- User Since
- May 12 2014, 7:23 PM (284 w, 1 d)
Thu, Oct 10
Ok, I can see the statement, but not the answer why it's a bad design (except that it's automatic in ZBrush).
I agree, that the base mesh should stay intact, at least as an option. I don't see why non-automatic way can interfere with a serious sculpt work.
All we need is stable and correct work of the multires modifier.
Mon, Oct 7
Pablo suggested poking. So i'm poking :) Increasing motion blur steps doesn't help.
Sun, Oct 6
Yes, found that too. It doesn't cycle through the outputs because ctrl_shift_click doesn't work on selected node at all. If you take an unconnected node, select it and ctrl_shift_click it - nothing happens.
Fri, Oct 4
Wed, Sep 25
Ok, fair enough
Sep 18 2019
Yes, the nowadays latest build is rock solid, couldn't crash it. But the latest on the moment of posting was crashing as hell.
I suppose it fixed itself yay! This is how it works, right? :)
Thank you for your time.
Sep 15 2019
Sep 11 2019
Sep 10 2019
Sep 6 2019
Sep 5 2019
Oh, you are right! That was my mistake. Close that.
Sep 4 2019
I can confirm, And while it's not that noticeable on a plain spinning object, it's very bad on an animation like this:
Sep 3 2019
Sep 1 2019
I've tried it in 2.81 and seems like this bug is gone. Is it?
Aug 29 2019
Yes, i meant the unchecked box behavior.
Aug 19 2019
Aug 18 2019
By the way, not only that. A couple of subdivisions can lag a lot while mesh editing. 2.79 doesn;t suffer from that. A lot of people complain about subdiv performance on editing.
Don't know if it's related, but seems so.
Aug 14 2019
Aug 13 2019
Aug 9 2019
Hairs on mdd cache work just fine as well. It's alembic only issue, I guess.
Aug 7 2019
Ok, what's the idea behind mixing two colors? How can it be useful, besides the confusion it makes?
Aug 5 2019
Jul 31 2019
Jul 8 2019
Jun 21 2019
May 19 2019
@Kévin Dietrich (kevindietrich) Glad you came back! Could you please update your patch D2388 for the current code, so we could review and make it to the master finally, cause it's very important for fluid rendering.
If there's something I can assist with, let me know. I'm not a coder anymore, but maybe a can help.
May 8 2019
Yes. Hover the mouse cursor over the menu and ctrl_scroll the wheel.
May 7 2019
Apr 1 2019
Mar 29 2019
Mar 23 2019
Mar 20 2019
Mar 11 2019
Jan 14 2019
Sorry for reminding, but would you check it? It is very important for fur rendering. Thanks.
Dec 11 2018
Sep 7 2018
Aug 22 2018
Aug 21 2018
So we cannot dynamically deform instances as hairs in memory efficient way... That is sad.
Aug 15 2018
Jun 26 2018
Jun 20 2018
I missed the request to test somehow. Now it's done and the bug is gone. Thanks!
Jun 18 2018
Oh, by the way, this is what renderman manual says: "Houdini 16 uses OpenVDB 3.3.0 but RenderMan currently supports OpenVDB 3.1.0.
You can ignore the message: "unsupported VDB file format (expected version 223 or earlier, got version 224)". The volume still renders correctly."
Jun 15 2018
Jun 13 2018
Jun 8 2018
Have just tested the latest master and the bug is gone.
Jun 7 2018
Jun 6 2018
Tested some more scenes and i guess it's scene related and can vary a bit. The speed is about the same. Somehow the tile size speedup slipped away from me. The light behaves a little different, though, but the task can be closed now, i think.
No no, the tile size is understood and i'm really happy with those news. On my hardware it works best on 32x32, but the thing is even with this sweet spot it's still a bit slower than 2.79b with 256x256 GPU only. I could get the exact same time with the hybrid render - 1:12, but it's still more, than gpu alone on 2.79b, right?
No, i used GPU only render with 256x256 tile size.
And by the way, i didn't know about smaller tiles improvement! Now i've tried 32x32 and got 1:18. But it takes still a bit more than 256x256 on 2.79b (1:12)
Mar 23 2018
Sep 6 2017
Sep 1 2017
Thanks to Brecht, there is a quite obvious solution. Use Glass BSDF and plug volume absorption shader in the volume input. We get correct reflection + correct colored absorption in the glass!
And yes, i mentioned that we can use Principled BSDF for colored glass, but it's a bit slower and doesn't provide physically absorption all alone.
Oh, i got your point, thank you.
I think you got me wrong. Glass is a dielectric and all dielectrics have reflection not colored. If a shader called Glass, it should behave like glass. Of course, glass can have a colored reflection if it's not a usual silicon glass, but have some metals mixed in it. There's is nothing to do with volume absorption.
The default glass shader should have the white reflection and colored refraction. If we'd like to have a colored reflection, then we mix refraction node with glossy node and so on.
Jul 4 2017
May 24 2017
Sybren, i have tested it with 2.78c official and since there was another bug in that release i reported, it's unable to export whole animation of the abc file with vertex colors checked. Blender exports only two frames of animation in that case. But even then those two frames have no vertex color animation. That two frames export bug is now solved in the trunk.
Anyway, it's not a regression. It's a lack of feature, i believe.
May 22 2017
Ok, i've got it. Thank you!
May 19 2017
May 17 2017
May 16 2017
Forgot to attach. Updated. Also added the abc file, but you'll regenerate it any way.
May 15 2017
By the way. It's not alembic export related perhaps, but the dynamic paint system itself. I could not find a way to bake animated vertex colors from dynamic paint onto object. Applying dynamic paint modifier simply leaves the first frame of vertex color baked. Deleting it leaves no vertex color at all. But i think alembic exporting should read the information about vertex color from the modifier per frame.