- User Since
- Nov 8 2004, 6:54 PM (828 w, 4 d)
Tue, Sep 22
Mon, Sep 21
Fri, Sep 18
I can't verify so far, needs more detailed steps and maybe blend file.
Thu, Sep 17
You are right. Why isnt Above Surface the default instead?
Tue, Sep 15
Thu, Sep 10
Ive been getting this a lot too
You are right, confirmed... the tell seems to be if Blender starts with no splash screen, there's gonna be trouble.
I also think this might have been fixed since I can't reproduce it anymore
Here's another simptom. Sometimes blender opens and they splash screen doesn't display the splash image
Tue, Sep 1
Sat, Aug 29
Aug 24 2020
Aug 14 2020
Some Initial feedback on the UI
Aug 9 2020
Jul 31 2020
Ah you're right!
Not here, when ever cycles addon is enabled and cycles is the selected render engine, I see no materials.
Jul 26 2020
Jul 22 2020
Jul 14 2020
Great stuff, was looking for an exposure node today. Hope this gets added soon!
Jul 5 2020
Hi, I would really appreciate this feature, specially to play well with GLTF export pipelines
Jul 1 2020
You are right, it has something to do with linked duplicates
Jun 30 2020
May 26 2020
Is there a more descriptive name that could be used like "Shape Preservation" or similar? Soft body doesn't tell me anything like that as an artist.
May 22 2020
Here they are
May 21 2020
Apr 20 2020
In other words, if the feature was not designed to filter selected bones, why is it hiding the unselected bones?
The Only Selected feature works on a channel level as you can read in the tooltip
Apr 18 2020
Sure thing. Here´s a step by step.
We have this scene which contains an armature with only 2 bones which named ONE and TWO. Both are selected.
The Action however contains fcurves for 4 Bones. Why? Because 2 bones have been deleted, leaving those fcurves behind and unused.
Now we have actually 2 problems with the animation editor´s filtering options which I explain in the following video.
Apr 7 2020
Mar 25 2020
It was definitely broken but seems to have been fixed now!
Mar 19 2020
Feb 1 2020
This has been fixed now!
Jan 29 2020
Nov 28 2019
Nov 26 2019
Nov 3 2019
Oct 22 2019
Oct 21 2019
Oct 17 2019
Oct 16 2019
As mentioned on the chat. This would solve this test file but not a real use case where the mesh comes with thousands of valid parts (CAD Files). The split algorithm seems to be escalating really poorly until the point that you have to force quit Blender.
Having all isolated vertices into a single object by default sounds perfectly reasonable. Considering the trouble of creating thousands of single vert objects.
You are right, it's the solo verts that are causing it to hang forever. After I removed them with a non manifold select operation it managed to separate quite quickly.
Oct 13 2019
Oct 9 2019
Sep 19 2019
Denoise is a complex feature meant for use in production files, you can't judge the results on a monkey head. The bug report is about the Albedo pass being incorrect, which clearly shows. Not about demonstrating it's effects on denoising. However I can provide an example of incorrect denoising extracted from a real scene.
Sep 12 2019
Sep 5 2019
Sep 4 2019
Aug 29 2019
Aug 28 2019
Put some effort in the report.
Aug 7 2019
Aug 6 2019
Use the tool in the blender help menu
Please provide complete information from your system including GPU and driver
Jul 29 2019
Jul 19 2019
Please provide blend file
Jun 25 2019
Hi, this is still a problem and it's very annoying :)
Jun 10 2019
@francisco silva (kiko) Please simplify your file greatly before submitting a bug report.
Jun 4 2019
Jun 1 2019
Please simplify your file. A scene with hundreds of objects and so many groups that takes minutes to render is not a good test file.
May 29 2019
May 28 2019
Already did it, check initial description
Try and get it down to one object and one shader, no lights etc. I had a similar case a few days ago. It was a principled shader
There's a LOT of stuff you can still remove in that file, the culprit is probably a shader node or something like that, please do the legwork so that the developers don't have to.