- User Since
- Sep 21 2015, 12:49 AM (200 w, 1 d)
Thu, Jul 18
Would be also great to have python defined nodes.
Ones that run like operators.
Tue, Jul 2
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?
Thu, Jun 27
@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.
Mon, Jun 24
@Harley Acheson (harley), Not trying to be nosy but I think it would be better with just a thin outline and the highlight color.
Sun, Jun 23
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.
maybe you can upload your keymap file so devs can import and test it?
Apr 23 2019
I just want to point out a thing.
Apr 20 2019
I did mostly for sculpting because as I said more contrast is better.
Apr 19 2019
Apr 18 2019
could we get a soft limit for the sliders, so we can extrapolate if we really wanted?
And yes Please, a curvature blend matcap option would be fantastic for sculpting on a waxy, or oxidation material!
Apr 16 2019
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, windows 7, and the latest GPU driver, is there any news?
Apr 12 2019
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.
Apr 9 2019
Mar 29 2019
Its happening again.
Mar 26 2019
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.