- User Since
- Oct 3 2008, 10:48 AM (629 w, 4 d)
I don't know if it already works as is.
But it would be interesting to keep Brush Texture Overlay visible when this is working.
To be clear, disabling rendering of emitter and original object, instanced as particles, is the most common thing you want to do to render only particles.
There is no bug, here.
That is just the default for Scene strip that does not allow that.
I would rather say that is trying to bevel vertices of edges selected by limit method as vertices as addition of normal edge beveling.
Can we have a general skip playback rendering strategy to avoid those crashes about heavy stuff to render on machines that are not build to do it ?
We could have a black screen with a warning : "too heavy render to allow playback" and just render frame when playback is stopped.
(we could have it in the menus like Mesh > Materials > Assign / Select / Deselect > ...list of slots... -- but as long as we dont have it, I would suggest to make it work like it was before)
Thu, Oct 22
Now, closed section is subdivided.
But for a Catmull-Clark subdivision, start point and end point of stroke are not moved like the other points.
Mon, Oct 19
randomization of scale
minimum distance threshold to avoid overlapping
Wed, Oct 7
OK ! Thank you for your explanation. Indeed, it works with Closest interpolation. That is what I missed.
Tue, Oct 6
Congratulations for merging your work into master.
Mon, Oct 5
Fri, Oct 2
Seriously, seeing Blender Internal textures for displacement in this new stuff is depressing.
Wed, Sep 30
An option to invert the cut direction with a modifier key would be welcomed for this tool.
Sometimes, it is not comfortable or obvious to make a precise cut in one direction.
For example, from bottom of screen to top of screen or from right to left, that may be counter-intuitive.
But there is no alternative, the tool is forcing user to do such move or to invert its view.
Sep 26 2020
Sep 18 2020
I thought there was a conflict with Annotate tool that also uses D key.
Sep 13 2020
Removing the feature would be an excessive reaction to surprise of new users.
Sep 7 2020
Sep 6 2020
It does not look to be correctly handled by ID Selector drop-down and Blend File mode of outliner.
Aug 15 2020
We can disable X,Y,Z axis of gizmo by locking rotation axis in properties of object.
A 3D shape can be made of many parts that have different symmetries.
An octopus with symmetrical tentacles, but each one is unique and a symmetrical head.
Aug 8 2020
Oh. I remembered that I had to build OpenVDB myself because with install-deps script, OpenVDB was build with wrong path for OpenEXR and TBB dependencies.
I probably has something wrong with cmake targets to build openvdb.
Can you remind me what are supposed to be the defaults for building OpenVDB ?
Aug 7 2020
Since this commit, adding a smoke domain or trying Quick Smoke operator results in an instant crash, with a custom build or a build from buildbot.
Aug 3 2020
Currently, baking maps was only available to create displacement or foam maps.
They would be used with a displacement modifier to respond to same need you solved by adding a render resolution.
It only works for baking, here.
Rendering with EEVEE or Cycles is using viewport resolution.
Current particle system can only be influenced by textures or vertex groups.
Vertex color baking was removed with Blender Internal.
Jul 18 2020
Jul 10 2020
Checkbox was removed in 2.80, for both engines EEVEE and Cycles.
Because it is useless, users can disable Line Sets for temporary disabling them to render . If no Line Set is active, there is no freestyle pass calculated.
Jul 2 2020
To avoid confusion, maybe "Rebuild Subdivisions" button could be renamed "Rebuild Levels".
But I am not sure, if that is not replacing a potential confusion to another one.
Jun 25 2020
It looks like there is no denoising happening when Start Sample value is equal or exceeds 20.
Jun 16 2020
Yes. There should be more shortcuts.
Looking at video, I think that would make sense to have same solo mode for subpanels of a modifier.
For instance, if user do a Ctrl click on expand icon of a Object Offset subpanel of Array modifier ; that should close Relative Offset subpanel.
Jun 15 2020
That is not expected behavior.
Jun 13 2020
For the moment, it is just disabled for Principled Hair Shader.
Jun 5 2020
Same crash on Ubuntu 18.04.
I can reproduce on linux.
May 28 2020
Why not adding an Align Orientation to Target option for Surface Depth mode, similar to Align Rotation to Target of snapping tool ?
May 26 2020
May 22 2020
It looks like there are several things wrong with Local orientation as default orientation + Move tool.
Rotate default cube.
Change default orientation to local.
Use Move active tool to move cube using gizmo along one axis. -> several coordinates are modified instead of 1 in last operation panel.
Then, press G,Z,3 -> values are as expected in last operator panel but cube was moved into several dimensions not following desired axis and orientation.
May 5 2020
Apr 30 2020
// Marketing-driven product version
#define TBB_VERSION_MAJOR 2017
#define TBB_VERSION_MINOR 0
I don't succeed to compile this.
Apr 27 2020
Sorry. I did not get mention to patch.
So, that's perfect.
Select Linked is not needed in menu.
But Select Linked All should probably be in those menus.
Apr 26 2020
There could be confusion.
Masks are using darkening, too.
A user could wonder if he is looking to loose parts of a mesh with a mask of low intensity.
I would probably not choose a different option for myself. But maybe people would like to be able to use a tint for one of the two features, instead.
Apr 15 2020
Destroy End option of Destructive Extrude is really useful.
That is weird to make a derivative without it.
Apr 13 2020
Apr 10 2020
I can reproduce the two problems on ubuntu 18.04 64 bits. Nvidia Titan Black with master d3cda49 .
Mar 16 2020
Spot Shape panel has been forgotten.
It is a subpanel for EEVEE. But a separated panel for Cycles.
Mar 4 2020
Feb 29 2020
So, that is a design issue. Why not adding a vector input socket to Viewer if any of existing ones is relevant for that ?
Feb 28 2020
Feb 23 2020
Is this thing only valid for objects in object mode and is not concerning element selected (vertex/edge/face) selection in edit mode, too ?
Is there a solid reason for that restriction or an intend to extend it later ?
there are some design elements I need feedback on.
Feb 21 2020
Pinch brush behavior has recently been modified.
Feb 19 2020
Globally, particles are relative to original mesh. But mesh result from simulation is replacing original mesh.
So, it has to be relative to origin.
When you edit domain to elongate it on one axis, origin of domain is no more at center of bounding box.
Feb 14 2020
Is it possible to render Linesets as seperate passes, too ?
Feb 3 2020
Feb 2 2020
Dyntopo users are pressing Optimize button to rebuild bvh to have better performance after several dyntopo strokes.
It does not hurt to rename it Rebuild BVH. But I don't see a reason to move it outside of Dyntopo panel if unique use case of this button is for Dyntopo sculpting.
I may be wrong but I think it s not needed when using Voxel Remesher.
Jan 23 2020
Some time before 2.80, that option was removed - all texture painting is now projection painting. Therefore it no longer makes any sense to have a panel of that name, since it becomes meaningless
If projection painting was generalized and became fundamental for all texture painting ; you can not say that term is no more meaningful.
Jan 22 2020
In 2.7, all related options were grouped under Project Paint panel.
Now, Normal Falloff was moved to FallOff panel. It is less practical to have Bleed and Dither sliders alone in Options panel. Because they are often tweak to follow chosen Normal FallOff.
Although Normal Falloff is inside FallOff panel with curve relative to brush ; it is still an option relative to mode.
When its value is modified, it is the case for all brushes not just active one.
Jan 21 2020
Scrubbing the timeline for unbaked particle systems always gave unreliable results.
When you enter into Edit mode, capsule shape is defined by an internal Size X setting.
When you apply Scale to this object, you are transferring modification from object mode to this value.
So, resulting capsule length is longer or shorter.
But by doing that, you remove scaling done on meshing of tips of capsule.
And tips are becoming rounder as hemispheres because that is only shape, Blender allows them to have.
Jan 19 2020
There is a Combined Export setting that is supposed to distinguish if particle systems of secondary particles are merged into one cache or not.
It looks like surface thickness is used as a multiplier of velocity for liquids.
There is a Surface Thickness setting under Flow Source Subpanel.
how useful is it to edit particle key histories?
The idea was to have an extra tweaking step to polish things.
It was really complicated to understand what will be the result for hair. But for emitter particles that could be rendered as growing paths : it was relevant.
In 2.79, Blender Internal and Cycles were only rendering Left Side. None was doing Stereoscopic render in Rendered View.
Difference in 2.8 is that EEVEE is able to handle that in Rendered View.
Jan 15 2020
Jan 11 2020
you may paint them using the faster sculpt mode tools but they are still just vertex colors, which of course can be used in a game engine.
Once the new Sculpt/Vertex paint mode is working, we can create a patch focusing only on the renaming:
Vertex Colors -> Attributes
Sculpt Vertex Colors -> Vertex Colors
For most of people, Vertex Color is referring to the attribute of asset used by game engine or render engine.
That is something visual not related to sculpting. I think that would be misleading to rename Sculpt Vertex Colors -> Vertex Colors.
Dec 14 2019
Modifier is welding edges of basemesh. That can produce edges that are shorter than original one in resulting mesh.
We could have an iteration setting to redo a second welding after first one. That would not solve this problem for a sphere.
For that case, you will always encounter such degenerated case based on edge length.
Dec 13 2019
Modifier's behavior is correct.
Dec 12 2019
Like I said in my previous comment, same problem is happening with other modifiers.
After testing a little more in depth, it looks like problem is worst.
Vertex group feature of modifier is crashing blender when any modifier is used before Weld modifier.
This modifier is crashing Blender when we try to use another modifier to animate weight group.
I filled a bugreport. T72380
Dec 7 2019
In 2.79, select & drag action is moving the whole current selection.
You can press a right click & drag and a selection of multiple elements is moved.
Dec 3 2019
Every datablock override can belong to at most one group, which is set at the time of creation and cannot be changed.
Nov 26 2019
I don't know if it is possible. But it could be interesting to keep space to be able to display it as an horizontal ribbon.
I imagine that by pressing Tab with mouse pointer over tool settings bar, this bar would display a ribbon of colors instead of brush settings.
Nov 16 2019
If preview level is set to zero, artifacts are less important, less problematic and can be smoothed.
In 2.81, you could greyed out button when preview level is not equal to zero.