- User Since
- Nov 14 2009, 7:05 PM (496 w, 1 d)
Jul 25 2015
It's definitely a regression. Previous Blender versions displayed dynamic paint in solid shading mode and it's pretty difficult to work with it if you can't see what you are doing without switching to another (less practical) shading mode.
Feb 6 2015
Closed by commit rBca06c3343e4c.
Closed by commit rB1b85ca6fc0fc.
Looks like a specific bug for combination of subframes, full sample high res and particle system with "set size" ticked off.
Jan 1 2015
I haven't used Cycles volume rendering, but at least with Blender Internal the issue was related to the "light cache" and changing object size.
Nov 4 2014
This doesn't look like a bug to me. If you want those canvas changes to persist after canvas is moved you need to bake the dynamic paint cache first. You can even bake non-key framed changes using the "current cache to bake" button.
Sep 29 2014
@Ellwood Zwovic (gandalf3) Hmm. I investigated the file a bit more and there are two things happening here:
No, Vertex Paint mode doesn't use vertex alpha either and I guess thats why it doesn't even display it in the viewport.
It's a Cycles "todo" sort of. Dynamic paint relies on vertex color alpha but Cycles is currently able to only access RGB values of vertex colors.
Jun 17 2014
@Fazekas Laszlo (totoro) It has been like that for 3 years already. I'm sure it can wait until depsgraph refactor is complete. :)
@Lukas Toenne (lukastoenne) Yeah, definitely not worth updating whole scene over single corner case.
May 20 2014
Dynamic paint uses normals to detect if point is inside the brush or not. It's a compromise for performance and to make it work for certain non trivial or non closed shapes, at expense of requiring "correct" normals.
May 12 2014
Mar 25 2014
Yes, unfortunately this can't be considered a bug. Rather a TODO for when Blender has a nicer generic way to deal with subframes...
Nov 22 2013
Closed by commit rB5feb0d2bfe8f.