- User Since
- Dec 13 2018, 10:03 PM (23 w, 2 d)
Fri, May 24
Thu, May 23
Yep, thank you!
Tue, May 21
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.
Mon, May 20
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.
Sat, May 18
Fri, May 17
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 by mods like bevel for instance. See
I suspect rB7ad802cf3ae5 is the reason.
@Brecht Van Lommel (brecht) Is there any solution?
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)[[ https://developer.blender.org/rB32d5d127cb49743578e8e1e9882d8a707a4e848e | as mentioend here ]], seems to work.
Thu, May 16
Mon, May 13
Sat, May 11
Thu, May 9
What build, what OS, what Graphics card?
Wed, May 8
It may be related, but I'm getting a clear error message from this one here, related to the binding/unbinding of the deformation mods. I think that merits a separate bug report. It it can be fixed with a single approach, that would be great of course.
If I throw in a Mesh Deform mod as well, there will be a new error (bind, instead of unbind)
FWIW, if your rotate and object and then parent it, you will have the same problem. The object won't be parented in it's new rotated location, as you'd expect.
Wed, May 1
My issue seems to have been resolved in the lasted build bot rB480a09a92f7f
Tue, Apr 30
Mon, Apr 29
Looks to me like it has been fixed by rBd2f1705b15be. Closing.
Sat, Apr 27
Is the parsing of the commit hash link broken? Noticed it yesterday already.
Fri, Apr 26
Apr 25 2019
Indeed, thanks. Maybe a good default value for overlay.wireframe_threshold should be something other than 1, where "All Edges" has no effect. 0.99 seems to work for me.
Apr 24 2019
Apr 18 2019
Can the amount edges are dimmed in vert and face mode be exposed to the theme settings please? I'd prefer to disable it tbh.
Apr 16 2019
Apr 12 2019
Apr 10 2019
Apr 9 2019
@Sergey Sharybin (sergey) Thanks, much appreciated!
Apr 6 2019
Mar 22 2019
Mar 20 2019
Mar 16 2019
Exit local view and unhide your collections
Mar 15 2019
I suspect rB7fb7d20c19e2 is causing this.