- User Since
- Dec 4 2018, 12:05 AM (83 w, 21 h)
Apr 28 2020
Apr 24 2020
Apr 14 2020
Apr 8 2020
Apr 4 2020
Feb 19 2020
It's because you're using shrinkwrap modifier along data transfer modifier in your low poly head object targetting another High poly version with 600.000 tris aproximatelly (that is also rigged to the armature. both are very cpu intensive)
Feb 5 2020
Hi, the boolean operators (those two cylinders on your example) are overlapping each other. With the actual boolean code you need to have mainfold geometry to work with. Not a bug, but I'm also reluctant to consider it a "known issue" or a limitiation.
Feb 2 2020
That moment when you go to sleep but Pablo is working till late making our dreams true..
Feb 1 2020
Awesome! I've noticed some weird behaviour when using mirroring.
Dec 27 2019
Dec 10 2019
Dec 5 2019
Nov 1 2019
Oct 31 2019
Boolean modifier in its current state doesn't play nicely with coplanar faces. This is a known issue that is being solved by developers https://developer.blender.org/T47030
Oct 19 2019
You could try these builds and check if the issue is alleviated in some way:
Hi, make sure your pc's specs meets the minimun requirements for blender (https://www.blender.org/download/requirements/), specially OpenGL 3.3. Not all intel hd graphics cards meets the minimun.
Oct 14 2019
Sep 25 2019
Jun 14 2019
No he detectado el problema en la "build" de hoy. Prueba a actualizar la versión.
Jun 9 2019
Using chained array modifiers increase memory usage by a lot. Maybe this could give some hint on where relies the problem.
Jun 8 2019
Can confirm. On my older 14 May Build works ok.
May 27 2019
May 17 2019
I cannot reproduce on last build: May 17, 16:58:23 - 848967c21d0e
May 16 2019
May 8 2019
May 6 2019
Can confirm on my set up. 4k and 1080p. Seems that ctrl z still works on secondary window.
Apr 27 2019
I can confirm here on latest commit (2019-04-27, 12:19)
Apr 16 2019
Can confirm on latest build. On lessen performant machines are specially remarkable (tested on centrino, 4gb RAM, intel iGPU). I tried "triple click" :D and it worked!. Seems related to some sort of buffer issue when blender is busy (this is purely speculative and can be erroneous). Thanks!
Apr 15 2019
Hi to All:
Apr 5 2019
Apr 4 2019
Applying rotation to object will solve it. Not a bug ?
Apr 1 2019
Mar 31 2019
If you add a subsurf modifier before convert, you can verify that the geometry is already unwelded. So I'd dare to say that conversion is not the problem here. cheers.
Mar 29 2019
Noticed that when "loop slide" is disabled, seems that "harden normals" works as intended.
Mar 26 2019
Nice idea, I'll test it in these days. ¿Would be hard to add a vertex group with the new vertex created? I'm thinking about using the data transfer modifier and transfer the normals from an "unbooleaned" duplicate for a perfect shading on surrounding areas.
Mar 24 2019
Hi there! I think we're not facing a bug here. Rotating the empty along Z axis 90º would solve the problem. I'd like others to come in and confirm. Cheers! .