- User Since
- Aug 13 2010, 4:07 PM (371 w, 1 d)
Mon, Sep 11
Thanks, but the reason of using self is the object having many thousands of copies (things like petals of opening flowers etc.). Referring each one to itself is not really possible.
Wed, Sep 6
Fri, Sep 1
Wed, Aug 30
Aug 23 2017
"If you press F12, you always render according to renderlayer set-up."
Nope - try it.
Ok, depends on priorities probably. But there is still a problem of keyframes being inserted with -1..1 clipping, which was the main point.
@Ronan Zeegers (ronan) ducluzeau
Yes, I was using it for modelling and thank you for an insight and explanation of the reasons, but that is not the same as being logical :)
- "Only Render" display is disabled, thus it is logical to expect the view not to be influenced by what will be rendered.
- Viewport layers are detached from render layers, thus it should be only affected by layers that are set locally.
Aug 19 2017
Aug 14 2017
Aug 12 2017
Sorry, I'm not a developer :)
What I meant is it doesn't look like a bug, but something with geometry.
Also the general rule for reporting is to post an example .blend file. In this case that would avoid guessing.
Task manager graph shows CPU utilization not speed. It is logical that there's less computation while fetching transparent tiles, hence the lower utilization. Also the model seems to have relatively simple shader, hence not a big difference in render speed between geometry and background.
From how it looks - you may just have double edges there that don't overlap perfectly, hence you see some pixels of them.
That's normal. Obj files often don't contain materials, so changing viewport shading mode (that "button" is a viewport shading mode, it doesn't put materials on anything) shows them shaded white.
Aug 10 2017
Jul 23 2017
Daily build (e 982ebd) crashes for me.
Jul 22 2017
Jul 19 2017
Jul 18 2017
Sorry - Yes, I meant viewport Local Camera.
Jul 17 2017
Jul 15 2017
May 29 2017
Thanks. Not sure I get "delete for real" in outliner part though, as in Outliner->Blender file mode, Right click->Delete on objects acts the same as normal delete. That is - nothing happens if an object has shader node users.
May 25 2017
May 24 2017
- "When a texture coordinate shader node refers to an object and the scene is made a full copy of, the material itself gets duplicated, but the nodes still refer to an object in a previous scene, not the duplicate."
Isn't this a bug?
Maybe got it -
- When a texture coordinate shader node refers to an object and the scene is made a full copy of, the material itself gets duplicated, but the nodes still refer to an object in a previous scene, not the duplicate.
May 23 2017
Open the attached file and re-save it. The file has only one object present (as seen in the viewport and outliner), the rest were deleted. But a bunch of objects remain saved in the file as can be seen when trying to append or browsing data blocks.
Apr 26 2017
Apr 14 2017
Indeed. On linux, the daily build works fine, the 2.78c crashes.
Still though - daily build keeps non-linked objects present in the file after saving.
Mar 14 2017
-Change file path for file output in node editor.
-Check use curves in scene properties.
-Press render again.
-Resulting output files are different.
Mar 13 2017
Just run into this. So basically - viewport preview doesn't work for semi transparent objects as what you see is not what you get. I understand that probably output can be changed into what is shown in viewport theoretically, but I wasn't able to do that in compositor. I can get a same image as if viewport would be rendered over some color, but not if keeping the alpha (adding un/premultiply seems to fix alpha issue, but brightens the colors, that doesn't mach the viewport again).
Mar 10 2017
Ideally a "find missing files" function, could have in additional to "Find All" option to replace the packed files too, so that only known not to exist files could be unpacked after. But that's definitely a feature request...
Nov 18 2016
Nov 11 2016
As I said, I understand that, that's why I asked if it is possible to let user know in the status bar, when the auto-save is being executed or at least when file writing fails.
Nov 9 2016
Oct 3 2016
Sorry, a proper one
Aug 1 2016
May 25 2016
May 24 2016
May 22 2016
So it is usable and the actual value is retrievable. Not the end of the world then. Thanks.
Though is there a reason to rounding it this way? I mean it's a direct input value, not a generated one, thus any weird number gets entered exactly as intended.
Strangely that works. However, try entering 0.012, 0.017, 0.01111 - it returns 0.01, 0.02 etc.
May 21 2016
May 18 2016
Feb 6 2016
Feb 4 2016
That's the point - objects visibility state icon is not the only criteria for it to actually be visible. Local viewport layers do that too, hence it's not enough to iterate through that to get if user actually is aware of the object. Didn't find a proper way to do that in an hour long googling.
Thanks, that clarifies the reason it's not showing. Had to deal with same problem on what objects python considers visible. However that's not exactly right behavior. Though I agree that it's hard to figure out a quick fix without crippling something else...
Maybe that's far fetched idea in terms of coding, but how about considering all viewports currently displayed inclusively, instead of scene, to define visibility state? That would fix both this issue and accidental changes to actually invisible objects via some scripts that depend on visibility list too.
Sorry, accidentally erased the link, here:
Feb 3 2016
Jul 27 2015
Maybe I mis-described something. With the present setup in the file (no need to create new constraints), when parented, object changes position, though constraint is not even position related.
Jul 26 2015
There is no set inverse button in the Copy rotation constraint.
Jul 25 2015
Jul 22 2015
Apr 29 2015
Sorry, it seems I deleted reference to file after uploading, here it is:
Apr 12 2015
Mar 23 2015
But is there a reason for separating camera scale factor? I mean the same image hardly can be used in both camera and orthogonal views, thus there shouldn't be collision of use. The default scale factor of 5 might be a bit misleading for camera though.
Jan 14 2015
I was thinking the same at first, but with limit of only 3 bounces almost all rays reach their limit. So then there either is some mythical condition when shader takes seriously more to compute single bounce or the ray doesn't really get terminated after the limit in some cases. I'm only speculating of course. Wish there'd be a way to see what actually happens :D
Jan 11 2015
@Zauber Paracelsus (zauberexonar) This saved me lots of headache inventing bizarre workaround shading trees :) Thanks.
Though the description seems totally different, and bounces are set to flat 3 for everything, indeed, suggested increase of roughness to 0.001 seems to decrease render time drastically. Might too high refraction precision be a clue to the problem?
Dec 18 2014
I see. So if I get it right the data basically is there but it has no v.goup definition. (I presume so because as soon as I manually create correctly named group for each object everything seems to work).
Could the solution be then to have a function that just copies v.group list from active object (or does it once while linking)? I guess it won't be a problem for me to python that, but it probably is a frustration for lots of people.
Sorry, accidentally pressed Submit.
Dec 1 2014
Sep 25 2014
I have the versions with mesh before and after this started to occur, but unfortunately the mesh is under strict NDA.
Almost exclusive operations performed were vertex merge -> at last/at center, but in this case I don't see particular changes between the two meshes. Is there a way to select the problematic edge so I can look for differences?
Sep 23 2014
Unfortunately can't comment on patch status, but at moment I'm using image viewer region -> change viewed frame, force-refresh and read it from that. Quite awkward and slow (though probably slowest part is transfer of pixels to python). Simply setting needed frame would be useful for sure.
Sep 5 2014
Jul 4 2014
Isn't that's why there is a link viewport with render layers button? To control whether viewport affects render layes.
Noo - it's other way around! In Cycles it works works great. It's a headache to deal with in internal :)
Viewport shouldn't override anything, especially if it affects final render.
Imagine rendering multipass with multiple scenes, where there are different layers in different scenes to be selected - hitting F12 becomes impossible then.
Jun 27 2014
May 24 2014
My mistake - there should be at least two keyframes of not the same value to see the effect.
May 12 2014
May 8 2014
It probably requires quite a bit of GPU memory.
But CPU freezes too for me.
May 3 2014
Apr 23 2014
But it doesn't seems like a distinct from parenting feature either :)
Apr 22 2014
Really would like to see this happen. I had to go through considerable efforts in connecting with external software on a few projects during last couple of years because of relatively simple fluid sims were required, yet grid fluid system, though good to have, proved to be limited in too many aspects for production use.