This is a bug in render, should completely ignore 'filter' in ztransp case.
Indeed, enabling "Receive Transparent" should fix the issue.
Since the last update to this was over two months ago, I would very much like to hear if any update on this is available - colored wireframes would be very useful indeed :)
Thanks for the catch! :)
I have 2 issues still:
Yes, measure addon is rather broken, won't be released with official 2.75 btw.
Fixed one more wrong placed brace
- Refactor code in multi-append/link operator.
- Address most points from first reviewing pass.
- Tweaks and fixes in py part (preview handling).
- Add comment about why we need to store fileselection state outside of filelist items now.
Thanks for this first pass (yes, of course, will need much more ;) ). Addressed most points raised so far, updated patch is incoming.
Now checking if property filepath and directory exist.
fixed syntax (brace)
I recently made the changes to the presets system.
It's now using Blender's built in preset system.
One thing I noticed & indeed it's in many addons, is a lack of generic 'scale' slider. (xyz combined into 1 scale slider)
It could be useful in this case for users making presets set to their own scale.
Can you try with background rendering? (n fact this is the only way I've tried rendering here because our farm server does not have any screens and I suspect no GPUs either.
And we need a blend file or steps to confirm the bug too :-).
I confirm the bug.
I've got the reason for this bug.
I have a config file with addons and settings wich I execute after every new version. But the addon "§D View: Measure Panel" is broken in this version. After I removed it, everything worked fine again.
Can blender make PNG file of the size(50000x40000) with your PC?
You can confirm it in Image Editor of blender.
I think that you should check the size that an error does not produce.
@lfb3d The current cloth solver is used for both cloth simulation and hair dynamics. This leads to some conflicts, because although both of these systems can be described as Lagrangian mass-spring systems, their geometric primitives are quite different.
Here it is :
1 - Go to edit mode
2 - Select a vertex
3 - Grow the proportional editing influence so it takes more than one vertex
4 - Deselect your vertex
5 - Reselect the vertex
6 - translate
- only the selected vertex moves
7 - change the proportional editing influence by 1 step (mouse wheel)
- all vertices moves.
Antony, you are correct. It's my lazyness that's now causing confusion.
I omitted to say that when the blender window didn't close, there was a message in the terminal: "Writing: /tmp/blender.crash.txt". That's why I assumed that blender had crashed and I closed it by using kill.
Reading over patch, generally nothing alarming or worry some :)... though this will take some multiple passes.
This is quite a large change, which should be easy to split into 3-4 independent patches like core changes in the file space, support of previews for object/groups, generation of previews i.e.
I'm going to close this revision as it was solved. (D1278)
Its not clear if this is a bugfix or just changing internal logic. Why is this needed and what does it solve exactly?
Defining KX_CollisionContactPoint seems a heavy weight option.
Even as a workaround this patch still needs work:
He @yedpodtrzitko, appreciate the fixes, mutable types as args is really bad so good you spotted these.
Will apply shortly.
Seems correct to me but i'll let @mont29 to make a final decision.
Syntax changes only
Some nitpicking :) Apart from this the change seems good to me.
LGTM, minor tweak suggested
When the flame in the Timeline view is pushed forward, the indication of particles turns into it which is chosen in 'Emit From'.
- Various cleanups and fixes.
- Set vector type when converting a grid.
- Add OPENVDB_USE_BLOSC definition, we have to define this in Blender if using blosc due to a bug in OpenVDB which is resolved in the current development version. When next stable release is out those defines will be removed.
- Fix local grid offset. Basically the smoke simulator uses the MAC grid approach where values are stored cell centered in the voxels whereas VDB is storing values node centered, so we have to offset the grid's position (in the transform matrix) by half a voxel to compensate.
It was for the following daily build and confirmed that this problem was improved.
version 2.74 (sub 5), branch b'master', commit date b'2015-05-28' b'20:10', hash b'3511e2d', b'Release'
Would this be improved in rBf777983d5bf1?
Sure, go ahead. Note the latest commit; it was not about geometry, but still.
@sevaa thanks for checking on fixes for issues I reported. Id like to do one final test - batch import many files and check that no new errors are introduced - and that meshes don't load in empty for example., if the importer manages to pass that, the patch can be moved to master after 2.75 release.
Hi, I'll try to move this forward,
changing to confirmed.
Hi, I'll try to move this forward,
changing to confirmed.
video of exposing the undesired activity,
and the work around,
hi, sorry for long delay here.
Merged into add_mesh_extra objects.
Please send any future updates here: https://developer.blender.org/maniphest/task/create/?project=3&type=Patch
Addressing points raised by @campbellbarton
Hi Campbell, Is El Topo still in use for Blender Cloth Collisions? I see that genscher removed the old "unused Bridson" code and also the "El Topo" code, but I don't see what is in use now? His comment says "TODO" add El Topo back, but I don't see it added back in.
Indeed, should be easy to get the file by using indices without having to find them by coords.
Enable "recieve transparent" for cube
Hi Lukas, I see that the Cloth Modifier still uses the "fbstar" implementation of bending from Choi & Ko. However, in some situations bending is now implemented using the "angular bending". Is this correct?
P.S. this bug is active for render, for rendered shading mode and for bake full render.
Baking shadow - it is special case, i will write about it in next report.