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Hadrien Brissaud (hadrien)
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User Since
Feb 6 2013, 7:05 PM (427 w, 4 d)

Recent Activity

Tue, Apr 13

Hadrien Brissaud (hadrien) added a comment to D10959: Spreadsheet Editor: Row filters.

Just a thought about UI : I think it makes sense to have filter options both inside the popover and in a sidebar, akin to tool/brush options in the 3D view that are both accessible through the header as popovers and in the sidebar (so they're always visible).

Tue, Apr 13, 9:35 PM · Nodes & Physics, Geometry Nodes

Fri, Apr 9

Hadrien Brissaud (hadrien) awarded T87009: Compact Nodes a Like token.
Fri, Apr 9, 7:29 PM · Nodes & Physics
Hadrien Brissaud (hadrien) awarded rB2e3b0e8a99ee: Fix: Dragging a modifier to the same index recalculates modifier stack a Yellow Medal token.
Fri, Apr 9, 1:28 PM

Thu, Apr 8

Hadrien Brissaud (hadrien) awarded T48036: SLIM Unwrapping algorithm a Mountain of Wealth token.
Thu, Apr 8, 2:09 PM · BF Blender

Wed, Apr 7

Hadrien Brissaud (hadrien) added a comment to T82404: Library Overrides: Shader drivers stop working after save and reload.

I thought I had a bug, so I checked this task and if I understand correctly overrides in material node trees is still incomplete, am I correct ? It works in some files, and not in others (same character though, which is unexpected). Should I report it ? (I am using 2.92)

Wed, Apr 7, 8:05 PM · Core, BF Blender

Wed, Mar 31

Hadrien Brissaud (hadrien) added a comment to T87012: Return hover shortcuts for mesh modifiers.

@Hans Goudey (HooglyBoogly) The radio button idea is consistent with other places in Blender (fcurve modifiers) and it serves that it's an explicit button instead of an "invisible-hitbox" activation like in 2.92. It's further less horizontal space in a place that's running out of it already though (unless the new datablock selector goes in as well?)

Wed, Mar 31, 3:35 PM · BF Blender (2.93), Geometry Nodes
Hadrien Brissaud (hadrien) added a comment to T87012: Return hover shortcuts for mesh modifiers.

Having shortcuts affect not what seems to be selected is indeed confusing. This is not how the rest of Blender works : viewport, sequencer, ... every editor operates on selection. The problem here is that this is no selection, but looks like one. I'm not sure what being active entails for a modifier, but I think the indicator should be proportional to its importance. If we're going to have shortcuts affects the hovered modifier, then there needs to be a hover indicator that's more prominent than the active indicator.

Wed, Mar 31, 12:28 PM · BF Blender (2.93), Geometry Nodes

Thu, Mar 25

Hadrien Brissaud (hadrien) awarded D10804: Node UI: Rename sidebar categories. a Grey Medal token.
Thu, Mar 25, 1:15 PM · Nodes & Physics, User Interface

Tue, Mar 23

Hadrien Brissaud (hadrien) awarded rB23d2174d6bc4: Geometry Nodes: Remove location and rotation from mesh primitives a Heartbreak token.
Tue, Mar 23, 1:32 PM

Mon, Mar 22

Hadrien Brissaud (hadrien) added a comment to T86583: Prototype for portal/level/pages node groups.

I don't know, doesn't this seem more complicated than the problem it tries to solve ? Don't frames and reroutes already provide all the organizing functionality ? Is scrolling actually an issue ? Maybe a minimap could help in that regard ?

Mon, Mar 22, 6:20 PM · Geometry Nodes

Sun, Mar 21

Hadrien Brissaud (hadrien) awarded T54656: Cycles/Eevee texture nodes for modifiers, painting and more a Love token.
Sun, Mar 21, 10:04 PM · Render & Cycles, BF Blender, Sculpt, Paint & Texture, Rendering
Hadrien Brissaud (hadrien) added a comment to D7997: UI: FModifier layout updates, drag and drop.

Concerning the "limits" fmodifier : wouldn't it make sense to group value sliders by dimension (first X, then Y) rather than minimum and maximum ? Using this layout, I feel there is a disconnect between the way they're grouped and the way I tend to mentally picture myself setting the limits in question : first set abcissa bounds, then set ordinate bounds. I realize this is quite nitpicky.

Sun, Mar 21, 9:51 PM · Animation & Rigging, User Interface

Mar 6 2021

Hadrien Brissaud (hadrien) awarded rBf117ea262463: Geometry Nodes: Expose vertex normals as an attribute a Love token.
Mar 6 2021, 12:10 PM

Mar 4 2021

Hadrien Brissaud (hadrien) awarded T85796: Alt+Click to select overlapping bones a Love token.
Mar 4 2021, 7:34 PM · Animation & Rigging, BF Blender
Hadrien Brissaud (hadrien) awarded T86279: Spreadsheet Editor a Love token.
Mar 4 2021, 5:43 PM · Geometry Nodes, User Interface

Mar 3 2021

Hadrien Brissaud (hadrien) added a comment to T68941: Collection visibility animated.

Any news ?

Mar 3 2021, 6:26 PM · Animation & Rigging, BF Blender

Feb 25 2021

Hadrien Brissaud (hadrien) added a comment to T85655: Attribute Processor for UX improvement.

I'm not sure why a new UI is necessary since this seems to cover exactly what node groups do ? Is the idea to communicate to the user that they are working in a special sandbox and only certain nodes are allowed ?(as opposed to a regular node group which has no such limitations)
Apart from that you have my blessing. I've also started finding long string of attribute nodes unnecessarily difficult to read.

Feb 25 2021, 12:23 AM · Geometry Nodes

Feb 9 2021

Hadrien Brissaud (hadrien) awarded D10305: Geometry Nodes: Initial attribute interpolation between domains. a Mountain of Wealth token.
Feb 9 2021, 7:32 AM · Geometry Nodes

Jan 30 2021

Hadrien Brissaud (hadrien) awarded D10154: Geometry Nodes: add Attribute Proximity node a Love token.
Jan 30 2021, 12:23 PM · Geometry Nodes

Jan 29 2021

Hadrien Brissaud (hadrien) added a comment to T85189: Implement per-object distribution ratio for moss use case.

It may be good to expose individual counts as sockets, so as to drive them from the modifier interface.

Jan 29 2021, 5:32 PM · Geometry Nodes
Hadrien Brissaud (hadrien) added a comment to T84970: Add mode enum to the randomize attribute node.

In case the attribute doesn't exist yet, replace will create the attribute ? In this case, how about calling it create or create/replace ?

Jan 29 2021, 5:30 PM · Geometry Nodes

Jan 28 2021

Hadrien Brissaud (hadrien) added a comment to D10236: Fix T40059: Switching open windows by shift or ctrl-click bypasses the modifier key and registers as a simple click instead.

Hope that passes review. That would be quite the qol improvement. Thanks for working on it anyway.

Jan 28 2021, 6:13 PM
Gilberto Rodrigues (gilberto_rodrigues) awarded T40059: Switching open windows by shift or ctrl-click bypasses the modifier key and registers as a simple click instead a Y So Serious token.
Jan 28 2021, 4:27 PM · User Interface, Platform: Windows, BF Blender

Jan 24 2021

Hadrien Brissaud (hadrien) awarded T73360: Fast highpoly mesh editing a Pterodactyl token.
Jan 24 2021, 1:10 PM · Performance, Modeling, BF Blender

Jan 21 2021

Hadrien Brissaud (hadrien) awarded D8686: Fix Zooming out a lot faster than zooming in (T73575) (Trackpad, Mouse) [5/5] a Yellow Medal token.
Jan 21 2021, 12:28 PM · User Interface

Jan 18 2021

Hadrien Brissaud (hadrien) added a comment to T84669: Data-block Selector Design Changes (latest iteration).

If indeed the fake user is on its way out, then the user count can be overlaid on top of the datablock icon on the left, and the duplicate button can be moved to the dropdown menu, at it is arguably less essential than the unlink button.

Jan 18 2021, 5:10 PM · User Interface

Jan 15 2021

Hadrien Brissaud (hadrien) awarded D8296: Feature: NLA: Evaluate Whole NLA Stack in Tweak Mode a 100 token.
Jan 15 2021, 1:46 PM · BF Blender (2.92), Animation & Rigging

Jan 14 2021

Hadrien Brissaud (hadrien) added a comment to D10068: Transform: approximate geodesic distances for proportional edit connected mode.

Apologies for the noise, but I'll drink to your health tonight @Brecht Van Lommel (brecht). Big, big thanks !!

Jan 14 2021, 1:01 PM · Modeling, BF Blender (2.93)
Hadrien Brissaud (hadrien) awarded D10068: Transform: approximate geodesic distances for proportional edit connected mode a Love token.
Jan 14 2021, 12:58 PM · Modeling, BF Blender (2.93)

Jan 12 2021

Hadrien Brissaud (hadrien) awarded rB26fd55fad17f: UndoSys: Refactor step 1: cleanup and simplify logic in main undo/redo handlers. a Love token.
Jan 12 2021, 12:16 PM
Hadrien Brissaud (hadrien) added a comment to D9683: UI: Improve node group input / output list interface.

That is so much better. I don't see why decorators should be hidden though, these properties can be either connected to other nodes or animated/driven in their own right, as far as I know. I think this should be communicated as with all animatable properties.

Jan 12 2021, 12:05 PM · User Interface

Jan 5 2021

Hadrien Brissaud (hadrien) added a comment to T84310: ALT navigation issue in separated windows (Industry Compatible Keymap).

Although with a different keymap, this is the same problem as T40059
It is important to keep in mind that in some cases it is preferable that the "click to focus on the blender window should be used only to bring it into focus". (See T79766: Mouse clicks to bring blender into focus aren't being discarded)

Jan 5 2021, 6:19 PM · BF Blender

Dec 6 2020

Hadrien Brissaud (hadrien) added a comment to D9743: Geometry Nodes: Array.

As far as I know regular modifiers are not going anywhere so anyone can still use the array modifier in between geometry nodes.

Dec 6 2020, 11:16 AM · Geometry Nodes

Dec 2 2020

Hadrien Brissaud (hadrien) added a comment to T83059: Point Separate node for flowers and trees.

Would this not be solved by point groups? If a point is part of a certain group, it can be deleted, separated, processed down the line. Are attributes saved on every point or this works in some other way?

Yes, it would be possible to limit scattering to a certain group of points. (A point group is just another attribute, a boolean attribute I suppose). I'm not certain about the reasoning for doing it this way instead, but bplitting points into multiple geometries makes it more explicit that there are different groups anyway.

Dec 2 2020, 5:44 PM · Geometry Nodes

Nov 24 2020

Hadrien Brissaud (hadrien) awarded rB82cc21d5e4b6: Fix T77261: Multires creates spikes when subdividing ngons a Love token.
Nov 24 2020, 1:48 PM
Hadrien Brissaud (hadrien) added a comment to rBdf31ecf0c3e3: UI: Add Trackpad Smooth Scrolling for Popovers.

No, you need a different code for middle-click-drag.
Although IMHO with the mouse it is easier to use the scroll wheel.

Nov 24 2020, 1:36 PM
Hadrien Brissaud (hadrien) added a comment to rBdf31ecf0c3e3: UI: Add Trackpad Smooth Scrolling for Popovers.

Sorry for the noise, does this enable middle-click-drag to scroll popovers ?

Nov 24 2020, 12:13 PM

Nov 14 2020

Hadrien Brissaud (hadrien) added a comment to T82537: Initial Modifier Name.

Will they ? I thought current modifiers would be kept ? Is the plan to convert them all to "node tree presets" ?

Nov 14 2020, 3:58 PM · Geometry Nodes

Nov 12 2020

Hadrien Brissaud (hadrien) awarded T82559: AMD GPU Denoising via "Radeon Image Filters" library. a Love token.
Nov 12 2020, 7:46 AM · Cycles, BF Blender
Hadrien Brissaud (hadrien) awarded T82557: Cycles OpenCL hardware raytracing intersection for AMD Rx 6000 series a Love token.
Nov 12 2020, 7:45 AM · BF Blender (2.90), Render & Cycles, Cycles

Oct 31 2020

Hadrien Brissaud (hadrien) awarded T68941: Collection visibility animated a Love token.
Oct 31 2020, 5:06 PM · Animation & Rigging, BF Blender

Oct 27 2020

Hadrien Brissaud (hadrien) added a comment to T74967: Geometry Nodes Design.

I don't understand why the UX of an existing tool would need to be altered in order to be represented by a node, could you give an example of an existing edit mode operator that would need additional parameters adding to it in order for it to be replicated as a node? The only additional information that a node would need over the redo panel would be the selected verts/edges/faces as Adrien mentioned, but this wouldn't need to be represented in the redo panel or the tool options, this would just be obtained from the selection and stored in the node (there's no downside to having additional parameters in the node that aren't in the interactive tools parameters, in fact it's useful to be able to have access to the selection after the fact, this allow to change which verts/edges/faces are affected either by manually changing the selection, or by feeding in a selection node which would have options for automatic selectin based on attributes or face angles etc.

Oct 27 2020, 7:19 PM · User Interface, BF Blender
Hadrien Brissaud (hadrien) awarded D9364: Geometry Nodes: Add subdivision surface node a Love token.
Oct 27 2020, 6:57 PM · Geometry Nodes
Hadrien Brissaud (hadrien) added a comment to T74967: Geometry Nodes Design.

Once each edit mode operator has a node counterpart, then it will be very easy to auto generate the the node tree because it'll just be a case of populating the node with the same parameters as the redo menu and then wiring it's input to the previous nodes output. There'll need to be a transform node with a selection property too in order to capture user transformations (move, rotate, scale)

Oct 27 2020, 6:38 PM · User Interface, BF Blender
Hadrien Brissaud (hadrien) awarded rB5566818603ac: Geometry Nodes: Add initial scattering nodes a Love token.
Oct 27 2020, 2:37 PM

Oct 10 2020

Hadrien Brissaud (hadrien) added a comment to T49029: Pie menu breaks if spawned near window edge.

@Don Hopkins (SimHacker) hadn't seen your answer. Thanks for your interest! I don't think mouse warping can work with devices that communicate an absolute pointer position (tablets)? My idea was more in line with spawning the menu partly offscreen, just as if the interface actually extended beyond the screen's edge. This works on paper because the minimum necessary interaction area for pie menus (or even regular ones) is much smaller than their entire displayed size, and one way to interact with them is to simply flick the pointer in any direction, with no need to actually reach the desired button with the pointer. However, I think pointer warping can be desirable for when the user uses a mouse and when the invoked menus are small enough that they don't cover the entire editor.

Oct 10 2020, 8:58 PM · User Interface

Sep 25 2020

Hadrien Brissaud (hadrien) awarded T68915: Light linking a Like token.
Sep 25 2020, 7:41 PM · Render & Cycles, Cycles, BF Blender

Sep 24 2020

Hadrien Brissaud (hadrien) added a comment to D4786: Proportional Editing Vertex Gradient.

I'll add my thoughts because I feel something may be overlooked : besides the fact that this fallof visualization is completely standard in all DCCs I used (because that alone doesn't make it a necessity in Blender), it is useful because :

  1. adjusting the "proportional size" before a transform operation is impossible (it should be possible), so there is no way to know beforehand how big of an area will be affected
  2. tablet users have no practical way of changing the proportional size during transform (bound to mouse wheel), so they are pretty much relegated to having to tweak the proportional size in the last operator panel
  3. finally they can't even do that because Blender struggles too much when changing any value in the last operator panel if the mesh is bigger than about 50k verts (which is very, very low)
Sep 24 2020, 2:15 PM · Modeling

Sep 21 2020

Hadrien Brissaud (hadrien) added a comment to T74967: Geometry Nodes Design.

That sounds very flexible, best of both worlds ! I assume existing modifiers will be kept around for transition and compatibility ?
Additionally I suppose custom interfaces for "node modifiers" will require a more thorough access to socket type, widget creation (checkboxes...), etc. than we currently have in Cycles node groups ?

Sep 21 2020, 1:07 PM · User Interface, BF Blender

Sep 17 2020

Hadrien Brissaud (hadrien) awarded D8752: Graph Editor : Fix for f-curves limitation a 100 token.
Sep 17 2020, 8:19 PM · BF Blender (2.91), Animation & Rigging
Hadrien Brissaud (hadrien) added a comment to D8752: Graph Editor : Fix for f-curves limitation.
Sep 17 2020, 8:18 PM · BF Blender (2.91), Animation & Rigging

Sep 13 2020

Hadrien Brissaud (hadrien) added a comment to D8876: Defaults: Turn fast navigate off by default.

It doesn't sound like this has been discussed with Pablo ? Fast navigate is a necessity to keep navigating smoothly around a heavy multires object, it is standard in sculpting programs. Then, @ronan ducluzeau (zeauro) is right about a multires cube not being a good candidate for "starter geometry" - the workflow introduced by Pablo goes like this : 1. blockout forms from a primitive, using voxel remesh 2. retopo and use multires on the new object. For a "starter geometry", it does make more sense to use a subdivided cube.

Sep 13 2020, 11:46 PM · Sculpt, Paint & Texture

Aug 14 2020

Hadrien Brissaud (hadrien) added a comment to T79785: Make XYZ symmetry a property of Objects.

I'm also not sure about that. What about editing tools for armatures or volumes?

Typical characters are symmetrical, props and other objects can either be or not be, so I would say it makes sense in the context of rigging that symmetry be a per-armature setting as well. However, it would probably have to be split off from pose mode's symmetry options as well, because animators don't want to be posing their character symmetrically (unless exceptional circumstances), otherwise any symmetrical edit required on the character rig file would require the rigger to turn symmetry on, make the needed fixes, and turn it off again before saving. Or maybe this is something riggers could live with ?

Aug 14 2020, 6:52 PM · Sculpt, Paint & Texture, BF Blender

Aug 2 2020

Hadrien Brissaud (hadrien) added a comment to T70412: Brushes Storage.

Given the number of new tools added recently to sculpt mode, I reckon it'd make sense to only have a single "brush" tool, and have all brushes be accessible from there.

Aug 2 2020, 11:30 AM · Sculpt, Paint & Texture, User Interface

Jul 2 2020

Hadrien Brissaud (hadrien) added a comment to T66426: Edge and Vertex sliding: snapping improvements.

I want to point out that the software, whose name I will not mention, that people are expecting this feature to perform similarly to also allows for snapping in a particular local or world axis. So, for instance, if I want to snap to only the z location of the target vertex, I will drag the z gizmo when sliding along an edge and the vertex will project the axis of motion along the edge to the z location of the target - the vertex slides until it reaches the xy plane that the target vertex lies on. The current state of things has the vertex snapping to the point where a ray perpendicular to the edge intersects with the vertex. So far, this has only been useful to me when the edge I'm sliding on is parallel to one of the primary world axes.

The image below depicts the current behavior of the edge slide snap which snaps perpendicular to the edge as shown in red. If I press the z key during this transform while having World Coordinates selected, I would expect the vertex to snap in a location that lies in the xy plane of the target vertex - shown in blue.

Jul 2 2020, 11:34 AM · Modeling

Jul 1 2020

Hadrien Brissaud (hadrien) added a comment to T66426: Edge and Vertex sliding: snapping improvements.

Please bear with me, but I'll try to be clear to avoid more noise:

Right now, the point of snap is determined by the intersection of the edge where the vertex slide is performed with the plane perpendicular to it and that contains the snap target, i.e., the shortest path. This is not so handy neither predictable in a lot of situations, especially with irregular meshes where you would prefer to snap to the intersection of the edge of slide with one of the three global planes (XY, YZ, XZ) at the target position, i.e., like moving with an axis constraint like when using G + X, Y or Z, but while sliding.

A proposal: shortcut options (X, Y, Z) for especifying during the running of the operator the direction of sliding, so the intersecting plane is the one that is perpendicular to this direction and contains the snapping target, and not the perpendicular to the edge of slide, which could remain the default.

Jul 1 2020, 12:01 PM · Modeling

Jun 29 2020

Hadrien Brissaud (hadrien) added a comment to T66426: Edge and Vertex sliding: snapping improvements.

Last I heard, pictures and videos of other software are prohibited here for legal reasons - I think it's safer to remove it and take it to devtalk.blender.org/ or https://rightclickselect.com/p/ where there can be a lengthy design discussion about this particular feature.

Jun 29 2020, 6:46 PM · Modeling
Hadrien Brissaud (hadrien) added a comment to T66426: Edge and Vertex sliding: snapping improvements.

As it was told, more exact practical examples are needed to define "this works properly" state, unless you will force developers to iteratively guess what do you mean.

I know Arrimus, he was popular, but his methods are far from being the most effective)
Anyway, providing exact video timings to make this issue clear to developers is the best way to go.

I want active loop (edge, vert) sliding thrue inclined surface to be on one height (or in one of axis X,Y,Z) with vert to which I snapping https://www.youtube.com/watch?v=_3EHed20LHc
That's all )
Thats how it works in 3Ds max https://www.youtube.com/watch?v=GTJlT9a93yY

Jun 29 2020, 5:20 PM · Modeling
Hadrien Brissaud (hadrien) added a comment to T66426: Edge and Vertex sliding: snapping improvements.

Indeed... still it would be nice to support snapping along a different axis than the transform axis. (Non-orthogonal snapping)

Jun 29 2020, 3:59 PM · Modeling

Jun 18 2020

Hadrien Brissaud (hadrien) awarded rBd8206602feed: Transform: Snap to the intersection between constraint and geometry a Yellow Medal token.
Jun 18 2020, 3:22 PM
Hadrien Brissaud (hadrien) awarded D5608: Transform: Snap to the intersection between the constraint and the geometry a Love token.
Jun 18 2020, 3:19 PM · Modeling

Jun 11 2020

Hadrien Brissaud (hadrien) awarded D7992: Fix numinput of radial control operator a Love token.
Jun 11 2020, 2:22 PM

Jun 10 2020

Hadrien Brissaud (hadrien) renamed T77735: Sculpt brush radial strength control uses scene-scaled values when typed in from Sculpt brush strength control (F hotkey) uses scene-scaled values when typed in to Sculpt brush radial strength control uses scene-scaled values when typed in.
Jun 10 2020, 7:32 PM · Sculpt, Paint & Texture, BF Blender
Hadrien Brissaud (hadrien) created T77735: Sculpt brush radial strength control uses scene-scaled values when typed in.
Jun 10 2020, 7:31 PM · Sculpt, Paint & Texture, BF Blender

Jun 9 2020

Hadrien Brissaud (hadrien) added a comment to T66426: Edge and Vertex sliding: snapping improvements.

Vertex sliding is basically a translation with an axis constraint, so I guess it could behave exactly the same (along with planned improvements such "snap to intersecting geometry").

Jun 9 2020, 8:05 PM · Modeling

Jun 6 2020

Hadrien Brissaud (hadrien) awarded rB859505a3dae8: UI: Pan 2D Region When Dragging to Boundary a Love token.
Jun 6 2020, 12:32 PM

May 25 2020

Hadrien Brissaud (hadrien) awarded rB219ce574b565: Revert "UI: View3D Cursor Changes" a Love token.
May 25 2020, 7:29 PM

May 6 2020

Hadrien Brissaud (hadrien) added a comment to T75821: Show Pie Menu quadrants.

Alternative design, with different tradeoffs:

This leans even more into the pie/pie piece concept, but is a much bigger change:

May 6 2020, 5:37 PM · Restricted Project, User Interface, BF Blender

Apr 16 2020

Hadrien Brissaud (hadrien) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

Just chiming in to say as useful as it sounds it would be much appreciated if kept optional - I like selecting what I can see without any side effects, so the sync between xray and selection occlusion suits me fine.

Apr 16 2020, 2:28 PM · Modeling, BF Blender

Apr 14 2020

Hadrien Brissaud (hadrien) added a comment to T73199: Switched off modifier still recalculates if there is second one, that switched on.

Thanks for the merge I wasn't sure the issue affected all modifiers.

Apr 14 2020, 12:07 PM · Modeling, Performance, Dependency Graph, Modifiers, BF Blender

Apr 12 2020

Hadrien Brissaud (hadrien) created T75646: Lattice modifier is being evaluated even though it is disabled on all influenced objects.
Apr 12 2020, 1:52 PM · BF Blender

Apr 6 2020

Hadrien Brissaud (hadrien) added a comment to T63743: Show gizmo while transforming.

To me it seems the gizmo just needs to follow the input transform values. @Julian Eisel (Severin) in your example, showing the gizmo while transforming and continually updating its position to match the selection's center of mass would probably look like it's lagging behind the mouse cursor. In my opinion as an artist, it seems okay to update it according to the input transform values while the operator is running, and then recalculate its position once the transformation is done (just like we do now).

Apr 6 2020, 6:42 PM · Restricted Project, User Interface

Mar 31 2020

Hadrien Brissaud (hadrien) added a comment to T74967: Geometry Nodes Design.

If we don't plan on supporting live creation of nodetree from edit mesh operators, then a potential solution would be to create a "procedural object". This object would not have a predetermined data type (mesh, curve, volume...) but would be able to convert between types internally through conversion nodes and use any operators related to them such as VDB boolean operations, curve lofting or regular mesh operations. It could also have its own edit mode where selection, instead of activating given vertex or edge, would activate the relevant node and display its gizmo(s). Just water to the mill.

Mar 31 2020, 5:39 PM · User Interface, BF Blender

Mar 23 2020

Hadrien Brissaud (hadrien) added a comment to D4786: Proportional Editing Vertex Gradient.

Not 100% convinced about this being very helpful after starting transforming. But by judging about the hype this patch has received I can see this is a much requested feature. But I don't know if the hype is about some expected feature not present in the patch (preview before transform) or about the implemented feature.

Mar 23 2020, 8:45 PM · Modeling
Hadrien Brissaud (hadrien) added a comment to T74967: Geometry Nodes Design.

Blender's Vertex Groups perhaps should be renamed to Weight Groups, since they don't really store selections, don't allow for edge or face data - instead they allow you to specify a weight value per vertex.

Mar 23 2020, 7:55 AM · User Interface, BF Blender

Mar 22 2020

Hadrien Brissaud (hadrien) awarded T74967: Geometry Nodes Design a Love token.
Mar 22 2020, 5:36 PM · User Interface, BF Blender
Hadrien Brissaud (hadrien) added a comment to T74967: Geometry Nodes Design.

As long as we're talking about simulation with meshes, and not flips or other kind of data, I think it would make sense to present geometry nodes and higher level simulation nodes in the same place : rigid bodies, soft bodies, cloth all manipulate geometry, the main difference being the latter have to be aware of their previous state to compute current state, hence requiring a simulation step from frame 1 - but the way I see it they're a different tool to manipulate the same data.
To add to that, I believe there are advantages to having a mesh freely going back and forth between generative modeling and simulation and back : adding procedural cracking or wrinkling onto a simulated cloth or skin, or instantiate static flowers on top of a plant asset rocking in the wind, for instance. The use cases seem pretty much infinite.

Mar 22 2020, 5:36 PM · User Interface, BF Blender

Mar 21 2020

Hadrien Brissaud (hadrien) updated subscribers of T74967: Geometry Nodes Design.

@Brecht Van Lommel (brecht) other programs separate object manipulation (working with transforms, matrices, object instancing...) from geometry manipulation, I'd say that's good UX. I expect within the latter everything would happen in object space, with utilities to convert to other spaces optionally (matrix nodes already present in Jacques' functions branch).

Mar 21 2020, 9:38 AM · User Interface, BF Blender

Mar 20 2020

Hadrien Brissaud (hadrien) added a comment to T74967: Geometry Nodes Design.

@William Reynish (billreynish) I think the bracket-socket works very nicely for constants.

Mar 20 2020, 5:25 PM · User Interface, BF Blender
Hadrien Brissaud (hadrien) added a comment to T74967: Geometry Nodes Design.

For grouping of newly created geometry, it's important to do two things :

  1. give the choice of component type, so that following node can act on either, say, new faces or new edges, such as bevel
  2. split into several groups when relevant, *eg* extrusion tip and sides
Mar 20 2020, 3:42 PM · User Interface, BF Blender

Mar 13 2020

Ludvik Koutny (rawalanche) awarded T40059: Switching open windows by shift or ctrl-click bypasses the modifier key and registers as a simple click instead a Burninate token.
Mar 13 2020, 8:44 AM · User Interface, Platform: Windows, BF Blender

Feb 24 2020

Hadrien Brissaud (hadrien) added a comment to T54862: Multi-Object Properties Editing.

The only reasonable way I can seem is to only show properties that are available on all selected items. Take the example in the task, where a Point and Sun light are both selected. Point lights have a Radius property, but Sun lights have an Angle property. If we react to the selection instead of the active item, we could either show both or none of those properties. Showing one of them doesn't work - it only makes sense when you use the *active* option. Showing none of them is much clearer, because they you know that everything you see can be multi-edited, and otherwise our layouts might also break if we try to merge layouts to show all properties.

Feb 24 2020, 1:18 PM · User Interface

Feb 13 2020

Hadrien Brissaud (hadrien) added a comment to T68734: Math with Nodes.

If there's a single multiply node that can handle floats and vectors, how does it interface ? We should keep the value field when nothing's connected to the socket, but how should it behave then ? as a vector, or a single value field ?

Feb 13 2020, 3:49 PM · Nodes

Jan 16 2020

Hadrien Brissaud (hadrien) added a comment to D6587: Sculpt: Pinch only in the direction perpendicular to the stroke.

I requested this some time ago on twitter, and I am very happy that you worked on it Pablo. I think this is a great improvement. However, previous behaviour is desirable in some cases, and should be kept of course.

Jan 16 2020, 2:34 PM

Jan 14 2020

Hadrien Brissaud (hadrien) awarded T73047: Sculpt Mode Multires Design a Love token.
Jan 14 2020, 4:57 PM · Sculpt, Paint & Texture
Hadrien Brissaud (hadrien) added a comment to T73047: Sculpt Mode Multires Design.

I would certainly like to raise... is it really necessary that the multires be a modifier? Given that having more than one modifier of this type is a nonsense and that it is always forced to be the first modifier... wouldn't it be more logical that it simply be a property of the mesh like the vertex groups? Maybe I'm wrong, but I don't see any sense in it being a modifier. Also future sculpt layers could be placed in same mesh tab, like vertex groups or shapes, where have more sense than inside a modifier.

Jan 14 2020, 4:31 PM · Sculpt, Paint & Texture

Dec 10 2019

Hadrien Brissaud (hadrien) awarded rBe760972221e6: Cycles: support for custom shader AOVs a Love token.
Dec 10 2019, 11:27 PM

Dec 3 2019

Hadrien Brissaud (hadrien) added a comment to T72062: Library Overrides - Override Group proposal for better character overrides..

The technicalities may fly over my head, the importance of being able to deeply modify a linked character while it's being animated in another file (add/remove/rename objects) is not lost on me - not being able to do this would be quite the limitation. However I don't understand why there has to be something else on the UI side ? Shouldn't this all be mostly transparent ? How are these override groups relevant to the user ?

Dec 3 2019, 11:14 AM · Core, BF Blender

Dec 1 2019

Hadrien Brissaud (hadrien) updated subscribers of T67088: Everything Nodes UX.

In general, I would suggest looking into Hou mechanics and how it deals with different contexts (rendering, compositing, particles, modeling, etc.) and their communication. The Geo Spreadsheet is where the party's at.

Dec 1 2019, 1:16 PM · User Interface, BF Blender

Nov 30 2019

Hadrien Brissaud (hadrien) added a comment to D6324: Sculpt: Sculpt plane cursor preview.

Maybe this should be a global property ? I'm not sure how much added value there is in having it per-brush. In any case, great qol addition.

Nov 30 2019, 8:22 PM · BF Blender (2.82)

Nov 23 2019

Hadrien Brissaud (hadrien) added a comment to rBb037ba2665f4: UI: Changes to Graph Editor selection and transform.

Haven't tested, but from the changelog looks like a much welcome improvement, especially in the absence of a gizmo - any plans to have one or does it become superfluous with these changes ?

Nov 23 2019, 2:16 PM

Nov 8 2019

Hadrien Brissaud (hadrien) added a comment to D6099: Bones: implement a new Aligned Inherit Scale mode..

Just saw that commit and I think it's great having more flexibility in regular parenting. This last possibility you mention (inheritance of individual scale values) sounds good as an alternative to setting up copyscale constraints on a long bone chain, and average sounds like it might just be better as default, imho, but I'm hesitant on that tbh - like you say, any rigger should know that decomposition, even that fancy polar one attempted on sheared bones won't really work in any predictable/desirable way, which is why (afaik) non-uniform scaling on a (simply parented) chain is usually either prohibited by the rigger or not attempted by the animator, so... All in all this sounds like a good, thought-through change to me.

Nov 8 2019, 2:35 PM

Oct 2 2019

Hadrien Brissaud (hadrien) added a comment to T70412: Brushes Storage.

@Brecht Van Lommel (brecht) Why not simply write them as xml instead of inside a blend file ?

Oct 2 2019, 12:00 AM · Sculpt, Paint & Texture, User Interface

Sep 30 2019

Hadrien Brissaud (hadrien) added a comment to T67893: Drag and Drop for UI elements.

Good point. I know of a way certain programs address that : they allow for splitting the list in two : one at the top, another at the bottom. Moving an item a long way is then just a matter of scrolling to the right place in the first 'pane' so to say, and then dragging the item from the second pane into the first one.

Sep 30 2019, 9:43 PM · User Interface, BF Blender

Sep 25 2019

Hadrien Brissaud (hadrien) added a comment to D5889: Sculpt: Sculpt cursor UX improvements.

I have to say that falloff preview looks rather distracting... not sure if that's necessary. One look to the top (or right) is enough to remind the user which falloff they've selected, if that's the intended use (?). Apart from that I like the changes. The strength direction being reversed will take some getting used to, but makes more sense. Those little tweaks really obviously come from a sculptor !

Sep 25 2019, 10:47 PM
Hadrien Brissaud (hadrien) added a comment to T67893: Drag and Drop for UI elements.

I'm not fond of animations especially for the 'UI list' case - I think drawing a dotted line where the item is going to be inserted is more efficient and straightforward (as most painting programs do it in their 'layers' list) - seeing items shift around disorientates me when I'm trying to precisely move a specific item to a location I'm targeting - when suddenly that visual target slides around, I'm not sure where to drop the thing anymore. Maybe that's just my brain ? Quite a few interfaces do this (off the top of my head Discord does this with its channel list, & last I checked Android UI framework kind of enforces it too) and I find it quite disturbing. They do make more sense in a grid view (2D) though, because the order of items is not necessarily as obvious as in a list (1D).
Other than that, obviously in full agreement of the proposal.

Sep 25 2019, 2:50 PM · User Interface, BF Blender

Sep 20 2019

Hadrien Brissaud (hadrien) added a comment to T68502: Outliner Sorting and Dragdrop.

Worth noting that currently bones can neither be sorted alphabetically, nor by hand. Would be super cool to have them benefit from all these enhancements, too !

Sep 20 2019, 5:50 PM · User Interface, BF Blender

Sep 4 2019

Hadrien Brissaud (hadrien) awarded D4786: Proportional Editing Vertex Gradient a Love token.
Sep 4 2019, 1:41 AM · Modeling

Sep 3 2019

Hadrien Brissaud (hadrien) added a comment to T68312: LookDev & Eevee Preview.

@William Reynish (billreynish) Oh so it's actually an additional mode ? I thought that would replace Lookdev. Ok, so I understand better now : Lookdev becomes a way to preview your assets using the scene engine -supposedly the one that'll be used for the final renders- and Material Preview is gonna be what Lookdev was until now. Am I correct ?

Sep 3 2019, 11:58 AM · User Interface, BF Blender
Hadrien Brissaud (hadrien) added a comment to T68312: LookDev & Eevee Preview.

For what it's worth, here is my use case : I have a scene set to render with Cycles, of which I render out previews using lookdev mode, with 'scene lights' and 'scene world' enabled, because that's what I need in a preview (not just previewing assets, but entire animated shots with lighting and backdrop). Why not simply use Eevee as the scene renderer then ? Good question ! Simply because I do full renders once in a while to check on the final look and lighting. Ideally, - and I have read all of the above and understood at least 40% of it- I could still do that after this change.

Sep 3 2019, 12:29 AM · User Interface, BF Blender