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Juan Gea (juang3d)
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User Since
Aug 1 2010, 10:28 PM (463 w, 4 d)

Recent Activity

Thu, Jun 13

Juan Gea (juang3d) added a comment to T65228: Quick Fur particles enter in infinite loop and crash.

Yes, I have not found the problem yet, still looking at particles code when I have some time, I would like to do some proper debug and profiling as Antonio did to find if I found the bottleneck, but I don't think it's a bug, it's just something to be improved.

Thu, Jun 13, 4:41 PM · BF Blender

Wed, Jun 12

Juan Gea (juang3d) added a comment to T65708: Hair collision problem.

No worries, I agree with you that better defaults would be good for the hair system :)

Wed, Jun 12, 2:52 PM · BF Blender
Juan Gea (juang3d) added a comment to T65708: Hair collision problem.

BTW not knowing a tool and trying to use it before doing a big presentation has never been a good idea, I’m sorry to hear that you are in that situation, try to apply the settings I described in the previous message and give a bit of collision thickness to the collider.

Wed, Jun 12, 2:45 AM · BF Blender
Juan Gea (juang3d) added a comment to T65708: Hair collision problem.

I have to disagree.

Wed, Jun 12, 2:42 AM · BF Blender

Tue, Jun 11

Juan Gea (juang3d) added a comment to T65708: Hair collision problem.

Here is the example with correct settings:

Tue, Jun 11, 11:00 PM · BF Blender
Juan Gea (juang3d) added a comment to T65708: Hair collision problem.

I'm afraid this is not an inestability problem, I mean... it is, but it's not a bug, it's due to defaults being wrong, and also the haird collision system not being the best in the world, it's not too precise.

Tue, Jun 11, 9:12 PM · BF Blender
Juan Gea (juang3d) added a comment to T65725: crash during multiple undo .

I cannot reproduce it with the steps you said, an specific number and type of operations could be welcome to confirm this.

Tue, Jun 11, 8:07 PM · BF Blender

Sun, Jun 9

Juan Gea (juang3d) updated subscribers of D4993: Blue noise pixel correlation in cycles.

Looks great,

Sun, Jun 9, 10:21 PM · Cycles

Mon, Jun 3

Juan Gea (juang3d) awarded T65133: Selection not snapping to mesh generated from curves with modifiers a Yellow Medal token.
Mon, Jun 3, 5:08 PM · BF Blender
Juan Gea (juang3d) added a comment to T65133: Selection not snapping to mesh generated from curves with modifiers.

THANKS A LOT!!!!!

Mon, Jun 3, 5:08 PM · BF Blender

Wed, May 29

Kuldeep Singh (3DSingh) awarded D4910: Particle threading/task optimization a Love token.
Wed, May 29, 8:01 PM · BF Blender
Juan Gea (juang3d) added a comment to T65133: Selection not snapping to mesh generated from curves with modifiers.

@Germano Cavalcante (mano-wii) well, right now this is a pretty important feature, I'm not sure what areas do you think that need more attention in snapping, could be great to know :) (really, no pun intented) but a common workflow in any software is to snap things to curves, since for example CAD data come in curve form and some parts of a CAD model may be constructed based on the CAD curve to allow an easy iteration.

Wed, May 29, 4:51 PM · BF Blender

Tue, May 28

Juan Gea (juang3d) added a comment to T65228: Quick Fur particles enter in infinite loop and crash.

It seems to be related to some kind of capping, with 100.000 particles * 100 interpolated children all CPU's are being used ina multithreaded task, while with 100.000 * 10 interpolated children it seems that is not running the multithreading, so it's doing a single threaded task

Tue, May 28, 11:43 AM · BF Blender
Juan Gea (juang3d) added a comment to T65228: Quick Fur particles enter in infinite loop and crash.

ok, so in 2.8 is also working, so this may be just the result of having faster particle creation and now having a much slower children creation, which in reality it's not slower, it's that now it's more obvious, I'm not sure, still doing some more tests though

Tue, May 28, 11:29 AM · BF Blender
Juan Gea (juang3d) added a comment to T65228: Quick Fur particles enter in infinite loop and crash.

It seems that the same thing worked fin in 2.79, the problem seems to be related to child particles

Tue, May 28, 11:20 AM · BF Blender
Juan Gea (juang3d) added a comment to T65228: Quick Fur particles enter in infinite loop and crash.

It seems the problem is related to children generation, when trying to generate 100.000 particles * 10 children on viewport it hangs

Tue, May 28, 11:16 AM · BF Blender
Juan Gea (juang3d) updated subscribers of T65228: Quick Fur particles enter in infinite loop and crash.

I tested today's master in windows, i7-5960x, without problem:

Tue, May 28, 10:45 AM · BF Blender

Sun, May 26

Juan Gea (juang3d) created T65133: Selection not snapping to mesh generated from curves with modifiers.
Sun, May 26, 12:17 AM · BF Blender

Fri, May 24

Juan Gea (juang3d) added a comment to D2613: Cycles: Implement persistent storage for all scene data.

Why does this appears as buildable?

Fri, May 24, 2:06 AM
Juan Gea (juang3d) added a comment to T63166: Particle systems emitting in grid-like patterns when vertex groups are used.

@Sam Van Hulle (sam_vh) probably what you want is a blue noise distribution pattern, this will give the impression of random and organic but at the same time will give the particles evenly distirbuted without forming clumps, somethign that now happens, I wish this could be implemented

Fri, May 24, 1:29 AM · BF Blender

Thu, May 23

Juan Gea (juang3d) awarded P366 Choose scrambling distance for pixel-based sequence scrambling in Cycles a Yellow Medal token.
Thu, May 23, 10:20 PM
Juan Gea (juang3d) added a comment to T65043: Crash mantaflow branch changing domain type to liquid.

Do a new build, code was updated yesterday if I’m right 👍

Thu, May 23, 10:06 PM · BF Blender

Wed, May 22

Bataev Artem (shader) awarded D4910: Particle threading/task optimization a Y So Serious token.
Wed, May 22, 10:06 PM · BF Blender
Sav Martin (SavMartin) awarded D4910: Particle threading/task optimization a Love token.
Wed, May 22, 7:50 PM · BF Blender
Michael Soluyanov (crantisz) awarded rBfbae1c9ed5d3: Particle: optimize threading for many particles and many cores a Party Time token.
Wed, May 22, 4:32 PM
Pablo Vazquez (pablovazquez) awarded rBfbae1c9ed5d3: Particle: optimize threading for many particles and many cores a Yellow Medal token.
Wed, May 22, 2:57 PM
Pablo Vazquez (pablovazquez) awarded D4910: Particle threading/task optimization a Love token.
Wed, May 22, 2:52 PM · BF Blender
Fin O'Riordan (fin.eskimo) awarded D4910: Particle threading/task optimization a Love token.
Wed, May 22, 11:09 AM · BF Blender

May 22 2019

Juan Gea (juang3d) added a comment to T64962: Eevee: Transparent material black parts.

same problem here, black spots at the long distance

May 22 2019, 1:20 AM · BF Blender

May 21 2019

derek barker (lordodin) awarded D4910: Particle threading/task optimization a Party Time token.
May 21 2019, 11:38 PM · BF Blender
Juan Gea (juang3d) added a comment to T63701: Eevee Volumetric end distance.

I have the same problem, important to leverage clouds of Real Sky on Eevee, it will be super powerful when this is solved, I hope you can solve it before 2.80 release :)

May 21 2019, 10:40 PM · BF Blender
zebus3d (ofuscado) awarded D4910: Particle threading/task optimization a Love token.
May 21 2019, 7:39 PM · BF Blender
Juan Gea (juang3d) updated the diff for D4910: Particle threading/task optimization.

Following Bretch suggestion the patch has been super simplified, and it's performance is even a bit better.

May 21 2019, 4:22 PM · BF Blender
Juan Gea (juang3d) added a comment to D4910: Particle threading/task optimization.
  • Can you provide a test file that allows us to easily verify the performance increase?
May 21 2019, 2:33 PM · BF Blender
Juan Gea (juang3d) created D4910: Particle threading/task optimization.
May 21 2019, 1:39 PM · BF Blender

May 18 2019

Juan Gea (juang3d) updated subscribers of D4686: Adaptive Sampling for Cycles..

I'm curious about one thing, how is this different form this @Lukas Stockner (lukasstockner97) implementation?

May 18 2019, 1:42 AM

May 10 2019

Juan Gea (juang3d) awarded T63249: F12 Cycles render 8x slower than the same render started from commandline a Y So Serious token.
May 10 2019, 10:14 AM · BF Blender, BF Blender: 2.8

May 8 2019

Juan Gea (juang3d) added a comment to T64132: No viewport anti-aliasing in the shaded mode in the latest 2.8 builds from blender-2.80.0-git.b331515d2e47-windows64 (May 03) onward.

Shouldnt this option be in the solid mode pop-up rather or in addition to it being in the workbench render settings?

May 8 2019, 10:00 AM · BF Blender

May 7 2019

Juan Gea (juang3d) added a comment to D2613: Cycles: Implement persistent storage for all scene data.

Is this still alive?

May 7 2019, 12:31 AM
Juan Gea (juang3d) awarded D2613: Cycles: Implement persistent storage for all scene data a Love token.
May 7 2019, 12:30 AM

May 1 2019

Juan Gea (juang3d) closed T64070: Blender total crash when trying to access the scene material list as Resolved.

It seems that was a small temporary problem that has been already solved, I built Blender this morning and I had the problem, now I just rebuilt it and it seems everything is solved.

May 1 2019, 9:43 PM · BF Blender
Juan Gea (juang3d) added a comment to T64070: Blender total crash when trying to access the scene material list.

It also crashes when you try to open the material slot list

May 1 2019, 9:32 PM · BF Blender
Juan Gea (juang3d) created T64070: Blender total crash when trying to access the scene material list.
May 1 2019, 9:32 PM · BF Blender

Apr 19 2019

Juan Gea (juang3d) awarded D4696: Outliner: Show parenting hierarchy in view layer view a Like token.
Apr 19 2019, 4:26 PM
Juan Gea (juang3d) added a comment to D4696: Outliner: Show parenting hierarchy in view layer view.

For me 5+1.

Apr 19 2019, 4:26 PM

Mar 27 2019

Juan Gea (juang3d) added a comment to rBb24a255ca678: RNA: error on register when classes use invalid identifiers.

It's udnerstandable that this must be adopted for release, but right now was not something obvious for many of us, this has served as a good warning :)

Mar 27 2019, 1:54 PM
Juan Gea (juang3d) added a comment to rBb24a255ca678: RNA: error on register when classes use invalid identifiers.

@Campbell Barton (campbellbarton) do you think you could extend the "grace" period? so users can stay using the addons now that everyone is aware and addons are being translated, re enabling this IF statement, so addon devs are fully aware now, but users are not being able to work with addons, it feels like everything exploded, and it is not the case, so 2 weeks or 1 month more with the IF could be helpful for devs, and it will maintain users safe in general :)

Mar 27 2019, 10:46 AM

Mar 26 2019

Juan Gea (juang3d) added a comment to T62965: Blender 2.80 Close when try weigth paint a simple cube .

I've been able to reproduce the problem, but just in Linux, in windows I don't get a crash.

Mar 26 2019, 1:15 PM · BF Blender
Juan Gea (juang3d) awarded T62965: Blender 2.80 Close when try weigth paint a simple cube a Burninate token.
Mar 26 2019, 1:15 PM · BF Blender

Mar 25 2019

Juan Gea (juang3d) added a comment to D4304: Compositor: Added denoising node.

@Stefan Werner (swerner) Intel said that they just uploaded 0.8.2 with that you said fixed!

Mar 25 2019, 4:49 PM · Compositing
Juan Gea (juang3d) added a comment to rBb24a255ca678: RNA: error on register when classes use invalid identifiers.

This is understandable, but don't you think that you should have warned everyone clearly that this was going to happend?

Mar 25 2019, 4:41 PM
Juan Gea (juang3d) awarded T60094: Render crash when using Python API to modify object data in frame_change_pre handler a The World Burns token.
Mar 25 2019, 9:47 AM · BF Blender
Juan Gea (juang3d) added a comment to T60094: Render crash when using Python API to modify object data in frame_change_pre handler.

Just stumbled upon this bug, what a big bug!

Mar 25 2019, 9:46 AM · BF Blender

Mar 7 2019

Juan Gea (juang3d) added a comment to D4459: Cycles: Added fix for bump terminator problem..

Would this affect objects without bump? Because we have those terminator problems also in objects without any bump and maybe this can also soft those problems.

Mar 7 2019, 9:28 AM · Cycles
Juan Gea (juang3d) awarded D4459: Cycles: Added fix for bump terminator problem. a Yellow Medal token.
Mar 7 2019, 9:26 AM · Cycles

Feb 24 2019

Juan Gea (juang3d) awarded D3850: Mantaflow [Part 1]: Added preprocessed Mantaflow source files a Love token.
Feb 24 2019, 5:32 PM

Feb 12 2019

Juan Gea (juang3d) added a comment to D4304: Compositor: Added denoising node.

Ive been testing with denoising the light passes instead of the images and it does a significantly better job keeping the texture data.

Look two posts above. There's a bug that causes textures to get too blurry.

Feb 12 2019, 11:55 AM · Compositing

Feb 9 2019

Juan Gea (juang3d) added a comment to D4304: Compositor: Added denoising node.

I tired this on a Theory Studios build and it is amazing!

Feb 9 2019, 9:14 PM · Compositing
Juan Gea (juang3d) awarded D4304: Compositor: Added denoising node a Love token.
Feb 9 2019, 9:10 PM · Compositing

Jan 31 2019

Juan Gea (juang3d) awarded T60695: Optimized per-datablock global undo a Love token.
Jan 31 2019, 11:13 PM · Datablocks and Libraries
Juan Gea (juang3d) created T61080: Undo not working at all when you disable "Global Undo".
Jan 31 2019, 11:11 PM · Dependency Graph, BF Blender

Jan 11 2019

Juan Gea (juang3d) added a comment to D4189: TopologyRake for dyntopo..

This is a pretty neat feature for sculpting!

Jan 11 2019, 10:32 PM · Sculpting and Painting, BF Blender: 2.8
Juan Gea (juang3d) awarded D4189: TopologyRake for dyntopo. a Yellow Medal token.
Jan 11 2019, 10:31 PM · Sculpting and Painting, BF Blender: 2.8
Juan Gea (juang3d) awarded D4189: TopologyRake for dyntopo. a Yellow Medal token.
Jan 11 2019, 10:31 PM · Sculpting and Painting, BF Blender: 2.8

Nov 30 2018

Juan Gea (juang3d) awarded D3509: Add support for tiled images and the UDIM naming scheme a Love token.
Nov 30 2018, 12:33 PM

Nov 28 2018

Juan Gea (juang3d) added a comment to T56125: No Vector Displacement On Instances.

Sorry, for the tokens thing, something happened to my browser.

Nov 28 2018, 5:37 PM · Cycles, BF Blender
Juan Gea (juang3d) awarded T56125: No Vector Displacement On Instances a Y So Serious token.
Nov 28 2018, 5:36 PM · Cycles, BF Blender
Juan Gea (juang3d) awarded T56125: No Vector Displacement On Instances a Y So Serious token.
Nov 28 2018, 5:36 PM · Cycles, BF Blender
Juan Gea (juang3d) awarded T56125: No Vector Displacement On Instances a Y So Serious token.
Nov 28 2018, 5:36 PM · Cycles, BF Blender
Juan Gea (juang3d) awarded T56125: No Vector Displacement On Instances a Y So Serious token.
Nov 28 2018, 5:36 PM · Cycles, BF Blender
Juan Gea (juang3d) added a comment to T56125: No Vector Displacement On Instances.

I can´t understand why Vector Displacement not working on instances is not a bug.

Nov 28 2018, 5:36 PM · Cycles, BF Blender
Juan Gea (juang3d) added a comment to T56123: Cycles: Allow variable render tile size for mixed gpu/cpu.

Yes, I noticed it too lately, there is not much of a difference, at least not like before.

Nov 28 2018, 2:02 PM · BF Blender

Nov 14 2018

Juan Gea (juang3d) added a comment to T57811: CRASH - Render crashes Blender when you use AO Bounces in certain scenes, not in simple or empty scenes..

Sorry, fixed the file link.

Nov 14 2018, 11:27 AM · Cycles, BF Blender
Juan Gea (juang3d) updated the task description for T57811: CRASH - Render crashes Blender when you use AO Bounces in certain scenes, not in simple or empty scenes..
Nov 14 2018, 11:26 AM · Cycles, BF Blender

Nov 13 2018

Juan Gea (juang3d) created T57811: CRASH - Render crashes Blender when you use AO Bounces in certain scenes, not in simple or empty scenes..
Nov 13 2018, 12:51 PM · Cycles, BF Blender

Jul 14 2018

Juan Gea (juang3d) awarded T54888: Fracture Modifier 2.8 port a Party Time token.
Jul 14 2018, 10:55 PM · Physics

May 5 2018

Juan Gea (juang3d) added a comment to T54387: 2.8: Code-Quest (Topics we plan to cover).

I´m not sure where to put this, so I´ll put in this more generic thread, but please point me to the correct place if there is one.

May 5 2018, 8:47 PM · User Interface, BF Blender: 2.8

May 4 2018

Juan Gea (juang3d) awarded D2406: Cycles: Experiment with cutout object a Orange Medal token.
May 4 2018, 1:16 PM
Juan Gea (juang3d) added a comment to D2406: Cycles: Experiment with cutout object.

IMHO this should be included in Master, this is an awesome tool, for example to be able to clean up grass from grass patches that are distributed over a space, when you have to remove those parts that are inside the road but they should not, for example, this is great!

May 4 2018, 1:16 PM

Apr 10 2018

Juan Gea (juang3d) created T54562: "Share on Blender Cloud" is not working when using EXR as render output.
Apr 10 2018, 6:30 PM · Pillar, Infrastructure: Blender Cloud

Apr 8 2018

Juan Gea (juang3d) added a comment to D2662: Cycles: Adaptive rendering based on a norm of rendered pixels.

Any evolution regarding this? Specially now that the Code Quest started?

Apr 8 2018, 12:54 AM

Mar 23 2018

Juan Gea (juang3d) added a comment to T54387: 2.8: Code-Quest (Topics we plan to cover).

I would like to add two suggestions to Alembic:

Mar 23 2018, 4:18 PM · User Interface, BF Blender: 2.8

Feb 4 2018

Juan Gea (juang3d) added a comment to D2388: Cycles: initial work to support motion blur from Alembic caches..

Ok, thanks :)

Feb 4 2018, 11:12 AM · Alembic

Jan 30 2018

Juan Gea (juang3d) added a comment to D2388: Cycles: initial work to support motion blur from Alembic caches..

How is this going?

Jan 30 2018, 7:12 PM · Alembic

Jan 8 2018

Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

Most of the time I’m from mobile, but I’ll look a way to join there :)

Jan 8 2018, 6:10 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

I’m trying to think in what I just said, to explain it in another way, once you have all the particles split it in bigger voxels, calculate each separately and interpolate the result this split could even be configurable so you could adapt it to a number of threads or parts, you could even avoid the interpolation part to have a preview, if you want the exact same result as we have now you just configure 1 thread and that’s it, if you want to require less memory during the process (and that is totally outside my small knowledge of Blender code and C++) you could configure 32 voxels for 16 threads, this way you only need in memory the working amount of particles, so less particles per voxels so theoretically in my wonderful perfect world that only exists in my mind you would need less memory per thread but more time for calculating the interpolation of the defined voxels when the are all complete... again... I’m not sure if this is a nonsense, but I’m trying to imagine how could it be solved as a logical problem :)

Jan 8 2018, 5:55 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

Since this is a voxelization process (I’m assuming that) couldn’t you split the work in bigger boxers, save in memory just the voxels if each zone limit, work each zone with one thread and once it’s completed merge or interpolate those voxels limits?

Jan 8 2018, 5:45 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

It´ñs working great, I´m prepairing a tutorial related to this.

Jan 8 2018, 12:45 PM

Jan 5 2018

Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

I assume you solved the motion blur problem yesterday because now I got Motion Blur in Cycles with the latest fracture build!

Jan 5 2018, 12:33 PM

Jan 3 2018

Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

And I just noticed your sample with the surface deform, yes, it could be similar to surface deform, but using particles instead of meshes and with the abiltiy to break those meshes based in distance from underlying particles or something similar.

Jan 3 2018, 7:33 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

On a side note, maybe this motion blur thing can be also applied to the actual Fracture Modifier results, since if we don´t bake the results to keyframed objects we don´t have motion blur, but this removes the ability to have a non broken object using the Perform Merge option, wich is super useful with glass.

Jan 3 2018, 7:31 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

Yes, think about a grid of particles, with the Molecular Addon you have the ability to make that group of particles to behave as a solid object, and using forces and collisions you can make that group to split or break, it is similar to the old days when Sotimage made use of Lagoa Unified simulation system.

Jan 3 2018, 7:29 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

But then... how does elbeem fluids do the motion blur with Cycles?

Jan 3 2018, 6:50 PM
Juan Gea (juang3d) awarded rB4945003ffd52: remesh modifier can now remesh particle systems as well a Like token.
Jan 3 2018, 3:11 PM
Juan Gea (juang3d) added a comment to rB4945003ffd52: remesh modifier can now remesh particle systems as well.

No motion blur in particle systems remeshed.

Jan 3 2018, 3:10 PM
Juan Gea (juang3d) added a comment to D2388: Cycles: initial work to support motion blur from Alembic caches..

Exactly, this is very useful to be able to use fluids in production via Alembic.

Jan 3 2018, 3:09 PM · Alembic

Dec 31 2017

Juan Gea (juang3d) awarded D2970: Viewport HMD integration using OpenVR a Like token.
Dec 31 2017, 7:24 PM · User Interface
Juan Gea (juang3d) added a comment to D2388: Cycles: initial work to support motion blur from Alembic caches..

So... how is this going?
Is some alternative to this already implemented in Master, since we can take multiple geometry samples I though something could be already implemented, just asking.

Dec 31 2017, 2:23 AM · Alembic

Dec 5 2017

Juan Gea (juang3d) added a comment to rBfa3d50af95fd: Cycles: Improve denoising speed on GPUs with small tile sizes.

Yeah, decoupling tile sizes could be also a solution, in the end the target is to have a fast render and a fast denoiser avoiding the overhead of small tiles, so if the denoiser works better with bigger tiles the render could be divided in bigger tiles just for denoising, but since I don´t know the inners of the system I don´t know if it´s possible, but since you propose it, I assume it should be possible :)

Dec 5 2017, 11:44 AM

Dec 4 2017

Juan Gea (juang3d) added a comment to rBfa3d50af95fd: Cycles: Improve denoising speed on GPUs with small tile sizes.

Why not make the denoise as a post-render pass as other render engines?
This would kill the small-tiles problem because the denoise could be done with bigger tiles, I never understood why the current implementation does the denoising at the same time of the rendering.

Dec 4 2017, 11:35 PM