- User Since
- Jul 12 2018, 3:07 AM (138 w, 2 d)
Fri, Feb 26
Indeed the normal rotation and far away origin are not a good mix!
It indeed makes a lot of sense, once we reset the rotation there's no more patterns
Tue, Feb 23
Thu, Feb 11
Wed, Feb 10
Additional video footage of the problem
After deleting nodes one by one
The phenomenon is still occurring
Tue, Feb 9
It seem that quitting the pinned geonode and re-pin it resolve the issue,
but this is still quite a weird behavior
Feb 2 2021
Let's not forget about Proximity for Volume,
That could be an extremely useful mode.
Feb 1 2021
From a technical standpoint I completely understand, but from a user standpoint that might create a lot of confusion? Isn't it?
Couldn't geonode instancing node just skip elements with (0,0,0) scale attr?
@Pablo Vazquez (pablovazquez) Do you think we could use such switch node to also switch geometry?
In shader node, we can enable/disable specific path by using the switch by index nodegroup technique, currently impossible in geo node as we cannot "mix" geometry by factor
Jan 30 2021
@Robert Guetzkow (rjg) Shouldn't blender simply ignore geometry with scale (0,0,0) ? it seems completely absurd that an object completely invisible is affecting performance right?
Jan 28 2021
The attr is clearly not being transferred correctly.
We can see in this gif that the object info node is doing the exact same thing from the prior modifier, but the attr is not passed correctly
It may be how the object info node is evaluating the transforms.
Maybe a third mode hybrid to Original/relative would do the job? the problem is that the Relative mode is applying the transforms, how about transfer them?
Jan 27 2021
Jan 16 2021
and since you are deliberately using the same attribute for input and output
Jan 15 2021
Dec 11 2020
Dec 2 2020
Nov 29 2020
This should be considered to be merged in main.
We should be able to batch set/get vertex groups. it seem like a basic API.
Sep 9 2020
Speaking about a distribution modifier, here's how we handle this in houdini :
- it will distribute points as expected on a mesh faces/edges/vertex/volume from an algorythm of choice
- there's an important 'relax' iteration, that will try to distance each points from a given radius, to prevent intersection (see ->This Gif <-)
- there's an option to force a point-count OR to set a certain point-count per square area, a highly important option, right now blender only propose a fixed number of particle and no options per density.
Sep 25 2019
Aug 27 2019
Aug 22 2019
Jul 31 2019
Hello the build is fantastic, i report 1.7x more render speed with both of my RTX 2080ti. I got a lot of Optix cuda crashes and blackscreens, blender crash then i lose my monitors inputs from my gpu for 10seconds.
May 31 2019
anyone here know how to override inside of a timer for drawing something in the bpy.context.window_manager ? i can't get my hand on a code working like you did with bpy.context.object
i think that def draw(self, context): pose also a problem
this is driving me crazy all i want is poping up a message, why does it need to be so complicated
May 6 2019
Apr 27 2019
Apr 15 2019
in my current build 2019-04-08, "save buffer" make the bug, if i uncheck save buffer, it work like normal
so i tried to reproduce the settings in the last build from 2019-04-15, checked "save buffer"
the render still act weirdly ! now its another problem; we dont see the rendered tile when they are rendering, we only see them when the render is finished !
there's clearly a problem with the save buffer option
i couldn't reproduce the bug on a clean new portable build, weird
i cannot see the X symbol near the rneder bar statut
Mar 20 2019
Feb 21 2019
Nov 29 2018
hello this idea could resolve the problem