- User Since
- Jun 5 2013, 11:48 AM (245 w, 3 d)
Wed, Feb 14
Damn! so that was it! Now I feel dumb as hell
Mon, Feb 12
Dec 13 2015
but maybe a hint when using different names as family-names for metaball groups, would be appreciated? you, know like the Dyntopo alert message? not sure how to put it...
damn! well this will make me to rethink the workflow if a script I was working on...
yep, that's why I use NVidia... (not currently on my PC)
version 2.76 (sub 0), branch b'master', commit date b'2015-11-03' b'10:56', hash b'f337fea', b''
build date: b'Tue 11/03/2015', b'11:08 PM'
binary path: 'C:\\Program Files\\Blender\\blender-2.76b-windows64\\blender-app.exe'
build cflags: b'/W3 /w34062 /wd4018 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /we4013 /we4431 /nologo /J /Gd /MP /openmp '
build cxxflags: b'/W3 /w34062 /wd4018 /wd4065 /wd4127 /wd4181 /wd4200 /wd4244 /wd4267 /wd4305 /wd4800 /we4013 /we4431 /nologo /J /Gd /EHsc /MP /openmp '
build linkflags: b'/MACHINE:X64 /OPT:NOREF /SUBSYSTEM:CONSOLE /STACK:2097152 /INCREMENTAL:NO /NODEFAULTLIB:msvcrt.lib /NODEFAULTLIB:msvcmrt.lib /NODEFAULTLIB:msvcurt.lib /NODEFAULTLIB:msvcrtd.lib'
build system: b'CMake'
Dec 9 2015
this is wrong again. I have tested it on 2 windows machines (win 7 and win 10) the ambient occlusion in the viewport is inverted... MacOS and Linux are OK
Jul 17 2014
I'm sorry but I can't understand why spin and warp operations resulting in Inverted normals could be a intended behavior (Ok, mirror operation in edit mode, yes, maybe that one has its logic, after all you're mirroring a mesh) I've been talking with other users and they also believe there's something wrong with how 2.71 handles normals in some cases.