Page MenuHome

eldee smith (eldee)
User

Projects

User does not belong to any projects.

User Details

User Since
Jul 26 2018, 5:02 AM (60 w, 4 d)

Recent Activity

Wed, Sep 18

eldee smith (eldee) added a comment to T69966: Repeatable crash with mesh.bevel operator.

Please clarify what you mean by "committing the operation" and "undo without committing the operation".

committing the operation- when the operator is no longer running modal and has returned. in other words- while the operator panel with all of the operator properties is still visible.

Wed, Sep 18, 5:32 PM · BF Blender
eldee smith (eldee) added a comment to T68151: Mesh triangulation is visible with specular lighting enabled in 3D viewport.

This appears to be fixed in 2.81

Wed, Sep 18, 3:32 PM

Tue, Sep 17

eldee smith (eldee) added a comment to T69966: Repeatable crash with mesh.bevel operator.

Here's a video of it happening in face mode with the latest from git.

Tue, Sep 17, 10:15 PM · BF Blender
eldee smith (eldee) added a comment to T69966: Repeatable crash with mesh.bevel operator.

Scratch that- not happening in edge mode, but I was able to repro it in face mode. Since I went through the trouble of building Blender I went ahead and made a debug build to get a callstack, this is the output:

Tue, Sep 17, 10:13 PM · BF Blender
eldee smith (eldee) added a comment to T69966: Repeatable crash with mesh.bevel operator.

Good news, does not appear to be happening on the build I just made- so it may have been fixed by something else. I'll hammer on it for a bit longer and see if I can get it to break

Tue, Sep 17, 9:09 PM · BF Blender
eldee smith (eldee) added a comment to T69966: Repeatable crash with mesh.bevel operator.

Well, I'll post an update whenever either the 2.81 download finishes (it's been going for about 2 hours now, previous attempts have timed out) or the build I just started finishes.

Tue, Sep 17, 8:38 PM · BF Blender
eldee smith (eldee) added a comment to T66772: Bevel Modifier Crash.

I'm not sure if it's the same bug, but after a week of trying to solve a similar crash I came up with a repeatable crash. Note that my bug is not for the modifier, but the bevel operator: https://developer.blender.org/T69966

Tue, Sep 17, 6:06 AM · BF Blender
eldee smith (eldee) created T69966: Repeatable crash with mesh.bevel operator.
Tue, Sep 17, 5:57 AM · BF Blender

Tue, Sep 3

eldee smith (eldee) added a comment to T69269: Bevel tool's "clamp overlap" incorrectly clamps bevels where loop-slide prevents an overlap.

Yep, sorry for the delay- been busy. Here's a blend file, not much to it though, repro is as described in the original report and verified with a factory default 2.80

Tue, Sep 3, 3:51 AM · Modeling, BF Blender

Thu, Aug 29

eldee smith (eldee) added a comment to T68888: Mesh support for n-gons with holes.

From this thread on Blenderartists, my impression is that performance is a bigger concern, people are not happy about how slow edit mode is. If adding more checks for edges or a more complex mesh datastructure could be done without slowing even more the viewport it would be fine.
https://blenderartists.org/t/retopology-design-task/1172311/105

Thu, Aug 29, 4:56 AM · Modeling, BF Blender

Wed, Aug 28

eldee smith (eldee) created T69269: Bevel tool's "clamp overlap" incorrectly clamps bevels where loop-slide prevents an overlap.
Wed, Aug 28, 11:28 PM · Modeling, BF Blender
eldee smith (eldee) added a comment to T68888: Mesh support for n-gons with holes.

Thinking about it a bit more, I think we could solve some of issues you mentioned with a tagging solution if we left the support edges visible but displayed them in a slightly different way to indicate their nature. (See the mockup I've attached). In this example, you can see that the 'support edges' are tagged and displayed differently than normal edges. This would allow them to remain selectable like normal edges, and would inform the user about the underlying geometry that could have an impact on tools like bevel and inset. I imagine users could even select and manipulate them (re-connect them to different verts if the automatically generated solution is not optimal or interferes with a tool). I think this could also help new users understand the difference between an edge they can dissolve and an edge they cannot. It would be intuitive visual feedback to say "dotted edges are different than normal edges for these reasons, and cannot be dissolved". Currently there's a UX issue where a user could create an ngon like the one in my example and attempt to dissolve one of the supporting edges and have it fail without understanding why.

Wed, Aug 28, 11:07 PM · Modeling, BF Blender
eldee smith (eldee) added a comment to T68888: Mesh support for n-gons with holes.

Howard, just for clarification, are the pros and cons you listed in relation to *actual* holes in faces (ie, multiple loops per face) or does that also apply to the tagging solution?

Wed, Aug 28, 6:34 PM · Modeling, BF Blender
eldee smith (eldee) added a comment to T68888: Mesh support for n-gons with holes.

We could have basic support for holes, eg: keep the mesh structure virtually the same as it is now, only adding flags to denote holes (add a flag for a complex polygon, and a flag for polygons after it to be used as holes).

This is something I've suggested in the past and agree that it's a good compromise solution. I have some mockups I would need to dig up but the idea was that if you flag ngon support edges and simply hide them, tool/addon authors can account for them and make their own decisions on what happens. For example, loop selection on the hole becomes trivial, where it takes two attempts currently due to the support edge breaking the loop (and no discernable difference between the user-made edge and the one added internally to support the ngons).

Wed, Aug 28, 3:02 PM · Modeling, BF Blender

Aug 23 2019

eldee smith (eldee) added a comment to T69031: Python - '3D View Generic' keymap returns inconsistent results depending on how you access the keymap..

Figured it out- the missing keymap items were added to a version of they 3D View Generic keymap that has space_type='EMPTY' rather than 'VIEW_3D'

Aug 23 2019, 12:02 AM · BF Blender

Aug 22 2019

eldee smith (eldee) created T69031: Python - '3D View Generic' keymap returns inconsistent results depending on how you access the keymap..
Aug 22 2019, 6:39 AM · BF Blender

Aug 13 2019

eldee smith (eldee) added a comment to T68151: Mesh triangulation is visible with specular lighting enabled in 3D viewport.

Ok, so I have some more information. This bug is being caused by bgl.glEnable( bgl.GL_POLYGON_SMOOTH )! I noticed that the issue was only happening when a particular studio script was triggered (which I'm not able to share here unfortunately), but if I comment that one line out the artifacts go away.

Aug 13 2019, 4:22 AM

Aug 12 2019

eldee smith (eldee) added a comment to T68379: Theme settings affect viewport lighting.

Confirmed, this is due to color calibration software- feel free to archive this bug!

Aug 12 2019, 5:58 PM · BF Blender

Aug 7 2019

eldee smith (eldee) added a comment to T68379: Theme settings affect viewport lighting.

After more investigation, I believe this is being caused by my studio's monitor color calibration- I've tested it on two other machines and have not been able to repro it. When I'm at my workstation again tomorrow I will try disabling the Spyder auto-calibration and verify that this is the case.

Aug 7 2019, 10:49 PM · BF Blender
eldee smith (eldee) created T68379: Theme settings affect viewport lighting.
Aug 7 2019, 6:58 PM · BF Blender

Aug 3 2019

eldee smith (eldee) added a comment to T68151: Mesh triangulation is visible with specular lighting enabled in 3D viewport.

It happens on the default cube, there's nothing particularly special about the blend file but I'll attach it anyway. I imagine this is more to do with hardware?

Aug 3 2019, 8:29 AM

Aug 2 2019

eldee smith (eldee) created T68151: Mesh triangulation is visible with specular lighting enabled in 3D viewport.
Aug 2 2019, 11:28 PM

Aug 1 2019

eldee smith (eldee) created T68041: Smooth profile not behaving as expected with loop cut.
Aug 1 2019, 5:06 AM · BF Blender

Jul 11 2019

eldee smith (eldee) added a comment to T66673: Python: BLF does not provide a way to account for monitor DPI scaling and displays inconsistently on different monitors.

Aha! now that is a detail that I was not aware of. I had incorrectly assumed that ui_scale was simply the value that appears in preferences->interface, I never actually queried the value. It does correctly report a ui_scale that takes dpi into consideration, and now that I have a multiplier I can create consistent results on any display. Thanks for the guidance!

Jul 11 2019, 7:05 PM · BF Blender
eldee smith (eldee) added a comment to T66673: Python: BLF does not provide a way to account for monitor DPI scaling and displays inconsistently on different monitors.

system.dpi should not be used, it's deprecated.
Instead scale any UI elements including text by this:
https://docs.blender.org/api/master/bpy.types.PreferencesSystem.html?highlight=system%20dpi#bpy.types.PreferencesSystem.ui_scale

Jul 11 2019, 6:33 PM · BF Blender
eldee smith (eldee) added a comment to T66673: Python: BLF does not provide a way to account for monitor DPI scaling and displays inconsistently on different monitors.

It's not a feature request, so far as I know, unless I'm missing something. The issue is that there is no way to ensure the end result is 100% identical on different displays that have different dpi. it doesn't matter what I set the dpi to in blf.size, it will look incorrect regardless. For example, if I set the dpi in blf.size to bpy.context.preferences.system.dpi, I get the following result in my 4k monitor (with a dpi of 108, according to system.dpi):

Jul 11 2019, 6:26 PM · BF Blender

Jul 10 2019

eldee smith (eldee) created T66673: Python: BLF does not provide a way to account for monitor DPI scaling and displays inconsistently on different monitors.
Jul 10 2019, 7:27 PM · BF Blender

Jul 9 2019

eldee smith (eldee) added a comment to T66446: UV Editor: "Deselect on Nothing" property not working for uv.select operator.

sorry, got distracted! It's happening in Linux as well. Two videos from Ubuntu 18.10 attached. First video shows same repro in multiple UV editors in the UV workspace, second video shows that it's not happening in any other workspace! so bizarre, hopefully since it's so weird nobody else will run into it 🙂

Jul 9 2019, 5:05 PM · BF Blender

Jul 8 2019

eldee smith (eldee) updated the task description for T66583: [ Invalid, archive please ].
Jul 8 2019, 11:42 PM · BF Blender
eldee smith (eldee) updated the task description for T66583: [ Invalid, archive please ].
Jul 8 2019, 11:40 PM · BF Blender
eldee smith (eldee) created T66583: [ Invalid, archive please ].
Jul 8 2019, 11:39 PM · BF Blender
eldee smith (eldee) added a comment to T66445: UV Editor: Face fill in edge mode not consistent with 3D view behavior.

This is actually still happening with sticky selection disabled! See attached video.

Jul 8 2019, 10:12 PM · BF Blender

Jul 5 2019

eldee smith (eldee) added a comment to T66446: UV Editor: "Deselect on Nothing" property not working for uv.select operator.

Yeah it should be happening with any object in that scene in that particular workspace. It could be a windows-specific thing, I'll try it on Linux when i get home from work and see if it repros there.

Jul 5 2019, 10:19 PM · BF Blender
eldee smith (eldee) added a comment to T66446: UV Editor: "Deselect on Nothing" property not working for uv.select operator.

Yes, this is still happening with the latest build- but it's only happening in one particular layout, which is very odd. If I create a new UV editor elsewhere it doesn't happen, so this appears to be some sort of edge case. blend file attached if you'd like to see it in action.

Jul 5 2019, 5:07 PM · BF Blender
eldee smith (eldee) added a comment to T66456: UV Editor: Area repaint not happening consistently after selection change in 3D viewport.

This is happening with the latest version from the buildbot with factory settings loaded. Here is a video with simplified repro:

Jul 5 2019, 4:58 PM · BF Blender
eldee smith (eldee) added a comment to T66445: UV Editor: Face fill in edge mode not consistent with 3D view behavior.

so then there is no way in Blender to do the common task of selecting alternating uv edge loops in a UV island without also selecting UV edges from a completely separate island. that's pretty awful, but you are right, it's not a bug- just awful by design. hopefully that will be improved someday.

Jul 5 2019, 4:32 PM · BF Blender
eldee smith (eldee) created T66457: UV Editor: "Select More" operator is completely broken in Face mode.
Jul 5 2019, 7:19 AM · BF Blender
eldee smith (eldee) created T66456: UV Editor: Area repaint not happening consistently after selection change in 3D viewport.
Jul 5 2019, 7:02 AM · BF Blender
eldee smith (eldee) added a comment to T66445: UV Editor: Face fill in edge mode not consistent with 3D view behavior.

Additionally, this behavior is not exhibited while sync selection is enabled:

Jul 5 2019, 6:21 AM · BF Blender
eldee smith (eldee) added a comment to T66445: UV Editor: Face fill in edge mode not consistent with 3D view behavior.

Note that this also happens with incorrectly 'selected' edges in edge mode. This is virtually impossible to show in a video due to compression, so here's a screenshot.

Jul 5 2019, 6:10 AM · BF Blender

Jul 4 2019

eldee smith (eldee) updated the task description for T66446: UV Editor: "Deselect on Nothing" property not working for uv.select operator.
Jul 4 2019, 9:05 PM · BF Blender
eldee smith (eldee) created T66446: UV Editor: "Deselect on Nothing" property not working for uv.select operator.
Jul 4 2019, 7:48 PM · BF Blender
eldee smith (eldee) created T66445: UV Editor: Face fill in edge mode not consistent with 3D view behavior.
Jul 4 2019, 7:44 PM · BF Blender

Jul 3 2019

eldee smith (eldee) added a comment to T65836: PythonAPI: BMLoopUV.select_edge never returns True and doesn't update uv select state when set manually..

For anyone else who might need this functionality, a workaround that I use is the following:

Jul 3 2019, 10:44 PM · BF Blender
eldee smith (eldee) created T66359: Face dot display in UV editor is incorrectly linked to vertex size in theme settings..
Jul 3 2019, 3:08 AM · BF Blender

Jun 21 2019

eldee smith (eldee) added a comment to T65917: Python API: Access Violation crash running operator from a timer.

Ah, okay- the fix probably hasn't made its way over to the nightly builds yet. I'll check it again tomorrow.

Jun 21 2019, 7:07 PM · BF Blender
eldee smith (eldee) added a comment to T65917: Python API: Access Violation crash running operator from a timer.

This is still happening in the latest 2.80 build available on buildbot: version: 2.80 (sub 74), branch: master, commit date: 2019-06-19 18:29, hash: rBd30f72dfd8ac

Jun 21 2019, 6:41 PM · BF Blender

Jun 19 2019

eldee smith (eldee) updated the task description for T65917: Python API: Access Violation crash running operator from a timer.
Jun 19 2019, 4:28 PM · BF Blender
eldee smith (eldee) updated the task description for T65917: Python API: Access Violation crash running operator from a timer.
Jun 19 2019, 4:27 PM · BF Blender
eldee smith (eldee) created T65917: Python API: Access Violation crash running operator from a timer.
Jun 19 2019, 10:34 AM · BF Blender

Jun 16 2019

eldee smith (eldee) awarded T63892: Active tool in texture paint mode can't be registered a Like token.
Jun 16 2019, 12:38 AM · BF Blender

Jun 15 2019

eldee smith (eldee) updated the task description for T65836: PythonAPI: BMLoopUV.select_edge never returns True and doesn't update uv select state when set manually..
Jun 15 2019, 8:54 PM · BF Blender
eldee smith (eldee) created T65836: PythonAPI: BMLoopUV.select_edge never returns True and doesn't update uv select state when set manually..
Jun 15 2019, 8:53 PM · BF Blender

Jun 5 2019

eldee smith (eldee) added a comment to T65513: view2d.zoom does not work in the UV view when bound to alt+RMB.

I should clarify that image.view_zoom *does* work correctly, the bug is that view2d.zoom should either work in the UV editor- or not work at all. Right now the operator is allowed to execute, and correctly displays the tooltip- but does not function.

Jun 5 2019, 5:46 PM · BF Blender
eldee smith (eldee) updated the task description for T65513: view2d.zoom does not work in the UV view when bound to alt+RMB.
Jun 5 2019, 7:17 AM · BF Blender
eldee smith (eldee) updated the task description for T65513: view2d.zoom does not work in the UV view when bound to alt+RMB.
Jun 5 2019, 7:11 AM · BF Blender
eldee smith (eldee) created T65513: view2d.zoom does not work in the UV view when bound to alt+RMB.
Jun 5 2019, 7:08 AM · BF Blender

May 30 2019

eldee smith (eldee) created T65325: Sub surface scattering yields incorrect results with bevel shader node..
May 30 2019, 9:46 PM · BF Blender

May 6 2019

eldee smith (eldee) created T64216: Python API - Modal operator losing context.area after focus is stolen.
May 6 2019, 9:26 PM · BF Blender

Apr 9 2019

eldee smith (eldee) created T63411: Changing a meta-cube's radius to a small value in the operator panel results in a hard crash.
Apr 9 2019, 7:34 AM · BF Blender

Feb 19 2019

eldee smith (eldee) created T61698: Loop Tools throws a matrix * vector error when flattening by view 2.8.
Feb 19 2019, 4:21 AM · Add-ons

Dec 31 2018

eldee smith (eldee) added a comment to T59978: Object wireframe clips through mesh when working at smaller scales than default.

No worries, thanks for taking another look!

Dec 31 2018, 5:31 PM · BF Blender
eldee smith (eldee) added a comment to T59978: Object wireframe clips through mesh when working at smaller scales than default.

This is sadly how clipping values work. Small clipping values will produce errors. There is no getting around that.

Dec 31 2018, 5:03 PM · BF Blender

Dec 30 2018

eldee smith (eldee) created T59978: Object wireframe clips through mesh when working at smaller scales than default.
Dec 30 2018, 5:45 AM · BF Blender

Dec 29 2018

eldee smith (eldee) created T59944: Python template operator_mesh_uv.py fails with an error.
Dec 29 2018, 4:15 AM · BF Blender

Dec 28 2018

eldee smith (eldee) added a comment to D2177: Expose BKE_report() to RNA Window Manager API.

It's ten lines of code.. is there really nobody who can review this? It's been sitting in limbo for two and a half years. This would be very useful for addon developers....

Dec 28 2018, 5:22 PM · Add-ons, BF Blender

Dec 26 2018

eldee smith (eldee) added a comment to T59851: Inset not allowing full range of motion while tool is live.

yeah this behavior is just bizarre. are any other modal tools affected by this, or is it just Inset?

Dec 26 2018, 5:41 AM · Add-ons
eldee smith (eldee) added a comment to T59851: Inset not allowing full range of motion while tool is live.
Dec 26 2018, 5:25 AM · Add-ons

Dec 25 2018

eldee smith (eldee) created T59851: Inset not allowing full range of motion while tool is live.
Dec 25 2018, 10:15 PM · Add-ons

Dec 4 2018

eldee smith (eldee) updated the task description for T58683: Toolbar buttons change color and icons become off-centered after using the Reload Scripts operator.
Dec 4 2018, 5:46 AM · BF Blender
eldee smith (eldee) created T58683: Toolbar buttons change color and icons become off-centered after using the Reload Scripts operator.
Dec 4 2018, 5:42 AM · BF Blender