Page MenuHome

slowburn (slowburn)
User

Projects

User does not belong to any projects.

User Details

User Since
Jun 27 2019, 9:55 PM (48 w, 1 d)

Recent Activity

Tue, May 26

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

I would simply kill the whole Xray and face dots thing and have one, proper, consistent selection mode.

And what would that one, proper, consistent selection mode, that can satisfy everyone, be?
Regarding X-Ray, maybe it could be merged with Wireframe into a unified see-through mode, that is enabled with the same shortcut/button. And with the X-Ray slider you could set it up to look like a simple wireframe or an x-ray shading that we have now, based on your preference.
But getting rid of facedots is unrealistic, since they are used to reliably select faces that are overlapping each other in wireframe/x-ray.

That's why our proposal consists from a single ui button and several overlay options

Single ui button works well for controlling select through/occluded, but tying facedot selection to the overlay is flawed. If I want to use area selection with x-ray do I have to forego the ability to accurately select individual faces? Why can't I do both? These two modes don't interfere with each other.

Tue, May 26, 8:49 PM · Modeling, BF Blender

Mon, May 25

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

Abscense of facedots in witeframe can clearly visually split face area mode for non-picking selection types

I think it was mentioned in this thread by a developer, that facedots in Wire/X-Ray are used to indicate face selection mode, so they can't even be disabled. Besides, combining those 2 modes would help to save quite a few clicks: you could use area selection for selecting multiple faces, and then immediately pick a specific face by a facedot, without having to switch to facedot selection mode.

Mon, May 25, 8:04 PM · Modeling, BF Blender

Sat, May 23

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

But I am not sure what is the reason to see facedots, but not select by facedots in xray/wireframe.

This "Select by Facedots" toggle only applies to Box/Lasso/Circle, but you still need to use facedots to pick a specific face, with a single click. Otherwise you would need to click multiple times to select a face that's behind other geometry. That's how it works in 3ds max and it's always frustrating.

Also, this header will apply to the entire selection as a whole, even if it is assigned to each selection tool separately

What do you mean "separately"? As I said these settings would work as a global toggle, so that selecting is always consistent across all tools, including modal selection that's activated with a keyboard shortcut.

Sat, May 23, 10:22 PM · Modeling, BF Blender

Wed, May 20

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

It does not make sense to split modes per tools

Ok, perhaps I didn't explain this properly in my proposal, but options that are placed in the tool settings are synchronized across all tools that share those options. Take a look at Drag option for example: if you set the Drag action to be Select Lasso, all tools will do a Lasso Select. So it's not tool-specific, but a global toggle. Select Through (or any other selection-related option) would work the same way. Here's how it would look like placed in the header:


Since Select Through is something you might want to toggle more often, depending on situation, it gets a separate button (which also works as a visual indicator, solving one of the design goals). Whereas Facedot selection is more of a general workflow preference, so it can be hidden in a drop-down menu. This is a simple and concise solution, that doesn't complicate selection process in any way, but places useful options always within reach in case you need them.

It will be a bugfix of a a very ancient problem, that breaks "you can select what you see" paradigm all this time.

It's not that simple. Even with Backface Culling enabled, only the solid shading of polygons is disabled, but vertices and edges are visible. So you can still select what you see, without braking any paradigm. I think it's better to take the same approach as with this task and clearly decouple selection behaviour from the shading mode.

Wed, May 20, 3:54 PM · Modeling, BF Blender

Fri, May 15

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

Modal selection can have the same features available as the selection tool, the only difference is that they are controlled with shortcuts, like these:


Default configuration would be synchronised with tool setting so it would work in the same way.
The problem is that right now there is no place in Blender's UI for global selection settings (because there are no setting, just hardcoded stuff like Facedot selection in X-Ray). So tool settings looks like the only area where multiple options could be put in one place. And it could be made to work globally across Blender. Of course a dedicated space would be even better.
Ludvik's proposal to put selection-specific options in the area used for shading and overlays seems like an ad-hoc solution. It works well in this specific case, but cannot be expanded to accommodate additional options. For example, if Backface selection toggle is added in the future, where should the option be located? Next to 'Backface Culling' in Shading menu? I guess it depends on what kind of long term approach devs want take for selection tools - if all setting should be in one place or scattered around the UI.

Fri, May 15, 2:42 PM · Modeling, BF Blender

Wed, May 13

slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

all selection modes

What do you mean?

Wed, May 13, 8:27 PM · Modeling, BF Blender
slowburn (slowburn) added a comment to T73479: 3D View Selection Occlusion (Select Through) .

This is quite a discussion for such a simple and uncontroversial feature :) Anyway, here's my attempt to summarize it and add some suggestions.

Wed, May 13, 12:24 AM · Modeling, BF Blender

Apr 26 2020

slowburn (slowburn) added a comment to D7510: Object: Switch Object operator.

Tab + mouse click should work fine, because pie menu is triggered only if the mouse is moved a certain amount. If a drag threshold is set high enough it shouldn't be a problem.
But whatever the default shortcut ends up being, it should be editable in the keymap and not hardcoded in some way.

Apr 26 2020, 6:49 PM

Apr 24 2020

slowburn (slowburn) awarded D7510: Object: Switch Object operator a Burninate token.
Apr 24 2020, 6:59 PM
slowburn (slowburn) added a comment to D7510: Object: Switch Object operator.

I think this feature would work well in any of the 6 editing modes, the way Pablo is doing it in sculpt mode (hover and click). The only issue is that there isn't a convenient shortcut that is empty in all different modes. So I think it would be best to add it as a menu item without a shortcut and leave it up to the individual users to decide what shortcut to use, or if they need this feature at all in a specific mode. Blender is really flexible in this aspect, because you can use different shortcuts in different modes for the same action.

Apr 24 2020, 6:52 PM

Apr 13 2020

slowburn (slowburn) created T75697: Multires modifier produces rounded corners with 'Simple' subdivision mode.
Apr 13 2020, 10:15 PM · Modeling, Modifiers, BF Blender

Feb 19 2020

slowburn (slowburn) added a comment to T73940: Tangent space normal maps render incorrectly with mirror modifier.

So it's not a bug and not an issue with a specific normal map, but a limitation with the box projection? Then maybe it should be mentioned somewhere in the documentation, because it took me quite a while to figure out why my materials look so wrong when I use normal maps.

Feb 19 2020, 11:55 AM · BF Blender

Feb 18 2020

slowburn (slowburn) added a comment to T73940: Tangent space normal maps render incorrectly with mirror modifier.

Are you talking about texture coordinates or setting the normal map to "Object Space"? Because for me normals gets flipped with all the different texture coordinates, but setting the Normal Map node to "Object Space" does appear to help. But it's not a real solution, because if the object is rotated away from 0,0,0, the shading gets completely messed up:


I think that standard normal maps for PBR materials have to be applied in tangent space to work correctly.

Feb 18 2020, 1:49 PM · BF Blender

Feb 17 2020

slowburn (slowburn) created T73940: Tangent space normal maps render incorrectly with mirror modifier.
Feb 17 2020, 7:44 PM · BF Blender

Jan 30 2020

slowburn (slowburn) awarded D6715: Sculpt: Cloth brush a Burninate token.
Jan 30 2020, 12:54 PM · BF Blender (2.83)

Dec 21 2019

slowburn (slowburn) awarded T54642: Asset Project: User Interface a Like token.
Dec 21 2019, 6:38 PM · Datablocks and Libraries, User Interface

Dec 20 2019

slowburn (slowburn) changed the status of T72486: Inconsistent behaviour with Scale and Rotate tools when Tool Fallback is enabled from Unknown Status to Resolved.
Dec 20 2019, 6:54 PM · BF Blender
slowburn (slowburn) added a comment to T66304: Tools, Selection & Gizmo design.

@Campbell Barton (campbellbarton) I tried the latest build (12.19) and the problem I described earlier still exists. Only now it depends on whether an object is active (origin is visible as an orange point). And a partial gizmo appears at the world origin before you start dragging:

Dec 20 2019, 12:30 AM · BF Blender (2.82)

Dec 16 2019

slowburn (slowburn) created T72486: Inconsistent behaviour with Scale and Rotate tools when Tool Fallback is enabled.
Dec 16 2019, 9:04 PM · BF Blender

Dec 14 2019

slowburn (slowburn) added a comment to T66304: Tools, Selection & Gizmo design.

@William Reynish (billreynish) Ok, I can do that. But since this is still an experimental feature, and this bug happens only when Tool Fallback is enabled, maybe it would be better to discuss such issues in this thread? Reading about the proposed “Tracker Curfew” gave me an impression that the bug tracker is a 'bit' overloaded ATM.

Dec 14 2019, 9:26 PM · BF Blender (2.82)

Dec 13 2019

slowburn (slowburn) added a comment to T66304: Tools, Selection & Gizmo design.

Nice feature, but there's an issue with how Rotate and Scale tools work in Tweak mode:

Basically if you click and drag on an object area where the transform gizmo will appear you get a different action than clicking outside of it. This results in a very inconsistent and confusing behaviour. I think Tweak mode should ignore the gizmo when you click+drag on a new object for Scale/Rotate tools and just perform a corresponding action in screen space. Scale intensity will probably have to be adjusted because it's way too strong if you happen to click near the object's center.

Dec 13 2019, 10:53 PM · BF Blender (2.82)

Oct 31 2019

slowburn (slowburn) awarded D6156: Sculpt: Texture mesh filter a Love token.
Oct 31 2019, 11:31 AM · BF Blender (2.82)

Oct 30 2019

slowburn (slowburn) added a comment to T71208: Volumetric lighting leaking in eevee.

I just tried opening this scene in 2.80 and it looks a bit better. Basically the light leaking appears only when the camera is at a specific distance from the object in front, but in 2.81 beta and up it's always visible. So maybe it's related to the shadow system refactor.

Oct 30 2019, 6:23 PM · BF Blender
slowburn (slowburn) added a comment to T71208: Volumetric lighting leaking in eevee.

Ok, here it is. But there's nothing special about this file, it's just a bit modified startup scene.

Oct 30 2019, 5:03 PM · BF Blender

Oct 29 2019

slowburn (slowburn) created T71208: Volumetric lighting leaking in eevee.
Oct 29 2019, 11:40 PM · BF Blender

Jul 10 2019

slowburn (slowburn) added a comment to T66489: Camera Background Image interferes with object selection.

Yes, it still happens on 07.10 build. Here's my settings:

Jul 10 2019, 6:40 PM · BF Blender

Jul 6 2019

slowburn (slowburn) created T66489: Camera Background Image interferes with object selection.
Jul 6 2019, 2:32 AM · BF Blender

Jun 29 2019

slowburn (slowburn) added a comment to T66189: Issue with box select and active object..

It could pick any object from new selection, would still make a lot more sense than keeping deselected object as active.
Besides, blender does the same thing if you box-select only one object, that's definitely a bug imo.

Jun 29 2019, 12:42 AM · BF Blender

Jun 27 2019

slowburn (slowburn) created T66189: Issue with box select and active object..
Jun 27 2019, 10:35 PM · BF Blender
slowburn (slowburn) updated slowburn (slowburn).
Jun 27 2019, 10:32 PM