- User Since
- May 27 2020, 8:01 AM (62 w, 7 h)
Jun 11 2021
Solidify modifier is a fairly complicated modifier that does quite a lot of things but in the simpler case it seems to do a bridge loop kind of operation on boundary loops (albeit in a smart manner, such that a boundary loop only gets bridge looped with it's corresponding pair/duplicate and not with other boundary loops that might exist). Could this be generalized somehow?
Jun 8 2021
While the bump node does produce output that looks usable it's actually nothing more than the geometry normals i.e the bump node is not modifying the geometry normals in any way and just returning them back as is. You can check this by doing a vector math 'distance' operation with geometry normals followed by a math compare node, if you compare it with 0 even with 0 epsilon both evee and cycles will tell you that they are equal though at very high strength values you get an interesting looking output, i am guessing it's just floating point inaccuracies manifesting at very high values, the weird thing though is if it's not modifying the normals in any way then why are floating point inaccuracies all of a sudden manifesting??
Jun 3 2021
Nevermind looks like it was intentional.
So is this supposed to override an existing keymap/userpref.blend cause that's exactly what happened to me. I get that you want to make the keymap more accessible or better etc etc. But you can't just overwrite an existing userpref.blend without the user's permission. How would you like it if git instead of warning you that you have a merge conflict would just reset and then merge stuff into your local branch without your permission?
May 26 2021
May 23 2021
You are doing the community a great service! Would be awesome to see something like this for other stuff as well if you ever find the interest/time for it, example geo node , shader node, sculpt brush etc. Anyways thank you very much!
May 16 2021
May 15 2021
I think it would be a good idea to have a way to mask/exclude some vertices in the node itself, normally for this kind of thing you can always just multiply by 0 or something else along that line, but in this case you would straight up get the wrong answer with things like mean/standard deviation etc as opposed to excluding the vertices entirely from the calculations i.e pretending like they don't exist. Plus it would probably be faster , but then again branching is slow so it might just end up being slower on small/medium sized inputs.
May 5 2021
I think this can be broken down into several more primitive nodes. When you think about it all that mirror modifier seems to be doing is duplicating things and then moving them somewhere. Without bisect option it duplicates everything indiscriminately and with bisect it only duplicates either positive or negative side of axis and then overwrites it with the other side. Honestly all this is reminding me of just good old memory operations, copying an array, repeating it, overwriting parts of it etc etc.
Apr 20 2021
It's significantly faster to ctrl + scroll through a dropdown list to cycle through modes than it is to find a single node in a behemoth list, not to mention the behemoth list looks more daunting and scary as well. And you won't believe the number of times you can end up making a useful discovery by simply randomly switching or cycling through modes example in the the math node. As for the use cases "Smooth Corrective" modifier has a length weight mode so i imagine this would be useful for that or in general doing some kind of 'weighted' operation where the weight is dependent on the edge length.
Apr 6 2021
Unless there's a really fancy way of doing calculus that i never knew about i am guessing in order to be able to implement Laplacian smooth/deform you are going to need some way of getting (and maybe even setting) data from neighbors, in which case it might be better to expose that functionality directly in geometry nodes. Functionality like this could also be useful for particle nodes example for creating boids based simulations.
Mar 30 2021
Mar 29 2021
Mar 24 2021
Stakeholder for shrinkwrap here. Some of the many use cases of the modifier involve - Retopology , very quickly making clothing items, using it in conjunction with vertex proximity also enables many interesting applications especially now with geometry nodes thanks to the ability to do arbitrary math with vertex weights. And i imagine as a node you may also be able to use it for example to squeeze out information about other objects. For example once it has shrinkwrapped i can just read out the position or normals attribute etc etc and do god knows how many things with it. The sky is the limit really, once you have a way to pass information between arbitrary things like this, just like how you guys pass around all kinds of data in your function calls. Not exactly standard use case i know but good food for thought none the less.
Dec 26 2020
I can assure you guys that using undo history menu to undo multiple steps at once is an extremely common use case. Why? Because of 2 reasons
Dec 23 2020
I think you might be onto something, i set the normals output to emission and both the combined and emission pass have significantly less noticeable moire than the NORMALs pass. Moreover the pattern is most noticeable right after the scene is forced to update (either because camera moved or something else) but quickly becomes less noticeable over time which is consistent with the single sample theory.
Dec 3 2020
On a side but possibly related note if you put the same exact material (brick texture into bump node's height) on suzzane and then compare Eevee's normal render pass with Cycles normal pass you can tell that Eevee seems to have a lot more green than cycles. No idea if this is expected or not, just thought i would share.
I don't think it's anything specific to the brick texture in fact i don't even think it's anything specific to the bump node. I have been able to reproduce this using just good old math nodes and texture coordinate node.
Nov 30 2020
Downgraded to 20.9.1 , didn't help.
Same here with vega 11 and 20.11.2 even on latest 2.92 alpha
Nov 29 2020
Jul 13 2020
Jul 11 2020
Jul 7 2020
Turns out this happens on very dense mesh even during normal strokes i.e not necessarily 'edge on'.
Jul 5 2020
Jun 21 2020
Can confirm happens to me as well and is very annoying. Didn't even realize this was happening at first thought it was my bad sculpting.
Jun 18 2020
Somewhat unrelated but if you go ahead with this maybe you could also create a local undo stack for the knife tool as well, that only stays in memory for the duration of the operation.
May 27 2020
Okay guys riddle me this, why is it that all the good stuff takes forever to get committed to master while all the controversial UI related stuff gets committed to master immediately just like that without taking any feedback from the community? You should really give the UI team there own branch and get the folks over at blender studio to try it out whenever you want feedback or better yet ask the community in the forums. Still patiently waiting for someone to revert fd10ac9acaa0 though it doesn't look like it's ever going to happen.