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May 27 2020, 8:01 AM (62 w, 7 h)

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Jun 11 2021

StrictlyIncreasing (StrictlyIncreasing) added a comment to D11575: Geometry Nodes: Solidify Node.

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 11 2021, 4:42 PM · Nodes & Physics, Nodes, Geometry Nodes

Jun 8 2021

StrictlyIncreasing (StrictlyIncreasing) added a comment to T88608: Bump shader node not working with tangents node texture coordinate..

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 8 2021, 12:28 PM · BF Blender

Jun 3 2021

StrictlyIncreasing (StrictlyIncreasing) closed T88775: Several hotkeys no longer work in the nwer builds as Resolved.
Jun 3 2021, 7:38 AM · BF Blender
StrictlyIncreasing (StrictlyIncreasing) added a comment to T88775: Several hotkeys no longer work in the nwer builds.

Nevermind looks like it was intentional.

Jun 3 2021, 7:37 AM · BF Blender
StrictlyIncreasing (StrictlyIncreasing) added a comment to T88092: Keymap: use D-key for view navigation pie-menu (2nd iteration).

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?

Jun 3 2021, 7:17 AM · BF Blender (3.0), User Interface
StrictlyIncreasing (StrictlyIncreasing) created T88775: Several hotkeys no longer work in the nwer builds.
Jun 3 2021, 6:22 AM · BF Blender

May 26 2021

StrictlyIncreasing (StrictlyIncreasing) created T88608: Bump shader node not working with tangents node texture coordinate..
May 26 2021, 11:31 PM · BF Blender

May 23 2021

StrictlyIncreasing (StrictlyIncreasing) created T88506: Twitchy behavior in Eevee during walk/fly mode..
May 23 2021, 5:56 PM · BF Blender
StrictlyIncreasing (StrictlyIncreasing) added a comment to D11366: Example minimum code for adding a new modifier.

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 23 2021, 3:40 AM
StrictlyIncreasing (StrictlyIncreasing) awarded D11366: Example minimum code for adding a new modifier a Love token.
May 23 2021, 3:35 AM

May 16 2021

StrictlyIncreasing (StrictlyIncreasing) created T88330: Undoing using undo history in sulpt rendered mode won't work..
May 16 2021, 5:52 PM · Sculpt, Paint & Texture, EEVEE & Viewport, BF Blender

May 15 2021

StrictlyIncreasing (StrictlyIncreasing) added a comment to D10202: Geometry Nodes: Attribute Statistic node.

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 15 2021, 7:22 PM · Geometry Nodes

May 5 2021

StrictlyIncreasing (StrictlyIncreasing) added a comment to T86904: Mesh Mirror Node.

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.

May 5 2021, 7:04 AM · Nodes & Physics, Geometry Nodes

Apr 20 2021

StrictlyIncreasing (StrictlyIncreasing) added a comment to D10905: Geometry Nodes: add Attribute Edge Length.

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 20 2021, 1:47 AM · Nodes & Physics, Geometry Nodes

Apr 6 2021

StrictlyIncreasing (StrictlyIncreasing) added a comment to T86839: Converting Modifiers to Nodes.

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.

Apr 6 2021, 7:33 PM · Nodes & Physics, Geometry Nodes

Mar 30 2021

StrictlyIncreasing (StrictlyIncreasing) updated subscribers of T87026: No anti-aliasing during viewport animation in workbench/eevee.

Blender disables anti-aliasing during animation play back to increase the performance of the playback. This is also probably done to avoid graphical issues. From my understanding Blender uses a form of temporal anti-aliasing (TAA) for its anti-aliasing method, and TAA can have issues with "ghosting" with objects in motion which is less than ideal when you're just trying to watch the animation.

Mar 30 2021, 8:16 AM · BF Blender

Mar 29 2021

StrictlyIncreasing (StrictlyIncreasing) created T87026: No anti-aliasing during viewport animation in workbench/eevee.
Mar 29 2021, 10:25 PM · BF Blender

Mar 24 2021

StrictlyIncreasing (StrictlyIncreasing) added a comment to T86839: Converting Modifiers to Nodes.

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.

Mar 24 2021, 8:33 AM · Nodes & Physics, Geometry Nodes

Dec 26 2020

StrictlyIncreasing (StrictlyIncreasing) added a comment to T83806: Undo - Current Status and Important Fixes Needed.

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 26 2020, 11:45 AM · Restricted Project, BF Blender, Core

Dec 23 2020

StrictlyIncreasing (StrictlyIncreasing) added a comment to T83184: Strong Moiré pattern in EEVEE normals generated by the Brick Texture Node. .

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 23 2020, 2:46 PM · EEVEE & Viewport, BF Blender

Dec 3 2020

StrictlyIncreasing (StrictlyIncreasing) added a comment to T83184: Strong Moiré pattern in EEVEE normals generated by the Brick Texture Node. .

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.

Dec 3 2020, 6:49 AM · EEVEE & Viewport, BF Blender
StrictlyIncreasing (StrictlyIncreasing) added a comment to T83184: Strong Moiré pattern in EEVEE normals generated by the Brick Texture Node. .

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.

Dec 3 2020, 6:42 AM · EEVEE & Viewport, BF Blender

Nov 30 2020

StrictlyIncreasing (StrictlyIncreasing) added a comment to T83184: Strong Moiré pattern in EEVEE normals generated by the Brick Texture Node. .

Downgraded to 20.9.1 , didn't help.

Nov 30 2020, 1:59 PM · EEVEE & Viewport, BF Blender
StrictlyIncreasing (StrictlyIncreasing) added a comment to T83130: [Crash] Cycles: Split kernel error: failed to load kernel_path_init / kernel_indirect_background.

Same here with vega 11 and 20.11.2 even on latest 2.92 alpha

Nov 30 2020, 10:07 AM · Render & Cycles, BF Blender

Nov 29 2020

StrictlyIncreasing (StrictlyIncreasing) created T83184: Strong Moiré pattern in EEVEE normals generated by the Brick Texture Node. .
Nov 29 2020, 2:17 PM · EEVEE & Viewport, BF Blender

Jul 13 2020

StrictlyIncreasing (StrictlyIncreasing) created T78875: Numerical display of delta of translation is not updating in 3d view.
Jul 13 2020, 10:43 AM · Modeling, BF Blender

Jul 11 2020

StrictlyIncreasing (StrictlyIncreasing) awarded T47043: Importing an fbx skeletal mesh from Blender into Unreal Engine 4 results in bones being too small to create Unreal physics asset. Requires scaling workaround. a Love token.
Jul 11 2020, 7:28 AM · Add-ons (BF-Blender), Import/Export

Jul 7 2020

StrictlyIncreasing (StrictlyIncreasing) added a comment to T78627: Surface smooth brush produces artifacts when set to high strength on dense mesh.

Turns out this happens on very dense mesh even during normal strokes i.e not necessarily 'edge on'.

Jul 7 2020, 12:41 AM · Sculpt, Paint & Texture, BF Blender

Jul 5 2020

StrictlyIncreasing (StrictlyIncreasing) added a project to T78627: Surface smooth brush produces artifacts when set to high strength on dense mesh: Sculpt, Paint & Texture.
Jul 5 2020, 8:18 PM · Sculpt, Paint & Texture, BF Blender
StrictlyIncreasing (StrictlyIncreasing) updated the task description for T78627: Surface smooth brush produces artifacts when set to high strength on dense mesh.
Jul 5 2020, 6:46 AM · Sculpt, Paint & Texture, BF Blender
StrictlyIncreasing (StrictlyIncreasing) created T78627: Surface smooth brush produces artifacts when set to high strength on dense mesh.
Jul 5 2020, 6:11 AM · Sculpt, Paint & Texture, BF Blender

Jun 21 2020

StrictlyIncreasing (StrictlyIncreasing) added a comment to T77829: Rigify: Shin twists when armature deform with automatic weighs is added.

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 21 2020, 9:58 AM · Add-ons (Community)

Jun 18 2020

StrictlyIncreasing (StrictlyIncreasing) added a comment to T68068: Text editor undo system, undo step limiting behavior.

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.

Jun 18 2020, 3:26 AM · Restricted Project, Core, Restricted Project, Text Editor, BF Blender

May 27 2020

StrictlyIncreasing (StrictlyIncreasing) awarded T75672: Status Bar & Statistics re-shuffling a Dislike token.
May 27 2020, 11:58 AM · BF Blender (2.90), User Interface
StrictlyIncreasing (StrictlyIncreasing) awarded rBfd10ac9acaa0: UI: Move Scene Statistics to the 3D Viewport a Dislike token.
May 27 2020, 8:22 AM
StrictlyIncreasing (StrictlyIncreasing) added a comment to rB219ce574b565: Revert "UI: View3D Cursor Changes".

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.

May 27 2020, 8:09 AM