User Details
- User Since
- Mar 18 2020, 4:35 PM (114 w, 3 d)
Apr 24 2022
Apr 13 2022
Apr 12 2022
I believe the issue lays in bpy.ops.paint.image_from_view. But I cant quite find where this operator is declared: https://github.com/blender/blender/search?q=image_from_view
Mar 19 2022
Mar 10 2022
Feb 25 2022
Could I suggest adding an option for manually setting the "tilt" used by the node - *as a vector*?
Feb 24 2022
Feb 15 2022
Thanks @Philipp Oeser (lichtwerk) ! 👍
Thanks for opening this as my report was closed. The sample file request slipped through my mailbox
Feb 6 2022
Please dont push on this any further :V
Feb 1 2022
Jan 31 2022
Jan 21 2022
Where is this new MESH_MT_attribute_context_menu supposed to be located? I cant find it anywhere in the latest alpha that I just dragged down from the build bot:
Jan 14 2022
Jan 2 2022
Task updated with the requested info.
I spoke with xp-Pens support, turns out the issue was that the driver had to run with administrative privileges (which it was not configured to by default) - most softwares were unaffected, Blender being the only one getting the lag as a result.
Dec 30 2021
Dec 22 2021
So uhm, I bought an i9-12900K recently and updated to Win11 hoping the bug would be less apparent, uhm I just wanted to say that the experience is quite unusable even with my new configuration.
Dec 6 2021
Oct 22 2021
Somebody told me of a new "realize instances" node over in a Discord community:
Oct 21 2021
I can confirm. Actually in the latest alpha its even worse, not you cant even apply instances at all it seems.
Does the join node support UVs yet? Its rather useless to me until it does & Boolean union often destroys the geometry
Sep 16 2021
Please dont forget about this one
Sep 8 2021
Thank you Jeroen 👍
Jul 27 2021
Along with folders, I would also like to see an asset tagging system that's independent from folders. So you can tag each asset with an unlimited amount of tags and then search entirely by these tags, for larger databases with a large variety in assets I believe management would be easier this way.
Jul 14 2021
Something to add is that the issue only occurs when textures are visible in the viewport - might help with figuring out whats going on
Jul 11 2021
If you do have the freedom of adding features as you like to the Boolean modifier. I certainly wouldnt mind if we got to see options like inset/outset (moving the area that would normally be cut out along its normal and creating an extra edge around it, so it would act kinda like edit modes inset tool).
Jun 29 2021
Ah, thats fantastic. Im deeply in love with geoemtry nodes already :) I hope we will get to see fast booleans some day as well
Jun 18 2021
Any chance on seeing some basic support for geometry nodes modifiers & node groups any time soon?
Jun 2 2021
May 31 2021
Seems there is an abandoned branch for this already: https://developer.blender.org/D8445
Apr 30 2021
Also I wrote a summary of all the features requested in https://developer.blender.org/D3203 , I also added in some suggestions of my own here:
It took me 6-7 hours to read through all of that and reflect over it and there was a lot of features being suggested several times over. There were also no concrete design suggestions that would promise an overall workable solution, so I suggest anyone considering to add some more ideas on use cases to read through either the full thread or at least my summary first to make sure it already hasn't been suggested.
I have a design concern about having bake materials like first proposed by @Brecht Van Lommel (brecht) , if there are some other nodes in-between the output node/bsdf node and the bake-to-texture node and the "bake material" is supposed to be able to bake other materials on the objects its assigned to, from an engineering standpoint how would the baker know what to write to the texture or any attribute representing the texture?
Apr 29 2021
Hi, Im interested in doing an attempt on implementing this, Ive been looking a little at \source\blender\draw\engines\eevee but Im struggling to figure where exactly code for a baker would go.
Apr 16 2021
Sorry about the intrusion but it would be awesome if we got to see the fast solver with geometry nodes, the exact solver is not very useful in many situations with complex geometry (at least when realtime feedback is important) - it slows down the viewport too much.
Apr 8 2021
Apr 7 2021
Apr 6 2021
Apr 4 2021
Its worth mentioning that the objects still get pasted, so in my case here where I used the collection as a bool cutter collection this results in a bunch of ghost cutters that I cant alter, but that still cut into my mesh.
Feb 25 2021
Fantastic. I can see Bastien made a fix for it already 👍
Feb 24 2021
Feb 23 2021
Oct 22 2020
If you would intend to implement this yourself, then this would be fine e.g. on DevTalk to discuss it with other developers.
Is there any other way that I can present the idea to the developers?
Oct 21 2020
Oct 19 2020
Personally I would like to see this get merged into master as soon as its any what useable. The sooner we have anything that saves us from having to append blend files manually the better!