- User Since
- Sep 21 2015, 12:49 AM (187 w, 3 d)
Tue, Apr 23
I just want to point out a thing.
Sat, Apr 20
I did mostly for sculpting because as I said more contrast is better.
Fri, Apr 19
Thu, Apr 18
could we get a soft limit for the sliders, so we can extrapolate if we really wanted?
And yes Please, a blend matcap would be fantastic for sculpting on a waxy, or oxidation material!
Tue, Apr 16
Humm, interesting results but as a sculptor, the stronger the cavity effect, the better, for sculpting, contrast is better than realism, if we could control, separately the hue, saturation and brightness of the cavity and ridges it would be perfect.
Got the same issue with GTX 1050, is there any news?
Fri, Apr 12
As far as I know its just a matter of using the same normals that are currently used to compute the diffuse shading, It seems like the hair strand vector is being used instead.
Tue, Apr 9
Fri, Mar 29
Its happening again.
Tue, Mar 26
Well for me the delay seems to be of ∞ seconds.
Mar 25 2019
Mar 19 2019
Mar 12 2019
How many times I see this happening.
I kinda agree with @Reinis Adovics (kroko) W should activate context menu both in Left and Right keymaps, there's not a relevant point on making this seemingly random distinction between keymaps. It only makes harder for users who learn different keymaps to talk about the same thing.
Feb 10 2019
@Clément Foucault (fclem), One more information
Feb 6 2019
all the numbers start bigger than 1ms, then they quickly converge to small usual values before I have a chance to take a screenshot, not sure if its the sampling accumulating or actual times.
But those stats don't seem to follow the viewport lag.
@Sebastian Parborg (zeddb) Yes it helps make the viewport smoother. but there must be something changed because it was not happening before even with the driver settings untouched.
Feb 5 2019
Feb 2 2019
Jan 27 2019
Jan 25 2019
It seems related: T60776
Jan 24 2019
Jan 23 2019
@Jacques Lucke (JacquesLucke) It turns out that this problem is being caused by the emulate 3 button mouse option,
here's the .gif
WOW, developers fighting because of an abbreviation.
It might be slightly harder to read but its not the end of the world.
Jan 20 2019
As you might see on this post on devtalk, it's actually an undesirable behavior,
We need selection to behave consistently either by moving the mouse between clicks or not.
Jan 17 2019
@Campbell Barton (campbellbarton), @Brecht Van Lommel (brecht)
sorry annoying you guys, I wish I could get a second review on this. This is not such a big feature but I really believe it could make blender sculpting more competitive.
For some reason, some reviews neither get rejected nor approved, just stay stagnated.
I missed to fix the speeling from one comment... again ><
Jan 16 2019
Jan 15 2019
Jan 14 2019
Removed some unnecessary vector normalizations.
I guess there's not much to do to improve this.
The animator doesn't need to see the whole path all the time, its like onion skin, so this could be solved by limiting the number of frames evaluated, adding a start_clip and end_clip, maybe even with a pretty fading gradient.
Does it compile now?
Jan 13 2019
looks like you missed this one.
Remove pmap check
last diff was corrupted.
Radial may be quite hard to implement on edit mode objects are rarely radially symmetric.
We don't need to unify everything, only the axial symmetry, radial symmetry is a sculpt specific feature.
Jan 12 2019
- Direction estimation now uses sculpt_normal rather than just screen space movement.
- Removed unused if statement.
Jan 11 2019
Yeah, I was willing to implement this for a while, finally I could, lets wait to see if comes a review.
- Improved a bit the performance, by referencing the BMVerts instead of copying the coordinates from it.
- Variable number of iterations depending on the brush strength, maximum iterations is now 5.
Jan 10 2019
Number of alignment iterations was too low, set to 3.
Jan 9 2019
Hey, I wanna make a patch and submit for review but this problem is happening when I try to build blender for debugging.
I wanna make some changes to sculpt.c, should I just ignore or it can cause problems?
Dec 16 2018
Thanks for a good answer, now, I can understand a bit what happened, the fact that a thing designed to display global settings is being used to display local properties, is really alkward.
,A per-editor bar doesn't exclude topbar, it moves local settings like tools into it, while topbar can keep the global mode-related settings.
Many users are concerned that it's too disconnected from the editors when working with multiple splits in the screen, the topbar switch like crazy and is seemingly disconnected from the editors that it inherits settings from.
Dec 15 2018
Damn! Why you do this?
You look like a bot, Cmon, at least answer the question.
It can be on the devtalk thread, at least tacle the subject a bit, you are the interface designer.
Dec 12 2018
Hey, could someone take a look in this?, its stuck here without triage for a while.
Dec 11 2018
This is a bug, G to move does not work at all in LMB mode
Dec 9 2018
Dec 8 2018
Dec 4 2018
Its just a guess but there's something wrong with the shadow computation when its multiplyied by the reflection, seems like its not completelly zero allowing verry bright spots to "LEAK" when lamps are too strong.
Dec 3 2018
Now the manual is working to me now, thankyou guys!
Dec 2 2018
I wish I could start learning the api soon.
Can someone share a download link for the zipped docs so I can try to fix locally?
Weird, it's still not working.
Based on filenames loaded from my browser, I could check which files arent working and which ones are:
Dec 1 2018
This seems to be due to the specular lighting not being masked by shadow:
Oh, @Erick Tukuniata (erickblender) I found, its a really hidden setting, I guess it should be disabled by default, it is a fundamental fature.