- User Since
- Oct 25 2015, 9:03 PM (245 w, 2 d)
Mar 10 2020
Feb 5 2020
@Richard van der Veen (richard) you sure it's the same? The situation is very different. Do you think both issues have the same underlying problem?
Jan 17 2020
Thank you Campbell !
I did some frantic clicking all around the sphere to see if other sudden rotations would happen and there are still some strange ones when going up or down the sphere. I'll make a new issue for it when I find the time.
Dec 29 2019
Keep in mind that the cursor orientation doesn't update when you click and drag (would be nice if it did), so you have to click multiple times with no dragging.
Also, the number of divisions seems to make a difference in which faces will trigger the switch.
In the example file the switch only happens when you move the cursor horizontally.
Sure. I added it in the original post.
Dec 13 2019
Nov 17 2019
Oct 31 2019
Oct 30 2019
Oct 20 2019
Jun 19 2019
Hi Lapka, any way I could contact you? I don't want to go off topic here and I have a little question on map-related add-ons.
Apr 6 2019
@haaput (haaput) no further work that I've heard of, although if you have a particular use case you'd like to solve, I might be of help to find a workaround. Feel free to PM me on blender.chat (https://blender.chat/direct/chameleonscales)
Jan 22 2019
Dec 18 2018
Dec 4 2018
@Daniel Cañizares (dacanizares) no idea, sorry.
Dec 3 2018
Nov 20 2018
Sep 17 2018
@Dan Hickstein (danhickstein) Still not, apart from the workarounds proposed in Stackexchange. That said, I wonder if the Everything Nodes project can address this even though it's a Cycles feature.
Aug 22 2018
May 16 2018
in intern/CMakeLists.txt, the last line add_subdirectory(SLIM) causes Linux to fail building the branch because Linux is case sensitive. We have to manually replace SLIM by slim
Apr 15 2018
it's a feature but not an option. The code is written so the light rays behave that way. If it was written in a more natural way, renders would take much longer.
To avoid the terminal artifact like the Mantra render engine did, I guess you would have to add some code that changes the light behavior hopefully only on the areas of the render where it's relevant in order to not increase render time too much. Although that is completely my guess and I'm not a developer. I'm sure it's more complicated than that.
Apr 14 2018
@CHET (cheteron) There is no terminator artifact in Blender Render.
As for Cycles, once again, it's not a bug but a feature to optimize render time which has been there since the very beginning of Cycles, so no need to precise how many years the issue has been there.
not a good idea to get off topic even if the task is closed.
But yeah that looks bad. However, decreasing the lamp radius makes the effect disappear.
Also remember that it's still under heavy development so I'd rather wait for the beta release to open a new task for it.
Note that Eevee doesn't have the terminator artifact and it's usually better suited for lowpoly renders than Cycles.
All that said, if a Cycles workaround would increase rendertime, it would be nice to have an option to enable/disable it per object, as you wouldn't want to increase the rendertime on objects on which the effect is not visible.
Jan 14 2018
I made an add-on that hides the backfacing geometry in edit mode to address this issue. You can download it and find more info about it here : https://github.com/ChameleonScales/Backface-Hiding
Sep 3 2017
Sep 2 2017
I haven't heard of a planned change in the behavior of the 3D cursor for 2.8 but I'm not involved enough to know. You probably know better, so, do as you wish
You made some good points. I update my proposal :
Sep 1 2017
I think you didn't reply to Aaron by telling if you did try on RC2
Aug 26 2017
Adding info :
Detail flood fill doesn't work when the origin of the object is not at the center of the object. Doing Transform > Origin to Geometry fixes the issue.
Aug 20 2017
This has likely been fixed in 2.79. See this gif :
Aug 19 2017
ok, sorry for that.
Closing the other one and keeping this one would make more sense to me, as the other one doesn't qualify as a valid bug report (more as a feature request), whereas this one does, as I explained in my previous commentary, but I'll leave it to you from here.
Note that even the non-regressed version doesn't completely fix the issues mentioned in the other task in terms of parallelism between the UV edge and the bled edge. If the quad is distorted, you lose that parallelism :
I assigned you because you were assigned to this one https://developer.blender.org/T43709. It may be the same issue but I'd like to know if you have an answer to my question above.
Aug 12 2017
I also made a rightclickselect proposal :