- User Since
- Jun 7 2013, 5:44 PM (276 w, 1 d)
Jun 7 2018
Making this a per vertex effect is pretty limiting. The utility of hiding all coplanar edges is much greater than the utility of hiding all coplanar vertices.
May 4 2018
I filed a bug report on this same issue a while back: https://developer.blender.org/T53886
Jan 24 2018
That's a little disappointing that layered transparency is taking such a big hit here. There is still visible noise after 100 samples, for an effect that used to resolve in 1 sample.
Oct 27 2017
Aug 16 2017
Patch works great, I love it.
Apr 17 2017
Works perfectly, thanks Brecht!
Apr 14 2017
Even cranking up the sample count doesn't clean up the static:
May 6 2016
Hey, a useful workaround right now is better than a bug fixed in a month!
Nov 22 2015
Oct 7 2015
Aug 31 2015
Base point snapping is a great idea. Any way to integrate base point selection with accumulated snap points (pressing a over a snap point in transform)?
Jul 2 2015
That back to the future reference is totally worth subscribing to this page.
Mar 30 2015
Thanks for the change, I think this is a good solution.
Mar 24 2015
Mar 12 2015
Feb 9 2015
Oct 31 2014
I tested Maverick and Marco's files, no issues in occlusion query or ogl select.
win7 64, i7 2600k, gtx 750 ti
Sep 30 2014
A rolling shutter distortion / undistortion of some sort would be excellent.
Aug 5 2014
Jul 11 2014
Jul 2 2014
Yeah, I've run into enough inconsistencies with the unit mode that I just use the default units nowadays
Related task: https://developer.blender.org/T40925 - scene gravity hard limited
Jun 23 2014
Thanks for finding that, Brecht. I should have tested my blend file after packing images, didn't see that one coming!
Jun 19 2014
May 22 2014
@Vlad Mafteiu Scai (00Ghz), That is not an implementation of MLT, it's just standard path tracing.
May 21 2014
Thanks for the quick fix Bastien!