- User Since
- Nov 30 2008, 9:31 PM (481 w, 10 h)
Wed, Jan 24
Tue, Jan 23
Jan 15 2018
Dec 19 2017
Ok see your point.
Dec 18 2017
Dec 6 2017
Consistency: Switch Grab and Rotate in the view manipulators.
Unclear as what functionality will work and what not. Or is this the real bare minimum without any users/use cases in mind?
But as you mentioned the asset manager might solve some basic use cases as adding an object and changing materials.
Nov 22 2017
It has to do that there is no sensible internal connection for a texture node. What has the input vector to do with the output color of the Texture node. You can see that even when muting the node Blender does not mute to an input socket.
So it is expected that you cannot do this.
Nov 20 2017
Even in cycles you see a difference. I thing that the difference is by what is determined as the dead center of the pixel coordinate. (lower left verses precise center). But will need more testing (if this is the case) and discussion about what should be the correct implementation.
Oct 31 2017
The only difference I see on my system is that the width of the relative blur is one pixel less. This behavior is that the percentage is rounded by casting the percentage (float) to an int.
Sep 8 2017
Using git commit 5b026486e4f2a36bf4c988593ebecb135a2ccf84 with amd pro duo card the default cube in eevee renders with jitters. Other cards with same build (AMD 480, GTX580) works fine (same machine). After toggling AO all works fine on pro duo card. I only noticed it a week ago after installing the pro duo card.
Sep 3 2017
These lines appear when determining the area of interest. Not sure why we never seen this one failing. But I added 1 pixel slack to the maxx and maxy side. Also tested with other resolutions and other tile orders.
Mar 28 2017
Nov 4 2016
Technical seems ok,