- User Since
- Feb 1 2018, 12:48 PM (106 w, 5 d)
I originally brought this issue to Dalai because I am using vertex colors also for pre-viz in workbench just like material colors.
Interestingly when no vertex colors are detected, the color will default back to object colors.
Since I needed to define some objects as trasnparent I had to use object colors as a result since vertex colors don't have an alpha value.
This is where the issue of instancing came in since all instances replaced the object colors I had set up.
Fri, Feb 14
Thu, Feb 13
@Pablo Dobarro (pablodp606) Looks good. Fits much better with the other cursor colours now.
Wed, Feb 12
@Pablo Dobarro (pablodp606) I tried it with lower strength and the higher strength seems to just make the ripping happen faster. If a stroke is going over the same surface multiple times it eventually rips.
Wed, Jan 29
@Pablo Dobarro (pablodp606) This works really well as far as I tested it now. I would personally mostly have it reserved for the "Smooth" and "Slide Relax" Tools so I'm glad that the option also works by accessing the smooth brush via holding Shift.
I noticed the limitations too but I don't have anything else to add.
Wed, Jan 22
Seems to work fine and grouping options better together sounds good to me.
Mon, Jan 20
Seems to work fine for the other brushes too!
The rotate brush is the only one that is excluded right now but I'm only mentioning it to make it consistent. I don't think anyone uses the rotate brush much ...
Jan 17 2020
@Pablo Dobarro (pablodp606) Ok I tried it out and I actually love it. I thought the drag threshold would be way more annoying but it works really well!
I think this is more useful for corner cases but it's better to have this than a pressure sensitivity button that doesn't work or doesn't exist.
There are moments in the Spring production where I wish I had this feature since it would've saved me from pressing F a million times.
Jan 16 2020
Vertex position snapshots are the ones that work exactly like layers, so I think it is better to have more advanced layer features instead of adding this to snapshots.
@Pablo Dobarro (pablodp606) Fair enough. I think it's the best case if the snapshots are fast, temporary, on-at-a-time way of storing data.
So why not see it as something that goes hand-in-hand with other types of data instead of something that conflicts with them. Here's what I think snapshots could be:
@Pablo Dobarro (pablodp606) Looks and works really well! What if both Snapshot methods are working outside of the Undo Stack, which makes it so powerful. If users know that their snapshot will be saved while going back & forth in the undo stack it becomes a massively useful feature.
I wrote T56930 a while ago and there are actually 2 brushes that are using the pressure sensitivity for the brush size and that is Nudge & Thumb. There it becomes clear how this becomes an issue.
Because the size gets sampled from the pressure sensitivity at the start of the stroke the user still has no control over it since it will often be too small or randomly close to 0.
If we add a Drag Threshold so that the user has time to define the pressure sensitivity a bit more, then there will always be a delay which is already an annoying issue for when using the Tool Gizmos in LMB select.
In my opinion, I would prefer using multires layers as the main "storage" system of sculpt mode and leave this for quick shape exploration.
@Pablo Dobarro (pablodp606) I'm testing it right now and the first thing I am noticing is the constant need to remesh, This is because the snapping to the snapshot target is not very accurate. I'm assuming that the method used is similar to "Target Normal Project" or "Nearest Surface Point" in the Shrinkwrap modifier.
Jan 15 2020
@William Reynish (billreynish)
Some more notes:
Ok I tested it a bit and my only worry was that it would be harder to pinch a point instead of a line but that is still possible when circling the stroke a bit. Not sure if I this behaviour would make sense for the crease and blob brushes as well.
But I agree with @William Reynish (billreynish) that the old method should just be replaced for this brush.
@Pablo Dobarro (pablodp606) My opinion: Hell yes! Make this the default. Not sure if it's worth keeping the old way as an option ... Possibly yes.
@Pablo Dobarro (pablodp606)
Overall this all sounds pretty good. One thing that concerns me right now is backwards compatibility.
Like @William Reynish (billreynish) said there is an important use-case for multires at the moment:
Jan 13 2020
Since you would have to click on the output you want to render at any time anyway, using the Node Wrangler Addon to Ctrl + Shift on a node is just as valid as a workflow.
As long as the eevee output is selected it should be just as fast to use.
Sounds like a workaround and it is ... at least until this Node Wrangler feature get's a fully official default implementation.
Jan 4 2020
Dec 31 2019
Dec 29 2019
This task needs an overhaul if it's still being used.
But here are some more suggestions from my experimentations with the tools so far:
Dec 27 2019
I was also thinking about this for a while and I definitely believe that adding images or even animated images would be very helpful for specific options that are hard to explain with text only.
Concepts like the "sculpt plane orientation" for example are not understood by most users since it's an aspect to a brush that is invisible to the user.
But I wouldn't add extra images to the vast majority of tooltips.
Dec 18 2019
Dec 11 2019
I also can't reproduce it anymore in the latest master, both manually or when rendering.
Dec 8 2019
Dec 4 2019
Nov 29 2019
- We can click on a part of the mesh to move the viewport rotation center to that area. Currently you need to start a stroke to change the view rotation center.
Nov 28 2019
Nov 27 2019
@Jeroen Bakker (jbakker) I fixed the files on the cloud since there were still people sharing the pink jacket spring renders ...
I can still reliably reproduce this bug. We can look at it once I'm back from CTN.
Nov 26 2019
I am all for this new desing! I think fading the color is a way better method than making the scrollbar thinner or making it disappear entirely.
It makes it much more inviting to use when scrolling massively long lists, which I find way more comfortable than using the MMB drag, which is more convinient for smaller scrolling steps.
Nov 17 2019
Nov 15 2019
Nov 8 2019
Nov 6 2019
Nov 5 2019
I agree. It doesn't really make sense to have them disabled since they are drawn & shown by the user and never actively in the way.
Oct 30 2019
I just tested it and it doesn't seem to work for me. If I have "Project Individual Elements" enabled it also causes Blender to crash.
Oct 29 2019
Oct 17 2019
@Matias Mendiola (mendio) @William Reynish (billreynish) @Demeter Dzadik (Mets)
I think we just need to decide on a common term for the rings (among other things) around the brush.
I generally refer to it as the brush cursor but others apparently use brush tip, brush contours, just "brush" or other terms.
There needs to be consistent terminology in all these modes, otherwise it becomes too messy.
Oct 12 2019
Then I would suggest that at the very least it should work in Object Mode since there you won'e add or modify GP lines.
IMO Annotations should definitely be accessible when selecting any object in Object mode.
Oct 11 2019
Just to say it here too: I noticed one last issue in the UI in GP Draw Mode. There is a Brush Settings tab in the topbar that includes all brush settings even though it's also split into individual tabs next to it.
Just tested it as well and I agree. Generally nice improvements and for now couldn't see any issue with the patch anymore.
Oct 9 2019
@Pablo Dobarro (pablodp606) It still happens for me even with the patch. Other people at the studio can also reproduce it. Make sure the strength is set pretty high and that the stroke is as long as possible. It's more likely to happen that way.
Since T70564 got implemented it works much better. But there's still some inconsistency. Here's a list of modifier-shapekey cases where the mask disappears or behaves differently.
@Pablo Dobarro (pablodp606) If it has to be only one axis then here's my suggestion:
Oct 8 2019
@Pablo Dobarro (pablodp606) There must be a way of using the vertical axis as well. In my opinion this is the only issue with this.
@Pablo Dobarro (pablodp606) In my experience it's best to change the brush size/strength/etc with a diagonal hand movement. This feels more natural and while working with my Cintiq I am not blocking what I see with my hand (That is very much the case at the moment when moving from left to right).
Oct 7 2019
@Pablo Dobarro (pablodp606)
I still see this issue in some brushes. I was experimenting with the Scrape brush and it seems to work fine when also having "Accumulate" enabled. With just "Original Normal" it still rips the edges though.
@Philipp Oeser (lichtwerk) I talked with sergey and apparently it only got implemented in 2.79 and didn't transition over to 2.8.
@Philipp Oeser (lichtwerk) Just for clarification, Blender does tell the user that "Hide, Mask and optimised display is disabled" when modifiers are being used.
But at some point last year, @Sergey Sharybin (sergey) at least implemented that masks are visible when using shapekeys, as far as I remember. This feature seems to be gone now.
Oct 4 2019
@Pablo Dobarro (pablodp606)
Try it with a subdivided monkey. I am able to reproduce it on factory settings and others at the studio here have it too.
It's more noticeable if the base mesh has more geometry too.
Oct 3 2019
Oct 1 2019
Sep 30 2019
Sep 27 2019
Sep 26 2019
Sep 24 2019
Sep 19 2019
@Jacques Lucke (JacquesLucke) They are packed now.
Sep 18 2019
Sep 16 2019
Sep 13 2019
Sep 11 2019
Sep 1 2019
Aug 29 2019
How would this look with multiple sections open beneath each other? Wouldn't this make the separation between them worse?