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michael campbell (3di)
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User Since
Jan 13 2019, 6:00 AM (111 w, 5 d)

Recent Activity

Today

michael campbell (3di) created T86294: Group parameters marked as hidden, still appear in the properties panel's material section..
Fri, Mar 5, 12:12 AM · BF Blender

Tue, Mar 2

michael campbell (3di) added a comment to T86092: EEVEE renders black when no normal NODES connected to mix node --> normal input..

Oh actually, although it's no longer black in 2.93, the geometry normals are lost if there is nothing plugged into the normal inputs. So above workaround still needed for now.

Tue, Mar 2, 4:07 AM · EEVEE & Viewport, BF Blender

Mon, Mar 1

michael campbell (3di) added a comment to T86126: box selecting an item doesn't update the properties panel, only single click selecting..

👍

Mon, Mar 1, 2:25 PM · User Interface, BF Blender
michael campbell (3di) added a comment to T86126: box selecting an item doesn't update the properties panel, only single click selecting..

it should set non of the selected object to active when selecting multiple, it should set one to active when selecting single (regardless of selection method)

Mon, Mar 1, 2:06 PM · User Interface, BF Blender
michael campbell (3di) added a comment to T86092: EEVEE renders black when no normal NODES connected to mix node --> normal input..

works in this one:

Mon, Mar 1, 1:47 PM · EEVEE & Viewport, BF Blender
michael campbell (3di) added a comment to T86092: EEVEE renders black when no normal NODES connected to mix node --> normal input..

Mon, Mar 1, 1:45 PM · EEVEE & Viewport, BF Blender
michael campbell (3di) added a comment to T86092: EEVEE renders black when no normal NODES connected to mix node --> normal input..

I did actually get it to work with the below node setup, but it seems to have been resolved in last nights daily build.

Mon, Mar 1, 1:43 PM · EEVEE & Viewport, BF Blender
michael campbell (3di) created T86126: box selecting an item doesn't update the properties panel, only single click selecting..
Mon, Mar 1, 1:23 PM · User Interface, BF Blender

Sun, Feb 28

michael campbell (3di) updated the task description for T86092: EEVEE renders black when no normal NODES connected to mix node --> normal input..
Sun, Feb 28, 5:13 PM · EEVEE & Viewport, BF Blender
michael campbell (3di) updated the task description for T86092: EEVEE renders black when no normal NODES connected to mix node --> normal input..
Sun, Feb 28, 5:13 PM · EEVEE & Viewport, BF Blender
michael campbell (3di) created T86092: EEVEE renders black when no normal NODES connected to mix node --> normal input..
Sun, Feb 28, 4:46 PM · EEVEE & Viewport, BF Blender

Thu, Feb 25

michael campbell (3di) closed T86001: group parameters front end input not slidable. as Invalid.

I was dragging from a value instead of a slider. 😁

Thu, Feb 25, 11:41 PM · BF Blender
michael campbell (3di) updated the task description for T86001: group parameters front end input not slidable..
Thu, Feb 25, 11:39 PM · BF Blender
michael campbell (3di) created T86001: group parameters front end input not slidable..
Thu, Feb 25, 11:38 PM · BF Blender
michael campbell (3di) created T86000: group parameters front end input not slidable..
Thu, Feb 25, 11:37 PM · BF Blender

Fri, Feb 19

michael campbell (3di) added a comment to T85795: cycles: after changing active camera during viewport rendering, the renderer must be restarted for material changes to take effect..

Fri, Feb 19, 6:16 PM · BF Blender
michael campbell (3di) renamed T85795: cycles: after changing active camera during viewport rendering, the renderer must be restarted for material changes to take effect. from after changing active camera during viewport rendering, the renderer must be restarted for material changes to take effect. to cycles: after changing active camera during viewport rendering, the renderer must be restarted for material changes to take effect..
Fri, Feb 19, 4:15 PM · BF Blender
michael campbell (3di) created T85795: cycles: after changing active camera during viewport rendering, the renderer must be restarted for material changes to take effect..
Fri, Feb 19, 4:15 PM · BF Blender

Jan 27 2021

michael campbell (3di) added a comment to T81183: Crash during rendering of animation.

No longer crashing. Great work, thanks.

Jan 27 2021, 3:03 AM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender
michael campbell (3di) added a comment to T37814: Artifacts in Cycles render for lowpoly models..

https://www.yiningkarlli.com/projects/shadowterminator/shadow_terminator_v1_1.pdf

Jan 27 2021, 1:44 AM · BF Blender

Jan 26 2021

michael campbell (3di) added a comment to T37814: Artifacts in Cycles render for lowpoly models..

Apple Seed might use the same method as Vray or Arnold/RS does.

Jan 26 2021, 7:43 PM · BF Blender
michael campbell (3di) added a comment to D10121: Geometry Nodes: New Sample Texture node..

@michael campbell (3di) That's really more of a question about the Point Distribute node than it is about this node. The current distribution algorithms have to loop through the mesh faces and determine the weights, but they will only scatter particles where the density is non-zero.

Jan 26 2021, 12:37 AM · Geometry Nodes

Jan 25 2021

michael campbell (3di) added a comment to D10121: Geometry Nodes: New Sample Texture node..

When using the old system to control particle placement/density with a texture, the particle calculation would take place for the entire mesh, and then the texture would be used as a mask to hide particles. This meant the operation was a lot more hardware intensive than it appeared. Particularly problematic for large landscapes for example, where you might have a small patch of trees, but you'd have to pump the particle count up to crazy high figures to get decent coverage on the small area.

Jan 25 2021, 8:44 PM · Geometry Nodes

Jan 21 2021

michael campbell (3di) added a comment to T37814: Artifacts in Cycles render for lowpoly models..

I think blender's implementation of appleseed's fix is nice, but it's still unusuable due to the additional artefacts it causes around the edges of objects.

Jan 21 2021, 12:02 PM · BF Blender

Dec 26 2020

michael campbell (3di) updated the task description for T84155: zooming in in the geometry node editor causes the view to zoom fully out when releasing the mouse (if the mouse has travelled beyond the editor (continuous grab)).
Dec 26 2020, 7:22 PM · BF Blender
michael campbell (3di) created T84155: zooming in in the geometry node editor causes the view to zoom fully out when releasing the mouse (if the mouse has travelled beyond the editor (continuous grab)).
Dec 26 2020, 7:21 PM · BF Blender

Dec 17 2020

michael campbell (3di) created T83872: unable to drag out new wires from nodes that are inside of a frame node..
Dec 17 2020, 12:46 AM · Nodes & Physics, BF Blender

Dec 16 2020

michael campbell (3di) added a comment to D9855: UI: Allow node editor wires to have alpha.

Dec 16 2020, 9:59 PM · User Interface
michael campbell (3di) added a comment to D9855: UI: Allow node editor wires to have alpha.

Dec 16 2020, 9:46 PM · User Interface

Dec 15 2020

michael campbell (3di) requested review of D9856: UI: Update community themes for node wire alpha.
Dec 15 2020, 12:33 AM · User Interface

Dec 14 2020

michael campbell (3di) requested review of D9855: UI: Allow node editor wires to have alpha.
Dec 14 2020, 11:50 PM · User Interface

Dec 12 2020

michael campbell (3di) added a comment to rBffd5e1e6acd2: Eevee: Use manual derivatives for better quality bump..

Perhaps it could use one iteration of the branch, and render one additional pixel for all borders, and then move the result in uv space instead of executing the node branch 3 times?

Dec 12 2020, 10:00 AM
michael campbell (3di) added a comment to T83624: Bump map node is doing something strange which is causing unusable viewport performance..

Perhaps it could use one iteration of the branch, and render one additional pixel for all borders, and then move the result in uv space instead of executing the node branch 3 times?

Dec 12 2020, 10:00 AM · BF Blender
michael campbell (3di) added a comment to T83624: Bump map node is doing something strange which is causing unusable viewport performance..

ignore that, I just realised it's not just a case of moving the screen pixels, it's a case of moving them along the surface of the object, and the out of view pixels arent there to be moved because it's a screenspace renderer.

Dec 12 2020, 9:24 AM · BF Blender
michael campbell (3di) added a comment to rBffd5e1e6acd2: Eevee: Use manual derivatives for better quality bump..
Dec 12 2020, 9:20 AM
michael campbell (3di) added a comment to T83624: Bump map node is doing something strange which is causing unusable viewport performance..

So it's duplicating and recalculating entire node branches just so it can add a 1 pixel offset in the x and y directions?

Dec 12 2020, 9:18 AM · BF Blender
michael campbell (3di) added a comment to T83624: Bump map node is doing something strange which is causing unusable viewport performance..

So let’s say you have one noise node, which gets duplicated twice because that’s what the bump nose needs apparently. For an individual pixel that’s being calculated, what is the difference between the output of the original tree, the second copy and the third copy?

Dec 12 2020, 7:25 AM · BF Blender
michael campbell (3di) added a comment to T83624: Bump map node is doing something strange which is causing unusable viewport performance..

Thanks. Why does it only triple the node tree if it’s connected to the bump and not the base colour?

Dec 12 2020, 12:34 AM · BF Blender

Dec 11 2020

michael campbell (3di) updated the task description for T83672: adding a new frame around existing frames in the node editor results in the nodes which were in the original frames being moved out of those frames into limbo.
Dec 11 2020, 4:45 PM · Nodes & Physics, BF Blender
michael campbell (3di) updated the task description for T83672: adding a new frame around existing frames in the node editor results in the nodes which were in the original frames being moved out of those frames into limbo.
Dec 11 2020, 4:45 PM · Nodes & Physics, BF Blender
michael campbell (3di) created T83672: adding a new frame around existing frames in the node editor results in the nodes which were in the original frames being moved out of those frames into limbo.
Dec 11 2020, 4:42 PM · Nodes & Physics, BF Blender
michael campbell (3di) added a comment to T83624: Bump map node is doing something strange which is causing unusable viewport performance..

hmm, but the 4 identical noise nodes will calculate at the same speed regardless of whether they're going to the bump node or the base colour, and in memory 4 noise nodes added together will still result in the same amount of pixel information as 1 noise node (both 4x the screen resolution internally). So with this in mind the bump node is receiving the same amount of data from 1 noise node as it is from 4 combined noise nodes, and therefore shouldn't be slower with 1 noise connected to it than it is with 4 noise nodes connected to it, because there are still 4 noise nodes being calculated in the entire shader regardless of whether 3 are going to the base colour and 1 to the bump, or 4 to the bump and 0 to the base colour.

Dec 11 2020, 3:05 PM · BF Blender
michael campbell (3di) added a comment to T83624: Bump map node is doing something strange which is causing unusable viewport performance..

Thanks. I can appreciate that the bump node may be 3 to 4 times slower than the colour slot, but why would it be slower with 4 noise nodes connected to it than it is with 1 noise node connected to it. Wouldn't the result of 4 combined noise nodes result in the same amount of data as 1 noise node?

Dec 11 2020, 2:09 PM · BF Blender

Dec 10 2020

michael campbell (3di) added a comment to T83624: Bump map node is doing something strange which is causing unusable viewport performance..

I still think there's something that doesn't make sense. It seems that the bump node is forcing all downstream nodes to recalculate each draw unnecessarily, at least that's the only reason I can think of for the below:

Dec 10 2020, 11:03 PM · BF Blender
michael campbell (3di) added a comment to T83624: Bump map node is doing something strange which is causing unusable viewport performance..

That's what I thought, but then:

Dec 10 2020, 9:53 PM · BF Blender
michael campbell (3di) created T83624: Bump map node is doing something strange which is causing unusable viewport performance..
Dec 10 2020, 12:20 PM · BF Blender

Dec 9 2020

michael campbell (3di) renamed T83599: noise texture node is outputting random min and max values dependant on settings instead of always being 0 - 1 from noise texture node is outputting from 0.280 - 0.735 instead of 0 to 1 to noise texture node is outputting random min and max values dependant on settings instead of always being 0 - 1.
Dec 9 2020, 5:17 PM · BF Blender
michael campbell (3di) updated the task description for T83599: noise texture node is outputting random min and max values dependant on settings instead of always being 0 - 1.
Dec 9 2020, 5:14 PM · BF Blender
michael campbell (3di) updated the task description for T83599: noise texture node is outputting random min and max values dependant on settings instead of always being 0 - 1.
Dec 9 2020, 5:12 PM · BF Blender
michael campbell (3di) updated the task description for T83599: noise texture node is outputting random min and max values dependant on settings instead of always being 0 - 1.
Dec 9 2020, 5:12 PM · BF Blender
michael campbell (3di) created T83599: noise texture node is outputting random min and max values dependant on settings instead of always being 0 - 1.
Dec 9 2020, 5:11 PM · BF Blender

Nov 27 2020

michael campbell (3di) awarded T77170: Mantaflow smoke preview will not update till domain settings are changed a Dislike token.
Nov 27 2020, 10:38 AM · BF Blender (2.93), Nodes & Physics

Nov 9 2020

michael campbell (3di) added a comment to T74967: Geometry Nodes Design.

I think it’s great that we can expose any parameter to the modifier stack front end. The current implementation of physically wiring a node’s input socket back to the group socket is going to lead to unnecessarily messy node trees though. A better solution would be to right click a socket and then from a context menu select “expose”. This would modify the look of the socket to indicate it’s exposed rather than sodomise the clarity of the tree with surplus to requirement wires. Check out Houdini VOPS to see what I mean.

Nov 9 2020, 7:57 PM · User Interface, BF Blender

Oct 27 2020

michael campbell (3di) added a comment to T74967: Geometry Nodes Design.

Generally the only upstream nodes that can break the tree are nodes that add or remove vertices, resulting in a change of vertex order, unless later nodes rely on selections/groups generated from attributes such as face angle etc. Thanks for the info 👍

Oct 27 2020, 11:24 PM · User Interface, BF Blender
michael campbell (3di) added a comment to T74967: Geometry Nodes Design.

Yes, the interactive viewport aspect is a bit clunky in the other software, but that's not because of it's ability to generate counterpart nodes on the fly, that's just because it's not as well designed as Blender's interactive modelling workflow, which is why utilising Blender's speedy interactive mode to generate the nodes is so important in my opinion. I'm not sure who the main driving force was behind Blender's modelling workflow/interaction design, but it's pure genius. Incidentally, the problem you're describing of a messy node graph when auto generating nodes, it did used to be a problem in the other software too until recently when it began to consolidate all non 'operator' operations into a single 'user edit' node (or some name of that ilk), or multiple user edit nodes separated by operator nodes if the user did some manual moving of vertices in between parameter driven operations.

Oct 27 2020, 9:55 PM · User Interface, BF Blender
michael campbell (3di) added a comment to T74967: Geometry Nodes Design.

Yep, any activity such as manually sliding vertices should be consolidated into a single 'user edit' node which are un-editable after the fact. I think knife project should be fine as a node, the node would just need to store viewport camera orientation, which would also be handy for manipulation after the fact, this would have no impact on the interctive use of the tool though, as the viewport camera orientation is already defined by the user rather than a parameter.

Oct 27 2020, 7:31 PM · User Interface, BF Blender
michael campbell (3di) added a comment to T74967: Geometry Nodes Design.

In fact this is what's so exciting about Blender implementing nodes, because Blender's interctive modelling is waaaaaaaay better than the competition, so the ability to work lightening fast AND be able to parametrically change the result of this, this'll set Blender above the competition (for modelling at least)

Oct 27 2020, 7:08 PM · User Interface, BF Blender
michael campbell (3di) added a comment to T74967: Geometry Nodes Design.

It's easy to miss trade-offs that come with a modeling system that has to support both procedural and interactive approaches. A good interactive tool does not necessarily make for a good procedural node, and vice versa. And just because you could define nodes for every tool and generate a resulting node graph, does not mean that node graph will end up being useful, rather than an unorganized mess. Or you might make the UX of a tool worse so that it can be generated as a procedural node.

There are systems that are really good at interactive modeling, at procedural modeling, and at interactive procedural modeling. But all 3 types of systems come with trade-offs. They are all useful in their own right for different use cases, but trying to build one that has to best of all worlds within a single workflow seems overambitious to me.

Oct 27 2020, 7:02 PM · User Interface, BF Blender
michael campbell (3di) added a comment to T74967: Geometry Nodes Design.

This is why it would be very important to have nodes generated also by the regular viewport workflow. You would end with the best of both worlds: you can go the nodes way, powerful as you want; or you can still go the 3d way, which would have a sort of realtime history in the form of a nodegraph. Together they'd make a hybrid approach where one can model and adjust the nodes back and forth.
Sorry for repeating myself.

I vote for this, this is very important.

Oct 27 2020, 5:21 PM · User Interface, BF Blender

Oct 26 2020

michael campbell (3di) added a comment to T74967: Geometry Nodes Design.

Will the current modifier stack become the user interface for the top level node of a node based modifier? So if you create a node based modifier, you can expose whatever enclosed parameters you want to the top level node, and those parameters will then be displayed as a new modifier in the modifier stack (as well as being shown in the shader editor's n panel)? And vice versa, if you add a modifier in the usual way, it will create a new modifier in the node editor, so that you can dive into it and make changes to it's functionality for example. Or do we still need to differentiate between edit mode and object mode?

Oct 26 2020, 9:11 AM · User Interface, BF Blender

Oct 24 2020

michael campbell (3di) created T82032: texture node editor is not outputting anything to the texture properties, image editor, or modifiers that use it (such as displace).
Oct 24 2020, 5:11 PM · BF Blender

Oct 22 2020

michael campbell (3di) added a comment to T81826: EEVEE motion blur causes immediate crash when rendering..

Seems to be fine now thanks. Bit of funky behaviour with the time remapping affecting the curve start and end mapping incorrectly, but i'll raise a different report for that if necessary.

Oct 22 2020, 2:40 AM · BF Blender

Oct 20 2020

michael campbell (3di) added a comment to D9107: UI: Remove Hard-coded Default Font Size.

has this created this bug?

Oct 20 2020, 3:51 AM · User Interface
michael campbell (3di) added a comment to T81757: Shaking strings displayed at View3D when blf.size is called from Python.

caused by this? https://developer.blender.org/D9107

Oct 20 2020, 3:51 AM · EEVEE & Viewport, BF Blender

Oct 19 2020

michael campbell (3di) updated the task description for T81826: EEVEE motion blur causes immediate crash when rendering..
Oct 19 2020, 7:22 AM · BF Blender
michael campbell (3di) created T81826: EEVEE motion blur causes immediate crash when rendering..
Oct 19 2020, 7:13 AM · BF Blender

Oct 18 2020

michael campbell (3di) added a comment to T79898: Bevel clamp overlap incorrect with percentage.

Cool, perhaps bevel width could be done based on the visual representation of vertex weight falloff on the face. 0.5 would always be halfway towards the nearest vertex for example. Would probably need edge weight too though for that to work on long edges.

Oct 18 2020, 11:07 PM · Modeling, BF Blender

Oct 16 2020

michael campbell (3di) closed T81754: addongs that use blf to draw text causes blenders statistics and text info overlays to jump about erratically when moving the mouse of ui elements or changing workspace after resizing font as Invalid.

https://developer.blender.org/T81757

Oct 16 2020, 8:24 PM · BF Blender
michael campbell (3di) created T81754: addongs that use blf to draw text causes blenders statistics and text info overlays to jump about erratically when moving the mouse of ui elements or changing workspace after resizing font.
Oct 16 2020, 5:26 AM · BF Blender

Oct 15 2020

michael campbell (3di) added a comment to T79775: Something in Blender can generate invalid (Nan) values in UVMaps.

@Ashley Howarth (Ashtray) This is a better workaround:

Oct 15 2020, 7:42 PM · BF Blender, Modeling

Oct 14 2020

michael campbell (3di) added a comment to rB6070f92ab94b: Subdivision Surfaces: add boundary smooth option to modifiers.

not sure if it's a bug, but the keep corners (boundary smooth) option is only working with convex corners, not concave.

Oct 14 2020, 4:40 AM

Oct 12 2020

michael campbell (3di) added a comment to T77170: Mantaflow smoke preview will not update till domain settings are changed.

cool, thanks.

Oct 12 2020, 10:54 PM · BF Blender (2.93), Nodes & Physics
michael campbell (3di) added a comment to T77170: Mantaflow smoke preview will not update till domain settings are changed.

I only have my own interpretation of other peoples comments available to me :D .... which I'm aware may be incorrect... hence me asking you for your clarification.

Oct 12 2020, 10:35 PM · BF Blender (2.93), Nodes & Physics
michael campbell (3di) added a comment to T77170: Mantaflow smoke preview will not update till domain settings are changed.

@Sebastián Barschkis (sebbas) , @Dalai Felinto (dfelinto) mentioned you could shed some light why getting mantaflow up to the same standard as some other areas of Blender doesn't need to be a priority at the moment. Is this a hint that it's going to be replaced completely? I think I recall seeing that development of Mantaflow by it's developers ended in 2017 (could be wrong though).

Oct 12 2020, 9:21 PM · BF Blender (2.93), Nodes & Physics
michael campbell (3di) added a comment to T80686: expand functionality in the outliner doesnt work when using the outliners search functionality.

It s a problem because if I search for something in the blend data, then it’s because I need to look inside it (see my original report for steps). At the moment, once I’ve searched and have my result listed, the little arrow to the left of the result is not functional...this means I can’t look inside (expand) the result.

Oct 12 2020, 3:47 PM · Restricted Project, User Interface, BF Blender

Oct 11 2020

michael campbell (3di) added a comment to T77170: Mantaflow smoke preview will not update till domain settings are changed.

Maybe a temporay workaround would be to make a modal that lets everything through except spacebar in conjunction with some other key, in which case it unchecks and rechecks 'use adaptive time steps' to ensure new settings are used, then rewinds and then plays.

Oct 11 2020, 4:33 AM · BF Blender (2.93), Nodes & Physics

Oct 8 2020

michael campbell (3di) added a comment to T81183: Crash during rendering of animation.
Oct 8 2020, 5:56 AM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender
michael campbell (3di) added a comment to T81183: Crash during rendering of animation.

hmm, i've just noticed something else. The first time this file crashed, even though auto save was set to every 2 mins, there was no auto saves for around about 1 hour prior to the crash. So possibly it's auto save related?

Oct 8 2020, 5:33 AM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender
michael campbell (3di) added a comment to T81183: Crash during rendering of animation.

OK scrap that. I've just sat and watched it closely to see at what stage it crashes. It saves files fine, then it crashes halfway through rendering the first view layer of the next frame. So it's nothing to do with denoising or file saving.

Oct 8 2020, 3:23 AM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender
michael campbell (3di) added a comment to T81183: Crash during rendering of animation.

I think it might be something to do with the file saving, because in my scene I have a file output node in the compositor which is writing a multilayer exr (only 3 layers), and the main output settings are writing out a jpg sequence. I just tried changing the jpg sequence to a ffmpeg video, and it was able to make it to 146 out of 300 frames, whereas when it was set to jpg sequence it was crashing every time within the first 50 frames.

Oct 8 2020, 2:28 AM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender
michael campbell (3di) added a comment to T81183: Crash during rendering of animation.

This time it created a log. I've tried running today's daily build at factory defaults and the same issue is happening. Tried to render this animation 5 times now and it's crashing each time. Maybe this should be escalated? Seems quite severe not being able to render animations.

Oct 8 2020, 12:56 AM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender
michael campbell (3di) added a comment to T81183: Crash during rendering of animation.

anyone looking at this? Blender hard crashing with no log during animations again today.

Oct 8 2020, 12:18 AM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender
michael campbell (3di) added a comment to T80908: dynamic paint brush erase option doesnt work.

I could be wrong, but I'm reasonably certain that in 2.79 I was able to delete existing vertex weights using this method.

Oct 8 2020, 12:17 AM · BF Blender

Oct 7 2020

michael campbell (3di) added a comment to T56599: Improve keymap display in status bar.

Status bar isn't big enough for keymaps. Even on my 4K monitor there's not enough room for even a small number of keymaps to be visible if I have the other status bar information options enabled (which I do). It's not a good idea to hide some of the keymaps, whose to say what a person might need to know, and the keymaps must be important enough to show, otherwise they wouldn't have been created in the first place.

Oct 7 2020, 4:25 PM · Restricted Project, User Interface, BF Blender

Oct 5 2020

michael campbell (3di) added a comment to T81240: DOF isn't working with shadow catcher.

I didn't understand the problem, for me it's working correctly:

Oct 5 2020, 10:10 PM · BF Blender
michael campbell (3di) added a comment to T81445: Subsurface scattering radius input does not work properly in eevee.

You can actually use a node plugged into the radius, but it acts as a multiplier for whatever values were in the radius before connecting the node. You can get some pretty cool effects using just a value node.

Oct 5 2020, 9:08 AM · Nodes, EEVEE & Viewport, BF Blender

Oct 3 2020

michael campbell (3di) created T81406: auto line width is changing the transform lines to be massive with resolution scales larger than one..
Oct 3 2020, 3:34 AM · BF Blender

Sep 29 2020

michael campbell (3di) awarded T68915: Light linking a Burninate token.
Sep 29 2020, 7:19 PM · Render & Cycles, Cycles, BF Blender

Sep 28 2020

michael campbell (3di) created T81263: Obj export error when enabling polygroups option.
Sep 28 2020, 8:17 PM · Add-ons (BF-Blender), BF Blender
michael campbell (3di) created T81240: DOF isn't working with shadow catcher.
Sep 28 2020, 2:28 AM · BF Blender

Sep 26 2020

michael campbell (3di) added a comment to T81183: Crash during rendering of animation.

Just checked and I was able to render all the way through with the OIDN comp nodes muted.

Sep 26 2020, 12:15 AM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender

Sep 25 2020

michael campbell (3di) added a comment to T81183: Crash during rendering of animation.

Just tried again with the latest Nvidia Driver:

Sep 25 2020, 11:13 PM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender
michael campbell (3di) added a comment to T81088: system reload scripts doesn't work for addons stored in an alternative file path as set in preferences/file paths/scripts.

Put an addon in a folder, add that folder to custom scripts in blender’s preferences. Reload blender so it picks up the addon from the folder you just set, enable that addon, change the addon code slightly, run the reload script command, test the addon has actually updated.

Sep 25 2020, 11:08 PM · BF Blender
michael campbell (3di) added projects to T81183: Crash during rendering of animation: Render & Cycles, Cycles, Compositing, Rendering.
Sep 25 2020, 10:46 PM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender
michael campbell (3di) updated the task description for T81183: Crash during rendering of animation.
Sep 25 2020, 10:46 PM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender
michael campbell (3di) renamed T81183: Crash during rendering of animation from Crash during rendering to Crash during rendering of animation.
Sep 25 2020, 10:44 PM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender
michael campbell (3di) created T81183: Crash during rendering of animation.
Sep 25 2020, 10:42 PM · Rendering, Compositing, Cycles, Render & Cycles, BF Blender

Sep 23 2020

michael campbell (3di) added a comment to T80966: when a modal operator has bl_options GRAB_CURSOR enabled, event.type MIDDLEMOUSE isn't raised if event.mouse_prev_x is greater than context.area.width .

ah ok, thanks. I've just pinged the hardops dev to join in the conversation, he's probably already aware of the root cause, as he's been discussing it recently.

Sep 23 2020, 7:20 PM · BF Blender
michael campbell (3di) added a comment to T81074: access violation when aligning origin to view.

also try selecting 3 vertices or 2 edges instead of a face.

Sep 23 2020, 3:21 PM · BF Blender
michael campbell (3di) added a comment to T81074: access violation when aligning origin to view.

maybe put it in an additional loop to trigger the error more quickly without manually running it over and over.

Sep 23 2020, 3:20 PM · BF Blender