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SecuoyaEx (SecuoyaEx)
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User Since
Jul 1 2019, 4:50 PM (73 w, 3 h)

Recent Activity

Mon, Nov 9

SecuoyaEx (SecuoyaEx) added a comment to T82462: Eevee's AO shades even outside of the distance.

Not sure what you mean, treat zero as AO disabled?

Mon, Nov 9, 2:18 PM · EEVEE & Viewport, BF Blender

Fri, Nov 6

SecuoyaEx (SecuoyaEx) created T82462: Eevee's AO shades even outside of the distance.
Fri, Nov 6, 3:12 PM · EEVEE & Viewport, BF Blender

Oct 9 2020

SecuoyaEx (SecuoyaEx) created T81576: Eevee samples + Motion blur steps = different behaviour compared to 2.90alpha.
Oct 9 2020, 1:59 PM · BF Blender

Oct 1 2020

SecuoyaEx (SecuoyaEx) awarded T59459: particle info node doesnt work in eevee a Love token.
Oct 1 2020, 1:47 PM · BF Blender

Sep 23 2020

SecuoyaEx (SecuoyaEx) awarded rB6f3c279d9e70: EEVEE: Add support for GGX Multi-scatter a Burninate token.
Sep 23 2020, 12:11 PM

Sep 9 2020

SecuoyaEx (SecuoyaEx) awarded T64620: Random Walk SSS in Principled BSDF gives very dark result for small subsurface inputs a Burninate token.
Sep 9 2020, 2:32 PM · Cycles, Render & Cycles, BF Blender

Jul 24 2020

SecuoyaEx (SecuoyaEx) added a comment to T79024: 2.83.2 and 2.9.0 problem with bone selection inside another bone.

It would mean selecting in the middle of the bone could miss the bone

Jul 24 2020, 9:07 PM · Restricted Project, Modeling, BF Blender

Jul 22 2020

SecuoyaEx (SecuoyaEx) added a comment to T79024: 2.83.2 and 2.9.0 problem with bone selection inside another bone.

Selecting bones using their wire. (we probably don't want to do this, just noting that it could work, perhaps wire as a first pass, then depth as a second pass if the first pass fails)

Jul 22 2020, 10:41 AM · Restricted Project, Modeling, BF Blender

Jul 15 2020

SecuoyaEx (SecuoyaEx) added a comment to T75425: Bone selection behaves poorly.

Whatever happened to this? What we're asking is simple. Let bones be selectable by the closest wire to the mouse cursor, like Objects in wireframe mode already are, not just by their closest zdepth surface.

Jul 15 2020, 12:47 PM · EEVEE & Viewport, BF Blender

Jun 5 2020

SecuoyaEx (SecuoyaEx) added a comment to rB473aaa389cca: Cycles: Enable OptiX on all Maxwell+ GPUs.

Please let this go on 2.83 lts

Jun 5 2020, 1:47 PM

Feb 12 2020

SecuoyaEx (SecuoyaEx) added a comment to T73754: Smoke darkening/miscoloration with multiple inflow objects.

Another quirk is that, if you're using just 1 flow object, you seem to be able to change the color of the smoke sim a posteriori after simulating. Maybe it's a clue

Feb 12 2020, 1:19 PM · Nodes & Physics, Nodes, BF Blender
SecuoyaEx (SecuoyaEx) created T73754: Smoke darkening/miscoloration with multiple inflow objects.
Feb 12 2020, 1:03 PM · Nodes & Physics, Nodes, BF Blender

Feb 4 2020

SecuoyaEx (SecuoyaEx) awarded rBe3f8c887fb52: Fix T73567: Mantaflow adaptative domain takes objects with the flow turned off… a Love token.
Feb 4 2020, 12:08 PM

Feb 3 2020

SecuoyaEx (SecuoyaEx) created T73567: Mantaflow adaptative domain takes objects with the flow turned off into account.
Feb 3 2020, 5:15 PM · BF Blender

Jan 23 2020

SecuoyaEx (SecuoyaEx) added a comment to T71075: Particle collisions aren't simulated before frame zero for negative frame simulations.

Tried it on 81b7f8efaf7a from Jan20th and it still happens after rebaking

Jan 23 2020, 10:45 AM · Nodes & Physics, Animation & Rigging, BF Blender

Jan 17 2020

SecuoyaEx (SecuoyaEx) added a comment to T69484: Some Passes turn off when reopening a file despite saving.

Might be addon related. Happened on 2.82 only after importing the settings from 2.81

Jan 17 2020, 2:46 PM · BF Blender

Jan 13 2020

SecuoyaEx (SecuoyaEx) awarded T73047: Sculpt Mode Multires Design a Love token.
Jan 13 2020, 11:03 AM · Sculpt, Paint & Texture
SecuoyaEx (SecuoyaEx) added a comment to T73047: Sculpt Mode Multires Design.

One thing you can do with the current Multiresolution is modify the base mesh without losing or corrupting the already scupted parts in higher levels, you can add extra edgeloops, extrusions... I hope you guys don't break that

Jan 13 2020, 11:03 AM · Sculpt, Paint & Texture

Jan 10 2020

SecuoyaEx (SecuoyaEx) created T73018: Infinite viewport render loop when using Stereoscopy from camera view.
Jan 10 2020, 12:14 PM · EEVEE & Viewport, BF Blender

Jan 8 2020

SecuoyaEx (SecuoyaEx) awarded D6545: Integrate hair collisions with cloth collision a Love token.
Jan 8 2020, 10:47 AM · Physics

Dec 13 2019

SecuoyaEx (SecuoyaEx) awarded D6410: Shader: Hexagon Texture Node a Love token.
Dec 13 2019, 7:01 PM

Oct 31 2019

SecuoyaEx (SecuoyaEx) created T71240: Instanced Metaballs don't appear on final render, they do on rendered viewport.
Oct 31 2019, 1:18 PM · BF Blender

Oct 24 2019

SecuoyaEx (SecuoyaEx) created T71075: Particle collisions aren't simulated before frame zero for negative frame simulations.
Oct 24 2019, 6:39 PM · Nodes & Physics, Animation & Rigging, BF Blender

Oct 8 2019

SecuoyaEx (SecuoyaEx) added a comment to T59077: Poor hair editing performance.

It's a shame that every time something is suggested, it's always turned down if it looks like it will interfere with a future deep systemic change. The problem is that those deep systemic changes take a long while to come to fruition or never happen at all. Think of all the modifiers that are in the burner because the modifier system is always promised to be replaced. A lot of times not having a feature in the present hurts Blender more than dealing with maintaining that feature through systemic changes in the future.

Oct 8 2019, 2:04 PM · Nodes & Physics, BF Blender

Oct 2 2019

SecuoyaEx (SecuoyaEx) added a comment to T69680: Unable to select hair keys in Particle Edit mode after some time of work.

Update. Tip Selection mode seems to work. And you can press A in Path selection mode. The only one that seems broken is Key selection mode.

Oct 2 2019, 2:03 PM · Nodes & Physics, BF Blender

Sep 27 2019

SecuoyaEx (SecuoyaEx) created T70304: Textures mapped with the Geometry node don't make bumbs with the Bump node.
Sep 27 2019, 5:53 PM · BF Blender

Sep 26 2019

SecuoyaEx (SecuoyaEx) added a comment to T68889: Improve UV packing to pack more tightly (not just considering bounding boxes).

In terms of UV packing and UV unwrapping, it's common in other software to have a progressive heuristic solver. Something that you let run for a couple of seconds until you're satisfied with the result.

Sep 26 2019, 3:59 PM · Modeling, BF Blender
SecuoyaEx (SecuoyaEx) added a comment to T70249: Marbling effect on Eevee and subsurface scattering....

All those things may make it less noticeable but it doesn't solve it. More samples don't make it converge either.
Here's an example with with big radius, higher res shadows, soft shadows, lots of sss samples and viewport/render samples, high bitdepth, etc. Still visible

Sep 26 2019, 3:57 PM · EEVEE & Viewport, BF Blender

Sep 25 2019

SecuoyaEx (SecuoyaEx) added a comment to D5659: Eevee: Shadow map refactor.

If you have "Soft shadows" enabled, each time you rotate the view or move something around they have to be re-calculated and that's pretty annoying.

Sep 25 2019, 4:03 PM

Sep 18 2019

SecuoyaEx (SecuoyaEx) added a comment to T59077: Poor hair editing performance.

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

Sep 18 2019, 6:37 PM · Nodes & Physics, BF Blender

Sep 9 2019

SecuoyaEx (SecuoyaEx) created T69680: Unable to select hair keys in Particle Edit mode after some time of work.
Sep 9 2019, 6:49 PM · Nodes & Physics, BF Blender

Sep 6 2019

SecuoyaEx (SecuoyaEx) added a comment to T62971: File Browser UI.

+1 for renaming files to come back

Sep 6 2019, 10:39 AM · User Interface, BF Blender

Sep 4 2019

SecuoyaEx (SecuoyaEx) created T69484: Some Passes turn off when reopening a file despite saving.
Sep 4 2019, 12:15 PM · BF Blender
SecuoyaEx (SecuoyaEx) awarded D4786: Proportional Editing Vertex Gradient a Love token.
Sep 4 2019, 12:05 PM · Modeling

Sep 3 2019

SecuoyaEx (SecuoyaEx) created T69445: Can't zoom on 2D canvases by moving mouse left or right with ctrl+mmb.
Sep 3 2019, 1:46 PM · User Interface, BF Blender
SecuoyaEx (SecuoyaEx) added a comment to T68312: LookDev & Eevee Preview.

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.

Sep 3 2019, 10:55 AM · User Interface, BF Blender

Aug 28 2019

SecuoyaEx (SecuoyaEx) added a comment to T68312: LookDev & Eevee Preview.

Please don't remove Use Scene Lights/World from the Material preview. I already outlined good reasons above. Please.

Aug 28 2019, 5:27 PM · User Interface, BF Blender

Aug 22 2019

SecuoyaEx (SecuoyaEx) added a comment to T69029: EEVEE doesn't correctly render two SSS materials mixed with a mask.

That's a known limitation https://docs.blender.org/manual/en/latest/render/eevee/limitations.html#subsurface-scattering

Aug 22 2019, 10:26 AM · EEVEE & Viewport, BF Blender

Aug 21 2019

SecuoyaEx (SecuoyaEx) added a comment to T68312: LookDev & Eevee Preview.

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 21 2019, 11:15 AM · User Interface, BF Blender

Aug 16 2019

SecuoyaEx (SecuoyaEx) added a comment to T65965: Checkboxes alignment tweaks.

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 16 2019, 10:40 AM · BF Blender, User Interface

Aug 9 2019

SecuoyaEx (SecuoyaEx) awarded T68463: Dynamic Indirect light cache a Like token.
Aug 9 2019, 4:18 PM · EEVEE & Viewport
SecuoyaEx (SecuoyaEx) awarded T68467: Deform Motion Blur a Love token.
Aug 9 2019, 4:16 PM · EEVEE & Viewport, BF Blender (2.90)
SecuoyaEx (SecuoyaEx) awarded T68460: Multiscatter Glossy BSDF a Love token.
Aug 9 2019, 4:16 PM · EEVEE & Viewport
SecuoyaEx (SecuoyaEx) awarded T68468: Depth of Field Refactor a Love token.
Aug 9 2019, 4:16 PM · BF Blender (2.92), EEVEE & Viewport

Aug 8 2019

SecuoyaEx (SecuoyaEx) added a comment to T68312: LookDev & Eevee Preview.

Thank you! @Brecht Van Lommel (brecht)

Aug 8 2019, 2:10 PM · User Interface, BF Blender
SecuoyaEx (SecuoyaEx) added a comment to T68312: LookDev & Eevee Preview.
Aug 8 2019, 2:00 PM · User Interface, BF Blender
SecuoyaEx (SecuoyaEx) added a comment to T68312: LookDev & Eevee Preview.

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 8 2019, 11:37 AM · User Interface, BF Blender

Aug 7 2019

SecuoyaEx (SecuoyaEx) added a comment to T68312: LookDev & Eevee Preview.

His first point echoes what I said. In this current design, you can't change HDRI in Fast view without switching to Rendered first.

Aug 7 2019, 1:57 PM · User Interface, BF Blender
SecuoyaEx (SecuoyaEx) added a comment to T68312: LookDev & Eevee Preview.

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 7 2019, 10:58 AM · User Interface, BF Blender

Aug 6 2019

SecuoyaEx (SecuoyaEx) awarded D5399: Cycles: Add bump-map shadow terminator softening term a Love token.
Aug 6 2019, 7:22 PM

Aug 2 2019

SecuoyaEx (SecuoyaEx) added a comment to T67997: Retopology in Blender.

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 2 2019, 11:00 AM · Modeling, Sculpt, Paint & Texture, User Interface, BF Blender

Aug 1 2019

SecuoyaEx (SecuoyaEx) added a comment to T67997: Retopology in Blender.

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.

Aug 1 2019, 4:55 PM · Modeling, Sculpt, Paint & Texture, User Interface, BF Blender

Jul 25 2019

SecuoyaEx (SecuoyaEx) awarded T61797: Cycles ignores 'Local View' mode during Prreview a Love token.
Jul 25 2019, 3:35 PM · BF Blender (2.81), Cycles, Rendering

Jul 24 2019

SecuoyaEx (SecuoyaEx) awarded D5335: Workbench: Specular Highlighting for MatCaps a Love token.
Jul 24 2019, 4:57 PM · GPU / Viewport

Jul 19 2019

SecuoyaEx (SecuoyaEx) awarded D5292: Cycles: LookDev Mode a Love token.
Jul 19 2019, 12:22 PM · Cycles

Jul 18 2019

SecuoyaEx (SecuoyaEx) added a comment to T67088: Everything Nodes UX.

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 18 2019, 1:36 PM · User Interface, BF Blender
SecuoyaEx (SecuoyaEx) awarded T67088: Everything Nodes UX a Love token.
Jul 18 2019, 1:29 PM · User Interface, BF Blender

Jul 15 2019

SecuoyaEx (SecuoyaEx) added a comment to T66987: Texture Node Color Space.

how would I go about doing this in 2.8?

Jul 15 2019, 2:16 PM · BF Blender

Jul 8 2019

SecuoyaEx (SecuoyaEx) created T66552: Bugs and usability of the Add Driver workflow.
Jul 8 2019, 12:31 PM · BF Blender
SecuoyaEx (SecuoyaEx) added a comment to T66472: Grid Fill- Span and offset can't be adjusted independently anymore.

This is 66684bdff30f, you can't adjust Span, and offset basically controls both density and orientation.

Jul 8 2019, 10:35 AM · BF Blender

Jul 5 2019

SecuoyaEx (SecuoyaEx) created T66472: Grid Fill- Span and offset can't be adjusted independently anymore.
Jul 5 2019, 2:37 PM · BF Blender