- User Since
- Nov 9 2012, 3:38 PM (345 w, 4 d)
May 23 2019
May 19 2019
Apr 15 2019
Mar 18 2019
Mar 14 2019
Feb 28 2019
Feb 13 2019
Nice tests @Malte S (pandrodor), i also had issues with Albedo pass being in the wrong range for some objects in my scenes and they turned white , I used the same fix as you did but isn't the Mix node unnecessary? I got same results with just the Greater Than node and the Color Subtract.
Feb 6 2019
Luxcore team is experimenting the integration with Intel OIDN. Keep in mind their previous Bayesian denoiser was overblurring everything (and was much inferior compared to Cycles one), though the test shows the OIDN could do well with higher samplecounts too.
Feb 5 2019
Please check this thread with several tests, expand the post to show the comparisons. Other test and video are submitted across the topic.
Sep 10 2018
Jul 29 2018
Can confirm, i was going to report this myself and then i found this report.
May 4 2018
Mar 4 2018
Jun 16 2016
Many thanks @Thomas Dinges (dingto)
I'll run some tests in coming days, just played a bit and it seems Refraction BSDF still compute standard GGX instead of Multiscatter (same exact results with the two different models), not sure if it's intentional at the moment.
May 18 2016
Feb 9 2016
Ah, ok thanks for clarifying.
@Sergey Sharybin (sergey) , i think D1658 is the patch i was looking for to explain the "old" vs the "new" method, so the far left in the image I attached is *before* the patch, far right is *after* the patch has been committed. But(!), to get this new result, you need to reset the curve, it's not working automatically as soon as the user adds a point to the curve.
@Sergey Sharybin (sergey) , yes, as stated, this happens with factory settings too.
I can't find the commit but i remember (probably you?) that the behaviour of the curve mapping has been modified (now it's better btw, IMHO), there is an example here in this thread, now a single point give a sort of automatic S shape ---> link BA
Feb 8 2016
Feb 5 2016
Jan 17 2016
Sorry for late reply. Agree with suggestions.
Oct 7 2015
Sep 23 2015
The T46159 bug mentioned the use of Crease edges, my model hasn't, that's why I reported to be honest.
Sep 21 2015
Sep 14 2015
Check normals. Most likely they are inverted
Aug 11 2015
May I ask if you tested the blend? If yes, aren't you getting anything like the report?
May 9 2015
Feb 25 2015
With White Room scene i get very good results with portals. @Wolfgang Faehnle (mib2berlin), i tried yours but seems a bit extreme case given by the scene/shader/light setup.
Feb 23 2015
@Thomas Dinges (dingto) I don't understand what could be the benefits with meshes and portal bsdf, given the problems you highlighted too, if it has no advantage or doesn't open the doors to other shader trick mixing or light path why going with A option?
"B" seems the most obvious and less prone to user error usage imho, and already used in other engines.
To communicate the lamp is not emitting anymore, once "is portal" is checked, other settings should be greyed out as a feedback perhaps.
Jan 15 2015
Indeed 9xx are supported (960,970,980...release date 2014) you got a card from 2008 which probably has not even CUDA capability.
Dec 27 2014
Dec 21 2014
Nov 7 2014
Yes i tested the patch, been silent here to not create a forum-like discussion.
Oct 22 2014
@Sebastian Koenig (sebastian_k) happened to me the same and i also had reduced to 10ms the timeout. Once set back to 15, worked fine here.
Oct 11 2014
Ok this file attached fails systematically here with Occlusion queries.
Any chance to have another look into this?
Sep 6 2014
Jul 22 2014
NB: i know this is not a forum so i don't want to keep discussing more than this last post from me, but i follow development quite closely and think i'd share my 2c because there is people spending hours on tasks like this which get stopped or left apart.
Jul 21 2014
@venomgfx what's the point of proposing a complete redesign (which adds a ton of cluttering imho, the one with 3-4 px spacing + shadow i mean) within a very specific patch? We currently have drag widget for every single panel which is visually equal to the split editor function, the task is about to update this with a more pertinent one.
Jul 4 2014
A cursor placement tool would lead to a tremendously slow workflow and would not be beneficial at all imho, forcing tons of unneeded clicks.
Jun 29 2014
Blender has its own paradigms, there are plenty of other places where Blender could be closer to "standards", Ctrl for tooltips "because zbrush does this way" is really weak imo, but i don't care whether it will be one or another...the point i want to take care of is the second part of my comment, to not accidentally remove Alt+mmb scroll over input fields and dropdown menus.
What zbrush does is a really weak argument.
Jun 7 2014
May 28 2014
May 25 2014
May 15 2014
Hi Thomas, there is that particular build not working, but recent buildbot works, so if there is no need to investigate or others are not getting problems, let's close it I'd say.
May 14 2014
nightly build blender-2.70-30361a7-win64-vc12 now works.
May 12 2014
Thanks michalis, will try a newer build as soon as available.
Just to be clear, the file I posted works for me with a older build, but not in the latest I mentioned in the report.
@lopata (lopataasdf) It is unwrapped of course.
May 5 2014
Apr 21 2014
Apr 19 2014
Apr 14 2014
I get crashes while tweaking the angle too, also confirmed here on Win 8.1, post #789
Apr 11 2014
I'm not sure i'm following entirely, @Lukas Stockner (lukasstockner97) are you keep refining Metropolis or trying the Lux new adaptive one?
Apr 2 2014
Unfortunately I experienced quite the same, even worse.
Feb 2 2014
I can confirm the bug in the attached file but can't reproduce the issue with a new file built from scratch yet, even if rendering 5 km away from the center.
Jan 4 2014
Personally, ultra-flat style isn't going to make things clearer. Agree gradients and strong embossing now are too intrusive, but a sort of mobile app design style is not the best solution for a complex and rich GUI such as Blender.
Dec 27 2013
@Campbell Barton (campbellbarton) - was wondering, would be possible/easy to implement the chance to switch between tabs pressing for example "Tab" while on mouse over the tollbar? Would fit well with Blender's fast workflow and lack of many clicks IMHO. Just a minor thing though.
Dec 2 2013
@William Reynish (billrey) - i don't know how much we can discuss this here, i don't want to derail to a bigger task which is not appropriate for the current task. If you're interested you may want to quote the post on BA i linked before and we can discuss there maybe?
@William Reynish (billrey) - About implement one toolbar to rule them all, i investigated it a bit posting over BA, then run out of time and haven't got it finished. It's addressing what you listed here:
I'm also having this render border issues in official 2.69.
Nov 25 2013
Yep, Alt+MMB instead of Alt+F is pretty cool, considering Alt+F did not even work in Edit Mode since it is "Fill" operator. Could be a nice Default, tested a bit.
@Paweł Łyczkowski (plyczkowski) - indeed agree, a fast keymap to place view pivot would be great, i used it all the time in another package back in the days, now shift+B does this + zooming, works ok but isn't quick.
Tried Rotate around selection deeply in the past but then disabled, quite annoying in lot of situations, for example when visually cecking your verts zoomed in, but a long edgeloop is selected, orbiting around a specific vert is a pain, you just can't.
Nov 17 2013
Depends on the user case, 4 bounces could be too much for studio-like setup indeed, characters showcasing etc.. i don't think there will be a situation where everybody happy. 2 bounces darken indirect light scene quite a lot. Perhaps adding another preset? On with 2 bounces for mostly direct lit scenes, one with 4 bounces for a good balance for interior/indirect light scenes.