Well, I suppose I could try to install the AMD CPU runtime as well...
Don't understand everything guys, sorry, but for the render layers, why not use nodes instead of layers ?
Would rather not do that - at all. Would make library handling even more complicated (and believe me, it’s already rather hairy code).
As for the local view override, the solution @Brecht Van Lommel (brecht) proposed is pretty solid: allow a viewport to display a single render layer, as well as in the future, the viewport compositor output. A render layer can contain both the viewport display overrides as well as the render engine settings as needed. essentially, if a viewport is a renderer, then it makes sense to use the render layers to control their output.
It's one solution. Maybe a better one for user would be to ask if he wants to edit the original file. Then changes could be saved to original data. Now that you have implemented a way to save specific datablocks to another .blend in the API, it should be doable?
Couple of questions regarding the doc:
I like how the Layer Settings are designed in the doc, GUI-wise.
Hi there inlinebool how we suppose to use this brush? can you check your IRC?
I also not fan of preserving 'visibility bits'. This will be very confusing and super error-prone. While managing scene users must not only take care of layers but also set up this visibility bits. This is basically forcing users to do same task twice, every time he move objects between layers. We can just use sub-layers for similar behavior but make everything clear, intuitive and familiar.
Yeah, this should not be allowed, you cannot remap linked data usages that way, it's calling for problems (linked data is assumed 'frozen' and non-editable). Will add checks in code to prevent this to happen!
Hrrrmmm… remapping linked data… not even sure I checked that use case! :P
I really like the design doc but there are many things that I find problematic:
Trying to solve the problem with undo (instead of remapping again the other way) creates a lot of users (18 in my case) and make the object black without any material.
great news :)
Maybe the foundation could invest 90€ in an AMD GPU for you Lukas ? With all what you do for cycles, it would help you a lot to test. In the meantime, I can report each step:
Please follow our submission template and guidelines and make a complete, valid bug report, with required info, precise description of the issue, precise steps to reproduce it, small and simple .blend and/or other files to do so if needed, etc.
Disabled @AJ (TMP), we do not seek that kind of noise here…
I could reproduce these artifacts with the Intel OpenCL rendering, I'll have a closer look.
Reading the proposal, to me it seems a lot of the features are aimed at replacing render layers, but not actually defining how render layers fit in, which makes it difficult to understand the purpose of everything clearly.
so I read the design doc, very promising, I especially like the rendering and compositing features working together.
You can assign key-bindings as with regular keyboard events, for a list of events see all starting with NDOF_ here.
I am pretty certain that this is an issue on the blender side. I will contact 3d connexion as well, though. In the meantime, is there a way to assign modifier keys via the blender hotkey editor for NDOF buttons?
Ah! I was running with --enable-new-depsgraph on.. if I just run w/out that, it runs just fine.
Hmm ok, could be a platform specific bug.. sorry I can't help further.
Yep, I always have auto run python scripts on.. this build is from the 24th on os x
Hi, do you have "Auto Run Python Python Scripts" on? (User Preferences -> File) It needs to be on for it to work.
Tested with build from yesterday (on Linux FWIW).
Sat, Jun 25
The changes about the selection should be very simple to make. One way would be D2068, but i am sure there might be better ways. That is the great thing about open source: Everyone can participate, it allows people to invest their free time to help where they can (there are only a handful devs paid from donations and funds by Blender Foundation atm). However those with more experience with the Blender code base are trusted with making design decisions, which is good because it really promotes quality.
This is off topic but i thought it would be worth sharing in case you are interested.
Okay so here is the UI design doc I've been working on. https://wiki.blender.org/index.php/User:Julianeisel/GSoC-2016/UI_Design
Nothing is set in stone and I plan to update it whenever there's a need for it. I'm curious for feedback!
@Thomas Dinges (dingto), apparently I forgot the OpenCL-compliant syntax (ccl_fetch(), the addr_space keywords etc.) - I'll fix it as soon as possible.
I don't know if it's connected to the bug you have found, but I started this project trying to use Metaballs as the particle object. However, they caused complete lock ups of my computer (had to hard boot the computer several times) and now I have files that will not even open in Blender.
Tested on nvidia opencl, don't have a AMD card to test here. @Lukas Stockner (lukasstockner97) any idea?
it still broken:
on latest master, this patch still works with RGBA, but when used as a texture, it's completely purple in rendered viewmode in cycles but will display correctly in GLSL (RGB with and without transparency).
Same image saved as PNG will render correctly both in GLSL and in cycles.
So it seems some channels are not properly handled.