Currently working as Art Director at the Blender Studio in Amsterdam. Worked on Elephants Dream, Big Buck Bunny, Tears of Steel, Cosmos Laundromat, Caminandes 2 & 3, Agent 327, etc. Using Blender since Version 2.11.
- User Since
- Jun 19 2006, 11:42 PM (733 w, 1 d)
Tue, Jun 16
I am really in favor of having a centralized place to find all overrides in the current blendfile, the outliner could be a good spot. However - without filtering options - this turns into a mess really quickly. For example, I hardly go to outliner levels deeper than mesh datablocks simply because the list expands too much horizontally.
Thu, Jun 11
Great! I find this functionality super useful!
May 14 2020
May 13 2020
I agree with @Dalai Felinto (dfelinto), the local view is meant to isolate objects quickly. It's not even using the same visibility feedback system (the eye icons in the outliner), so it should take priority and not allow collection visibility switching.
May 12 2020
I'm testing this locally for the daily rendering/lighting routine and so far it seems to stop Blender from freezing like it's been doing all week. nice!
May 11 2020
Regarding the Make Library Override operator (and the menu it brings up):
As far as I can tell the operator is meant to replace the Make Proxy option we had before, which was specifically made for 'popping out' rigs from Groups to allow local manipulations. The user selects the rig which will be placed next to the collection for easy access.
tested it and it seems to work much nicer!
May 8 2020
Mar 29 2020
Dec 12 2019
Is there any reason why the 'name' field is not a dropdown that reflects the AOVs in the scene?
Similar to vertex colors:
This would make it much more straight forward to assign things.
Jul 31 2019
Jul 18 2019
Tested against 20c725ed62f8
I can't reproduce the issue, the file renders fine here.
Tested on Quadro RTX 8000, GeForce GTX 1080, Quadro P6000.
GPU memory usage was 1563MiB, so even the GTX 1080 rendered it without complaint (That's my display card as well).
Driver Version: 418.67. CUDA Version: 10.1
Jul 11 2019
I second this (I was the last person at Blender HQ to complain about this). I had to take screenshots for the release, so I launched Blender with the factory defaults. I saw the "skip autosave" in the preferences so I thought you HAVE to press it in order to skip the auto save. Later I was told that it's actually a checkbox disguised as a button. I spent the next 30 minutes recovering my user prefs...
Nov 28 2018
I agree having two hiding options in the outliner is in fact confusing. however, I really miss the eye icon hiding per object (as opposed to H/ALT+H/SHIFT+H) because it was a very quick and powerful way of isolating a bunch of objects quickly, add or remove objects to that isolation on the go, then jump back to it's default state with ALT+H. In the studio we treat the screen icon hiding as a more permanent way, since it does transfer to linked subcollections.
Oct 19 2018
Sep 5 2018
Jul 19 2018
Jul 4 2018
Jun 27 2018
Jun 11 2018
as discussed here is another file to test this with:
Jun 8 2018
May 31 2018
May 30 2018
May 29 2018
May 28 2018
May 25 2018
Oops, maybe this is related to https://developer.blender.org/T55208
The example i've provided there is maybe a bit simpler (deleted all other unnecessary objects in the scene)
May 24 2018
This is the behavior I am observing. it only seems to affect the viewport camera view.
The view area and passepartout ignore the lens somehow, except for some weird zooming action. The camera manipulator however does change the view area and passepartout.
May 23 2018
May 22 2018
May 3 2018
Mar 22 2018
Video for clarity ->
Sep 28 2017
Sep 21 2017
Thanks for the hint, we managed to fix the file!
Something similar happened during Agent 327 at some point (references to libs got mixed up). I will keep my eyes open in the future and see if we can reproduce it.
Oct 11 2016
Sep 27 2016
Awesome! thanks for the quick fix!
Jun 13 2016
Apr 11 2016
Mar 29 2016
Hey! This probably broke Koro:
I just tried to render the file that can be found here:
Dec 25 2015
Wow! awesome! I'm gonna check it out when I'm back at work after holidays! Thanks a lot for digging through the old particle dust :)
Dec 23 2015
Ok. So a workaround would be to simply avoid ngons (and use this patch)?
Dec 22 2015
great! this solves the issue in the simple file. but when I try to add hair on an existing groom, it still adds particles in totally random places. See the attached file.(ignore missing deps errors)
Should already be in particle edit mode, just click and drag to add.
Jun 2 2014
this also seems to be the case for:
03 Rotation Theory
06 Transform Matrices
May 16 2014
sergey told me to have a look at the file. it seems to me that this is not a bug. the issue seems to be solved when you increase the overall Volume Density of the material.So in the Domain material, set Density Scale to something like 80...