- User Since
- Oct 12 2014, 1:52 PM (299 w, 3 d)
Mon, Jul 6
I have tried and it works correctly in Viewport and Final render.
Thank you very much Patrick!
Fri, Jul 3
About denoising features that are not supported by Optix render yet, just in case this is trivial to implement for Optix denoiser and it was just an oversight, we have this concern about whether it is possible:
Sun, Jun 28
This that I am going to comment has to do more than anything with the title of the entry, for me not to open a new report because the problems may be related. Here I commented something about it:
Fri, Jun 26
@ronan ducluzeau (zeauro) , Could you test a very high value in Sampling > Viewport, and then Start Sample equal or greater than 20?
Thu, Jun 25
It may not be very obvious because the Rigid Body simulation cache settings are not found on the Physics Properties tab as the other simulations, but you need to bake the simulation first. For Rigid Body world, cache settings are found on Scene Properties Tab > Rigid Body World > Cache.
Wed, Jun 24
Tue, Jun 23
Hi, in the same .blend file there is a sphere with cloth simulation and apparently it works. Here with collision and bigger value in Shutter:
Fri, Jun 19
Wed, Jun 17
Fri, Jun 12
Hi. There is a typo in the entry title,
Wed, Jun 10
Jun 8 2020
@Tyler (ghfujianbin) , It is slower because with Pixel Size=1 the Viewport it is working at the maximum resolution of your monitor. As I said before, even when you use GPU + CPU, GPU is the only one that works in Viewport. So for now until the Pixel Size and CUDA problem is solved, while you need Viewport denoiser you can choose OptiX from Preferences in System item. Also when you have CUDA selected in System item, OptiX denoiser limitations regarding supported features remain the same, so for all this until the bug is resolved there are no major reasons to just use OptiX in viewport for now (Change to CUDA if for some reason you prefer it for final render)
I cannot reproduce the problem here in Linux with .blend file above, GTX 960 (440.82 driver). This works in all cases.
Jun 6 2020
This is my report about this:
Jun 4 2020
I'm not sure if I should open a new report with this .blend file:
Jun 1 2020
Yes, you have the latest Studio drivers. Let's just wait until some developer has time to take a look at this problem and decide what is going on here.
@Alaska (Alaska) . You said in another entry that you use POP! _OS 20.04 (Ubuntu 20.04 based distribution).
May 31 2020
Hi. I don't have the best hardware here for testing. But you may need to use Clamp values (Under Bloom and Volumetrics > Volumetric Lighting). Could you do tests with values = 10 on both and see if the problem is attenuated?
May 17 2020
May 11 2020
Wait. Under the same circumstances with compositor and with "Use nodes" enabled, the problem also occurs in Blender 2.7x, but only in Operator in Tool Shelf panel, not in F6 operator. Open in 2.7x:
Oh, it was that. Thank you!
The strangest thing is that this occurs from 2.80 inclusive. I was almost certain that this could be due to a problem with KDE compositor because apparently this had not been reported and I was the only one having the problem in so long.
May 10 2020
Change Pixel Size from Automatic to 2x for example.
@Ankit (ankitm) . Hi.
Brecht suggested that it could be a bug. From the link above:
May 3 2020
Apr 1 2020
Feb 25 2020
I'm afraid that the main bottleneck in edit mode is CPU related and not related to the GPU or viewport features. In my tests select the worst quality in viewport and a very small size of viewport/blender window does not make changes in fps while you move vertices in dense mesh.
I mean, I'm not sure that what you ( Paul Kotelevets ) proposes changes the situation much.
Feb 12 2020
Probably this Brecht answer is related:
Feb 6 2020
Dec 15 2019
Dec 13 2019
Nov 27 2019
Nov 25 2019
Ok, thank you, Antonio.
Would it be possible/useful to implement some "Overscan" option for effects similar to "Film" > "Overscan" Eevee option?
Please give information about the driver you use. For example you share here the result of each of the following lines from the terminal:
Nov 24 2019
Nov 11 2019
Here is the user's .blend file:
Oct 6 2019
Ok, thanks for the explanation Brecht.
With Sync to VBlank off in nvidia settings and fps-performance.blend scene (but custom frame rate=1000) I get:
@Sergey Sharybin (sergey) wrote:
Oct 4 2019
@Philipp Oeser (lichtwerk) , I see, right. Now this is working as in 2.79.
Thank you very much for considering that this was an unwanted behavior! I thought we would have to live with this. Thank you.
Sep 27 2019
Sep 23 2019
This has been fixed by recent commit:
Sep 22 2019
Sep 16 2019
Sep 15 2019
CandleComet, thanks for your work!
Sep 14 2019
Just in case you are not aware. Jagged edges depends on Shadows settings > Cube Size (Cascade Size for Sun lamp). With Soft Shadows enabled, Edge Smoothness depends on lamp size/radius (or Angle for Sun lamp).
It is true that in some cases many render samples are necessary to obtain better soft shadows, which can significantly increase render times. I wonder if it could be implemented some way to configure high samples only for shadow system independently without affecting the rest.
Sep 13 2019
Sep 11 2019
A comment perhaps related to this.
Sep 7 2019
Sep 6 2019
I have no idea, the problem occurred having or not having AO enabled in Render Tab. Anyway I have built again and the problem seems solved now.
Sep 1 2019
Aug 31 2019
Aug 29 2019
Just to clarify that "Release Confirms" unchecked box behavior has no effect on node editors in 2.79, and I think that developers intentionally chose to do so because it is annoying most of the time (or at least not as useful as in 3D View editor ). While it is acceptable for some users to consider this behavior useful in node editor, I think that it should then be an option in which the user can choose the behavior in node editor (please)
While this feature is very useful in 3d view, it's annoying in the node editors. Leads to too many clicks.
I consider it a mistake.
Aug 26 2019
It is intentional change and it has been renamed to Stencil Opacity in master/buildbot/2.81
Aug 21 2019
Please read starting from here:
Aug 20 2019
Aug 12 2019
Will the compilation and installation of OIDN dependencies through install_deps.sh be automated?
Aug 10 2019
Just in case it is useful for someone, I have isolated this couple of objects from .blend file above, and saved from 2.79 to compare:
Aug 9 2019
Aug 7 2019
To not complicate matters further, my proposal is to leave things as they are, and add a tiny sphere icon/option for "Fast Preview/Material view" in the row of current 4 icon spheres in Viewport Shading icon row (Wireframe/Solid/Material View/Look Dev/Rendered). So Look Dev will always respect render engine by default, and new option "Material View" will always use Eevee by default. Remaining the main options that the user wants a single click away.
The latest version of the patch is almost solving the problem related to Grab brush that I showed in my previous message!
My question is whether this really solves that bug for Linux if this could be implemented for other brushes, or this helps in performance for Grab brush but the problem about Windows being faster than Linux still persists.
Aug 6 2019
I have compiled and tested on Linux.
Aug 4 2019
So, "/" object isolation is not working as expected in Cycles rendered view. This works in 2.79 rendered view.
If I remember correctly, Dalai Felinto worked on "/" feature for 2.8.
Here is Eevee manual:
Aug 2 2019
Is the recommendation to not to publish screenshots/videos of other softwares in design tasks to avoid legal problems still valid?
Jul 31 2019
LookDev mode also works as fast Material/textures preview, as Material view mode in 2.79. You can see materials with textures, it's fast, without noise. Eevee was thought from the beginning as a quick/fast preview mode for Cycles. So I think devs are doing well, faster and cleaner mode should be by default (Eevee), and if the user needs LookDev for Cycles, simply enable Use Scene Render Engine.
Jul 30 2019
That's right, it seems excessive RAM usage due to what Evan has mentioned above.
Jul 29 2019
still can't find a way of seeing the Vertex Weight painting in the viewport
Jul 27 2019
Tested and everyone is working correctly here.