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Marek Hollý (asil8567)
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User Since
Oct 15 2018, 8:30 PM (48 w, 4 d)

Recent Activity

Thu, Aug 29

Marek Hollý (asil8567) added a comment to T69261: Hair: interpolated children with 'Long Hair' option jiggling.

Sure Phillip. I am working on backup solution. Still, thanks a lot. Marek

Thu, Aug 29, 4:48 PM · Nodes & Physics, BF Blender
Marek Hollý (asil8567) added a comment to T69261: Hair: interpolated children with 'Long Hair' option jiggling.

Hi Philipp
Thanks for taking a care. I would be really happy if you will find some easy code fix, as this is already third version of hair in my scene, and none of them worked well... and animation deadline is quickly approaching...
Marek

Thu, Aug 29, 3:41 PM · Nodes & Physics, BF Blender

Wed, Aug 28

Marek Hollý (asil8567) created T69261: Hair: interpolated children with 'Long Hair' option jiggling.
Wed, Aug 28, 8:00 PM · Nodes & Physics, BF Blender

Jul 18 2019

Marek Hollý (asil8567) added a comment to T67069: Hair particle disconnect and then reconnect results in mess in children hairs.

@Marek Hollý (asil8567)
Update: Workaround
TL;DR - Guide hairs added through the particle editor only are not affected by disruptive translations, scalings or rotations under disconnect/connect cycles. Hair particles emitted by the particle system itself are affected. Set particle emissions to zero and add guide hair only through the particle editor.
This approach has given me some success tonight. It doesn't fix the bug, but if it works for you, you'll be able to move your project forward.

  1. Create your Vertex Group and set weights (weight paint).
  2. Create your particle system.
  3. In Particle system property settings, Vertex Groups --> Assign your vertex group to the Density channel
  4. In Particle system property settings, Emissions --> Number: Set to 0 (zero). In other words the particle system itself does not contribute any hair particles to the system.
  5. In Particle system property settings, Source --> Emit from Faces. You will be adding hair to the system solely through the Particle Editor Add tool. The Add tool is more responsive when it can hit an entire face, as opposed to an itty-bitty vertex.
  6. Switch the viewport to Particle Edit Mode
  7. Choose Add Tool
  8. In tool properties, set radius, count, steps, keys, and interpolate as you prefer.
  9. Add your hair patches as you prefer.
  10. Set up the remaining Particle System properties as you prefer.
  11. Test with disconnect/connect cycles. They should stay in place.

Nazar Noschenko's YouTube tutorial "Blender Hair Tutorial Part 1 - Styling the Hair" advises this emission == 0 step without explanation. Since this is a 2.79 tutorial from a few years ago, I surmise this bug (and its attendant workaround) has been around for a while.
If you could, confirm that this solves the problem for you? Thanks!

Jul 18 2019, 9:56 AM · Nodes & Physics, BF Blender
Marek Hollý (asil8567) added a comment to T67069: Hair particle disconnect and then reconnect results in mess in children hairs.

@Marek Hollý (asil8567)
Took me awhile to get to my desk last night, but I did run your file and confirm both your original report and the unusual rotations/translations which occur to child hair.
I also could reliably crash blender by test rendering (F12) while in particle edit mode. It does seem your file triggers a "certain fragility."
What I have not done - but, would very much like to do - is isolate what it is about your file that triggers that "certain fragility" and compose a simple (really, as simple as possible!) blend file that expresses the problem.
The tricky aspect of this bug is this: last night I made a number of meshes with vertex groups controlling hair density, making use of subdivision modifiers, and otherwise following the settings in your first posted blend file - and these examples behaved properly, to wit: disconnecting and reconnecting hair with interpolated children did not give rise to unusual scaling, translations or rotations of child hair, as is evidenced by your file, and I was able to render these experiments without crashes. To my mind, finding the quintessential element in your file which triggers this misbehavior is the key goal.
I don't think it is necessary to start a new bug report. The goal is being able to document a narrative starting with one of your blend files, above - or a simplified derivation of the same - and ending with a debugger stack trace that stems from a specific crash point. One matter you could illuminate for me is this: have you ever succeeded in weight-painting a mesh for controlling the density of child hair, and having no difficulty with disconnecting and reconnecting? There could be something subtle about how you go about doing this setup that I am missing.

Jul 18 2019, 9:45 AM · Nodes & Physics, BF Blender

Jul 17 2019

Marek Hollý (asil8567) added a comment to T67069: Hair particle disconnect and then reconnect results in mess in children hairs.

Hi Garry. Further investigation of this hair issue led me to dead end. Interpolated hairs are always wrong on my head model, no matter what I do. So I opened some previous backup, and I found even worse and strange behaviour.

Jul 17 2019, 11:06 AM · Nodes & Physics, BF Blender

Jul 16 2019

Marek Hollý (asil8567) added a comment to T67069: Hair particle disconnect and then reconnect results in mess in children hairs.

Hi Garry. No mirror modifiers. Just mesh with hair particles. I am going to do some further testing as well, disconnect/connect work on simple sphere with hairs.. In case I find something I will report it here.
Thanks
Marek

Jul 16 2019, 6:17 PM · Nodes & Physics, BF Blender
Marek Hollý (asil8567) created T67069: Hair particle disconnect and then reconnect results in mess in children hairs.
Jul 16 2019, 5:57 PM · Nodes & Physics, BF Blender

Jun 5 2019

Marek Hollý (asil8567) added a comment to T65522: Corrupted shading in cycles.

Oh, Come on... I am not newbie who needs to explain how to prepare assets for feature films.. Still there are movies which do not require billions of polys... smooth simple surface could be enough. Not with Blender. Doesn't matter if you've prepared great normal map... It seems even simple surfaces should be subdivided rapidly to achieve smooth look. Of course, this has vast impact on preprocessing time, and memory..

Jun 5 2019, 2:46 PM · BF Blender
Marek Hollý (asil8567) added a comment to T65522: Corrupted shading in cycles.

OK. Now jokes aside. You are telling me, that this is technically correct?

Jun 5 2019, 2:01 PM · BF Blender
Marek Hollý (asil8567) created T65522: Corrupted shading in cycles.
Jun 5 2019, 12:56 PM · BF Blender

May 8 2019

Marek Hollý (asil8567) created T64311: Bump map showing in LookDev, but not in render..
May 8 2019, 3:50 PM · BF Blender

Apr 9 2019

Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

@TheRedWaxPolice (TheRedWaxPolice)
Yes, I will get to it after the basics are working
@Ludvik Koutny (rawalanche)
JKL is neither a Mac convention nor a Final Cut one. It is used by all the major editing suites.
It could be removed, but it’s not a Mac-only phenomenon.

Apr 9 2019, 7:37 PM · BF Blender, User Interface, Code Quest

Mar 27 2019

Marek Hollý (asil8567) created T63020: Linked collection visibility bug.
Mar 27 2019, 5:23 PM · BF Blender
Marek Hollý (asil8567) added a comment to T63004: Linked Instanced collection data loss.

Thanks Phillip. It works on empties.

Mar 27 2019, 4:24 PM · BF Blender
Marek Hollý (asil8567) created T63004: Linked Instanced collection data loss.
Mar 27 2019, 11:20 AM · BF Blender

Mar 25 2019

Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

Hey Bill
Can we get some status update? I mean, some real estimates when we can test it. Good keymap in conjunction with soon-to-be released redshift addon is gonna be the biggest Blender's gate opener to wide pro audience. Really, really important thing.

Mar 25 2019, 8:00 AM · BF Blender, User Interface, Code Quest

Feb 3 2019

Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

@Marek Hollý (asil8567)
Hey, if you are looking for a keymap that is complete, but ergonomic (unlike plans for this one), then check this out: https://blenderartists.org/t/a-proper-keymap-for-blender-2-8/1145406
(Sorry for spamming this task, but I couldn't find a way to contact Marek otherwise. Not possible to DM people here, apparently.)

Feb 3 2019, 6:47 PM · BF Blender, User Interface, Code Quest

Jan 24 2019

Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

This keyboard is mandatory for the new blender.
Your work on this is fantastic but this can't be without work on snapping too (so removing the 3d pointer). Please don't forget that

Jan 24 2019, 3:32 PM · BF Blender, User Interface, Code Quest

Nov 19 2018

Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

Hi Bill
Do you already have some ETA, when we can test it out?

Nov 19 2018, 2:14 PM · BF Blender, User Interface, Code Quest

Oct 25 2018

Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

@Marek Hollý (asil8567): Once we have it implemented, which should be in a few weeks or so, you can help out by testing and giving feedback.

Oct 25 2018, 10:39 AM · BF Blender, User Interface, Code Quest

Oct 22 2018

Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

I agree with you. I know Softimage XSI fairly well, and have used it in the past. It was an excellent app, with some very well thought out paradigms, workflows and features, that all seemed to fit together well, rather than being a random hodgepodge of checklist additions.
Cheers.

Oct 22 2018, 3:59 PM · BF Blender, User Interface, Code Quest

Oct 19 2018

Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

@William Reynish (billreynish) this is totally unfair you don't count Softimage in the Industry Standard Software WTF ???

Softimage is EOL/dead since 2014.
This Task about the Industry Standard Keymap is more about currently relevant and more important alive Industry tools.

Oct 19 2018, 6:22 PM · BF Blender, User Interface, Code Quest

Oct 16 2018

Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

Bill: Thanks for positive feedback. If possible I would gladly put more of my time and knowledge into this... (testing, feedbacking...)
Which of the things I mentioned above, you think would be possible to consider for industry standard keymap?

Oct 16 2018, 9:10 AM · BF Blender, User Interface, Code Quest

Oct 15 2018

Marek Hollý (asil8567) added a comment to T54963: Industry Compatible Keymap.

Selection:
Important logic behind adding and subtracting from selection:
Shift + LMB : add to selection is ok, but do not copy it like it works in Maya.
Explanation:

Oct 15 2018, 8:49 PM · BF Blender, User Interface, Code Quest