- User Since
- Sep 13 2020, 11:03 AM (125 w, 1 d)
Fri, Jan 20
Realizing that it is impossible to use the identifier of the color attribute, I could no longer reproduce the situation shown in the video
Thu, Jan 19
But it doesn't work. With a freshly opened file, everything is fine. When you work for a long time, you experiment, that's when errors accumulate somewhere and start to fail.
Recently it was with geometry at 20-40 K Vertex. When I worked for a long time, the vertices first ceased to be selected (regardless of whether transparency was enabled or not), And then when it was necessary to move the camera, the changes with the camera turned the whole geometry over. I also wanted to fix it, and when I restarted it, everything worked. But over time, geometry points again ceased to stand out.
Wed, Jan 18
First video Explains why I was not confused by the Color attribute
The second video, does not update the view until I juggle the node
I found it, I'll write down the accompanying error now
By the way, if service attributes were displayed in the list, I would not make such a mistake. And so I remember that earlier such an attribute was a service attribute for the version of the geometry nodes
Before that, the attribute was called col, but something disturbed its natural work, and I renamed it in search of a solution, and, probably, very successfully :)
I just want to note that the attributes are not always updated in a timely manner. I can't capture the moment. But it happens that you experiment in geometry nodes with attributes, but it does not give a result until, for example, I switch the Attribute node with geometry to an object or instance and back.
Fri, Jan 13
Jan 6 2023
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30
3.4.0 subdiv is correct
Jan 4 2023
The render resolution was set to the same as the viewport resolution (the resulting video was compressed)
Tried. It disables the effect in both cases. I tried to turn it on the other way around, it looked interesting
Jan 3 2023
Dec 14 2022
Dec 10 2022
Agreed, didn't put sample index
Dec 9 2022
Nov 28 2022
Nov 25 2022
please close task.
The project file was overwritten by other issue, it is not possible to check the entry.
// Sorry, Some kind of bug with @ calls. I specify one name, and when added, it replaces part of one, part of another!
Nov 21 2022
This is a shift. The move works. There are no applications.
It would be possible to ignore this, of course, if it were not for the ability to watch / turn off, block the road that does not exist (at the end of the video)
I think this issue should be closed. The oldest version 3.1 also works.
The first time I recorded it, the blender crashed during this operation.
After the reboot (naturally, the project did not save and lost 3 strips with superimposed text (((()
That’s all, I remembered, I didn’t use the editor for a long time, but I’m stupid)
It's strange, I used to reset the indents with it. It was so convenient. It turns out that this function has some other purpose. When many tracks already behave differently.
It seemed to me convenient to press "Backspace" on the track and it moves to the beginning in one action.
Now I will make it a rule:
1.Shift+Left -Cursot to Begin
- Shift+S - Strip to Cursor
Nov 20 2022
rechecked again - already different behavior: With one of the clips selected, pressing add indent - adds an indent to another clip (which already has an indent)
Nov 19 2022
Well, if only the shutter is the case, then yes. In statics (shot), I simply did not think about this effect. But when it was necessary to do everything in dynamics (video). The result was not as expected from the motion blur effect. For some reason I was expecting a loop.
Nov 18 2022
The bug is that motion blur in both directions
and it's not intentional
Yes and no. It worked, but the distribution was disgusting (3,0,0 Alpha)
I see I didn't change it. Crashed when duplicating. Now I can't track it down.
It was this report that was dedicated to the fact that the emitter object of a particle system cannot be a collision object for them at the same time.
Solving this problem, I had to create another object and copy its geometry. But at the same time, a new object with collision passes through itself some part of the particles (quite a large one), while the attribute Collision Permeability=0.
Trying to figure out why, I came across the fact that I can’t see the mesh (without turning off the particle system), which is not critical in principle, but it’s rather inconvenient and illogical when the mode is to show the mesh (Geometry Wireframes of Overlays)
ОК. Thank you for your attention.
Watching research Cartesian Caramel on the part system from GN
I will look for solutions in this direction
Nov 17 2022
The geometry is visible only if you turn off the PS
Oct 31 2022
Oct 25 2022
Oct 24 2022
Sorry the picture is cropped (OBS trubled)
But the essence is visible!
Input file - OBSStudio screen capture.
Output file (with preview) - how it is played and saved in Blender (part of the video is simply missing, the picture twitches).
In VLC, the original file opens fine.
And here is how it is clamped with the help of HandBrake...
I noticed the problem a long time ago .. it interfered with cutting for instagram. Now I have drawn up a bunch of problems and decided to voice this one too.
Oct 22 2022
This is so sad!(((((
3202 ms Boolean operation!!!
Well thank you.
With some manipulations, I managed to ensure that out of 250 frames, only 1 frame had an artifact (or not, but the appearance did not fit). I changed it to Manifold geometry, the view is of course flexibly selected, but the FPS sank 2 times (((
Thank you! Usually I see overlays immediately in solid mode - artifacts, this time I did not notice them. But I did not notice because the object is closed and transparent.
Yes, this is my oversight.
Oct 21 2022
Oct 15 2022
Sorry, I don't have enough time and English level to filter. I checked that it does not work in several assemblies and decided what it means to write!
Oct 14 2022
Thanks! Of course, it would be convenient to check for coplanarity with subsequent filling, because it is quite difficult to fill polygons. (especially in the context of the original task in conjunction with fillet (as bevel))
Oct 5 2022
Sep 29 2022
Yes, I have nothing to remove.
I use Inkscape (To be honest, it's not perfect either) for myself to work with curves. There is control over points. Immediately, if you have already extruded the next point, then the previous one can no longer be edited without completing the drawing and switching to Edit mode. (Very inconvenient, i.e. if, when drawing, you incorrectly set a little curvature, and it is impossible to set it correctly without understanding the location of the next point, then you have to either cancel the drawing or switch to edit mode)
Sep 27 2022
Yes, attribute conversion works.
At first I thought that updating groups requires constant conversion. But it turned out that after changing the value of the attribute, it is enough to distort, for example, the inversion of the group (as in the figure).
True, this is still an extra action, like conversion.
Let's wait for another mechanism!
Sep 26 2022
Strange, you were right. Not at all predictable for me.
True, the distribution is disgusting. But for Evie, this is not the case.
And single leaves still come across with artifacts, but they are hard to find
For Cycles is true, for Eevee this solution doesn't work
Sep 25 2022
Sep 23 2022
Aug 1 2022
I don't know of any other way to search for an attribute. As well as multiple selection of attributes!
Jul 30 2022
After that, in the Attribute (right on pic) and two letters can not be entered