- User Since
- Sep 8 2008, 7:02 PM (531 w, 3 d)
Sun, Nov 11
Well, as far as I know, Screen space refractions aren't aware of the backfaces of your object, like it goes to infinity. the refraction you get is like deleting the back half of your sphere. when you do that cycles and eevee look more similar
Sat, Nov 10
I wonder how the material slots would work there. Thinking forward for the eventual asset manager, it would have to show the slots when you want to work with a selected object, but not when just working with a material from the asset manager
Tue, Nov 6
Yeah, I'd like for the HDRs of Lookdev to use the scene's Color Management settings as well, minus the exposure settings, unless you turn scene lights on
Sun, Nov 4
For reference, zbrush uses flat face normals. not smoothed or vertex normals, but the edges of those face normals seem blurred or averaged on a constant screen space radius. For example, the brush remains flat on a face until you get close to the edge and it starts making a smooth rolling instead of a constant snap as you get to the other face. If faces on screen space are small, it doesn't matter if they are too noisy. But at the right scale of noise on screen, the problem of the brush rocking back and forth still happens. Blender could improve on that or be the same
Sun, Oct 21
Not a bug. It's an option, just uncheck it
Oct 16 2018
Consider having this ready for the beta milestone
Oct 12 2018
Are you sure the triangulated cube is part of the original bug? You guys might want to click File> Load Factory settings. I remember that the default cube was triangulated by accident on new files, until it was fixed more recently
Sep 20 2018
Sep 14 2018
Sep 2 2018
Aug 21 2018
Aug 17 2018
Aug 14 2018
Aug 13 2018
Aug 12 2018
Aug 2 2018
Aug 1 2018
Jul 14 2018
Jul 1 2018
Didn't Pablo say that Flatty dark should be changed to be dark gray instead of blueish? Gray would be great
Jun 30 2018
Jun 20 2018
Jun 2 2018
How about removing Ctrl+U as save start-up file? I've accidentally overwritten the startup file many times because of it, destroying my carefully crafted file.
May 26 2018
Could Matcaps be consolidated inside the Studio Lighting menu? After all, they look similar, a menu of spheres, even if what they draw (lights vs images) and how they're mapped is different. Matcaps would only need a third folder in datafiles/studiolights and be processed differently, not as equirectangular 6 lights things.
May 4 2018
Any plans for the data type icons to be displayed vertically? There can be too many at any given time and they get cramped horizontally in the header, forcing to grab and drag with middle mouse, or use a wider area, this would only get worse if the plan is to have a narrower properties editor by default. This is a common thing that people have surely suggested in the past, but I guess it was turned down because headers cannot be vertical, on the sides. But the icons could ocupy their own vertical region inside the editor instead of the header, leaving the header for other things. It would also look more in line with the new toolbar design. Another posibility could be dropdown menus
May 2 2018
Could the material shading view be active with Eevee as the render engine as well? It seems useful to have the flat lighting and studio lighting options in hand, maybe with scene lighting greyed out or removed from the list, forcing you to switch to the rendered view
Jul 2 2017
This one happens to me on newer builds like blender-2.78-9cd6b03-win64. Tried with both a machine with Nvidia gtx 970 and other with Intel HD 530.
May 30 2017
@Brecht Van Lommel (brecht) I meant to say a method to avoid it going above 100% reflected, sorry. If it's below 100% then it should stay the same.
@Mike Erwin (merwin) latest one I downloaded from the device manager 22.214.171.12424
I was reading this thread regarding how the Subsurface slider should work and wanted to give my two cents. Currently, you can't create a pure white material with mixed 0,1,1 diffuse and 1,0,0 subsurface like in fig1, because with the slider at 0.5, the shader converges to a total reflectivity of 0.5,0.5,0.5 . Would Renderman give that same result?
Crashes on Windows 10 + Intel HD 530
May 22 2017
Mar 20 2017
the bug is indeed gone in msvc2015 build
It still happens on latest buildbot, on my system at least. Everything was rendered on CPU
Jan 26 2017
Jul 19 2016
Jul 15 2016
Apr 1 2016
No problem. I think I provided enough evidence and explanations on why this is inconsistent and should be considered a bug, and I hope you take it into consideration.
Mar 30 2016
Jan 9 2015
Placing the DLL does work. Also, my driver was up to date, and for whatever reason, downgrading it to a previous version fixed the problem and it's now ogl1.4. Thanks.