- User Since
- Dec 12 2013, 11:15 PM (287 w, 6 d)
May 10 2014
i'm also having problems baking this particular file from my windows machine, I also replaced the image file, and it produces no result.
May 7 2014
Hi if you tried it on todays a351ff7 build then it works fine.
yep, it was confirmed to me that your way is correct anyway, I was wrong..
May 6 2014
you shouldn't have to set it to shade smooth.
Ah you where right!
i thought they where related. apologies. I will report that separately.
Apr 10 2014
Ok campbell, at the time of the bug report, I used the latest build from buildbot. which was from the 9th of October. Todays build wasn't available yet ( 9b60174)
ok here is a new file. I also attached a screen shot of the error.
Mar 24 2014
thanks for looking into it. I tried it in old versions of blender, same issue. I tried appending into fresh file, same problem.Tried loading factory settings and trying it on default cube, one time it worked, another time it crashed (2.65). Uh oh. very strange.
Mar 23 2014
additionally, I think the mask is active at level 0 in some cases , user just doesn't get visual feedback in the viewport.
Mar 22 2014
Mar 1 2014
Hi guys, where there any talks on the lamps? it doesn't seem clear to the user what the values relate too... yesterday I turned up a spot/area light to something ridiculous like 100000 to get the right brightness, will this be addressed? please direct me to right task if this is the wrong place.
Jan 29 2014
Maya and 3dmax viewport is faster in general compared to blender, regardless of graphics card. So I don't know why they are being mentioned. I brought up this topic because we are talking about default blender settings, my reasoning for it being default, was that the performance hit is HUGE on nvidia cards, so huge that it should be addressed in some shape or form, even if nvidia decide to update in the future. Also makes no difference to AMD users, other than visually. Anything else is to do with blender slow viewport in general, which is another topic.
Jan 28 2014
@michael knubben (michaelknubben) me neither. You probably can't, its a per-object thing for double-sided. So it will have to be done by one of the UI team.
@michael knubben (michaelknubben) yes, its available under object data in the properties panel (as a checkbox). Also doublesided is a depreciated feature in most cases i've read about. So most outside of blender"agree" that it should probably be avoided in modern cg.
Jan 15 2014
i'm afraid this bug is from the latest windows build, freshly downloaded this morning. Although its dated Jan 14
I thought the file would have been enough, but ok.
also, opening the file in an older version than what I have provided produces correct results. ( 2.69 18a1e17)
Jan 9 2014
@Bastien Montagne (mont29) are you saying this is a mistake I am making? or the code?
Jan 4 2014
agree with @William Reynish (billrey) regarding consistency. spacing is definitely better tho.
I like this revision, for reasons @Thomas Dinges (dingto) mentioned
@Campbell Barton (campbellbarton) I think the performance increase is so much that its not so "arbitrary" to have mesh objects have it off by default. I read that double-sided is pretty much deprecated in modern graphics.
Jan 3 2014
@Andrew Price (andrewprice) as szap says, it depends on what hardware you have, but all you have to do is subdivide a cube in multires 6 times ( at least a couple of million) and performance will drop in the viewport, but once double sided is off, speed increase is significant. Theres not really a downside to turning it off, as far i've heard from other users. I also wonder, why is the default lamp behind the subject?
as a user, this "clean" style appeals to me, and looks less clunky, so I approve. This is obviously personal preference though. To me its easier on the eye, and small things like this make working in the software a little more appealing and fun.
Dec 31 2013
i'm not completely understood, but its not such a big deal. Any thoughts on disabling double-sided at object creation?
@Brecht Van Lommel (brecht) I gather from your response, the issue has been identified, but just no one is available to fix it? if so, thats at least some good news. I had thought it was just unsolvable by the team, thus my "expertise" comment, thanks for your time.
Do any of the current core devs have the expertise to make the fix/rewrite eventually (even if a year from now), or is it something that will require another dev altogether? thanks. I'm concerned about how opensubdiv will effect everything.
Dec 27 2013
Can I post here guys? sorry if i'm not supposed too. My concern was about the double-sided on default for nvidia users. I was confused as to why this was on by default if it knowingly hurts viewport performance (a lot) I don't know the technicalities of it, so perhaps it can be discussed? I just thought it should be off by default. My other concern was the default viewport lens size of 35mm, its wide and creates distortion quite easily, I was thinking 50-55 mm would be better as its closer to human eye, and for modelling/sculpt purposes might be better to work with.
Dec 19 2013
ah ok, for some reason I thought it had something to do with symmetry. I never noticed the lock feature in old versions, I thought it was something new you added (thats not the case). My mistake. Obviously it locks an axis, which is why smooth is problematic. duh. Sorry for wasting your time.
@Antony Riakiotakis (psy-fi) I have and issue, i'm not sure if it has to do with this commit, or the symmetry one. If you turn on "lock x" in the gravity option, and do some strokes with clay brush, and then use smooth, notice how it doesn't smooth well at all. You get some weird artifacts/lumpyness. Sorry, should I create new bug report? it smooths well without lock x on in the options. Maybe i'm not understand how its supposed to work. should I create a new bug report?
I experienced this today in official 2.69 build. win 7
hmmm I remember when shift + smoothing was an issue way back before dyntopo was in trunk. thanks for the quick work.
Dec 18 2013
sorry to be a pest, but is this being explored?, or @Antony Riakiotakis (psy-fi) missed this report? In recent version (18th December) now it just crashes when I use gravity altogether.
Dec 16 2013
backspace "hard" delete sounds good to me.
Dec 13 2013
@William Reynish (billrey) yes sorry, that was an error in my thinking. Consistency is key. I agree it would have to change everywhere.
@Carlo Andreacchio (candreacchio) , perhaps I misunderstand, but as far as can see, "x" delete is still available in edit mode, so i'm not sure how this affects the modelling process exactly?
screengrab of error