- User Since
- Jun 9 2018, 9:11 PM (50 w, 1 d)
No worries, I thought maybe there would be a quick fix like just ignoring clicks on the "Press a Key" button. I'll add it to my list of things to play with at some point.
Sat, May 25
I have to say I kind of miss soft.sl. I feel like we should at least have one bright neutral setup that's similar to the old default studio lighting.
Fri, May 24
Mon, May 20
Sun, May 19
Closing as Resolved thanks to @Harley Acheson (harley) 's fixing it in https://developer.blender.org/rB06c4139a68330dc74ec4e87f6b5c5f2b7a25ad74
Fri, May 17
Likely causing: https://developer.blender.org/T64775
Possibly causing https://developer.blender.org/T64759
Thu, May 16
See if this works for you: http://pasteall.org/blend/index.php?id=51757
Cube54 in the scene is corrupt. Just Append the rest of the scene contents into a new file and you should be good.
Call stack (VS Code / Windows 10)
And so it begins :)
Wed, May 15
Can I suggest that "factory settings" is a little weird and maybe consider at some point just making it "default settings"?
I hate to say it, but this is like the worst change ever from a Windows standards and compatibility point of view.
I quite like having the "Save on Exit" option available, and I like seeing it on the main part of the Preferences window as it is now, since it's not just a preference but really a meta-preference that affects the whole preference system.
Tue, May 14
Same issues here on Windows 10.
If it's gone completely then people will wonder where it went. If it's shown disabled that's a hint as to why it's not enabled and you could attach a mouse-over tooltip that explains that it's not enabled because you've temporarily loaded the factory settings.
Would it make sense to show the "[ ]Save On Exit" in the Preferences as disabled / grayed out when this option is in effect?
If this is implemented, would it be possible to allow click-through a gizmo to hit the underlying geometry for selection, but at the same time ignore clicks on a gizmo that would hit the background and thus result in a deselect all? I think this might prevent some accidental deselects (accidental selects might be equally likely, but this would at least eliminate one of the two issues). If I really want to deselect by clicking on the background then I can move the mouse far enough away to make sure it happens and there's no ambiguity.
Mon, May 13
Sun, May 12
Sat, May 11
What do you think about this idea specifically as a solution for Quick Favorites (and potentially similar things): Make the Quick Favorites a .blend data block rather than a preference.
What I really want is for the "Are you sure you want to exit?" dialog to include a checkbox: "[X] Save Preferences" so on the way out I can decide to simply uncheck the box if I want to override the auto-save. And handle the permutations of document dirty and preferences dirty appropriately of course.
Fri, May 10
I think the issue might be that the minor version number is not reliably getting bumped every time there's a persistent data change, and here I had likely saved preferences under a prior 2.80.60 build so when the migration from the old quality setting to the new discreet viewport_aa setting was added, it failed to fire because it thought the data version was already compatible and so the viewport_aa value never got set and remained initialized at zero.
Can you try opening a Command Prompt / Shell window and running Blender from there to capture any messages that are displayed before it exists?
Closing apparent duplicate submission with no content.
Wed, May 8
This is probably obvious, but reading T64281 points out why lasso select appears to work fine (because it's based only on the object centers rather than geometry).
Tue, May 7
Sun, May 5
Mon, Apr 29
When it's shown there's an option to hide it if you right click on it, but I can't find an option to show it again if it's hidden.
Apr 26 2019
Another small Outliner thing along similar lines would be that I don't think there's any indication currently if a Collection is set to Holdout or Indirect Only for the current View Layer. Would it be easy to add some icons after the collection name to indicate these states?
Much better! But It's still something like 1,000 times slower than 2.79 in the example scene provided, resulting in ten seconds of 100% GPU utilization to switch selection between the two cubes, and then grabbing one and moving it around is similarly slow, where the operations are almost instantaneous in 2.79.
Apr 25 2019
Some observations / clues:
After upgrading the Intel Graphics driver to 188.8.131.5238 I can now reproduce the problem exactly as demonstrated by the original submitter.
I tried to reproduce it using yesterday's buildbot Windows 64-bit version 2019-04-24 d966c2f0c2ad on a laptop with Windows 10 64-bit 1803 (10.0.17134) and HD-620 graphics (i3-7100U CPU) and Intel Graphics driver version 184.108.40.20634.
Apr 19 2019
In edit mode the upper-right corner kinda looks like a train wreck now:
What if you showed it normally, but prefix the regular icon with a "link" icon showing that this is a link to elsewhere, similar to what's done for externally linked stuff?
Apr 18 2019
I was able to get the render to complete successfully in 24 minutes on the 860M in GPU+CPU by changing the tile size from 256x256 to 16x16. Modern Cycles no longer requires large render tiles and small tiles are often faster even without using CPU+GPU (where they are much faster because the GPU will be able to do much more of the work at the end of the render rather than waiting for a lot of slow CPU tiles to complete).
The 1060 chewed through it in 9 minutes with no errors. I note that in GPU+CPU mode, Cycles is using substantially more GPU memory than in GPU only mode. My guess would be that this scene is simply exceeding the GPU resources available in the old GTX 850M (probably 2GB of dedicated GPU memory) when Cycles is in CPU+GPU mode.
I was able to reproduce the crash with this .blend file on a laptop with a GTX 860M which is almost the same as the submitter's machine, using yesterday's buildbot version of 2.80. Maybe it's just running out of memory on the GPU? Does your 850M have 2GB of memory, or 4GB? Mine is a 2GB 860M. Haven't tried on more modern hardware. I'll go see what the GTX 1060 thinks of it.
Apr 16 2019
I don't think there's going to be a clear distinction in the user's mind as to what is a "Gizmo" and what is an "Overlay". I suspect if you listed all the gizmos and overlays randomly in a list and asked people to identify which category each one belonged in that the results wouldn't be very accurate.
Apr 15 2019
Duplicated here (also Win 10 64-bit).
Apr 14 2019
Probably your best bet would be to contact the BlenderKit guys at the email address email@example.com since they're the ones who support this addon and its related services.
Apr 13 2019
It's working here for me now. Can you try again and see if you still have the issue? Perhaps their server was down when you tried it originally.
So some issues:
Ugh, I hate the loss of the "Overlays" in the header. There are ten nearly identical little active icons on the right side there, and it now takes much more effort to identify and target the drop down for the overlays.
Apr 12 2019
Ah, I think you may just be running a version of 2.80 32-bit from before fixes were done the other day that could result in startup problems like this.
Wherever this is documented it should clearly explain the difference between Workspace/Eevee and Cycles GPU acceleration, and link to the appropriate Cycles documentation if it's not included (I think just having one document that explains all of this in one place for 2.80 might be simplest).
Does the official 2.79b version of Blender work on your system?
Apr 10 2019
And in case it's not obvious it's Eevee that we're talking about. Cycles is fine. Maybe someone can update the title of the ticket to reflect that.
The BlenderArtists discussion thread for reference: https://blenderartists.org/t/how-to-create-a-portable-blender-2-8-on-mac/1154767
Duplicated here using the included test file (Windows 10, Nvidia 1060). In a version of 2.80 from January the volume is visible, but in my current (self-built this morning) version no volume is rendered.
Can you provide a screenshot of the "not working" dialog that you're seeing? That's not being generated by Blender itself as far as I know.
Apr 9 2019
Apr 8 2019
Thank you for the report! This is a known issue for the left-mouse-click keymap and associated changes are under discussion.
I've had this problem forever in 2.80 on Windows 10 / Nvidia 1060 where moving the mouse left and right between the Outliner and the 3dview etc. would cause the distant part of the 3dview to darken for a 5th of a second or so (about the time that it takes tooltips to pop up) then go back to normal. This sounds like a longer time than you're describing, so maybe your issue is different.
Apr 7 2019
Ok, that's a new one on me. Anyone have an idea?
Apr 6 2019
I think that's an improvement.
Apr 5 2019
I like it. I think the hierarchy indications can be useful when you get complex deeply nested scenes where you have to scroll the outliner past where the higher levels are visible, but definitely the current implementation has room for improvement as you show.
Apr 4 2019
Apr 3 2019
You can feed all your images at once as a sequence to the VSE in Blender and then just render it to the animation format that you like, for example:
Apr 2 2019
If you toggle off overlays then the lines between the four views remain and makes it very easy to see without the distraction of the grids etc.
Really you should never render into a movie format directly to avoid those kind of problems. Just render to JPEG (or better yet EXR if needed) and assemble the individual frames into a movie after the rendering is complete (this can be done in Blender or lots of other programs).
Another simple example of displacement not staying in sync with the view etc:
I can confirm that it appears fixed here too! 32-bit running on top of Windows 10 64-bit.