- User Since
- Jul 1 2019, 4:50 PM (11 w, 6 d)
Wed, Sep 18
I remember an old Gsoc or something like that that had GPU generated children, it was like a modifier. Really cool. I wish we had that, for the viewport and editing. Even if it doesn't match the same seed as the Render and Render uses CPU
Mon, Sep 9
Fri, Sep 6
+1 for renaming files to come back
Wed, Sep 4
Tue, Sep 3
Right now I'm working in something architectural that involves constantly tweaking the position of buildings to know where sun light and shadow falls, and Eevee's shadows are accurate enough that I don't have to switch to full a rendered Cycles view, which would be slower in this asset heavy scene. But I do use the full rendered view as well. This is more about feedback in the viewport than rendering a playblast. Could you still do it in this new design? Sure, only if you switch to eevee as the default render engine.
Wed, Aug 28
Please don't remove Use Scene Lights/World from the Material preview. I already outlined above good reasons above. Please.
Aug 22 2019
That's a known limitation https://docs.blender.org/manual/en/latest/render/eevee/limitations.html#subsurface-scattering
Aug 21 2019
While I'm happy that previewing materials with HDRI and Eevee is back, now there's the opposite issue if you remove Use Scene Lights from the 3rd shading mode. Being able to see the scene lights with Eevee when authoring Cycles materials is also useful (eg the specular from light sources is more accurate than the HDRI, or the sharp contrast of lights might be better sometimes) Both things are useful. And this new change, while an improvement over the past version of the document still looks like a middle ground compromise, politician style, that doesn't improve over what exists just for the sake of semantics. To summarize, see this chart:
Aug 16 2019
The checkmark + value proposal esentially puts two things in one row, going against the new philosophy for animated properties. What would the keyframe icon on the right do, would it animate the checkmark or the value? Center alignment looks good otherwise, and addressing excesive nesting is something that could be tackled in the future in another design task.
Aug 9 2019
Aug 8 2019
Thank you! @Brecht Van Lommel (brecht)
I feel this is important and it's not being addressed or acknowledged despite being the third time I bring this up. Please acknowledge this, even if to tell me I'm crazy. This design is saying to me that I should not be allowed to lookdev Cycles materials with an Eevee preview, like it's somehow wrong or a second class thing to do even though I constantly check Cycles materials using Eevee in the current Lookdev mode, when the shaders are not too different. All I see is two or three extra step that will make that more cumbersome, as it hasn't been properly explained what the Eevee preview mode will do. Will it...?:
Aug 7 2019
His first point echoes what I said. In this current design, you can't change HDRI in Fast view without switching to Rendered first.
Let's say I'm using Cycles, but using the Fast preview mode with Eevee underneath. How would I change HDRI and toggle lights on Fast Preview? They are not in the popover so I would have to click on Rendered mode, open the popover and change the HDRI, and then go back to Fast preview? Not having the HDRI toggles and selector affects more negatively Fast preview/Lookdev than it does Rendered view. And if you put Eevee settings in Fast preview together with the HDRI and toggles, then it would make the popover too long.
Aug 6 2019
Aug 2 2019
From the developers point of view, I would first focus on the drawing mode and snapping to start with. These are the low hanging fruit but the most important ones, they don't need to be bound to retopology.
Aug 1 2019
I agree that it should be part of Edit mode. At certain point meeting halfway between what it's easier for the developer and what's best for the user steers too much into the developer side. The same way flat design is popular because it's easier to produce and mantain, not because of the end user.
Jul 25 2019
Jul 24 2019
Jul 19 2019
Jul 18 2019
How does this tie with the future of rigging? Currently it's very hard to have a base set of deforming bones and swap the rig around it, similar to what Source Filmmaker does. You can't swap Object data because the dropdown doesn't allow for that, nor can you do it swapping Armature data, because constraints and other rigging values are stored on an object/bone level, not on the armature. You have to duplicate the Armature object, along with all its children objects if you don't want to rebind each object to it. Could rigs be their own datablock or something like that? I heard stuff about rig compilation, would the new nodes even allow for that?
Jul 15 2019
how would I go about doing this in 2.8?
Jul 8 2019
This is 66684bdff30f, you can't adjust Span, and offset basically controls both density and orientation.