- User Since
- Dec 2 2018, 10:14 AM (192 w, 6 d)
Fri, Aug 12
I am so sorry for your time and confused situation! But I was sure I tested push Eevee samples to equal values. Now it's really fine with this settings:
Also I switched off different screen effects to see clearly, my scene pretty heavy... In other scenes sample difference visible not so sharp... And thanks for the tip about TAA.
Thu, Aug 11
@Philipp Oeser (lichtwerk) Yes, I meant Rendered Viewport. Look at this may be this will be much clear for realize the issue.
Tue, Aug 9
I am using Eevee of course) Changing sample count in Workbench is changing samples in Eevee viewport (in 2.93). Eevee doesn't have these settings, so this is logical. In my examples clearly showing differences between Antialiased and Non Antialiased viewport. Try to zoom in. And also you can build simple scene with two primitives and see the issue on your own. But may be it's due Linux or Nvidia drivers and only I can see this?
Mon, Aug 8
@Pratik Borhade (PratikPB2123) Hi! Here you go
Sun, Aug 7
Fri, Aug 5
@Omar Emara (OmarSquircleArt) Thank you for response. In that way it's working indeed.
Thu, Aug 4
Wed, Aug 3
Mon, Aug 1
Sun, Jul 17
Jul 13 2022
Jul 12 2022
@Pratik Borhade (PratikPB2123) Thank you! It works. But I didn't get it what the goal to hide features from user. I mean if I choose override - I want to override it (how it was before 3.2). But now after the call of operator Library Override I just get the list of objects which I should flag "Editable" in outliner. Weird... (:
Apr 26 2022
Apr 21 2022
Apr 4 2022
Mar 21 2022
@Richard Antalik (ISS) Yes! It was off in the filters popover! Thank you!
Mar 20 2022
Mar 13 2022
Mar 7 2022
Mar 2 2022
Agree with @David Kozma (kynu) , this bug is really too long living
Feb 21 2022
Sorry! In the folder blender-media-viewer folder with the same name, and exactly this one folder was needed. Sorry again. Please close this task.
@Omar Emara (OmarSquircleArt) Looks like nothing useful...
Feb 18 2022
Feb 6 2022
Feb 2 2022
Jan 17 2022
@Pratik Borhade (PratikPB2123) Please, excuse me! Everything fine now. My mistake was that in file browser's "Display Settings" was filtered by "Date" (not Name) and due this seq was reading in reversed way. It's completely unexpected for me)) I thought Blender will forced read 0001 - 0080 frames even in this filter type)
Jan 16 2022
Jan 11 2022
Jan 8 2022
Jan 7 2022
Dec 30 2021
Dec 29 2021
Dec 27 2021
Nov 23 2021
Nov 8 2021
Nov 2 2021
Oct 31 2021
Original file has particles and few high-polys = 1 500 000 polys. So there is pretty much dynamics.
I captured this! Crash appears when I try to render with Motion Blur enabled.
@Martijn Versteegh (Baardaap) I experimenting with file. I used sapling tree addon for the trees. I'm not sure, but If I copy everything except trees in new file - in new file rendering is proper. But if I delete trees from this file - still crashing (file is doomed?).
Oct 30 2021
@Hans Goudey (HooglyBoogly) Thank you! This is it!
@Jesse Yurkovich (deadpin) Yeah, it's working on fresh build. Thanks.
Oct 29 2021
Oct 5 2021
Is there some hope for 3.0? This constraint doesn't work for game engines and this is big deal...
Sep 29 2021
Sep 23 2021
Sep 9 2021
@Pratik Borhade (PratikPB2123) Yes, with default settings same behavior. Sometimes it's appears for 1 frame from 100. Render time for each frame: 4sec. Tested on 2.93.5 - same issue.
Sep 8 2021
Sep 3 2021
Aug 31 2021
Same crash in 3.0
Aug 24 2021
can you also reproduce this in a fresh 3.0 build from https://builder.blender.org/download/daily/?
you set Playback > Sync > Play Every Frame
May 13 2021
@Wayde Moss (GuiltyGhost) Thanks a lot for helping me figure this out! Now all gears are rolling right.
May 4 2021
Apr 26 2021
Materials working if I place GeoNodes modifier in the end. But it's bad way because instead of 1 instance I get 8 on cross of edge due generated mesh in Wireframe modifier. Now I need to copy mesh without modifiers but with GeoNodes and synchronize it with mesh that includes Wireframe modifier. I hope developers will change the way how processing of modifiers priority works.
Sorry! I didn't know that modifiers after GeoNodes modifier are influence on top of the source and also on instances. Is that final concept of GeoNodes? It's inconvenient for me. It would be much better and much useful for procedural modeling if modifiers after GeoNodes modifier will influence only on target mesh and instances could have own modifiers (it's logical because you can continue edit instance source and adds some modifiers on them as it was all the time). Or using nodes to influence on instances (i think this way will be implemented in the future - roadmap is to add many modifiers inside of nodes i believe).
Actually, materials completely unworkable with GeoNodes instances. Now I tried to change color of material of the instance source and it's broken.
Apr 20 2021
Apr 9 2021
@Daniel Salazar (zanqdo) I just tried your file. There is a problem in ultra low value for AO "Distance" in compare with the scale of the scene. So you can just increase a little bit value and it will be working perfect. So, artifacts going to appears when AO "Distance" is very low and "Auto Smooth" is enabled.
Apr 7 2021
@Jaggz H (jaggz) This bug feeling good with other shaders:
Apr 2 2021
Operating system: Linux-4.15.0-140-generic-x86_64-with-glibc2.27 64 Bits
Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04
Mar 3 2021
@Hans Goudey (HooglyBoogly) I would think a disabled collection should be empty to geometry nodes.
Mar 2 2021
Next time, please report bugs separately.
@Jacques Lucke (JacquesLucke) Ok, thank you for support. I just thought this way will be more optimized for tracker.
Mar 1 2021
@Philipp Oeser (lichtwerk) Thanks, yes, it's working. But it's very confusing that devs silent and doesn't release this feature for so long time and even hide it from experimental section...
Guys, I wrote in task description:
@Falk David (filedescriptor) You are wrong, probably you didn't open my file. Plane is the object with GeoNodes modifier. Also this vertex group perfectly working with Point Distribute node as Density Attribute.
Feb 28 2021
And here is Daniel Bystedt (0:28) using this feature very often.
@Steffen Hartmann (Harti) Yes, I mean that feature. And I think you wrong because I found this feature in factory keymap. And "Switch Object" no more in Developer Extras - Experimental section. Actually when it was in experimental section in 2.90 - it wasn't works for me and many Linux users too. And I absolutelly agree with you, sir, that this feature very handy and misty, and too long coming to the master.
Feb 27 2021
Jan 27 2021
Sure @Philipp Oeser (lichtwerk). This shown in 0:59 of this video. When I switch off armature in NLA bones keeps incorrect poses in keyframes produced by NLA. Before I started use NLA bones have proper poses which I marked in the video.
Jan 16 2021
Dec 8 2020
Nov 18 2020
Sorry didn't know that. I found this feature from Pablo Vazquez video https://youtu.be/Leog6MbGABw from 25th of September - thought it already in.
Very hope that feature will be in release.
Nov 17 2020
Nov 7 2020
Crucial Bug! With bugs like this one Blender stay too far from proprietary apps. It's confusing me how often new releases coming but bugs that corrupt whole workflow isn't resolving for so long. I hope devs will take all efforts to squash this bug and others.