- User Since
- Jul 30 2013, 12:03 PM (312 w, 3 h)
Mon, Jul 15
updated revision to replace any non-alpha-numeric input
@Bintang Senja Pratama (bintang) The updated plugin half-fixes the problem. However, a more complete fix could be done by updating the plugin following the suggestion here. Currently the metadata matching will still fail, because a View Layer name like "View Layer" (which is the default) will turn into "View_Layer" in Nuke. The plugin at the moment does not compensate that. However, bottom line is, there is no real need to change Blender itself for this, so the revision here can be closed / abandoned. I will update it once today just to provide the exact same fix as I suggested for the plugin, just for completeness sake.
Thu, Jul 11
Mon, Jul 1
I'm also not a huge fan of hiding the existance of fake users in the UI. While I understand that it confuses new people (trying to avoid the term "new users" here for clarity's sake), it also "forces" them to learn about how Blender handles data in general, and what the concept of user counting is. A fake user IS a second user of a datablock, as long as there is something else referencing the datablock. Not showing that will all the more confuse all the other people who have learned about the user count system.
May 7 2019
May 6 2019
Apr 30 2019
Apr 29 2019
Apr 26 2019
The same issue happens when you define a complete new tool with a shortcut using bl_keymap. On first Add-on activation, the shortcut works. On restarting Blender, it is non-functional. But if you reload all scripts while Blender is still running, the shortcut works again. I have used this class from the Templates to verify this behavior:
Apr 18 2019
Mar 30 2019
I can't get this branch to compile properly. At the end of compilation, I get the following errors (there are more, but these are the first):
Mar 28 2019
Just tried this patch, this is a REALLY handy addition. In 99% of the cases I want to draw quads anyways.
Mar 25 2019
Mar 22 2019
already fixed properly by Brecht
Mar 21 2019
Eevee LookDev and Wireframe mode are NOT affected by this, this is Workbench only.
Mar 20 2019
Mar 19 2019
@Campbell Barton (campbellbarton) bpy.utils.user_resource(resource_type, path="", create=False) is indeed useful. The bug report however tackles a case which is buried within the AddPresetBase class. There, bpy.utils.user_resource(resource_type, path="somesubpath", create=**True**) is called. The subpath IS then created as it should be, but not within the path coming from get_path_environment. The location it ends up in is unexpected and undesired from a user's side.
The thing came up while following a given answer on StackExchange https://blender.stackexchange.com/questions/134613/can-python-operator-presets-be-shared-between-operators/134620?noredirect=1#comment231376_134620
Mar 15 2019
Poly Build Tool also does nothing when you try to use it
Transform Tool is also affected, but it is less visible. If you set Drag Action to None it still transforms on drag.
Feb 22 2019
Feb 13 2019
Seems to be fine, all properties are back.
@Philipp Oeser (lichtwerk) For the sake of avoiding historical confusion, swapping 'BLENDER_RENDER' with 'CYCLES' would make a lot of sense. At the moment it's a bit like 'Yeah I know, last year Blender Render was meant to be Blender Internal, but now it's Cycles'. Conversations like this can get a bit rough :) Anyways, not related to this. Thanks for the patch, will test it now.
What makes it a bit confusing is that panels which serve a similar purpose (and almost look the same in the UI) are spread across different files. Check for example the camera aperture one. The cycles UI for this is in the file ui.py:
Seems like 'CYCLES' is missing in the COMPAT_ENGINES set in a few UI tabs like for instance the lens panel:
Jan 24 2019
@Brecht Van Lommel (brecht) Jesus, that was indeed the issue. My own builds fail to detect OCIO, while the official ones work just fine. Must have messed that up a while ago. Thanks for investigating!
Jan 23 2019
Output of 2.79b:
Yes, for me the problem still persists. Same if I use the provided syntax above: OCIO=/CustomSoftware/OCIO/filmic-blender/config.ocio ./blender throws the same error for me:
Jan 18 2019
I've got the feeling that commit 5e121c8eab23d3d42745277f9c92617cb0aeb066 by Stefan Werner has resolved this issue. So far I had no more crashes.
Jan 11 2019
Also from our side at the studio a very much longed for modifier! Are there plans to go ahead with this proposal?
Jan 5 2019
Seems like the mouse buttons are swapped - the information banner appears when holding down RMB in Blender 2.8. In the keymap, the image.sample operator is indeed assigned to the right mouse button now. I couldn't find any documentation regarding this change in https://developer.blender.org/T55194 though, maybe that was unintended?
Dec 17 2018
Hm, just tested again under Linux, now I have the same issue there too. Maybe I misremembered.
removing said nodes via a script and re-saving the file has solved the problem. We were not able to re-create the issue, I do remember however that we worked with a patched version of Blender before that IES Shader node was merged to master. Too isolated to follow up on the issue, so closing this. Thanks!
Dec 14 2018
@Jacques Lucke (JacquesLucke) Yes, I ran a few tests with production files we have here in the studio. I can't claim I have done every thinkable test though, just the common operations (Edit Linked, Go back, use_autosave, use_instance)
A thing that might be worth aligning on is if in the target file the collection or object should be selected at all. I'm raising this because the target could open in Modelling Workspace, and then it automatically switches to Edit Mode. This might be a Performance issue on large scenes.
added a few comments
Updated the diff to meet requirements by Jacques Lucke, thanks for the feedback!
Dec 13 2018
Dec 12 2018
Dec 10 2018
@Bastien Montagne (mont29) Thanks for looking into this, if it is a mistake on our side the bug report can be closed. I'll pass on the information to the team and ask them how they got into this corner. Maybe they can isolate the node tree in question. We do mix Blender versions sometimes, so it could have happened that the texture was created in a later 2.79 build, and then the file was modified further in 2.79a or b.
Dec 8 2018
Dec 6 2018
also fixed on Windows, thanks!
Same thing here on Windows. This started yesterday at some point, another compiled version with hash 245065460f3 works just fine. If the user has set that color space in his startup file (like I did), Blender never starts and throws the 'Cannot find Colorspace' Error on startup.
Dec 4 2018
Nov 28 2018
Nov 8 2018
@Philipp Oeser (lichtwerk) Maybe a misunderstanding, it *technically* works, but it's not very convenient from a user perspective, that's what I'm trying to say. So no bug to report there.
@Brecht Van Lommel (brecht) I see. Well, if the exposure story is seen as an issue, I guess we can live with having exposure and gamma settings ignored. I don't want to complicate things too much, I'm just sharing my thoughts from a user/studio perspective. View Transform and Look however are a must-have, but this I gather was agreed already. If exposure and gamma are ignored, there will be a need to deal with this in the UI. Having the parameters there doing nothing will confuse the hell out of people.
Nov 7 2018
@Brecht Van Lommel (brecht) Thanks for your feedback, it's really cool that parts of CM are re-introduced back to LookDev mode. I do understand that the topic is complex, as the Blender Devs are putting a lot of effort into making Blender more accessible and easy to use. As far as I gather the discussion, this is the main reason for the change, so people would find a consistent experience. However, I find it counter-intuitive for LookDev mode.
Nov 6 2018
@Philipp Oeser (lichtwerk) Well, when scene lights are enabled from the Shading Popover, Color Management is fully applied to the viewport in LookDev mode. Thanks for pointing this out. The problem is, in my scene I have a lot of area lights illuminating an interior like LED strips. The viewport becomes unusably slow if they are enabled, so that's not really a route for me to take. I fail to understand the benefit of not applying the selected View Transform if scene lights are turned off. Especially because there is zero indication in the UI that the transform is overridden, and neither is indicated by what it is being overridden. Maybe the decision was clever and I just don't see the reason yet, that's why I'm asking the question.
Oct 29 2018
Sep 25 2018
I agee with Troy here in terms of having unclear creative hacks around will make it more difficult to develop the compositor further towards a tool that can handle arbitrary color spaces of input and output elements, which is essential for (not only but in particular VFX) compositing.
I might open an off-topic can of worms here, so I apologize in advance, but the reason for us at Kiska to *not* use Blenders compositor at all for final comps is the fact that there are no View Transform or Look nodes available. Having them in a scene based dropdown list (currently the Scene tab of the Properties Editor) is a very inflexible choice. It effectively means that Blender Devs were forced to evaluate both the View Transform and the Look at the end of the compositing chain at all times (what else shall they do?). This leads to users not being able to use a single node *after* those transforms have happened. But the image data, when comping .EXRs or RenderLayers, or any other scene referred input, is - surprise - scene referred. Using nodes that contain display referred math unfortunately produces mathematical gibberish, unless the users craft their renderings to anyways always fit inbetween a 0 - 1 value range. Which they did before Filmic emerged, and thank god those times are over.
So the wish from our side is that there are nodes implemented to the compositor that allow to correctly deal with color spaces and their conversions. We are willing to accept a certain performace drop if that is necessary to get it done. I'd really see that as a priority over other surely creative but playful features.
Same wish goes for any code in Cycles or Eevee that assumes sRGB illuminants, but this is really off-topic here.
Sep 20 2018
Sep 6 2018
Aug 10 2018
The first one to check with when external Add-ons don‘t work is the manufacturer. Did you get in touch with the CrowdRender team already?
Aug 6 2018
@Antonio Vazquez (antoniov) Just seen from a user perspective, maybe it‘s not even needed to have the option Link To Object available for Grease Pencil objects. It makes a lot of sense for mesh objects, as it allows instances to receive different materials, but for Grease Pencil strokes this might be overkill. What do you think? Should Grease Pencil simply ignore that setting in the User Preferences?
Aug 3 2018
Jul 20 2018
Jun 28 2018
Is there any way to remove / deactivate a default keymap item via Python? I've asked this question in two places, once here https://blender.stackexchange.com/questions/110742/how-can-i-modify-the-default-blender-keymap-within-my-add-on-module-registration and once here: https://devtalk.blender.org/t/how-to-modify-the-default-keymap-at-add-on-registration-time/983
Jun 15 2018
Jun 11 2018
side note: same behavior in current 2.8 builds
May 13 2018
May 11 2018
moved RNA functions outside of loop, please check
May 9 2018
Part of this Task T54643
May 6 2018
Many users are concerned about the ability to switch between what we at the moment know as layers - in the future collections - in the viewport using hotkeys. At the moment, you can use 1, 2, 3, Alt+1, Alt+2, etc to quickly show and hide layers. Do you think it would be possible to implement something flexible into your design approach? When I look at your mock-up, it makes me think if it was possible to simply assign a hotkey to them, defined by the user. That way, you would not need to hard-code stuff in, instead you put the responsibility to assign the desired key-stroke to the users.
Dec 9 2017
Dec 1 2017
It must be buried somewhere in the code that handles the material link type (i.e. if it is set to 'OBJECT' or 'DATA'). In the given file, the material link is set to 'OBJECT'. If you set the link to 'DATA' on all cube instances, the slot can be removed without a crash. I have done that material link change in the file provided here:
Nov 23 2017
Nov 21 2017
Please note that this isn't a bug in Blender. Animation Nodes have been redesigned recently to use a specific version of Cython. The reason was the massive speedups you were able to get with this. But as a result, AN is now dependent on a specific Python version (which is why you get that error). At the same time, the current development version of Blender has been upgraded to use Python 3.6, while the stable 2.79 still uses 3.5. Recompiling AN yourself using Python 3.6 *should* fix the issue for you, alternatively I believe that Blender can also be forced to use good old Python 3.5. Both is IMHO out of scope of the Blender bug tracker.