- User Since
- Dec 13 2018, 10:03 PM (63 w, 12 h)
Wed, Feb 19
Thu, Feb 6
@Philipp Oeser (lichtwerk) Understood, I suspected as much, thanks for clarifying!
Jan 16 2020
@Philipp Oeser (lichtwerk) Yep, still happening in rB689a873029b9 - todays 2.82 beta, and also in rBeca8bae6718d - todays 2.83 alpha. Thanks for following up!
Dec 16 2019
I was told ToolSelectPanelHelper is outdated and were are supposed to use the following now:
Dec 13 2019
- open the blend file
- go to the scripting workspace, if it isn't open already
- run the script
Dec 11 2019
Nov 17 2019
Very interesting observation, can confirm.
Nov 13 2019
Yep, can confirm this is happening in the supplied blend.
I can also reproduce it in new blends. I've tried adjusting various settings(like setting or clearing a default value) of the prop before attempting to reset to defaults. Sometimes it would not crash, but I could not find a consistent method to do this.
Oct 29 2019
Oct 28 2019
As a vim user, I applaud the introduction of leader keys. I hope it will be integrated in a general way that's applicable to every kind of shortcut. I already use the underlined letter shortcuts in (pie) menus to start chaining key presses, and then often continue them in various modal operaters I've made.
Oct 15 2019
T70325 was also reported by me and seems to be resolved to me. This one here is not however. It also doesn't seem like it is related to bump, unless I misunderstand you. I can pipe the node tree into the roughness slot as well and it's just as sluggish.
Oct 12 2019
Oct 9 2019
Thanks, it's working great now. As long as the material is using Alpha Blend. In Alpha Hashed the issue returns. Not sure if that is just unavoidable, or if it's an oversight.
Oct 6 2019
I've tested in the oldest 2.81 build I still had - cb7ead2e3b62 from August 15th - and it's already present there. So it doesn't look like a recent change caused this.
Sep 28 2019
Sep 23 2019
Aug 21 2019
I have just confirmed it on Windows as well, with newer drivers than yours @Philipp Oeser (lichtwerk)
Aug 20 2019
I can't do that right now. I did however confirm it on Windows, with the latest NVidia drivers.
Aug 19 2019
Aug 16 2019
Thanks for looking into this! I've also occasionally seen those vanishing faces when it didn't crash. Also, wasn't aware of the update_data argument, either.
Aug 15 2019
I'm opening this one again, because the issue seems to have re-appeared in rBcb7ead2e3b62. Seems like it's - in my case at least - for 3+ Materials now, so make sure to use the cube on the right in the example blend above.
Aug 1 2019
Jul 31 2019
Jul 5 2019
Looks like there are similar, and more issues in 2.79:
Jul 4 2019
Jul 2 2019
Jul 1 2019
Jun 20 2019
Jun 16 2019
active.data = bpy.data.meshes.new_from_object(active.evaluated_get(dg), preserve_all_data_layers=True, depsgraph=dg)
Sorry for the delay, just wanted to confirm, that this is working now. Thanks @Sergey Sharybin (sergey)!
Jun 15 2019
Thank you, I've tried invalidate_caches(), but it didn't seem to have any affect. reload() works very well! Thanks!
Jun 13 2019
May 31 2019
May 24 2019
May 23 2019
Yep, thank you!
May 21 2019
In an attempt to avoid it being overlooked, I want to point out, that it's not just Subsurface, but also Clear Coat and Transmission causing this. Also, as you can see in the file attached, there is an issue with the Alpha input as well, which leads to darkening of the material.
May 20 2019
It is also not clear what the purpose is of using alpha twice in the shader node setup, as using the Alpha socket means it's already mixing with a Transparent BSDF internally.
My use case is this:
I setup a modular object using 1 base object with one array mods, and 2 cap objects. I prepare the base object and the caps with vertex groups and I want the vertex groups to be merged on the evaluated mesh.
This works perfectly when using the Apply button in the modifier panel, but not using bpy.data.meshes.new_from_object()
To be more specific, here's is how I use this: https://youtu.be/NyZfF8HtTUU?t=669. I use the vertex group to mark specific faces, which need their normals to be adjusted, among other things, after the mods have been applied and the object is joined with another one and integrated into the surface.
May 18 2019
May 17 2019
Actually, changing the color space to linear on a single texture node also seems to work.
That is interesting Will, thanks for pointing that out. I wonder why this happens.
I'm still on the old build. I assume not, if this is the fix: mesh_in_bmain->smoothresh = mesh->smoothresh;
Awesome, wasn't sure if it's a bug or intended behavior. And while at it. It also doesn't/didn't preserve use_auto_smooth and I assume auto_smooth_angle
The issues persists, even after the recent depsgraph changes.
I have update the blend:
@Sergey Sharybin (sergey) Thanks, you've been very helpful. How would you apply mods now, while keeping the materials assigned as they are by mods like bevel for instance. See
I suspect rB7ad802cf3ae5 is the reason.
@Brecht Van Lommel (brecht) Is there any solution, that doesn't involve having to unpack the alpha channel in a separate image?
Happy to help. Good luck.
Check out was Sergey told me: ￼ https://developer.blender.org/T64735#681264
Have you tried bpy.data.meshes.new_from_obj(obj_eval)?
Using active.data = bpy.data.meshes.new_from_object(active_eval)
as mentioend here, seems to work.