- User Since
- Jul 18 2019, 10:16 PM (50 w, 3 d)
May 22 2020
I noticed that there are three different cache types, and the default one "replay" can't be baked. Not sure what the differences are, but type "final" can be baked. :)
May 11 2020
- After the above, go to the Shading tab.
- Select and delete the Principled Volume node from the "Smoke Domain Material"
- Assign "temperature" to the Attribute node.
- Connect the temperature Factor output from Attribute to Strength input on Emission, then connect Emission output to Volume on Material Output.
- Switch back to Compositing
- Render Image.
- The split view will show the cube (if you can discern it, it's hidden behind the following) and a bright white plume for View Layer (correct), but nothing, not even the Sauron mist, for View Layer.001 (incorrect).
This is not my file, so I'm not sure what the deal is there. But I do know that my file does not split the two layers in the render output. Only the spit viewer in the compositor shows the problem.
May 1 2020
I am not a blender developer, but I might be able to help.
I'm not a blender developer, but I might be able to help.
Apr 26 2020
Apr 15 2020
I baked my smoke simulation. Still didn't work. Can say though that the liquid simulator works great!
Apr 14 2020
I confirm this report: the smoke data is there, because changing viewport stuff for the material shows it sort of. But for whatever reason, the step through the nodes hasn't been working. I'm using 2.82a.
These are two images: one zoomed in farther than the other from viewport render.
Apr 11 2020
Incorrect zooming: When I zoom in through the viewport (not sure about camera), the stroke gets thicker and thicker, until it finally clips through the view camera before I am even 1m to the model.
Mar 24 2020
Feb 3 2020
Okey dorey (hoping for latest builds since I forgot about this :P )
Jan 26 2020
Drat! Limited internet access.
Jan 15 2020
@Richard Antalik (ISS) Be sure to pursue peace. :)
@Germano Cavalcante (mano-wii) Try using the wood floor material in EEVEE.
Jan 5 2020
Here's an idea for using bits of sequence repeatedly: Found out recently that scene input for the sequencer can use either the camera or the inputted scene's sequencer as what is displayed, audio included.
Dec 29 2019
Tested original with EEVEE, and the tile worked, but noticed two-and-a-half differences from the original. May or may not be intentional.
Dec 27 2019
Looks good. One thing I'll note is that oddly enough the textures seem to work fine in world shaders, or even where they were already applied from 2.80. But more interesting is that Cycles produces the erroneous solid-color result if it has been given the wrong type of texture coordinate for the situation.
Glad to see something's happening! Will try and test the mat_blend (although it will now be in 2.81a)
Dec 13 2019
Dec 10 2019
Sure, here's one.
Nonono, I know about that, and it's also a bug, but the Floor Wood material puts ice in the heart of Blender.
Dec 8 2019
Dec 6 2019
Nov 23 2019
Rude-ish nonsummary: I finally remembered. I tried loading a Ubuntu live image 64 bit onto this laptop, and it rejected it immediately. "Wrong bit something for this architecture." Also, I incidentally had to reinstall windows to fix a problem I created, and I really don't wanna screw it up again.
I'm not sure this is the right place, but I would personally much like as much control over UV editing actions as there is in the 3D view. It's been like anything beyond snapping to pixels resulted in meaningless "RAT fold" precision because there was no operating panel.
Got it. Thx man. Will do :)
Nov 21 2019
Nov 8 2019
Checked. Problen was fixed in 2.81 beta :)
Nov 2 2019
Sep 11 2019
Hey, everybody! For those of you who need a WORKAROUND SO AS TO KEEP VIDEO AND SEQUENCER AUDIO IN SYNC WHEN ANIMATING, the Lord gave me a cool idea. It's really simple: just create a shallow copy of the scene and name it Stage, then add that to the sequencer of the true scene to use for video. Changes to animations will be updated. About the only thing to port manually would be the scene length, but that shouldn't be changing very often, so...
Sep 8 2019
Aug 18 2019
Thx for the help!
Sorry I never told you. It was an addon. Now fixed. I didn't figure out qwhich one though :P
Aug 13 2019
BTW, I have discovered I have Intel HD Graphics and a Celeron processor, if that helps.
Yes, I do. Now have 2.80 release downloaded July 30. Hmm.
Aug 3 2019
Is there still a way to render the scene from it's own sequencer at all? Such as having the camera for the scene underly all sequencer material?
- Blender 2.80, downloaded July 31 (IDK how to find more info). Windows 10 Home edition version 10.0.17134 Build 17134, 64 bit. I don't appear to have a GPU, though I'm not sure if that's possible. My processor is an Intel Celeron N3350 @ 1.10GHz. I am running Intel HD Graphics 500, driver version 220.127.116.1173, Microsoft DirectX 12.0, GOP 10.0.1036.
- Will try and verify.
- Windows defender is running. Will test.
- I do. Will test.
- Okay to the rest. Thx.
I turned up the steps thing and it worked. Thanks.
Aug 2 2019
Jul 31 2019
Edit: downloaded 2.80 official release today at 10:22 AM EST and the problem was still there. Is that the latest?
Sorry 'bout that.
Here's the file:
Sorry, that was over abbreviated.
Jul 30 2019
Jul 27 2019
Ah, I vaguely remember that setting. Will check out. Thanks!
Re-extracted the whole thing from zip and now works. *\ 0_0 /*
Sorry, I think it's working now.
RC3 was misextracted.
Jul 24 2019
That is weird. Will try in release candidate 2 and maybe in 2.79 as well.
Jul 20 2019
Oh, good. Thx! PS: was later able to reproduce it, thankfully.