- User Since
- Apr 29 2018, 8:11 PM (94 w, 3 d)
Fri, Feb 7
I've been trying to figure this out for a little while. I've been writing down my thoughts on the task in my devtalk post. Brecht has helped me with this, too. It seems pretty straightforward, and it looks like it won't involve any changes to Cycles at all, but rather to Blender. This would also mean vertex color baking in other engines that support baking, if I understand the code correctly. I haven't made much progress on the problem myself, I'm kinda waiting to see what the multi-res baking code will be as multi-res is refactored this year.
Thu, Feb 6
Duplicate of T73640
This isn't a bug-- you've just got the clipping distance set incorrectly in your camera's settings. Try increasing the "far clipping" distance.
This isn't a bug, your proportional radius is just very large, so it envelopes the whole object. Try shrinking the radius with the scroll wheel.
The bug appears to be fixed in 2.83, no doubt due to the undo improvements.
We don't have the resources to debug your custom script.
Tue, Feb 4
Mon, Feb 3
I can confirm the freeze. It seems reasonable that you wouldn't be able to update the depsgraph in the process of updating the depsgraph... seems like that should lead to an infinite recursion situation.
I can confirm the issue, furthermore, commenting that line out restores normal function (lin1611 in utils.py). There appears to have been a removal in 2.83 that led to an API change:
This isn't a bug-- it's because the mask modifier works on vertices and not faces. Perhaps, in the future, there will be a way to use faces (i.e. in Everything Nodes) and avoid this annoyance? For now we'll just have to use slightly different vertex groups for these kinds of situations.
Sun, Feb 2
Mon, Jan 27
Sun, Jan 26
That error isn't from an addon, it's from one of Blender's built-in operators. How did you cause the error window to appear?
Fri, Jan 24
It's interesting that @Alberto Velázquez (dcvertice) should mention multi-res baking. Having done some poking around in the baking code myself, it seems multi-res baking is a major branch in the bake code that complicates things tremendously. I think it's one of the few parts of Blender that still uses DerivedMesh. Removing this branch in the bake code by redesigning multi-res may have the benefit of making it easier to design features like AOV baking, bake denoise, etc.
I can confirm the bug on Ubuntu. I can crash it in 2.81a (from apt) or in the daily build from the buildbot (24 Jan 2020). I haven't noticed any differences in behaviour except that 2.82 shows the unusual linked data in the Blend File section of the outliner, whereas 2.81a does not; however they both create the link and show it in the Data API section (more on that below).
Wed, Jan 22
Do you know of uses of the constraint where some of the checkboxes are disabled?
I was able to reproduce it by using the Add Icosphere, Monkey, Bezier Curve, Metaball, and Surface Circle operators... I imagine any operator that adds new datablocks will have this problem. If you search "add" you'll get a bunch of operators that mostly all cause this bug to occur.
Jan 20 2020
Jan 14 2020
I don't see a task for this specifically, so I want to say: B L E S S you for the volumetric pass.
Jan 10 2020
Jan 9 2020
Dec 30 2019
Dec 21 2019
This has the potential to majorly speed-up stop-motion-style renders. Thanks 😄
Dec 17 2019
Dec 16 2019
Dec 15 2019
Dec 14 2019
One more UI/UX suggestion-- I'd really love to be able to change the order of the AOV's in the view-layer tab in the properties panel, and also in the Compositor ViewLayer Input node.
I'm already using this feature, thanks so much for it! It's a Godsend.
Oops, sorry about the noise, I logged in and the page I was on changed. You can remove this comment!
Dec 12 2019
Going off of @Andy Goralczyk (eyecandy) 's and @Daniel Paul (DaPaulus) 's suggestions, I'd like to suggest putting the AOV outputs in the material output node, or all of them in one output node. There doesn't seem to me to be much benefit for giving each AOV its own node, selected by name. What will Cycles do when multiple AOV outputs by the same name exist in a shader? I suppose it will just use the active one as it does with material outputs.
Noticed a couple UI things: adding a new AOV doesn't automatically create numbered names-- they're all called "AOV" rather than "AOV" "AOV.001" "AOV.002" etc. The "not a unique name" warning doesn't show up until you interact with it either.
Dec 2 2019
Is it possible to get an evaluated version of the curve data (not the mesh)?
Nov 29 2019
Nov 22 2019
Nov 21 2019
Nov 12 2019
Nov 8 2019
Nov 5 2019
Oct 29 2019
This is a known limitation.
Oct 27 2019
sudo apt install blender is how I installed Blender, and it is in English for me.
Oct 24 2019
Just gonna go ahead and ping @YimingWu (NicksBest) (LANPR developer)
Oct 22 2019
The traceback error is an error in the addon, so it isn't a bug in Blender. There is a place on this website for bugs in built-in addons. Or is it an addon found on the internet? This isn't the right place to report those bugs- you should contact the addon's developers.
Oct 21 2019
I agree, sculpt mode retopo overlay would be really nice. Especially with the awesome relax brush Pablo Dobarro is working on. (it seems almost special made for retopology.)
Oct 19 2019
OK, I'll switch my drivers and try again. Do you think this is a bug in Blender or in Ubuntu?
Oct 17 2019
This is incredible. This looks like a feature that other softwares have, called Surface Constraint, that does this with the move/rotate/scale tools. Would it be possible to extend the topology slide feature to mesh editing? Or use the relax tool in edit mode on the selected vertices? I mean, could the same code be re-used for this?
Oct 14 2019
Oct 10 2019
It's not the same bug, but it's really similar. I think it's being tackled, though. Well, maybe it is the same. I don't know, use your judgement on whether to label this a duplicate or not. But it might help to put your files in the other thread if this is a duplicate.
Could it be related to this: T70531 ?
Oct 9 2019
Oct 8 2019
Finally found the clip of the error message I got, and looking at it again, I don't think it's related. But I'm gonna put it here just in case.
I'll try to recreate the error sometime during the week.
Oct 7 2019
@Philipp Oeser (lichtwerk) Can you do triage for this, please? It's been waiting for a couple weeks. It should be easy to reproduce.
Oct 6 2019
Really good improvement with this patch. I was able to undo everything in a recent texture painting project, despite frequent mode/workspace switches. I got an error message on one occasion, but it still un-did correctly and nothing seemed amiss. I didn't manage to write it down, but I recorded my work. Unfortunately, the video is 4 hours long, so if you'd like to see the error message and the what I was doing leading up to it, I'll have to spend some time searching for it. I'd be happy to do so if that will be helpful. I'll post the error message here when I find it. I want to help find and report bugs, but in this case I didn't realize I was looking at an error message until I had already clicked away from it. I do remember clearly that it occurred when I hit ctrl-Z.
Thanks again for the excellent patch!
Oct 5 2019
Oct 3 2019
What Blender version are you using? In 2.81, proxies are being improved and phased out by the new override system. Try the same thing using overrides, see if that fixes the problem.
Sep 30 2019
Sep 29 2019
I wonder if face maps could be a part of the Viewport display panel in the bone properties panel?
You could select the mesh as the Custom Object, and there would be an option for face maps with a drop-down menu that lets you choose which one you want. And it would choose like names by default. You could turn them on and off by enabling and disabling custom shapes.
Sep 28 2019
Sep 26 2019
I'm curious if this is planned to support joining objects, or only work on a single object? Sometimes in animation it would be nice to merge edges of objects together (hand/sleeve for example).
Sep 23 2019
I think this could be a great feature for animation, too, if you have a part of a rig that depends on a simulation. The cloth in a character's clothing could simulate while the animator is moving things, and stop when there's no transform going on. This would only give an idea of what the position of the cloth will be when baked, but it would be useful since you'd catch a lot of mistakes before a lengthy baking process.