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Ludvik Koutny (rawalanche)
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User Since
Mar 8 2017, 9:24 PM (131 w, 6 d)

Recent Activity

Yesterday

Ludvik Koutny (rawalanche) awarded T60695: Optimized per-datablock global undo a Yellow Medal token.
Mon, Sep 16, 8:45 PM · Datablocks and Libraries
Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

@Ludvik Koutny (rawalanche) you can simply press P to go to the parent folder. This works for the default Blender keymap, just as it always has.

I always switch to ICK when testing 2.81, so I assume that industry standard in that case would be backspace :)

No, on Windows it is Alt-Up and on Mac it is Cmd-Up, for going to the parent folder.
I've enabled Cmd-up now for Mac users, so both will feel at home now.

Mon, Sep 16, 10:55 AM · User Interface, BF Blender

Sun, Sep 15

Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

@Ludvik Koutny (rawalanche) you can simply press P to go to the parent folder. This works for the default Blender keymap, just as it always has.

Sun, Sep 15, 11:34 AM · User Interface, BF Blender

Sat, Sep 14

Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

I don't wonder that people are requesting double dot to come back when folder up action was mapped on Alt+Up Arrow. That shortcut literally takes two hands to execute, so one has to let go of mouse and use both hands just to go one folder up. If the double dot has to go away, then you need to provide a sane alternative to up one folder, which Alt+Up Arrow is certainly not.

Sat, Sep 14, 10:20 AM · User Interface, BF Blender

Fri, Sep 13

Ludvik Koutny (rawalanche) added a comment to T69819: Secondary window improvements.

Let's add fixing this: https://devtalk.blender.org/t/workspaces-change-content-of-floating-window/8673 to the list.
Right now, floating windows very limited in usability when used with workspaces, or conversely, workspaces are very limited in usability when used with multiple windows.
The use case of switching workspaces but having something else on the second window on the second monitor needs to be improved.

Fri, Sep 13, 4:11 PM · User Interface, BF Blender
Ludvik Koutny (rawalanche) added a comment to D5769: Continuation of D3433 - Visible lights in cycles.

Well, I would not clutter UI with fakes that someone may, or may not use. If you don't want to see the light, then you can simply turn off the Camera ray visibility flag. If you want to see the light but don't want it to occlude other lights, then simply turn of Shadow ray visibility flag. All that's really needed here to cover most of the production scenarios is that every single of these flags works correctly with area lights :)

Or maybe we can just manage the alpha with the alpha defined in the color, by default it would be 1.0 and leave the user decide, this would be useful for "modifying" the actual shape of the emission.
For example we could use a circle gradient in the color to define the actual distribution of a studio light softener


And use the same alpha to define which zones could be more transparent, hence being able to use a rectangle area light with different shapes that could be adapted to any other shape, or this can also help to give variance and defects to the emitting light, for example it could allow to have a "whole" with 0 emission in the center of the area light.
Of course alpha should multiply with the light intensity in those zones, so we get 0 emission where alpha is 0.
Being able to add "masks" to area lights it's a great feature.

Fri, Sep 13, 11:03 AM · Cycles
Ludvik Koutny (rawalanche) added a comment to D5769: Continuation of D3433 - Visible lights in cycles.

Well, I agree in that having the light as a opaque object should be the expected behaviour, I imagine that if the problem is that is stacks two lights then one of them should be disabled or at least disable it's emission capabilities, that we we would not have double light, but the alpha should be 1.0 as soon as we make the light visible, at least I cannot imagine any other situation where I could want to have a 0 alpha light.
But if you can imagine some case it's as easy as making it an option, something like "solid light" to enable/disable the alpha of the light, that way any situation would be covered I think.

Fri, Sep 13, 10:01 AM · Cycles
Ludvik Koutny (rawalanche) added a comment to D5769: Continuation of D3433 - Visible lights in cycles.

The invisible light in front of the background isn't a problem in Cycles - if you check the pixel values of the rendered image, you'll see that the lamp is actually there, but they also have an alpha of zero.
This is consistent with the lamps being transparent - after all, the point of transparent background is that you can composite it over your own background, and since the lamp is transparent, you're supposed to get both the background and the lamp.
The real issue here appears to be in the Image Editor, which does not show the pure-emission pixels correctly. With unpremultiplied alpha (aka correct alpha ;) ), a pixel with zero alpha but nonzero color is perfectly valid.
As for lamps being transparent in the first place - yeah, that's expected as well. After all, if you stack two area lights, the floor will be twice as bright. Therefore, the second light can't be occluding the first one.
Finally: Sorry for not seeing the questions earlier. There's some review comments in the original patch that still apply here, is it fine with you if I fix those?

Fri, Sep 13, 9:20 AM · Cycles

Thu, Sep 12

Ludvik Koutny (rawalanche) awarded T69819: Secondary window improvements a Yellow Medal token.
Thu, Sep 12, 11:37 PM · User Interface, BF Blender

Wed, Sep 11

Ludvik Koutny (rawalanche) awarded D5753: Cycles: Initial Support For Local View a Love token.
Wed, Sep 11, 3:32 PM · Render & Cycles

Sun, Sep 8

Ludvik Koutny (rawalanche) added a comment to T66304: Tools & Selection design.

Adding 1D tool gizmo seems fine.
Having all tools accessible by a 1D gizmo by default is quite a big change, if you have to click on a small area of the screen it makes activating tools much less efficient.
Then this means:

  • Single mouse click to change a tool.
  • Single mouse click on a gizmo to run it.

If some users like this, maybe it's OK but if you need to change the default per tool - I think it's defaulting to a slow workflow without having a convenient way to avoid using it, it could be off by default, or a tool-setting stored per scene.
There are missing details for this task.

  • Which tools will this apply to exactly?
    • If you go over each tool there are some where this wont work so well, Rip tool for example will be annoying to use IMHO if it's only accessible via a gizmo.
    • Currently we rely on viewport dragging for spin and shear for example, adding a 1D gizmo wouldn't work on this case, we would need to extend the existing gizmo. It can work, it's just that it involves work not mentioned in this task.
  • How would users control options for border select, would these be exposed in the UI?
  • Would the keymap for border select also be enabled? (modifier keys for different operations). Or only support single action without modifiers?
  • Should the gizmo be locked to the view center if it happens to be outside the view? May be more of an issue if we rely on the gizmo for using the tool. ----

This task states:

It's too much of a hassle to switch between selection and operation

Currently you can box select by pressing the B-Key, it's not a lot of hassle compared to the overhead introduced by tool switching and having to press on a gizmo to access tools.
Although this should be more discoverable.
Further, switching between tools should not be a hassle, we should really provide a quick way to switch tools by default. Not doing this was a mistake in my opinion, now we try to solve this work workaround that only works for a single selection tool.
I would prefer to focus on faster tool switching then overlaying multiple tools on top of each other in a way that makes adding useful shortcuts to one tool, disable the ability to select in another.
Even if this is supported, it is a limited solution since it doesn't help when users want to do different kinds of selection.

Sun, Sep 8, 2:43 PM · BF Blender (2.81)

Sat, Sep 7

simonstoschu@googlemail.com (Stuntkoala) awarded T61509: Cycles Tile Size has extreme impact on texture baking performance without any difference in baked texture quality a Love token.
Sat, Sep 7, 9:53 PM · BF Blender

Thu, Sep 5

Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

When we are already talking about what is a preference vs what is a scene setting, Import/Export settings for various importers and exporters should be preference too. Despite being aware of it not being the case, it gets me every day and causes constant errors. Import and Export format settings are software-wide preferences in any other 3D software, for a very good reason.

Thu, Sep 5, 10:07 AM · User Interface, BF Blender

Mon, Sep 2

Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

@Ludvik Koutny (rawalanche) absolutely. There's no reason for this. It's a holdover from when Blender used to have confirmation popups for everything.

I'm not sure this is a good idea. Every time you misspell a folder (where you want to navigate to) it would create an empty folder without asking. Or if you mess up something when copying/pasting a path.

Mon, Sep 2, 6:19 PM · User Interface, BF Blender
Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

I removed it last week, rBea94cade2991.

Mon, Sep 2, 5:24 PM · User Interface, BF Blender
Ludvik Koutny (rawalanche) awarded rBea94cade2991: Remove confirmation popup for creating new directory a Love token.
Mon, Sep 2, 5:24 PM
Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

not really sure if it's in the scope of this task but I'd say so since it's complete File Browser UI overhaul. Could we also add finally ditching the New Folder confirmation popup?


It appears when creating new folder via shortcut, and makes process of folder creation quite clumsy. Creation of new folder is not dangerous or destructive enough operation to require error prevention in form of a popup, and it's also inconsistent with clicking icon, which does not require popup confirmation.

Mon, Sep 2, 5:12 PM · User Interface, BF Blender

Tue, Aug 27

William Reynish (billreynish) awarded F7706005: 2019-08-27 12-14-20.mov a Like token.
Tue, Aug 27, 3:58 PM
Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

I don't see how that's an argument against the dots. There's nothing wrong with opening the parent directory on doubleclick.
One thing I forgot to mention is that the dots also facilitate good old keyboard navigation.

Tue, Aug 27, 1:39 PM · User Interface, BF Blender
Ludvik Koutny (rawalanche) added a comment to T69132: Transform object origins design task.

This is similar to pressing Ctrl-P to parent, from talking to artists in the studio

Do you mean Blender animation studio?
I recently trying to figure out a workflow source in Blender development scheme.
It is needed for workflow protection - a lot of recent solutions do not stand up even to simple repetitive work, because they do not respect the principle of relevance, so huge amount of workflows has been corrupted in 2.8 because of no care.
Like milliseconds in the Olympic Games or Formula 1 races, such details become important only in the process of the hardest of possible workflow conditions.
Blender animation studio is marked as one of the main workflow source with limited workflows range.

Tue, Aug 27, 12:16 PM · User Interface
Ludvik Koutny (rawalanche) added a comment to D5577: Add Dimensions to Properties > Object > Transform.

Doesn't look quite as nice, but is more practical probably.
I am not really happy with the double 'Dimensions' text. I like the prev solution,
but maybe this is acceptable even if it doesn't look as nice.

Tue, Aug 27, 8:26 AM

Mon, Aug 26

B (bnzs) awarded T67446: Box selection in UV editor does not work with Island selection mode a Love token.
Mon, Aug 26, 9:13 PM · BF Blender
Ludvik Koutny (rawalanche) awarded rBdb851c78b4b3: Transform: support snapping origins onto the objects geometry a Love token.
Mon, Aug 26, 8:42 AM

Sun, Aug 25

Ludvik Koutny (rawalanche) added a comment to T69132: Transform object origins design task.

After playing around with it for a bit - I do find it strange that it's not possible to snap the origin onto the object itself. For example if you have a wall module and want to snap the origin to the left bottom corner - you still have to use the 3d cursor, as you just can't snap to it.

Good point, added to the TODO list.

Sun, Aug 25, 6:07 PM · User Interface
Ludvik Koutny (rawalanche) awarded D5574: UI: Active Default Buttons a Yellow Medal token.
Sun, Aug 25, 4:45 PM · User Interface
Ludvik Koutny (rawalanche) awarded rB8b806b8e6411: Fix object origin transform with vertex snapping a Like token.
Sun, Aug 25, 4:36 PM
Ludvik Koutny (rawalanche) added a comment to D5577: Add Dimensions to Properties > Object > Transform.

In these kinds of discussions, you will always find some users advocating to see everything, all the time. If you were to follow that principle, you’d get a hot mess - UI taking more space, more confusion, more information overload.
What is gained by adding Dimensions to the Transform panel, is that you don’t need to open the Sidebar to access this, meaning users have less UI chrome and more space for content.

Sun, Aug 25, 4:27 PM
Ludvik Koutny (rawalanche) added a comment to T69132: Transform object origins design task.

I guess the confusion here stems from the fact that Blender doesn't allow you to have linked mesh data between object while having object data unique.

Sun, Aug 25, 4:14 PM · User Interface
Ludvik Koutny (rawalanche) added a comment to T69132: Transform object origins design task.

I do think that it should have its shortcut

Sun, Aug 25, 11:38 AM · User Interface

Sat, Aug 24

Ludvik Koutny (rawalanche) added a comment to D5577: Add Dimensions to Properties > Object > Transform.

This is not for the sidebar - this is for object properties, which currently have no way to display the dimensions. You can continue to use the Sidebar, which is unchanged.

Sat, Aug 24, 11:35 PM
Ludvik Koutny (rawalanche) added a comment to D5577: Add Dimensions to Properties > Object > Transform.

I don't think it's a good idea to have an enum toggle between scale and dimensions. It should just mirror the layout in the sidebar. I do agree that the naive way of just adding more controls is never a good thing, but there's an exception in this case, which makes it not naive:

Sat, Aug 24, 6:59 PM
Ludvik Koutny (rawalanche) added a comment to T69003: Transform object origins (adjusting origins, not the data).

We could add a toggle for this also in the Tool Settings header, like we do for X Mirror and Auto Merge. It’s not entirely unreasonable. We’d need an icon for it though.
As for the name of Pivot vs Origin: IMO this is off-topic. Obviously this must be consistent throughout Blender, and renaming all uses of Origin to Pivot causes a naming clash with the existing Pivot Point controls, which then also needs a new name. It can be done, but this should be discussed separately elsewhere, ie in the Naming Conventions task.

Sat, Aug 24, 3:31 PM · Modeling
Ludvik Koutny (rawalanche) added a comment to T69003: Transform object origins (adjusting origins, not the data).

We could add a visual indication to show it’s enabled. For example, we could make the origins more prominent.
@Ludvik Koutny (rawalanche) I have no idea what you mean by ‘unique’. The old method involving the 3D cursor was unique. This direct method is what virtually all other DCCs do. So the previous approach was the unique one.
As for other missing features like better snapping or ability to work in more modes, those are just that - missing features in the initial implementation.

Sat, Aug 24, 3:25 PM · Modeling
Ludvik Koutny (rawalanche) added a comment to T69003: Transform object origins (adjusting origins, not the data).

Very disappointing implementation:

I followed the proposal from @William Reynish (billreynish) which seems reasonable.
We can always extend initial basic functionality.

  1. It's very clunky to access (2 clicks)

Only a single click-drag is needed on the pivot, release over the "Origin" checkbox, this is the case for all toggles in popovers.

  1. There's absolutely no visual indication that you are in the pivot editing mode, so if you use hotkey to switch it, you have to cycle the state to make sure you are in or out of the pivot editing mode. This is big issue in many areas of Blender. Often you have no idea which state you are in, so you first need to do an error and then correct it by undoing, rather than having an indicator of the current state to prevent erroneous action.

We can see how this goes, by this reasoning we would have to move many options in front of the user which takes screen space.

  1. The most important feature, being able to snap the pivot does not work. It can't be snapped to the vertices in object mode for example.

This has been fixed.

  1. Affect origins and affect locations options can be used together. What sense does that make?

Although it would be rare, there are times it could be useful.

  1. Not working in edit mode.

This was not planned, as with many features it could be supported.

Sat, Aug 24, 3:23 PM · Modeling
Ludvik Koutny (rawalanche) added a comment to T69003: Transform object origins (adjusting origins, not the data).

Very disappointing implementation:

  1. It's very clunky to access (2 clicks)
  2. There's absolutely not visual indication that you are in the pivot editing mode, so if you use hotkey to switch it, you have to cycle the state to make sure you are in or out of the pivot editing mode
  3. The most important feature, being able to snap the pivot does not work. It can't be snapped to the vertices in object mode for example.
Sat, Aug 24, 11:58 AM · Modeling

Fri, Aug 23

Ludvik Koutny (rawalanche) added a comment to T54943: Blender 2.8 Defaults.

Yes, +1. Having volumes closed by default is very frustrating. All the more frustrating is the fact that things like these save per scene. Which rollouts are open and closed in the file browser is something that should be stored within user preferences, not within file. It's not something one wants to constantly configure per file.

Fri, Aug 23, 10:32 AM · BF Blender: 2.8, User Interface

Thu, Aug 22

Ludvik Koutny (rawalanche) added a comment to T69003: Transform object origins (adjusting origins, not the data).

@Ludvik Koutny (rawalanche) since this is a general pivot option, you could enable it and switch between the transform tools freely to move the origin aound as you wish.

Thu, Aug 22, 12:23 PM · Modeling
Ludvik Koutny (rawalanche) added a comment to T69003: Transform object origins (adjusting origins, not the data).

@Ludvik Koutny (rawalanche) It doesn't make a lot of sense to introduce an entire mode just to be able to transform the pivot. That mode would not have any tools or features, other than the single ability to transform origins.
As for the name, Blender's lingo for this concept is origin. Some apps call it the pivot point, but in Blender, Pivot Point means something else. It's really not within the scope of this feature or task to discuss the overall naming convention of what we call the origin in general.
For that, see T56648: Blender 2.8: Naming Conventions or you can discuss it separately on Devtalk or Rightclickselect.

Thu, Aug 22, 8:47 AM · Modeling

Wed, Aug 21

Ludvik Koutny (rawalanche) added a comment to T69003: Transform object origins (adjusting origins, not the data).

Transforming origin (which should finally be named pivot BTW!!!) is quite frequent operation, so the workflow definitely should not be as clumsy as a checkbox inside a popover. I honestly think it should be a mode. There is edit (geometry) mode, which when enabled, moves contents of the object without affecting pivot. There should be "Edit pivot mode" which would do the opposite, and could be jumped in and out of the same way edit mode can.

Wed, Aug 21, 8:26 PM · Modeling

Aug 14 2019

Ludvik Koutny (rawalanche) added a comment to T54943: Blender 2.8 Defaults.

I also don't like that behavior, and make sure to turn zoom to mouse position off in any app I use, BUT:

Aug 14 2019, 10:04 PM · BF Blender: 2.8, User Interface
Ludvik Koutny (rawalanche) added a comment to T67997: Retopology in Blender.

Yep. The general idea here is that it would be very sad if there was a "retopo mode" which would have some great tools useful also for regular poly modeling/creation, but users would have to constantly juggle between two different modes to access the good tools from both retopo and edit mode. Retopo modeling tools, if done right, are equally as useful in regular modeling of organic stuff, such as humans, animals, creatures or plants.

Aug 14 2019, 8:38 AM · Sculpt, Paint, Texture, User Interface, BF Blender

Aug 13 2019

Ludvik Koutny (rawalanche) added a comment to T67997: Retopology in Blender.

The original idea to have separate retopology mode is ultimately a consequence of how messy and overcomplicated current display and snapping settings are. What should be done is mainly a cleanup and redesign of snapping tools so that it's easier and more convenient to switch between them as well as using multiple modes at once. Rather than avoiding excessive complexity by separating whole retopo workflow into new, separate mode, the excessive complexity should be avoided by cleaning up existing tools to make them more universal

Aug 13 2019, 12:20 PM · Sculpt, Paint, Texture, User Interface, BF Blender
Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

Yet another big issue with current file browser is how random and wrong the persistence of save settings is. For example, export settings do not survive file reload, they only stick during the file open session. Render output save settings on the other hand do not even persist during file open session, and are immediately forgotten every single time file browser is closed. This creates a huge space for error.

Aug 13 2019, 10:09 AM · User Interface, BF Blender

Aug 7 2019

Ludvik Koutny (rawalanche) added a comment to T68312: LookDev & Eevee Preview.

Just for completeness, here is the image that shows the difference when rendering the spheres in cycles and eevee using an HDRI with highlights.


@Vladimir (evilvoland) thanks for your suggestions. When valid we can add options later on, but this needs to be carefully designed.
About the only render option. We are aware of this, but it is not related to shading. There should be a separate design for that.

Aug 7 2019, 12:58 PM · User Interface, BF Blender
Ludvik Koutny (rawalanche) added a comment to T68312: LookDev & Eevee Preview.

Can we please, please pretty please finally fix the background blur in lookdev mode with Eevee? That one makes it really frustrating to use and is the reason I avoid using it unless I really need to: https://devtalk.blender.org/t/lookdev-mode-blurry-background-problem/2706

Aug 7 2019, 11:16 AM · User Interface, BF Blender

Aug 3 2019

Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

@Ludvik Koutny (rawalanche) in this branch, we use click to select an double-click to open. This will become the default behavior, so if there are any issues with this, it will have to be solved.

Aug 3 2019, 7:22 PM · User Interface, BF Blender
Ludvik Koutny (rawalanche) added a comment to T62971: File Browser UI.

One important issue that should be resolved along with this overhaul us that currently, File Explorer fills the name text field with the folder name if you click on a folder. This issue is not visible in default Blender's keymap configuration, as it opens folders on "Press" action, but when the keymap is changed to more OS standard Double-Click to open folders, the first click fills the name field with the name of the folder. The name field fill should be ignored when clicking folders, and only used when clicking files. Currently, I am unable to make the autofilled name stay in the name field if I want to browse to a different folder.

Aug 3 2019, 1:18 PM · User Interface, BF Blender

Aug 2 2019

Ludvik Koutny (rawalanche) added a comment to T66667: Adding empty mesh cache modifier to a mesh degrades playback performance significantly even if modifier display disabled.

Please see the discussion at D5228. Currently we see this as a specific corner case that's unlikely to happen (not many people will have an enabled but empty Mesh Cache modifier) and has a workaround (disable the modifier).

Aug 2 2019, 1:57 PM · BF Blender

Jul 31 2019

Ludvik Koutny (rawalanche) added a comment to D5241: Use Scene Render Engine for Look Dev.

Switching between using scene lights and neutral lights would be a single click in the Viewport Shading settings, regardless if that's in LookDev or Rendered shading mode. The question here is if switching between those should be the same as switching shading modes (whatever they are called, they can be renamed). And I don't think that's needed here.

Jul 31 2019, 1:53 PM
Ludvik Koutny (rawalanche) added a comment to D5241: Use Scene Render Engine for Look Dev.

The issues you mention are unrelated to this, they are to be solved separately. Being able to use Eevee when Cycles is the active render engine is important for texture painting, we are not going to change LookDev to always be Cycles, that's not on the table.

Jul 31 2019, 1:35 PM
Ludvik Koutny (rawalanche) added a comment to D5241: Use Scene Render Engine for Look Dev.

I'm not sure this is the best way to arrange these options. I think it's much more clear for users if "LookDev" is always Eevee and "Rendered" is always Cycles. And then "Rendered" can get options to disable the scene lights or use a custom background.
The name "LookDev" is then not really accurate, but still I think it's better to keep that separation between engines more clear, rather than "LookDev" shading mode using a different renderer depending on the settings.
@Julien Kaspar (JulienKaspar) and @Andy Goralczyk (eyecandy), do you have a preference on how this would work?

Jul 31 2019, 1:09 PM

Jul 25 2019

Ludvik Koutny (rawalanche) added a comment to T67242: UV texture transformations do not work in Viewport textured mode.

You keep trying to use the bug tracker to report usability issues or potential improvements, if every user did this we wouldn't be able to handle the amount of reports and I will not make special exceptions, please stop doing this.
Developers working on modules can create their own list of todo's and priorities, if a specific report is something they consider a to do is up to them to decide. Nearly all the time these are known limitations, a bug report about them is not new information and closing the report does not throw away anything.

Jul 25 2019, 10:08 AM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T67242: UV texture transformations do not work in Viewport textured mode.

This is not a bug, the nodes plugged into the Image Texture node are not taken into account even if this would be good to support.

Jul 25 2019, 9:14 AM · BF Blender

Jul 23 2019

Ludvik Koutny (rawalanche) updated the task description for T67502: Edit preferences windows does not remember size.
Jul 23 2019, 10:39 AM · BF Blender
Ludvik Koutny (rawalanche) created T67502: Edit preferences windows does not remember size.
Jul 23 2019, 10:38 AM · BF Blender

Jul 22 2019

Ludvik Koutny (rawalanche) created T67446: Box selection in UV editor does not work with Island selection mode.
Jul 22 2019, 2:20 PM · BF Blender
Ludvik Koutny (rawalanche) updated the task description for T67429: Complex scenes cause node editor interactions to be very laggy.
Jul 22 2019, 9:59 AM · BF Blender
Ludvik Koutny (rawalanche) updated the task description for T67429: Complex scenes cause node editor interactions to be very laggy.
Jul 22 2019, 9:57 AM · BF Blender
Ludvik Koutny (rawalanche) created T67429: Complex scenes cause node editor interactions to be very laggy.
Jul 22 2019, 9:48 AM · BF Blender

Jul 19 2019

Ludvik Koutny (rawalanche) created T67242: UV texture transformations do not work in Viewport textured mode.
Jul 19 2019, 4:52 PM · BF Blender

Jul 18 2019

Ludvik Koutny (rawalanche) added a comment to T61797: Cycles ignores 'Local View' mode during Prreview.

It's been reported so many times yet it still sits here at low priority :(

Jul 18 2019, 12:01 PM · BF Blender (2.81), Cycles, Rendering

Jul 16 2019

Ludvik Koutny (rawalanche) added a comment to T67048: Adding archimesh stairs object to the scene flips normals of all other objects in scene.

This is not reproducable with a sharable file?
otherwise: are you on https://blender.chat/channel/blender-coders? (think we can send files one-to-one there...)

Jul 16 2019, 2:02 PM · Add-ons
Ludvik Koutny (rawalanche) added a comment to T67048: Adding archimesh stairs object to the scene flips normals of all other objects in scene.

Cannot reproduce here.
[Stairs themselves have flipped normals on the side :), but thats another story... existing objects remain untouched afaict...]
[also dont see any recent commits that might have changed this...]


Do you have a .blend for us where this happens?

Jul 16 2019, 12:52 PM · Add-ons
Ludvik Koutny (rawalanche) created T67048: Adding archimesh stairs object to the scene flips normals of all other objects in scene.
Jul 16 2019, 12:25 PM · Add-ons
Ludvik Koutny (rawalanche) updated the task description for T67044: It is not possible to remove edit mode ruler.
Jul 16 2019, 11:27 AM · BF Blender
Ludvik Koutny (rawalanche) updated the task description for T67044: It is not possible to remove edit mode ruler.
Jul 16 2019, 11:26 AM · BF Blender
Ludvik Koutny (rawalanche) created T67044: It is not possible to remove edit mode ruler.
Jul 16 2019, 11:22 AM · BF Blender

Jul 15 2019

Ludvik Koutny (rawalanche) created T66972: Blender 2.8 autosave doesn't clean up after itself.
Jul 15 2019, 10:50 AM · BF Blender

Jul 11 2019

Ludvik Koutny (rawalanche) added a comment to T66675: Tooltip urgently needed for Preferences editor button to avoid user data loss with factory-defaults..

This is very problematic. Most new users don't even grasp the concept of preferences autosaving being something optional, since in almost all other softwares, preferences are always auto-saved. So many people will think that "Skip auto-save" refers to skipping auto-saving of the .blend files for backup and recovery purposes, and they will most likely proceed to uncheck that checkbox. There's absolutely nothing that implies this UI element is related to preferences, not auto-save feature of autosaving .blend files periodically.

Jul 11 2019, 1:28 PM · BF Blender

Jul 10 2019

Ludvik Koutny (rawalanche) created T66667: Adding empty mesh cache modifier to a mesh degrades playback performance significantly even if modifier display disabled.
Jul 10 2019, 3:37 PM · BF Blender

Jul 9 2019

Ludvik Koutny (rawalanche) added a comment to T66602: Material properties thumbnail update causes short UI freeze 2 seconds after material parameter change.

We want to improve the performance here in the future, but it's not considered a bug.

Jul 9 2019, 8:42 PM · BF Blender
Ludvik Koutny (rawalanche) created T66609: Clicking Save on Blender close saves the scene but does not close Blender.
Jul 9 2019, 3:13 PM · BF Blender
Ludvik Koutny (rawalanche) created T66602: Material properties thumbnail update causes short UI freeze 2 seconds after material parameter change.
Jul 9 2019, 12:29 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T61474: Laggy interaction with gizmos, does not happen when running other 3D apps at the same time.

Same here. I can confirm that debug code 474 solves the problem. Windows 10 1809 + GTX1080Ti

Jul 9 2019, 9:39 AM · BF Blender

Jul 8 2019

Ludvik Koutny (rawalanche) created T66551: Planar scale handles of scale gizmo are extremely sensitive.
Jul 8 2019, 12:17 PM · BF Blender

Jul 4 2019

Ludvik Koutny (rawalanche) added a comment to T65387: Brush adjustment cancel action is hardcoded.

Lack of customizability in the keymap is not considered a bug, but a feature request.

Jul 4 2019, 10:25 AM · BF Blender

Jul 2 2019

Ludvik Koutny (rawalanche) added a comment to T63356: Small object are not selected with Box Select tool.

Low priority? Really? This behavior can have severe, sometimes even devastating effects when unnoticed.

Jul 2 2019, 2:42 PM · BF Blender
Ludvik Koutny (rawalanche) created T66333: Box select fails to select tiny objects.
Jul 2 2019, 12:47 PM · BF Blender

Jun 25 2019

Ludvik Koutny (rawalanche) added a comment to T61474: Laggy interaction with gizmos, does not happen when running other 3D apps at the same time.

I currently don't have an nvidia card so can't check, but can you see if switching this option to maximum performance (for just blender, second tab in that screenshot, not global) solves the issue when blender is running alone?

Jun 25 2019, 2:59 PM · BF Blender

Jun 20 2019

Ludvik Koutny (rawalanche) added a comment to T65800: Viewport Axis line alpha is hardcoded.

This is not a bug but a feature request and should go to: https://blender.community/c/rightclickselect/

Jun 20 2019, 8:33 AM · BF Blender

Jun 17 2019

Ludvik Koutny (rawalanche) created T65879: Scale in global transform space is applied in wrong order.
Jun 17 2019, 12:14 PM · BF Blender

Jun 14 2019

Ludvik Koutny (rawalanche) created T65800: Viewport Axis line alpha is hardcoded.
Jun 14 2019, 8:47 AM · BF Blender

Jun 13 2019

Ludvik Koutny (rawalanche) created T65781: Collections created with hotkey do not show in outliner.
Jun 13 2019, 1:06 PM · BF Blender

Jun 2 2019

Ludvik Koutny (rawalanche) added a comment to T65417: Manipulator lag.

@Ludvik Koutny (rawalanche) The default drag distance *is* already 3px for mouse input, but there's a bug that means it sometimes uses the wrong threshold value, which is why it's currently inconsistent.

Jun 2 2019, 9:32 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T65417: Manipulator lag.

This change needs to be combined with the change of default drag distance value. Current default of 10px will be indeed uncomfortable for most people. 3px feels reasonable.

Jun 2 2019, 5:13 PM · BF Blender

Jun 1 2019

Ludvik Koutny (rawalanche) added a comment to T65266: Preferences autosaving in portable installation destroys preferences of non-portable installs.

I am unable to reproduce it again. I may have accidentally launched Blender once without having created portable config directory first, so it may have been a mistake on my side. I guess this can be closed, at least until I manage to reproduce it again. Sorry.

Jun 1 2019, 1:10 PM · BF Blender
Ludvik Koutny (rawalanche) updated the task description for T65389: Face dots are not shown in Xray mode.
Jun 1 2019, 1:03 PM · BF Blender
Ludvik Koutny (rawalanche) created T65389: Face dots are not shown in Xray mode.
Jun 1 2019, 1:00 PM · BF Blender
Ludvik Koutny (rawalanche) created T65387: Brush adjustment cancel action is hardcoded.
Jun 1 2019, 12:16 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T65266: Preferences autosaving in portable installation destroys preferences of non-portable installs.

I can't reproduce this problem. For me it's saving to the portable install folder.
It's not clear to me what could be causing the bug, as the code for auto-saving and pressing the Save Preferences button manually appears to be the same. I guess some state could change right before Blender quits, but I can't see how it would affect portable install detection.

Jun 1 2019, 12:10 PM · BF Blender

May 29 2019

Ludvik Koutny (rawalanche) created T65266: Preferences autosaving in portable installation destroys preferences of non-portable installs.
May 29 2019, 1:03 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T63996: Click over a Gizmo to select items underneath it.

Sometimes you just want to select a single vertex, which is being occluded by a gizmo. Not *add* it to the selection, just select it. That case would not be covered then since simple selection does not involve any modifier key.

You mean in case there is already a selection and you want to override it by selecting a vertex behind the gizmo ? Does this happens really often ?
In this case we need to click an empty space or press "a" key to deselect everything then do the new selection. That's not a big deal because most of time you prefer to be sure to have nothing selected before doing a new selection.
Lowering the drag threshold can do the trick but it requires some test because having a sluggish gizmo is very annoying

May 29 2019, 11:48 AM · BF Blender, User Interface

May 28 2019

Ludvik Koutny (rawalanche) added a comment to T63996: Click over a Gizmo to select items underneath it.

I am confused as to how detecting modifier key solves this? Modifier key is not always held when selecting an item which can be covered by a gizmo. Sometimes you just want to select a single vertex, which is being occluded by a gizmo. Not *add* it to the selection, just select it. That case would not be covered then since simple selection does not involve any modifier key. What happened to differentiation between click and click-drag? That's how for example 3ds Max solves it, and it works very well.

May 28 2019, 8:49 PM · BF Blender, User Interface
Ludvik Koutny (rawalanche) added a comment to T63392: It is not possible to activate select tool using hotkey without changing its mode.

All that is really needed is to have additional keymap operator that activates a toolbar tool instead of directly activating a tool mode. It is already doable by a mouse click. There is no reason it should not be doable using a hotkey press too.

May 28 2019, 10:30 AM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T63392: It is not possible to activate select tool using hotkey without changing its mode.

@Ludvik Koutny (rawalanche) if you use cycle it preserves the select state, it just cycles after you press it again.

May 28 2019, 10:24 AM · BF Blender

May 27 2019

Ludvik Koutny (rawalanche) added a comment to T63392: It is not possible to activate select tool using hotkey without changing its mode.

Currently using keymaps you can activate a spesific tool directly, or you can cycle the group of tools (which first activates the group, then cycles).
If we want some additional ways to activate tools they can be added - but it's a feature request.

May 27 2019, 2:30 PM · BF Blender
Ludvik Koutny (rawalanche) added a comment to T63392: It is not possible to activate select tool using hotkey without changing its mode.

Talked online, this is already supported, enable cycle option in the keymap.

May 27 2019, 12:36 PM · BF Blender
Abid Maqbool (cto.abid) awarded T63392: It is not possible to activate select tool using hotkey without changing its mode a Like token.
May 27 2019, 4:56 AM · BF Blender

May 20 2019

Ludvik Koutny (rawalanche) updated the task description for T64886: Wireframe viewport mode defaults to Xray value of 0.5 causing unnecessary dither noise.
May 20 2019, 4:00 PM · BF Blender
Ludvik Koutny (rawalanche) created T64886: Wireframe viewport mode defaults to Xray value of 0.5 causing unnecessary dither noise.
May 20 2019, 3:59 PM · BF Blender