- User Since
- May 18 2013, 9:05 PM (428 w, 4 d)
Mar 25 2021
The Array modifier is probably the most common modifier used in Blender. Even though it's a duplicate of functionality that is possible already in the geometry node graph, a standalone Array node should absolutely exist for convenience and clarity of understanding to people transitioning to geometry nodes. It's generally good to avoid redundancy but redundancy is helpful in some circumstances such as here. It definitely should not be out of scope for conversion from a modifier to a node; instead, it's probably low-hanging fruit for easily completing.
Jan 13 2021
Nov 7 2020
I just read through the proposal and love everything about it— except the part that talks about a Cache node. That should happen automatically (each node caches its value, and that gets reused unless an upstream change occurs). It shouldn't require any user intervention, since caches always suck.
Mar 16 2020
Sep 20 2019
With the existing codecs and libraries, would it be equally simple to add support for WebP images? I am finding it more and more common that images I find online are in WebP format, and I have to manually open up a terminal to convert them to PNG with FFmpeg. Native support would be quite handy if it's not much work, especially in conjunction with WebM video support.
Aug 18 2019
Jul 11 2019
Thanks for the clarification on that detail @William Reynish (billreynish), that sounds sensible! Hopefully these changes are now agreeable for everyone. I understand the last minute changes going into the release candidates is for bug fixes so if this can't be slipped into RC2 then hopefully it can make an appearance for 2.81 in a few months!
Enable Viewport X-Ray -> Show Viewport X-Ray
Jul 8 2019
Jul 4 2019
@Brecht Van Lommel (brecht) I'm submitting this diff since I have not heard back on my replies to your comments, please read those and see if this diff now has wording that is satisfactory or otherwise let me know! Hopefully this can get added before the release candidate.
Jul 1 2019
Good points and improvements @Brecht Van Lommel (brecht). See replies and let me know your thoughts before I submit an updated diff.
Jun 29 2019
Tagging @Brecht Van Lommel (brecht) because I am not sure if you got a notification of my replies to the concerns you raised.
Apologies, I am not sure if I need to tag @Campbell Barton (campbellbarton) in order to see this (the comment I left above).
Jun 28 2019
Great point, I was not thinking about grease pencil which could have led to ambiguity. See this update.
"Drawing" -> "Display" to eliminate ambiguity with grease pencil drawing.
The first part of this issue is still an outstanding bug that should be fixed before 2.80 because it's so immediately obvious to anyone opening up the software for the first time. To reproduce: open Blender, click the camera, click elsewhere to deselect the camera. The lens remains highlighted yellow until you select a whole new separate object.
May 4 2019
Jun 17 2015
Thanks for taking a look and thanks for the info on that. However, as a user who doesn't know what all of those technical details mean, the way Blender acts in this edge case is clearly the behavior of a bug, not merely a limitation, so it seems to me that it should be classified as that. If I remove a hard edge, it should either work or tell me it didn't work due to a limitation. If it appears to work, but secretly it doesn't, that's a bug in my book.