Just run blender in debug mode and nothing really stands out. To me at least ;). Thanks for your help and maybe you can see something in this debug log.
Show Debug log
Switching to fully guarded memory allocator.
Blender 2.79 (sub 1)
Build: Sat 09/09/2017 02:33 PM Windows
argv[0] = blender.exe
argv[1] = --debug
read file C:\Development\Armory-0.3\2.79\config\userpref.blend
Version 279 sub 1 date 2017-09-09 12:29 hash 7c8a254
Read prefs: C:\Development\Armory-0.3\2.79\config\userpref.blend
read file C:\Development\Armory-0.3\2.79\config\startup.blend
Version 279 sub 0 date 2017-09-11 10:43 hash 5bd8ac9
ordered
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: C:\Development\Armory-0.3\2.79\python
blo_find_main: added new lib C:/Development/Armory-0.3/armsdk//armory/blender/data/arm_data.blend
read file C:\Development\Armory-0.3\armsdk\armory\blender\data\arm_data.blend
Version 279 sub 1 date unknown hash
ValueError: PME_OT_popup_panel.bl_property ‘item’ not found
Read blend: C:\Development\BlenderScenes\test\untitled.blend
read file C:\Development\BlenderScenes\test\untitled.blend
Version 279 sub 1 date 2017-09-09 12:29 hash 7c8a254
ordered
OBSuzanne
OBPlane
ED_undo_push: Node input modify
ED_undo_push: Node input modify
Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.022020578384399414
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–to’, ‘build_untitled/debug’]
ordered
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 2.6141204833984375
ED_undo_push: Add Lamp
ordered
OBSun
OBSuzanne
OBPlane
Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.013011932373046875
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–to’, ‘build_untitled/debug’, ‘–nohaxe’, ‘–noproject’]
ordered
OBSun
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-text.vert.glsl).
Compiling shader 4 of 8 (painter-image.frag.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-image.vert.glsl).
Compiling shader 7 of 8 (painter-video.vert.glsl).
Compiling shader 8 of 8 (painter-video.frag.glsl).
Done.
ED_undo_push: Rotate
Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.01000833511352539
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–to’, ‘build_untitled/debug’, ‘–nohaxe’, ‘–noproject’]
ordered
OBSun
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-text.frag.glsl).
Compiling shader 5 of 8 (painter-text.vert.glsl).
Compiling shader 6 of 8 (painter-image.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.010509967803955078
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–shaderversion’, ‘330’, ‘–to’, ‘build_untitled’]
ordered
OBSun
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-image.frag.glsl).
Compiling shader 3 of 8 (painter-image.vert.glsl).
Compiling shader 4 of 8 (painter-colored.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 2.508725881576538