Geometry Nodes: Distribute Points in Volume #85898

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opened 2021-02-22 20:21:07 +01:00 by Kenzie · 57 comments
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Why Volume Point Distribution Is Needed

There are many use cases for distributing points (which other objects can be instanced) in a volume

  • Cubification Motion Graphics
  • Debris in smoke/water
  • Objects suspended in air
  • Scattering flying insects
  • Set dressing "voxel" art styles
  • Etc.

Volumetrics or Geometry Volume?

Geometry Volume:

  • Pros
  • Memory footprint is not much of a concern for users
  • Cons
  • No control over the volume's interior properties
  • Sampling surface properties is likely out of the question
  • Will likely not be able to handle complex or porous volumes
  • Stability of points will likely become an issue

Volumetrics:

  • Pros
  • User is able to control distribution per-voxel
  • User is able to assign attributes per-voxel
  • Predictable results even for complex and porous volumes
  • Stable distribution is basically free with grids
  • Cons
  • Memory footprint can quickly become an issue for users

Geometry Volume: I just want to scatter some points in a box/sphere
Volumetrics: I need to be able to scatter points in this model/sim

Given that sampling volumes is far more useful this design task will focus on that.

Approach 1: Add to the Point Distribute Node

Bundle it into the existing point distribute node. This approach would likely lead to making the point distribute node's code a bit of a mess as it is currently only designed to work with surfaces. Volumes can have their own distribution methods which do not cleanly integrate with the existing distribute methods. Volumes and geometry volume could be implicitly treated as the same when switching to a volume distribution mode, but this again gets messy and would produce the worst of both worlds.

Approach 2: Make it it's own Distribute Node

Rename the "Point Distribute" node to something like "Point Distribute Surface" and create a new "Point Distribute Volume" node which can take on code of it's own specifically designed for sampling volumes. Distribution methods could possibly include grid sampling and in the future SDF (signed distance field) sampling to distribute on the surface of an SDF.

Approach 3: Make a Volume to Points Node

Create a new "Volume to Points" node. This doesn't rule out Approach 2 and would only support grid distribution (users can always jitter and displace points to break up the grid as they need). This would however be the simplest of all of the approaches and make moving to Approach 2 easier in the future. We can make the user interface and workflow similar to the "Volume to Mesh" node. For attribute transfers we would sample the points on all VDB grids and transfer that to point attributes. Given that users are mostly just looking to distribute points in a volume and SDFs or other distribution methods are likely longer down the road this feels like the better approach. (Mockup)
image.png

Progress

Approach 2: Work in progress: https://developer.blender.org/D10506

# Why Volume Point Distribution Is Needed There are many use cases for distributing points (which other objects can be instanced) in a volume * Cubification Motion Graphics * Debris in smoke/water * Objects suspended in air * Scattering flying insects * Set dressing "voxel" art styles * Etc. # Volumetrics or Geometry Volume? Geometry Volume: * Pros * Memory footprint is not much of a concern for users * Cons * No control over the volume's interior properties * Sampling surface properties is likely out of the question * Will likely not be able to handle complex or porous volumes * Stability of points will likely become an issue Volumetrics: * Pros * User is able to control distribution per-voxel * User is able to assign attributes per-voxel * Predictable results even for complex and porous volumes * Stable distribution is basically free with grids * Cons * Memory footprint can quickly become an issue for users Geometry Volume: I just want to scatter some points in a box/sphere Volumetrics: I need to be able to scatter points in this model/sim Given that sampling volumes is far more useful this design task will focus on that. # Approach 1: Add to the Point Distribute Node Bundle it into the existing point distribute node. This approach would likely lead to making the point distribute node's code a bit of a mess as it is currently only designed to work with surfaces. Volumes can have their own distribution methods which do not cleanly integrate with the existing distribute methods. Volumes and geometry volume could be implicitly treated as the same when switching to a volume distribution mode, but this again gets messy and would produce the worst of both worlds. # Approach 2: Make it it's own Distribute Node Rename the "Point Distribute" node to something like "Point Distribute Surface" and create a new "Point Distribute Volume" node which can take on code of it's own specifically designed for sampling volumes. Distribution methods could possibly include grid sampling and in the future SDF (signed distance field) sampling to distribute on the surface of an SDF. # Approach 3: Make a Volume to Points Node Create a new "Volume to Points" node. This doesn't rule out Approach 2 and would only support grid distribution (users can always jitter and displace points to break up the grid as they need). This would however be the simplest of all of the approaches and make moving to Approach 2 easier in the future. We can make the user interface and workflow similar to the "Volume to Mesh" node. For attribute transfers we would sample the points on all VDB grids and transfer that to point attributes. Given that users are mostly just looking to distribute points in a volume and SDFs or other distribution methods are likely longer down the road this feels like the better approach. (Mockup) ![image.png](https://archive.blender.org/developer/F9828115/image.png) # Progress Approach 2: Work in progress: https://developer.blender.org/D10506
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Added subscriber: @KenzieMac130

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Kenzie changed title from Geometry Nodes: Distribute Points a Volume to Geometry Nodes: Distribute Points in Volume 2021-02-22 21:13:48 +01:00
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I prefer the second approach, sounds like the proper way to do it.

This design task could actually cover common algorithms for that case. I assume you're interested in implementing this?

I prefer the second approach, sounds like the proper way to do it. This design task could actually cover common algorithms for that case. I assume you're interested in implementing this?
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In #85898#1117314, @HooglyBoogly wrote:
I prefer the second approach, sounds like the proper way to do it.

This design task could actually cover common algorithms for that case. I assume you're interested in implementing this?

Yes, I have already worked on the distribute node before and it seemed like a relatively straightforward task once design is approved. If Approach 2 seems like the way to go I can start working on it.

> In #85898#1117314, @HooglyBoogly wrote: > I prefer the second approach, sounds like the proper way to do it. > > This design task could actually cover common algorithms for that case. I assume you're interested in implementing this? Yes, I have already worked on the distribute node before and it seemed like a relatively straightforward task once design is approved. If Approach 2 seems like the way to go I can start working on it.
Kenzie self-assigned this 2021-02-22 23:57:42 +01:00

Added subscriber: @StephenSwaney

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Began working on Approach 2 D10506. Will keep this updated with more potential design issues, especially when it comes to the distribution method.

Began working on Approach 2 [D10506](https://archive.blender.org/developer/D10506). Will keep this updated with more potential design issues, especially when it comes to the distribution method.
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It appears that the implementation of geometry volume sampling in the legacy particle system produces quite broken and unstable results under random and especially jittered volume distributions. image.png image.png

Grid distribution is also an issue in the old system... image.png

Not sure if this is even worthy of a bug report as it is end of life anyways and likely wouldn't be an issue with simple geometry that was typically used as particle emitters. Either way it seems examining the old way of doing it is a dead end.

It appears that the implementation of geometry volume sampling in the legacy particle system produces quite broken and unstable results under random and especially jittered volume distributions. ![image.png](https://archive.blender.org/developer/F9829321/image.png) ![image.png](https://archive.blender.org/developer/F9829329/image.png) Grid distribution is also an issue in the old system... ![image.png](https://archive.blender.org/developer/F9829337/image.png) Not sure if this is even worthy of a bug report as it is end of life anyways and likely wouldn't be an issue with simple geometry that was typically used as particle emitters. Either way it seems examining the old way of doing it is a dead end.
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Looking at the VDB documentation it should be relatively straight forward to just add the distribute functionality with the Point Scatter API with just a wrapper around the Point Cloud class. Then if there is any other VDB grids we sample those in parallel and add them as attributes.

Distribution Modes:

  • Density Grid: Maps to UniformPointScatter with one per cell and no spread.
  • Density Random: Maps to NonUniformPointScatter with full spread
  • (Future expansion can include SDF distribution modes)

Attribute Sampling Modes

  • None: Don't sample attributes from grids
  • Linear: Box filter grids
  • Nearest: Point filter grids
Looking at the VDB documentation it should be relatively straight forward to just add the distribute functionality with the [Point Scatter API ](https://www.openvdb.org/documentation/doxygen/classopenvdb_1_1v8__2_1_1tools_1_1BasePointScatter.html) with just a wrapper around the Point Cloud class. Then if there is any other VDB grids we sample those in parallel and add them as attributes. Distribution Modes: * Density Grid: Maps to UniformPointScatter with one per cell and no spread. * Density Random: Maps to NonUniformPointScatter with full spread * (Future expansion can include SDF distribution modes) Attribute Sampling Modes * None: Don't sample attributes from grids * Linear: Box filter grids * Nearest: Point filter grids

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First bit of tangible progress: https://www.youtube.com/watch?v=EdOhC0yGfh4

I am having issues though with some rather bizarre offset where it doesn't appear to line up with voxels, I can't tell if that is a blender issue or a vdb issue though... other than that it feels like random distribution is pretty much complete.

Edit: It is a VDB issue... Looks like I am going to either have to re-implement it or undo the offset.

Edit: Fixed the issue, needed to offset each point by half the voxel size.

Upon inspection it seems that VDB's "random" point scatter also doesn't care about temporal stability with changing volumes. This makes sense as it intends for the distribution to be part of a static model or and initial burst that can be later advected and simulated.

Given that this kind of issue is inescapable not only with point distribution but also many other modeling operations there really needs to be more of a focus in geometry nodes on caching geometry and then animating/simulating it.

First bit of tangible progress: https://www.youtube.com/watch?v=EdOhC0yGfh4 I am having issues though with some rather bizarre offset where it doesn't appear to line up with voxels, I can't tell if that is a blender issue or a vdb issue though... other than that it feels like random distribution is pretty much complete. Edit: It is a VDB issue... Looks like I am going to either have to re-implement it or undo the offset. Edit: Fixed the issue, needed to offset each point by half the voxel size. Upon inspection it seems that VDB's "random" point scatter also doesn't care about temporal stability with changing volumes. This makes sense as it intends for the distribution to be part of a static model or and initial burst that can be later advected and simulated. Given that this kind of issue is inescapable not only with point distribution but also many other modeling operations there really needs to be more of a focus in geometry nodes on caching geometry and then animating/simulating it.

Added subscriber: @TimBrown

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So is this kind of the same distribution as in the old Particle System?
Unbenannt.PNG

So is this kind of the same distribution as in the old Particle System? ![Unbenannt.PNG](https://archive.blender.org/developer/F9834148/Unbenannt.PNG)
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Added subscriber: @lichtwerk

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Grid distribution is also an issue in the old system...

see #85167 (Particle volume distribution calculation is not creating particles inside the volume)

> Grid distribution is also an issue in the old system... see #85167 (Particle volume distribution calculation is not creating particles inside the volume)
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In #85898#1118073, @TimBrown wrote:
So is this kind of the same distribution as in the old Particle System?
Unbenannt.PNG

No, this is a different implementation using VDB.

In #85898#1118285, @lichtwerk wrote:

Grid distribution is also an issue in the old system...

see #85167 (Particle volume distribution calculation is not creating particles inside the volume)

Thank you for mentioning this. Yeah, this is not going to use any of that old code. I think it would be better to let the users control the contents of the volume with VDB rather than rely on the assumed mesh volume. This has the benefits of being far more robust and allowing volumetric attribute transfers.

> In #85898#1118073, @TimBrown wrote: > So is this kind of the same distribution as in the old Particle System? > ![Unbenannt.PNG](https://archive.blender.org/developer/F9834148/Unbenannt.PNG) No, this is a different implementation using VDB. > In #85898#1118285, @lichtwerk wrote: >> Grid distribution is also an issue in the old system... > see #85167 (Particle volume distribution calculation is not creating particles inside the volume) Thank you for mentioning this. Yeah, this is not going to use any of that old code. I think it would be better to let the users control the contents of the volume with VDB rather than rely on the assumed mesh volume. This has the benefits of being far more robust and allowing volumetric attribute transfers.
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Initial user interface
image.png
image.png

Initial user interface ![image.png](https://archive.blender.org/developer/F9836075/image.png) ![image.png](https://archive.blender.org/developer/F9836078/image.png)
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WIP build is available for people who want to try it out (it is not going to be the most up-to-date version however) https://blender.community/c/graphicall/nsbbbc/

WIP build is available for people who want to try it out (it is not going to be the most up-to-date version however) https://blender.community/c/graphicall/nsbbbc/

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Just from a naming point of view, should it be called Volume Point Distribute. My initial test was to use it like the existing Point Distribute node but it needs the Points to Volume to work.

image.png

Just from a naming point of view, should it be called `Volume Point Distribute`. My initial test was to use it like the existing `Point Distribute` node but it needs the `Points to Volume` to work. ![image.png](https://archive.blender.org/developer/F9873228/image.png)
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In #85898#1125167, @CharlieJolly wrote:
Just from a naming point of view, should it be called Volume Point Distribute.

I'll get more feedback on this. The intention was to break point distribute up into "Point Distribute Surface" and "Point Distribute Volume" I originally went with this because it read and was grouped better when adding the nodes in the menu.

My initial test was to use it like the existing Point Distribute node but it needs the Points to Volume to work.

I am aware of this, it requires an explicit volume definition in order to function (VDB) as described in the design notes. It isn't working on external volumetrics at the moment.

> In #85898#1125167, @CharlieJolly wrote: > Just from a naming point of view, should it be called `Volume Point Distribute`. I'll get more feedback on this. The intention was to break point distribute up into "Point Distribute Surface" and "Point Distribute Volume" I originally went with this because it read and was grouped better when adding the nodes in the menu. > My initial test was to use it like the existing `Point Distribute` node but it needs the `Points to Volume` to work. I am aware of this, it requires an explicit volume definition in order to function (VDB) as described in the design notes. It isn't working on external volumetrics at the moment.

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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

Vote for Approach #2. I think this was chosen.

{meme, src=itsawesome, above=Point Volume Distribute, below=. : . : . : : ` " . .}

Vote for Approach #2. I think this was chosen. {meme, src=itsawesome, above=Point Volume Distribute, below=. : . : . : : ` " . .}

Found it: Approach 2 D10506 :-)

Found it: Approach 2 [D10506](https://archive.blender.org/developer/D10506) :-)

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Moving back to community tasks as I moved it after a meeting to be wrapped up for 2.93 but due to technical issues and the solution feeling incomplete this was not done to avoid a rushed product. I feel like shifting sands around the codebase and bigger priorities around geometry nodes have pushed this back a bit. I would like to return to this when more decisions around volume modeling are made and it fits in more with ongoing design tasks.

Moving back to community tasks as I moved it after a meeting to be wrapped up for 2.93 but due to technical issues and the solution feeling incomplete this was not done to avoid a rushed product. I feel like shifting sands around the codebase and bigger priorities around geometry nodes have pushed this back a bit. I would like to return to this when more decisions around volume modeling are made and it fits in more with ongoing design tasks.
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I feel I should resign from this one and put it up for grabs (not sure how) I am not keeping up with things. A lot has moved ahead and I feel as though this task can be better tackled with a more clear design from a core team.

I feel I should resign from this one and put it up for grabs (not sure how) I am not keeping up with things. A lot has moved ahead and I feel as though this task can be better tackled with a more clear design from a core team.
Kenzie was unassigned by Philipp Oeser 2021-07-05 08:04:20 +02:00
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@KenzieMac130 : You can do so by Add Action > Assign/Claim > and then remove your name.

@KenzieMac130 : You can do so by `Add Action` > `Assign/Claim` > and then remove your name.

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I have been experimenting with ideas for this and currently the best two ways are (both are based on rejection sampling):

  1. Generalized Winding Numbers (exact but slow)
  1. Monte Carlo (faster but more prune to errors, it improves the more you increase number of samples):

To be fair, rejection sampling isn't the best way to distribute points inside a mesh obviously, but hopefully this is a good starting point
image.png

I have been experimenting with ideas for this and currently the best two ways are (both are based on rejection sampling): 1. Generalized Winding Numbers (exact but slow) - Note that it depends on normals, but that might be a desired property - Paper: <https://igl.ethz.ch/projects/winding-number/robust-inside-outside-segmentation-using-generalized-winding-numbers-siggraph-2013-compressed-jacobson-et-al.pdf> - Blender Python API Demo (non-hierarchical vectorized implementation): <https://github.com/iyadahmed/meshprocessing_blender/blob/master/volume_sampling/vectorized_winding_numbers.py> 2. Monte Carlo (faster but more prune to errors, it improves the more you increase number of samples): - Doesn't depend on normals - Blender Python API Demo: <https://github.com/iyadahmed/meshprocessing_blender/blob/master/volume_sampling/monte_carlo.py> To be fair, rejection sampling isn't the best way to distribute points inside a mesh obviously, but hopefully this is a good starting point ![image.png](https://archive.blender.org/developer/F13235082/image.png)

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Might be useful https://www.joesfer.com/?p=84 Also this [lightweight_mesh_sampling.pdf](https://archive.blender.org/developer/F13237949/lightweight_mesh_sampling.pdf)
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Sampling the Standford bunny https://github.com/iyadahmed/meshprocessing/blob/main/apps/mcwn.cc ![image.png](https://archive.blender.org/developer/F13246608/image.png) ![image.png](https://archive.blender.org/developer/F13246617/image.png)
Eyad Ahmed self-assigned this 2022-07-02 17:01:23 +02:00
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I would like to give this a try, the plan is to first use rejection sampling as a start
then in the near future the node could be updated with more methods

I'm happy to hear ideas and discussion

I would like to give this a try, the plan is to first use rejection sampling as a start then in the near future the node could be updated with more methods I'm happy to hear ideas and discussion
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actually wait
yes there's already progress here
https://developer.blender.org/D12636

actually wait yes there's already progress here https://developer.blender.org/D12636
Eyad Ahmed removed their assignment 2022-07-02 17:25:11 +02:00
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it seems that with this patch and the mesh to volume node we can achieve this

https://developer.blender.org/D12636
image.png

it seems that with this patch and the mesh to volume node we can achieve this https://developer.blender.org/D12636 ![image.png](https://archive.blender.org/developer/F13249556/image.png)
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This comment was removed by @IyadAhmed

*This comment was removed by @IyadAhmed*

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Added subscriber: @saded

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Hello everyone,
I asked on a mixer forum how to generate fibers (cylinders) in a cube using the geometric knot technique. Someone suggested me a solution that you can find in this link: How to use random cylinders inside a cube with geometric nodes? How to use random cylinders inside a cube with geometric nodes?
This solution of generation of fibers does not result in a volume percentage greater than 15% fiber in the cube.
I want to use these models in my scientific research, I would like to ask you if you could improve this technique to use in this solution to increase the fiber content up to 20 or 25%. Any Help?
Technic of generation

Hello everyone, I asked on a mixer forum how to generate fibers (cylinders) in a cube using the geometric knot technique. Someone suggested me a solution that you can find in this link: How to use random cylinders inside a cube with geometric nodes? [How to use random cylinders inside a cube with geometric nodes? ](https://blender.stackexchange.com/questions/262531/how-to-use-random-cylinders-inside-a-cube-with-geometric-nodes) This solution of generation of fibers does not result in a volume percentage greater than 15% fiber in the cube. I want to use these models in my scientific research, I would like to ask you if you could improve this technique to use in this solution to increase the fiber content up to 20 or 25%. Any Help? [Technic of generation ](https://i.stack.imgur.com/m6nqy.gif)
Contributor

@saded
btw do you have a working matlab/python code for it?, maybe it could be ported

one idea is to resolve collisions instead of discarding intersecting triangles (move cylinders so that they are not intersected)

you might need a bounding volume hirearchy to make it fast

though maybe the issue with discarding is that the cylinders are too big in the video you show, can you make them smaller and try the same setup again?

also the blender exchange has the file
https://blend-exchange.com/b/pldmd4ep/

@saded btw do you have a working matlab/python code for it?, maybe it could be ported one idea is to resolve collisions instead of discarding intersecting triangles (move cylinders so that they are not intersected) you might need a bounding volume hirearchy to make it fast though maybe the issue with discarding is that the cylinders are too big in the video you show, can you make them smaller and try the same setup again? also the blender exchange has the file https://blend-exchange.com/b/pldmd4ep/
Eyad Ahmed was assigned by Hans Goudey 2022-08-05 17:34:37 +02:00

This issue was referenced by b6e26a410c

This issue was referenced by b6e26a410cd29f32da1e8112607a61f29c2863c4
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Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Reference: blender/blender#85898
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