Works on 4-27-17 build for OSX.
Hi guys, using current release (see system info here->) blender 2.78c on Macosx 10.12 and believe this issue has returned as far as the title is concerned, attempting to access materials from the python console that have names containing umlauts causes errors, for example
Also tested with the 2.78c from the blender site. same problem.
See:, all objects look to be in the center, without transformations applied to it.
Documentation for the feature and a last comment on indices like Campbell proposed... going to commit that now.
Looks good to me.
- Fixed path termination again
- Removed ifdef around ray flags
- Rebased on master
Closing as these changes are already in master.
I didn't want to use the Force Point icon because it's a specific kind of force, while the other icons show the object data, not any particular kind of object. I'll try out the recolored Force Point icon, as well as the "waves" concept you've made.
I mentioned fluid control only to give trajectories to drops coherent with character movements.
Committed a fix, although it does a slightly annoying 'jump', which I looked into compensating for (panning so whats under the cursor remains under the cursor)
But this sometimes caused other issues (panning too far away from close-objects), so leaving this workaround out.
So to make it working right I need to put into domain a FLUID object and make character mesh a FLUID CONTROL object? As far as I imagine - this way my character will not emit any drops (as my basic intention was). Am I right?
Ok, indeed there is something wrong with texture handling when emitting from verts, but the texture coordinates seem to be doing fine. Without looking at the code, I think the color of the first emitted hair is just being applied to all hairs, but the I see nothing wrong with the texture coordinates.
I'll take a look at this.
@Luca Rood (LucaRood) Basically I mean the UV coordinate, which is different from other coordinates. Please see the updated file / screenshot.
Tested this again against master (A85F4571950). Surprisingly it still applies.
Everything seems to work correctly, it preserves the scroll when it can otherwise it resets.
Are you talking about the direction the hairs point to? If so, yes, that is the intended behavior, as hairs are emitted in the normal direction of the emitter, be it a face or vert or whatnot.
I am not sure how this is related to texture coordinates, could you clarify?
This is not a bug, but rather just the way Blender was designed.
- From review: GOOD > SUCCESS
- From review: use util functions, code style
Ok, this makes sense. So we actually have a horrible case of misnaming, lacking documentation, and terrible code design.
I can look for a better way to handle this in the code at some point (when I start working on particles), but for now, I think it is a matter of fixing the docs. (And maybe coming up with a better name, as the field does not introduce any kind of "boyd behavior", but rather influences existing boyds particles...)
Did not test the patch yet, but following things are stricking immediately:
@Alexander Mitzkus (zuggamasta) it also works fine in Cycles :)
Crash report is tricky to be done remotely. Instead, provide a simple .blend file and steps to reproduce the crash.
Some quick feedback. Code style mainly. Logic is seems fine.
I was unable to find the crash report to submit details ... Can you provide me with more details?
Seems you got this working, closing.
Thanks for testing :)
Hey there Sybren,
I believe the issue is now fully fixed by rB0f339a748ef.
All tests pass in the temp branch! looks like those changes are good to go!
Re-opening, there is still issue when mixing textures of different types.
Now I see the problem, the scale in Z axis was 0. After applying the scale it works like it should.
You can add a boolean modifier to your UpperCube.
It is important to provide simple .blend file which demonstrates the issue. If the issue happens sometimes, try to isolate variables which affects on the crash.
If you would not specify mask at all you'll have the result you're looking for here.
I tried this, but it gives me wrong result. Upper cube's outline doesn't follow lower cube contour.