- User Since
- Jun 7 2018, 6:40 AM (207 w, 15 h)
Thu, May 5
The problem with the warning was not solved, should I open another ticket?
Apr 11 2022
Mar 3 2022
Feb 24 2022
It seems works now. Thanks =)
Feb 21 2022
Feb 18 2022
Feb 10 2022
Uh, yes, I can't reproduce the crush in 3.1.
Feb 8 2022
Feb 2 2022
I can launch Blender now (Broken: version: 3.1.0 Beta, branch: master, commit date: 2022-02-01 21:53, hash: rB95fcb4184108), but I can't drag links in a node editor, it leads to the crush. Should I do new report or this is relevant to the tusk?
Feb 1 2022
Is it ok if this build (February 01, 02:38:11 - f420118335e4) still does not work for me?
By the way the error has changed and now is this
ERROR (gpu.shader): gpu_shader_text VertShader: | 8 | #define gpu_BaseInstance gl_BaseInstanceARB | ^ | Error: '' : illegal recursive expansion of macro ModelViewProjectionMatrix | Error: 'ModelViewProjectionMatrix' : failed to expand macro
Jan 28 2022
Dec 16 2021
Do you use knife project tool? If yes then it seems you didn't select cutting object properly.
Dec 13 2021
I'm sorry that I edited the example code above, actually thought it will create new instance of the script.
The thing is that the code didn't have interface socket and this is why the error was raised.
I just added this strings to the example.
class CSSocketInterface(bpy.types.NodeSocketInterface): bl_idname = "CSSocketInterface" bl_socket_idname = "CSSocket" bl_label = "CS Socket"
Nov 24 2021
I probably did not express my point clear on the subject. It does not metter whether initial state of objects is selected or active. When you go into edit mode highlighting changes its mode and instead of highlighting intier objects it highlights mesh elements. But this is not consistent with objects which include instances. In edit mode of such objects instances are still highlighted by highlighting of object mode, so to speak. I would expect instances to be not highlighted inside objects in edit mode.
Nov 18 2021
Nov 5 2021
Forgot to mention that there is the same problem with presence of a node in context.
Nov 4 2021
Oct 30 2021
Oct 29 2021
Oct 6 2021
Sep 28 2021
Sep 26 2021
Aug 15 2021
Yes but I thought that by default whenever Python get execution Blender waits until it to be finished.
While a script executes Blender waits for it to finish and is effectively locked until its done,..
Aug 13 2021
Jul 28 2021
@Debuk (Debuk) Thanks. Now it works as expected.
I've tried to use from_edit_mesh method and it works but only once. The second attempt always lead to a crash. Am I doing something wrong? Should I open another task with crash report?
Jul 27 2021
Jul 26 2021
Jul 22 2021
Jun 30 2021
Jun 25 2021
@Brecht Van Lommel (brecht) What about muted links? They also still exist and are in the tree.links but sockets connected to such links have is_linked status as False.
Jun 23 2021
I would be surprised if you new that.))
There is dangerous (for me as Sverchok developer) tendency that supporting of custom sockets in tree inputs and outputs will be lost. https://developer.blender.org/D10912
I'm the Sverchok developer. Why you, Blender developers, leave logs to create a bug report and then deny them?
Can you at least remove the log message from the code? I don't see purpose me reading it all the time.
Jun 13 2021
Jun 4 2021
Jun 3 2021
May 26 2021
Thank you for the note. I did not know about that. Now since you pointed out it seems me quite logical. I think this note would be useful in the documentation too - https://docs.blender.org/api/current/bpy.types.NodeSocket.html#bpy.types.NodeSocket.node
May 21 2021
If custom suckets are not supported will be it possible at least switch off this functionality?
It was decided that support for custom socket types is not viable.
Apr 24 2021
I was trying to recreate array linear modifier with the node. I think primitive nodes quite suitable for this. And it's very convenient that the Offset mode is able to generate one point because there are cases when generating of one object is what is expected from the array modifier. Also it's convenient sometimes to generate arrays with the end points mode interface.
Apr 22 2021
Apr 19 2021
Apr 16 2021
Apr 15 2021
Apr 13 2021
Was other alternatives considered to boolean selection? It seems to me that the approach does not cover all use cases. For example what if I want to find bounding boxes of all separate from each other mesh elements (islands). Now the node can only find bounding box of entire mesh. With boolean mask it will be able to find bounding box for only part of selected mesh. How should the solution look?
In Sverchok there is one node which can generate all util information about mesh elements.
This is what I found more or less convenient
Apr 12 2021
Mar 22 2021
Sorry, did not thought that example file will be useful here.
Mar 17 2021
Mar 16 2021
When I use Point separate node with attribute created via Python API positions are also being reseted. Is it relevant to this issue or I have create another?
Mar 12 2021
Is it going convert float to integer node to be added, or this conversion will be done automatically, or attribute nodes will get ability to deal with intigers?
Mar 11 2021
Looks I see the problem now. I'm using a texture which values are applied, what I believe, to point attribute dens1. But according that the density of points in the mesh is not high new instanced points does not fit with the texture.
Mar 10 2021
Probably at least add new attribute item could be shown in the drop down list? It would be less confusing I think. Now it looks like as you can't use any attribute names.
Mar 9 2021
Now I see what I made wrong. To see error icon in the error node header would definitely be helpful.
One of the use cases for using spreadsheets would be to show output content of nodes in custom node tree editor. But in case of Sverchok add-on I don't see how this could be done without low level API to spreadsheet editor because output of most nodes is just Python data. Sverchok generates Blender data blocks only to show result of whole node tree.
Could this issue also receive attention? It's quite relevant.