- User Since
- Jan 25 2008, 8:59 AM (630 w, 5 d)
Tue, Feb 18
This is super exciting. For me this was one of the number 1 reasons to have the workspace concept in 2.8 in the first place. I do agree with Julian though, 8 slots sounds excessive, and I would probably only need one synced workspace. In fact I would probably mostly work in just one synced 3d viewport across all workspaces. So I would suggest to make it more like a toggle for synced viewport or so. But either way, this would be a HUGE workflow improvement!! Thanks for looking into it!
Thu, Feb 13
Wow, that was fast! :) Thanks!
So far I love it!
What the other collection icons do when you ctrl-click on them twice is first to isolate them, and when you ctrl-click the second time it unhides all previously hidden collections, which is a bit bit unfortunate. It feels like a toggle at first, but's not really toggling between 2 states.
Especially with the Exclude button it would be nice if Blender would somehow remember which collections where enabled and which excluded when you ctrl-click the checkbox.
Often there is a specific configuration of which collections are enabled and which are excluded. Now when you isolate one to inspect it you would at some point want to "un-isolate" it by ctrl-clicking again, but ideally without losing the initial configuration of which collections where enabled or excluded.
Jan 10 2020
This did work in 2.79. It did not try to render both eyes simultaneously as it seems to be the case now, but was always rendering one eye, no matter what you set in the stereoscopy panels.
I cannot reproduce what you described in the title.
Yep, I can confirm that. Only way around that is to switch to either Left or Right Eye in View settings of 3D Viewport. Disabling left or right eye in Stereoscopy settings of render panel doesnt help.
Dec 19 2019
I agree. Maybe not a bug, but definitely bad wording. Maybe just rename to "Alpha" or "Opacity"?
Dec 16 2019
Dec 3 2019
Nov 30 2019
If you can make it happen in 2.79, please tell me how, maybe I am missing something. But I just tried and the resulting NodeGroup inputs where also all called "Image".
Should be easy to add though...
This is not a bug. It also would only make sense for Renderlayer or Image Input nodes. But inputs/outputs of most other nodes are just named "Image" anyway. It could be a nice addition for addons like Node Wrangler, but it's not a bug, but a feature request.
Nov 26 2019
The design for the Clone Tool might not be ideal (let's just call it sort of horrible), but it does work as intended.
For it to work you need to set a Clone Image in the Brush Panel. You can then drag the image with Right Mouse Button.
So, not a bug :)
Nov 23 2019
Wall of text following! Jump to the last paragraph "Tools" if in a hurry :)
Nov 21 2019
This is really great, but having a default bevel offset of 1m is not really helpful. The previous default of 0.1 was much better (maybe even stil too high).
Nov 14 2019
To me this definitely looks like a regression...
Nov 11 2019
Nov 4 2019
Nov 2 2019
Nov 1 2019
Just tried it, and so far it works really great!
The icing on the cake would be, if the cursor would change its shape once you hover the mouse over the area, where a click would close the mask.
But I think that would only even start to matter when the tools are being transformed to the new tool system.
Oct 19 2019
Oct 2 2019
Yep, I can confirm that.
Sep 19 2019
Sep 18 2019
Yep, that's a bug, already reported though here: T69971
Sep 17 2019
I can confirm that, though only when using a custom UV input.
Try this file:
If you connect Texture Corrdinates with UV to the Noise Texture it works, with the UV Map node it doesn't.
Tried with 2.81 (sub 11), branch: master, commit date: 2019-09-17 09:24, hash: rB271c6794d629
Sep 12 2019
Sep 6 2019
No, it still happens.
If you render something Blender will now by default open the render result in a new window. If you change from Render Result to any other image in that window, and change the filepath of that image from the N-Panel, the file browser will now open in the same window. And if the file browser is in thumbnail view, the drag/drop thing still happens.
So even though it might not be as obvious as before, the bug is still there.
Sep 5 2019
I have updated the patch with @Sergey Sharybin (sergey)'s suggested changes.
Sep 4 2019
It does not do that here.
While the Holdout shader for Eevee has been implemented recently, Holdout for collections is still missing. I'd say it is not a bug, just a missing (yet very desirable) feature. But I'm sure it is on somewhere on @Clément Foucault (fclem)'s long ToDo list :)
This is not a really bug, this is just an unfortunate situation. I wish the background in AO and shadow pass would be white as well, but it has been like this since forever.
My workaround is to add the inverted Alpha pass to AO and shadow pass.
So while this will probably be closed as Invalid, you'd have my vote for these passes to be changed so we don't have to manipulate them to be useable.
Aug 30 2019
Maybe I am not quite sure I understand correctly, but everytime I travel, teach or use Blender somwhere else on the road, I am doing that on a MacBookPro, and I always use the EmulateMiddleMouseButton there. I would be completely lost without it.
Aug 23 2019
Aug 20 2019
Aug 19 2019
Aug 18 2019
Aug 16 2019
Aug 15 2019
I can confirm this with master as well.
It's the material called "Steel" in this file.
To make Blender crash you just need to try to append the material "Steel" from the suitcase blendfile.
Aug 14 2019
Are you sure that there are in fact noodles? Can you send a blendfile showing the issue?
Aug 6 2019
I agree that hiding everything behind dropdown menus is super annoying and doesn't improve the UI at all.
Register Script is still an item in the header, taking up way more space than those 3 toggles we previously had, even though I believe that one is used far less.
Luckily it seems that the default is that syntax highlighting and numbers are enabled by default. So it doesnt hurt so much in this case.
In general I'd wish that items in the header were not regarded as visual clutter so much.
It's great that pie menues are being worked on! They can make working so much faster and easier.
However, I think there are a couple of problems with the current way the pies from the addon work.
One of the problems is inconsistency compared to the "default pies":
There are a few builtin pie menues by default.
In the addon there are some pies that have the same functionality as the default ones, however, they are arranged differently, which confuses muscle memory.
After this commit D5276 I cannot reproduce the issue anymore, so I believe it has been fixed.
This was fixed by D5276
Aug 5 2019
Aug 4 2019
Yep, seems to be the same issue.
Turn on Simplify, set Viewport Max Subdivision to 0.
That will give you realtime playback (at least it does for me).
There is at least 1 object that has a huge viewport subdivision level, and that's "YelfBeard". It is not visible, but the subdivision gets calculated nonetheless, slowing down your viewport. There might be another object using subdivision, so turning on Simplify for the viewport subdivision in the Render Properties helps a lot.
Aug 2 2019
Jul 30 2019
Jul 28 2019
I cannot reproduce it on Mac with OSX 10.11.6. Blender is not crashing when modeling.
Could you please post a blendfile demonstrating the issue and be a bit more specific about the exact Blender version you are using.?
Actually, while preparing the screenshot above I found that Annotations have a similar problem.
Yeah, happens too on a MacBookPro with Retina Display.
The UI in Clip Editor gets microscopic.
Yep, confirmed. Weird behavior. I'm gonna poke @Sergey Sharybin (sergey), how is sitting right next to me :)
Here's a blendfile with the setup you described above.
Jul 26 2019
Actually, it seems the problem only exists when using a MovieClip as input. When trying the same clip as Image Sequence, performance is back to normal, with realtime feedback.
Smells like teen depsgraph!
So maybe something for you, @Sergey Sharybin (sergey)? :)
Jul 16 2019
Interesting. This doesnt even work in 2.79! :D Never noticed it though.
Jul 15 2019
Btw: even easier workaround: Duplicate the node, make single user. :)
Jul 14 2019
Oops, I am sorry, I didn't test with the latest build. This is apparently already fixed!
Confirmed, though it is not just Detect Features. Also adding a new Marker results in an empty Adjust Last Operation panel.
Jul 13 2019
I would like to come back to this issue.
@Sergey Sharybin (sergey) told me a while ago that this is indeed a bug, and for the upcoming VFX course this should be fixed.
Is there any chance this can get fixed before final 2.80? Would make the VFX course at the Institute a bit more pleasant ;)
Jul 12 2019
Just a note: As already mentioned to @Brendon Murphy (meta-androcto) in blender.chat, the issues in clip editor pie where afaics not the ones in space_clip.py, but in the former pie_menus_official addon. I don't think that is even needed anymore, and at least the clip editor pies in that addon can be removed, since we have those in space_clip.py already.
Jul 9 2019
You can press Shift+M in 3D Viewport and Outliner as well to link one or more objects to a collection instead of moving it to a collection. Unless I am misunderstanding your problem, and you mean something else.
Yep, I can confirm that, though this never worked. It totally sucks, but it's not a bug, more a limitation.
I hope this can get fixed once the masking tools are brought to the new tool system. Hopefully in 2.81! :)
Jul 8 2019
Yes, that would have been it.
So, to sum it up, there is no bug here, everything works as intended.
Ah, I understand.
So it looks like as if you would have tracked this shot with some kind of script, which was adding keyframes for the marker weight on each frame. These are the keyframes that appear in the timeline, and there doesn't seem to be a way to filter those.
Any idea what to do about that, @Sergey Sharybin (sergey)?
Yes, upload did work.
I think I know what happened, though.
You probably clicked on "Constraint to F-Curve" in the Camera's Camera-Solver Constraint. That will convert the track into single keyframes. You don't need to do that, though. Just add the Camera-Solver to the camera, and it will move according to the camera solution. Did that help?
Yeah, confirmed. This did work in 2.79.