- User Since
- Sep 21 2015, 12:49 AM (260 w, 6 d)
Tue, Sep 15
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Wed, Sep 9
Jul 3 2020
Jul 1 2020
Jun 10 2020
Jun 9 2020
Ok, I am sort of sure that GPU_draw_list_submit is from where the lag comes.
ok, I was playing with perf and got these record results. Maybe it could shine some light Idk.
After bisecting between v2.82a and v2.83 I found this commit to be the first with the issue.
Jun 8 2020
@Ankit Meel (ankitm)
I also noticed a weird behaviour.
May 7 2020
It seems to be trying to approximate the final position of the vertices when infinitely subdivided. Isn't it slower than just subdividing?
Apr 13 2020
Apr 2 2020
@William Reynish (billreynish) please I just want to know.
Mar 21 2020
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 17 2020
Mar 16 2020
Mar 14 2020
I made another matcap for testing:
@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 7 2020
Mar 3 2020
Mar 2 2020
@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 1 2020
Oops, I forgot to add him, I even used this commit as reference.
Feb 26 2020
Yes!! heck Yes!, Its a extremely welcome feature.
Nov 25 2019
Oct 2 2019
Sep 27 2019
I am convinced that it was caused by D5659 might be some biasing issue.
Sep 26 2019
@Philipp Oeser (lichtwerk) enabling soft shadows or upping samples only seems to smear out but not remove this weird line.
Sep 25 2019
Bug or not, this is an undesirable behavior that makes SSS quality awful, to the point of unusable, this needs fix.
Sep 13 2019
Sep 11 2019
Match comment style.
@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 6 2019
Sep 5 2019
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.
Aug 29 2019
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 24 2019
Another thing: is there any reason for lock object mode be enabled by default?
@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 20 2019
Adding a dynamic keymap to the number row back similar to how it was in 2.79 might be the solution.
Aug 19 2019
@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 16 2019
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 14 2019
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 13 2019
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 12 2019
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.
Jul 18 2019
Would be also great to have python defined nodes.
Ones that run like operators.
Jul 2 2019
I am convinced that if separate albedo is on, the best is to not mask the lighting.
@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?
Jun 27 2019
@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?
This is a terrible problem, it'll make SSS unviable for characters.
Jun 24 2019
@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 23 2019
May 25 2019
May 24 2019
Please, focus more on contrast and apparent curvature rather than making it look the same.
May 16 2019
May 14 2019
May 10 2019
Just to point out, would be nice to have modifiers working on sculpt mode, not the other way around.
May 8 2019
May 5 2019
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?
Apr 29 2019
Apr 28 2019
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.
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.
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?.
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 27 2019
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".
@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 25 2019
that was my fear, old keymaps not being backwards compatible.