- User Since
- May 25 2013, 1:20 PM (313 w, 4 h)
Is there currently a way to re-arrange the Pie-Menus from the side of the user?
For instance the horizontal axis for the most used items is completely wrong for me, and I'd like to have them on a vertical one - so for instance the a TAB pie menu would have Object mode up top and Edit mode on the bottom.
Or at least provide us with a settings option to change them from a horizontal layout for most used items to a vertical one.
Apr 9 2019
Dec 15 2018
Hmm, I guess you're right about it being a TO DO feature for Cycles.
Dec 14 2018
Are you also testing this on Linux?
Hit TAB twice and then bake and it'll crash - if you just open it when it was saved with both objects selected and in edit mode it will bake out ok and not crash, if you do TAB and TAB again to go out of edit mode into object mode, and into edit mode again and hit bake, it'll crash
Select the high poly, select the low poly, go into edit mode and hit bake - Blender crashes instantly.
Dec 2 2018
Tried it in in 2.80-8c620c8e2b3 and normal baking is still broken in the same way as all other baking is broken right now - seems to be catching faces from the other side of the mesh - regardless of the raycast setting.
Dec 1 2018
it worked for a single color, but when the color on the High Poly got varied (attached example) it is apparent that the bake result is patchy and broken and looks exactly like the effect with all other bake types, AO, normals, etc.
Regardless of if the file came from 2.7 or 2.8 - however there seems to be a small difference in the final effect based on that.
If, in the 2.8 created file I change the shader on the High Poly from Principled BSDF to Diffuse BSDF the result is that consistently only half of the faces in the low poly box bake out.
Huh, you're right, when I bake the diffuse in 2.8 using a file created in 2.7 it works.
Nov 30 2018
Example file for baking diffuse:
Example file for baking ambient occlusion:
A link to an example file set up for baking:
Sep 12 2018
I tried baking a simple model with Cycles recently and the problem persists, the low poly mesh had edited normals using the blend4web plugin, and cycles ignored them during baking, while internal gave me a correct, and quite visibly different result of the bake.
May 12 2018
Any progress on this?
Doing a model with custom normals on the low-poly and the expertimental dispalcement on the high poly... and kinda can't progress until this is fixed, is there an ETA?