- User Since
- Jun 30 2018, 6:18 PM (169 w, 1 d)
Mar 15 2021
No, that information is false. It has been addressed already.
With that kind of brush setup, Blender will often not draw a pixel, or draw two/three at once, or draw the pixels slightly less opaque than they should be. There is no sweet spot that acts like an actual pixel perfect brush.
Mar 6 2021
A colleague of mine is experiencing the exact same crashes with his RTX 2060. He's not using the add-on in question.
The crashes even still occur after a factory reset while performing basic tasks such as moving vertices, sculpting, or even when switching modes.
Mar 5 2021
Judging by the attached error logs in T85977: NVidia: Random crashes in 'DrvPresentBuffers', yes, this is definitely one and the same bug.
I wasn't aware this had been reported already. I see the other person was using an RTX graphics card as well.
May my report serve you as a confirmation that this is indeed an RTX-related nvidia bug.
Mar 2 2021
Here are excerpts from three of the crash logs.
Jan 13 2021
No, drawing at a radius of 1 with constant falloff and no anti-aliasing will leave you with dots that look like this:
On top of that, drawing is insanely laggy in Blender 2.91 for some reason. It must be some kind of regression. I didn't look into it.
So, it's currently either back to 2.80 (like the person in your video), or no pixel-perfect painting at all.
Jan 9 2021
Hey developers. I know there's no point in telling you this, because you're busy enough as it is, and there's already a schedule for everything -- but several months have now passed, and I feel compelled to remind you that this is not a minor issue, and there are people out there literally counting the days until you resolve it.
Fingers crossed for Blender 3.0. Blender should be the go-to software for all things low poly / PSX style. Please allow pixel artists to finally make the switch from 18-months-old Blender 2.80 to the latest release. That would be great. Best of luck.
Oct 14 2020
I'm also dying to see this get fixed. I am thinking about this literally every single day at work.
Had to put two game projects completely on hold because of this issue caused by Pablo Dobarro's subpixel drawing feature.
@Philipp Oeser (lichtwerk)
I tested this on everything except the 3D Viewport in the latest 2.91 alpha.
I'm surprised to see they fixed this issue in one of the windows, but not both.
Sorry for the confusion. As you said, what's left to fix now is the Image Editor.
Oct 13 2020
Sep 15 2020
@Richard Antalik (ISS) In our case Blender 2.83.3 was used when the bug occurred. No add-ons besides the ones that are active by default. The artist extruded (E key) the arch above the door into the wall of the building like so:
That's all I can tell you. I personally never encountered this bug, and following these steps as described doesn't cause it for me either.
@Richard Antalik (ISS) Here's the original file. Allegedly, pasting this into a new file and then extruding parts of the door frame was enough to cause the issue at hand. Though, even after a handful of tries I haven't been able to reproduce it, so it might be something else entirely.
Sep 9 2020
@Robert Guetzkow (rjg) This issue happened to a coworker of mine, but I'll try to rephrase what they said.
The only noteworthy thing about the creation of this mesh is that they copy-pasted (Ctrl-C, Ctrl-V) the object from one Blender instance to another (both 2.83) and then continued working on the copy. They extruded part of the mesh, and a few of those resulting vertices ended up being broken. The extrusion created new vertices in the mesh, but not in the UV layer -- at least some connections are missing from what I can tell.
Here's a more complete version of the original model with the extruded part clearly emphasized.
I'm having the same issue when exporting certain meshes as FBX. I'm on Blender 2.9. Windows10. Though the issue is also present on 2.83.
I made a minimal test file. A single triangle can cause this error.
To reproduce, simply try to export this as an FBX to any location.
Mar 19 2020
I just built Blender and I'm not able to reproduce this bug in sculpt mode anymore. Texture paint mode appears to be fixed as well.
However, in vertex paint mode and weight paint mode, any changes made to the tool settings still get reverted when pressing Ctrl+Z.
Mar 17 2020
Mar 15 2020
Mar 7 2020
@Pablo Dobarro (pablodp606)
I see this is still tagged as Blender 2.82.
What are the chances that this is going to make it into 2.83 at least?
Mar 3 2020
Dec 20 2019
Will this vital fix ever be commited, so that low poly artist can use Blender again?
The same has been happening with image texture painting for a long time. Very frustrating.
Nov 29 2019
Nov 21 2019
Nov 12 2019
Nov 7 2019
I guess being able to set the Radius to a minimum value of 0.5 would be an okay solution for now.
Nov 1 2019
Oct 11 2019
Oct 10 2019
I noticed that the new floating point precision brush is making it impossible to draw pixel art in Blender. I am now forced to resort to external image editing software to texture my PSX-style game models which is a huge drawback. I can't see what I'm doing anymore as I'm drawing the textures. It would be nice to still have an optional hard pixel brush available with no sub-pixel values or smoothing. Otherwise this could be a serious regression for low poly artists.
Oct 9 2019
Oct 4 2019
Sep 8 2019
Aug 6 2019
Jul 25 2019
May 28 2019
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:
May 27 2019
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?