- User Since
- Nov 30 2008, 9:31 PM (559 w, 3 d)
Tue, Aug 20
Sat, Aug 10
@ThinkingPolygons (ThinkingPolygons) I discussed it with @Pablo Dobarro (pablodp606). His approach was only the rotational of the images and missed many things. All tools inside the Image/UV editor needs to be adjusted to work with a rotated canvas for example. The outcome was that I would redo the feature so it will be well maintained.
Fri, Aug 9
There is a outline of the displaced mesh, but the shading makes it look black.
@Clément Foucault (fclem) as you introduced it, I add you as code reviewer :-)
Added f back
Removed unused code
Postpone rendering of checkerboard for better compositing
Move the drawing of the checkerboard to object_mode.
Does it make a difference when you change the shadow map size/type in the render tab of EEVEE?
Can you test if there is any difference when you set the 'Viewport -> Textures -> Limit Size' in the preferences to a lower value.
Can you also start blender with --debug-gpu command line option and attach the log to this report.
loading of the compiled kernels when not using parallel compilation
Thu, Aug 8
Seems to crash during viewport rendering will need more testing.
Use Alpha premul for camera images
- alpha channel of source image is ignored. Add a shader that does premultiply the colors with the alpha
Might be related to the new way how we read files. Blender 2.80 has optimize loading of large production files (spring), by only loading the parts of linked libraries that are actually used. We went from sequential access to random access. Please check if your configuration is optimized for random file access. I assume that it is related how your network/QNap has been optimized.
Reopened as only point 1 has been addressed. Workbench still needs to be used for drawing these paint modes.
Wed, Aug 7
Currently this is intended due to performance reasons.
You can always switch to EEVEE to see the textures during sculpting.
you graphical processor is not officially supported and falls under community support. You could try to install the latest drivers to see if that fixes your problem. Additional you can also try to start blender with the --debug-gpu-force-workarounds option to see if that works. What would help is to attach the system-info.txt generated by blender under Help -> Save System Info to this report.
It crashes inside your graphics driver. It is unclear to us which version of the driver you are using. Please check if you have installed the latest driver and provide us with the system-info.txt from Help -> Save System Info perhaps it gives some more information why your graphic driver is failing.
Some feedback from @Julien Kaspar (JulienKaspar):
Due to a new proposal EEVEE Preview Shading Mode this task became obsolete. Closing
Just for completeness, here is the image that shows the difference when rendering the spheres in cycles and eevee using an HDRI with highlights.
Seems like a faulty blit function (unlikely) or an incorrect GLState (likely but then should be reproduceable by any Polaris based card).. at this point we cannot tell for sure until we can reproduce it. @Juanfran Matheu (jfmatheu) just to be sure can you also provide us with the system-info.txt that is generated by Blender using Help -> Save System Info.
Depends on what the user expects. I would say that they expect it to be rendered by the engine it is currently using. Showing EEVEE spheres on top of Cycles renders will not produce the expected results (EEVEE doesn't extract hotspots and shadows from HDRI for example). So the reason why rendering the spheres using cycles is first of all functional.
Tue, Aug 6
@Brecht Van Lommel (brecht) how can we move forward with this issue? I checked with Bastien, he proposed to check with you.
Seems to be a dual state problem.
This entails that we will need to render the lookdev spheres using Cycles. Technical this could be done by adding additional preview renders like we have for materials and composite them on top of the viewport, seems to be doable, but a bit hackish as there can actually be tree cycles-sessions at once. Of course we can cache these previews so it only changes when the camera or world settings change.
Regression introduced by rBfed6c1a970f1: Fix T62876: Camera Background Images. So this case wasn't migrated over correctly.
Already resolved in master
Current master already supports camera background images with shifted camera.
Fixed memory leak introduced by freeing the incorrect float-buffer after converting passes.
Fixed by committing D5276: Draw: Fix Camera Images Interfere During Selection
Closed by committing D5279: UI: Textual change Texture Paint Opacity
Mon, Aug 5
Please update your device drivers they are from 2015. Download and install the latest from intel website and try again.
Please update your device drivers you have installed the device drivers of your OEM and haven't been updated fixed or patched for 7 years :-).
Sun, Aug 4
Please check if this isn’t a duplicate of T66489