My suggestion for a fix: D4399
Hi Sergey Sharybin, smooth shading is working in multires modifier now but I have some new artifacts when I zoom/rotate and the mesh changes to lowres. I'm using hash: 779860d34e26
Watch here the behavior.
Turning off region overlap fixes it, yeah.
When rendering scene, cache is cleared. Currently the cache is global, so it prevents caching.
A step by step would be good as I think I have tried every way round . So now very confused.
Its showing now in this version, 2.80 (sub 45), 779860d34e26, 2019-02-22 22:26
Regarding something I posed earlier, it looks like I could manufacture a "disabled" state for icons that works across different themes. It could just draw this way if uiBut has UI_BUT_DISABLED in flag. Is this worth pursuing?
Just to be sure I completely uninstalled my NVIDIA graphics driver and performed a clean reinstallation. Blender immediately crashed. I loaded up 2.79b and it doesn't crash.
I've uploaded a fix to: D4398
Yes, this is confusing, but might not be the exact confusion you think it might be...
It works now! Thank you very much.
I can reproduce it on macOS 10.14.3 using 779860d34e26 as well.
If you don't understand it, don't worry about undertaking it.
I can confirm this behavior on elementaryOS 0.4.1, GTX980. I tested with a blender version from a few days ago, where it loaded instantly, then compiled with current master, and it takes at least over a minute. Too bad I didn't note the hash of the working version though...
Thanks for correcting me.
This was already fixed
I have the exact same Problem and my shadows are also not working, when blend-mode set to alpha clip or hashed. But in my case it is just in combination with image texture nodes, which includes a alpha channel. Whitout an Image-Tex. node it works. So unfortunately I'm not able to create trees or hair with alpa textures and proper shadow casting in Eevee!
If interested, you can see my bug report here: **https://developer.blender.org/T61129**
For me it seems, this bug is only related to AMD Graphics cards or there Drivers...
It might be the same issue as the side note I made regarding clear visual discrepancy between the same rendering modes for the 3D viewport and VSE preview.
However, I'm not convinced it addresses the core problem I began this report with, which seems to be stemming from the VSE preview not displaying shading options like "Backface Culling" from the 3D viewport.
This problem, manipulator gizmo not offer visual transformed position (with armature posing)
not just a visual issue. There are many case which we need to get pivot and axis of visual transform.
The normal is shown by the Z axis. If you have a symmetrical object, two opposite elements have oppositely directed normals and their average is zero.
This is still happening in 779860d34e26, just FYI. Shouldn't this bug be re-opened? Was anyone able to reproduce with the demo project file? (See the animated gif for the method to trigger it.)
Your 2.80 is from last Sunday. Can you try the latest beta and see if it still happens for you?
Probably a duplicate of T60172
@Clément Foucault (fclem) I agree. If we are using brightness for selection anyway, the outline doesn’t have much reason for being.
No, not using the current 2.79 build. It's just dangerous to have expressions running on auto-pilot.
I only have my laptop to try it on. I will try the nightly build. I set the priority to Real Time in the Task Manager and precompiled the python files and it is still extremely slow or unresponsive.
Also this only happens when Dyntopo is off.
Furthermore, please mention what exact version of Blender you are using.
I'll disable this for windows - for now, this could be tuned by only applying to blocks over a certain size - however if seeking is very slow, this may still be slower.
Yeah, you are right. I will stick to the 2.79 until i get a better computer.
I see. My experience is the strokes always penetrate the mesh face, which affects the appearance of the stroke. To counter this, I thought I could use the offset to slightly offset the distance to the mesh face.
Is this the same issue? T54438: Sequencer Scene preivew Color Management is broken
I will "fix" this for most sane cases.