- User Since
- Sep 2 2019, 6:19 PM (88 w, 16 h)
Thu, May 6
What does this ray cast node do? The only ray cast feature I know is like the DoF Picker in camera view, which just detects the distance between the camera and the object. Is this node doing something similar? Detect distance between objects or something? I am not quite sure
Thu, Apr 22
Tue, Apr 20
I think it is not a bug, it is just the active modifier being set to the physics modifier
Mon, Apr 19
Sun, Apr 18
Fri, Apr 16
Thu, Apr 15
I encounter the same issue in the latest 2.93 daily build, it does not seem to be resolved, this happens to both shader nodes and geometry nodes.
First we have this default geometry in and output:
For some reason I need to click the File ->Defaults -> Load Factory Settings to see the new workspace, but when I look into the preference settings, I cannot seem to find the relevant setting. I have not saved any custum startup scene, I am just using the official default cube scene. I don't want to completely lose my previous settings just for a new workspace, but I still want the workspace to be up there by default. Can someone tell me why this is happening and how to fix it.
Mon, Apr 12
Don't know if this is the same issue, but I am having a similar problem, a large scale scene with a character far away from world origin
Apr 9 2021
I encountered this problem a few weeks ago, and after discussion with my friends, we came to the conclusion that all we needed to do for solving the problem is this:
Mar 23 2021
I have a guess, could this be related to this T86732 ? The lines are probably there, it is just the wireframe not showing
Mar 21 2021
Input and output nodes are not like other nodes, the users should be able to recognize them is the minimap, right?
Mar 19 2021
Mar 5 2021
They have been working on it for a while now D10241
I actually thought it would simple to do, but it turned out to be a rather difficult design choice, judging from their conversation.
Feb 26 2021
It seems like they are planning to make shade smooth an attribute so that we can shade smooth it with Attribute Fill node. D10538
Feb 22 2021
Feb 17 2021
Oh okey. I just think it might be better if I could just do it instead of wasting their time, lol
Don't know how to close as duplicate, but apparently this report already exist T85603
Feb 14 2021
Feb 13 2021
I just tried this out, is this the intended behavior?
I used a point light with a smaller size to test the bokeh, it seems it's been turned into an LED lamp or something, it looks strange
Feb 4 2021
Dec 20 2020
I am going over old reports. Can you still reproduce this issue in latest build form https://builder.blender.org/download/ ?
Alright, I will close this post then
But that, alone, is enough to tell you that the file is invalid.
Dec 19 2020
Oct 26 2020
Oct 25 2020
Just tested it again, it seems it can still be reproduced in 2.83.8, but not 2.90.1 and above. It seems something happened between the versions.
Oct 24 2020
Oct 20 2020
For some reason this new update D9141 was not posted in here, and the volume to mesh modifier checkbox is still not checked, I was not aware of its existence until somebody told me about this today. I was like, no way, I subscribed to this post, how come I am knowing this later than you, lol.
Oct 19 2020
Sep 29 2020
Emm… Any news? It doesn't seem to have any improvement
Sep 26 2020
Sep 23 2020
I am searching for the reason why the V in HSV is limited to 4.875, and I am being led to here. I have glimpsed through the entire page but I cannot really see where the number 4.875 is mentioned. Could someone explain to me why Blender currently limits the V in HSV to 4.875? And why would it have anything to do with the color picker?
Sep 20 2020
Sep 16 2020
Also this specular value is calculated also from the ior? This specular can turn things into metal when the value is high, and it also has colors, I believe it should not be the same as the specular in Principled BSDF, since the one in Principled BSDF cannot turn things into metal and is only a grey scale value input.
Sep 13 2020
From the looks of it, plus notes from the "Tuesday talks", it seems blue-noise dithered sampling is planned to be implemented by the end of bcon2. But keep in mind that things may change.
Sep 12 2020
It says bcon 2 features, does it mean it is possible to see this feature in 2.91 after Sept 16 by next week?
Aug 22 2020
I figured out one thing, if I want to denoise it right after rendering the image, it is going to turn black. But I can save the image as a multilayer openexr file, and thn restart my computer, something interesting happens. After restarting, open Blender's compositor, check "use node" and drag the openexr in. Ctrl Shift on it, you can see it is totally black in the "composite" layer mode, but if you change layer mode to "view layer" you can see the original image. I can denoise just fine after restarting. But after some time the denoise node blacks out again.
Aug 14 2020
This still does not make sense, for sss node, all you need to do is to swap the two slot, if that really is a limitation, why would swaping work? Also swaping does not work with Glossy, it only works with sss, it does not make sense.
I am trying to create a node group, where I had to mix a principled BSDF with a Glossy, and switch between them, the factor depended on another input value, when that value is 0 it use the principled BSDF completely, when the value is 1 it uses the Glossy completely. Any ideas on how to achieve that without using the mix shader?
Aug 13 2020
Aug 4 2020
Jul 27 2020
The option to use Optix Denoise for non-RTX cards is... gone? I can no longer find it!
EDIT: Nevermind, Optix is back in today's 2.90 build.
Jul 25 2020
An update here, checking the "high quality normals" checkbox under the performance tab in the render settings also make the phenomenon react. (I originally thought it disappeared, but once I scale it after that, it appears again) I think this information may help people identify the problem.
I am pretty sure my driver is the latest.
Jul 24 2020
Jul 14 2020
Jul 13 2020
Sorry for late reply, I tested it again today after reading your reply and it seems working now.
UPDATE: There is a new switch in the latest 2.90 build in the render settings panel to toggle openimage denoise, I tested it and found out that the 2k render with that option toggled is denoising just fine (though generally slower), while the denoise node is still making it black. There is something unique to the node that is causing my problem.
Alright, I think I would just use open image denoise then.
Jul 2 2020
Jun 27 2020
Jun 26 2020
Nevermind, figured it out, I pinned the panel, that was what happened.
Jun 8 2020
Just want to stress it here just in case, I encountered the problem when using the addon but the problem is completely reproducible without the addon. I have asked my friend, who doesn't have the addon, to try the steps and he can reproduce the problem just like that. Just saying it here just in case.
Jun 7 2020
May 19 2020
The problem is resolved in the lastest daily build (May 19, hash: ff7a30d92884)
May 18 2020
Update: 1920 * 1920 suddenly starts to work fine today, but 2k and 4k etc. are still blacking out.
Yes it is still super slow after loading factory settings
Yes undo and other operations are very fast in Eevee and Solid View mode.
May 17 2020
May 12 2020
That seems to be a mistake ?
I tested again on 1920*1080 ratio, and change only the percentage as it goes, the result is that it happens to any resolution above 104%
It is the same after loading factory settings, and in the sampler panel the x and y change when I move the mouse but not z, and the RGB values stay 0.
It's nothing important, I just randomly sculpted something and wanted to post it to my social media. :)
It's almost completely flat, I don't think that's the problem.
Here is the system info .txt file