Tue, May 4
I will ask if they are OK with it.
The code works in the sense that the value is now properly clamped. However, the mesh in the viewport isn't updated for this yet. This means there needs to be some tagging and/or notification. This can be handled by the RNA system by simply adding this line to the slider_min/max properties:
I was being dumb 🥲🥲🥲
The code LGTM, but I would like to get feedback from @Daniel Martinez Lara (pepeland) to be sure we keep artistic feeling.
I talked to Julien over chat and he was fine with the updated tooltip. (latest commit). I'm removing him from the reviewers to prevent this from being committed with a pending approval.
- fix Material Assign node changing original data
Improve Linked Library Tooltip
OK, I see. Though, at least an error message or some kind of info to the user would make it seem less like a bug. Right now it does import something and shows up as a transparent strip!
Abandon in favor of D11109
Thanks for the report
Stack trace: nvoglv64.dll :0x00007FFF85F896B0 DrvPresentBuffers nvoglv64.dll :0x00007FFF85E5F4E8 Symbols not available
From the stack trace
I have always used parent, "bone relative" without problems in blender 2.79 and prior
If I in 2.8 and above I use instead - parent "bone" (without "relative") I haven't had that issue with the offset in meshes.
Could be "bone relative" be automatically converted to "bone" before exporting to .fbx ?
This is still an issue in 2.93 beta. Even the slightest bit of transparency and the mask/face set disappears.
Ha, studio had the same thing in T87489: Text Data-Blocks get deleted on Recursive Purge it seems, and that just got fixed :)
So will merge these reports (feel free to comment again if this is a misunderstanding)
This report does not contain all the requested information, which is required for us to investigate the issue.
No problem. The attached .obj has two double sided Tris. In total 4 Tris. Import results in only 2 Tris.
Cannot reproduce here.
More back and forth :) This time on the descriptions.
- CLAMP_MIN and CLAMP_MAX used instead of if check to clamp the value
Works great for the propagation of materials for instances that are made real!
- Merge branch 'master' into temp-geometry-nodes-materials
Could you share the .FBX as well?
Task superseded by T87836: Cycles X - GPU Performance.