- User Since
- Nov 19 2009, 1:35 PM (465 w, 2 h)
Tue, Sep 25
I can confirm this issue.
May 29 2018
May 3 2018
Looks Amazing. I have an suggestion, consider the idea of having the Pin Icon to all menu options. So Let's say you pin "Cast Shadows" it turns up on a 2nd row underneath. For quicker toggle. Saw it in a recent update of Unreal and it's pretty handy! Here's a Youtube video link showing that feature. https://youtu.be/jy3VPBRus9k
Apr 26 2017
does this help you with anything? link is from the forums by 3DLuver
Mar 25 2017
Dec 7 2016
Ah a bit hacky but if it works :)
Dec 4 2016
Jun 2 2016
Jun 1 2016
May 26 2016
2X Titan X
Windows 10 Home
Blender 2.77 2016-05-24 (nightly build from buildbot)
Nvidia Driver: 368.22
May 17 2016
Sep 20 2015
Jun 1 2015
Ah yeah, can confirm that, from 8.5s to 28.5s to render a test scene when going from supported to experimental.
Maxwell has performed good for me, except SSS. I will try and get some test renders Titan black vs Titan X from the french user.
Intel i7-3820 3.6Ghz, Quad core stuff.
Usually my CPU doesn't outperform my GPUs (have two cards)
here's another test render comparison with my standard shader, regarding CPU vs GPU performance on my machine.
May 31 2015
Apr 27 2015
CMAKE builds on builder.blender.org are still missing CUDA compute kernel 5.2 for me.
Apr 19 2015
Feb 24 2015
Oct 28 2014
did some work on my scene during bconf, I played around with motion blur setting (default 0.5) to 1.0, and 2.0 it didn't seem to have any effect on the Rigid Bodies rendering or not. But sometimes when selecting a object that is not a RB or anything but has animation, and rendering it sometimes worked. really really weird. by working I mean F12 rendering a frame.
Oct 25 2014
Joshua, I had older projects with bullet physics, rigid bodies. from 2.71, I tried a simple scene with boxes falling, it's working great on GPU/CYCLES in 2.71, not so great in latest buildbot 2.72(b?). check out the video.
is this correctly placed in addons?
I got Win 8, GTX580, and also 2.72(b)
Oct 21 2014
I think it was closed to early, because testing at work on Mac and CPU render, it's not a problem to have placeholder bullet physics object, then have objects with constraints to copy Loc&Rot from the simulated physics objects. And it works flawless. I am thinking when using GPU rendering in Cycles it might be a bug, that objects which properties are used in constraints aren't being calculated first or something.
Oct 20 2014
Oh that's weird, because the viewport playback goes well, the rigid body does the simulation and the object with constraint updates well. Until it's rendering, I remember now that I am running on GPU will check if it's working on CPU. If it could be something that gets disconnected when building BVH and sent over to GPU. I will investigate and try to find a work around. I want to have 200 or 300 of these objects later on and let the bullet physics do the simulation and bake it.
Oct 19 2014
Aug 5 2014
Mar 22 2014
Feb 27 2014
Feb 14 2014
optimal behaviour, Color Picker has a minimum width/height, but no maximum. (some folks might wanna zoom in crazy much to get a really large colorpicker)
optional behaviour, Color Picker has a set size independent of node editor view zoom.
Jan 6 2014
@Todor Imreorov (blurymind) I've studied interactive design, HCI for two years. Regarding the dark theme, it might be soothing, but to low contrast between text elements will quickly strain the eyes.
Jan 5 2014
Dec 26 2013
Great, thanks Sergej!
Dec 21 2013
Dec 20 2013
great, there's work-arounds anyways. you can have a low-poly bounding cage mesh.
Dec 17 2013
Dec 15 2013
Dec 9 2013
Dec 7 2013
Just tried with todays build 2013-12-07 and it´s gone! No more random selected vertices in Solid Mode with Mirror Modifier.
Dec 6 2013
N/A in 2.68 on Win8.1
Ok,probably was so it was only available in Ubuntu.
Okay, there is no way this could be a setting? Exclude GPU0 use rest.