CG generalist , freelancing with blender since 2005.
I work mostly in video/audiovisual, animation, motion design projects.
- User Since
- Jul 7 2006, 9:54 PM (774 w, 1 h)
CG generalist , freelancing with blender since 2005.
Mar 16 2021
Thanks Hans, that makes sense ! keeping invert toggle seems convenient in that case !
Probably if someone is experimenting and not sure about what he/she is doing this kind of option would come handy !
This node is a really nice addition to the toolset BTW !
I was also wondering about the invert toggle. What about doing the same thing that point separate does, and outputting both geometry ? Maybe that not worth it if it's hard to implement...
Mar 15 2021
This seems to be somewhat related to contact shadows, turning them off remove artifacts
Mar 11 2021
looks like a duplicate of this one : https://developer.blender.org/T86473
Mar 10 2021
Hope you don't mind me giving my two cents here :
I tend to agree with Hans here : this look very promising as a workflow, look like something similar to how scatter objects addon work, and or the hair particles paint mode used for asset scattering.
Probably users at some point will make some addons either for "artistic" scattering (without messing with nodes) or as a part of an asset bundle ( like grass essential shipped with some particles system presets).
Mar 9 2021
I've run in the same issue, I've noticed that the AO is "cutted" at some point...
So it might appear in some cases
Edit : in fact it's behaving like in my screenshot when in orthographic view, in perspective the AO completely disappear...
Mar 8 2021
I think it's how it's supposed to work,
Feb 28 2021
Feb 12 2021
Feb 10 2021
Feb 2 2021
Jan 22 2021
Hum, by digging a bit I'm not sure if it's a bug...
In the group the default Value was set to 1, but in the value exposed "outside" the group it stayed at 0 probably because it was at 0 when the value was created.
Once I get out the group and set the value to 1 everything is working as expected.
Jan 18 2021
can you try on a more recent version of blender (eg ; 2.91) ? and provide a test .blend file ?
I think this is expected behavior for now, instances aren't influenced by modifiers. If you put a modifier after the geometry node modifier the instances aren't taken into account.
I think it's not a bug , but either a known issue or something to be done latter ...
Jan 12 2021
Indeed, that would be great ! but I still think link and append should be solved differently especially if we don't know yet these extra features that would require a popup.
Something like : dragging a .blend from the desktop to the asset browser, show a popup that let you either open the file or use it as a temporary asset repository could be a nice additional feature and make much more sense to me.
Dragging an animation to a rig may let you have some options like replace, add to NLA etc... All these are great case for a popup to me, but again link and append should be handled differently IMO.
But enabling things like that can have implications so I just want to understand context well.
Ok ! sorry to try to rush things, it's great to know that it will be addressed at some point, as users we don't have a good understanding of what's easy to do or not ...
Jan 11 2021
So what are the use cases you have in mind for linking in this first version of the Asset Browser?
Jan 9 2021
I've been testing overrides a bit, automatic re-sync at file loading seems an important feature. On some cases you just want to change something and re-render a bunch (100's) of shots without having to manually re-sync them. This can append several times during a production.
One solution (not the best) could be to have python operators that allow someone to implement automatic resync if needed . The resync can take times on some heavy assets (eg sets) which can make opening shots longer, but to me it's better than having to fix manually everything.
I'm really looking forward using overrides seems really cool and a great improvements toward proxies.
Jan 7 2021
Jan 4 2021
Dec 24 2020
Dec 21 2020
Doesn't look easy to solve.
Jul 3 2020
I can confirm this is happening in our production files.
Jun 20 2020
Jun 13 2020
Jun 3 2020
Hello, you should ask these kind of question into related forums such as BlenderArtists.org, the bug tracker should be only used to report bugs...
Jun 2 2020
So the Material preview mode is using evee engine ?
Apr 16 2020
Apr 2 2020
Mar 31 2020
Mar 19 2020
I think that the issue with ScreenRender is that it doesn't convey the idea that the output is an animation.
Maybe something in the line of "UI Anim Render" ?
What about "Animated Screen Capture", or "Animated ScreenGrab" for the name ?
It's less stylish but more descriptive...
Mar 18 2020
Mar 16 2020
Vous devez ajouter des information pour que le rapport de bug soit utile. Vous devez expliquer en englais quelle fonctionnalités ne marchent pas , et fournir un .blend simple qui montre le probleme.
Dans le cas des addons une capture d'ecran du message d'erreur peut aider aussi.
Mar 9 2020
As a reminder, this patch fix a bug in master. Currently proxy are broken and doesn't show up in the VSE : https://developer.blender.org/T73689
In 2.82 it's already the case, it would be great to have them back in master as it's quite helpful for having an appropriate playback for editing.
Mar 2 2020
Feb 29 2020
When using "self" you explicitly reference the owner of the driver as 'self'.
When using the variable's target it may not evaluate the target the same way, but the expression 'complexity' in itself doesn't change anything ...
There are "simple expression" based only on math that are evaluated faster, and full python expression but they are only slower to evaluate, when blender compute the value should append at the same time in both cases.
Unless I'm unaware of some stuff in the code source. Indeed I'm only guessing here and only someone familiar with the animation system or dependency graph code could explain what is really happening here.
Feel free to continue this conversation at blenderartists (you can poke me here) this is more appropriate as the tracker is not meant to be a forum for discussions.
Feb 28 2020
This is a known issue, in the meantime you can get a faster response by lowering the subsurf quality to 1 and work with viewport levels to 1.
You can also get rid of many triangles in the mesh that tends to slow down subdivisions.
Not sure all this will bring the mesh to a workable state but it may be worth to try.
Feb 27 2020
The main difference between the example and your case is that in the example it take a property of object A to drive object B.
In your case it's a property from object A that drives object A.
Try this one :
It's not a bug, you've got 2 viewlayers in your scene (View Layer and RenderLayer) on have lights on the other doesn't...
At render time both layers are rendered that's why the lighted one pops out a fraction of seconds.
I've modified the drivers's expression to use self.location instead of getting it through a variable :
Feb 26 2020
Linux MATE work the same way as blender, I think it's more intentional behaviour than a bug.
How does this create issues ?
The .blend is working fine on my PC, I've got a GTX 780 3Gb on linux...
unfortunately it's a known limitation : https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/shader_to_rgb.html
Feb 20 2020
Feb 19 2020
I'm closing this for now but feel free to re-open it once the test file is provided !
You should provide an example .blend with the simplest setup for us to reproduce the error.
Feb 9 2020
Jan 13 2020
Ok ! Objects ID are preserved which is a good thing, Object color could be quite helpful for shading, but I understand !
Jan 12 2020
I finally find why this is happening , objects inside the instance collection inherit the color of the empty instead of keeping their.
So in a way it's working correctly , in another it's a weird behavior because objects doesn't react the same way once instancied. Here it's how it looks in my scene, first image is the library file, second it's how it looks once instancied and linked in another file :
I found that the issue occur even if the instance is local :
Jan 2 2020
If I open the file with load UI disable it loads fine, the file then open in sculpt mode. Once loaded with current 2.8* UI I don't have any issue with it.
Ok, there is something going on, but it will be hard to look into it if we don't have a .blend to reproduce the issue...
Can you try to delete objects and simplify the .blend to the bare minimum ? so you don't share all your project and we only have the relevant parts ?
looks like it's a duplicate of this one : https://developer.blender.org/T60510
You should provide an example .blend so it's easy to reproduce the issue, I tried here with a production file and it's working fine...
Are you rendering to image sequence or movie ?
Dec 30 2019
There is a cyclic dependency in your file, it's visible in the viewport because the object jumps from time to time.
So it's already broken in the viewport and it doesn't get better when rendering animation.
Nov 26 2019
One issue I had in a company was that they were working with shotgun and it had a python 2.7 API where blender would be 3.* .
I wanted to integrate shotgun into blender so they can communicate to get assets , or to set status on some tasks. I end up with doing something really limited by running python 2.7 in background to talk to shotgun with os module , then import these data into blender. I guess if 3.7 is compatible with 3.8 there won't be such issue.
It's also totally arguable that Shotgun could come with an API compatible with python 2.7 and 3.*. I guess as all the other software stayed with 2.7 , they haven't see the need to do so until 2.7 gets abandoned.
Nov 21 2019
Nov 18 2019
I think X-ray reads better with fresnel added, I'm not sure if it's worth adding another checkbox to activate it, and another one to set the intensity.
What about having the fresnel color as a theme option. The fresnel color is multiplied by this value. This way we can disable it or tweak the intensity .
It looks like something that you want once and for all , rather than a case by case depending on the viewport / scene.
Sep 17 2019
Sep 13 2019
Sep 5 2019
Aug 14 2019
Aug 12 2019
Additive and multiplicative blend modes can be nice to keep for some cheating / NPR stuff.
Jun 30 2019
It's working fine with my GTX 780
Jun 21 2019
Jun 10 2019
you forgot to attach the .blend file :)
this is the intended behaviour, in eevee sunlight uses shadowmaps like spotlights and they haven't got infinite shadows , so the position of the sun lamp is taken into account.
I'm closing this because it's not a bug but a known limitation.
May 12 2019
Quoted Text The original file worked well in Blender 2.79.
The issue append because objects with surface deform are binded to a mesh with a subsurf that is different from viewport and render.
Activating subsurf on 'oldWarrior_body' disable surface deform on other objects. It's not a bug but how surface deform is working.
This is how it's supposed to work,
When you add an image to the VSE it gets automatically scaled to the output resolution .
When you crop it , cropping append before scaling. That's why it can give the impression of the image sliding when changing crop values.
May 11 2019
Mar 12 2019
Feb 8 2019
it may be related to preview, because it also crash when switching to texture tab (and create a new texture)
it's happening with both cycles and eevee
Feb 7 2019
Jan 29 2019
Thanks a lot for the answer !
disk cache as a replacement for proxy seems very promising !
Jan 27 2019
I'm not sure to understand , do you plan to remove proxy made of image sequence ?
I'm using VSE a lot to edit 3D renders, converting .png image sequences (the actual renders) to .jpeg allow to have a very smooth playback.
I find it quite convenient also because there is a direct relation between the render and the proxy file.
Also it's great for scrubbing in the timeline because frame aren't dependent of other ( unlike h264 ).