- User Since
- Oct 12 2014, 1:52 PM (217 w, 2 d)
Sun, Dec 9
Is there an optional way for "Active Tool & Workspace Settings" tab to display all the Brushes in the different modes that Brushes are used?
Sat, Dec 8
Thu, Dec 6
Yes, I know that pink color is the normal behavior when a texture is missing. But in this case texture is packed in .blend file. It's a refresh/viewport update problem when open de file. You only need to modify something in Material so that it correctly appears in viewport.
Apparently yes, I mentioned the link of that report in message above.
The first problem is related to that report, user did not save images. It is not a bug, it is a design problem. The second problem is user problem (brush strength=0).
But I am surprised that no one here mentions the problem that when you open the .blend file, the texture is not refreshed correctly in viewport (it looks pink) until you make some change in material (Nodes or from Properties editor). Maybe a Linux problem only?
Wed, Dec 5
For developers: after reloading packed Untitled.png image from Image Texture node for it to be shown in 3D View, you take several color samples with "S" key in different parts from the front. You will notice that sometimes the color sampled is the front color (blue) and sometimes the one from the back (red)
While developers discover why images are not loaded again when opening .blend file, if you want to continue working on your project you from Shader Editor you reload the image in Image Texture node from left dropdown menu.
Also note that in the .blend file you have Strength=0 for the brush.
Mon, Dec 3
This is enabled by default here, you try with a new scene. You must have disabled it accidentally or while you were experimenting.
As I mentioned, Top Bar while you are in Particle Edit mode. Also in the first tab of Properties Editor.
It is a Children settings thing. You can see Children while Particle Edit. In Particle Edit mode look for the option in first tab of Properties Editor while you are in Particle Edit mode.
You have Deflect Emitter disabled in that file. Enable it and configure Distance.
I can not find the .blend file that you say you have shared.
Daniel. Great! Good to know. Thank you.
Charlie Jolly. Oh, I can see. Sorry for the misunderstanding and thanks to all of you.
I am testing the patch and it looks very good. Thank you.
I do not know if you know MyPaint and Lines and Curves tool (or continuous lines and curves tool). I am missing here the possibility of changing the position and curvature of the curve, as Shift key works in MyPaint. I'm not sure if I can put the link here, but MyPaint wiki explains it well. Perhaps those modifications are planned to do it in Edit or Sculpt mode with GP, and not while curve is drawn? It would be nice to be able to modify these things of the curve while you draw in Draw mode, but anyway it looks good as it is now.
Sat, Dec 1
Is there a technical reason about why "Compress" option is not enabled by default when you save a .blend file? Slow hardware maybe? I do not think people can use very slow computers with Blender 2.8 anyway.
The option seems to greatly reduce the size even for eevee scenes with baked indirect lighting.
Nov 5 2018
Ctrl is not really Subtract in sculpt mode. Ctrl does the opposite of the selected brush mode you have. If you are in brush Subtract mode, then Ctrl add.
What I think (not sure) we are missing is the possibility of assigning a shortcut to an Add/Subtract toggler to change the mode without having to permanently keep pressing a key, and probably if it were possible I would assign Alt to that toggler (or Alt+something).
Nov 4 2018
Nov 3 2018
OK, I see. Thank you.
Some opensource Photo RAW editor uses a soft light gray line in the outline of the curve, it draws Grid in dark gray. As here in Blender the grid is light gray, maybe a curve outline in some dark color helps better visualization?
Erick, Apparently the change was reverted in experimental-build and it is no longer there. You apply the last patch from D3617 on 2b62531 Base.
Nov 1 2018
This is surely a problem related to drivers. You update your graphics drivers to the latest version. Then you try configuring your drivers in this way:
Oct 31 2018
@carlos (c17vfx) wrote:
it always happens that the selected object is hooked to the cursor
for "left click" key map
We not only have infinite possibilities of collections, but also sub collections. In my opinion, the best way to manage them quickly is with a hotkey + numpad. It would also be ideal if developers could achieve a method to visualize better position number of collections in the outliner stack.
Oct 29 2018
Oct 23 2018
Oct 10 2018
If you are referring to Grab and not to Move, there is a MMB and Shift-MMB shortcut for constraint/lock to axes and plane after you start grabbing. If you "enable" Release Confirms (I think that is what you are really proposing) it becomes very difficult to use that feature with mouse, and almost impossible with usual mapping in graphics tablets.
Oct 9 2018
I see, William. I hope that devs can make LMB work well without major problems.
The only 3D software I know and use is Blender 3D. I really do not have problems with RMB to select. But I really wish that LMB is established by default only to stop listening to complaints and whining about it, and that finally Blender development will focus once and for all on features and performance that is what really matters and what attracts new users.
I have seen many new users enthusiastically testing Blender 2.8 for first time because of Eevee and Grease Pencil, even with Blender still having an unfinished UI at all. Features and performance is what really attracts users.
Sep 25 2018
William, It's just what I show in the Blender Artists forum video, about how Wireframe 2.79 behaves in Object and Edit mode. Anyway now I think I remember that you said in another entry that we could configure Presets of different combinations of Overlays and Shading. So I guess we could configure a simple shortcut to, for example, Wireframe + X-Ray at the same time in a single custom preset to quick access. So the point that I was trying to point out here, would have solved with those custom presets, and I have nothing to complain about what I had pointed out before here.
William, if you were referring to me, sorry for my lack of understanding. I do not find anything that with a quick simple action I can enter an equivalent mode as in 2.79 with Z key. With equivalent mode I do not mean simply the same name "Wireframe". I mean it really behaving like Wireframe in 2.79 (Edit and Object mode).
As I had said, to enter or exit in a similar way to what Z key do in 2.79, I need to perform two pairs of actions, Wireframe and X-Ray. This is slower and tedious than in 2.79.
I will continue experimenting just in case. Sorry again.
The user just wants to have a quick single shortcut that allows him to enter/switch faster to a mode as Z key does in 2.79. As I understand it is not so fast or simple in 2.8, in different circumstances you need to have a combination of Wireframe and X-Ray at the same time to achieve what Z key/Wireframe does in 2.79, like in this video
Sep 24 2018
I know Pie Menu is very required by users. But I do not feel comfortable with it, I make many mistakes for example with that "fast move" selection in direction to de item. Maybe I am not very brain capable for this kind of features, I do not even have a good memory to remember the position in which an item is. My request is, please, think about the users who are not very capable to use Pie Menus, like me. Those fancy features like selection with fast movement in one direction, or hold a key, then move to a direction then release the key, etc... all that seems very complicated for me. As I said, surely this is for lack of my ability, not for Pie Menu failures. So for not capable users like me, it would be good from User Preferences to be able to disable all that fancy features from options boxes, with the possibility of Pie Menu acting just like a floating Menu that appears when you press shortcut, and you make the selection only when you click "exactly over" the item you want to select.
Sep 18 2018
I still have the problem in 2.79 and 2.8 from Buildbot builds. Compiling Blender by myself the problem does not happen. I suppose that is due to the version of jemalloc installed in my system (3.6.0)
Hi. I'm not a developer. Do you mean System RAM or vRAM?
If you refer to system RAM, the following problem has been solved only for Blender 2.79b. The problem still persists for 2.79 from master and 2.8:
Sep 14 2018
Sep 12 2018
As Brecht requested, you mention the version of those Linux distributions you are using.
Sep 3 2018
Manuel. Obviously the initial letter convention is not possible for all Blender features. The keys of a keyboard are limited and the functions/tools of Blender that need shortcuts are many more.
Just noting that the change from Grab to Move clearly benefits users of other software that choose industry standard keymap, not Blender users. Those who choose industry standard keyman will have a consistent standard name (Move) and a consistent keyboard shortcut (Move - Rotate - Scale) for what they are used to (three keys in a row or whatever developers have chosen for industry standard).
Blender users will not have consistent keyboard shortcuts anymore. "R" for Rotate, "S" for Scale, and "G"... Why and for what? For "M"ove? How to explain it? "G" is because "Grab" was the old name that it had in the old Blender before 2.8? It does not make sense to me.
"Grab / Move" as in 2.79 is the convenient name I can think of.
Just my opinion here, is not that I am going to be angry with any decision you make.
Sep 1 2018
also solve this problem?
Aug 28 2018
Just to give my opinion without trying to generalize what I personally like, with what others may like or suits them.
As additional information it is possible to reproduce a Blender Crash with the scene with the following steps:
Open the scene. In Particles Tab press Free Edit button. In Type change from Hair to Emitter. In Type, change back from Emitter to Hair. Blender Crash.
Aug 27 2018
I mentioned this in blenderartists forum, but I think I should comment my concern in some official website, like this.
About Active Tools and Circle Select, it would be nice to somehow be able to see the brush outline before clicking to select. You imagine a dense mesh in Edit Mode, and you want to start selecting vertices through the middle of the mesh. You will not be sure in advance what you will select when you click because you can not see in real time what the radius of the brush covers.
I'm not sure how this could be solved with the Active Tools concept, but I think the tool would be more powerful if you could somehow see the brush outline before starting to select
Aug 24 2018
The problem seems not to occur if you apply Scale transformation to Emitter object. (Free Edit in particles - Apply Scale - Refresh in particles)
Anyway I am not sure if this is a necessary condition to be able to work properly with hair.
Aug 23 2018
Where "Build number" item appears, could it be a button that "directly copied to the clipboard" some short useful information for when you report a bug? (version/build/hash and maybe some very short information about System and GPU/CUDA/OpenCL/OpenGL).
As Brecht pointed out, this is not considered a Blender bug. You read what I had written above in Spanish, using official Blender is the solution.
If you still can not solve the problem, please, ask your question here:
Por favor, usted utilice un traductor en linea para escribir en inglés.
Aug 8 2018
I'm not a developer, but here are a couple of scenes to check if the problem also occurs in other modes (as Joshua suggested):
Jul 19 2018
I can confirm this crash. For example, when you try to write an accented letter in the name of .blend file when Save As...
I use this Spanish/Portuguese layout:
I can confirm this crash in updated 2.8.
Using Linux also here.
Jul 18 2018
Is the final decision Top Bar to be fixed up there? Is "Top" part of the name limiting the possibility of developing a much more configurable bar with respect to the possible positions on the screen?. If so, maybe rename "Top" Bar for something else. Besides renaming it would avoid people confusing the concept of this Blender Bar, with the TopBar concept of most other software.
TopBar fixed there, is limiting the possibility of different workflows to which Blender users were accustomed.
By the way, I know about "Tool settings" tab in Properties editor, but what I mean is about what had been discussed started by "pistol ioan (pistoltoto)" recently a little above. The concept of that bar is great and it would be good to be able to be more configurable with respect to positions.
Jul 1 2018
Hi. I think that Translate/Move widget should be by default instead of Cursor. Sorry if that was the plan, but I found nothing about it above.
Jun 18 2018
I think that "pistol ioan" means that he wants to use horizontal Top Bar "concept", but it can be more configurable and have more possibilities in terms of it position, for example be able to place the bar just above 3D View in the screenshot he showed.
This could be achieved by "Top Bar" being a complete new "Editor Type", or it belonging to 3D View Editor. Or maybe it's some kind of detachable panel.
And I agree with that, just making TopBar hidden does not solve the problem for people who like the concept of Top Bar, but they just want to place TopBar where they like best.
Jun 11 2018
Paulo, maybe you use the same keyboard layout as mine. This is the type of keyboard sold in South America (Spanish / Portuguese):
Jun 3 2018
In blenderartists forum some users were worried about the difficulty to easily access/configure Wireframe mode so that it looks like 2.7. I know Wireframe is still WIP and maybe there will be better shortcuts. But from that I thought that since there are several configuration combinations for Shading and Overlays, it would be good to reserve a set of keyboard keys where the user could easily save their preferred Shading and Overlays "Current" configuration (Save current Shading and Overlays settings to a Key). I do not know if this is something similar to what was intended for "Q" Quick Menu (favorite commands).
May 24 2018
Mmm, "Pose" Mode could be the last number not used so far. I'm not sure if that's 8 or 9, depending on whether Grease Pencil will be a mode too.
Or "Pose" Mode could also always be shown in Mode Menu, but grayed out when an armature is not selected (to continue with intuitivity with order in Menu). In the same way, if you are in Pose mode, grayed out not available modes in Modes Menu.
May 23 2018
I think that for key numbers to be intuitive, they have to follow the order of how Modes appear in the Modes selector menu. So if that is the order that modes will appear in menu in 2.8, I agree with William's proposal.
May 10 2018
Hi. I was testing a bit of animation in 2.8, mainly things that fall, and I found the big "Frame number indicator" in new Timeline somewhat distracting when playing animation in viewport. I have disabled "Show Frame number indicator" for Timeline (that is something that I will surely configure by default for me in 2.8). The problem here is that for some users "Frame number indicator" could be useful in Dope Sheet mode (and other modes) since frames are not shown in the bar like in Timeline mode.
Just commenting on that experience. Thank you very much for your hard work.
May 6 2018
Sorry, maybe my bad English (again). I just wanted to contribute that I'm in Linux and it works well here.
Blender currently no warns into GUI when an image is not found for some reason, right? (ex. if it changed name or location, Blender access rights to the location are not allowed, etc). It would be nice if UI indicated it in some way (red/purple highlighted in Image name field for example).
May 5 2018
Sorry, I misinterpreted (may bad English helped for this). Thanks for the clarification.
I completely agree with Alberto.
But, does this pretend to be behavior by default? If so, I'm a little confused right now. I understood that there would be changes to improve consistency between all the modes/editors within the same Blender, and make things easier for new users who use Blender as the first 3D program ever, not to satisfy users coming from other programs. I entered/know the 3D world with Blender as firts program. Then I have tried other programs and I think Blender has the best behavior for viewport navigation with mouse button wheel (and for the pen on a graphic tablet). Only noticed the problem of the LMB select that we all know.
Would a "Smart" mode be possible to position 3D Cursor?. For example with "Smart" mode enabled, when left button clicking on an object or an empty, it automatically positions 3D Cursor in Object origin or exactly on the empty. In Edit mode, if you left click on a vertex or near a vertex (just like RMB selection works) then 3D cursor is automatically positioned exactly on that vertex. The same for edges or faces.
Also Smart mode to position the cursor on Grid Floor, especially in Ortho view.
In my case, the only time I use LMB to directly position cursor in 3D View, is when I want to remove of my view 3D Cursor bothering about where I am working. Otherwise, I always need more precision, this is to first Select item and then Snap Cursor to... Then Smart mode would save those tedious steps.
Apr 26 2018
LazyDodo , Sorry, I had not paid attention to your message.
Supposedly, that problem was solved (reverted) for 2.79b?. This problem also occurs in Blender 2.79b, here the system graph while Blender is hanging (big brush and spacing = 1%):
Hi. Kubuntu Linux 18.04, i7-3770, GTX 960, 16GB RAM
Apr 14 2018
As this report is archived, I will allow myself to be a little off topic.
Apr 12 2018
Michael, Download that build labeled with 2.79, not 2.8.
Mar 27 2018
Render looks great and using only 47 samples. Thanks Brecht.
It seems that Roger will be able to save a lot of render time using default value of step size.
Unfortunately it seems that Buildbot is having problems to build Windows versions.
Mar 25 2018
Here Linux, just making observations. In Blender 2.79 official release I can see the black hole and a lot of noise around it. Increasing light paths > Max Transparency to 16 the black hole improves a bit, still a lot of noise around.
Mar 24 2018
Sorry if I introduced confusion to the report.
Alberto, the point is that this worked as Daniel described until 2.79 release inclusive and this may have been useful for many users. Then something changed.
I do not know if it has been mentioned, but for the value to be remembered in 2.79 and earlier it is necessary to enter values from context menu first (T panel or F6). If you did not enter the value from the context menu, the last value is not applied when you apply bevel again (at least in Linux). So suppose you applied Bevel with amount=0.5 on an edge by modifying the value from the context menu. Then, select another edge and you apply Bevel=1 but enter it from numpad keyboard (Ctrl B - 1). Suppose that you select another edge and apply Bevel. The value 1 entered from the keyboard is not remembered, instead 0.5 is still remembered and applied.
Mar 23 2018
Mar 15 2018
I was just testing eevee with Classroom scene a while ago. At some point I added the reflection plane and saved the file. Then working with the scene I realized that Blender crash when trying to eliminate the reflection plane. So I cleaned all the classroom scene elements leaving only the problematic reflection plane to share the file here.
Currently I try to recreate the problem with the same scene using current version of Blender 2.8 and everything works fine, Blender does not crash.
So maybe it was just because I was working with a very early stage of Blender 2.8 that time, and something was corrupted by adding the reflection plane.
You feel free to leave this report closed.
Mar 13 2018
@LazyDodo (LazyDodo). Maybe just Linux issue? My system monitor graphic with Blender 2.79a is basically a permanent horizontal line at approximately 13.5 GB :)
Just in case, using 4.15 linux kernel here.
I am able to reproduce the problem with Blender 2.79a official release and this scene:
Mar 12 2018
Mar 2 2018
Mar 1 2018
Here with Max Transparency = 16:
Thanks for this Kévin and Brecht.
Dec 14 2017
Same results now. Thank you Sergey!
Dec 2 2017
Thanks for report.
This is the problematic scene that Roken posted in other report:
Nov 23 2017
I was just trying to get a quick background for the BA weekend challenge. I'm not even sure if those nodes are being used well here, and neither is it common to use it in World nodes. If you ask me, I prefer speed :) . But I have no idea, perhaps the problem that jumped here could affect other cases, and since we have GPU + CPU combined render, differences are more sensitive.
The nodes in Material render similar on GPU and CPU:
Nov 19 2017
Nov 1 2017
Oct 25 2017
I was unable to reproduce the problem with this file:
Open "quick_smoke.blend" file. Press "Bake" button. You save the file again (File > Save). Close Blender. You open the "quick_smoke.blend" file again. Baked simulation will remain there as long as you do not delete the folder named "blendcache_quick_smoke" that had been created on the same path where you saved .blend file.
Oct 24 2017
I think using SSS I am getting different result between 2.79 release and master:
I can reproduce in Kubuntu 14.04, GTX 960, i7-3770
Oct 23 2017
Oct 16 2017
I think this thread in BA forum is related (just in case developers can find some pattern there):
Sep 18 2017
I have read before that the mere fact of having installed some GPU overclocking application can bring conflicts with Blender, even for CPU render. I say this because I read above about MSI Afterburner. So just in case to do reliable tests, if you have any of them installed (MSI Afterburner, ASUS GPU Tweak, etc.), completely remove the application.
Sep 11 2017
Maybe new Russian Roulette method helped here?
Just to mention just in case. If you increase Lamp size (1 for example), some weird things still happen in this scene using resent blender from buildbot:
Sep 10 2017
Regarding the comment above, I'm not sure how this could be OS dependent. But I can still reproduce the problem in Linux, blender from buildbot 11a9434c2de
Sep 1 2017
Here the explanation by Pascal about this in Principled shader:
Aug 26 2017
I agree with 'bigbad' about "They are for testers and user feedback" part in that message can be confusing, and users could spend time making reports that will then be closed. Maybe delete that part of the message, and even better than that expressly clarify that Blender 2.8 is not yet in a stage in which user reports are accepted.