- User Since
- Jun 30 2018, 6:18 PM (50 w, 4 d)
Tue, May 28
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.
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:
Mon, May 27
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.
May 18 2019
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.
Mar 15 2019
Mar 13 2019
Mar 12 2019
Dec 6 2018
Sep 27 2018
Jun 30 2018
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.
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:
- type "1000", press Return, get "1". (km)
- 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?