tests. I guess we are not in a rush to update to 6.2.1, and by the time we do update it will hopefully will have had more testing. It would be good if there was an automated test for the exact solver.

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flogic commented 2021-02-12 04:33:40 +01:00 (Migrated from localhost:3001)

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flogic commented 2021-02-12 04:33:53 +01:00 (Migrated from localhost:3001)

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This issue was referenced by None@62566

This issue was referenced by None@62566

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I had asked before - will this help with SOC like Quartz64 or nvidia jetson Xavier also? as they are also arm64?

I had asked before - will this help with SOC like Quartz64 or nvidia jetson Xavier also? as they are also arm64?

Yes, it also helps for those. However setting up a Linux arm64 build with all these optimizations is not as easy as a macOS arm64 build, since we do not provide precompiled libraries for that.

Yes, it also helps for those. However setting up a Linux arm64 build with all these optimizations is not as easy as a macOS arm64 build, since we do not provide precompiled libraries for that.

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This issue was referenced by af940c68cb

This issue was referenced by af940c68cbed7e840d6ae58f2645ff12ed6abffb

This issue was referenced by None@62575

This issue was referenced by None@62575

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FYI, filed this task today...seems to be a crash in OSL calling LLVM on Apple M1: #86530

FYI, filed this task today...seems to be a crash in OSL calling LLVM on Apple M1: #86530

When trying to load LuxCoreRender on the m1 native build, it results in a python error. LuxCore works fine on the rosetta build, and is the only photorealistic gpu render thats available for the m1 atm

When trying to load LuxCoreRender on the m1 native build, it results in a python error. LuxCore works fine on the rosetta build, and is the only photorealistic gpu render thats available for the m1 atm

In #78710#1128876, @shaunsingh0207 wrote:
When trying to load LuxCoreRender on the m1 native build, it results in a python error. LuxCore works fine on the rosetta build, and is the only photorealistic gpu render thats available for the m1 atm

First report the error to the LuxCoreRender developers, if they think it's a bug in Blender they can report it with more information.

Note that you would need a LuxCore plug-in compiled for Arm, you can't mix a Blender Arm build with a plug-in compiled for x86-64, the architectures must match.

> In #78710#1128876, @shaunsingh0207 wrote: > When trying to load LuxCoreRender on the m1 native build, it results in a python error. LuxCore works fine on the rosetta build, and is the only photorealistic gpu render thats available for the m1 atm First report the error to the LuxCoreRender developers, if they think it's a bug in Blender they can report it with more information. Note that you would need a LuxCore plug-in compiled for Arm, you can't mix a Blender Arm build with a plug-in compiled for x86-64, the architectures must match.

Thank you! I was using the plugin meant for blender x86 so I assume thats the problem, I have a few other plugins that worked well under arm blender so that was why I was wondering

Ill contact them about the issue

Thank you! I was using the plugin meant for blender x86 so I assume thats the problem, I have a few other plugins that worked well under arm blender so that was why I was wondering Ill contact them about the issue

Added subscriber: @evgenijkostrika

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Just wanted to say thank you for supporting of Apple Silicon! Can't wait to use the official release! I use 2.92 via Rosetta so far.

Just wanted to say thank you for supporting of Apple Silicon! Can't wait to use the official release! I use 2.92 via Rosetta so far.

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Please, would love to see the performance on this SOC

Please, would love to see the performance on this SOC

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There is now a macOS arm64 build on:
https://builder.blender.org/download/

We're still waiting for the new buildbot infrastructure to build this automatically, for now we have a manual build here that will be updated less often. Please give it a test and report any bugs you find to the tracker.

There is now a macOS arm64 build on: https://builder.blender.org/download/ We're still waiting for the new buildbot infrastructure to build this automatically, for now we have a manual build here that will be updated less often. Please give it a test and report any bugs you find to the tracker.

Hi! I’m pretty new to Blender, and even newer to the Blender community. I’ve only been using Blender for around a year or so. I have noticed a few nuances, just from the first few times of using it. Here are my specs:

MacBook Pro 13 M1 (1TB SSD, 16GB RAM)

First, I would like to thank everyone who has worked on this. The startup time for Blender is so much faster, and it is GREAT. Also, Eevee rendering is around 2.5 times faster for me (92-ish down to 38 seconds).

This is not-really-a-bug, just something I noticed:

The rendering times are almost exactly the same for Blender 2.92.0 running through Rosetta 2. On a test scene, (file below), I got roughly 56-58 seconds on the Alpha version and the stable 2.92.0 version. I am not sure whether it is because the ARM processes still have to optimized.

I also have a question that I am hoping someone can answer:

Does GPU compute use the 8-core GPU on the M1 SoC (for M1 Air it can be 7-cores, but for high-end Air and Pro it is 8-cores), or does it still use the CPU for rendering? I’ve been getting roughly the same times with GPU compute and CPU. (This is Cycles)

Once again, THANK YOU SO MUCH, and I wish you a good day!

  • Hello9999901

test.blend

Hi! I’m pretty new to Blender, and even newer to the Blender community. I’ve only been using Blender for around a year or so. I have noticed a few nuances, just from the first few times of using it. Here are my specs: ``` MacBook Pro 13 M1 (1TB SSD, 16GB RAM) ``` First, I would like to thank everyone who has worked on this. The startup time for Blender is so much faster, and it is GREAT. Also, Eevee rendering is around 2.5 times faster for me (92-ish down to 38 seconds). This is not-really-a-bug, just something I noticed: ``` The rendering times are almost exactly the same for Blender 2.92.0 running through Rosetta 2. On a test scene, (file below), I got roughly 56-58 seconds on the Alpha version and the stable 2.92.0 version. I am not sure whether it is because the ARM processes still have to optimized. ``` I also have a question that I am hoping someone can answer: ``` Does GPU compute use the 8-core GPU on the M1 SoC (for M1 Air it can be 7-cores, but for high-end Air and Pro it is 8-cores), or does it still use the CPU for rendering? I’ve been getting roughly the same times with GPU compute and CPU. (This is Cycles) ``` Once again, THANK YOU SO MUCH, and I wish you a good day! - Hello9999901 [test.blend](https://archive.blender.org/developer/F9931087/test.blend)

Hi! Firstly, EEVEE rendering is run on the GPU, while Cycles rendering is run on the CPU. Since EEVEE rendering is run on the gpu, the code was already largely native, which means EEVEE isn't going to see many performance improvements in the native build.

Since Cycles rendering is run on the cpu instead, you should see sizable performance improvements, for me that was about 30% but it may vary based on your scene

Lastly, for cycles selecting gpu compute will still use CPU, gpu is not yet supported on the m1 chip and won't be until either metal or moltenVK is implemented. I'm not exactly sure why it shows that, but its just a visual bug.

Hi! Firstly, EEVEE rendering is run on the GPU, while Cycles rendering is run on the CPU. Since EEVEE rendering is run on the gpu, the code was already largely native, which means EEVEE isn't going to see many performance improvements in the native build. Since Cycles rendering is run on the cpu instead, you should see sizable performance improvements, for me that was about 30% but it may vary based on your scene Lastly, for cycles selecting gpu compute will still use CPU, gpu is not yet supported on the m1 chip and won't be until either metal or moltenVK is implemented. I'm not exactly sure why it shows that, but its just a visual bug.

A basic run-through feels much snappier than before; thanks to all Blender contributors for taking it so far! 🙌

4108F48D-9C26-45E0-B8D5-51B6A2E35582.png

A basic run-through feels much snappier than before; thanks to all Blender contributors for taking it so far! 🙌 ![4108F48D-9C26-45E0-B8D5-51B6A2E35582.png](https://archive.blender.org/developer/F9931115/4108F48D-9C26-45E0-B8D5-51B6A2E35582.png)

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This comment was removed by @Hello9999901

*This comment was removed by @Hello9999901*

Hi, shaunsingh0207!
After your message, I downloaded both the 2.93.0 for Apple silicon and Intel x86. It turns out that it was something iffy with 2.92.0 that made EEVEE really slow. You are right; EEVEE did not see much change, while cycles did speed up, for me 40-50 percent. Thank you so much for your reply!

(sorry for the deleted message, had some errors)

— Hello9999901

  • Specs:
    • MacBook Pro M1 2020
Hi, shaunsingh0207! After your message, I downloaded both the 2.93.0 for Apple silicon and Intel x86. It turns out that it was something iffy with 2.92.0 that made EEVEE really slow. You are right; EEVEE did not see much change, while cycles did speed up, for me 40-50 percent. Thank you so much for your reply! (sorry for the deleted message, had some errors) — Hello9999901 - Specs: - MacBook Pro M1 2020

Hello.
For now it seems to be working really fine. The rendering times are better with the native ARM version, especially the open image denoiser which is many times faster compared to the rosetta emulation.
I'm totally amazed by the performance of the M1 equipped machines, they seem to handle everything so easily without even getting warm. The difference with intel machines is abysmal.
Many thanks to the Blender dev team for embracing this new technology so fast.

Hello. For now it seems to be working really fine. The rendering times are better with the native ARM version, especially the open image denoiser which is many times faster compared to the rosetta emulation. I'm totally amazed by the performance of the M1 equipped machines, they seem to handle everything so easily without even getting warm. The difference with intel machines is abysmal. Many thanks to the Blender dev team for embracing this new technology so fast.
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Is it true that the Intel denoiser is still unavailable? The node says "Disabled, CPU with SSE4.1 is required."

Is it true that the Intel denoiser is still unavailable? The node says "Disabled, CPU with SSE4.1 is required."

The intel denser is working for me, image.png, the task also looks like its completed

The intel denser is working for me, ![image.png](https://archive.blender.org/developer/F9963958/image.png), the task also looks like its completed

In #78710#1148306, @shaunsingh0207 wrote:
The intel denser is working for me, image.png, the task also looks like its completed

Yes, that's what I thought too. But on my Macbook Air M1 it is disabled. I've attached a screenshot of the node (new project, in compositor add Denoise node). And my SystemInfo.txt.

DenoiseDisabled.png
system-info.txt

> In #78710#1148306, @shaunsingh0207 wrote: > The intel denser is working for me, ![image.png](https://archive.blender.org/developer/F9963958/image.png), the task also looks like its completed Yes, that's what I thought too. But on my Macbook Air M1 it is disabled. I've attached a screenshot of the node (new project, in compositor add Denoise node). And my SystemInfo.txt. ![DenoiseDisabled.png](https://archive.blender.org/developer/F9964139/DenoiseDisabled.png) [system-info.txt](https://archive.blender.org/developer/F9964146/system-info.txt)

Same thing here. Denoising working like a charm for rendering but unavailable as a compositing node.

Same thing here. Denoising working like a charm for rendering but unavailable as a compositing node.

This issue was referenced by c75b2019e1

This issue was referenced by c75b2019e101c498ccf65442ed262596639ee8bc

The node actually works, it's just the message that should not be there. I'll fix that.

The node actually works, it's just the message that should not be there. I'll fix that.

I see this is all committed to master branch. However, I'm unable to build it myself on my M1 system. I'm simply following the "Building Blender for macOS" instructions. Am I missing something?

leon@Leons-MacBook-Air blender % make

Configuring Blender in "/Users/leon/Blender-git/build_darwin" ...
-- The C compiler identification is AppleClang 12.0.0.12000032
-- The CXX compiler identification is AppleClang 12.0.0.12000032
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/cc - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/c++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Detected native architecture arm64.
objc[4348]: Class AMSupportURLConnectionDelegate is implemented in both ?? (0x2008cc188) and ?? (0x116ddc2b8). One of the two will be used. Which one is undefined.
objc[4348]: Class AMSupportURLSession is implemented in both ?? (0x2008cc1d8) and ?? (0x116ddc308). One of the two will be used. Which one is undefined.
-- Detected OS X 11.1 and Xcode 12.4 at /Applications/Xcode.app/Contents/Developer
-- SDKs Directory: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs
-- Detected OSX_SYSROOT: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk
-- Found Git: /opt/homebrew/bin/git (found version "2.31.1") 
-- Performing Test SUPPORT_NEON_BUILD
-- Performing Test SUPPORT_NEON_BUILD - Success
-- Found ZLIB: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/usr/lib/libz.tbd (found version "1.2.11") 
-- Found BZip2: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/usr/lib/libbz2.tbd (found version "1.0.6") 
-- Looking for BZ2_bzCompressInit
-- Looking for BZ2_bzCompressInit - found
-- Found OpenAL: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/System/Library/Frameworks/OpenAL.framework  
-- JACK not found, disabling WITH_JACK
CMake Error at build_files/cmake/platform/platform_apple.cmake:86 (message):
  Mac OSX requires pre-compiled libs at:
  '/Users/leon/Blender-git/blender/../lib/darwin_arm64'
Call Stack (most recent call first):
  CMakeLists.txt:938 (include)
I see this is all committed to master branch. However, I'm unable to build it myself on my M1 system. I'm simply following the "Building Blender for macOS" instructions. Am I missing something? ``` leon@Leons-MacBook-Air blender % make Configuring Blender in "/Users/leon/Blender-git/build_darwin" ... -- The C compiler identification is AppleClang 12.0.0.12000032 -- The CXX compiler identification is AppleClang 12.0.0.12000032 -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Check for working C compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/cc - skipped -- Detecting C compile features -- Detecting C compile features - done -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Check for working CXX compiler: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/c++ - skipped -- Detecting CXX compile features -- Detecting CXX compile features - done -- Detected native architecture arm64. objc[4348]: Class AMSupportURLConnectionDelegate is implemented in both ?? (0x2008cc188) and ?? (0x116ddc2b8). One of the two will be used. Which one is undefined. objc[4348]: Class AMSupportURLSession is implemented in both ?? (0x2008cc1d8) and ?? (0x116ddc308). One of the two will be used. Which one is undefined. -- Detected OS X 11.1 and Xcode 12.4 at /Applications/Xcode.app/Contents/Developer -- SDKs Directory: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs -- Detected OSX_SYSROOT: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk -- Found Git: /opt/homebrew/bin/git (found version "2.31.1") -- Performing Test SUPPORT_NEON_BUILD -- Performing Test SUPPORT_NEON_BUILD - Success -- Found ZLIB: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/usr/lib/libz.tbd (found version "1.2.11") -- Found BZip2: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/usr/lib/libbz2.tbd (found version "1.0.6") -- Looking for BZ2_bzCompressInit -- Looking for BZ2_bzCompressInit - found -- Found OpenAL: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/System/Library/Frameworks/OpenAL.framework -- JACK not found, disabling WITH_JACK CMake Error at build_files/cmake/platform/platform_apple.cmake:86 (message): Mac OSX requires pre-compiled libs at: '/Users/leon/Blender-git/blender/../lib/darwin_arm64' Call Stack (most recent call first): CMakeLists.txt:938 (include) ```
Member

In #78710#1149187, @Zandman wrote:
I see this is all committed to master branch. However, I'm unable to build it myself on my M1 system. I'm simply following the "Building Blender for macOS" instructions. Am I missing something?

I don't have a M1 Mac, so I'm sorry if this doesn't work. However one of the errors I'm seeing from your build log is Mac OSX requires pre-compiled libs at: This suggests you don't have the libraries. From my understanding to get the libraries you just need to run make update in the terminal in the Blender source directory, wait a while for everything to download, then build Blender with make.

It's also possible that GIT/SVN isn't picking up that you're on a M1 Mac and thus isn't downloading it. In which case that will need to be fixed by the dependency maintainers. But in the meantime this may help?

  1. Open a terminal and change your directory to /Users/YOUR_NAME/Blender-git/lib/
  2. Run the command svn checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/darwin_arm64/
  3. Change the terminal back to /Users/YOUR_NAME/Blender-git/blender/ and run then run the make update and make commands.
  4. If that doesn't work, try deleting the folder /Users/YOUR_NAME/Blender-git/build_darwin/ or /Users/YOUR_NAME/Blender-git/build_darwin_arm64/ then building again with make.
  5. If this isn't working, you may need to open the CMakeCache.txt file (or a file like it) in /Users/YOUR_NAME/Blender-git/build_darwin/ and change all the paths that point to ../lib/darwin/ to ../lib/darwin_arm64/

Once again, I don't have a M1 Mac, and so may be wrong in this. But I'm hopeful this may help.

> In #78710#1149187, @Zandman wrote: > I see this is all committed to master branch. However, I'm unable to build it myself on my `M1` system. I'm simply following the "Building Blender for macOS" instructions. Am I missing something? I don't have a `M1` Mac, so I'm sorry if this doesn't work. However one of the errors I'm seeing from your build log is `Mac OSX requires pre-compiled libs at:` This suggests you don't have the libraries. From my understanding to get the libraries you just need to run `make update` in the terminal in the Blender source directory, wait a while for everything to download, then build Blender with `make`. It's also possible that GIT/SVN isn't picking up that you're on a `M1` Mac and thus isn't downloading it. In which case that will need to be fixed by the dependency maintainers. But in the meantime this may help? 1. Open a terminal and change your directory to `/Users/YOUR_NAME/Blender-git/lib/` 2. Run the command `svn checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/darwin_arm64/` 3. Change the terminal back to `/Users/YOUR_NAME/Blender-git/blender/` and run then run the `make update` and `make` commands. 4. If that doesn't work, try deleting the folder `/Users/YOUR_NAME/Blender-git/build_darwin/` or `/Users/YOUR_NAME/Blender-git/build_darwin_arm64/` then building again with `make`. 5. If this isn't working, you may need to open the `CMakeCache.txt` file (or a file like it) in `/Users/YOUR_NAME/Blender-git/build_darwin/` and change all the paths that point to `../lib/darwin/` to `../lib/darwin_arm64/` Once again, I don't have a `M1` Mac, and so may be wrong in this. But I'm hopeful this may help.

In #78710#1149203, @Alaska wrote:
It's also possible that GIT/SVN isn't picking up that you're on a M1 Mac and thus isn't downloading it. In which case that will need to be fixed by the dependency maintainers. But in the meantime this may help?

  1. Open a terminal and change your directory to /Users/YOUR_NAME/Blender-git/lib/
  2. Run the command svn checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/darwin_arm64/
  3. Change the terminal back to /Users/YOUR_NAME/Blender-git/blender/ and run then run the make update and make commands.

Thanks! The manual SVN checkout of the darwin_arm64 repo worked and I now have a working build!

> In #78710#1149203, @Alaska wrote: > It's also possible that GIT/SVN isn't picking up that you're on a `M1` Mac and thus isn't downloading it. In which case that will need to be fixed by the dependency maintainers. But in the meantime this may help? > 1. Open a terminal and change your directory to `/Users/YOUR_NAME/Blender-git/lib/` > 2. Run the command `svn checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/darwin_arm64/` > 3. Change the terminal back to `/Users/YOUR_NAME/Blender-git/blender/` and run then run the `make update` and `make` commands. Thanks! The manual SVN checkout of the darwin_arm64 repo worked and I now have a working build!

Removed subscriber: @aomizu

Removed subscriber: @aomizu

Added subscriber: @DefaultCubeVFX

Added subscriber: @DefaultCubeVFX
flogic commented 2021-04-24 20:06:48 +02:00 (Migrated from localhost:3001)

Added subscriber: @flogic

Added subscriber: @flogic

Added subscriber: @Neptun3

Added subscriber: @Neptun3

i import a .obj and it crashes when i go into sculpting mode and try to smooth the mesh

i import a .obj and it crashes when i go into sculpting mode and try to smooth the mesh

This issue was referenced by db021ee2ea

This issue was referenced by db021ee2ea0355f0c1733e51e3ee7c54e6ca2a3e

Haven't nailed this down to when it would have failed, and happy to file a new ticket, but can't build on Apple Silicon anymore. Getting:

In file included from /Users/phil/src/blender-git/blender/extern/audaspace/plugins/openal/OpenALReader.cpp:17:
/Users/phil/src/blender-git/blender/extern/audaspace/plugins/openal/OpenALReader.h:31:10: fatal error: 'alc.h' file not found
#include <alc.h>

I even trashed my lib/ directory, so that I could refetch all dependencies. Did that, plus this and still getting the error:

make update
make

Just actually upgraded to macOS 11.3, in case that could have done it. Even after updating Xcode still getting it.

Haven't nailed this down to when it would have failed, and happy to file a new ticket, but can't build on Apple Silicon anymore. Getting: ``` In file included from /Users/phil/src/blender-git/blender/extern/audaspace/plugins/openal/OpenALReader.cpp:17: /Users/phil/src/blender-git/blender/extern/audaspace/plugins/openal/OpenALReader.h:31:10: fatal error: 'alc.h' file not found #include <alc.h> ``` I even trashed my `lib/` directory, so that I could refetch all dependencies. Did that, plus this and still getting the error: ``` make update make ``` Just actually upgraded to macOS 11.3, in case that could have done it. Even after updating Xcode still getting it.

@hargettp I struggled a few days with the same error message. It worked for me again after I trashed the complete build directory -- in my case 'blender_darwin_full'.

I compile with:

  make full && make update
@hargettp I struggled a few days with the same error message. It worked for me again after I trashed the complete build directory -- in my case 'blender_darwin_full'. I compile with: ``` make full && make update

I got a different error after updating Xcode. Can't quite remember, but it was something like "unable to find sdk 'macosx11.1'". I did a make update from the Blende repo. That didn't help. I then tried to recreate the Xcode project by doing cmake . -B ../build_xcode/ -G "Xcode", but that also threw an error. After some Googling I found that I needed to re-install the Xcode Command Line Tools. But that also didn't help. Finally, I created the first symlink from this article and I was able to build again: https://developer.apple.com/forums/thread/667561

ln -s /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk

I got a different error after updating Xcode. Can't quite remember, but it was something like `"unable to find sdk 'macosx11.1'"`. I did a `make update` from the Blende repo. That didn't help. I then tried to recreate the Xcode project by doing `cmake . -B ../build_xcode/ -G "Xcode"`, but that also threw an error. After some Googling I found that I needed to re-install the Xcode Command Line Tools. But that also didn't help. Finally, I created the first symlink from this article and I was able to build again: https://developer.apple.com/forums/thread/667561 `ln -s /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk`
flogic commented 2021-05-03 04:59:56 +02:00 (Migrated from localhost:3001)

In #78710#1155099, @hargettp wrote:
Haven't nailed this down to when it would have failed, and happy to file a new ticket, but can't build on Apple Silicon anymore. Getting:

In file included from /Users/phil/src/blender-git/blender/extern/audaspace/plugins/openal/OpenALReader.cpp:17:
/Users/phil/src/blender-git/blender/extern/audaspace/plugins/openal/OpenALReader.h:31:10: fatal error: 'alc.h' file not found
#include <alc.h>

I even trashed my lib/ directory, so that I could refetch all dependencies. Did that, plus this and still getting the error:

make update
make

Just actually upgraded to macOS 11.3, in case that could have done it. Even after updating Xcode still getting it.

Can't reproduce, I'm also on 11.3 Apple Silicon.

> In #78710#1155099, @hargettp wrote: > Haven't nailed this down to when it would have failed, and happy to file a new ticket, but can't build on Apple Silicon anymore. Getting: > > > ``` > In file included from /Users/phil/src/blender-git/blender/extern/audaspace/plugins/openal/OpenALReader.cpp:17: > /Users/phil/src/blender-git/blender/extern/audaspace/plugins/openal/OpenALReader.h:31:10: fatal error: 'alc.h' file not found > #include <alc.h> > > ``` > > I even trashed my `lib/` directory, so that I could refetch all dependencies. Did that, plus this and still getting the error: > > ``` > make update > make > ``` > > Just actually upgraded to macOS 11.3, in case that could have done it. Even after updating Xcode still getting it. Can't reproduce, I'm also on 11.3 Apple Silicon.

Yeah, false alarm. Apologies.

Yeah, false alarm. Apologies.

Added subscriber: @Lucas-Bleackley-Petter

Added subscriber: @Lucas-Bleackley-Petter

It seems like Screen Space Reflections doesn't work in Eevee on Apple Silicon, but it works on Intel. Anyone else experiencing this? The issue is happening on a Mac mini M1, on both 2.92.0 and the latest 2.93.0 Beta (c75b2019e1) with clean installs of Blender.

Here's an example .blend file with an emissive cube on a black plane, and SSR enabled.
Screen Space Reflection Test.blend

Opening that file on a 2018 MacBook Pro (Intel) running 2.92.0 on macOS 10.15.7, reflections show in the viewport and render as expected:
MacBook Pro 2018 Intel - Screenshot.jpg MacBook Pro Intel 2018 - Screen Space Reflections ON - Blender 2.92.0.jpg

But on the Mac mini M1, running either 2.93.0 Beta or 2.92.0 on macOS 11.3.1, it won't create reflections in the viewport or in renders; however a very thin, subtle glow beneath the cube is visible:
Mac mini M1 2020 - Screenshot.jpg Mac mini M1 2020 - Screen Space Reflections ON - Blender 2.93.0 Beta.jpg

Just help to help better see the thin glow in the image above, here's the same render from the Mac mini, but with SSR disabled:
Mac mini M1 2020 - Screen Space Reflections OFF - Blender 2.93.0 Beta.jpg

I did some searching, and this post on StackExchange seems very relevant but the user didn't upload a .blend file to confirm. Also, #87801 (Eevee ambient occlusion is incorrect on M1 macMini) looks similar to this, but it's regarding Ambient Occlusion.

Thanks for supporting the Mac arm64 platform!

It seems like Screen Space Reflections doesn't work in Eevee on Apple Silicon, but it works on Intel. Anyone else experiencing this? The issue is happening on a Mac mini M1, on both 2.92.0 and the latest 2.93.0 Beta (c75b2019e101) with clean installs of Blender. Here's an example .blend file with an emissive cube on a black plane, and SSR enabled. [Screen Space Reflection Test.blend](https://archive.blender.org/developer/F10068566/Screen_Space_Reflection_Test.blend) Opening that file on a 2018 MacBook Pro (Intel) running 2.92.0 on macOS 10.15.7, reflections show in the viewport and render as expected: ![MacBook Pro 2018 Intel - Screenshot.jpg](https://archive.blender.org/developer/F10068573/MacBook_Pro_2018_Intel_-_Screenshot.jpg) ![MacBook Pro Intel 2018 - Screen Space Reflections ON - Blender 2.92.0.jpg](https://archive.blender.org/developer/F10068575/MacBook_Pro_Intel_2018_-_Screen_Space_Reflections_ON_-_Blender_2.92.0.jpg) But on the Mac mini M1, running either 2.93.0 Beta or 2.92.0 on macOS 11.3.1, it won't create reflections in the viewport or in renders; however a very thin, subtle glow beneath the cube is visible: ![Mac mini M1 2020 - Screenshot.jpg](https://archive.blender.org/developer/F10068577/Mac_mini_M1_2020_-_Screenshot.jpg) ![Mac mini M1 2020 - Screen Space Reflections ON - Blender 2.93.0 Beta.jpg](https://archive.blender.org/developer/F10068579/Mac_mini_M1_2020_-_Screen_Space_Reflections_ON_-_Blender_2.93.0_Beta.jpg) Just help to help better see the thin glow in the image above, here's the same render from the Mac mini, but with SSR *disabled*: ![Mac mini M1 2020 - Screen Space Reflections OFF - Blender 2.93.0 Beta.jpg](https://archive.blender.org/developer/F10068581/Mac_mini_M1_2020_-_Screen_Space_Reflections_OFF_-_Blender_2.93.0_Beta.jpg) I did some searching, and [this post on StackExchange ](https://blender.stackexchange.com/questions/209295/why-does-my-m1-macbook-pro-render-scenes-differently-than-my-2016-macbook-pro) seems very relevant but the user didn't upload a .blend file to confirm. Also, #87801 (Eevee ambient occlusion is incorrect on M1 macMini) looks similar to this, but it's regarding Ambient Occlusion. Thanks for supporting the Mac arm64 platform!

Hi! I confirm there is a problem with screen space reflections in eevee. It's working but not rendered properly.
If you adjust the roughness setting of the material, you can see that the reflection is there but not rendered as intended.

Hi! I confirm there is a problem with screen space reflections in eevee. It's working but not rendered properly. If you adjust the roughness setting of the material, you can see that the reflection is there but not rendered as intended.

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Added subscriber: @cerlyu

Added subscriber: @cerlyu

Please report any bugs to their own reports, it's easier to keep track that way and ensure it gets looked at by the right developer.

Please report any bugs to their own reports, it's easier to keep track that way and ensure it gets looked at by the right developer.

Thanks, Brecht. The issue is now in reported in #88241.

Thanks, Brecht. The issue is now in reported in #88241.

Can we please get a new alpha build? Blender keeps crashing, not sure if a new M1 build would fix this.

Can we please get a new alpha build? Blender keeps crashing, not sure if a new M1 build would fix this.

Added subscriber: @lowpolysaac

Added subscriber: @lowpolysaac

Thanks devs for working on this!

Thanks devs for working on this!

In #78710#1149187, @Zandman wrote:
I see this is all committed to master branch. However, I'm unable to build it myself on my M1 system. I'm simply following the "Building Blender for macOS" instructions. Am I missing something?

Today I decided to completely delete the Blender repository and related stuff (the Blender-git folder) and do a fresh checkout and build of the source code. To my surprise I again stumbled upon the fact that the build failed, because the darwin_arm64 libraries weren't downloaded. I decided to look into the matter and it turned out that my system somehow has both an Intel and an ARM version of Python3 installed. And the Blender make update target used the Intel version. So the call to platform.machine() returned x86_64, which caused the wrong libs to get downloaded.

Now, I have no idea how I got into this mess. I guess I have some Python sanitizing to do... I know this isn't really a Blender issue, but I just wanted to follow up for those interested.

> In #78710#1149187, @Zandman wrote: > I see this is all committed to master branch. However, I'm unable to build it myself on my M1 system. I'm simply following the "Building Blender for macOS" instructions. Am I missing something? Today I decided to completely delete the Blender repository and related stuff (the `Blender-git` folder) and do a fresh checkout and build of the source code. To my surprise I again stumbled upon the fact that the build failed, because the `darwin_arm64` libraries weren't downloaded. I decided to look into the matter and it turned out that my system somehow has both an Intel and an ARM version of Python3 installed. And the Blender `make update` target used the Intel version. So the call to `platform.machine()` returned `x86_64`, which caused the wrong libs to get downloaded. Now, I have no idea how I got into this mess. I guess I have some Python sanitizing to do... I know this isn't really a Blender issue, but I just wanted to follow up for those interested.

Removed subscriber: @Ali6

Removed subscriber: @Ali6

I see the other versions of Blender have had the fix for the viewport or timeline jumping large distances when "trucking" (cinematography term) the mouse off the screen, for quite a while now; so I'm not going to file a bug report knowing it's been addressed.
I would just like to add to the voices to update the master build when possible so this fix can be part of the ARM64 build. This is a super annoying glitch.

Thanks!

I see the other versions of Blender have had the fix for the viewport or timeline jumping large distances when "trucking" (cinematography term) the mouse off the screen, for quite a while now; so I'm not going to file a bug report knowing it's been addressed. I would just like to add to the voices to update the master build when possible so this fix can be part of the ARM64 build. This is a super annoying glitch. Thanks!

There's a newer build here:
https://builder-prod.blender.org/download/daily/

This updated buildbot is planned to be replace the existing one in the next few days.

There's a newer build here: https://builder-prod.blender.org/download/daily/ This updated buildbot is planned to be replace the existing one in the next few days.

This issue was referenced by b158477551

This issue was referenced by b1584775515b9830d277343db7a25701fd054578

In #78710#1161835, @CookItOff wrote:
I see the other versions of Blender have had the fix for the viewport or timeline jumping large distances when "trucking" (cinematography term) the mouse off the screen, for quite a while now; so I'm not going to file a bug report knowing it's been addressed.

Where has this been fixed? I'm noticing a similar issue when dragging nodes in the Node Editor (i.e. Compositor tab). Very irritating. Seen it happen on that official latest M1 build that was released yesterday and also on my own bleeding edge builds from the latest master. So either this is a new bug or that old one hasn't been fixed.

> In #78710#1161835, @CookItOff wrote: > I see the other versions of Blender have had the fix for the viewport or timeline jumping large distances when "trucking" (cinematography term) the mouse off the screen, for quite a while now; so I'm not going to file a bug report knowing it's been addressed. Where has this been fixed? I'm noticing a similar issue when dragging nodes in the Node Editor (i.e. Compositor tab). Very irritating. Seen it happen on that official latest M1 build that was released yesterday and also on my own bleeding edge builds from the latest master. So either this is a new bug or that old one hasn't been fixed.

Added subscriber: @ardah

Added subscriber: @ardah

Added subscriber: @hkstrydrx

Added subscriber: @hkstrydrx

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Brecht Van Lommel self-assigned this 2021-05-26 16:13:39 +02:00
Thomas Dinges added this to the 2.93 LTS milestone 2023-02-07 18:46:39 +01:00
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