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Sat, Nov 16

Alberto Velázquez (dcvertice) added a comment to T71382: Engineering Plan for EEVEE Renderpasses in 3D Viewport.

I want to ask not only for actual render passes in the viewport, also we need artist useful passes, for example roughness.

Sat, Nov 16, 12:48 PM · GPU / Viewport, Sculpt, Paint, Texture

Fri, Nov 15

Alberto Velázquez (dcvertice) added a comment to T70689: Smooth brush is very slow while using MultiRes compared to other brushes.

Any update about this problem?

Fri, Nov 15, 12:44 AM · BF Blender

Fri, Nov 8

Alberto Velázquez (dcvertice) created T71425: Incoherent snap to face between tools.
Fri, Nov 8, 1:37 PM · BF Blender

Thu, Nov 7

Alberto Velázquez (dcvertice) added a comment to T71366: Default Sculpting Template changes.

Oh, yes, my fault. I thought that we have talking about default sculpting parameters.

Thu, Nov 7, 7:52 PM · BF Blender (2.82), Sculpt, Paint, Texture
Alberto Velázquez (dcvertice) added a comment to T71366: Default Sculpting Template changes.

Other thing, Default Layer Height, to 0.2 or 0.1

Thu, Nov 7, 3:34 PM · BF Blender (2.82), Sculpt, Paint, Texture
Alberto Velázquez (dcvertice) added a comment to T71366: Default Sculpting Template changes.

It's not the most common, is the most common if you work with characters. When you are working any thing, a terrain, a object,... and begin to sculpt you don't expect that the mirror is activated. It's an option prone to errors.

Thu, Nov 7, 3:11 PM · BF Blender (2.82), Sculpt, Paint, Texture

Wed, Nov 6

Alberto Velázquez (dcvertice) added a comment to D3203: Baking system overhaul: Move baking settings from render settings into BakePasses.

i think that bake jobs is the better option. in that jobs you indicate.

  • the lowpoly objects (maybe with collections or other)
  • The highpoly objects (with other collection)
  • The UV map
  • The Material Filter
  • The passes

And inside the passes

  • If the objects must to use multires to bake (not like now that you indicate it out)
  • if the objects must to bake only same name meshes

Probably the option to implement that is inside Image editor or a new editor. I know that it's strange tell that, but I don't see why bake must be inside properties of an object.

IMHO baking is complex enough that it doesn't lend itself well to traditional UI design. I wrote an addon called Meltdown (no longer maintained) that tried this, but to achieve the flexibility I needed from the baking system as an artist, the UI had to be extremely complex and arcane. I wasn't very happy with that.
But baking could be a perfect fit for nodes.
Each nodegraph would constitute a job to be completed together and specify however many source, cage and target meshes or collections, and however many passes, material overrides and outputs the user desires.
Bake graphs could then be fired from the traditional Render panel, or straight from the node editor.
This would maximize flexibility while eliminating UI clutter from arcane and rarely needed functionality.
In fact, someone over on Blenderartists has created a node-based baking UI over here:
https://blenderartists.org/t/addon-bake-wrangler-b0-6-node-based-baking-tool-set-updated/1187732
While this addon is extremely incomplete, it's very promising and looks like a good place to start.

Wed, Nov 6, 4:37 PM · Render & Cycles

Tue, Nov 5

Alberto Velázquez (dcvertice) added a comment to T71366: Default Sculpting Template changes.

Also mirror off by default.

Tue, Nov 5, 11:31 PM · BF Blender (2.82), Sculpt, Paint, Texture
Alberto Velázquez (dcvertice) added a comment to D3203: Baking system overhaul: Move baking settings from render settings into BakePasses.

Note that the patch already will bake the passes on all selected objects.
As for the argument of having the same passes on a lot of objects - hm, yeah, I can see why that would be useful. I'm not sure how to do this properly - it would be possible to add an option for "use the bake passes of the currently active object for all selected objects", but that's starting to drift back into the obscure unintuitive workflow that we have right now. Maybe add an option in the Input panel for "Bake *To* Collection"?

Tue, Nov 5, 11:13 PM · Render & Cycles
Alberto Velázquez (dcvertice) added a comment to D3203: Baking system overhaul: Move baking settings from render settings into BakePasses.

It's a good first step to improve the bake system. Anyway, I think that the main problem of the actual implementation of baking is that it is by object. It's is a error, because we don't need bake only one object, I need to bake 10-20 objects that use same materials but they are different objects. Because other way I'm obligated to use a proxy object to bake. Similar problems if I'm baking a lightmap ¿How we bake a lightmap? joining all objects in one? it's not practical.
So, the base of the system must be not ligated to the object. The bake must be separate "nodes" that make reference to what objects must to bake (with a list of objects, a collection or maybe materials) and made all this process automatic. And must to allow that objects will bake only with same name objects, or maybe other solution, to avoid problems baking.
Other problem of the actual system, not this patch, is that the system apply the border dilation in each bake, not at the end of the bake. It make taht the dilation can overwrite other islands pixels, depending of the baking order.

That doesn't make any sense. Yes, we should be able to bake multiple objects at once, without manually clicking bake on each, but the setup of all the baking needs to be individual per object depending on materials and UVs.

that dont have any sense. if I want to bake the same AO map in 500 objects I must to configure in each object all the passes, options and file path?

Depends on workflow. If you are baking let's say GI from Cycles for Eevee then it needs separate workflow, but if you are baking PBR map sets for game engines, then yes. Generally speaking, the problem right now is that these two very different workflows are mixed into one tool.

Tue, Nov 5, 11:08 PM · Render & Cycles
Alberto Velázquez (dcvertice) added a comment to D3203: Baking system overhaul: Move baking settings from render settings into BakePasses.

It's a good first step to improve the bake system. Anyway, I think that the main problem of the actual implementation of baking is that it is by object. It's is a error, because we don't need bake only one object, I need to bake 10-20 objects that use same materials but they are different objects. Because other way I'm obligated to use a proxy object to bake. Similar problems if I'm baking a lightmap ¿How we bake a lightmap? joining all objects in one? it's not practical.
So, the base of the system must be not ligated to the object. The bake must be separate "nodes" that make reference to what objects must to bake (with a list of objects, a collection or maybe materials) and made all this process automatic. And must to allow that objects will bake only with same name objects, or maybe other solution, to avoid problems baking.
Other problem of the actual system, not this patch, is that the system apply the border dilation in each bake, not at the end of the bake. It make taht the dilation can overwrite other islands pixels, depending of the baking order.

That doesn't make any sense. Yes, we should be able to bake multiple objects at once, without manually clicking bake on each, but the setup of all the baking needs to be individual per object depending on materials and UVs.

Tue, Nov 5, 8:47 PM · Render & Cycles
Alberto Velázquez (dcvertice) added a comment to D3203: Baking system overhaul: Move baking settings from render settings into BakePasses.

It's a good first step to improve the bake system. Anyway, I think that the main problem of the actual implementation of baking is that it is by object. It's is a error, because we don't need bake only one object, I need to bake 10-20 objects that use same materials but they are different objects. Because other way I'm obligated to use a proxy object to bake. Similar problems if I'm baking a lightmap ¿How we bake a lightmap? joining all objects in one? it's not practical.

Tue, Nov 5, 12:20 AM · Render & Cycles

Tue, Oct 29

Alberto Velázquez (dcvertice) added a comment to T70432: Workbench animation renders are extremely slow (2.79: <25m, 2.80: 6-8 hours).

It is not better allow a RGB8 to make faster renders? The render that user ask is not important the quality, only needs a preview.

Tue, Oct 29, 7:56 PM · GPU / Viewport, BF Blender, Performance

Mon, Oct 28

Alberto Velázquez (dcvertice) added a comment to T69992: Shortcuts for Tools (design task).

Those modes don't especially need this. This doesn't mean it doesn't work well, just that it's not needed in these modes.

Mon, Oct 28, 9:51 PM · User Interface, BF Blender
Alberto Velázquez (dcvertice) added a comment to T69992: Shortcuts for Tools (design task).

It won't work well with paint vertex, sculpt, Uvs,... Also It have few sense, if the user wants active tools he don't need modal shortcuts. If the user uses modal shortcuts he won't need active tools. Also if the user is advanced he will know to change the shortcut of a active tool.

Mon, Oct 28, 7:27 PM · User Interface, BF Blender
Alberto Velázquez (dcvertice) added a comment to T70432: Workbench animation renders are extremely slow (2.79: <25m, 2.80: 6-8 hours).

HAve you tried the option inside viewport->view>vierport render animation

Mon, Oct 28, 6:22 PM · GPU / Viewport, BF Blender, Performance

Fri, Oct 25

Alberto Velázquez (dcvertice) created T71094: Anchored and DragDot brushes paint continuously.
Fri, Oct 25, 1:00 PM · BF Blender

Wed, Oct 23

Alberto Velázquez (dcvertice) added a comment to T69887: Report statistics for all on-screen geometry.

Yes, it must be by default. Few days ago I had the bad experience of don't take this in account and that my project with good polycount was out of specs only when I export the meshes...

Wed, Oct 23, 11:43 PM · User Interface

Tue, Oct 22

Alberto Velázquez (dcvertice) created T71020: Polycount stats ignore instances.
Tue, Oct 22, 5:10 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T70992: Blender2.81 fail to edit multiple Objects UVs.

Tested last build in webpage, it's not solved.

Tue, Oct 22, 3:32 PM · Modeling, BF Blender
Alberto Velázquez (dcvertice) added a comment to T70992: Blender2.81 fail to edit multiple Objects UVs.

After some work I have seen the bugs other times and I discover that if a edit a UV, with unwrap or smart UV Project I don't see any change in the UV editor. But If I save the file and open in 2.80 the UV are edited in 2.80. So the problem appear to be that Blender don't update the UV editor.

Tue, Oct 22, 10:05 AM · Modeling, BF Blender

Mon, Oct 21

Alberto Velázquez (dcvertice) added a comment to T70994: When edit UVs in mutiple objects you can't switch between UVs.

It is that, moving between uv layers.

Mon, Oct 21, 9:13 PM · BF Blender
Alberto Velázquez (dcvertice) created T70994: When edit UVs in mutiple objects you can't switch between UVs.
Mon, Oct 21, 4:18 PM · BF Blender
Alberto Velázquez (dcvertice) created T70992: Blender2.81 fail to edit multiple Objects UVs.
Mon, Oct 21, 4:14 PM · Modeling, BF Blender

Oct 17 2019

Alberto Velázquez (dcvertice) added a comment to T58191: Subdivision Surface modifier performance issues.

Could be this task change to high priority? actually any workflow that implies subdivision is nearly dead.

Oct 17 2019, 11:40 AM · BF Blender, Modifiers

Oct 16 2019

Alberto Velázquez (dcvertice) added a comment to T70826: Subdivision modifier slower than Blender2.79 non-OpenSubDiv in edit mode.

@Sergey Sharybin (sergey) I have two CPUs, intel i7 4790 and amd ryzen 3700x, videos recorded in the Ryzen. I can also test it in other intel i7 and a old quad core.

Oct 16 2019, 6:15 PM · BF Blender

Oct 15 2019

Alberto Velázquez (dcvertice) added a comment to T70816: Multiresolution subdivide bug.

Can confirm. (wonder why this hasnt been reported before...)
T58473 might be related.
@Sergey Sharybin (sergey), @Brecht Van Lommel (brecht): would you consider this a High priority?

Oct 15 2019, 1:33 PM · Modifiers, Sculpt, Paint, Texture, BF Blender
Alberto Velázquez (dcvertice) updated the task description for T70826: Subdivision modifier slower than Blender2.79 non-OpenSubDiv in edit mode.
Oct 15 2019, 12:51 AM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T70826: Subdivision modifier slower than Blender2.79 non-OpenSubDiv in edit mode.

Side effects of the actual subdivision.

Oct 15 2019, 12:49 AM · BF Blender
Alberto Velázquez (dcvertice) created T70826: Subdivision modifier slower than Blender2.79 non-OpenSubDiv in edit mode.
Oct 15 2019, 12:47 AM · BF Blender

Oct 14 2019

Alberto Velázquez (dcvertice) added a comment to T70816: Multiresolution subdivide bug.

I can confirm this bug, I wanted to report few days ago.

Oct 14 2019, 7:26 PM · Modifiers, Sculpt, Paint, Texture, BF Blender

Oct 11 2019

Alberto Velázquez (dcvertice) created T70729: Multi-object edit UV not transform all meshes.
Oct 11 2019, 11:49 AM · BF Blender

Oct 4 2019

Alberto Velázquez (dcvertice) added a comment to T68888: Mesh support for n-gons with holes.

I think that it's not really necessary. The few users that ask for this is only because they don't have any way to work with nurbs surfaces and they are searching a way to avoid this limitation. From my perspective, although somewhat useful this, its real usefulness would be minimal compared to everything that would imply in the modeling. But taking into account that you can easily avoid the problem today.

Oct 4 2019, 11:40 PM · Modeling, BF Blender
Alberto Velázquez (dcvertice) added a comment to T70536: Load 2.80 Settings.

I reported similar problem here

Oct 4 2019, 11:29 PM · BF Blender

Oct 2 2019

Alberto Velázquez (dcvertice) added a comment to T70432: Workbench animation renders are extremely slow (2.79: <25m, 2.80: 6-8 hours).

After try the test scene that user provide the problem is clear. In 2.79 when you render the same scene at 4k with OpenGL it is near to realtime But when you render with 2.80 and workbench, that must to be the replace to OpenGL render, at same resolution it go really slow. Also the editor doesn't respond to user interact at same speed like 2.79 render.

Oct 2 2019, 8:46 PM · GPU / Viewport, BF Blender, Performance

Oct 1 2019

Alberto Velázquez (dcvertice) added a comment to T70412: Brushes Storage.

One of the problems that I see in the brush system is that when you have hundreds of brushes, you must to fight with this textures in any context. Making the use of the texture field menu difficult in simple projects.

Oct 1 2019, 10:18 PM · BF Blender (2.82), User Interface
Alberto Velázquez (dcvertice) awarded T70412: Brushes Storage a Love token.
Oct 1 2019, 10:12 PM · BF Blender (2.82), User Interface

Sep 30 2019

Alberto Velázquez (dcvertice) added a comment to T70358: Poor performance with QuadriFlow on high density meshes, eats RAM, and refuses to cancel when pressing Esc.

I don't see why don't use the face counts when Zremesher uses face count by default.

Sep 30 2019, 11:34 PM · Performance, Sculpt, Paint, Texture, BF Blender
Alberto Velázquez (dcvertice) added a comment to T70358: Poor performance with QuadriFlow on high density meshes, eats RAM, and refuses to cancel when pressing Esc.

Like an artist I vote for face count, is the first thing that I do every time.

Sep 30 2019, 9:31 PM · Performance, Sculpt, Paint, Texture, BF Blender

Sep 25 2019

Alberto Velázquez (dcvertice) added a comment to T69639: Bevel Tool doesn't respect the scale of the units of the scene.

The problem is really clear if you try what I show you, see the bevel value in the STATUS BAR and compare with the value in the REDO PANEL, are not the same.

Sep 25 2019, 9:15 PM · BF Blender
Alberto Velázquez (dcvertice) updated the task description for T69639: Bevel Tool doesn't respect the scale of the units of the scene.
Sep 25 2019, 9:04 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69639: Bevel Tool doesn't respect the scale of the units of the scene.

Let's see, if that's what I'm telling you, it doesn't apply the multiplier to the operation information.

Sep 25 2019, 8:49 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69639: Bevel Tool doesn't respect the scale of the units of the scene.

how could not be a problem than a bevel of 32,7cm in the info bar give me a bevel of 0,32cm in the real scene? Both have to show 0,327cm, the correct value

Sep 25 2019, 8:35 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69639: Bevel Tool doesn't respect the scale of the units of the scene.

In units

Sep 25 2019, 8:27 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69639: Bevel Tool doesn't respect the scale of the units of the scene.

It have the units, meters by default, after the width, offset and depth modes.

Sep 25 2019, 7:18 PM · BF Blender
Alberto Velázquez (dcvertice) updated the task description for T70226: Blender crash when try to edit a mesh in devlook.
Sep 25 2019, 8:50 AM · BF Blender
Alberto Velázquez (dcvertice) updated the task description for T70226: Blender crash when try to edit a mesh in devlook.
Sep 25 2019, 8:49 AM · BF Blender
Alberto Velázquez (dcvertice) created T70226: Blender crash when try to edit a mesh in devlook.
Sep 25 2019, 8:48 AM · BF Blender

Sep 20 2019

Alberto Velázquez (dcvertice) added a comment to T70102: Mask Extract bad solution.

Please prepare the file a bit better next time, I don't quite understand why the file is in the image editor when I need to see the 3d view to see the bug.

Sep 20 2019, 1:40 PM · Sculpt, Paint, Texture, BF Blender
Alberto Velázquez (dcvertice) added a comment to T70102: Mask Extract bad solution.

Please provide more information on how to reproduce the bug. I have no idea what I'm supposed to do in that file. Also make a screenshot that shows what's wrong.
Not sure if it is important for this bug, but there seem to be missing textures in this file. Please pack any textures into the file.

Sep 20 2019, 11:09 AM · Sculpt, Paint, Texture, BF Blender
Alberto Velázquez (dcvertice) updated the task description for T70102: Mask Extract bad solution.
Sep 20 2019, 11:08 AM · Sculpt, Paint, Texture, BF Blender
Alberto Velázquez (dcvertice) created T70102: Mask Extract bad solution.
Sep 20 2019, 9:55 AM · Sculpt, Paint, Texture, BF Blender

Sep 17 2019

Alberto Velázquez (dcvertice) added a comment to T69550: 3D Cursor tool todo.

in adition to this, I want to propose make a optional "Auto 3d Cursor" mode that change the pivot point automatically to 3d cursor until the user change selection? For example, without the option activated, blender keeps the classic behavior. With the option enabled:

Sep 17 2019, 11:01 PM · BF Blender: 2.8, User Interface, Code Quest

Sep 16 2019

Alberto Velázquez (dcvertice) added a comment to T69934: Walk navigation don't use units from scene.

I will try to explain better.

Sep 16 2019, 7:41 PM · User Interface, BF Blender
Alberto Velázquez (dcvertice) created T69934: Walk navigation don't use units from scene.
Sep 16 2019, 10:29 AM · User Interface, BF Blender
Alberto Velázquez (dcvertice) added a comment to T69933: Blender 2.81 doesn't import 2.80 settings.

Same happens with quick favorites

Sep 16 2019, 10:25 AM · BF Blender
Alberto Velázquez (dcvertice) created T69933: Blender 2.81 doesn't import 2.80 settings.
Sep 16 2019, 9:51 AM · BF Blender

Sep 9 2019

Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

The bug is about that

Sep 9 2019, 12:09 PM · BF Blender

Sep 8 2019

Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

Ok, the problem running blender appear to be "solved".

Sep 8 2019, 11:26 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

Other thing. I have deleted all my config of 2.81, the problem running blender doesn't happen in 30 tests. I put the config that I upload before, first time, first problem. SO I think that the problem is clearly my preferences/addons.

Sep 8 2019, 11:12 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

Drivers tested
430.64 - Same problem - I had this the last 5 months without problems until 2.81 with file browser
436.15 - Same problem - Newest drivers from nvidia website
431.86 - Same problem - Latest Studio driver
417.22 - Same problem - Oldest drivers that I can download from nvidia website

Sep 8 2019, 11:09 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

No, I understand. Could be a problem with drivers... but in that case it's a problem with drivers only with the 2.81 since the file browser branch was merged and that only happens with the filebrowser editor.

Sep 8 2019, 10:21 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

The part of the slow opening of blender happens also with 2.80

Sep 8 2019, 8:25 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

@Julian Eisel (Severin) I have created a video to show the problem of the change of the secondary window to the file browser, but instead of that I pick other bugs with the last windows 64 builds (I made 20 minutes ago)

Sep 8 2019, 8:24 PM · BF Blender
Alberto Velázquez (dcvertice) created T69639: Bevel Tool doesn't respect the scale of the units of the scene.
Sep 8 2019, 5:37 PM · BF Blender
Alberto Velázquez (dcvertice) created T69638: Inconsistent modal operator text [header vs. status bar].
Sep 8 2019, 5:34 PM · User Interface, BF Blender

Sep 5 2019

Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

The problem with freeze blender is happening to me with daily builds to open a simple image in a material or import a obj.

Sep 5 2019, 8:12 PM · BF Blender

Sep 4 2019

Alberto Velázquez (dcvertice) added a comment to T68312: LookDev & Eevee Preview.
Sep 4 2019, 8:34 PM · User Interface, BF Blender
Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

I can tell that i tried the branch days before an always found that problems when i tried to open the file browser. For that reason I was surprised when I see the branch merged

Sep 4 2019, 7:56 AM · BF Blender

Sep 3 2019

Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

Here you have the file that show the problem every time

Sep 3 2019, 10:37 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

I go to see how to replicate the problem.

Sep 3 2019, 10:30 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

Also the perfomance when I move the windows of the filebrowser is really bad

Sep 3 2019, 10:28 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T69456: File Browser blocks and use secondary windows instead of create a new one.

Freeze the blender app 10-20 seconds

Sep 3 2019, 10:16 PM · BF Blender
Alberto Velázquez (dcvertice) created T69456: File Browser blocks and use secondary windows instead of create a new one.
Sep 3 2019, 9:49 PM · BF Blender

Sep 1 2019

Alberto Velázquez (dcvertice) awarded T68886: Performance issues for edit mode and highpoly meshes a Love token.
Sep 1 2019, 5:41 PM · Modeling, BF Blender

Aug 29 2019

Alberto Velázquez (dcvertice) added a comment to D2897: Normal Editing Tools - GSoC 2017.

Time to close this, afaik everything has been merged in master last year?

Aug 29 2019, 1:05 PM

Aug 27 2019

Alberto Velázquez (dcvertice) added a comment to T52668: Proposal: Replace background images with Image Empties in 2.8x.

Will be a great addition to the actual system

Aug 27 2019, 8:18 PM · User Interface, BF Blender: 2.8

Aug 21 2019

Alberto Velázquez (dcvertice) added a comment to T68970: Slower response of Blender due to click event in "left click" keymap..

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.

Aug 21 2019, 8:03 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T68970: Slower response of Blender due to click event in "left click" keymap..

Please leave reopening and triaging reports to developers. This is better as a discussion on devtalk, it's not a bug.

Aug 21 2019, 7:34 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T68970: Slower response of Blender due to click event in "left click" keymap..

Let's see, it's not a down-side, it's a huge mistake.

Aug 21 2019, 7:32 PM · BF Blender
Christophe (StroBlend) awarded T68970: Slower response of Blender due to click event in "left click" keymap. a Love token.
Aug 21 2019, 7:05 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T68970: Slower response of Blender due to click event in "left click" keymap..

I do not know, imagine that when you are programming all the pulsations have 200ms more lag and that if you write fast you lose 1 out of every 3 pulsations.

Aug 21 2019, 6:38 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T68970: Slower response of Blender due to click event in "left click" keymap..

Is it a joke? Seriously.

Aug 21 2019, 6:31 PM · BF Blender
Alberto Velázquez (dcvertice) created T68970: Slower response of Blender due to click event in "left click" keymap..
Aug 21 2019, 2:30 PM · BF Blender

Aug 14 2019

Alberto Velázquez (dcvertice) added a comment to T65965: Checkboxes alignment tweaks.

Just for completeness, my own (unpopular) opinion on this checkbox alignment issue is to treat checkboxes more like other items. Think of them like toggle buttons we already use all over. Or consider them like sliders with only two positions. The alignment issue goes away, they become all more consistent, and the hit area is much larger:

Aug 14 2019, 11:43 PM · BF Blender, User Interface
Alberto Velázquez (dcvertice) added a comment to T65965: Checkboxes alignment tweaks.

Maybe I'm wrong. But commenting

Aug 14 2019, 10:04 PM · BF Blender, User Interface
Alberto Velázquez (dcvertice) added a comment to T65965: Checkboxes alignment tweaks.

I want to remember this proposal in RCS with a lot of community support

Aug 14 2019, 8:04 PM · BF Blender, User Interface

Apr 30 2019

Alberto Velázquez (dcvertice) added a comment to T63516: Move tool settings bar to editors.

I want to remember this problem that blender actually have if the user move the N-shelf to the left. The panel is place at right of T-shelf, making hard to use it.

Apr 30 2019, 11:34 AM · User Interface, BF Blender

Apr 29 2019

Alberto Velázquez (dcvertice) added a comment to rB17a4decfea75: UI: top-bar reorganization.

I like the solution of a dinamic UI. I never supported it because I though taht could be a problem to implement.

Apr 29 2019, 5:03 PM
Alberto Velázquez (dcvertice) awarded rB17a4decfea75: UI: top-bar reorganization a Love token.
Apr 29 2019, 5:03 PM

Apr 28 2019

Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

For users of Active Tools the pivot, snap, orientation,... are part of the configuration of the active tool.

For all users, these settings are fundamentals. They are not just used by active tools. They are used by all tools.

Apr 28 2019, 12:36 PM · User Interface
Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

This is getting confuse to me.
Anyway the only thing this patch does is moving the topbar to inside the viewport, nothing is really changed from a usage point of view, only that if there are multiple editors with multiple active tools, now each region have its own topbar and even if you hide it you still have access to the same settings in the N-panel isn't that?.

Apr 28 2019, 10:23 AM · User Interface
Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

Why would we hide the tools we need? this doesn't make sense.

Apr 28 2019, 4:36 AM · User Interface

Apr 27 2019

Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

I think my argument is clear. Why can't an active tools user see his tool options in the same bar as other users? Why don't we hide the tools that you and me need in the n-shelf and keep the header only for active tool users?

Apr 27 2019, 11:33 PM · User Interface

Apr 26 2019

Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

This patch only listens claims and needs of users of modal tools. The users of active tools are relegated, ignored and separated, in one way or another, from the rest of the tool options and users. It is not taking into account their point of view or their future user experience, because currently this user is almost non-existent.

Apr 26 2019, 12:21 PM · User Interface
Alberto Velázquez (dcvertice) added a comment to rB9573bf432c4b: UI: move top-bar into the spaces header.

In edit mode the upper-right corner kinda looks like a train wreck now:


All these different interaction points in different sizes and shapes, and that super-prominent "Options" menu which suggests it's going to contain every "option" for the 3dview. Combined with the loss of the "Overlays" and "Shading" words in the header means the true 3dview options are lost among everything else.

Multiple changes are planned here: D4721

Apr 26 2019, 11:31 AM

Apr 23 2019

Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.
Apr 23 2019, 11:52 AM · User Interface

Apr 19 2019

Alberto Velázquez (dcvertice) added a comment to D4680: Move topbar to 3D viewport editor.

In reality I only ask or support to invert the positions of editor type and object interaction mode. Interaction mode in the Tool Header and Editor Type in menu header.

Apr 19 2019, 3:24 PM

Apr 18 2019

Alberto Velázquez (dcvertice) added a comment to D4680: Move topbar to 3D viewport editor.

@Alberto Velázquez (dcvertice) , I probably misread your comment.
But try to redo your mockup with 3D Cursor using an orientation set to View.
And tell me that is not confusing to have 2 orientation that have nothing in common next to each other.
Mixing things just because these buttons are the ones you use the most, does not make an UI simple to apprehend.
2.80 has now a setting per line with things ordered into subpanels in panels.
But Topbar would be a mess of things that are not affecting same tools.

Apr 18 2019, 10:28 PM
Alberto Velázquez (dcvertice) added a comment to D4680: Move topbar to 3D viewport editor.

Yes. And how many default screens are hiding things to new user since that time ? none.
You said that proposal is fine. I disagree.
To get rid of such topbar, user have to know lots of shortcuts for orientation snapping, mode switching but enougho to ignore active tools.
It will not close it.
To get rid of header, he needs to know what is into menus.
So customizing such proposal is just available to intermediate and advanced users.
On the other hand, keeping topbar just for active tool (as it was until now), allows fresh users that began under 2.79b to ignore active tools.

Apr 18 2019, 8:41 PM