Color management can be tricky and misleading, but I don't believe this is a valid todo.
Wed, Oct 2
Aug 26 2019
Glad I could help! To answer your other question, the node setup you have is definitely not the best way to save render passes (although I've been forced to do the same thing in order to work with legacy pipelines). Look into the Multilayer OpenEXR format. Choosing this option in your main output settings will cause all enabled render passes to automatically save to a single .EXR file without any node work or technically incorrect color transforms.
The appended node groups in your example file are quite simple so those probably aren't the cause of your issue.
Aug 13 2019
Confirmed on my end!
2 weeks, no response. Hope the issue went away!
Aug 1 2019
Glad it all worked out!
Jul 30 2019
Jul 29 2019
What language is your keyboard? If you go to File > Defaults > Load Factory Settings, does the problem persist afterwards?
Jul 28 2019
as @Gavin Scott (Zoot) says... this is a feature, not a bug!
Your issue is not caused by nodes. Transparency is disabled on Eevee materials by default. Check the "Blend Mode" parameter under your material settings.
Jul 26 2019
Thanks for taking the time to post a video! Unfortunately, what you're experiencing still looks normal to me.
Jul 24 2019
Jul 23 2019
Jul 22 2019
It is common for Blender to freeze up during GPU render. Is this a new issue for you? If so, can you identify under which version the issue began?
Jul 21 2019
I believe it! Perhaps this has gone undetected because "easing" and "normalize" are both under-utilized in Blender. But it's definitely not helpful.
Jul 20 2019
Jul 15 2019
Jul 13 2019
Jul 12 2019
May I elevate the priority of this bug? Sorry to do this to my own report, but 4 out of 9 sculpt tools are broken for Grease Pencil objects with a non-zero transform. This seems like a severe issue!
Jul 11 2019
Sorry, this is not a support forum. If you believe this problem is caused by a bug in Blender, you will need to provide more information in your report, such as the model of keyboard that you have, and exactly what happens when it fails.
Jul 10 2019
Jul 9 2019
Jul 8 2019
This is a known limitation with the way the Blender reads certain video files. Sometimes the wrong frame of the video will be displayed in the viewport. This can often be corrected by using an image sequence instead of a video file.
Jul 4 2019
I understand now, and I agree that this is not ideal behavior.
This report has no information
The Lattice Modifier is not working because there is no lattice in your scene. That's a cube.
Jul 3 2019
Sorry, this is not a support forum. Try downloading the .zip file instead of the installer.
This looks like the expected behavior to me. "Indirect Only" means that the collection casts shadows and reflections, but does not appear directly. If the object appeared as a holdout, that would be direct shading.
Jul 2 2019
The above solution aims to fix a small design flaw with an entire UI overhaul. With respect, I would like to suggest a simple fix instead:
I don't see any reason why workspaces in the "add workspace" menu should be disabled or inactive at all. The "disabling" only takes effect if a workspace of the same name already exists, but that is pointless. It is rather like disabling "Add Cube" if an object named "Cube" already exists in the scene.
Jun 28 2019
Jun 27 2019
Jun 25 2019
Unicode characters do not need to be individually implemented in Blender in order to show up in fonts that support them. That would be an insane amount of work! Blender just passes the unicode data to the font, and either the font has that character or it doesn't. Bfont, in this case, doesn't have a lot of characters that other fonts do.
Jun 24 2019
This is a shortcoming of the Bfont font, which is rather old and ugly and does not contain a lot of glyphs (including the € symbol, I just noticed). Perhaps the font could do with an update, but this is not a bug.
I was able to reproduce this with all of the navigation gizmos, but only the navigation gizmos. None of the other buttons fail to reset when the mouse enters another window. Strange!
I cannot reproduce this issue. What button do you mean by "tweak"?
Jun 22 2019
Confirmed on my end! Although to be honest I feel like this would be a bigger bug if it didn't crash...
Jun 19 2019
Jun 17 2019
Understood. I won't touch the built-in icons (they look fine anyway)
Jun 16 2019
Jun 15 2019
Jun 14 2019
Jun 12 2019
That file appears to be corrupted. Try to find the .blend1 backup of the file, which might still be good, and remember to backup your files in the future.
Jun 11 2019
Could be an unrelated bug, but I also seem to be having trouble assigning weights in edit mode. Only for certain objects, though-- I can't get it to reproduce reliably
Jun 10 2019
Jun 8 2019
Jun 7 2019
Jun 6 2019
Jun 3 2019
Of course, if I release Ctrl key and try to paint weight, and as the target is 0, the stroke gets totally blue and this is expected.
Jun 2 2019
In you file you have a maximum target weight of 0.0
If you set this value to 0.0, as soon you paint any vertex, the value will be set to 0,0, and this is how is deigned. If you wants to have a maximum value of 0 in the vertex and you manipulate the vertex, the program check your current value and clamp it to the valid range, in this case from 0 to 0, so it's 0.
There are plans to integrate grease pencil inside the "general" Dope Sheet and remove the grease pencil mode.
Jun 1 2019
May 27 2019
May 23 2019
May 22 2019
May 20 2019
Note: This regression must have occurred somewhere between the May 10th build (when I first noticed it) and the May 7th build (when it still works as expected). Hope that helps!
May 19 2019
Apr 25 2019
Apr 24 2019
Jul 27 2018
Jul 16 2018
Thank you @Bastien Montagne (mont29) . I did discover a workaround which was to wrap the script in a function that is appended to the app handlers. Consider the following script:
Aug 6 2017
Jun 19 2017
Suggestion: Manipulators on Camera and Lamp objects should be accessed by entering Edit Mode for these objects.
For instance, one could select a Spot Lamp and press Tab to enter Edit Mode, which would expose the manipulators for size, angle, and falloff. These would be hidden in object mode so as to avoid clutter. Entering edit mode on a Camera could expose manipulators for viewing angle, shift, focus distance and clipping.
Apr 12 2017
This will probably get archived as not-a-bug, but I agree, and I think this functionality should be reconsidered for 2.8.