- User Since
- May 9 2017, 12:59 PM (114 w, 5 d)
Feb 26 2019
It's fantastic this is being talked about. I believe that triangulation at export also breaks custom normal information. Would this fall into the same scope as the modifier fix? Thanks
Feb 25 2019
I just tested with the latest version and with the opengl32 file(which for some reason slowed blender to an absolute crawl. It tool 4 attempts at opening blender to get something that didn't hang up.I'm still getting the issue consistently and have also tried resetting to factory defaults. I've attached my blendfile and i've recorded a video demonstrating the issue. https://youtu.be/uVAivdGxDlU
Feb 24 2019
@Yevgeny Makarov (jenkm) It seems to show correct x,y coordinated too for single edges and I would expect that to also work when multiple edges are selected?
Feb 23 2019
Jan 31 2019
I just tested this and it solved my issue. That's really interesting, thanks!
Jan 30 2019
I just downloaded the latest 2.8 beta and tried again and the issue persists. Here is the model and texture file, perhaps try and use these. I import the model first, then delete the material assigned, add a new material, import normal map into shader editor, set the image texture to non-color, plug into normal map, plug into bsdf. The normal map should now shade correctly.
Jan 29 2019
Apr 26 2018
I love @Jim Morren (JimMorren)'s suggestion "would it be possible to have them totally modifiable by the users, using external images... can save and export the UI theme (including the custom icons) so it can be shared with others" I really like the idea of passing this to the community. That way the creme of the crop can be included as the new default, those icons will be tried and tested, proven to work.
Apr 17 2018
Sep 13 2017
@Howard Trickey (howardt) Thanks for such a quick reply! I agree with @michael knubben (michaelknubben). The only thing that really needs to be as much centre as possible is the edge seam, as that way it would be really easy to just reunwrap the mesh and avoid any issues with those unwanted tears. The ideal would be that the UVs wouldn't tear in the first place but it's not a big deal to just reunwrap the mesh with the new seams at the centre of the bevels. I wonder if it would at all be possible to have an option within the modifier on how it would handle edge data. That would be perfect act avoid any worries about being consistent with how edge data is treated. Just let the user decide whether edge seam is split or center. Perhaps add an offset option so that if the bevel has a segment of 1 the user could offset which side the seam would move to. Just an idea, in reality I would just be very happy with just a change that put seams in the centre.
@Howard Trickey (howardt) Hi Howard, I've been running into some trouble with the bevel modifier over the last week as I move more towards VFX. I am using the Bevel modifier to produce my control loops for Subd modelling and UV as I go, ensuring that the bevel modifier has an even number of segments so that any seams I have defined will remain. But the seams don't remain when the modifier is applied. I have written up a post about this on rightclickselect to argue for a change in behaviour but have since realised I would be much better off voicing my thoughts here.
Regardless here is the post: https://rightclickselect.com/p/general/Xvbbbc/preserve-uv-seams-when-applying-a-bevel-modifier-with-an-even-number-of-segments
May 11 2017
I fell that the way this is intended to work is completely counter-intuitive and will prevent the vast majority of users from discovering this functionality. The ability to quickly divide or multiply a value is much more commonly useful than inversing the values. Just because it's been around for a long time doesn't make it good design. The actual functionality is amazing i just wish it was more open and intuitive so other users could enjoy it too!