I remember that I tried that as well. Anyway, it still does not show up in Maya 2017 and 2018. Funny enough, I tried it in 3ds max 2019 and there they are.
Thu, Aug 1
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Apr 26 2019
Sorry for being unclear. I meant the Toolbar and Sidebar and according to the menu entry, they are assigned to CTRL [ and CTRL ] which don´t work on my German keyboard layout.
Apr 25 2019
It seems the buildbot didn't updated. I've downloaded a new build and it's still the same :( .
I didn´t mean the Add menu itself, I meant the search item in the add menu in the node editor. This is the way it is in Nuke, Maya etc. You hit TAB and directly type in what you are looking for.
Anyway, if that is not possible, and since shift+A is still used for the add menu in the node editor, wouldn´t it be more consistent to have shift+A for the add menu in the 3d view as well?
Hey William, this is a lot better now especially with the middle mouse button.
One small issue though. If you want to move the object by 5 units in X, you have to click MMB once, move the mouse slightly then hit X, then 5 and enter.
Would it be possible to not move the mouse slightly or would it interfere with something else?
Apr 15 2019
Apr 14 2019
Ok, I can map Operator Search to Tab and then Quick Favourites to perhaps Ctrl-RMB, although that could be an issue to do on some laptops.
Currently though, I use Ctrl/Cmd-F for Find/Search and Tab for Quick Favourites, which does work well, even on one-button trackpads. If I can think of a better solution to Quick Favourites, I will go ahead.
Shift-Tab may be ok, although I wonder if it’s better to make Quick Favourites quicker than Search? Once you have your Quick Favorites set up, wouldn’t you prefer to make that the easier one to execute?
Apr 3 2019
Mar 31 2019
Of the top of my head I would say Ctrl or Shift+Tab could work or maybe even Ctrl+RMB?
It does get quite complicated since I wouldn´t want it to collide too much with addons like the Node Wrangler either.
Any chance we can get Tab for direct search in all of the node editors? I know it will conflict with node groups but maybe we can find something else for that. Maya, Nuke and I believe Houdini use it as well.
Feb 6 2019
Jan 29 2019
I created one here https://developer.blender.org/T60977
Jan 28 2019
Could someone test this again in Maya?
I dont seem to get any vertex color info into Maya here even though re importing the abc back into blender does work.
Tested it myself here using the daily builds of blender 2.8, official 2.79 and daily 2.79.
Nov 28 2018
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Nov 18 2017
@Lukas Stockner (lukasstockner97) What you said sounds good and user-friendly for artists if I understand correctly. Something like the following image is how I'd imagine a nice layout to work, does this match with what you are saying?
The idea being that a folder with a dump-truck full of images is selected by the user and then the underlying code produces something like the following result in the node editor...
Nov 17 2017
Does it require a complete sequence?
Not all channels always start at 1001 and sometimes not all tiles are exported.
What would be the default color for those missing tiles? A user definable color would be welcome.
Aug 16 2017
When you switch from Multiscatter GGX to GGX, you will see a Transmission Roughness Parameter beeing added which should be Input Number 16.
Aug 9 2017
Not sure what "none" used to do in the original filmic config but "base contrast" as default makes more sense.
+1 for filmic as default in general :)
Jul 11 2017
I did say that it´s not really a bug and there is a small blend file included.
Jul 10 2017
Try removing the display driver with Display Driver Uninstaller and install just the display driver without any extras. Worked for me.
Jun 27 2017
The file renders fine here on CPU as well as GPU with F12 and in the viewport.
Jun 26 2017
I have had the same issue with GPU rendering but with a GTX 1070. Although the whole setup was not even a year old, the only thing that helped was to cleanly remove the driver with Display Driver Uninstaller and reinstall. Runs like butter now.