- User Since
- Jun 22 2017, 10:30 PM (173 w, 4 d)
Aug 25 2020
This seems fixed now thanks to D8676
Aug 17 2020
Jun 7 2020
May 6 2020
Nice! Do you think it is possible to bring back this style of wireframe back where the slider reveals the subdivsion levels? It used to be in the early 2.80 beta but has been removed before release.
Apr 26 2020
The idea was to quickly check if the vertex count has changed between objects (for example, im/exporting shapekeys). Switching to Local mode seems like switching to Edit mode in this case.
Either way, it is a much appreciated upgrade :)
Would it be possible to show the polycount of the selected object without going into edit mode?
Apr 23 2020
Apr 22 2020
Apr 19 2020
Looks like it is naming related. The "..no_depth_pass.." exr shows up as Color.XY instead of Color.RGBA in Natron.
Apr 14 2020
Apr 10 2020
This is fixed now in todays build. Thanks @Sebastián Barschkis (sebbas)
Apr 4 2020
Mar 30 2020
Mar 27 2020
Mar 26 2020
Mar 25 2020
Mar 21 2020
Mar 20 2020
Mar 13 2020
Feb 18 2020
Feb 17 2020
Just as a note, the 1k resolution HDR files from HDRI Haven do not show those artifacts.
It is not a Cycles problem. The HDR files just contain negative values which they should not in any case. Probably happened while over sharpening or extreme compression.
I still don´t know what method was used before because I could not reproduce that kind of compression in either Blender or Natron. The exr files I got are unfortunately at least twice the size then the ones shipping with Blender.
Feb 15 2020
So I found all of them and resaved them as DWAA exr files but the total file size is now 4.75mb compared to 1.8mb before.
I have no idea what kind of compression was used before. I can upload the new ones here if you want.
I checked all of them and only forest and studio seem to be ok.
I can try to find all of them on HDRI Haven and post them here with DWAA compression if that helps.
Oct 9 2019
Sep 20 2019
Sep 12 2019
Aug 1 2019
I remember that I tried that as well. Anyway, it still does not show up in Maya 2017 and 2018. Funny enough, I tried it in 3ds max 2019 and there they are.
May 20 2019
May 16 2019
May 14 2019
May 12 2019
May 10 2019
May 8 2019
May 7 2019
May 6 2019
Apr 26 2019
Sorry for being unclear. I meant the Toolbar and Sidebar and according to the menu entry, they are assigned to CTRL [ and CTRL ] which don´t work on my German keyboard layout.
Apr 25 2019
I didn´t mean the Add menu itself, I meant the search item in the add menu in the node editor. This is the way it is in Nuke, Maya etc. You hit TAB and directly type in what you are looking for.
Anyway, if that is not possible, and since shift+A is still used for the add menu in the node editor, wouldn´t it be more consistent to have shift+A for the add menu in the 3d view as well?
Hey William, this is a lot better now especially with the middle mouse button.
One small issue though. If you want to move the object by 5 units in X, you have to click MMB once, move the mouse slightly then hit X, then 5 and enter.
Would it be possible to not move the mouse slightly or would it interfere with something else?
Apr 15 2019
Apr 14 2019
Apr 3 2019
Mar 31 2019
Of the top of my head I would say Ctrl or Shift+Tab could work or maybe even Ctrl+RMB?
It does get quite complicated since I wouldn´t want it to collide too much with addons like the Node Wrangler either.
Any chance we can get Tab for direct search in all of the node editors? I know it will conflict with node groups but maybe we can find something else for that. Maya, Nuke and I believe Houdini use it as well.
Feb 6 2019
Jan 29 2019
I created one here https://developer.blender.org/T60977
Jan 28 2019
Could someone test this again in Maya?
I dont seem to get any vertex color info into Maya here even though re importing the abc back into blender does work.
Tested it myself here using the daily builds of blender 2.8, official 2.79 and daily 2.79.
Nov 28 2018
Nov 18 2018
May 8 2018
Nov 18 2017
Nov 17 2017
Does it require a complete sequence?
Not all channels always start at 1001 and sometimes not all tiles are exported.
What would be the default color for those missing tiles? A user definable color would be welcome.
Aug 16 2017
When you switch from Multiscatter GGX to GGX, you will see a Transmission Roughness Parameter beeing added which should be Input Number 16.
Aug 9 2017
Not sure what "none" used to do in the original filmic config but "base contrast" as default makes more sense.
+1 for filmic as default in general :)
Jul 11 2017
I did say that it´s not really a bug and there is a small blend file included.
Jul 10 2017
Try removing the display driver with Display Driver Uninstaller and install just the display driver without any extras. Worked for me.
Jun 27 2017
The file renders fine here on CPU as well as GPU with F12 and in the viewport.
Jun 26 2017
I have had the same issue with GPU rendering but with a GTX 1070. Although the whole setup was not even a year old, the only thing that helped was to cleanly remove the driver with Display Driver Uninstaller and reinstall. Runs like butter now.