Realtime Compositor #99210

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opened 8 months ago by OmarEmaraDev · 117 comments
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This is a task that tracks the current state of the realtime compositor project and lists some of its to-dos. For user-level overview and demos, see the blog post on the matter. For feedback and discussions, use the devtalk topic for the project.

Description

The aim of this project is to develop a new GPU accelerated compositor that is both realtime and interactive. As a first step, this new compositor will be used to power the Viewport Compositor, which is a new feature that applies the compositor directly in the viewport. In the long term, the realtime compositor will be unified with the existing compositor, effectively accelerating the existing compositing workflow as well. This task is only concerned about the realtime compositor in the context of the viewport compositor.

Milestones

  • {icon circle color = green} Add a usable viewport compositor with basic input, processing, transform, and output nodes.
  • {icon circle color = yellow} Support basic filter nodes like blur, filter, lens distortion, glare, and other frequently used nodes.
  • {icon circle color = red} Support multi-pass compositing.
  • {icon circle color = red} Support the rest of the nodes with some exceptions.

The first milestone is already done and the target is to land the project in master as an experimental feature, which is currently in progress and undergoing review.

Code

Most of the code is in the temp-viewport-compositor-merge branch and a test build is available, but the code have since been split up into many smaller patches where development and review are taking place.

With other smaller patches that are not strictly related to the realtime compositor.

To Do

The following to-dos are not part of the first milestone and are thus not blockers for its merge to master.

  • Features
      • Single-axis domain repetition. Wait for D14366.
      • Bicubic interpolation. Reuse logic in node_tex_image_cubic.
      • Multi-pass compositing. Needs sizable changes in the draw module and render engines.
  • Robustness
      • Consider hardware capabilities when constructing shader compile units. Exceeding limits is unlikely due to scheduling strategy.
  • Performance
      • Allow nodes to be compiled into either node operations or shader operations depending on its options.
      • Cache GPU textures for multiple passes at the same time.
  • Portability
      • MacOS support. Needs #96261 (Metal Viewport ).
  • Quality
      • Specialized domain realization shaders to avoid fuzziness introduced by interpolation.
  • Documentation
      • Document the viewport compositor, its supported nodes, and its compatibility with the existing compositor.
  • Nodes
    • See the following section.

Supported Nodes

  • Input
      • Render Layers.
      • Image.
      • Movie Clip.
      • RGB.
      • Value.
      • Time Curve.
      • Scene Time.
      • Bokeh Image.
      • Track Position.
      • Texture.
      • Mask.
  • Output
      • Composite.
      • Viewer.
      • Split Viewer.
      • Output File.
      • Levels.
  • Color
      • Mix RGB.
      • Alpha Over.
      • Invert.
      • RGB Curves.
      • Hue Saturation Value.
      • Color Balance.
      • Hue Correct.
      • Bright Contrast.
      • Gamma.
      • Exposure.
      • Color Correction.
      • Posterize.
      • Tone Map.
      • Z Combine.
  • Converter
      • Math.
      • Color Ramp.
      • Set Alpha.
      • Alpha Convert.
      • RGB To BW.
      • Separate Color.
      • Combine Color.
      • Separate XYZ.
      • Combine XYZ.
      • Switch View.
      • ID Mask.
      • Convert Color Space.
  • Filter
      • Bilateral Blur.
      • Despeckle.
      • Filter.
      • Directional Blur.
      • Dilate Erode.
      • Pixelate.
      • Bokeh Blur.
      • Blur.
      • Glare.
        • Fog Glow.
      • Vector Blur.
      • Defocus.
      • Inpaint.
      • Sun Beams.
      • Denoise.
      • Anti-Aliasing.
  • Vector
      • Normal.
      • Map Value.
      • Map Range.
      • Vector Curves.
      • Normalize.
  • Matte
      • Channel Key.
      • Color Spill.
      • Box Mask.
      • Ellipse Mask.
      • Luminance Key.
      • Difference Key.
      • Distance Key.
      • Chroma Key.
      • Color Key.
      • Legacy Cryptomatte.
      • Keying.
      • Double Edge Mask.
      • Keying Screen.
      • Cryptomatte.
  • Distort
      • Lens Distortion.
      • Translate.
      • Rotate.
      • Flip.
      • Crop.
      • Transform.
      • Scale.
      • Movie Distortion.
      • Displace.
      • Map UV.
      • Stabilize.
      • Plane Track Deform.
      • Corner Pin.
This is a task that tracks the current state of the realtime compositor project and lists some of its to-dos. For user-level overview and demos, see the [blog post](https:*code.blender.org/2022/07/real-time-compositor/) on the matter. For feedback and discussions, use the [devtalk topic](https:*devtalk.blender.org/t/real-time-compositor-feedback-and-discussion/) for the project. ## Description The aim of this project is to develop a new GPU accelerated compositor that is both realtime and interactive. As a first step, this new compositor will be used to power the *Viewport Compositor*, which is a new feature that applies the compositor directly in the viewport. In the long term, the realtime compositor will be unified with the existing compositor, effectively accelerating the existing compositing workflow as well. This task is only concerned about the realtime compositor in the context of the viewport compositor. ## Milestones - {icon circle color = green} Add a usable viewport compositor with basic input, processing, transform, and output nodes. - {icon circle color = yellow} Support basic filter nodes like blur, filter, lens distortion, glare, and other frequently used nodes. - {icon circle color = red} Support multi-pass compositing. - {icon circle color = red} Support the rest of the nodes with some exceptions. The first milestone is already done and the target is to land the project in master as an experimental feature, which is currently in progress and undergoing review. ## Code Most of the code is in the [temp-viewport-compositor-merge](https:*developer.blender.org/diffusion/B/history/temp-viewport-compositor-merge/) branch and a [test build](https:*builder.blender.org/download/experimental/temp-viewport-compositor-merge/) is available, but the code have since been split up into many smaller patches where development and review are taking place. - [D14690: Realtime Compositor: Add needed GPU module changes](https://archive.blender.org/developer/D14690). - [D15206: Realtime Compositor: Add initial evaluator and engine](https://archive.blender.org/developer/D15206). - [D15226: Realtime Compositor: Add basic output nodes](https://archive.blender.org/developer/D15226). - [D15227: Realtime Compositor: Add basic input nodes](https://archive.blender.org/developer/D15227). - [D15228: Realtime Compositor: Add basic color nodes](https://archive.blender.org/developer/D15228). - [D15229: Realtime Compositor: Add basic convert and vector nodes](https://archive.blender.org/developer/D15229). - [D15230: Realtime Compositor: Add basic matte nodes](https://archive.blender.org/developer/D15230). - [D15231: Realtime Compositor: Add basic distort nodes](https://archive.blender.org/developer/D15231). - [D15464: Realtime Compositor: Add stub unsupported nodes](https://archive.blender.org/developer/D15464). With other smaller patches that are not strictly related to the realtime compositor. ## To Do The following to-dos are not part of the first milestone and are thus not blockers for its merge to master. - Features - - [ ] Single-axis domain repetition. Wait for [D14366](https://archive.blender.org/developer/D14366). - - [ ] Bicubic interpolation. Reuse logic in `node_tex_image_cubic`. - - [ ] Multi-pass compositing. Needs sizable changes in the draw module and render engines. - Robustness - - [ ] Consider hardware capabilities when constructing shader compile units. Exceeding limits is unlikely due to scheduling strategy. - Performance - - [ ] Allow nodes to be compiled into either node operations or shader operations depending on its options. - - [ ] Cache GPU textures for multiple passes at the same time. - Portability - - [ ] MacOS support. Needs #96261 (Metal Viewport ). - Quality - - [x] Specialized domain realization shaders to avoid fuzziness introduced by interpolation. - Documentation - - [x] Document the viewport compositor, its supported nodes, and its compatibility with the existing compositor. - Nodes - See the following section. ## Supported Nodes - Input - - [x] Render Layers. - - [x] Image. - - [x] Movie Clip. - - [x] RGB. - - [x] Value. - - [x] Time Curve. - - [x] Scene Time. - - [x] Bokeh Image. - - [x] Track Position. - - [x] ~~Texture~~. - - [ ] Mask. - Output - - [x] Composite. - - [x] Viewer. - - [x] Split Viewer. - - [x] ~~Output File~~. - - [x] Levels. - Color - - [x] Mix RGB. - - [x] Alpha Over. - - [x] Invert. - - [x] RGB Curves. - - [x] Hue Saturation Value. - - [x] Color Balance. - - [x] Hue Correct. - - [x] Bright Contrast. - - [x] Gamma. - - [x] Exposure. - - [x] Color Correction. - - [x] Posterize. - - [x] Tone Map. - - [ ] Z Combine. - Converter - - [x] Math. - - [x] Color Ramp. - - [x] Set Alpha. - - [x] Alpha Convert. - - [x] RGB To BW. - - [x] Separate Color. - - [x] Combine Color. - - [x] Separate XYZ. - - [x] Combine XYZ. - - [x] Switch View. - - [ ] ID Mask. - - [ ] Convert Color Space. - Filter - - [x] Bilateral Blur. - - [x] Despeckle. - - [x] Filter. - - [x] Directional Blur. - - [x] Dilate Erode. - - [x] Pixelate. - - [x] Bokeh Blur. - - [x] Blur. - - [x] Glare. - - [ ] Fog Glow. - - [ ] Vector Blur. - - [ ] Defocus. - - [ ] Inpaint. - - [ ] Sun Beams. - - [ ] Denoise. - - [ ] Anti-Aliasing. - Vector - - [x] Normal. - - [x] Map Value. - - [x] Map Range. - - [x] Vector Curves. - - [x] Normalize. - Matte - - [x] Channel Key. - - [x] Color Spill. - - [x] Box Mask. - - [x] Ellipse Mask. - - [x] Luminance Key. - - [x] Difference Key. - - [x] Distance Key. - - [x] Chroma Key. - - [x] Color Key. - - [x] ~~Legacy Cryptomatte~~. - - [ ] Keying. - - [ ] Double Edge Mask. - - [ ] Keying Screen. - - [ ] Cryptomatte. - Distort - - [x] Lens Distortion. - - [x] Translate. - - [x] Rotate. - - [x] Flip. - - [x] Crop. - - [x] Transform. - - [x] Scale. - - [ ] Movie Distortion. - - [ ] Displace. - - [ ] Map UV. - - [ ] Stabilize. - - [ ] Plane Track Deform. - - [ ] Corner Pin.
OmarEmaraDev self-assigned this 8 months ago
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Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
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Yuro commented 8 months ago

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bent commented 8 months ago

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I recommend adding a way to store the result of a buffer offscreen, to be used next frame too*
(motion blur and a few other techniques use it)

ie 'Output nodes'

I recommend adding a way to store the result of a buffer offscreen, to be used next frame too* (motion blur and a few other techniques use it) ie 'Output nodes'

Added subscriber: @PierreSchiller

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Is it possible to implement recognizing Cryptomatte ID's?
That would be a huge plus, to apply specific nodes (filters) to a material or a mesh in the scene. The user can even re-map textures and materials
on the fly.

Is it possible to implement recognizing Cryptomatte ID's? That would be a huge plus, to apply specific nodes (filters) to a material or a mesh in the scene. The user can even re-map textures and materials on the fly.

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I created a devtalk topic for feedback and discussions regarding this project, let us use that topic instead.

https://devtalk.blender.org/t/real-time-compositor-feedback-and-discussion/

I created a devtalk topic for feedback and discussions regarding this project, let us use that topic instead. https://devtalk.blender.org/t/real-time-compositor-feedback-and-discussion/

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Vyach commented 7 months ago

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Vyach commented 7 months ago

Very cool project. Please implement UV/position node for compositing. That will allow to distort image easier.
Now I use two blend textures as X and Y.

Very cool project. Please implement UV/position node for compositing. That will allow to distort image easier. Now I use two blend textures as X and Y.

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heini commented 7 months ago

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Nik-9 commented 7 months ago

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Just for info !

Omar Emara (OmarSquircleArt) :

MacOS versions which don’t support OpenGL 4.3 are expected not to work.

The real-time compositor is built over the GPU module, which uses whatever back-end that is preferred by the underlying system. So when Apple finishes Metal support in Blender, it will automatically work on Metal

Just for info ! Omar Emara (OmarSquircleArt) : > MacOS versions which don’t support OpenGL 4.3 are expected not to work. > The real-time compositor is built over the GPU module, which uses whatever back-end that is preferred by the underlying system. So when Apple finishes Metal support in Blender, it will automatically work on Metal

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In #99210#1388196, @Nurb2Kea wrote:
Just for info !

Omar Emara (OmarSquircleArt) :

MacOS versions which don’t support OpenGL 4.3 are expected not to work.

The real-time compositor is built over the GPU module, which uses whatever back-end that is preferred by the underlying system. So when Apple finishes Metal support in Blender, it will automatically work on Metal

Yeah, I'm curious when Metal support would be "done", or support this new feature. Since M1 Pro chip/other versions crash instantly when going into Render View Mode.

> In #99210#1388196, @Nurb2Kea wrote: > Just for info ! > > Omar Emara (OmarSquircleArt) : > >> MacOS versions which don’t support OpenGL 4.3 are expected not to work. > > > >> The real-time compositor is built over the GPU module, which uses whatever back-end that is preferred by the underlying system. So when Apple finishes Metal support in Blender, it will automatically work on Metal Yeah, I'm curious when Metal support would be "done", or support this new feature. Since M1 Pro chip/other versions crash instantly when going into Render View Mode.

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@mattli911 The state and progress of the Metal backend can be tracked in #96261 (Metal Viewport ).

@mattli911 The state and progress of the Metal backend can be tracked in #96261 (Metal Viewport ).

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please add glare filter, thank you :)

please add glare filter, thank you :)

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image node doesnt scale with the realtime viewport. means it will always overlay too small or too large and in wrong position. It is fixed in size while the viewport is not fixed in size.

image node doesnt scale with the realtime viewport. means it will always overlay too small or too large and in wrong position. It is fixed in size while the viewport is not fixed in size.

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EAW commented 6 months ago

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EAW commented 6 months ago
@Ulf3000 See: https://devtalk.blender.org/t/real-time-compositor-feedback-and-discussion/25018/90 and https://devtalk.blender.org/t/real-time-compositor-feedback-and-discussion/25018/117

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I really look forward to multi-pass. no way without it ))

I really look forward to multi-pass. no way without it ))

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Should I make a real bug, if enabling compositor on Mac, can instant crash Blender? Or should we still expect that/is not supported yet.

If I enable it in the Preferences, then enable in the UI dropdown. I said "Use Nodes" in the compositor Workspace, then I tried to go to back to Default Workspace and it closes.

CleanShot 2022-09-03 at 07.47.19.png

Should I make a real bug, if enabling compositor on Mac, can instant crash Blender? Or should we still expect that/is not supported yet. If I enable it in the Preferences, then enable in the UI dropdown. I said "Use Nodes" in the compositor Workspace, then I tried to go to back to Default Workspace and it closes. ![CleanShot 2022-09-03 at 07.47.19.png](https://archive.blender.org/developer/F13455455/CleanShot_2022-09-03_at_07.47.19.png)

In #99210#1412027, @mattli911 wrote:
Should I make a real bug, if enabling compositor on Mac, can instant crash Blender? Or should we still expect that/is not supported yet.

If I enable it in the Preferences, then enable in the UI dropdown. I said "Use Nodes" in the compositor Workspace, then I tried to go to back to Default Workspace and it closes.

CleanShot 2022-09-03 at 07.47.19.png

I am not 100% sure but, I think this will require the metal viewport *

> In #99210#1412027, @mattli911 wrote: > Should I make a real bug, if enabling compositor on Mac, can instant crash Blender? Or should we still expect that/is not supported yet. > > If I enable it in the Preferences, then enable in the UI dropdown. I said "Use Nodes" in the compositor Workspace, then I tried to go to back to Default Workspace and it closes. > > ![CleanShot 2022-09-03 at 07.47.19.png](https://archive.blender.org/developer/F13455455/CleanShot_2022-09-03_at_07.47.19.png) I am not 100% sure but, I think this will require the metal viewport *

ah yes*
see

   Portability
     MacOS support. Needs T96261: Metal Viewport .
ah yes* see ``` Portability MacOS support. Needs T96261: Metal Viewport . ```

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costa commented 5 months ago

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costa commented 5 months ago

Why is vector math not listed here? 🤔

Why is vector math not listed here? 🤔

In #99210#1413637, @costa wrote:
Why is vector math not listed here? 🤔

100% agree

using normal input +dot can be used for all sorts of hacks.

> In #99210#1413637, @costa wrote: > Why is vector math not listed here? 🤔 100% agree using normal input +dot can be used for all sorts of hacks.
Vyach commented 5 months ago

In #99210#1413673, @JacobMerrill-1 wrote:

In #99210#1413637, @costa wrote:
Why is vector math not listed here? 🤔

100% agree

using normal input +dot can be used for all sorts of hacks.

As Omar said, and I am agree, the first there should be all that already exist.
And yes, there is a plan for vector math for compositor

> In #99210#1413673, @JacobMerrill-1 wrote: >> In #99210#1413637, @costa wrote: >> Why is vector math not listed here? 🤔 > > 100% agree > > using normal input +dot can be used for all sorts of hacks. As Omar said, and I am agree, the first there should be all that already exist. And yes, there is a plan for vector math for compositor

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Is it possible for freestyle to join the Realtime Compositor?

Is it possible for freestyle to join the Realtime Compositor?
zx commented 4 months ago

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please glare filter please, we need a lot of ☺

please glare filter please, we need a lot of ☺

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Will the new Light groups option be available in the Real-time Compositor?

Will the new Light groups option be available in the Real-time Compositor?

In #99210#1429360, @hoxabel wrote:
Will the new Light groups option be available in the Real-time Compositor?

I agree...

> In #99210#1429360, @hoxabel wrote: > Will the new Light groups option be available in the Real-time Compositor? I agree...

Z depth pass is not working atm or AOV
depth_blur_diff_outline_2.blend

/test file
fast outline using a bit of math works at render time but not in viewport.
image.png

old upbge 0.2.5x had a commit called 'multiple render targets' or 'render attachments'

maybe we can cherry pick some of it?

Z depth pass is not working atm or AOV [depth_blur_diff_outline_2.blend](https://archive.blender.org/developer/F13639211/depth_blur_diff_outline_2.blend) /test file fast outline using a bit of math works at render time but not in viewport. ![image.png](https://archive.blender.org/developer/F13639217/image.png) old upbge 0.2.5x had a commit called 'multiple render targets' or 'render attachments' maybe we can cherry pick some of it?
3di commented 4 months ago

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3di commented 4 months ago

Hi, any plans to have this working with viewport render animation?

image.png

Hi, any plans to have this working with viewport render animation? ![image.png](https://archive.blender.org/developer/F13676012/image.png)

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since many versions blender always crashes when i duplicate an object and the viewport compositor is turned on .. boom crash. the nodes im using are only filter:soften and hue/sat/val.. nothing else

since many versions blender always crashes when i duplicate an object and the viewport compositor is turned on .. boom crash. the nodes im using are only filter:soften and hue/sat/val.. nothing else
Vyach commented 4 months ago

In #99210#1436394, @Ulf3000 wrote:
since many versions blender always crashes when i duplicate an object and the viewport compositor is turned on .. boom crash. the nodes im using are only filter:soften and hue/sat/val.. nothing else

  1. make tests, if it is crashes always, or with certain filters
  2. make report, attach your file, screencast video, crashlogs (start blender with blender_debug_log.cmd before)

All these will increase chance of fix very much

> In #99210#1436394, @Ulf3000 wrote: > since many versions blender always crashes when i duplicate an object and the viewport compositor is turned on .. boom crash. the nodes im using are only filter:soften and hue/sat/val.. nothing else 1) make tests, if it is crashes always, or with certain filters 2) make report, attach your file, screencast video, crashlogs (start blender with blender_debug_log.cmd before) All these will increase chance of fix very much

This comment was removed by @Ulf3000

*This comment was removed by @Ulf3000*

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This is amazing, now I just need the convert color space node

This is amazing, now I just need the convert color space node

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Harti commented 3 months ago

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Harti commented 3 months ago

Can the viewport compositior be enabled in solid mode? Is this planned?
Would be awesome.

Can the viewport compositior be enabled in solid mode? Is this planned? Would be awesome.
Vyach commented 2 months ago

In #99210#1446465, @Harti wrote:
Can the viewport compositior be enabled in solid mode? Is this planned?
Would be awesome.

I suppose it. because Workbench is render engine too.

@OmarEmaraDev was Texture support disabled forever? Heavy reason?
A bit strange, because RTC already supports procedurally generated textures.

> In #99210#1446465, @Harti wrote: > Can the viewport compositior be enabled in solid mode? Is this planned? > Would be awesome. I suppose it. because Workbench is render engine too. @OmarEmaraDev was Texture support disabled forever? Heavy reason? A bit strange, because RTC already supports procedurally generated textures.

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thank you Omer Emara.

thank you Omer Emara.

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since tracking position node is working for realtime compositor it wouldn't be a right time to implement PLANE TRACK DIFORM and CORNER PIN nodes?
@omar-1 Emara
Now the most waited nodes are:

  • DISPLACE node useful for vfx effects creation
  • KEYING node is the most used for green screen removal.
  • and Mask node
since tracking position node is working for realtime compositor it wouldn't be a right time to implement PLANE TRACK DIFORM and CORNER PIN nodes? @omar-1 Emara Now the most waited nodes are: - DISPLACE node useful for vfx effects creation - KEYING node is the most used for green screen removal. - and Mask node

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This issue was referenced by 57552f52b2

This issue was referenced by 57552f52b2987adfd1525c3e4109565e3641ef5d
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Module › Animation & Rigging
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Reference: blender/blender#99210
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