- User Since
- Feb 1 2018, 12:48 PM (28 w, 2 d)
Thu, Aug 16
Wed, Aug 15
Mon, Aug 6
Thu, Jul 26
@Bastien Montagne (mont29) The point of using a stencil texture is to move it around ;)
Reseting the transforms just puts it back to the original position but doesn't fix the issue.
The problem I have is that once I start painting, the texture doesn't match with what I am painting:
Tue, Jul 24
I haven't encountered this bug for a while. I guess it was already fixed during the Code Quest.
Fri, Jul 20
@Bastien Montagne (mont29) Yeah I created this bug by mistake since I had a custom eraser brush for years prior to 2.8. It would be great to have one as a preset though, but it would be better to just overhaul the texture brushes in general then.
Jul 17 2018
I counted on the alpha material and with the colorramps and curves it leads to 28 textures. That should match with the texture limit. We use colorramps and curves a lot, so I agree it would be fantastic if those could be grouped. If that even makes the jacket material work, then that would be great. That one is needlessly complicated anyway but I think this will happen rather often when texturing and if Eevee can handle that then that would make it even more powerful for texturing/shading previews!
This is weird to me since I am only using 7 custom textures in the alpha creature material and I believe even less in the jacket. What qualifies as a texture? Do procedural textures count? If a texture is used for multiple different channels like diffuse, bump, specular, does it count as one for each? If yes then that seems like a big problem to me since the most efficient way to texture paint is to use one map for as many material inputs as possible.
Jul 16 2018
Jul 13 2018
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Jun 18 2018
For a crash by moving a collection: Go into spring/scenes/02-forest/02_015_A/02_015_A.lighting.blend and move the "lighting_riverbed" collection into the "_trash" collection and it will crash.
(Only on the revision 1099 of the file)
Jun 15 2018
Jun 14 2018
Another related problem would be that when a parent and it's children are selected and you apply the transforms, the parenting relation is also ignored.
If the parent is scaled to 0.5 in all axes and the child is still at a scale of 1, and all get their scale applied, the parent gets set back to 1 and the child will grow to twice the size with a scale of 1.
Jun 13 2018
Jun 12 2018
Jun 11 2018
Jun 8 2018
@Erick Tukuniata (erickblender) I agree that the categories are hiding certain brushes but that only serves to make it less cluttered and easier to navigate. The brushes that share a category have logically similar behaviour or uses. It also makes it easier to cycle through the brushes and to assign a shortcut to every one of them if they are sorted this way, which makes them even more accessible.
It should be made more obvious that there are drop downs though, since they are a bit too hidden currently.
And adding the option to get a full overview of all standard, categorised and custom brushes together needs to be. But just having that with small icons that all already look kinda similar would make everything even less visible instead of giving a good overview.
I also agree to let users define their own sorting/nesting & shortcuts and that should be implemented as well, at some point.
Jun 7 2018
Doesn't matter. Happens on all of them.
Jun 6 2018
I can confirm. It's fixed :)
I think the space bar & toolbar menus will work fine with the default set of brushes. If the amount increases greatly by importing/creating custom brushes then the option to create your own shortcuts would help more.
But I agree, the brush selection menu eventually needs to come back in some shape or form since it does give a complete overview of all the brushes. Just the past implementation of it was not good and we should not fully revert to that.
I used the wireframe on shaded option while sculpting a lot in 2.7. There are times when you want to see the geometry in detail when sculpting and this mostly applies to me when I am working with a mesh that is more on the low poly side and not when working with multiresolution or dyntopo. When you were sculpting in those scenarios then there was always an obvious performance drop but it's still great to have the option to turn it on & off from time to time.
So I yeah I am very much against just not including the option to do it.
Jun 5 2018
When I tested it it was a very consistent bug but now it seems to work fine.
Jun 4 2018
Jun 1 2018
May 31 2018
May 30 2018
The crash also happens when you change the object data to another one from the list or link the object data to another object with Ctrl + L.