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Alberto Velázquez (dcvertice)
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User Since
Feb 22 2013, 11:14 PM (339 w, 8 h)

Recent Activity

Wed, Aug 21

Alberto Velázquez (dcvertice) added a comment to T68970: Slower response of Blender due to click event in "left click" keymap..

LOL. Clicking on a bunch of vertices one by one at a high speed is dumb imo, I'd use circle select or something else. There are much faster selection methods for this.
As stated before, not a bug.

Wed, Aug 21, 8:03 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T68970: Slower response of Blender due to click event in "left click" keymap..

Please leave reopening and triaging reports to developers. This is better as a discussion on devtalk, it's not a bug.

Wed, Aug 21, 7:34 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T68970: Slower response of Blender due to click event in "left click" keymap..

Let's see, it's not a down-side, it's a huge mistake.

Wed, Aug 21, 7:32 PM · BF Blender
Christophe (StroBlend) awarded T68970: Slower response of Blender due to click event in "left click" keymap. a Love token.
Wed, Aug 21, 7:05 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T68970: Slower response of Blender due to click event in "left click" keymap..

I do not know, imagine that when you are programming all the pulsations have 200ms more lag and that if you write fast you lose 1 out of every 3 pulsations.

Wed, Aug 21, 6:38 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T68970: Slower response of Blender due to click event in "left click" keymap..

Is it a joke? Seriously.

Wed, Aug 21, 6:31 PM · BF Blender
Alberto Velázquez (dcvertice) created T68970: Slower response of Blender due to click event in "left click" keymap..
Wed, Aug 21, 2:30 PM · BF Blender

Wed, Aug 14

Alberto Velázquez (dcvertice) added a comment to T65965: Checkboxes alignment tweaks.

Just for completeness, my own (unpopular) opinion on this checkbox alignment issue is to treat checkboxes more like other items. Think of them like toggle buttons we already use all over. Or consider them like sliders with only two positions. The alignment issue goes away, they become all more consistent, and the hit area is much larger:

Wed, Aug 14, 11:43 PM · BF Blender, User Interface
Alberto Velázquez (dcvertice) added a comment to T65965: Checkboxes alignment tweaks.

Maybe I'm wrong. But commenting

Wed, Aug 14, 10:04 PM · BF Blender, User Interface
Alberto Velázquez (dcvertice) added a comment to T65965: Checkboxes alignment tweaks.

I want to remember this proposal in RCS with a lot of community support

Wed, Aug 14, 8:04 PM · BF Blender, User Interface

Apr 30 2019

Alberto Velázquez (dcvertice) added a comment to T63516: Move tool settings bar to editors.

I want to remember this problem that blender actually have if the user move the N-shelf to the left. The panel is place at right of T-shelf, making hard to use it.

Apr 30 2019, 11:34 AM · User Interface, BF Blender

Apr 29 2019

Alberto Velázquez (dcvertice) added a comment to rB17a4decfea75: UI: top-bar reorganization.

I like the solution of a dinamic UI. I never supported it because I though taht could be a problem to implement.

Apr 29 2019, 5:03 PM
Alberto Velázquez (dcvertice) awarded rB17a4decfea75: UI: top-bar reorganization a Love token.
Apr 29 2019, 5:03 PM

Apr 28 2019

Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

For users of Active Tools the pivot, snap, orientation,... are part of the configuration of the active tool.

For all users, these settings are fundamentals. They are not just used by active tools. They are used by all tools.

Apr 28 2019, 12:36 PM · User Interface
Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

This is getting confuse to me.
Anyway the only thing this patch does is moving the topbar to inside the viewport, nothing is really changed from a usage point of view, only that if there are multiple editors with multiple active tools, now each region have its own topbar and even if you hide it you still have access to the same settings in the N-panel isn't that?.

Apr 28 2019, 10:23 AM · User Interface
Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

Why would we hide the tools we need? this doesn't make sense.

Apr 28 2019, 4:36 AM · User Interface

Apr 27 2019

Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

I think my argument is clear. Why can't an active tools user see his tool options in the same bar as other users? Why don't we hide the tools that you and me need in the n-shelf and keep the header only for active tool users?

Apr 27 2019, 11:33 PM · User Interface

Apr 26 2019

Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

This patch only listens claims and needs of users of modal tools. The users of active tools are relegated, ignored and separated, in one way or another, from the rest of the tool options and users. It is not taking into account their point of view or their future user experience, because currently this user is almost non-existent.

Apr 26 2019, 12:21 PM · User Interface
Alberto Velázquez (dcvertice) added a comment to rB9573bf432c4b: UI: move top-bar into the spaces header.

In edit mode the upper-right corner kinda looks like a train wreck now:


All these different interaction points in different sizes and shapes, and that super-prominent "Options" menu which suggests it's going to contain every "option" for the 3dview. Combined with the loss of the "Overlays" and "Shading" words in the header means the true 3dview options are lost among everything else.

Multiple changes are planned here: D4721

Apr 26 2019, 11:31 AM

Apr 23 2019

Alberto Velázquez (dcvertice) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.
Apr 23 2019, 11:52 AM · User Interface

Apr 19 2019

Alberto Velázquez (dcvertice) added a comment to D4680: Move topbar to 3D viewport editor.

In reality I only ask or support to invert the positions of editor type and object interaction mode. Interaction mode in the Tool Header and Editor Type in menu header.

Apr 19 2019, 3:24 PM

Apr 18 2019

Alberto Velázquez (dcvertice) added a comment to D4680: Move topbar to 3D viewport editor.

@Alberto Velázquez (dcvertice) , I probably misread your comment.
But try to redo your mockup with 3D Cursor using an orientation set to View.
And tell me that is not confusing to have 2 orientation that have nothing in common next to each other.
Mixing things just because these buttons are the ones you use the most, does not make an UI simple to apprehend.
2.80 has now a setting per line with things ordered into subpanels in panels.
But Topbar would be a mess of things that are not affecting same tools.

Apr 18 2019, 10:28 PM
Alberto Velázquez (dcvertice) added a comment to D4680: Move topbar to 3D viewport editor.

Yes. And how many default screens are hiding things to new user since that time ? none.
You said that proposal is fine. I disagree.
To get rid of such topbar, user have to know lots of shortcuts for orientation snapping, mode switching but enougho to ignore active tools.
It will not close it.
To get rid of header, he needs to know what is into menus.
So customizing such proposal is just available to intermediate and advanced users.
On the other hand, keeping topbar just for active tool (as it was until now), allows fresh users that began under 2.79b to ignore active tools.

Apr 18 2019, 8:41 PM
Alberto Velázquez (dcvertice) added a comment to D4680: Move topbar to 3D viewport editor.

! In D4680#107231, @ronan ducluzeau (zeauro) wrote:
A new user discovering Blender will need everything (menus and popovers).
You already mention the problem of mode that could be hidden if active tool is hidden.
The same way, there is a potential problem of confusion between active tool gizmo orientation (it was move to popover for object gizmos but problem persists for 3D Cursor) and orientation of 3D View that will be used by operators called by a shortcut.

Apr 18 2019, 7:11 PM
Alberto Velázquez (dcvertice) added a comment to D4680: Move topbar to 3D viewport editor.

The order of the controls of the proposal should be kept, because mixing the tools with the old header forces to have both header in the viewer always. All this was taken into account when developing the proposal.

Apr 18 2019, 6:32 PM

Apr 17 2019

Alberto Velázquez (dcvertice) added a comment to D4680: Move topbar to 3D viewport editor.

It does make sense to move the tool parameters below the menu bar, but for tools with lots of parameters like Sculpt and GPencil these all still feel cluttered. I think putting the Active Tools Settings panel from the Properties editor into some manner of (floating popup?) panel similar to @Alberto Velázquez (dcvertice)'s mockup makes the most sense.
My Sculpt and GPencil workspaces look like this, and I often have to inelegantly slide the area nearly closed to make more canvas space.


Apr 17 2019, 11:24 AM

Apr 16 2019

Alberto Velázquez (dcvertice) added a comment to D4680: Move topbar to 3D viewport editor.

Testing with buttons shuffled around:



Still doesn't solve the case where in edit mode tool settings don't really have enough space. Also not grease pencil.

Apr 16 2019, 12:52 PM

Mar 12 2019

Alberto Velázquez (dcvertice) added a comment to T57210: Create Object Tools Todo.

Could be a great idea allow one of this tools to add arbitrary mesh. To add objects/meshes to the scene/object easily

Mar 12 2019, 4:01 PM · BF Blender: 2.8, User Interface, Code Quest

Sep 20 2018

Alberto Velázquez (dcvertice) added a comment to T54582: 2.8 UI Tools: Tools Design.

Don't waste your time. UI team have ignored all feedback in blender 2.8.

Sep 20 2018, 4:26 PM · Code Quest, User Interface

Jul 14 2018

Alberto Velázquez (dcvertice) added a comment to T55162: Blender 2.8 Blender Keymap changes.
Jul 14 2018, 12:16 AM · Code Quest

Jul 13 2018

Alberto Velázquez (dcvertice) added a comment to T55162: Blender 2.8 Blender Keymap changes.
Jul 13 2018, 2:44 PM · Code Quest
Alberto Velázquez (dcvertice) added a comment to T54951: Properties Editor Design.

I think that it's better hide the - until user focus on an element. Because a list of - appear more other type of symbol instead a remove symbol.

Jul 13 2018, 11:25 AM · BF Blender: 2.8, User Interface, Code Quest

Jul 10 2018

Alberto Velázquez (dcvertice) added a comment to T55162: Blender 2.8 Blender Keymap changes.

while a deselect hotkey can be useful, removing the utility of A doing both is a mistake for users who are not going to know that A is capable of doing both and are not going to look for that option. In addition to forcing all former users to retouch the hotkey (this and a hundred other hotkeys) to work as traditional Blender.

Jul 10 2018, 6:28 PM · Code Quest

Jul 5 2018

Alberto Velázquez (dcvertice) added a comment to T55162: Blender 2.8 Blender Keymap changes.

In macOS/OSX is used like CTRL, SUPER/WINDOWS key doesn't have a lot of uses in windows except for OS shorcuts. But is a basic key for anything in macOS and normally is the key that you use for all shorcuts, for example copy&paste is ⌘+C and ⌘+V. Because in macOS you have CTRL but no one uses it in the believe that is hard to use instead the , something that I think that it's true.

Jul 5 2018, 1:30 AM · Code Quest
Alberto Velázquez (dcvertice) added a comment to T54951: Properties Editor Design.

Some Mockups of that idea

Jul 5 2018, 12:33 AM · BF Blender: 2.8, User Interface, Code Quest

Jul 4 2018

Alberto Velázquez (dcvertice) added a comment to T54951: Properties Editor Design.

Labels going back in the fields?

Jul 4 2018, 10:39 PM · BF Blender: 2.8, User Interface, Code Quest
Alberto Velázquez (dcvertice) added a comment to T55162: Blender 2.8 Blender Keymap changes.

Mockup

Jul 4 2018, 3:44 PM · Code Quest
Alberto Velázquez (dcvertice) added a comment to T55162: Blender 2.8 Blender Keymap changes.

I think that both F3 and the accent is an absolutely hidden shorcut for new users, never in my life I would think of using both of them not for search, but simply for any hotkey, since this is not an FPS that is where that hotkey makes sense. It's hard to think that any user will use taht shortcuts to find something.

Jul 4 2018, 3:12 PM · Code Quest
Alberto Velázquez (dcvertice) added a comment to T55162: Blender 2.8 Blender Keymap changes.

I want to remember that in a lot of laptops and almost all apple computers F3 is a really hidden hotkey because you need to press Fn and F3 to have access to F3. Nobody uses this F1-F12 shorcuts because it's a PITA. It's at least 10% of the potential users (20% in USA). Also that few people use F3 to search, it's a common shorcut for really expert users (coders mainly). The mayority of people uses Ctrl+letter (in windows the letter depend of the language of operating system in spain is B, for example).

Jul 4 2018, 2:38 PM · Code Quest

Jun 7 2018

Alberto Velázquez (dcvertice) added a comment to T55162: Blender 2.8 Blender Keymap changes.

Use that new feature to the searchbar

Jun 7 2018, 9:19 PM · Code Quest

Jun 5 2018

Alberto Velázquez (dcvertice) added a comment to T55162: Blender 2.8 Blender Keymap changes.

From the start, 2.8 was designed to eschew Wireframe mode as a necessary feature to work in 3D. That's why we've replaced the Z key to enable see-through X-ray mode instead.

Jun 5 2018, 1:40 PM · Code Quest

May 28 2018

Alberto Velázquez (dcvertice) added a comment to T55215: Corrupt mesh after sculpting with dyntopo.

I continued working with soc-2017-normal-tools branch and I saw the problem two more times, so I can confirm the bug in the branch. By my work I only use this branch and the error happens one time each ¿4-5 hours? of work. So it's not easy to reproduce. I will try next time that I do a sculpt with dyntopo to use the master branch.

May 28 2018, 2:29 PM · Sculpting and Painting, BF Blender

May 26 2018

Alberto Velázquez (dcvertice) renamed T55215: Corrupt mesh after sculpting with dyntopo from Corrupt mesh after sculpting to Corrupt mesh after sculpting with dyntopo.
May 26 2018, 11:45 AM · Sculpting and Painting, BF Blender
Alberto Velázquez (dcvertice) created T55215: Corrupt mesh after sculpting with dyntopo.
May 26 2018, 11:44 AM · Sculpting and Painting, BF Blender

May 9 2018

Alberto Velázquez (dcvertice) added a comment to T54908: Workbench UX design.

I only see that problems like a feature, If I see the facedot like in that images is because I'm doing something wrong, so it warns when your ngon is not correct for some reason and normally I use facedots like references when I move meshes and I don't need a lot of precision "¿Oh, my cursor is in the same position that the facedot? then I put the cursor correctly". And this happens all days a lot of times. Like incorrect faces that for some reason are created between two faces and don't have any area and facedots tell "hey, you have here a face that you don't want"

May 9 2018, 5:47 PM · Code Quest
Alberto Velázquez (dcvertice) added a comment to T54908: Workbench UX design.

I'm modeler and I don't agree with this assessment at all, first of all because it's about deciding for the user and taking away features that currently help him (like select faces that you barely sees, because you select the facedot instead of click in the face) for purely aesthetic reasons.

May 9 2018, 4:56 PM · Code Quest
Alberto Velázquez (dcvertice) added a comment to T54908: Workbench UX design.

Hey william

May 9 2018, 4:18 PM · Code Quest

May 6 2018

Alberto Velázquez (dcvertice) added a comment to T54963: Industry Compatible Keymap.

I'm sorry if I explained it wrong, but I didn't mean at any point that I understood that this was going to be the default template. In case someone got confused. Even if you personally think that it should be the default template (to make it more visible)

May 6 2018, 12:31 AM · BF Blender, User Interface, Code Quest

May 5 2018

Alberto Velázquez (dcvertice) added a comment to T54963: Industry Compatible Keymap.

One of the best things I saw in blender when I started using blender six-seven years ago was the search bar. You find her almost by chance, just by pressing space. In two seconds you understand its purpose. Thanks to it I had direct access to absolutely all the functions of blender at the time, completely unaware of the program, only needing to know what I wanted to look for. I learned half the program thanks to this. Is it good to remove it from its current location on a keymap for new users? it's hard for me to see it.
It is almost a wizard for fools, which unleashes the power of blender to any user.

What you see here is nowhere near finished :) There will be lot more, and do not worry, I do not plan to leave the quick search out. It will probably be mapped on Tab key, since it's commonly used key for quick search in software that supports it (Maya uses Tab key for quick search in Node editor, and so does Nuke).

Since it's not mandatory I'm not worry. But I don't see why to change something that no other program use like standard and make harder to all new users use tutorials based in default keymap.

May 5 2018, 9:45 PM · BF Blender, User Interface, Code Quest
Alberto Velázquez (dcvertice) added a comment to T54963: Industry Compatible Keymap.

But no other software have a search function like blender and no other software use spacebar to the proposed switch mode, it's not a standard. The only program that use spacebar is maya and it use that to give a lot of funtions directly to the user. And spacebar is linked to the search bar idea in a lot of assistants, for example OSX.

May 5 2018, 9:40 PM · BF Blender, User Interface, Code Quest
Alberto Velázquez (dcvertice) added a comment to T54963: Industry Compatible Keymap.

One of the best things I saw in blender when I started using blender six-seven years ago was the search bar. You find her almost by chance, just by pressing space. In two seconds you understand its purpose. Thanks to it I had direct access to absolutely all the functions of blender at the time, completely unaware of the program, only needing to know what I wanted to look for. I learned half the program thanks to this. Is it good to remove it from its current location on a keymap for new users? it's hard for me to see it.

May 5 2018, 9:15 PM · BF Blender, User Interface, Code Quest

May 3 2018

Alberto Velázquez (dcvertice) added a comment to T54908: Workbench UX design.

What about a retopo mode?

May 3 2018, 12:58 PM · Code Quest

Apr 12 2018

Alberto Velázquez (dcvertice) added a comment to T54582: 2.8 UI Tools: Tools Design.

This means that current operators can be accessed without going through active tools? That is to say, it will not be possible to use extrusion, move, cut,... directly, like right now, pressing a hotkey without going through this system? Or it is a complement like in actual blender2.8 versions?

Apr 12 2018, 7:16 PM · Code Quest, User Interface
Alberto Velázquez (dcvertice) added a comment to D2897: Normal Editing Tools - GSoC 2017.

Thanks to you!

Apr 12 2018, 11:38 AM

Apr 11 2018

Alberto Velázquez (dcvertice) added a comment to D2897: Normal Editing Tools - GSoC 2017.

I want to comment a few bugs added since @Bastien Montagne (mont29) refactor, these problems don't appear in 9d3ad0eb5af7ab4f3fe28820f1e419e2f69c7cb9

Apr 11 2018, 3:55 PM

Apr 4 2018

Alberto Velázquez (dcvertice) added a comment to T54503: Blender 2.8: Workbench Proposal (Draft).

Hi, I want to ask a few questions since a user pov and limitations that I see in actual viewport.

Apr 4 2018, 2:32 AM · BF Blender: 2.8

Mar 24 2018

Alberto Velázquez (dcvertice) added a comment to T54206: bevel operator regression.

That behaviour don't have any sense from user pov. Bevel tool remember a value sometimes and the user cannot know the reason why that happens (only if they read this thread). It only create frustation in new users that some time before enter the bevel value in the panel and they will keep that behaviour all the modeling sesion, hours later. Only because a few users don't want to use the F3 or repeat.

Mar 24 2018, 2:20 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T54206: bevel operator regression.

This is the last time that I told, that behaviour is not correct and is not correct in any program.

Mar 24 2018, 10:21 AM · BF Blender

Mar 14 2018

Alberto Velázquez (dcvertice) created T54321: User cannot select multiple curve point with stylus..
Mar 14 2018, 6:41 PM · BF Blender

Mar 6 2018

Alberto Velázquez (dcvertice) added a comment to T54206: bevel operator regression.

I though that It is a bug tracker, not a feature request.

Mar 6 2018, 9:27 AM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T54206: bevel operator regression.

I have downloaded blender 2.78, 2.78a, 2.78b, 2.78c, 2.79, 2.77a, 2.76b, 2.74 from the webpage and I check it, I didn't see any option like you talk... You can download these release builds and you won't see that option. I don't go to check more builds. And I have search in google and the only mention to "remember bevel amount" is this thread.

Mar 6 2018, 1:41 AM · BF Blender

Mar 4 2018

Alberto Velázquez (dcvertice) renamed T54228: Bevel operator percent mode doesn't work properly from Bevel to Bevel operator percent mode doesn't work properly.
Mar 4 2018, 10:51 PM · BF Blender
Alberto Velázquez (dcvertice) updated the task description for T54228: Bevel operator percent mode doesn't work properly.
Mar 4 2018, 10:48 PM · BF Blender
Alberto Velázquez (dcvertice) created T54228: Bevel operator percent mode doesn't work properly.
Mar 4 2018, 10:48 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T54206: bevel operator regression.

I don't see the error, is the correct behaviour and the same since at least Blender 2.5. Also Bevel now is affected because remember the cuts in some builds. I need to test it and see if I must report the bug.

Mar 4 2018, 10:24 PM · BF Blender

Jan 11 2018

Alberto Velázquez (dcvertice) added a comment to T53752: Draw curve fails if you stop press action before separe stylus..

If you use the default keyconfig, without the left click, the bug doesn't exist, then the fix don't have reason
If you use the default keyconfig, with left click, the bug exist and with new configuration the user cannot make shift+select.

Jan 11 2018, 11:57 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T53752: Draw curve fails if you stop press action before separe stylus..

With this commit we don't have now the possibility to make a simple shift-select with the stylus.

Jan 11 2018, 10:08 PM · BF Blender

Jan 10 2018

Alberto Velázquez (dcvertice) added a comment to T53752: Draw curve fails if you stop press action before separe stylus..

The problem changing the action to the pen is the same that using "select". You cannot do multiple selection with shift+click with tip. So, it is not a solution.

Jan 10 2018, 10:36 PM · BF Blender
Alberto Velázquez (dcvertice) created T53752: Draw curve fails if you stop press action before separe stylus..
Jan 10 2018, 12:43 PM · BF Blender

Jan 6 2018

Alberto Velázquez (dcvertice) added a comment to T53553: Lose wacom presure when use two windows..

After some test I can't reproduce with one monitor in macOS, so probably is only a problem in windows systems.

Jan 6 2018, 12:29 PM · Platform: Windows, BF Blender
Alberto Velázquez (dcvertice) added a comment to T53553: Lose wacom presure when use two windows..

I have never tried two monitors/windows in linux or macOS. But I can confirm this in Windows 7 64bits in a lot of machines and configurations.

Jan 6 2018, 12:00 AM · Platform: Windows, BF Blender

Dec 13 2017

Alberto Velázquez (dcvertice) created T53553: Lose wacom presure when use two windows..
Dec 13 2017, 11:33 AM · Platform: Windows, BF Blender

Dec 4 2017

Alberto Velázquez (dcvertice) added a comment to D2530: Implementation of UV unwrapping with SLIM as disdussed on T48036..

Any news about this patch? the build works well, only have some crashes, but appear stable.

Dec 4 2017, 10:27 PM

Nov 26 2017

Alberto Velázquez (dcvertice) added a comment to T53145: Bevel Problem.

All the tools have the same initial value, zero, It doesn't have memory.

Nov 26 2017, 5:14 PM · BF Blender
Alberto Velázquez (dcvertice) awarded D2864: Sculpt pressure curvemapping a Love token.
Nov 26 2017, 12:04 PM · Sculpting and Painting

Nov 25 2017

Alberto Velázquez (dcvertice) added a comment to T53145: Bevel Problem.

I can confirm that the tool have change the behaviour but still having issues.

Nov 25 2017, 10:45 PM · BF Blender

Nov 18 2017

Alberto Velázquez (dcvertice) added a comment to T53047: Tool System Proposal.

This idea is really great first step to create some complex tools like topology tools, addons and similar. Tools that need a specific space and hotkeys to be used.

Nov 18 2017, 11:29 AM · User Interface, BF Blender: 2.8

Nov 15 2017

Alberto Velázquez (dcvertice) added a comment to T53330: Problema.

The user tell that X, Y, Z direction annoys him, and consider it a failure/bug. Ask to change this to make similar to the rest of software (don't tell any program).

Nov 15 2017, 8:10 PM · BF Blender

Nov 8 2017

Alberto Velázquez (dcvertice) added a comment to D2803: Cycles: add bevel shader, for raytrace based rounded edges..

About the problems in edges when baking. The problem appear also when you bake the normals in object mode. It appear where you have seams, but if you bake the object without seams, ot at least some parts, the problem don't appear in that parts.

Nov 8 2017, 11:46 PM
Alberto Velázquez (dcvertice) added a comment to D2803: Cycles: add bevel shader, for raytrace based rounded edges..

Great work guys!! It's really a perfect solution. I'm sure that it will change the workflow of a lot of people.

Nov 8 2017, 12:47 AM

Nov 2 2017

Alberto Velázquez (dcvertice) added a comment to D2803: Cycles: add bevel shader, for raytrace based rounded edges..

I have made some test and I have seen some problems. The result with bevel shader is perfect. When you bake the bevel in a normal map and you use it in cycles material it appear to have a "border" near to edges, and the normal output have this effect. Maybe is the normal behaviour of the a baked normal map. Here some screenshots

Nov 2 2017, 11:51 PM
Alberto Velázquez (dcvertice) awarded D2803: Cycles: add bevel shader, for raytrace based rounded edges. a 100 token.
Nov 2 2017, 8:39 PM

Sep 19 2017

Alberto Velázquez (dcvertice) added a comment to T52668: Proposal: Replace background images with Image Empties in 2.8x.

Also is needed the opacity control of the image

Sep 19 2017, 8:12 AM · User Interface, BF Blender: 2.8

Sep 14 2017

Alberto Velázquez (dcvertice) added a comment to T52748: path select fails in select the short path..

The edge path select error that make triangles still happening.

Sep 14 2017, 8:01 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T52748: path select fails in select the short path..
Sep 14 2017, 2:58 PM · BF Blender
Alberto Velázquez (dcvertice) created T52748: path select fails in select the short path..
Sep 14 2017, 10:44 AM · BF Blender

Sep 7 2017

Alberto Velázquez (dcvertice) added a comment to T52668: Proposal: Replace background images with Image Empties in 2.8x.

imho the actual system works well, and have some features really usefull and have few problems. The images are linked to one view (right, front,...) and don't show in perspective view, also you can use movies. You can have different references for each view and you don't have objects in scene bothering to the pipeline (You don't need to check if you have extra objects in the scene when export).

Sep 7 2017, 9:15 PM · User Interface, BF Blender: 2.8
Alberto Velázquez (dcvertice) created T52670: Particles in grid emission don't use normal of the object.
Sep 7 2017, 8:41 AM · BF Blender

Aug 21 2017

Alberto Velázquez (dcvertice) added a comment to D2803: Cycles: add bevel shader, for raytrace based rounded edges..

I have tested the new diff and it improve the render time from 97 to 72, from a original 23 base render.

Aug 21 2017, 9:00 PM

Jul 16 2016

Alberto Velázquez (dcvertice) added a comment to T48864: Incorrect shape for multires in sculpt.

really? Sometimes is boring when you see the devs don't implement a usefull feature. You have a impressive sculpt system inside a 3D modeling suite and you waste all your work and send it to the garbage because you don't finish the work and make the tool inusable for real work enviroment.

Jul 16 2016, 11:13 AM · BF Blender

Jul 15 2016

Alberto Velázquez (dcvertice) created T48864: Incorrect shape for multires in sculpt.
Jul 15 2016, 10:27 PM · BF Blender

Feb 4 2015

Alberto Velázquez (dcvertice) added a comment to T43366: Collada export -> import materials don't work.

@Saurabh Wankhade (sauraedron) I suppose that, anyway I want test it and tell the results if this wasn't be the case.

Feb 4 2015, 5:01 PM · BF Blender, Import/Export, Collada
Alberto Velázquez (dcvertice) added a comment to T43366: Collada export -> import materials don't work.

I have tested the test files with the actual version, 2.73a, and the last in the builder blender-2.73-1dddcfb-OSX-10.6-x86_64.zip. And in all the version I only obtain two textures, not three.

Feb 4 2015, 4:36 PM · BF Blender, Import/Export, Collada

Jan 27 2015

Alberto Velázquez (dcvertice) added a comment to T43342: bad viewport rendering normal map.

Yes, I have the problem in all the builds that I have tested since 2.73

Jan 27 2015, 10:35 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T43342: bad viewport rendering normal map.
  • I have tried now old version of blender. Only don't work since 2.73, in 2.72b work fine. Other versions that I have tried 2.59, 2.69, 2.71, 2.72
Jan 27 2015, 8:13 PM · BF Blender

Jan 23 2015

Alberto Velázquez (dcvertice) added a comment to T43342: bad viewport rendering normal map.

I have tried the same problem in other three macbooks pro mid 2014 with NVIDIA graphics and have the same problem.

Jan 23 2015, 11:41 AM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T43366: Collada export -> import materials don't work.

I will try to explain a few more the bug.

Jan 23 2015, 10:43 AM · BF Blender, Import/Export, Collada

Jan 22 2015

Alberto Velázquez (dcvertice) added a comment to T43342: bad viewport rendering normal map.

In the collada the problem is that all the maps disapear from the list of textures and the specular are duplicated, and the material are bad imported, not of the viewport. The importer doesn't import the files properly.

Jan 22 2015, 3:54 PM · BF Blender
Alberto Velázquez (dcvertice) added a comment to T43342: bad viewport rendering normal map.

Please, instead of tried the file in Linux like the other bug and tell me "update your graphics drivers" search a few in the web and you will see, and you will LEARN, that in OSX you cannot update the drivers.

Jan 22 2015, 2:22 PM · BF Blender
Alberto Velázquez (dcvertice) created T43366: Collada export -> import materials don't work.
Jan 22 2015, 12:44 PM · BF Blender, Import/Export, Collada