- User Since
- Mar 1 2010, 6:51 AM (502 w, 5 d)
Thu, Oct 17
Mon, Oct 14
Fri, Oct 11
Wed, Oct 9
i got this result
with this file
can confirm the error, using 40a55be82cf5 win 7 x64 - gtx 1070 Drv: 430.86
Tue, Oct 1
Sep 16 2019
Sep 12 2019
Sep 10 2019
does this task also affects the mirror vertex groups in the mirror modifier? or is that a completely independent topic?
Sep 5 2019
Sep 2 2019
Aug 31 2019
Not only laptop users benefit from middle mouse emulation, the first time i use blender with that option and a tablet it worked great, that was one of those things that remove presasure from my right hand, not need to claw a finger to keep a middle mouse pushed was great and it still is today i basically only work with table mouse its only for games at this point.
If you are wondering about how do i select without doing a claw with my index or middle finger, i use right click with the side of my thumb (on the pen) or usually ctrl+left click (pen tip) to lasso select
Emulate 3 mouse button its not a default option, shouldn't actually be a problem if some noob its following a tutorial, becaouse probably never new that the option existed in the first place.
By the way alt+changing a parameter also doesn't work properly, i really don't care about that shortcut just use contextual menu>copy to selected, just mentioned if you wanted to added to the list.
Aug 23 2019
Aug 13 2019
the weird thing about this one its that the result may change and done properly depending on the scale and position of the object, i saw that since 2.5 but i was never able to get a file to consistently reproduce the behavior in order to report it
Aug 3 2019
Aug 2 2019
Jul 19 2019
Jul 13 2019
just test it just for curiosity, its not only a visualization issue, it doesn't seems to be working at all.
I just added a displace to the plane and masked it with the group, works in 2.79, i also try baking the vertex group, didn't work in 2.8
if you use .png, remember to set the Color Space to "non color data" for normal maps.
This is also usually the case for metallic, roughness and other value based shader channels.
Can not confirm, works as it should for me, win 7 x64 nvidia 1070
Could you provide a simple .blend sample file?
Its a limitation at the moment in eevee at the moment works in cycles
i have a very similar cpu rig and works fine here, are u using any add-on? did you try loading factory settings?
Jul 10 2019
Jun 12 2019
A few days ago clement added extra things to normalize fireflies like that, the fixes in that report may be helping, altough the problem was focus on blend normals from the Ambient Oclussion, not sure if it is the same problem
Jun 11 2019
I just tested with a0608340ae14 and i can't reproduce the error,
Win 7 - nvidia 1070 - Drv 430.86 - Wacom intuos 4 Drv:6.3.8
Jun 8 2019
Hi, i have test with 4fb441517251, rendered that problematic shot a few times with different sizes and also other cameras, that blind guess seems to be working i didn't see any fire fly, this scene shots are rendering properly now.
Jun 7 2019
Jun 6 2019
I tested the fix with 8fa65ed31b7f and 8b2b79c2108b and the viewport looks great and mainly worked but. .
Jun 5 2019
DANG! ok im feeling really really stupid right now, i though i had paked, and i was sure when was moving a file that weight more than an 1mb with only that little mesh data. . . . anyways, ill test this again in my secondary machine later to check this version.
Its kind a bit big but this is the file with the normal map.
Ok i have done more tests.
in my main machine (i7 win7 gtx 1070 ), updated drivers (430) an last blender version and the bug its consistently appearing always there.
Jun 4 2019
ok, ill try to test this further, ill try to do it as soon as i can
May 25 2019
Mar 27 2019
Feb 19 2019
This is what i get from the demo file.
Win 7 x64
Nvidia 1070 drivers 417.35
Feb 14 2019
Nov 21 2018
Jul 31 2018
Jul 5 2018
Apr 1 2018
Sep 11 2017
not sure, im not a developer, just a user that test and add info to save some dev time.
the operator that you are using there its "Pick shortest path" (bpy.ops.mesh.shortest_path_pick)
, not "select shortest path"( bpy.ops.mesh.shortest_path_select() )
Sep 10 2017
Win 7 x64
I7 2600 16gb ram
Blender RC2 7b397cd
I can reproduce it in the 2.79 RC2 using a wacom intuos 4 stylus, mouse works fine.
nvidia 1070 drivers 382.33
(user testing here)
In both examples Fill region its active, that's causing that behavior.
Sep 9 2017
@Dalai Felinto (dfelinto)
not sure if it helps now but i simplified the file isolating the the problematic face.
Sep 4 2017
Sep 3 2017
Im just theorizing here, but could you setup a render side by side like the last one, but setting the bevel to 0 in OSL or directly disabling it.
Again im not a developer, but my instinct in production its telling me that the difference in value its because of the lac of high lights cause by the bevel that's missing in the gpu side that not support OSL.
Sep 2 2017
i have to be honest, not a developer im a user testing, downloaded the file started the render in cpu but didnt finish it i have to cancel, the render its huge and not sure where it is a transparent area. . .
That said.. . .
I7 2600 16gb ram nvidia 1070 - Blender 2ca1f29
Render on cpu:
Start normal, didn't finish because of the long render time it would naturally a 2K image would take, so i canceled the render.
Render on Gpu:
Starts and renders and denoises, there is evident difference on the edges but couldn't notice anything particularly different.
tested using an nvidia 1070 on windows 7 x64 using Blender 2ca1f29
Here works as fine, no errors.
Blender version(build hash) of the build that its broken, a simple little file and step for reproduce the bug are required
Aug 27 2017
Having the Bias value too low produce the artifacts, not sure if its intended or not but rising just a bit fix the issue.
Aug 15 2017
could it be maybe this? developer.blender.org/T52341
Win 7 x64 blender build a8fbe99
Tested Confirm a8fbe99
And it seem that is because all the uv points are in the same place at (0 , 0)
confirm here: builds a8fbe99 6af7d7e
Aug 9 2017
im not sure about several things i read here, probably need to study more im not the shiniest ball in the jar, so im not going to ask here since this is a bug track not a forum, just want to add some info about the ways that i use or work with this, maybe its a relevant info as a user point of view.
Jul 21 2017
Jul 12 2017
Jan 25 2017
lets see if it is a bit more clear here
Jan 20 2017
Dec 12 2016
i did more tests on a 3dsmax, importing from file import does not read the uvs, but importing object by object creating the primitive (alembic can be created as a primitive like a cube, click alembic on prim select the path the object click on the scene) it does read the uvs, also created rotated 90º but that its a max thing ^^
So it seem that yep the uvs are there, didn't try to export and import alembic on max to max, to check if its a soft thing or an alembic thing
Dec 11 2016
Sep 27 2016
Sep 20 2016
also notice that to repeat the test from step one, at least in windows blender needs to be restarted or do a Ctrl+n to work a new file, directly reloading the file leaves a greyish mesh, not a white one as in step one.
Sep 15 2016
Not a developer, but need to add more info,
Sep 9 2016
Sep 2 2016
Aug 31 2016
i have a question about that, since the GP stroke sculpt can only be done under Stroke editing, is there a way to block other shortcuts that are unused? is not posible to select any uv island or move them or rotate them (G,R,S) anyways if the Gpencil Stroke editing its active
Other possibility( this is always as a user point of view) is to disable E as a quick short cut to sculpt or add a conditional key stroke at least in the uv image editor. Using pie menu D+E works fine, its not as practical as E but at least is there.
Aug 30 2016
humm i wasn't aware of that.
If that's the case, sorry, my bad
Aug 29 2016
Aug 20 2016
Jul 28 2016
Jul 22 2016
is this mailing list the place to raise the topic? ------> email@example.com ?
Jul 21 2016
Jul 19 2016
Jul 5 2016
sorry i made a mistake on the version number, the last one i tested from builder that fails its
Apr 6 2016
Apr 4 2016
Jan 20 2016
Step to reproduce the error:
2-reload clip(actually a single image)
3-play with the setup at the compositor or follow the next steps.
4-change distortion K value in the clip editor.
5-load the clip in the node editor
6-add two "Movie distortion" nodes
7- set up one after the other, distor > undistort
Oct 7 2015
to sum up, this termator thing affects reflections, refractions, bump maps or ¿can we call it shading distortion? and also shadows(actually shading not shadows per se)?
it seems to be a really big stuff not only a few things, basically affects every possible material that we could create exept volumetrics, emmit or non distorted shaders on high poly count models.
It could be possible to add some experimental feature at least to have a possibility to do a workaround using experimental stuff? or this will mess with some core functionality?
(yes i know this is not the place for feature request, im trying to understand how deep this problem is)