- User Since
- Apr 29 2018, 8:11 PM (72 w, 6 d)
Sun, Sep 15
Fri, Sep 13
Wed, Sep 11
I don't see the error in Windows. Here's my Blender Build information:
version: 2.81 (sub 10), branch: master, commit date: 2019-09-10 20:05, hash: fa12428ede9a, type: build date: Tue 09/10/2019, 04:16 PM platform: Windows binary path: 'D:\\git-blender\\2.81\\bin\\Release\\blender.exe' build cflags: /W3 /w34062 /w34115 /w34189 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /we4013 /we4133 /we4431 /w35038 /DWIN32 /D_WINDOWS /W3 /nologo /J /Gd /MP /bigobj -openmp build cxxflags: /W3 /w34062 /w34115 /w34189 /wd4018 /wd4146 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /wd4828 /wd4996 /wd4661 /we4013 /we4133 /we4431 /w35038 /DWIN32 /D_WINDOWS /W3 /GR /EHsc /nologo /J /Gd /MP /EHsc /bigobj -openmp build linkflags: /MACHINE:X64 /SUBSYSTEM:CONSOLE /STACK:2097152 /INCREMENTAL:NO /NODEFAULTLIB:msvcrt.lib /NODEFAULTLIB:msvcmrt.lib /NODEFAULTLIB:msvcurt.lib /NODEFAULTLIB:msvcrtd.lib /ignore:4049 /ignore:4217 /ignore:4221 build system: CMake
Sat, Sep 7
UI-wise I think it would be a good idea to show that a property is driven from a cache, in the same way that it's now shown that something is animated with an f-curve or a driver.
Fri, Sep 6
This is why I would rather give full control over the shading and shadowing with a shader script node than trying to alienate EEVEE into something that is half usable for both NPR and PBR
A shader script node would probably more than make up the difference, and I think in the long term it's better for EEVEE to focus on PBR and matching Cycles. A more dedicated NPR system (like LANPR) might be the best thing to do.
Is there anywhere on devtalk or developer.blender.org that NPR is being roadmapped or discussed specifically? I'd like to list out some of the scenarios I use EEVEE for, now, and the limitations they have. Maybe I could also make an RCS proposal, like the one Marius Oberholster did a few years back.
Thanks for the reply and for all the work you do!
Thu, Sep 5
For NPR, control over shadows is really helpful. The softness parameter was useful because it made it possible to tweak shadows without introducing a sampling issue.
Here's the current soft shadow in Blender 2.81. The shader should guarantee that everything is either black or white, but shades of gray appear as samples accumulate. This occurs in Blender 2.80, also, but filtering shadows makes it possible to get this softness without the averaging of several samples. This is sometimes desired, though, since it produces really nice soft shadows and gradients that are hard to get from shaders alone.
I think there should be support for incrementing, decrementing, and re-setting numbers, and using an arbitrary start value. So, for example, a user could rename a chain of bones "foo.004.L" "foo.003.L" "foo.002.L" if they wanted to.
It's also a good idea to think about using nested numbers. A Spider, for example, has eight legs and many segments per leg. The fifth bone on the third leg may be called Leg.002.004.L. Using this naming convention is easy for scripting, in my experience. Perhaps the batch rename operator could have a feature for renaming multiple bone chains at a time? Finally, it should be possible to keep number/left/right as is. Some users may wish for the option to start with 1 instead of 0, some users may wish to use zero padding, others will not ( 002 vs 2).
Wed, Sep 4
It doesn't spread out the mass evenly it just assigns each vertex the set weight.
I could easily fix this and I think I actually should. So we instead have an actual density going on instead.
I'm having this error, too. Principled is still working, probably because of this: rBf962c701fe5d6fc14956892de58bf4f7d875348d
Thanks for the wonderful batch rename operator! I've been using Python to do this for ages.
I think the alt-F2 keybind is a little weird. The Alt modifier handles multiple objects in menus, but in the 3D view it usually negates (as in alt-g, alt-r, alt-a, etc.). It also conflicts with the annoying GeForce overlay, which many GTX card users will have. Shift-f2 might be what I would first guess it should be, if I didn't know what it's key was, since Shift is used to extend the selection to multiple objects.
Fri, Aug 30
Sun, Aug 25
Someone mentioned Maya's support for holes in faces and sculpt tools: it's worth mentioning that Maya's sculpt tools don't support non-manifold geometry at all (nor deformers or skinning, and it has major limitations for display).
Aug 20 2019
It's been a couple years since the comments about USD. Now, it's open-source and widely adopted, and Sybren A. Stüvel has done excellent work on Blender I/O (which isn't finished yet, but it's already very impressive!). So I have a question: will it be possible to maintain links to USD's, so that when the USD is updated, the Blender file referencing it will be too?
I think it could work like this: Blender would store a path to the USD to do the linking. A "fake" .blend file would be created, importing the USD once the file with links to USD is opened. Then the links would point to the "fake" blend file with the imported USD. The USD would be like DNA, and the "fake" Blender file could be like a half-way between DNA and RNA--- The .blend file with links to USD would think it's linking to .blend file DNA, but that .blend file would just be a temporary import of the USD. Does this make sense? Of course, referencing USD's directly would also be awesome, and since this format is open-source, maybe it's possible. But I think that would require building the USD I/O into linking and appending.
Aug 15 2019
Aug 12 2019
Aug 9 2019
Forgive me for interjecting if this isn't a discussion page. Here's my 2 cents, as a user:
I would recommend looking at the UX of the FOSS app, Storyboarder. It's a great tool, but it can't handle any more than a few minutes of storyboard because it's implemented in JS. Despite bad performance, I still use it for boarding because of these features:
Easy to rearrange frames, since they are not tied to a timeline, but rather are arranged sequentially and each have their own duration property. Thus there's never the problem of wanting to edit the panel but accidentally creating a new frame- it's not possible to be between panels at all. This also make it easy to re-time, since you can drop a new frame in and each subsequent frame moves over to compensate. Frames can be dragged and dropped anywhere in the list. In Blender, you have to select all keys and move them multiple times- one for GP objects, once for sound, once more for armatures, yet again for markers, etc. . It's easy to lose track of the duration of a panel this way. Dope sheets are better for keyframe animation than storyboards.
Quick recording and inserting voice/sound clips. Blender has a great audio library already, I imagine this wouldn't be too hard to implement.
Notes, action, and dialogue text boxes that change with the frame
It doesn't look like anyone has pointed this out yet, but "+=" and "-+" will be familiar to Maya users, since Maya uses this syntax for its number entry (C-like). Also, Maya allows the ability to select and edit multiple number entry boxes at a time, even with copy and paste. One of the few features I like in Maya. Blender does this a little with the multiple-drag, but it's kinda tricky to get this to work consistently, since you have to be precise with the mouse movement.
#2 is not a bug, it was re-mapped near the end of the beta. Try shift-RMB or ctrl-RMB instead. It doesn't take a long time to get used to, and box select by click and drag is a nice feature. This is true for right-click select and left-click select. I found out on accident, myself.
Yeah, the problem is that it DOESN'T work if you do that on the dope sheet proper, just above the marker area.
Aug 8 2019
This is not a bug report. Actually what you encountered wasn't a bug, either- you tried to install an addon that was already installed. If you need support, you should use Blender Stack Exchange or blenderartists forum.
I can confirm this. But I thought this was by design.
Aug 3 2019
Happens for me, too, and I don't think it's Blender. I have reported bugs from 2.80 and 2.80 RC3 before, and both are giving me the 400 error right now. It's on the maniphest/phabricator or whatever this site is called.
Jul 30 2019
I've had some weird, similar behavior whenever Blender tries to show the material preview icon- but then I was working with links to node groups created in older betas of 2.8 or even as far back as 2.79. Not sure it's the same bug. The report shows a new .blend, but I doubt this happened in an empty blend file. My guess is that something in one of the materials caused a problem.
It's really easy to narrow down the source of the issue by using the outliner to delete materials or remap their users. Then you can test them one at a time. If there's no bug, revert the file and try the next material. Once you've figured out which material is causing a problem, see if you can delete individual nodes or node-groups until the crash stops. If you can't even open the shader graph, you can still delete node-groups through the outliner. Narrowing it down like this makes it a lot easier for devs to identify the problem and a lot easier for you to work around it in the meantime.
Jul 29 2019
Here's a picture.
Jul 28 2019
Jul 25 2019
I wonder if we might have separate output nodes for LookDev and Render? I use EEVEE to do NPR shading, which results in shaders with hundreds of nodes. I'd like to have simpler versions of the materials in LookDev mode so I can use them while animating without losing performance. It isn't a problem with simpler node networks -- if I was doing PBR I could animate in lookdev no problem.
This is entirely possible when using Cycles as the renderer, since EEVEE has its own output node. But Cycles can't use the Shader-to-RGB node. And again, it's already a beautifully streamlined process with the Principled BSDF.
Jul 18 2019
Thanks for this! I ran into some weird bugs awhile back because of the old API. I didn't report them because at the time I thought it was my fault for not knowing how to do it right. This is great, finally a way of rigging with hooks with clean Python.
Jun 11 2019
May 22 2019
This is fixed/implemented by D4706.
May 20 2019
May 19 2019
May 18 2019
I've had occasional crashes when using the color ramp node in Cycles and EEVEE in the past. I've been using ShaderToRGB for a while, though, and I haven't experienced any crashes except from specific nodes in specific situations (which I've reported).
@Vyacheslav (Vyacheslav) (hitrpr) Is EEVEE's crash linked to any particular node in your shader graph? For example, try replacing your color ramp with a Greater Than node and see what happens when you edit the shader. And do the same with other nodes if you can, sometimes you can isolate the problem. If there's a specific node causing the problem, editing anything upstream of that node will cause the node to re-evaluate which will probably cause it to crash (and it might seem unrelated).
May 14 2019
May 10 2019
Apr 25 2019
Apr 16 2019
Apr 9 2019
I'm getting the same bug with 2019-04-08 21:54
This is related to commit: rBdec9c7d87e5b.
Also, let me know if it is helpful to mention the commit/bug if I know the root cause. I usually don't, so I can see how that could be annoying if I was wrong. Let me know! I want to provide good bug reports.
Apr 6 2019
Apr 3 2019
Mar 25 2019
Feb 21 2019
Bug occurs on today's build, too.
version: 2.80 (sub 45), branch: master, commit date: 2019-02-21 14:33, hash: 8986c92b651d, type: Release
build date: 2019-02-21, 15:38:00
Feb 6 2019
I the same issue with a model exported from Maya. It has UV's (that are an utterly awful mess), imports just fine in 2.79 (with the awful UV map) but fails in 2.8.
I have a file from Maya that has the issue in 2.79, and weird import in 2.8-- it only imports the vertices, no faces! Might be Maya's fault, but here it is:
Jan 21 2019
Here's a simpler file, with just the bug and none of the other stuff.
Sorry, somehow hit enter early