- User Since
- Jan 23 2019, 8:27 PM (124 w, 5 d)
Mon, May 24
Lemme guess. T80871 duplicate?
Mar 31 2021
Having the random white pixels too on Windows 10, Nvidia RTX2060.
They can get way huge when using Depth of Field, jittered or not.
Feb 22 2021
That task was fixed as well now.
Feb 21 2021
Duplicate of T85609 ?
Jan 20 2021
Dec 23 2020
Just checked the way Grease Pencil blends strokes with different "Strength" together:
Entire GP objects are treated as opaque to eachother (even changing material alpha just fades to world background until 0),
and strokes in a single GP object "locally blend" into eachother as expected.
Dec 17 2020
Nov 23 2020
Nov 17 2020
I didn't notice Mano had a whole other issue, weird.
Nov 16 2020
Reproduction of what mano and Robert have shown.
@mike (mikeblend) If it's not this, then please clarify
Sep 26 2020
[...] the exact same color as the Color input
Also, I guess this task can be marked as "Invalid", since this is a (seemingly undocumented) known issue of EEVEE DoF.
But I'm not sure Users are allowed to do that x) *shrug*
You're welcome! =)
Sep 23 2020
Glad that fixed it!
Sep 22 2020
is Alpha Blend enabled on the planes' materials, perhaps?
Sep 19 2020
Not gonna lie, my expectation with a model of that size is that it would look intact.
I've never encountered and wouldn't expect float imprecision artifacts from big models.
Sep 16 2020
I never used the "Unit Scale" value for any projects and was not aware it was used here, apologies for that.
Model looks fine... In any case, definitely a bug.
I have had this exact issue, actually.
I'm fairly certain this is a bug, oh dear!
Also going to point out that the "Backface culling" setting you are using there is reserved for the viewport. Hence, this is not a bug.
You are using an outdated version of Blender.
I believe the 2.7x series of Blender is no longer in development, and Blender Render has been retired.
Attached project file did show artifacts on my linux build of 2.91.
That is strange indeed. What's even more strange is that with 0 Subdivision, this part goes straight black.
Aug 24 2020
Aug 16 2020
Aug 5 2020
Jun 21 2020
Apr 9 2020
Hmst. I see you have plenty-a-ngon in the other model in the file.
Not gonna lie, those Ngons sure make modeling easier, I understand why you'd use them
I appreciate the simple blend file and instructions.
Mar 4 2020
Feb 16 2020
Feb 15 2020
There is no bug here, but the possible design flaw is that if "Noise" is ticked, the simulation isn't visible until you bake noise.
So this is technically a user error because you didn't bake noise even though you had it enabled, but I wouldn't blame you for not figuring this out.
Dec 24 2019
Those are likely unsupported nodes right now.
Dec 18 2019
Lots of issues with parenting and rigid bodies in 2.8x it seems.
Encountered a similarly unpredictable effect with an empty parented to a rigid body object that uses the empty for its Simple Deform modifier.
Dec 11 2019
Dec 9 2019
In 2.81, the shadow mapping technique was updated from ESM/VSM to a more traditional shadow mapping technique.
Dec 6 2019
This is still very disruptive...
Dec 1 2019
Nov 7 2019
Changing the "Clip Start" values on the light and camera to higher values helps alleviate the lack of precision in their depth buffers slightly.
For instance, changing the camera's Clip Start value to 3 makes the glitching much less severe (but still present), and setting the light's Clip Start value to 0.5 and Bias to 5 eliminates all the shadowy noise.
The issue is that objects out of the Clip Start and End range will be cut off, so this is not an end-all be-all fix.
I would be pleasantly surprised to see a fix for this.
Nov 2 2019
It might also be because the volumetric samples are distributed closer to the camera ?
I've had issues with that before and turning the "Distribution" value in the "Volumetrics" settings down a little worked well in 2.80, seems like it doesn't fix much anymore since the shadow refactor.
Oct 29 2019
Oct 28 2019
Yeah, but we shouldn't really have to use a workaround in the first place...
Oct 27 2019
Sep 19 2019
As far as I can tell, the issue here is the temporal blending applied to volumetrics which is not able to reposition the volumetric lighting correctly and the Anisotropy value at 1 amplifying the issue.
You can see this phenomenon easier by setting the Viewport Samples to 1 and moving around the scene.
Sep 13 2019
Sep 11 2019
Aug 14 2019
May 26 2019
May 12 2019
Alpha maps in general stopped casting shadows for me in the recent 427c75e4c20b build although it did work in previous versions
Apr 5 2019
Mar 16 2019
Thank you :D
Um, i came here through Development > Translators > (image associated), i'm not sure what else i have to do ? Or can I just get straight into editing the .po files ?
Feb 11 2019
Never fear, Clément is here !
Feb 10 2019
...That ain't good, then.
I've noticed raising the Subsurface value in your material tints the model slightly, so SSS seems to very partially function.
By the way, just so you know, Base.001 has inverted normals, you might wanna fix that, even if it's not a problem right now.
Jan 31 2019
I have also noticed that SSR draws over the Light Path node's "Is Glossy Ray" function, which is sort of bothersome, since you can't have roughness at all without SSR.
(I was not able to replicate this in the .blend file i provided at the top, for some reason.)
Jan 23 2019
@William Reynish (billreynish) Does it cut off/"blink" when you render ?