- User Since
- Feb 22 2013, 11:14 PM (427 w, 5 d)
Sat, May 1
Tue, Apr 20
maybe I'm wrong, but as I see the current modifier system I don't understand that a geometry node is not a modifier at the same time. I understand that the goal is that all nodes are modifiers and that these are internally a simple geometry nodes with a single node and all outputs exposed. Ok that exposing as modifier some node does not make sense and will not be done, but what sense does it make to maintain two different modifier systems when the modifiers are simply a linear geometry nodes?
Sat, Apr 17
Houdini is not the hardest software to learn, probably is the most easy software to learn. Four concepts about nodes and you can create everything that is impossible in other software in a day. It's hard to use for basic things like modeling because is not the target of the workflow, but not because the nodes. Jump from any software to houdini is easy, jump to Maya or modo is hard.
Feb 26 2021
Feb 25 2021
Jan 22 2021
It is normal that the "Hide Collection" keys are prone to error because we have been warning for two years about the total failure of the redesign that was done, which was completely broken ignoring all warnings. Thus destroying the greatest virtue of blender in fast modeling.
Dec 15 2020
Voxel remesher needs a way to block the slider from very low vixel size respect the object. Calculate the bounding box and that the slider won't change below some value like 1/500 of the size without input the text directly. Some for default value, that need to be a round number using the size of the object (1cm, 10cm, 1m, 10m, etc)
Oct 14 2020
They are an old mockups that I made one year ago, but I think that the basic ideas still working. Please, ignore the other parts of the interface because it was part of a bigger proposal.
I will not go into the part of how to manage the data of the brushes. But regarding the idea of the list of brushes and other ideas of UI I see a quite fundamental problem. It is mixing tool with tool list. It is not the same and users are not interested in having both things mixed in the same panel.
Jul 31 2020
Internally I do not know what limitations there are, but I completely agree with Pablo Dobarro.
It seems a complex system for something that should be simple from the user's perspective.
Jul 27 2020
Jul 1 2020
I will create a new bug report for the normal map.
@Brecht Van Lommel (brecht) I don't understand, that happens also without shadows.
In this other example the problem is see more clear
Jun 23 2020
It's not because bounding box, same problem happens if you use 3d cursor, individual origins and active element.
Jun 22 2020
May 26 2020
May 16 2020
The problems of that proposal have already been seen, such as the fact that half of the sidebar was occupied by only a dozen addons if at all. That increases the steps to access any tool. And that in small monitors the problem is even worse.
May 5 2020
I have change the proposal a few because I see people don't understand correctly.
May 4 2020
As I see it, except for limitation, I don't understand that nodes are not separate objects instead of modifiers. More so when the node tree can generate objects as primitives and can have multiple outputs.
Apr 27 2020
@Harley Acheson (harley) Could be a good moment to solve the problem of the fram number?
Apr 26 2020
Apr 25 2020
The @CobraA (CobraA) solutions is the best to read the text and separate numbers.
@Harley Acheson (harley) Don't you have the option to use bold in fonts?
Apr 24 2020
I will propose the same that in devtalk, a mix system that pick the addons list form this concept and the classic tabs that allow easy access and fast access
Apr 11 2020
It happened to my when I'm trying to reproduce this bug T75618, when I pulse the render image element in the render menu. I don't know if it is related.
Apr 10 2020
Tested, It work for me, also I think that need less time to boot that before
Apr 9 2020
Mmmm, now the bug happens in my blender2.82a install. Anyone have seen this?
If blender2.83 open correctly when you are inside and open a new window, for example preferences, the problem can be the same and create a blank window that freezed the program
I can confirm the bug in the 1239cab11ff9 version, the last that work that I tested was the 6f4dbb661f10. And I can confirm that sometimes blender open normally
I can confirm the bug with today build in windows 10 64bits.
Apr 3 2020
OK, I only closed the bug by petition of a dev by blender.chat.
Apr 2 2020
I cant reproduce the bug actually
Mar 31 2020
Mar 30 2020
I don't see materials like a good place to have bake settings. A bake is independent of a material. I can bake an object with a lot of materials or without materials, or make a bake that have nothing to do with my actuals materials. A bake is like a function of everything nodes, socar addon or a script. Is a independent element that have low poly meshes, high poly meshes, some parameters and outputs. And all that parameters inputs and outputs can change in any moment
Mar 29 2020
I believe that this system, even with all the improvements that can be made with respect to the previous one, which has undoubtedly cleaned up the code and everything in terms of programming, still contains very basic problems with its use.
Mar 17 2020
Maybe I uploaded a wrong dae file, but the first time that I did this in my PC it worked.
Mar 13 2020
Mar 5 2020
I'm not against more brushes and keeping the original patch, which is what it should be. But if that's a problem to implement, then let it be masked only.
Mar 4 2020
I don't understand @Pablo Dobarro (pablodp606) and @William Reynish (billreynish) answer. Nobody have asked to have a "custom" brush in the a modifier key, we only want the only brush that we need to work. The mask tool. And the "shift" have no reason. I want to use shift, alt, ctrl,... not only shift. To map correctly invert, smooth and mask.
Feb 25 2020
Feb 19 2020
Feb 16 2020
Feb 15 2020
@Julian Eisel (Severin) Any date when this will be implemented? Face groups are very important to the sculpt process and I don't understand that we should be waiting months for something that is already implemented.
Feb 2 2020
The brush work great, but one question. I hardly see differences (probably because the in progress status) between the different modes of the brush. Specially the Grab mode. I think that I will wait that in that mode or similar, I can grab a part of the mesh and see the cloth tension effect in the border of my brush. Similar to the pinch.
Feb 1 2020
Jan 27 2020
I think this idea is a mistake. All information must appear in the header area. You can't separate the parameter from the shorcut needed to change it and you have to be passing from one bar to another to know which hotkey is the one you have to press.
Jan 22 2020
Jan 16 2020
I want to remember, that actual blender Multires baking is not reliable, because the bake is incorrect in at least the normal map baking.
Jan 12 2020
It is a pleasure to read this proposal.
Jan 8 2020
Jan 2 2020
In that case the behaviour is perfect IMHO
The idea is good, but after test in 2.82 it doesn't work properly. The scrollbar is wide when it must to be and thin when the mouse is over the scrollbar.
Dec 7 2019
old proposal that solve the problem using the same idea that vertex groups weights
I think that the impression that it is not useful is wrong. Most people didn't know the tool by that moment, but also is a important feature for a lot of situations where you need add precise normals
I have seen that add/multiply or paste a custom vector was removed when is one of the main applications? why it was done? It's remove a big feature of the custom normals.
Dec 4 2019
I agree with Severin that everything has to be part of something bigger. But Pablo in a few months is giving life to changes that we had been asking for years and that never arrived because of design decisions.
Nov 28 2019
I tried in other PC and the problems persist in all the UVs channel... but If I try deleting the rest of the scene, saving and do the same it works.
Nov 23 2019
I have tested the scene, in my macos it works with last master, in my windows computer it doesn't work.
Nov 22 2019
Nov 16 2019
I want to ask not only for actual render passes in the viewport, also we need artist useful passes, for example roughness.
Nov 15 2019
Any update about this problem?
Nov 8 2019
Nov 7 2019
Oh, yes, my fault. I thought that we have talking about default sculpting parameters.
Other thing, Default Layer Height, to 0.2 or 0.1
It's not the most common, is the most common if you work with characters. When you are working any thing, a terrain, a object,... and begin to sculpt you don't expect that the mirror is activated. It's an option prone to errors.
Nov 6 2019
Nov 5 2019
Also mirror off by default.
It's a good first step to improve the bake system. Anyway, I think that the main problem of the actual implementation of baking is that it is by object. It's is a error, because we don't need bake only one object, I need to bake 10-20 objects that use same materials but they are different objects. Because other way I'm obligated to use a proxy object to bake. Similar problems if I'm baking a lightmap ¿How we bake a lightmap? joining all objects in one? it's not practical.
Oct 29 2019
It is not better allow a RGB8 to make faster renders? The render that user ask is not important the quality, only needs a preview.
Oct 28 2019
It won't work well with paint vertex, sculpt, Uvs,... Also It have few sense, if the user wants active tools he don't need modal shortcuts. If the user uses modal shortcuts he won't need active tools. Also if the user is advanced he will know to change the shortcut of a active tool.
HAve you tried the option inside viewport->view>vierport render animation
Oct 25 2019
Oct 23 2019
Yes, it must be by default. Few days ago I had the bad experience of don't take this in account and that my project with good polycount was out of specs only when I export the meshes...
Oct 22 2019
Tested last build of 2.81 beta in webpage, it's not solved.