- User Since
- Feb 15 2009, 4:59 PM (575 w, 3 d)
Nov 3 2019
Oct 4 2019
Oct 3 2019
@Pablo Dobarro (pablodp606) Ah ok that works too haha. ^^' Yes tri-scale grab work better. I found that my setting worked because I worked with life-size ear model. But in bigger scale I had to change strength. Thanks for reply.
Never mind I know why it works like that. Strength must be tweaked depending on dimensions of the model.
Oct 2 2019
I'm not sure if this is good change. The point of Dam Brush was to not pinch your geo and still produce sharp strokes.
Not a fan of this change. Maybe make new tool from it, for people that find it useful?
Oct 1 2019
Sep 30 2019
Sep 29 2019
Consistent spacing mode is mostly important when you use materials in "Dots"/"Boxes" modes. Current spacing system makes those very hard to use.
For "Line" mode current system works well, but it would be useful to better smooth hard corners after fast strokes, even as post process. Current post-process smooth only rounds them instead interpolate whole stroke.
Sep 28 2019
Sep 26 2019
Feb 5 2019
Jan 27 2019
Sep 30 2018
Sep 21 2018
Nov 11 2017
Jul 13 2017
Jun 9 2017
Exclamation marks are not needed, nor sarcasm.
I understand that this is normal behavior of this algorithm in some cases, but that doesn't change that it can produce problematic results without user knowing it.
Why those artifacts are created is secondary in this situation.
Hmm, ok I understand.
Maybe at least error message in modifier to indicate that some normals are now rotated beyond 90 degrees?
If it can't be fixed it would be good to at least check for errors that this algorithm may produce without user knowledge.
Jun 8 2017
I was waiting for reply but it probably got lost. Opening bug again.
It should work as in post above. Looks like a valid bug.
Jun 1 2017
@Bastien Montagne (mont29)
Are you sure?
If I use data transfer modifier with Suzane and UV Sphere, normals look the same as in Normal Edit modifier but faces don't freak out and flip to other side. I get exactly same effect without this artifact. Why one works and other is broken?
Also I had to use 33 degrees which is not slightly.
May 28 2017
May 26 2017
May 30 2016
Apr 9 2015
Huge thanks. I'm really grateful for any even attempt of fixing this. :)
Sorry but intended doesn't mean correct. It makes a lot of troubles, especially when working with FBX that has no notion of UV Seams and rest of the team doesn't use Blender.
Mar 19 2015
Actually now I'm not sure if it exports them either, but I'm not able to test it.
Mar 10 2015
Feb 11 2015
Feb 9 2015
Sorry for late reply. I've tested new builds and:
Feb 7 2015
Hmm, yes I used Edge Smoothing if I used Off or Face when I exported files and opened them in Mudbox there was no sharp edges in Mudbox.
Feb 6 2015
FBX from BB build:
FBX from GA build:
Jan 10 2015
I would love to see this in master it would help a lot in my current project.
Aug 17 2014
Sorry if that sound unpleasant, but I don't see it as demanding attitude, it's more of a frustration.
I hope this will be fixed, we can't expect that people will join all their objects. Not only it's bad worklfow, biggest problem is, it wont be even possible with most shaders and pipelines. It would brake most of them. It's just no go for production.
Jul 14 2014
I'm looking forward to see this as Collada resurrection in Blender! :)
Jun 17 2014
I fixed problem it was not subdivision lvl.