Confirmed, looking at it.
Fri, May 24
Thu, May 23
Tue, May 21
Was added as a TODO: T64282: Eevee & Viewport
Thu, May 16
Wed, May 15
Wed, May 8
See: T64299: Viewport - If Render Engine is Cycles when turning overlays in the viewport off, all geometry disappears.
Cycles has to be the Render Engine. If Workbench or Eevee is the Render Engine the problem is not showing up.
I can reproduce it in this file, but not yet in other files.
Apr 25 2019
Apr 24 2019
@Julien Kaspar (JulienKaspar) Could you prepare a simple file with these corner cases to use for doing some test? I'm thinking to prepare a simplify using the distance between points, and I would like to have a file for testing.
Apr 23 2019
@Antonio Vazquez (antoniov) @Matias Mendiola (mendio) @Daniel Lara (Pepeland) (pepeland)
I agree. The optimal drawing feel should be most important. The suggestion of the even spacing of points will feel worse and will make details get lost with to wide spacing but in certain corner cases can have a curve that's easier to work with. The simplify & adaptive simplify are great additions but don't solve the problem of massively uneven spacing or extremely dense curves.
The spacing option could also be used for drawing regular poly curves. I hope that these will share a lot of functionality with grease pencil at some point since grease pencil is so much more advanced now.
Yes, keeping accuracy of the final strokes is so so important. drawing with acurracy is the key for a good workflow in 2D tasks, like @Matias Mendiola (mendio) said, more than 80% of the time used by the artist with Grease pencil is freehand drawing,
for this reason we create a group of functions in grease pencil brushes to improve the the drawing accuracy.
Thanks @Antonio Vazquez (antoniov) for the clear explanation. I agree with you that the main risk with this change is to lose the pleasant feeling that we have right now while drawing with Grease Pencil (more than 80% of the time used by the artist with Grease pencil is freehand drawing).
Apr 21 2019
Regarding this task, there are several points we must consider.
Apr 20 2019
@Antonio Vazquez (antoniov) the issue was with freehand drawing.
Thanks, committed with edits so it matches vertex/texture paint opacity.
@Campbell Barton (campbellbarton) You are talking of free drawing a stroke or drawing a curve using primitive tool? it's not clear what you mean with "draw a curve", maybe you mean draw a "stroke".
@Charlie Jolly (charlie) Could you take a look?
I added this feature to the sculpt-mode-features branch rBbc7068c4b9130a00116cef52fd5cc27926a63717
Apr 19 2019
Apr 16 2019
We don't usually use icons for these kinds of enums in popovers or properties editors, it's normally just text. I don't think it would look that bad. Icons would not be great either in this kind of layout, they are normally only used in square buttons while these stretch across the width of the panel.
Apr 12 2019
@Pablo Vazquez (pablovazquez) came with the idea to use icons in stead of text? The two line will not always look nice like
Minor implementation detail: there is not enough space to expand enum buttons on one row, we need to spread it out over two rows manually instead of using a slower menu.
We decided to add this for 2.80, also to solve dynamic paint result visualization not working yet.
Apr 10 2019
Apr 9 2019
Archiving in favor of T61578: Outliner Visibility Update, which contains the latest version of the proposed design (to be further updated after discussion at homestretch workshop).
Apr 8 2019
Hrmf, after a bit more digging, I still lack a "proper" solution [at least it feels like that...]
Apr 6 2019
Hm, without having looked at this again (will do on monday), just want to note that the following are all very tightly related:
Apr 2 2019
@Brecht Van Lommel (brecht), i've been looking into the change. Not really sure yet why it is required to do some calculations in original object, and some of them are on both. To me it seems that where_is will return same matrix for both ob and ob_eval?
@Sergey Sharybin (sergey), can you check this?
Or we could prepare the evaluated object as best as we can like so?
Apr 1 2019
@Sergey Sharybin (sergey): Would it make sense to have a version of BKE_object_workob_calc_parent that works strictly with the originals [parent] (since that would fix this bug afaict)?
(Or is this even more inconsistent?)
Mar 25 2019
I've mentioned this library now /shared/info/Animation Studio.odt.
Mar 23 2019
@Clément Foucault (fclem) Doesn't seem to help for me either. The materials still end up pink.
Mar 22 2019
@Julien Kaspar (JulienKaspar) I added a small optimization for rgb curves (rBc49a70bcd113) that could help in this case. Here the material just displays black so I guess it is still not working on my end. But I have a different GPU so you might have better luck.
Mar 21 2019
Mar 20 2019
From @Julien Kaspar (JulienKaspar) on IRC:
Getting an assert:
BLI_assert failed: /home/zed/programmering/blender_master/blender/source/blender/blenkernel/intern/node.c:1741, ntreeFreeLocalNode(), at '(ntree->id.tag & LIB_TAG_LOCALIZED) != 0'
Mar 19 2019
This should be fixed now along with other CUDA baking bugs.
Mar 11 2019
The reason is that vertex groups and shape keys are actually part of the Object to some extent, not the object data. So with just a Mesh pinned these can't be edited.
Mar 8 2019
Mar 7 2019
Mar 6 2019
Thread 25 "blender" received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7fffd57fe700 (LWP 20388)] 0x0000555558323336 in subdiv_ccg_recalc_modified_inner_normal_task (userdata_v=0x7fffffffd0d0, face_index=10, tls_v=0x7fffd57fdb60) at /home/zed/programmering/blender_master/blender/source/blender/blenkernel/intern/subdiv_ccg.c:908 908 const int num_face_grids = face->num_grids; (gdb) bt #0 0x0000555558323336 in subdiv_ccg_recalc_modified_inner_normal_task (userdata_v=0x7fffffffd0d0, face_index=10, tls_v=0x7fffd57fdb60) at /home/zed/programmering/blender_master/blender/source/blender/blenkernel/intern/subdiv_ccg.c:908 #1 0x00005555586921a9 in parallel_range_func (pool=0x7fffcbf64008, userdata_chunk=0x7fffffffcfb0, thread_id=2) at /home/zed/programmering/blender_master/blender/source/blender/blenlib/intern/task.c:1038 #2 0x000055555868f8d5 in task_scheduler_thread_run (thread_p=0x7fffd89f2068) at /home/zed/programmering/blender_master/blender/source/blender/blenlib/intern/task.c:439 #3 0x00007ffff63993c3 in start_thread () from /lib64/libpthread.so.0 #4 0x00007ffff134e3ef in clone () from /lib64/libc.so.6
@William Reynish (billreynish)
But ... most tools/brushes are not really compatible either in the settings or in how they are used. And these differences make sense.
You can't use textures or colors for weight painting since these are useless for that mode. You can't define options like weights, auto-normalize and multi-paint for vertex painting for the same reason. Some settings are not available for the brush in one mode or another which makes any brush setup in most cases useless and unnecessary to share between modes (especially vertex paint & weight paint).
Mar 5 2019
Why not simply use different brushes if you don't want to use the same one? You aren't forced to use the same brush.