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Jean Da Costa (jeacom256)
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User Since
Sep 21 2015, 12:49 AM (260 w, 6 d)

Recent Activity

Yesterday

Jean Da Costa (jeacom256) added a comment to T74967: Geometry Nodes Design.

Modifier stacks should be emulated by a blender addon. If you look at some of the addons already out there for improving concept workflows the modifier stack isn't actually better than nodes, many addons create complex, messy, hacky modifier stacks and clutters the scene outliner to do procedural nondestructive modeling. Moving to nodes would make this actually better for these addons as it has moved to a fixed layer stack to a contained procedural graph. There is really no reason to have a hard coded modifier stack anymore in my opinion. It should just end up being a quick UI thing on top of the graph backend.

Sat, Sep 19, 3:57 AM · User Interface, BF Blender

Tue, Sep 15

Jean Da Costa (jeacom256) added a comment to T80759: Python API: segmentation fault on UNDO after duplicating objects from Application timer.

Note that I think we could even consider disabling operator execution from timers, this seems to cause a lot of bugs since operators aren't written to run outside the main event loop where the context is setup and events are being properly handled.

Tue, Sep 15, 5:29 AM · Python API, BF Blender

Mon, Sep 14

Jean Da Costa (jeacom256) created T80759: Python API: segmentation fault on UNDO after duplicating objects from Application timer.
Mon, Sep 14, 12:51 AM · Python API, BF Blender

Wed, Sep 9

Jean Da Costa (jeacom256) awarded D7270: Add Line material node a Love token.
Wed, Sep 9, 1:40 AM

Jul 3 2020

Jean Da Costa (jeacom256) added a comment to T63454: Z-depth of transparent image planes in Eevee messed up.

This is a known limitation of alpha blend, you will have to use alpha hashed if you want to avoid issues like these.

Jul 3 2020, 12:32 AM · BF Blender

Jul 1 2020

Jean Da Costa (jeacom256) added a comment to D6935: Modifiers: Subsurf modifier and Multires modifier add option to preserve and interpolate custom normals.
Jul 1 2020, 11:38 PM · Modifiers, Modeling

Jun 10 2020

Jean Da Costa (jeacom256) added a comment to T77641: sculpt mode performance regression in 2.83..

@Jean Da Costa (jeacom256) Can you test this?

diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c
index 8dd468b5414..277d23d19a0 100644
--- a/source/blender/gpu/intern/gpu_extensions.c
+++ b/source/blender/gpu/intern/gpu_extensions.c
@@ -227,7 +227,7 @@ bool GPU_context_local_shaders_workaround(void)
 bool GPU_crappy_amd_driver(void)
 {
   /* Currently are the same drivers with the `unused_fb_slot` problem. */
-  return GG.broken_amd_driver;
+  return true;
 }
 
 void gpu_extensions_init(void)
Jun 10 2020, 11:59 AM · EEVEE & Viewport, BF Blender

Jun 9 2020

Jean Da Costa (jeacom256) added a comment to T77641: sculpt mode performance regression in 2.83..

Ok, I am sort of sure that GPU_draw_list_submit is from where the lag comes.


Jun 9 2020, 11:24 PM · EEVEE & Viewport, BF Blender
Jean Da Costa (jeacom256) added a comment to T77641: sculpt mode performance regression in 2.83..

ok, I was playing with perf and got these record results. Maybe it could shine some light Idk.

Jun 9 2020, 10:08 PM · EEVEE & Viewport, BF Blender
Jean Da Costa (jeacom256) added a comment to T77641: sculpt mode performance regression in 2.83..

https://mesa3d.org
Can you update the mesa version ?

Jun 9 2020, 6:11 PM · EEVEE & Viewport, BF Blender
Jean Da Costa (jeacom256) updated subscribers of T77641: sculpt mode performance regression in 2.83..

After bisecting between v2.82a and v2.83 I found this commit to be the first with the issue.

Jun 9 2020, 1:02 AM · EEVEE & Viewport, BF Blender

Jun 8 2020

Jean Da Costa (jeacom256) added a comment to T77646: Invisible voxel size grid.

This is an optimization to avoid drawing a huge number of lines and slow down the viewport. In the future it may be possible to only render the lines that are inside the view.

Jun 8 2020, 10:15 PM · BF Blender
Jean Da Costa (jeacom256) added a comment to T77641: sculpt mode performance regression in 2.83..

@Ankit Meel (ankitm)
I also noticed a weird behaviour.

Jun 8 2020, 10:00 PM · EEVEE & Viewport, BF Blender
Jean Da Costa (jeacom256) added a comment to T77641: sculpt mode performance regression in 2.83..

Does the performance improve if you turn off Dyntopo ?
https://developer.blender.org/T76109

Jun 8 2020, 8:25 PM · EEVEE & Viewport, BF Blender
Jean Da Costa (jeacom256) created T77641: sculpt mode performance regression in 2.83..
Jun 8 2020, 7:32 PM · EEVEE & Viewport, BF Blender

May 7 2020

Jean Da Costa (jeacom256) added a comment to T76457: Subdivide algorithm differs from the industry standard.

It seems to be trying to approximate the final position of the vertices when infinitely subdivided. Isn't it slower than just subdividing?

May 7 2020, 12:22 AM · BF Blender

Apr 13 2020

Kenn Nyström (Frozen_Death_Knight) awarded D6985: Update matcaps to include specular pass. a Like token.
Apr 13 2020, 7:29 PM · EEVEE & Viewport, User Interface
Kenn Nyström (Frozen_Death_Knight) awarded D6975: Allow multiayer matcaps to override cavity shading. a Like token.
Apr 13 2020, 5:05 AM · EEVEE & Viewport

Apr 2 2020

Jean Da Costa (jeacom256) added a comment to T74967: Geometry Nodes Design.

@William Reynish (billreynish) please I just want to know.

Apr 2 2020, 5:01 PM · User Interface, BF Blender

Mar 21 2020

Jean Da Costa (jeacom256) added a comment to T74967: Geometry Nodes Design.

How is this going to work with add-ons?
Many use simple modifiers as macros to achieve complex results, whats appealing about current modifiers is that they are linear and easy to manage with scripts.

Mar 21 2020, 12:56 AM · User Interface, BF Blender

Mar 17 2020

Jean Da Costa (jeacom256) awarded rBb852db57ba24: Add experimental global undo speedup. a Love token.
Mar 17 2020, 5:18 PM

Mar 16 2020

Jean Da Costa (jeacom256) added a comment to D6975: Allow multiayer matcaps to override cavity shading..

While I do see the usefulness of the valley matcap, the benefit of the ridges matcap is less obvious to me.
@William Reynish (billreynish) @Julien Kaspar (JulienKaspar) do you have any use case in mind?

I'm still not sure about how to mix the cavity matcap with the darkening/lightening of the cavity effect.
Maybe the valley matcap should use the non modified cavity weight, blend with the base matcap THEN we apply the cavity darkening/lightening based on viewport value.

I think we should use another blend mode for all of this. You cannot lighten the render without breaking the alpha channel (alpha > 1). Ideally it would be the same as DRW_STATE_BLEND_ALPHA_PREMUL but without the alpha change.

Mar 16 2020, 3:32 AM · EEVEE & Viewport
Jean Da Costa (jeacom256) updated the diff for D6975: Allow multiayer matcaps to override cavity shading..

update diff.

Mar 16 2020, 3:21 AM · EEVEE & Viewport

Mar 14 2020

Jean Da Costa (jeacom256) added a comment to D6975: Allow multiayer matcaps to override cavity shading..

I made another matcap for testing:


Mar 14 2020, 10:46 PM · EEVEE & Viewport
Jean Da Costa (jeacom256) updated the diff for D6975: Allow multiayer matcaps to override cavity shading..

Update diff.

Mar 14 2020, 6:39 PM · EEVEE & Viewport
Jean Da Costa (jeacom256) added a comment to D6975: Allow multiayer matcaps to override cavity shading..

That's because it's missing an early out case in the curvature shader. That's my mistake. i'm going to fix it. in the meantime, test with only with the cavity (world space).

Mar 14 2020, 6:11 PM · EEVEE & Viewport
Jean Da Costa (jeacom256) added a comment to D6975: Allow multiayer matcaps to override cavity shading..

@Clément Foucault (fclem)
I'm trying to update the patch, but as soon as I changed the state to DRW_STATE_BLEND_ALPHA, I get this ghosting.

Mar 14 2020, 5:21 AM · EEVEE & Viewport

Mar 7 2020

Bartosz Moniewski (monio) awarded D6975: Allow multiayer matcaps to override cavity shading. a Love token.
Mar 7 2020, 10:14 PM · EEVEE & Viewport

Mar 3 2020

Fran Marz (franMarz) awarded D6985: Update matcaps to include specular pass. a Like token.
Mar 3 2020, 8:21 AM · EEVEE & Viewport, User Interface

Mar 2 2020

Jean Da Costa (jeacom256) added a comment to D6985: Update matcaps to include specular pass..

I think there needs to be a settting that can blend the specular pass with the diffuse pass so the user can control the amount of specular highlight.

Mar 2 2020, 5:57 AM · EEVEE & Viewport, User Interface
Jean Da Costa (jeacom256) updated subscribers of D6985: Update matcaps to include specular pass..
Mar 2 2020, 3:33 AM · EEVEE & Viewport, User Interface
Jean Da Costa (jeacom256) added a comment to D6985: Update matcaps to include specular pass..

@Regnas (Regnas) I was concerned this could seem somewhat wrong for some people even me. But remember, all those matcaps are in public domain

Mar 2 2020, 3:00 AM · EEVEE & Viewport, User Interface
Jean Da Costa (jeacom256) created D6985: Update matcaps to include specular pass..
Mar 2 2020, 2:15 AM · EEVEE & Viewport, User Interface

Mar 1 2020

Jean Da Costa (jeacom256) added a comment to D6975: Allow multiayer matcaps to override cavity shading..

That's interesting.
Maybe you should add Jeroen Bakker (jbakker) as a reviewer, since he was the one who implemented that multi-layer matcap system D5335 ? 🤔

Oops, I forgot to add him, I even used this commit as reference.

Mar 1 2020, 3:56 AM · EEVEE & Viewport
Jean Da Costa (jeacom256) added a reviewer for D6975: Allow multiayer matcaps to override cavity shading.: Jeroen Bakker (jbakker).
Mar 1 2020, 3:55 AM · EEVEE & Viewport
Jean Da Costa (jeacom256) updated the summary of D6975: Allow multiayer matcaps to override cavity shading..
Mar 1 2020, 3:07 AM · EEVEE & Viewport
Jean Da Costa (jeacom256) created D6975: Allow multiayer matcaps to override cavity shading..
Mar 1 2020, 3:05 AM · EEVEE & Viewport

Feb 26 2020

Jean Da Costa (jeacom256) added a comment to D6935: Modifiers: Subsurf modifier and Multires modifier add option to preserve and interpolate custom normals.

Yes!! heck Yes!, Its a extremely welcome feature.

Feb 26 2020, 1:54 AM · Modifiers, Modeling
Jean Da Costa (jeacom256) awarded D6935: Modifiers: Subsurf modifier and Multires modifier add option to preserve and interpolate custom normals a Love token.
Feb 26 2020, 1:52 AM · Modifiers, Modeling

Nov 25 2019

Jean Da Costa (jeacom256) added a comment to T59294: Can't select mesh object in armature pose mode.

This is intentional, disable 'Edit -> Lock Object Modes'

Nov 25 2019, 6:28 PM · BF Blender

Oct 2 2019

Metin Seven (MetinSeven) awarded rB17f6b4d0f8d9: Sculpt: slight topology rake performance inprovement. a Like token.
Oct 2 2019, 8:06 AM

Sep 27 2019

Jean Da Costa (jeacom256) added a comment to T70249: Marbling effect on Eevee and subsurface scattering....

I am convinced that it was caused by D5659 might be some biasing issue.

Sep 27 2019, 1:24 AM · EEVEE & Viewport, BF Blender

Sep 26 2019

Jean Da Costa (jeacom256) added a comment to T70249: Marbling effect on Eevee and subsurface scattering....

@Philipp Oeser (lichtwerk) enabling soft shadows or upping samples only seems to smear out but not remove this weird line.

Sep 26 2019, 4:41 PM · EEVEE & Viewport, BF Blender

Sep 25 2019

Jean Da Costa (jeacom256) added a comment to T70249: Marbling effect on Eevee and subsurface scattering....

Bug or not, this is an undesirable behavior that makes SSS quality awful, to the point of unusable, this needs fix.

Sep 25 2019, 8:17 PM · EEVEE & Viewport, BF Blender

Sep 13 2019

Jean Da Costa (jeacom256) updated the task description for T69827: EEVEE sss translucency artifact..
Sep 13 2019, 3:39 AM · EEVEE & Viewport, BF Blender
Jean Da Costa (jeacom256) created T69827: EEVEE sss translucency artifact..
Sep 13 2019, 3:39 AM · EEVEE & Viewport, BF Blender

Sep 11 2019

Jean Da Costa (jeacom256) added a comment to D5763: Sculpt: slight toporake performance inprovement..

Match comment style.

Sep 11 2019, 6:45 PM · Sculpt, Paint & Texture
Jean Da Costa (jeacom256) created D5763: Sculpt: slight toporake performance inprovement..
Sep 11 2019, 5:03 PM · Sculpt, Paint & Texture
Jean Da Costa (jeacom256) added a comment to T68745: Sculpt mode defaults.

@Pablo Dobarro (pablodp606) I've been experimenting with the sculpt mode and it seems like for the flatten brush, 0.5 normal radius is too small, it is making the brush behave weirdly, flattening but also bulging near edges, I think it should be bigger, say 0.85.

Sep 11 2019, 4:54 PM · Sculpt, Paint & Texture

Sep 6 2019

Jean Da Costa (jeacom256) added a comment to D5659: Eevee: Shadow map refactor.

Unfortunately NPR requirements are not really specific when it comes to lighting and making a system that works in all cases is a big headache.

Sep 6 2019, 1:01 AM

Sep 5 2019

Jean Da Costa (jeacom256) added a comment to D5659: Eevee: Shadow map refactor.

Sad that shadow_buffer_soft got removed, It was actually very useful for faking global illumination and ambient occlusion, and could really reduce the number of samples needed to get a decent image.

Sep 5 2019, 10:50 PM

Aug 29 2019

Jean Da Costa (jeacom256) added a comment to T54943: Blender 2.8 Defaults.

why the heck isn't there an option to have Load UI turned off by default?

There is:


Requested many times to be disabled by default, but no luck. This is a nightmare, specially for new users.

I do agree with @Gavin Scott (Zoot).
Ex. if you open my file with the default interface you can hardly discover all the work I did on the text editor.

Aug 29 2019, 8:24 PM · BF Blender: 2.8, User Interface
Jean Da Costa (jeacom256) added a comment to T68888: Mesh support for n-gons with holes.

From this thread on Blenderartists, my impression is that performance is a bigger concern, people are not happy about how slow edit mode is. If adding more checks for edges or a more complex mesh datastructure could be done without slowing even more the viewport it would be fine.

Aug 29 2019, 1:24 AM · Modeling, BF Blender

Aug 24 2019

Jean Da Costa (jeacom256) added a comment to T54943: Blender 2.8 Defaults.

Another thing: is there any reason for lock object mode be enabled by default?

Aug 24 2019, 7:55 PM · BF Blender: 2.8, User Interface
Jean Da Costa (jeacom256) added a comment to T69003: Transform object origins (adjusting origins, not the data).

@Campbell Barton (campbellbarton) could the option be added to the pivot point menu?
It would make it easier to access regardless of making sense or not.

Aug 24 2019, 3:57 PM · Modeling
Jean Da Costa (jeacom256) added a comment to T69003: Transform object origins (adjusting origins, not the data).

@xan2622 (xan2622) that addon is a hack, using hacky panels, temporary empty objects and clumsily requires users to 'commit pivot' for every change.

It's not a good reference for this feature.

Aug 24 2019, 5:24 AM · Modeling

Aug 20 2019

Jean Da Costa (jeacom256) added a comment to T68745: Sculpt mode defaults.

Adding a dynamic keymap to the number row back similar to how it was in 2.79 might be the solution.

Aug 20 2019, 4:48 AM · Sculpt, Paint & Texture

Aug 19 2019

Jean Da Costa (jeacom256) added a comment to T68745: Sculpt mode defaults.

@Pablo Dobarro (pablodp606) I don't think two step shortcuts are a good idea, brushes don't have much visual feedback, nothing is more annoying than cyclic shortcuts when you have no idea of what state the brush was before, you keep blindly mispressing keys and having to undo and look at the keyboard to see what's the right sequence. Not fun.

Aug 19 2019, 11:15 PM · Sculpt, Paint & Texture
Jean Da Costa (jeacom256) added a comment to T68745: Sculpt mode defaults.
  • Draw = D
  • Orco Draw = Alt + D
  • Clay = C
  • Clay Strips = Alt + C
  • Layer = L
  • Inflate = I
  • Blob = Alt + I
  • Crease = Shift + C
  • Smooth = S
  • Relax = Alt + S
  • Flatten = Ctrl + T
  • Fill = Shift + T
  • Scrape = Alt + T
  • Pinch = X
  • Grab = G
  • Snake Hook = K (If someone has a better suggestion than K, tell me. Maybe V instead)
  • Thumb = Alt + G
  • Nudge = Alt + K (Perhaps Alt + V)
  • Pose = R
  • Rotate = Alt + R
  • Simplify = Shift + S
  • Mask = M
  • Mask expand = Shift + M
  • Mask by normal = Alt + Shift + M (Maybe not very good if it required careful mouse placement)
  • Voxel remesh = Ctrl + V

Might seem a bit excessive but this is just to see if all could get a shortcut with the most used brushes having more accessible ones.
If tools should get merged in the future or if some should be left without a shortcut it should reduce the density of the keymap.

Aug 19 2019, 11:09 PM · Sculpt, Paint & Texture

Aug 16 2019

Jean Da Costa (jeacom256) added a comment to T54943: Blender 2.8 Defaults.

I am strongly averse to zoom to mouse position, it gives me chills!!
It doesn't feel right as the mouse can be anywhere on the screen and most of the time I am not consciously trying to control where the mouse is positioned for zoom. It causes dissonance as I see the zoom doing such an unpredictable movement.

Aug 16 2019, 8:20 PM · BF Blender: 2.8, User Interface
Jean Da Costa (jeacom256) awarded T60695: Optimized per-datablock global undo a Love token.
Aug 16 2019, 3:58 PM · BF Blender, Data, Assets & I/O, Performance

Aug 14 2019

Jean Da Costa (jeacom256) added a comment to T54943: Blender 2.8 Defaults.

Anything against making "Zoom to Mouse Position" default?

Aug 14 2019, 10:02 PM · BF Blender: 2.8, User Interface
Jean Da Costa (jeacom256) added a comment to D5406: Zoom to Mouse Option for 2D Editors (Separated from 3D View).

I also, don't want to care about where is my mouse whenever I do a simple zoom, it would be in the least... nauseating.

Aug 14 2019, 10:00 PM · User Interface
Jean Da Costa (jeacom256) awarded T68471: Shadow System Refactor a Love token.
Aug 14 2019, 2:09 PM · EEVEE & Viewport, BF Blender (2.81)

Aug 13 2019

Jean Da Costa (jeacom256) added a comment to T67997: Retopology in Blender.

@Ludvik Koutny (rawalanche) it's partly that, and also that we wanted to add more advanced tools which wouldn't be easy to add to Edit Mode as it exists today.

Aug 13 2019, 11:53 PM · Modeling, Sculpt, Paint & Texture, User Interface, BF Blender
Jean Da Costa (jeacom256) added a comment to T67997: Retopology in Blender.

Add a Retopology snapping option, which allows snapping to self while also projecting onto source, and snaps the current selection.

The key is, how are you gona define the "source" should it be the active collection, visible objects, selected objects or what?
Also, should the snapping be based on euclidian global space or projected screen space?

Aug 13 2019, 10:11 PM · Modeling, Sculpt, Paint & Texture, User Interface, BF Blender

Aug 12 2019

Jean Da Costa (jeacom256) updated subscribers of T67997: Retopology in Blender.

I have objections on making a completely new mode for retopology, there are simpler ways of enabling better retopology without bloating blender with highly specialized features that are not really useful for other tasks.

Aug 12 2019, 11:58 PM · Modeling, Sculpt, Paint & Texture, User Interface, BF Blender

Jul 18 2019

Jean Da Costa (jeacom256) added a comment to T67088: Everything Nodes UX.

Would be also great to have python defined nodes.
Ones that run like operators.

Jul 18 2019, 3:15 PM · User Interface, BF Blender

Jul 2 2019

Jean Da Costa (jeacom256) added a comment to T65849: Eevee - Objects in front of SSS (Subsurface Scattering) shaded objects cause bluish dispersion.

I am convinced that if separate albedo is on, the best is to not mask the lighting.

Jul 2 2019, 5:14 PM · EEVEE & Viewport
Jean Da Costa (jeacom256) added a comment to T65849: Eevee - Objects in front of SSS (Subsurface Scattering) shaded objects cause bluish dispersion.

Because the lighting does "bleed" from the occluder to the SSS object. This becomes a problem when the occluder recieves more light than the occludee.

Jul 2 2019, 4:45 PM · EEVEE & Viewport
Jean Da Costa (jeacom256) added a comment to T65849: Eevee - Objects in front of SSS (Subsurface Scattering) shaded objects cause bluish dispersion.

@Clément Foucault (fclem) just noticed that if we enable SSS on the occluder's material and set the SSS radius to 0, the problem goes away, presumably because the lighting mask gets disabled on the occluders?

Jul 2 2019, 4:14 PM · EEVEE & Viewport

Jun 27 2019

Jean Da Costa (jeacom256) added a comment to T65849: Eevee - Objects in front of SSS (Subsurface Scattering) shaded objects cause bluish dispersion.
Jun 27 2019, 8:34 PM · EEVEE & Viewport
Jean Da Costa (jeacom256) added a comment to T65849: Eevee - Objects in front of SSS (Subsurface Scattering) shaded objects cause bluish dispersion.

@Clément Foucault (fclem) I'm not into shaders but isn't there a way to mask out the non-sss material pixels influence on the blurring kernel?

Jun 27 2019, 2:02 AM · EEVEE & Viewport
Jean Da Costa (jeacom256) added a comment to T65849: Eevee - Objects in front of SSS (Subsurface Scattering) shaded objects cause bluish dispersion.

This is a terrible problem, it'll make SSS unviable for characters.

Jun 27 2019, 1:51 AM · EEVEE & Viewport

Jun 24 2019

Jean Da Costa (jeacom256) updated the task description for T66077: EEVEE missing material override..
Jun 24 2019, 12:27 PM · BF Blender
Jean Da Costa (jeacom256) created T66077: EEVEE missing material override..
Jun 24 2019, 12:27 PM · BF Blender
Jean Da Costa (jeacom256) added a comment to T62309: Make enum menus nicer.

@Harley Acheson (harley), Not trying to be nosy but I think it would be better with just a thin outline and the highlight color.

Jun 24 2019, 4:33 AM · BF Blender, User Interface

Jun 23 2019

Jean Da Costa (jeacom256) added a comment to T62309: Make enum menus nicer.

For muscle memory it can help to always have a particular item at the same distance, so that you can move there without reading the labels. If that distance is different every time it can be less efficient as you reorient yourself, even if the distance is shorter. Not sure how much difference this makes in practice.

Jun 23 2019, 7:24 PM · BF Blender, User Interface

May 25 2019

Jean Da Costa (jeacom256) created T65126: Can not edit studio light..
May 25 2019, 6:35 PM · BF Blender

May 24 2019

Jean Da Costa (jeacom256) added a comment to D4939: Viewport: Change default studiolight.

Please, focus more on contrast and apparent curvature rather than making it look the same.

May 24 2019, 8:28 PM

May 16 2019

Jean Da Costa (jeacom256) created T64680: EEVEE: Missing material_override in render layer settings..
May 16 2019, 3:49 AM · BF Blender

May 14 2019

Jean Da Costa (jeacom256) updated the task description for T64610: BMLops inconsistent order.
May 14 2019, 6:15 PM · BF Blender
Jean Da Costa (jeacom256) created T64610: BMLops inconsistent order.
May 14 2019, 6:11 PM · BF Blender

May 10 2019

Jean Da Costa (jeacom256) added a comment to T64333: Sculpt: mirror and other modifiers not visible in workbench sculpt mode.

Just to point out, would be nice to have modifiers working on sculpt mode, not the other way around.

May 10 2019, 8:37 PM · BF Blender

May 8 2019

Jean Da Costa (jeacom256) created T64333: Sculpt: mirror and other modifiers not visible in workbench sculpt mode.
May 8 2019, 9:59 PM · BF Blender

May 5 2019

Jean Da Costa (jeacom256) added a comment to D4058: Add AutoMerge Editing to the Snapping popover for better discoverability.

I like the idea, its really annoying to reach the editing options, but what about X-Mirror? those were together for a while, they will miss each other... why not put them on their private popup menu along with all other object editing options?

May 5 2019, 4:39 PM · BF Blender: 2.8

Apr 29 2019

Jean Da Costa (jeacom256) updated the task description for T63997: Weird z-fight during weight paint.
Apr 29 2019, 8:36 PM · BF Blender
Jean Da Costa (jeacom256) created T63997: Weird z-fight during weight paint.
Apr 29 2019, 8:23 PM · BF Blender

Apr 28 2019

Jean Da Costa (jeacom256) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

Well, I didn't get if you agreed to me or not but you seem right.
I personally don't care about the topbar, I don't like it to be honest, I like the idea of having my settings on the N-bar but from what I understand the topbar is only being used for settings of the active tool system, I also don't use active tools, so I never cared about anything but be able to hide the topbar, but if in the future we happen to have other important settings on the topbar, I'm glad to have them duplicated on the N-bar so, I am not forced to unhide it.

Apr 28 2019, 8:16 PM · User Interface
Jean Da Costa (jeacom256) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

Well, those tool options are not that frequently used, I kinda like the idea of moving these options to the N-bar because I can hide and show it easily whenever I want without much trouble, as opposite to the topbar that doesn't have a shortcut.
I don't care about wasting viewport space if I can hide what I am not using with one keystroke, the only thing that bothers me for the newbies a bit is that the N-bar is kinda far away from the toolbar, but its kinda cool that we could have all those settings located in one comprehensive and meaningful and hiddable place.

Apr 28 2019, 3:35 PM · User Interface
Jean Da Costa (jeacom256) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

This is getting confuse to me.
Anyway the only thing this patch does is moving the topbar to inside the viewport, nothing is really changed from a usage point of view, only that if there are multiple editors with multiple active tools, now each region have its own topbar and even if you hide it you still have access to the same settings in the N-panel isn't that?.

Apr 28 2019, 7:47 AM · User Interface
Jean Da Costa (jeacom256) awarded D4721: Topbar/Tool Settings UI Layout Changes a Love token.
Apr 28 2019, 12:56 AM · User Interface
Jean Da Costa (jeacom256) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

I think my argument is clear. Why can't an active tools user see his tool options in the same bar as other users?

you can! the point is that in addition to having the topbar now its also available in the N-bar If it annoys you that topbar enabled isn't the default anymore, at least keep in mind that it wasn't removed just like Right click isn't.

Apr 28 2019, 12:04 AM · User Interface

Apr 27 2019

Jean Da Costa (jeacom256) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

I like this change a lot, seems like the most mature way to deal with the topbar problem but currently its too hard to hide and unhide the topbar, it should be easier, either by having a shortcut just like N and T bars or by having a toggle somewhere in the viewport header written "Show Tool Settings".

Apr 27 2019, 11:21 PM · User Interface
Jean Da Costa (jeacom256) added a comment to D4721: Topbar/Tool Settings UI Layout Changes.

@Alberto Velázquez (dcvertice) I don't quite understand what is your argument, this path seems to be about adding an extra option for you to customize the interface either by using the topbar or not, If I get it right this allows you to hide the topbar and use the n-panel instead but doesn't remove the topbar permanently and doesn't relegate active tool users.

Apr 27 2019, 11:07 PM · User Interface
Jean Da Costa (jeacom256) updated the task description for T63943: Modifiers not visibe during sculpt mode..
Apr 27 2019, 7:29 PM · Modifiers, Sculpt, Paint & Texture, BF Blender
Jean Da Costa (jeacom256) updated the task description for T63943: Modifiers not visibe during sculpt mode..
Apr 27 2019, 7:29 PM · Modifiers, Sculpt, Paint & Texture, BF Blender
Jean Da Costa (jeacom256) created T63943: Modifiers not visibe during sculpt mode..
Apr 27 2019, 7:28 PM · Modifiers, Sculpt, Paint & Texture, BF Blender

Apr 25 2019

Jean Da Costa (jeacom256) added a comment to T63873: T Tool Shelf and N Tools Dont Work.

that was my fear, old keymaps not being backwards compatible.

Apr 25 2019, 9:03 PM · BF Blender
Jean Da Costa (jeacom256) added a comment to T63852: problems importing a custom keymap.

maybe you can upload your keymap file so devs can import and test it?

Apr 25 2019, 4:45 PM · BF Blender