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May 7 2019

Lapineige added a comment to T62797: Mesh Auto Mirror update 2.8.

Thanks a lot @Brendon Murphy (meta-androcto) for doing this !
In fact I had been working on an upgrade for 2.8, but it's not released yet (because of a lack of time and some important changes I'd like to introduce).

May 7 2019, 1:43 PM · Addons

Feb 13 2019

Lapineige removed a watcher for User Interface: Lapineige.
Feb 13 2019, 10:01 AM
Lapineige updated Lapineige.
Feb 13 2019, 10:00 AM

Nov 8 2018

Lapineige awarded T57688: Remember the last display mode in File Browser. a Like token.
Nov 8 2018, 12:06 AM · User Interface, BF Blender: 2.8

Nov 3 2018

Lapineige added a comment to D3891: UI: Draw curve map with solid color.

@venomgfx that's sounds very interesting, as it allows the curves to be much more readable and provide an extra information that is intuitively visible.
But if the factor is very low, would it still be visible that the node is active ? (Will there be enough contrast ?)

Nov 3 2018, 12:17 PM

Nov 2 2018

Lapineige added a comment to T57570: 2.8x, unreliable GL_LINE_SMOOTH / GL_POLYGON_SMOOTH behavior.

It works fine on my setup too.
OS: Ubuntu 18.10
Graphics Card: Nvidia GTX 880m (Nvidia Drivers used)
Resolution: 1920*1080 (17" screen, not HDPi)
Blender UI Line Width: Auto (picks "Thin")

Nov 2 2018, 10:02 AM · BF Blender: 2.8
Lapineige added a comment to T57208: 3D Cursor Tool Todo.

+1 for rotation as well, there's no convenient (and precise) way to adjust it right now, and it seems very logical to have it there.

Nov 2 2018, 1:07 AM · BF Blender: 2.8, User Interface, Code Quest

Nov 1 2018

Lapineige added a watcher for User Interface: Lapineige.
Nov 1 2018, 9:40 PM

Oct 28 2018

Lapineige closed T53084: Undo doesn't undo the latest Automirror function that was selected! as Archived.

I couldn't fix this issue, making my add-on usable with undo system was breaking some of its features.
This add-on is being rewritten for Blender 2.8x, hopefully I will figure out a way to fix that.

Oct 28 2018, 11:31 AM · Addons

Oct 16 2017

Lapineige added a comment to T53084: Undo doesn't undo the latest Automirror function that was selected!.

I did try this in Edit Mode just now, with the same result?

Oct 16 2017, 7:23 PM · Addons
Lapineige added a comment to T53084: Undo doesn't undo the latest Automirror function that was selected!.

I'm not sure of the origin of this issue: If I add 'UNDO' in the bl_options, the Auto Mirror operation can be seen in the Undo History, but undoing it doesn't remove the mirror modifier.
I first thought it was due to global undo, but disabling it doesn't seem to change the final result.
(also using the Last Operator panel doesn't undo the operation, but does it multiple times instead)

Oct 16 2017, 11:24 AM · Addons

Mar 17 2017

Lapineige added a comment to T50941: Auto Mirror addon: promote 2.79 addons release.

Integrating it to your add-on seems also logical and consistent, and would add it to a long list of useful tools.
But it's clear that for the users the change will be easier to understand.

Mar 17 2017, 1:24 PM · Addons

Mar 15 2017

Lapineige added a comment to T50941: Auto Mirror addon: promote 2.79 addons release.

Maybe a misunderstanding of my request on your github.

Mar 15 2017, 7:58 PM · Addons

Mar 14 2017

Lapineige added a comment to T50941: Auto Mirror addon: promote 2.79 addons release.

Hello @Brendon Murphy (meta-androcto),
I'm really pleased that you appreciate my add-on enough to submit it here :) (but I'd be kind to tell me before :P)

Mar 14 2017, 8:13 PM · Addons

Dec 2 2016

Lapineige awarded P374 Render layer custom property support a Like token.
Dec 2 2016, 10:53 PM

Apr 11 2016

Lapineige awarded rBbf55afbf266c: Cycles: Make spatial split BVH multi-threaded a Like token.
Apr 11 2016, 1:43 PM
Lapineige awarded rBf8b9f4e9bbc1: Cycles: Resumable render implementation for Cycles a Like token.
Apr 11 2016, 1:42 PM

Feb 13 2016

Lapineige awarded D1788: Cycles: Experiment with shadow catcher a Love token.
Feb 13 2016, 6:28 PM

Feb 9 2016

Lapineige awarded rB8cde671f8bd2: Sequencer: Speedup gaussian blur effect a Love token.
Feb 9 2016, 9:44 PM

Jan 19 2016

Lapineige awarded D1728: Cycles/Render API: Implement "Set Render focus" feature a Like token.
Jan 19 2016, 12:40 AM

Jan 5 2016

Lapineige awarded D763: Reorganize RMB menu and add option "Copy Full Data Path" a Like token.
Jan 5 2016, 6:37 PM · User Interface

Nov 22 2015

Lapineige awarded rB0639ba8ea58b: Cycles / Shader graph: Fallback to Sharp closures for very small roughness. a Like token.
Nov 22 2015, 11:33 PM

Nov 7 2015

Lapineige awarded T45351: Solving the 'missing libraries' issue a Like token.
Nov 7 2015, 11:17 AM · BF Blender

Aug 4 2015

Lapineige added a comment to D1393: Nodes: A More Predictable/Responsive Method for Detecting Active Link During Translate.

For me too it's seems a lot more natural to detect it on 1 side (and not on the center of this side).
The upper left corner is a good choice, for the same reasons as @Sebastian Koenig (sebastian_k) and @Jasper van Nieuwenhuizen (jasperge).
Another +1 :)
And thank you for you work :)

Aug 4 2015, 3:02 PM · Nodes, User Interface

Mar 14 2015

Lapineige added a comment to T43575: Freestyle - bad images in animation + long time render.

I didn't have test your script, but I made a new test: again Blender used more and more memory, up to 15,9Go. But it didn't crash this time: The memory usage level made some kind of bearing (while in stroke rendering), but it didn't used any CPU power. And after this bearing, the SSD is completly used.
Memory increase while rendering:
http://i.gyazo.com/6605456bedd8f40b7133caf6d1e12fd0.gif
http://i.gyazo.com/1371d4ce91716ef30e21278e32047a2b.gif
Just before the bearing:
http://i.gyazo.com/d201f40923242c1eadd3cf91ca03cf58.gif
And just after:
http://i.gyazo.com/7e2b42143bf0efa67d62a5258541c5b7.gif
And Blender was blocked with a big disk usage:
http://i.gyazo.com/16bd4e1c9ce7183a5d6f1ac03acc2ba8.gif
After 3 minutes I stopped it.

Mar 14 2015, 2:55 PM · Freestyle, BF Blender

Mar 10 2015

Lapineige added a comment to T43575: Freestyle - bad images in animation + long time render.

Thanks, I will try that.
I have tried to re-render again on W8.1 with same version, and this time it crashed at frame 54, without any issue on the rendered frames.
I saw 2 strange memory peaks:
At frame ~40:
http://i.gyazo.com/df0ad40a1202710d79679481736101e2.gif
(sorry i don't know how to use images)
Max: 5,1Go

Mar 10 2015, 5:47 PM · Freestyle, BF Blender
Lapineige added a comment to T43575: Freestyle - bad images in animation + long time render.

I used 2.73a.
I didn't have time to re-render all the animation, but on the first memory usage seam to increase slightly (1,1Go,1,2Go,1,4Go...).
On my last test the task manager was saying Blender 8Go, but 14,9Go were used (I have 16Go), while only firefox were open. No other software used more than some Mo of memory... Maybe the memory leak is there.

Mar 10 2015, 1:31 PM · Freestyle, BF Blender

Mar 9 2015

Lapineige added a comment to T43575: Freestyle - bad images in animation + long time render.

As scheduled, I re-tested it on W8.1.
File and images were on SSD.

Mar 9 2015, 7:06 PM · Freestyle, BF Blender
Lapineige added a comment to T43575: Freestyle - bad images in animation + long time render.

I tested again your file on mageia, with Blender 2.72 64 bits, the frames 183 and 190 have the same issues. And frames 170,183,190,193 took more than 20sec (others less than 13)
File was on SSD and images on HDD.
I will try again on Windows with the same disk configuration.

Mar 9 2015, 1:27 PM · Freestyle, BF Blender

Mar 7 2015

Lapineige added a comment to T43575: Freestyle - bad images in animation + long time render.

I just tried it on a window 8 64 bits with Blender 2.73a 64 bits: All frames rendered without any problem.
The same with mageia 4 64 bits.
Not tested on ubuntu.

Mar 7 2015, 1:13 PM · Freestyle, BF Blender

Feb 22 2015

Lapineige added a comment to T38037: Update UI Widget Style.

1° image:
I'm not sure to understand well what you mean.
But actually some add-ons let you add some menu without any python knowledge. About removing, I think it's not possible without changing the (python) source code.
And that's not that hard to do in python, there is enough tutorials for you ;-)
But it's off-topic.

Feb 22 2015, 12:18 AM · User Interface, BF Blender

Feb 21 2015

Lapineige added a comment to T38037: Update UI Widget Style.

It's Ctrl + LMB.

Feb 21 2015, 3:02 PM · User Interface, BF Blender
Lapineige added a comment to T38037: Update UI Widget Style.

But there is actually something similar in Blender: If you Ctrl+Click (ok, that shortcut is not really well know), you will open a panel and close all others.
And you can close a panel really fast with the A key.

Feb 21 2015, 2:03 PM · User Interface, BF Blender
Lapineige added a comment to T38037: Update UI Widget Style.

Hi @Matsuiko (hirokamatsuiko).
What do you mean about the "Auto Collapse Fonction" ?

Feb 21 2015, 1:53 PM · User Interface, BF Blender

Dec 24 2014

Lapineige added a comment to T42339: Design: Sticky Keys (+ Integration Into Pies).

Yeah !
Thanks a lot for the build, my own build was not working for some mysterious reasons.
That is a good xmas gift :-)
It's perfectly working for me.

Dec 24 2014, 8:28 PM · User Interface, BF Blender

Oct 23 2014

Lapineige added a comment to T38037: Update UI Widget Style.

And don't forget that in this proposal there are some improvements that are actually not possible to make with theme, like the "important button", with this blue color, that improves a lot the readability.

Oct 23 2014, 1:05 PM · User Interface, BF Blender

Oct 7 2014

Lapineige added a comment to T41700: Reorganizing the GUI.

In the name of screen space, it makes sense to only include the viewport depenant buttons in the 3D viewport. All other buttons can be located elsewhere, with the exception of tools. I can give formal definitions of these at a later time.
That being said, let us move all the buttons that do not care what viewport you are looking at to either the properties window or the information window.


This change makes sense, and I am suprised it has not been done already. There are two other buttons up there that change what "mode" blender is in, why not have a third? (the two buttons I refer to is the scene button and the render engine button.

I agree with that idea. Ok that is a 3d view 's relative selector, but it apply to all the 3d view, and we already have mesh information in the top side of the Blender's window. That makes sense.

I disagree. It does not make sense to see mode in which is active object in a Video Editing screen layout.
This piece of info is influencing only UI of a 3DView Editor in a Scripting, Game Logic or Compositing screen layout.
A problem in Blender is that UI is too much dependant of active object.
When skinning a character, armature can be in pose mode and mesh in weight paint.
Actually, we can have an object in sculpt mode and another one in texture mode and switch from one mode to the other by changing active object with a right click.
In the future of Blender, maybe that UI could display caracteristics of 2 modes at the same time for better ease of use.
I think that it would be a mistake to give too much importance to modes of active object by putting this switch in an info bar, present everywhere.

For the mode selector, I said that because we already have some information that are not used in all kind of screen, but related to the mesh.
But after more reflexion, that can give a "global" appearance to this selector. And this is nonsense.

Oct 7 2014, 5:02 PM · User Interface
Lapineige added a comment to T41700: Reorganizing the GUI.

In the name of screen space, it makes sense to only include the viewport depenant buttons in the 3D viewport. All other buttons can be located elsewhere, with the exception of tools. I can give formal definitions of these at a later time.
That being said, let us move all the buttons that do not care what viewport you are looking at to either the properties window or the information window.


This change makes sense, and I am suprised it has not been done already. There are two other buttons up there that change what "mode" blender is in, why not have a third? (the two buttons I refer to is the scene button and the render engine button.

Oct 7 2014, 1:30 PM · User Interface

Oct 5 2014

Lapineige added a comment to T41700: Reorganizing the GUI.

But we have a problem: you can't have the 2 windows displayed simultaneously.
And that take a bit more place than a classical tab.

Oct 5 2014, 3:20 PM · User Interface

Oct 1 2014

Lapineige added a comment to T41700: Reorganizing the GUI.

Is it not better to have a separate menu for viewport shading ? You don't want to select all the time your camera to be able to change shading and so on.
And for the image texture in background, that's more consistant, but less easy to use and less user-friendly I think.
But for some render background, why not.

Oct 1 2014, 11:12 PM · User Interface

Sep 29 2014

Lapineige added a comment to T41700: Reorganizing the GUI.

"For the display and shading panel, that's impossible to add all these buttons in the header shading's mode selector"
Why not? All these parameters could be inside camera attributes.

How/why do you want to put all of that:


In the 3D view header's shading selector, or inside camera attributes ???

Sep 29 2014, 10:37 PM · User Interface
Lapineige added a comment to T41700: Reorganizing the GUI.

I totally disagree with that proposal. In fact taht just remove the properties bar, and hide all the tools, in addition to disperse them.

Sep 29 2014, 9:03 PM · User Interface

Sep 18 2014

Lapineige added a comment to T41700: Reorganizing the GUI.

About splitting this task, I think we you can create a specific task about what we said about toolbar: grab handles and separating lines (+ the "popup" idea).

Sep 18 2014, 2:19 PM · User Interface

Sep 15 2014

Lapineige added a comment to T41700: Reorganizing the GUI.

@Kévin Dietrich (kevindietrich)
That's true. I personally don't feel that's such a terrible loss, but it *is* a regression.

For this reason, and because people often don't want the toolbar to take so much screen space (this implies a narrower window), I think that not so usable.
Especially it is not possible to enter decimals, except with a larger toolbar.

Sep 15 2014, 6:38 PM · User Interface

Sep 14 2014

Lapineige added a comment to T41700: Reorganizing the GUI.

Not so readable, may need more shift to the right.
But a good idea. Better organization.

Sep 14 2014, 6:53 PM · User Interface
Lapineige added a comment to T41700: Reorganizing the GUI.

Sadly this is at the expense of communicating to the user that these can be grabbed

These can't be grabbed in my mockup : )

we lose the ability to re-order panels absolutely how we want them.

Is that necessarily a bad thing? Let's take my example: Texture, Stroke and Curve settings all affect the Brush. So putting them inside the Brush palette makes the organization correct, while making them auto-collapsing (only 1 open at a time) reduces clutter - so no need for the user's ability to reorganize all panels.

Sep 14 2014, 6:27 PM · User Interface

Sep 13 2014

Lapineige added a comment to T41700: Reorganizing the GUI.

@Paweł Łyczkowski (plyczkowski): as @michael knubben (michaelknubben) said, without the lines this is less attractive to the eye, cleaner. But we need some visual information about grab and separation between panels.
I think that very soft (i mean very little lighter/darker than the background) lines can be cool, the same for grab handles.
And why not more visible lines when overlapp is activated (because of less readability).

Sep 13 2014, 3:54 PM · User Interface

Sep 3 2014

Lapineige added a comment to T38037: Update UI Widget Style.

More densely populated GUI does not equal better productivity. I would argue that organization and readability are more important. Toolbar was improved with better organization - creating categories and bundling stuff together. It's already done with the Properties window, but it has too big categories still (mostly Render and Object), so the buttons must be dense, or they will be too long.

Sep 3 2014, 11:35 AM · BF Blender, User Interface
Lapineige added a comment to T38037: Update UI Widget Style.

I totally agree with the style with less gratients, more flater but with some highlight on important buttons or progress bar. That's a good thing, the interface is less eye catching as this, but not completely masked.

Sep 3 2014, 8:34 AM · BF Blender, User Interface

Aug 24 2014

Lapineige added a comment to D443: A new implementation of the Array Modifier, without BMesh, gives great performance improvement.

I just discovered this patch, and i want to thanks you a lot @Patrice Bertrand (PatB)
As @Plasmasolution said, this is outstanding and super usefull for my everyday work. Great job !

Aug 24 2014, 5:52 PM

Aug 12 2014

Lapineige added a comment to D632: Freestyle line rendering in Cycles.

@Tamito Kajiyama (kjym3): in fact it will takes 10 days ^^.
So it will a little late :-P
But what i already tested (a super basic render of contour line) is perfectly working :)

Aug 12 2014, 9:03 AM

Aug 11 2014

Lapineige added a comment to D632: Freestyle line rendering in Cycles.

@Tamito Kajiyama (kjym3): i'm already testing that, but i have very little time because i'm on vacation. So sorry i can't help you soon.
But i think i'm not alone ^^

Aug 11 2014, 9:13 PM

Aug 6 2014

Lapineige added a comment to D678: Fullscreen Editor (new fullscreen mode for clean UI).

@Dalai Felinto (dfelinto): i totally agree with that idea. That's consistent, and that do not takes so much screen space ^^
That's fine.

Aug 6 2014, 7:29 PM

Jul 31 2014

Lapineige added a comment to D678: Fullscreen Editor (new fullscreen mode for clean UI).

I understand well that point, so i wrote "issue" and not issue.
It's logic, but a bit confusing. I was thinking that the header will come back. I think it's better, because without that we need to redo ALT+F10 and Alt+F11, and the view is not usable (a F10 like window with the system window header ....).

Jul 31 2014, 8:53 PM
Lapineige added a comment to D678: Fullscreen Editor (new fullscreen mode for clean UI).

After some more testing, i find a "issue": when in Alt+F10 mode, if i do ALT+F11, it just show the window header (not the blender one, the linux one). But normaly the Alt+F11 mode don't show that, and show the blender's header.

Jul 31 2014, 6:50 PM
Lapineige added a comment to D678: Fullscreen Editor (new fullscreen mode for clean UI).

Thanks a lot for the builds !!!
It works perfectly fine on linux.
Small feature, but great work @Dalai Felinto (dfelinto) !

Jul 31 2014, 6:45 PM

Jul 30 2014

Lapineige added a comment to D678: Fullscreen Editor (new fullscreen mode for clean UI).

I had some trouble while building on a linux machine. The same on windows...

Jul 30 2014, 5:05 PM

Jul 26 2014

Lapineige added a comment to D678: Fullscreen Editor (new fullscreen mode for clean UI).

A usefull tool i think: it will speedup my worflow, because i have realy often to do an Alt+F11, plus hide the header.
Thanks Dalai.

Jul 26 2014, 6:47 PM

Jul 15 2014

Lapineige added a comment to T38401: Metropolis Sampling.

@Callum Cooke (jemonn): ok the new build works ! Thanks !
But even this time rendering with MLT and render border enabeled do not crash Blender, but still fails.

Jul 15 2014, 9:19 AM · Cycles, BF Blender

Jul 14 2014

Lapineige added a comment to T38401: Metropolis Sampling.

Hi Luckas.
First of all, thanks for all that job, that's cool !

Jul 14 2014, 11:03 PM · Cycles, BF Blender

Nov 19 2013

Lapineige added a comment to T37475: Blender Default Settings: Rendering.

Render size:
About the render size, i think at start we use a small size to make a preview render. So we use something like 50 % of the final size.
And i think that because of the actual tendency to have better and better resolution, renders will become bigger and bigger. So for me 1920*1080 is a good preset, with 50 %.

Nov 19 2013, 11:05 AM · BF Blender, User Interface