- User Since
- Mar 31 2004, 12:07 PM (785 w, 6 d)
Sun, Apr 21
Sat, Apr 20
Sun, Apr 14
Thanks for assigning, please always assign task related to this add-on to me, I'm the main developer of it.
Indeed this can be potentially DNS issue, please try to do as Gavin Scott suggested, open this address in the browser:
Thu, Apr 4
Wed, Apr 3
Working on fixing all concerns raised.
Fri, Mar 29
Mar 20 2019
Mar 19 2019
Just updated the addon to the last version with some bugfixes..
Feb 22 2019
Tha update took a bit longer.
The size is now down to cca 900 kb. Main reason was a big fluid preview object + a small HDR file. It now uses Blender's HDR and a much smaller file for previews.
Also many bugfixes.
We develop the addon almost every day, so we are devoted to keep it nice an clean also in the release of blender.
Jan 21 2019
Thanks for reaction .
Reducing size should be easy. I forgot about the .hdr, it was on my todo list to be removed. Second size-eater is material fluid preview object, which can be either downloaded , reduced or removed by now. Will do these asap.
Jan 9 2019
Well, since reporting this one I actually found several weird bugs when linking /appending data, and didn't report those since I thought linking/appending might be unfinished.
So this can't be expected to be fixed, and more reports of this type shouldn't be submitted?
Jan 6 2019
Dec 26 2018
Dec 22 2018
is a much smaller file to show the issue.
btw same thing happens when appending object or collection(as in case of the character) also same with linking.
Just for fun and to point out seriousnes of this issue, it goes from this :
Jan 24 2018
There should be a bugfix release soon and this bug literally brakes sculpting.
Dec 25 2017
Peeked in the code and it's quite clear what happens.
the check if there's enough distance for estimating rake brush orientation is resetting, so small steps aren't possible.
The check should happen only on the beginning of the stroke, now it happens after every brush application...
Is that clear?
Dec 19 2017
I forgot to pack the brush alpha into the example file, here is the file also with the brush:
Hi, this fixes the problem but introduces another bug, which is even more serious, and that is with scaling of the spacing property.
I will report that separately right now...
Wow, YOU are fast.
thanks. will have to test as soon as possible
Dec 18 2017
Dec 7 2017
This actually doesn't fix the fact that a very important animation feature disappeared. Please,
test the following file in blender 2.72 and 2.79:
Oct 30 2017
Oct 3 2017
I would like to implement several selection tools for blender, including this panel. I just have to find some way to fund my time.
My ideas are these:
- add 'select similar' to right click menu. Enables selecting objects by similarity to any property(I actually have this as an python operator)
- add logical operators to all selection tools - add, remove, intersect, inverse intersect , so selections can be built in many more clever ways
- implement several more select similar operators( I have this as an addon too) -vertex count -island vertex count ( these 2 are good for finding and re-assigning instances in imported files or where you accidentaly make copies instead of instances) -vertex colors
- many more, just name it
Apr 12 2017
Ok, this is still happening for me after installing a new computer.
E.g. 3d max starts, blender doesn't
I managed to get rid of the audio message and it's got nothing to do with the startup stopping(not crashing)
I got now simply a blank console hanging.
gtx 980Ti + Quadro 4000
Jan 16 2017
Nov 4 2016
Nov 2 2016
Oct 25 2016
the addon we are talking about is called Macro.
Oct 20 2016
Sep 22 2016
Jul 24 2015
well the version I reported with isn't that old(2 weeks maximum?) , especially considering Cycles bake isn't being worked on.
so it happens also to yesterdays build.
Jul 23 2015
Just a comment - of course it's not very logical to have mblur supported with bake ( or woud it ever be?), but crashes shouldn't happen..
Jul 21 2015
just uploaded a file for the above comment - you can see half a triangle has an artifact, it's probably because of the triangulation of both objects acting over each other. Here the artifact is again quite subtle, but I guess it's visible how the coords are rotated. again, add triangulate to the object which gets baked from to fix the artifact and see the difference
Upadte - this also happens with highpoly objects, so even if the lowpoly object has triangulate, it can still happen.
When both objects have triangulate, then it's ok.
Jul 17 2015
Just a comment - it looks very similar to other artifacts you can get in other bugs, but it's not a duplicate. All somehow manage to mix something up, but they are all different by the specific conditions in which they happen.
Jul 16 2015
Jul 15 2015
confirm crashing here too
win 8.1, 32 gb
geforce 880m, 8gb
Jul 7 2015
So, new findings after discussion with Dalai :
Jul 6 2015
Jul 4 2015
did some investigation, and I am quite sure that what I wrote was what is happening.
Jul 3 2015
Just to make clear how serious this problem is, I upload a file:
Forgot to note an obvious observation here: the artifacts start/end with start/ends of completely transparent areas...
Jun 29 2015
Apr 22 2015
Actually not sure If this was clear - this bug should be renamed, it simply messes up order of faces not only for normalmap baking, but also for combined and probably others.
Apr 15 2015
Tested this patch for the last day,
works fine and reduces memory usage drastically in many cases, thus avoids many crashes with baking.
Mar 19 2015
well, I just replaced filepath with filepath_raw command in the example file. i will probably test a bit more and report then.
Mar 18 2015
Ok, so I did more tests. And, filepath_raw actually doesn't work either. It doesn't erase the image changes, but the image doesn't get saved WITH the changes... at least in the testfile I sent. I totally understand it's good to lower the number of bugs before the release, but doing it this way isn't nice to users who spend time reporting the bugs....
should I report a new one?
This could be called at least misleading, or very confusing behavior. The reloading is really not clear at all because it's not in documentation of the filepath prop, only mentioned in filepath_raw.... Also, what sense does it have to load an image which does not exist as a black image? shouldn't it try to load the image and when the file does not exist, then not do anything? Or, when the image path was same before, and I set the path 'to be sure' in the script, then this also has no logic at all..
But at least It's now clear to me...
Mar 15 2015
Just to reply to your comment, not sure if it's a typo, but we talk about setting filepath, not name... although I didn't test if renaming does the same.
Mar 13 2015
I hope you didn't investigate too deeply, this is old stuff and now I am using a script instead.
Actually, it's working well with images, for scenes where I operate with 50+ characters, I can't imagine having it as a mesh with similar resolution (images about 8k X 8k) .
One of the works I did with it was actually printed, the others I do on CNC like this one-
Mar 8 2015
confirmed by me too, I just wanted to report the same bug - boolean on the highpoly object for baking messes up the order of faces somehow...real weird stuff going on!
attaching a file too.
open and hit bake to see.
Feb 5 2015
just typing more stuff I found out:
Ok, just tried to play with tile size and got rid of artifacts. bigger tiles and odd numbers somehow break up the vertical patterns that appear in the textures.
Feb 3 2015
forgot to mention - the actual dupli parent renders too, while it shouldn't render at all.
It also renders totally black. You can see it if you make the duplicated object smaller, there are more artifacts coming not from the spheres, but also from the parent object.
just foud the reason for the fact that there are actually more duplis:
Oct 13 2014
I had this idea:
For product and many other shots, I often have lot's of white background, very simple light, and what I need is to clean the noise in the shadow.
I understand, that with strong light, there might be strong noise also in the area where everything is lit, but it is out of range for eye. This noise would come out only if color correcting.
Would it be possible to allow the algorithm to ignore noise in white areas? or does it allready do so?
Sep 8 2014
actually noise in cycles tends to be more visible in out of focus areas, but especially when something is really close to the camera. Also, post processing filter will never be able to achieve a good quality defocus for complex scenes. Believe me, I tried to squeeze the maximum of it in some projects, and while it is a great feature, it will never ever look close to what cycles does. Remember too, that actually in cycles, you don't get a consistent zbuffer because of the sampling, and you need this for the postprocessing. This exact feature you describe is in blender internal, which enables you lower sample numbers in out-of focus and fast-motion areas, exactly for the reason you write, but that counts with the postpro. Sorry if getting off-topic here.
Jul 8 2014
That is exactly what I thought about it too...
Jul 7 2014
Hello, so tested again with a 2 days old build,
4299b00, and it's there. I also didn't find any recent commits regarding this.
Jun 26 2014
Regarding noise levels between stopped tiles in adaptive:
Regarding noise levels between stopped tiles:
May 21 2014
Well, the thing is there is no real cyclic dependency as far as I know -