- User Since
- Aug 1 2010, 10:28 PM (528 w, 5 d)
Tue, Sep 15
This is kind of super important for any third party render engine
Mon, Sep 14
Sun, Sep 13
You can test some of the sampling patches in our build, in graphicall.org, the bonemaster build
Sat, Sep 12
Tue, Sep 8
I suspect the problem is in the file:
Sun, Sep 6
I applied this patch succesfully to our build, but I see no difference, I'm trying the Moana VDB set and the memory consumption is the same, do I have to do something to enable it?
Fri, Sep 4
I have my doubts about this being a good solution:
Wed, Sep 2
Thu, Aug 27
Thu, Aug 20
A custom AOV to hold an override material could be good. For when you want an AOV that includes the whole scene (like with a custom depth AOV)
Aug 18 2020
Ok, no problem, this is fully compatible with master, I just did it with 2.83 to be sure, but this has not changed at all in 2.91 :)
@Jeroen Bakker (jbakker) if you can please change the branch to 2.83, I configured master because I imagine I cannot define this for 2.83
I may have done the patch the wrong way, I mean, the green part should be 0.0 and the red part the 1.0, my fault with git diff, I will update this.
Aug 14 2020
Jul 30 2020
Awesome, thanks! 👍
Jul 27 2020
Jul 23 2020
Hey @Brecht Van Lommel (brecht) was this useful at all? :)
Jul 17 2020
Ok, I tried to generate a patch, may not be perfect because some of the modifications along the time, but the problems should be just a matter of ui, in case you have any problem, and you will be able to overcome any problem in seconds I guess.
BTW another question regarding this, at what values have you tested?
Thanks for testing it.
Jul 14 2020
Jul 12 2020
Jul 2 2020
Jun 17 2020
Jun 16 2020
Jun 15 2020
Jun 12 2020
Jun 4 2020
May 27 2020
May 26 2020
May 9 2020
I think while the explanation is clea@2r, this is still problematic, since makes virtually impossible to use Cycles in a mixed pipeline, may not be a bug per se, so that's why I created this devtalk thread, but it's clear that since there are several "industry standard" adoption efforts, this should be one, because mixing Z-depths with other engines is currently no possible.
Apr 20 2020
Apr 17 2020
@Richard Antalik (ISS) I think what @Ruymán (ruyman) is trying to explain that when you have some custom preferences modifed in blender locally, then you create a custom app template but don't overwrite those preferences Blender is not respecting that user preference, but rather is re-loading the factory setting, and that's not desirable at all.
Apr 14 2020
Mar 31 2020
@Henrik Dick (weasel) what you ask for is a ton of work, the development of this feature has been a lot of work, and the already requested changes means also quite a lot of work.
Feb 17 2020
Feb 14 2020
@Jeroen Bakker (jbakker) we are dying for having your Ok to thiiiis :D
Feb 8 2020
Jan 26 2020
devtalk.blender.org and mention the developer you want to notice with an @ usually they notice it :) (admin delete this message after a while if you think it’s better)
Jan 18 2020
O agree on this, if it’s working as designed there are two possibilities:
Jan 14 2020
Jan 13 2020
Jan 11 2020
I noticed that the Optix denoiser can be enabled only when you use an Optix GPU.
Jan 10 2020
This is not buildable anymore, something changed in
and it's not possible to use
Jan 8 2020
Jan 2 2020
Then may there be a problem with the stats and not with the memory?
I think this is rather important because we tend to use different scrpits to scatter objects, or to procedurally modify a scene, and it feels like a big memory leak.
This is the script, in case it's lost from pastebin :)
Jan 1 2020
In the end I've been able to apply this, I had to resolve some conflicts but it's working :)
Dec 31 2019
While I understand this, this kind of information should be made available for the devs, it’s important and interesting, it should not be treated as a bug, but it should be treated in some way, and the curfew is a good opportunity to help organizing this kind of things IF they make sense :)
Dec 28 2019
Dec 27 2019
It can be resumed in this phrase really:
Dec 26 2019
Basically, be sure to have scale applied to any object in the simulation, the "scale up"operation with the apply operation could be your problem.
Also be sure to check the "Liquid" checkbox or the sim will be done but you won't see any particles.
Dec 24 2019
This is happening because the domain pivot is not in the correct place.
Dec 20 2019
I think it's a great plan.
Dec 18 2019
Dec 16 2019
It's the same behaviour I saw with the patch earlier, so may be the same problem that existed for the cycles preview window.
I can confirm this problem too since we use Box mapping extensively and we saw our scene going pink suddenly
Dec 13 2019
Impossible (for me) to build this against current master code
In intern/cycles/blender/blender_object.cpp, in line 529 there is a typo:
Dec 12 2019
Dec 11 2019
Why not let the user to deal with this manually? As much give a warning, but let the user decide
Dec 10 2019
I cannot build this because it says that BLI_bvhtree_overlap_ex is declared twice:
Dec 9 2019
As far as I know this is expected behaviour, domain settings (size and position) is only sampled at the begining of the simulation, so even if you move it, it will have no effect.
Dec 1 2019
@Lukas Stockner (lukasstockner97) With permission of Dorian, author of the new scatter plugin, where this texture is packed, I prepared a scene that shows the problem.
Nov 29 2019
Hey @Lukas Stockner (lukasstockner97) I've been able to test the patch again, and maybe the problem was mixed with something else, because I don't get the crash anymore, that's awesome :)
@Lukas Stockner (lukasstockner97) I'm going to test again and if it fails again I'll try to prepare an example blend file that always crashes.
Nov 26 2019
Ok, after testing it in our build I think there is some memory leak related to this, we tried a texture that comes with the scatter addon and it crashes with this: