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Sam Van Hulle (sam_vh)
Blender Animation Studio

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User Details

User Since
Jun 16 2017, 1:41 AM (140 w, 5 d)

Recent Activity

Dec 19 2019

Sam Van Hulle (sam_vh) awarded D6449: Voxel Remesh: Edit Voxel Size operator a Love token.
Dec 19 2019, 12:08 AM · BF Blender (2.82)

Dec 16 2019

Sam Van Hulle (sam_vh) awarded T72204: Universal Scene Description a Love token.
Dec 16 2019, 3:30 PM · Import/Export, Data, Assets & I/O, BF Blender

Dec 15 2019

Sam Van Hulle (sam_vh) added a comment to T72420: Design: DrawEngine Color Management.

Great to see this being tackled! One small note:

Dec 15 2019, 10:31 PM · Grease Pencil, Render & Cycles, GPU / Viewport
Sam Van Hulle (sam_vh) added a comment to T72424: [WIP] Design: Painting Color Management.

Looking good as far as I can tell. A few things:

Dec 15 2019, 10:26 PM · Sculpt, Paint, Texture
Sam Van Hulle (sam_vh) awarded T72424: [WIP] Design: Painting Color Management a Party Time token.
Dec 15 2019, 10:15 PM · Sculpt, Paint, Texture

Dec 14 2019

Sam Van Hulle (sam_vh) awarded T72420: Design: DrawEngine Color Management a Party Time token.
Dec 14 2019, 11:44 AM · Grease Pencil, Render & Cycles, GPU / Viewport

Nov 24 2019

Sam Van Hulle (sam_vh) removed a project from T61101: Proposal: improve functionality of Randomise Transform: Blender Studio.
Nov 24 2019, 12:06 PM · User Interface, BF Blender
Sam Van Hulle (sam_vh) added a comment to T69454: Proposal: make ray visibility for lights consistent with other renderable objects.

Just found D3433 and D5769

Nov 24 2019, 11:52 AM · Blender Studio

Nov 21 2019

Sam Van Hulle (sam_vh) awarded T68920: Reduce shadow terminator artifacts a Love token.
Nov 21 2019, 6:20 PM · Cycles, BF Blender
Sam Van Hulle (sam_vh) awarded D4837: Cycles: Add support for adding custom AOV render passes a Love token.
Nov 21 2019, 6:14 PM · BF Blender (2.82), Render & Cycles
Sam Van Hulle (sam_vh) added a comment to T68915: Light linking.

I believe we're mixing terms here? I've used the concept of light groups in Arnold in the past, as (I think) a precursor of custom AOVs, where the lights' influence gets output to a separate render pass per group. In which case this seems better covered by D4837.
@Dalai Felinto (dfelinto) 's task description is closer to what @Gavin Scott (Zoot) writes:

Applications that support Light Linking generally let you associate either individual lights or groups of lights with one or more objects to illuminate.

Nov 21 2019, 6:11 PM · Cycles, BF Blender
Sam Van Hulle (sam_vh) updated subscribers of T71253: Shadow catcher refactor to support indirect light.
Nov 21 2019, 6:04 PM · Cycles, BF Blender

Nov 20 2019

Sam Van Hulle (sam_vh) added a comment to T66305: Render & Cycles Module.
Nov 20 2019, 8:19 PM · Render & Cycles, Cycles, Rendering, BF Blender
Sam Van Hulle (sam_vh) awarded D4686: Adaptive Sampling for Cycles. a Party Time token.
Nov 20 2019, 5:31 PM · Cycles, BF Blender (2.83)

Nov 19 2019

Sam Van Hulle (sam_vh) added a comment to T71357: Design: DrawManager Colormanagement.

The more I look into the subject the more issues I detect.

Ironically, that makes me very happy :D

Nov 19 2019, 5:00 PM · GPU / Viewport
Sam Van Hulle (sam_vh) added a comment to T71357: Design: DrawManager Colormanagement.
  • When rendering and compositing the linear scene ref space (default REC709) must be used. This means that the overlay/mode engines will be drawing in REC709 and only as a last step the view transform will be applied.
    • Note that this will also impact how Grease pencil blends colors and there will be rendering differences. These differences are currently also noticeable during final rendering of GP projects.
    • Images that are rendered in the background are currently fixed to REC709 or sRGB. other colorspaces are ignored. We should transform the image buffer from its color space to one of them (depends a bit on use).
Nov 19 2019, 4:26 PM · GPU / Viewport

Nov 17 2019

Sam Van Hulle (sam_vh) added a comment to T71574: OpenEXR layers from View Layers with names containing a period can't be read by Nuke.

Without having a deeper look (I havent checked how the names are actually ending up when blender writes them), I am reading this as Sets.Glass.Combined would be a valid name for layer/sub-layer? (Unless a deeper nesting is not allowed? Maybe there is no layer.sublayer.sublayer.channel allowed?)

Nov 17 2019, 2:49 PM · Images & Movies, Rendering, Compositing, BF Blender

Nov 15 2019

Sam Van Hulle (sam_vh) raised the priority of T71574: OpenEXR layers from View Layers with names containing a period can't be read by Nuke from 30 to 90.

I don't get it. Why don't you simply NOT use . in your view layer names?

That's obviously my workaround now. I'm simply pointing out that Blender isn't following a common convention, and its own convention is to use periods in *all* datablock naming, including view layers. Which I happen to prefer over anything else for a number of reasons.

Nov 15 2019, 10:04 AM · Images & Movies, Rendering, Compositing, BF Blender

Nov 14 2019

Sam Van Hulle (sam_vh) added a comment to T71577: Having a Collection with volume shaders set to Indirect Only doesn't work with Transmission rays.

Apparently it does work if the glass object is not inside the volume object. This defeats the purpose in many cases though.

Nov 14 2019, 5:34 PM · Cycles, BF Blender
Sam Van Hulle (sam_vh) created T71577: Having a Collection with volume shaders set to Indirect Only doesn't work with Transmission rays.
Nov 14 2019, 5:24 PM · Cycles, BF Blender
Sam Van Hulle (sam_vh) updated the task description for T71574: OpenEXR layers from View Layers with names containing a period can't be read by Nuke.
Nov 14 2019, 3:43 PM · Images & Movies, Rendering, Compositing, BF Blender
Sam Van Hulle (sam_vh) updated the task description for T71574: OpenEXR layers from View Layers with names containing a period can't be read by Nuke.
Nov 14 2019, 3:42 PM · Images & Movies, Rendering, Compositing, BF Blender
Sam Van Hulle (sam_vh) created T71574: OpenEXR layers from View Layers with names containing a period can't be read by Nuke.
Nov 14 2019, 3:42 PM · Images & Movies, Rendering, Compositing, BF Blender

Nov 9 2019

Sam Van Hulle (sam_vh) awarded D3509: Add support for tiled images and the UDIM naming scheme a Party Time token.
Nov 9 2019, 8:05 PM · BF Blender (2.82)

Nov 8 2019

Sam Van Hulle (sam_vh) added a comment to T71408: There is a problem with color space conversion in compositor.

So, ask a question, what can I do to get the same SRGB inversion color as in Photoshop??

Nov 8 2019, 11:56 AM · BF Blender

Nov 7 2019

Sam Van Hulle (sam_vh) awarded T46049: Assets Integration in Blender a Party Time token.
Nov 7 2019, 4:48 PM · BF Blender, Datablocks and Libraries, User Interface
Sam Van Hulle (sam_vh) awarded T68937: USD integration a Love token.
Nov 7 2019, 4:46 PM · Import/Export, BF Blender
Sam Van Hulle (sam_vh) added a comment to T71408: There is a problem with color space conversion in compositor.

I think your expectations are incorrect. Your sRGB image is *always* linearised, the second you indicated that its file encoding is indeed sRGB. Behind the scenes of the compositor, this removes the sRGB OETF and turns the image into a display linear sRGB buffer.

Nov 7 2019, 4:35 PM · BF Blender
Sam Van Hulle (sam_vh) added a comment to T71357: Design: DrawManager Colormanagement.

Many many kudos for the write-up. This would tackle a huge amount of the current issues.

When doing viewport rendering the color management is done on the CPU what is typically slow.

But doing it on the GPU would be less accurate, you once told me. How inaccurate are we talking? Is it worth the trade-off?

Nov 7 2019, 2:11 PM · GPU / Viewport
Sam Van Hulle (sam_vh) added a comment to T71389: Lookdev HDRIs are interpreted incorrectly when using different colour spaces.

I think it's more superficial than that. Lookdev Mode to me seems like a temporary World that Blender creates and tells Eevee to use while the Viewport is in that mode. In that case this World uses an environment texture like any other World does, only without the amount of controls we normally would be presented with.

Nov 7 2019, 1:39 PM · GPU / Viewport, BF Blender

Nov 6 2019

Sam Van Hulle (sam_vh) awarded T71357: Design: DrawManager Colormanagement a Party Time token.
Nov 6 2019, 7:40 PM · GPU / Viewport
Sam Van Hulle (sam_vh) added a comment to T68926: Color Management Improvements.

T71357 was made yesterday by @Jeroen Bakker (jbakker) and would resolve a huge amount of the current problems.
T71389 is a small thing, but relevant to the issue.

Nov 6 2019, 7:31 PM · Rendering
Sam Van Hulle (sam_vh) added a comment to T71389: Lookdev HDRIs are interpreted incorrectly when using different colour spaces.

when using a different OCIO config, the Rec.709 colour space is almost never listed as just 'Linear', so Blender picks a different space from the config

This is probably best avoided by looking up roles instead of literal colour space names.

Nov 6 2019, 7:30 PM · GPU / Viewport, BF Blender
Sam Van Hulle (sam_vh) created T71389: Lookdev HDRIs are interpreted incorrectly when using different colour spaces.
Nov 6 2019, 7:28 PM · GPU / Viewport, BF Blender
Sam Van Hulle (sam_vh) added a comment to T71253: Shadow catcher refactor to support indirect light.

I've attempted summarising the DevTalk post. Of course the original article and its reactions contain much more information - and a bit of sidetracking - but I've tried to condense the gist of it as best I could. With just a hint of personal opinion here and there.

Nov 6 2019, 1:02 PM · Cycles, BF Blender

Nov 1 2019

Sam Van Hulle (sam_vh) awarded T71253: Shadow catcher refactor to support indirect light a Love token.
Nov 1 2019, 1:31 PM · Cycles, BF Blender

Oct 15 2019

Sam Van Hulle (sam_vh) created T70850: bpy.context.scene.frame_set() doesn't update marker cameras in viewports.
Oct 15 2019, 7:00 PM · Python, BF Blender
Sam Van Hulle (sam_vh) added a comment to T68926: Color Management Improvements.

Also linking D2547 here. In my opinion not absolutely essential, but the discussion is lengthy and should not be disregarded.

Oct 15 2019, 6:37 PM · Rendering

Sep 27 2019

Sam Van Hulle (sam_vh) added a comment to T69562: Manipulating saturation of colors via HSV or RGB curves shifts HUE.

The core issue is that the HSV code is legacy, and was based on the nonlinear assumptions behind sRGB.

Would this be the cause of the HSV colour picker returning crazy RGB ratios when using an alternative OCIO config?

Sep 27 2019, 11:47 PM · BF Blender

Sep 22 2019

Sam Van Hulle (sam_vh) added a comment to D2282: Add kerning support for 3DText.

Any news on this?

Sep 22 2019, 11:36 PM · BF Blender
Sam Van Hulle (sam_vh) awarded D2282: Add kerning support for 3DText a Love token.
Sep 22 2019, 11:24 PM · BF Blender
Sam Van Hulle (sam_vh) awarded T70046: Linked Instanced collections are not being displayed in the viewport with Local collections enabled a Like token.
Sep 22 2019, 11:19 PM · BF Blender

Sep 16 2019

Sam Van Hulle (sam_vh) created T69948: Crash when switching to image painting.
Sep 16 2019, 3:39 PM · BF Blender

Sep 13 2019

Sam Van Hulle (sam_vh) raised the priority of T69805: Text objects ignore font kerning data from 30 to 90.
Sep 13 2019, 11:22 AM · BF Blender

Sep 12 2019

Sam Van Hulle (sam_vh) added a comment to T69805: Text objects ignore font kerning data.

Simply create a new text object, the issue is already clearly visible in the placeholder text, between the letters 'T' and 'e'.

Seems a bit pointless to attach a sample file for issues that are clear as day with default values. But perhaps this screenshot shows what I mean.


Generally, graphics software provide the option to either enable or disable kerning. Which is the default differs per package, but it should never be ignored.
Note that this simply constitutes taking into account a table of data that is already present in the font file (or not, depending on the quality of the typeface). That said, it's possible that Bfont might not have kerning data present in its file at all, but I have tested with typefaces that do, and the same issue shows.

Sep 12 2019, 5:02 PM · BF Blender
Sam Van Hulle (sam_vh) created T69805: Text objects ignore font kerning data.
Sep 12 2019, 3:15 PM · BF Blender

Sep 11 2019

Sam Van Hulle (sam_vh) added a comment to T69652: File Browser GUI: Planned Changes for 2.81.

All non-master commits are "unpublished" since a while now

@William Reynish (billreynish) Ah, 'non-master'. Didn't spot that before. I haven't said anything!

Sep 11 2019, 4:25 PM · BF Blender (2.81)
Sam Van Hulle (sam_vh) added a comment to T68926: Color Management Improvements.

In the Transform Preferences, Rendering Space should be labeled as Working Space as involving also the Compositor and Sequencer.

Correct.

The Image Editor needs a Viewing Transform option clearly visible since going back and forth to the Color Management panel is counterproductive.

Also correct. Just like the Save as Render flag, View as Render should make way for a more granular UI (Color Space is already there, but View Transform is not).
Note that the settings inside the Color Management panel don't even influence the view inside the Image Editor, as they only pertain to rendering and output.
View as Render is not only useless and badly named, it's also incorrect to use it. An image used as input should not have a transform used for viewing output slapped onto it. The checkbox should be replaced by a View Transform enum, also stored per image datablock.

LiftGammaGain should stay since many videos are composited, edited and graded in Rec.709, and many workflows involve this space but Lift should be fixed, it behaves as Lift+Power.

Just because your input material is Rec. 709, doesn't mean that it is display referred. On the contrary - the Blender compositor operates linearly, which is where Lift/Gamma/Gain breaks. The algorithm works on shadows, midtones and highlights, which are impossible to separate when using scene referred data.

Also LOG based controls should be included like a Contrast with a Pivot option (add Pivot to the contrast node?)
Shadow/Midtone/Highlight control wheels should be included for LOG based secondaries.

Again, compositing is a linear affair. The log controls you mention (including a shadows/midtones/highlights separation) are geared towards a grading workflow. Which should not happen on linear data, unless the tools use a log shaper if both input and output are stored linearly, like in an ACES workflow. But I digress.
It's beyond the scope of this task, but @Troy Sobotka (sobotka) did suggest a dedicated Grading Editor with correct controls for a log-based workflow. This editor would for example allow the colourist to work on NodeTrees linked to VSE strips, which is similar to e.g. DaVinci Resolve.
That Pivot option, however, is something that could very well be added to colour manipulation nodes already present in Blender, like Brightness/Contrast, but also Slope/Offset/Power.

A LUT node to apply different luts not only for artistic but also technical transforms, tonemappers, etc.

LUT nodes, enums for every node, .. all ways to prep data more adequately for the nodes they're about to go through.

Sep 11 2019, 1:09 PM · Rendering
Sam Van Hulle (sam_vh) added a comment to T69652: File Browser GUI: Planned Changes for 2.81.

@Sam Van Hulle (sam_vh) On the contrary, there WAS a confirmation popup for creating new folders, but that is now removed.

Sep 11 2019, 12:17 PM · BF Blender (2.81)
Sam Van Hulle (sam_vh) added a comment to T69652: File Browser GUI: Planned Changes for 2.81.

Is there a reason for ea94cade2991 to be an unpublished commit?

Sep 11 2019, 11:43 AM · BF Blender (2.81)

Sep 5 2019

Sam Van Hulle (sam_vh) added a comment to T68926: Color Management Improvements.

Found a few more related tasks that might be worth listing here.
Some of them are quite old, but the fact that they are still marked as open, at least warrants a check for whether they should be. Especially the ones containing lengthy discussions that I'm not sure how valid they are today.

Sep 5 2019, 12:48 PM · Rendering

Sep 4 2019

Sam Van Hulle (sam_vh) moved T69454: Proposal: make ray visibility for lights consistent with other renderable objects from Backlog to Features on the Blender Studio board.
Sep 4 2019, 12:22 PM · Blender Studio
Sam Van Hulle (sam_vh) moved T69485: Proposal: allow exporting of image annotations from Backlog to Features on the Blender Studio board.
Sep 4 2019, 12:19 PM · Blender Studio, BF Blender
Sam Van Hulle (sam_vh) created T69485: Proposal: allow exporting of image annotations.
Sep 4 2019, 12:19 PM · Blender Studio, BF Blender

Sep 3 2019

Sam Van Hulle (sam_vh) created T69454: Proposal: make ray visibility for lights consistent with other renderable objects.
Sep 3 2019, 8:46 PM · Blender Studio

Aug 28 2019

Sam Van Hulle (sam_vh) added a project to T67328: Fix wireframe node to no longer show implicit tesselation: Render & Cycles.

Previous status was probably the best way to never make it into a developer's field of attention.
Updating projects and priority so the devs can decide where this belongs.

Aug 28 2019, 4:44 PM · Blender Studio

Aug 21 2019

Sam Van Hulle (sam_vh) updated subscribers of T68926: Color Management Improvements.

Great to see that the wiki document made it into a task. I would like to suggest this task to be made a parent task of all other open tasks regarding the subject. It's great that this task is finally here - it would be even better if we make it an overview of everything else - stuff like T46860, T34684, T68242, T67832, etc. Then at least we have a bird's eye view on the scope of what needs to be done.

Aug 21 2019, 5:07 PM · Rendering

Aug 19 2019

Sam Van Hulle (sam_vh) awarded T66305: Render & Cycles Module a Love token.
Aug 19 2019, 4:32 PM · Render & Cycles, Cycles, Rendering, BF Blender

Aug 15 2019

Sam Van Hulle (sam_vh) added a comment to T68698: Loop cut distorts adjacent vertices.

Seemed to be related to X Mirror being enabled.

Aug 15 2019, 5:49 PM · BF Blender
Sam Van Hulle (sam_vh) created T68698: Loop cut distorts adjacent vertices.
Aug 15 2019, 5:08 PM · BF Blender

Jul 20 2019

Sam Van Hulle (sam_vh) edited a custom field on T67328: Fix wireframe node to no longer show implicit tesselation.
Jul 20 2019, 5:53 PM · Blender Studio
Sam Van Hulle (sam_vh) added a project to T67328: Fix wireframe node to no longer show implicit tesselation: BF Blender.
Jul 20 2019, 4:21 PM · Blender Studio
Sam Van Hulle (sam_vh) created T67328: Fix wireframe node to no longer show implicit tesselation.
Jul 20 2019, 4:21 PM · Blender Studio

Apr 18 2019

Sam Van Hulle (sam_vh) created T63696: Objects with their material set to Alpha Blend have transparency sorting issues.
Apr 18 2019, 1:09 PM · BF Blender

Apr 15 2019

Sam Van Hulle (sam_vh) removed a watcher for Video Sequencer: Sam Van Hulle (sam_vh).
Apr 15 2019, 10:46 AM

Apr 10 2019

Sam Van Hulle (sam_vh) changed the status of T63166: Particle systems emitting in grid-like patterns when vertex groups are used from Invalid to Unknown Status.

After performing a test just now at the studio, it seems that the Random distribution method is now render farm safe, which I hear it hasn't been before. Is this correct?
If that behaviour remains consistent, I frankly don't need the Jittered method anymore - since it was only used here to circumvent that problem.

Apr 10 2019, 4:06 PM · BF Blender

Apr 2 2019

Sam Van Hulle (sam_vh) raised the priority of T63166: Particle systems emitting in grid-like patterns when vertex groups are used from 30 to 90.
Apr 2 2019, 2:42 PM · BF Blender
Sam Van Hulle (sam_vh) added a comment to T63166: Particle systems emitting in grid-like patterns when vertex groups are used.

On Windows I'm still having the problem. Here's a blend file that shows what I mean. In my experience the problem manifests itself in different patterns, but the repetition is noticeable nonetheless. Additionally, the system generates multiple particles in the same spot. Changing the jittering does nothing but change the angle of the lines in the pattern, and the seed value doesn't resolve it either.

Apr 2 2019, 12:38 AM · BF Blender

Apr 1 2019

Sam Van Hulle (sam_vh) added a comment to T63166: Particle systems emitting in grid-like patterns when vertex groups are used.

You can make it totally random by choosing the Random distribution method, or semi-random by changing the jittering.

Apr 1 2019, 12:13 PM · BF Blender

Mar 31 2019

Sam Van Hulle (sam_vh) created T63166: Particle systems emitting in grid-like patterns when vertex groups are used.
Mar 31 2019, 11:53 PM · BF Blender

Mar 25 2019

Sam Van Hulle (sam_vh) added a watcher for Video Sequencer: Sam Van Hulle (sam_vh).
Mar 25 2019, 11:19 AM

Feb 28 2019

Sam Van Hulle (sam_vh) added a comment to T62000: Workspace tools disappear when switching an area to Node Editor (Compositing/Shader/Texture).

I didn't specifically mean moving the cursor. That as a concept doesn't sit with me very well in all cases. Keystrokes are fine being tied to specific functionality in specific editors, and therefore require Blender to keep the focus in the intended area. But I don't like that to be tied to where the mouse *is*. While typing in the text editor or Python console, for example, this can have me pressing 237689 keystrokes in the viewport before I realise it.

Feb 28 2019, 4:16 PM · Blender Studio, BF Blender
Sam Van Hulle (sam_vh) added a comment to T60559: Color for Viewport Display cannot be changed the value from keyframed value.

Any news on this?

Feb 28 2019, 11:53 AM · Animation & Rigging, BF Blender
Sam Van Hulle (sam_vh) raised the priority of T62000: Workspace tools disappear when switching an area to Node Editor (Compositing/Shader/Texture) from 30 to 90.
Feb 28 2019, 11:49 AM · Blender Studio, BF Blender

Feb 27 2019

Sam Van Hulle (sam_vh) updated subscribers of T62000: Workspace tools disappear when switching an area to Node Editor (Compositing/Shader/Texture).

Just discussed this with @Julien Kaspar (JulienKaspar). Seems like it's not a bug per se, only confusing behaviour emphasized by another bug.
The fact that add-ons with panels set to '.objectmode' disappear when changing modes is of course correct behaviour - the add-ons themselves are at fault for declaring they are related to Object Mode, while that's not necessarily true.
The confusing behaviour is caused by the fact that the top bar *looks* application-wide, but should have contents directly linked to the UI area and the tool that are currently active.
The actual bug is that the top bar doesn't update when it should, namely when focus shifts from one area to the other. Accordig to @Julien Kaspar (JulienKaspar), this has been discussed before, so I assume there's already a task for that?

Feb 27 2019, 7:21 PM · Blender Studio, BF Blender
Sam Van Hulle (sam_vh) removed a watcher for Flamenco: Sam Van Hulle (sam_vh).
Feb 27 2019, 3:10 AM
Sam Van Hulle (sam_vh) created T62000: Workspace tools disappear when switching an area to Node Editor (Compositing/Shader/Texture).
Feb 27 2019, 3:09 AM · Blender Studio, BF Blender

Feb 25 2019

Sam Van Hulle (sam_vh) created T61946: Cycles: missing metadata in Border rendered frames.
Feb 25 2019, 6:32 PM · Blender Studio, BF Blender

Feb 15 2019

Sam Van Hulle (sam_vh) added a project to T61572: Crash when copying nodes: Blender Studio.
Feb 15 2019, 12:52 PM · Blender Studio, BF Blender
Sam Van Hulle (sam_vh) created T61572: Crash when copying nodes.
Feb 15 2019, 12:40 PM · Blender Studio, BF Blender

Feb 14 2019

Sam Van Hulle (sam_vh) updated the task description for T61525: Inaccuracy in 'Info' editor.
Feb 14 2019, 3:52 AM · Python, BF Blender
Sam Van Hulle (sam_vh) created T61525: Inaccuracy in 'Info' editor.
Feb 14 2019, 3:49 AM · Python, BF Blender

Feb 11 2019

Sam Van Hulle (sam_vh) created T61419: Particle systems don't render anymore.
Feb 11 2019, 4:51 PM · Blender Studio, BF Blender

Feb 7 2019

Sam Van Hulle (sam_vh) raised the priority of T61285: Invalid job: Setting "render_output" must end in exactly 6 "#" marks. from 50 to 90.
Feb 7 2019, 6:03 PM · Flamenco
Sam Van Hulle (sam_vh) lowered the priority of T61285: Invalid job: Setting "render_output" must end in exactly 6 "#" marks. from 90 to 50.
Feb 7 2019, 2:25 PM · Flamenco
Sam Van Hulle (sam_vh) added a watcher for Flamenco: Sam Van Hulle (sam_vh).
Feb 7 2019, 2:22 PM

Feb 1 2019

Sam Van Hulle (sam_vh) created T61101: Proposal: improve functionality of Randomise Transform.
Feb 1 2019, 4:35 PM · User Interface, BF Blender
Sam Van Hulle (sam_vh) added a comment to T60824: List of Properties that should use the Units system.

I'd like to mention one that's been confusing me forever.
Randomize Transform has meters as the unit for location and scale. For location this makes sense, but for scale I feel it doesn't.
Also, if I understand it correctly, setting this number to 1.15m would set the boundaries for the randomisation to 85% - 115%, which is not very clear in this UI.
I would like to propose two fixes for this:

  • Lose the meters unit for the random scale part of the tool, and display the input as the factor it actually is.
  • Work with actual, defined boundaries in the UI - minimum and maximum. I feel this offers more control and predictability than using one number that the user has to imagine going in both directions of the axis.

Feb 1 2019, 1:09 PM · BF Blender

Dec 21 2018

Sam Van Hulle (sam_vh) added a comment to T54744: UI: Expand List of Editors.

Display the UVs very clearly at all times for all 3D Viewport Modes when in the UV Editor

I totally agree with @Julien Kaspar (JulienKaspar) here. I've always found it super annoying that I had to go into edit mode just to see the UVs on a mesh. In object mode, it could even just display them, and only make them editable in edit mode - this would be very intuitive across Blender, and similar to the way Maya works as well, for example.

Dec 21 2018, 1:20 PM · User Interface, Code Quest

Dec 18 2018

Sam Van Hulle (sam_vh) added a comment to T54744: UI: Expand List of Editors.

@William Reynish (billreynish) And I personally agree with all that. It's just that @Julien Kaspar (JulienKaspar) and I had another question that for now remains unanswered:

I am really dying to know the new Tools and interface changes that must be planned to make the UV Editor not just better than it currently is

Whether or not that's related to splitting editors. We're just wondering.

Dec 18 2018, 12:09 PM · User Interface, Code Quest
Sam Van Hulle (sam_vh) added a comment to T54744: UI: Expand List of Editors.

@William Reynish (billreynish) To be honest, that's not really answering @Julien Kaspar (JulienKaspar)'s question. And I must admit I've asked the same before. What are the plans for the editors after they've been separated? Any new tools planned, UI revamp, ..?

Dec 18 2018, 11:51 AM · User Interface, Code Quest
Sam Van Hulle (sam_vh) changed the status of T59524: World surface shading renders black in Cycles from Unknown Status to Resolved.

Aaaaand my bad, little oversight that was completely my own fault.

Dec 18 2018, 11:50 AM · Blender Studio, BF Blender
Sam Van Hulle (sam_vh) added a comment to T59524: World surface shading renders black in Cycles.

In my case, both the background colour and the shading are pure black.
Attached is a screenshot of rendered mode with film transparency and the problem.


This is at the studio in Linux build 08e6948da50, so it does have the same problem as my 9149e894210 build on Windows at home.
It can't really be a driver thing afaik, since this is not using GPU rendering.

Dec 18 2018, 11:41 AM · Blender Studio, BF Blender
Sam Van Hulle (sam_vh) added a comment to T59525: Repeated hiding and unhiding of objects causes more memory usage.

Fair enough, makes sense.
Is it normal though for undo steps to take up more memory when the complexity of said objects increases? Even if the datablocks are linked from another library?
A cube, for example, adds kilobytes. A forest of linked trees adds tens of megabytes each time.

Dec 18 2018, 11:33 AM · Blender Studio, BF Blender
Sam Van Hulle (sam_vh) added a comment to T54744: UI: Expand List of Editors.

@Brecht Van Lommel (brecht) What if I wanted to paint on the World texture? Good idea about separating mesh-related data and independent images. But I still don't see why UV editing and image painting have to happen in the same editor, especially if they're going to limit data access to what is selected in the viewport.
I would suggest this:

  • UV Editor: data depends on the selected mesh, allows you to work in a dedicated editor
  • Image Editor: independently selected image datablock (you want to be able to paint on anything really), optionally show the selected mesh's UVs. Image Viewer doesn't really need to be something separate. I mean, if you can look at an image, you might as well be able to paint on it without having to open up a different editor.
Dec 18 2018, 2:07 AM · User Interface, Code Quest
Sam Van Hulle (sam_vh) created T59525: Repeated hiding and unhiding of objects causes more memory usage.
Dec 18 2018, 1:42 AM · Blender Studio, BF Blender
Sam Van Hulle (sam_vh) renamed T59524: World surface shading renders black in Cycles from World surface shading renders black to World surface shading renders black in Cycles.
Dec 18 2018, 1:35 AM · Blender Studio, BF Blender
Sam Van Hulle (sam_vh) created T59524: World surface shading renders black in Cycles.
Dec 18 2018, 1:34 AM · Blender Studio, BF Blender

Dec 11 2018

Sam Van Hulle (sam_vh) added a comment to T56741: Color Picker Value Bug.

@Brecht Van Lommel (brecht) I would expect the same from the RGB values, no? Only involve the view transform in displaying the colours, not the numbers? I just assumed all of the values were always linear, and wherever I'd see an actual colour displayed, that would have been transformed. Or am I seeing things wrong?

Dec 11 2018, 4:12 PM · BF Blender, Code Quest
Sam Van Hulle (sam_vh) added a project to T59191: Top bar tools disappear randomly: Blender Studio.
Dec 11 2018, 3:20 PM · Blender Studio, BF Blender