This is no longer needed thanks to https://developer.blender.org/rB5cfeba72f117b7dc6d6eba22e3f203fc3f574429
Thu, Apr 18
Should no longer be needed after rB5cfeba72f117: Python API: allow passing integer to some BGL functions instead of bgl.Buffer.
Wed, Apr 17
It seems like the issue this patch is addressing has been fixed in master, partially due to https://developer.blender.org/rB85915ae1aad761fc79eccf005e68a2334ad6b81c
Tue, Apr 16
Sat, Mar 30
@Porteries Tristan (panzergame) I tried your version with 2.8 but it does not work :(
Feb 20 2019
@Gottfried Hofmann (gottfried) Is this still an issue for you?
Dec 10 2018
Sep 24 2018
May 24 2018
Oh, and regarding false-color display etc.: Just go to the color management options and set the view to False Color.
Apr 11 2018
Oh, it works fine in 2.79b - this can be closed :)
Mar 8 2018
Mar 7 2018
Since 2.8 is on it's way how about committing this to the 2.8 branch? I would be very pleased to have smoke colors provided linear in Cycles.
Feb 18 2018
- Density and reference distance (1/density) are two ways to specify the same thing. For the principled volume shader I prefer density, since this naturally corresponds to the density field that you get from volume data. Density is also better to texture, as reference distance values go to zero the density goes to infinity which is not usually what you want. I think reference distance would be something to consider when we add absorption to the glass or principled BSDF. Its advantage is that you can specify a distance which may be more intuitive than a density, but it's less meaningful when multiplied with a volume density grid.
Feb 17 2018
Well, my point was that it might be cool having visible control colors. Setting 'density' or 'reference distance' (its reciprocal) is kind-of a "necessary evil" to pinpoint the transmission color to a fixed frame of reference.
I'm not entirely happy with it yet, but it's closer.I've been having [[ https://forum.nvidia-arc.com/showthread.php?16523-Handbook-Chapter-4-5-bugged&p=67216#post67216 | this discussion ]] about controlling absorption / scattering coefficients with WYSIWYG colors just a few days ago.
Feb 1 2018
While I appreciate that this node will load grids automatically I would also like to have a seperate node to load density grids because the current way of using the attribute input is kinda sub-par. Usually I end up doing further operations on the density before feeding it into the volume nodes.
Btw: There are many types of grids to support, for example image sequences/slices like the ones you get from CT or MRT scans. Loading those is possible in Blender internal and it is really useful.
May 28 2017
May 18 2017
Feb 2 2017
Sure, might take a while, though :)
Jan 2 2017
One small request: Can you use the Blender font loading infrastructure like in the font object (see attached image)?
Dec 20 2016
Any updates on this? I could not test the patch as I have yet to find a way to build Blender with Cycles :(
Dec 9 2016
Sep 12 2016
Light linking is essential for product visualization. We often get requests for lighting that would be impossible in a studio but possible in CG (if there was light linking). Right now we can hack it somewhat by using diffuse shaders and glossy shaders with 100% roughness and making a distinction via the light path node, but there are too many situations where this approach does not help.
Sep 5 2016
Aug 26 2016
I see the problem. But in case of normal objects this behaviour introduces a lot of new problems.
Aug 25 2016
Jun 21 2016
May 10 2016
When modeling with the screw modifier, a remove doubles modifier would be awesome as well! I have been longing for this for a long time now.
Apr 12 2016
One thing: Bad performance happens in Windows 7 as well when driver version is 359.06 or 364.51. Only 361.91 seems to work fine on Windows 7. Seems like the Problem is with nVidia?
Apr 8 2016
Apr 4 2016
Mar 9 2016
Mar 8 2016
I did not find time yet to apply the patch myself - in what way does the patch interfere with fire rendering?
Feb 23 2016
Feb 22 2016
Feb 16 2016
Oct 7 2015
The issue indeed got fixed by rB4c09f47
Oct 3 2015
I can confirm this even with 9ad829d
Sep 28 2015
Sorry for that, try the above one.
Aug 20 2015
Don't bother breaking things - there was another user at a Blender conference (I guess it was 2011) who also wanted this fixed.
Jul 31 2015
Btw: Could you add vertex colors or weights to the ribbons? Since the direction is already denoted by the ribbon, you could just use abs(strength) of the force at each point. The max could either be set by the user in the UI (similar to how particle speed display can be customized) or you just use the max from all the points that are visualized...
Jul 22 2015
Comment about vertex attribute: It seems to me like it is using just an attribute, which you can use for a Cycles shader for example. I think it would be better if the user could select a vertex color layer for that so the effect can also be previewed in non-rendered viewport. And using weight layers (for absolute force) could make this even useful for some nice motion graphics effects.
Sorry for this, I just did not want to be in the way. Btw: Built it now - it works fine :)
Jul 15 2015
This looks really useful. Need to find some time to compile again...
Jun 30 2015
Jun 25 2015
Besides, I wonder if "auto render" couldn't be iconified instead as well? Also, is anyone really using it?
May 22 2015
May 11 2015
Apr 29 2015
Apr 24 2015
@Kévin Dietrich (kevindietrich) - your idea is exactly what OpenVDB is doing (on CPU, though, no GPU support yet).
Mar 24 2015
Feb 13 2015
mont29, I can confirm the issue. Only the +/- Z maximum is working, not the radial maximum in the tube falloff.
I can confirm - the fact that the noise setting is additive is odd (even though common in nature), especially considering that noise can only go up to a strength of 10, thus having little effect on a force field with strength 1.000
Feb 12 2015
Jan 27 2015
Nov 19 2014
Sep 20 2014
Thank you for the quick fix, confirmed that it is working now!
It is fixed again: https://developer.blender.org/T41865
Sep 19 2014
Seems like this bug is a Zombie: https://developer.blender.org/T28725
Sep 18 2014
It's definitely back again, but only in windows:
Sep 7 2014
Jul 25 2014
Note: To be able to chose the interpolation mode is really really important, for example to counter blocky smoke artefacts...
Jul 7 2014
Jul 2 2014
Here is a short video where I reproduce the bug:
Can confirm on 2.71 release linux x64
Jun 20 2014
I just tried again and it works with UV when hitting F12 in my second test. The file I sent earliers seems to have more problems. Strange :(
Jun 19 2014
The following file is simpler, it works in 2.69 but not in 2.70 and not in 2.71 RC2: