i cannot confirm this problem on linux Blender 2.80 f6cb5f54494e AMD FX8350, 16GB DDR3, GTX690 2+2 GB VRam- Nvidia drivers 435.17
IMO active sculpt object is showed in a kind of matcap to speedup sculpting operations, other selected object are show with texture
Wait for buildbot to be able to build new one, it should have the new one.
Console states 3.7.0. That was from a version of Blender downloaded again today, 22 August. Do I need to try that again or go elsewhere for a 'new' build? Thanks.
Here are my comments from the DevTalk thread about the current 2.81 layout (some of which are already being addressed here):
Check python console and if the version is 3.7.4, your build is up to date.
i agree playing with some parameters as you mentioned will tune the shadows a bit.
I tried it and it froze my PC because I don't have that amount of RAM.
Hello guys. I have found some temporary fix to the bug. The wireframes will somehow appear if your try to make a new window division. The only thing though is you have to adjust it until some of the wireframes shows up. All the wireframes were visible after opening two window subdivisions and adjusting them. The wireframes showed up but you may have to do this all the time just to make all the wireframes visible while editing in orthographic mode.
please fix this!
flip fluids is a must for any water sim in blender, the internal fluid simulation engine is a pain.
its a shame blender devs haven't fixed this bug already.
It looks that Generic Gizmo Tweak doesn't use custom hotkey. With this settings (move with RMB, cancel with LMB) I can not use cancel of the movement:
That's the kind if the idea (warped cubemap) same as we once did in the BGE. There is no way of using Cycles full raytracing method. It also facilitates overscanning.
@Ivo van der Lans (Ivo) it's a valid point, the counter to this would be that well designed tools would minimize confusion for the user.
in a sense this is a bug if you have still a setting on and don't have access to it.
indeed , I forgot a word in my sentence and I can't find the same situation again. so close it plz. my mistake sorry
Instead of the Cycles panoramic algorithms, wouldn’t EEVEE be better off by rendering onto a skybox whose faces are only then mapped onto an equirectangular, fish=eye, or whatever panorama? The implementation for such method seems soooo much simpler (even for Cycles?). As a bonus, the pixels at the poles (and corners) receive a more fair #samples compared to the ones at the equator. As another bonus, the skybox could be outputted directly into a game-engine friendly image format. Also, the remapping phase could be supported by the compositor or a custom OSL script. Just an Idea.
I've found that in most apps and OS's you can't scroll when dragging, you have to move the cursor near the extremes of the screen and then it automatically scrolls at a (slow) rate. In blender thankfully it is possible to take control of that pace, but this is a case that I quite often struggle with if I start scrolling slightly before moving the cursor (which happens in large hierarchies).
Now the IO operator controls are moved to the right sidebar, which now display all the IO controls in a consistent way:
I’m sorry for disturbing your discussion here (please keep it going), Taking my first steps in mesh modeling, I already find it difficult to get my head around triangles, normals, n-gons, degenerate stuff-stuff, co-planarity. If suddenly a hole appears in my mesh because some tool or modifier decided that it should an can do that, I would be hopelessly lost on a mental picture of what a non-coplanar (?) hole in my n-gon even means and what effect it will behave under further operations; let alone if it is somehow degenerate (?). Could I still enjoy playing with geometry which such beasts around?
Please read starting from here:
I'm not 100% sure this is a bug. would need a depsgraph or cycles dev (or both) to comment.
On Mac at least, this is not considered a drag operation, and in many other OS's and apps.
Also wanted to check whether this really was a Blender issue or the BlenderGIS add-on, after all?
Hi. Still the same error I'm afraid. Latest grab attached. I'm a little confused why it appears to be trying to look for a local folder on ‘brecht's’ drive when that would be impossible. Good luck... again. Thanks.
Sorry, but i already don't want reset Settings =)
(restore settings from more early version of the Blender)
Not sure if I understand correctly:
Not sure about the first one, tested a couple UIs here, some do in fact consider scrolling as a immediate change in cursor position (thus start dragging -- QTCreator tree view), some dont (nautilus tree view, GTK tree view).
However all of them allow to drag after scrolling stopped.
This was fixed by rBb4051db4fc3a
I have the same issue. It does not exist in 2.79b, but it persists in both the 2.8 release and the 2.8.1 build from 2019-08-21.
2011 Macbook Pro
OS: Mac OS High Sierra 10.13.6
CPU: 2.2 GHz Intel Core i7 2720 QM
GPU: Intel HD 3000, AMD HD 6750M
I am having this issue too. I loaded Blender 2.8 then tried 2.79b both have a solid whiter box.
It is also the other way around (you can e.g. see Shader To RGB in cycles), so it is a general issue of uiTemplateNodeView I guess
Well.. it is looking here //..\..\..\ASSETS\txt_dlazdice_01_v1.png
Thats 3 folders up from where your blend file is, then the ASSETS folder, inside should be txt_dlazdice_01_v1.png
Steps to reproduce the file:
- Delete everything from default scene
- Add Cylinder
- Add Cube (Will not work with default cube.)
- Scale Cube by 3
- Scale Cube by 0.5 along Z axis
- (optional, but better visibility) Set Cube 'Viewport Display' to 'Display As: Wire'
- Add Boolean modifier to Cylinder with 'Target: Cube'
- Move Cube along Z axis (somewhere between -0.5m and 1.5m)
Note: Order of steps does not really matter, but the scaling dimensions are somehow crucial.
This is already fixed in current master, see T67973, please try a new build.
Well this is really not a place to ask about blender usage, please use one of these for this:
This is the backtracke for deleting a whole particle, then Undo (cannot reproduce an Undo crash if I only delete a particle key...)
There, some ParticleCacheKey is broken...
We could have basic support for holes, eg: keep the mesh structure virtually the same as it is now, only adding flags to denote holes (add a flag for a complex polygon, and a flag for polygons after it to be used as holes).
I have attached a jpeg of what im seeing on my screen. I circled in red the point that i want to cast light and the values of it. I want shadows to be cast on the figure that I created. Thank you for looking into this for me.
Thank you for the info about 'FAST'. That explains another problem.
Blender, you keep confusing me.
LOL. Clicking on a bunch of vertices one by one at a high speed is dumb imo, I'd use circle select or something else. There are much faster selection methods for this.
As stated before, not a bug.