Ubuntu HowTo: I can’t use Blender, Kdenlive and Shotcut in 20.04 LTS

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I bought a new laptop (Dell 3493) and moved my installation disk from my old one. I had in it the 18.04 LTS and after some troubles I decided to update to 20.04 LTS. I got everything to work except those 3 programs, which never start.
This is what I got with Shotcut:

No appenders associated with category qt.network.ssl
[Warning] <> QSslSocket: cannot call unresolved function SSLv23_client_method
No appenders associated with category qt.network.ssl
[Warning] <> QSslSocket: cannot call unresolved function SSL_library_init
Segmentation fault (core dumped)

This is what Kdenlive shows:

MLT ERROR:
“[consumer sdl2_audio ] Failed to initialize SDL: Could not setup connection to PulseAudio”

org.kde.knotifications: Audio notification requested, but sound file from notifyrc file was not found, aborting audio notification
Segmentation fault (core dumped)

And this is what I got from Blender:

Writing: /tmp/blender.crash.txt
Segmentation fault (core dumped)

About Kdenlive, when I use the snap version on the official ppa got as well a Segmentation fault (core dumped). I couldn’t find proper answers in the web (by the way, I’ve tried to reinstall an reboot a couple of times those apps).

The problem seems not limited to three programs mentioned in the question. According to this answer it is a bug in mesa drivers.
Adding following line to .profile seems let the programs start (I can confirm it for Blender and Kdenlive)

MESA_LOADER_DRIVER_OVERRIDE=i965

However it is not a proper fix and we have to wait for the problem to be solved in drivers.

For kdenlive had the same problem. I resolved it using the appimage from the official web site. Maybe you can do the same with blender and shortcut…

  • remove kdenlive
  • download appimage from the official website: wget https://files.kde.org/kdenlive/release/kdenlive-20.04.1b-x86_64.appimage -O ~/Downloads
  • install appimage library: sudo apt install libappimage0
  • add execution bit to the .appimage file: chmod +x ~/Downloads/kdenlive-20.04.1b-x86_64.appimage
  • execute the file ~/Downloads/kdenlive-20.04.1b-x86_64.appimage
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Ubuntu HowTo: Blender will not start in Ubuntu 20.04

Original Source Link

I have just installed Blender in Ubuntu 20.04. When I select Blender to open it, I get the initial Blender screen and then the application disappears. Suggestions will be very welcome.

I ran blender in a terminal with the following output:

/run/user/1000/snap.blender/gvfs/
non-existent directory found bundled python: /snap/blender/37/2.82/
python Warning: property 'release_confirm' not found in keymap item 'OperatorProperties'
Writing: /tmp/blender.crash.txt
Segmentation fault (core dumped) 

Thank you Nmath, Jos and user 535733. I have tried both approaches; latterly removing the snap version of Blender and using the terminal and sudo apt install blender. Again Blender started but then vanished; on this occasion I was prompted to submit an error report which I have done. This computer is dual boot and I do use Blender in Windows 10 but I would like to transfer as much as possible to Linux.

A crash is a bug, not a user mistake. You didn’t do anything wrong.

1) Report the bug to the Snap Store:

  • Find the Blender snap’s download page in the Snap Store
  • Click on the “Report a problem with this snap” link.
  • If possible, attach the /tmp/crash.txt file to the bug report. That file includes vital information that the developer needs to locate and fix the bug.

2) Replace the snap version of Blender with the deb version of Blender.

  • Deb and Snap are two different types of software package. Since one crashed, try the other. This a workaround that gets a version of Blender working on your system. It doesn’t fix the original problem.
  • Open a terminal:

    snap remove blender
    sudo apt install blender
    
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Ubuntu HowTo: Openshot can’t use Blender in Ubuntu Studio 20

Original Source Link

Just installed Ubuntu Studio 20
Tried animated title which needs access to Blender (version at least 2.78, installed is 2.82a)

The default Blender command path is blender, also tried /usr/bin/blender

Error message: No frame was found in the output from Blender

Worked fine in Studio 18

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Linux HowTo: Distribute Blender rendering to two computers

Original Source Link

I have two computers

  • Macbook Pro Intel i7 2.9GHz with 8GB of ram
  • PC with Intel i5 2.5GHz and 8GB of ram

Is it possible to distribute Blender rendering to use both of these computers? Currently Blender estimates it would take 2 days to render 1 second animation using only my Macbook.

There is way in Blender to sync to PCs. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Performance/Netrender

or as Rahmound said: set an start- and endframe for Blender to render, so you can split the work to do on two PCs. Although I would recomend to render in single images (.png for example). So if one is faster, you can just give him another part to render. Afterwards the single images are easily put together in Blender or any Videoeditor. And if one picture has a mistake you can easily render it again.

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Making Game: Distribute Blender rendering to two computers

Original Source Link

I have two computers

  • Macbook Pro Intel i7 2.9GHz with 8GB of ram
  • PC with Intel i5 2.5GHz and 8GB of ram

Is it possible to distribute Blender rendering to use both of these computers? Currently Blender estimates it would take 2 days to render 1 second animation using only my Macbook.

There is way in Blender to sync to PCs. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Performance/Netrender

or as Rahmound said: set an start- and endframe for Blender to render, so you can split the work to do on two PCs. Although I would recomend to render in single images (.png for example). So if one is faster, you can just give him another part to render. Afterwards the single images are easily put together in Blender or any Videoeditor. And if one picture has a mistake you can easily render it again.

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Code Bug Fix: Three.js does not render anything. Just a black mode with no depths

Original Source Link

Three.js does not render anything. Just a black mode with no depths. MeshLabJS renders without texture but it renders also depths.By depth I meann you can actually see the depth of say eye of a human in a maniquin model but in three.js its just black. I have lights on.I mean i set the background skyblue and i saw my model as pure black without any depth.
my mtl file is

ka 0.329412 0.223529 0.027451

kd 0.780392 0.568627 0.113725

ks 0.992157 0.941176 0.807843

illum 0

map_Ka unposedgament.jpg

map_Kd unposedgament.jpg

map_Ks unposedgament.jpg

my code

 import * as THREE from ‘…/build/three.module.js’;

    import { DDSLoader } from './jsm/loaders/DDSLoader.js';
    import { MTLLoader } from './jsm/loaders/MTLLoader.js';
    import { OBJLoader } from './jsm/loaders/OBJLoader.js';

    var container;

    var camera, scene, renderer;

    var mouseX = 0, mouseY = 0;

    var windowHalfX = window.innerWidth / 2;
    var windowHalfY = window.innerHeight / 2;


    init();
    animate();


    function init() {

        container = document.createElement( 'div' );
        document.body.appendChild( container );

        camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
        camera.position.z = 250;

        // scene

        scene = new THREE.Scene();

        var ambientLight = new THREE.AmbientLight( 0xcccccc, 0.4 );
        scene.add( ambientLight );

        var pointLight = new THREE.PointLight( 0xffffff, 0.8 );
        camera.add( pointLight );
        scene.add( camera );

        // model

        var onProgress = function ( xhr ) {

            if ( xhr.lengthComputable ) {

                var percentComplete = xhr.loaded / xhr.total * 100;
                console.log( Math.round( percentComplete, 2 ) + '% downloaded' );

            }

        };

        var onError = function () { };

        var manager = new THREE.LoadingManager();
        manager.addHandler( /.dds$/i, new DDSLoader() );

        // comment in the following line and import TGALoader if your asset uses TGA textures
        // manager.addHandler( /.tga$/i, new TGALoader() );

        new MTLLoader( manager )
        .setPath( 'models/obj/male02/' )
        .load( 'male02.mtl', function ( materials ) {

         materials.preload();

         new OBJLoader( manager )
        .setMaterials( materials )
        .setPath( 'models/obj/male02/' )
         .load( 'male02.obj', function ( object ) {

         object.position.y = - 95;
         scene.add( object );

        }, onProgress, onError );
        new OBJLoader( manager )
        .setMaterials( materials )
        .setPath( 'models/obj/male02/' )
       .load( 'female02.obj', function ( object ) {

        object.position.y = - 95;
        scene.add( object );

        }, onProgress, onError );
        } );

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