Page MenuHome

gobb_blend
User

Projects

User does not belong to any projects.

User Details

User Since
Jun 30 2018, 6:18 PM (50 w, 4 d)

Recent Activity

Tue, May 28

gobb_blend added a comment to T64625: Eevee dark edges on 8bit sRGB textures.

You never “mix” like your second node example. That’s flat out wrong.

Exactly. And that's what Blender appears to be doing judging by the look of the material in the viewport. At least that was the impression I got, being a mere artist and not a tech guy.
TBH I think I have done everything in my power to help with this bug fix. So good luck from here on out.

Tue, May 28, 5:34 PM · BF Blender
gobb_blend added a comment to T64625: Eevee dark edges on 8bit sRGB textures.

I'm afraid I won't have access to UE4 for some time, but all that Alpha Composite mode does is basically boost the alpha strength:

Tue, May 28, 2:04 PM · BF Blender

Mon, May 27

gobb_blend updated the task description for T65181: Exported textures too dark when "View as Render" is on.
Mon, May 27, 11:30 AM · BF Blender
gobb_blend updated the task description for T65181: Exported textures too dark when "View as Render" is on.
Mon, May 27, 11:30 AM · BF Blender
gobb_blend created T65181: Exported textures too dark when "View as Render" is on.
Mon, May 27, 11:29 AM · BF Blender
gobb_blend updated the task description for T65178: Semi-transparent textures show artifacts in viewport.
Mon, May 27, 11:02 AM · BF Blender
gobb_blend added a comment to T64625: Eevee dark edges on 8bit sRGB textures.

Ah, thanks for the merge. So the task already exists.
Please, feel free to use the screenshot and example file I provided in my report since they're a bit clearer.

Mon, May 27, 10:58 AM · BF Blender
gobb_blend updated the task description for T65178: Semi-transparent textures show artifacts in viewport.
Mon, May 27, 10:31 AM · BF Blender
gobb_blend created T65178: Semi-transparent textures show artifacts in viewport.
Mon, May 27, 10:29 AM · BF Blender

May 18 2019

gobb_blend added a comment to T64776: Multiple Save Prompts.

1 - Open Blender with factory settings
2 - Click once in the viewport to close the splash screen
3 - Make any kind of change to the scene, like moving the default cube
4 - Click the X in the top right corner of the Blender window
Now, each time you click the X, a new save dialogue will appear on top of the existing one(s). You can drag it around with the left mouse button, then click the X again to create a new one, then drag that around and so on and so forth.

May 18 2019, 9:45 AM · BF Blender
gobb_blend updated the task description for T64776: Multiple Save Prompts.
May 18 2019, 12:49 AM · BF Blender
gobb_blend created T64776: Multiple Save Prompts.
May 18 2019, 12:48 AM · BF Blender

Mar 15 2019

gobb_blend awarded T62515: Crash when baking or rendering while progress bar pop-up is showing a Like token.
Mar 15 2019, 9:49 AM · BF Blender

Mar 13 2019

gobb_blend renamed T62515: Crash when baking or rendering while progress bar pop-up is showing from Crash when baking or rendering in Cycles while progress bar pop-up is showing to Crash when baking or rendering while progress bar pop-up is showing.
Mar 13 2019, 4:50 PM · BF Blender
gobb_blend updated the task description for T62515: Crash when baking or rendering while progress bar pop-up is showing.
Mar 13 2019, 4:44 PM · BF Blender

Mar 12 2019

gobb_blend created T62515: Crash when baking or rendering while progress bar pop-up is showing.
Mar 12 2019, 10:56 PM · BF Blender

Dec 6 2018

gobb_blend awarded D3594: New sculpting brush cursor a Like token.
Dec 6 2018, 8:11 PM · Sculpting and Painting

Sep 27 2018

gobb_blend awarded rB0b4c440baa56: UI: add first batch of monochrome icons designed by Andrzej Ambroz. a Yellow Medal token.
Sep 27 2018, 8:45 PM

Jun 30 2018

gobb_blend added a comment to T51021: Viewport Design.

The way that the grid is currently displayed also seems very, very counterproductive to me. The whole fading may look cool to some, but it's really just an obstruction and nothing else.


In the picture on the right, how would I ever be able to tell where exactly my mesh is intersecting with the ground? Isn't that one of the key features of having a floor grid?
If the feet of a character I'm building are constantly displayed below the grid, how would I ever be able to know if they're properly grounded until I switch to an orthographic side view?
And it gets even worse when you zoom out a little bit, with the grid completely covering all of the objects in the scene.
I couldn't think of a single argument why this camera-based depth blending would ever be a good idea. I'm sorry I'm so negative about this.
I must implore you to please at least give users the option to turn it off. Honestly, it should be either off by default or removed entirely.

Jun 30 2018, 9:17 PM · User Interface, BF Blender: 2.8
gobb_blend awarded T54943: Blender 2.8 Defaults a Like token.
Jun 30 2018, 7:38 PM · BF Blender: 2.8, User Interface, Code Quest
gobb_blend added a comment to T54943: Blender 2.8 Defaults.

First time poster here.
I was absolutely shocked to see that you had made 'metric' the default unit system for Blender 2.8, and I was wondering if that decision was really final and widely approved by everyone, or if there was still a chance that you might change it back.
In my opinion, the metric units only require the user to do unnecessary calculations in their head, and they make typing very confusing. For example:

  1. type "1000", press Return, get "1". (km)
  2. type "0.001", press Return, get "1". (mm)

I am bombarded with a range of different units. km, m, cm, mm.....
If I wanted to work in millimeters, I'd have to calculate the correct decimal number in units in my head and then enter that, or I'd be forced to actually type the letters "mm" each time I change a value. Why would I ever want to type letters into a number field anyway?

Jun 30 2018, 7:36 PM · BF Blender: 2.8, User Interface, Code Quest
gobb_blend awarded T51021: Viewport Design a Like token.
Jun 30 2018, 6:42 PM · User Interface, BF Blender: 2.8