- User Since
- Oct 3 2008, 10:48 AM (459 w, 5 d)
Sun, Jul 23
Yes. It is an already reported problem. Not really a bug but a known limitation.
Thu, Jul 20
I tried your .blend with a yesterday's build made before depsgraph changes without problem.
I tried with hash f5f34a9 and obtain same result. Fine at opening and bad at appending.
I tried with CoW enable. Result is bad at opening and bad at apending or linking.
Wed, Jul 19
It does not seem to be well supported by Tint modifier. Color of original stroke is not affected by facotr like the others produced by array modifier.
When random value is enabled, rendered animation is random.
You can't save your file, reopen it and expect to render same animation.
That is a problem that Freestyle modifiers avoïd by providing a seed parameter which can be animated.
User can add a noîse F-curve modifier to produce a noisy animation which will be the same at each launch of the file.
Tue, Jul 18
Please follow guidelines and always attach a .blend file to your report.
Tue, Jul 11
Fri, Jul 7
Users still have to switch to Blender Internal to set format and path of their OpenGL animation. It would make sense to add Output panel and Metadata one, too.
Tue, Jun 27
Displacement feature is working correctly. It gives a bump effect by default.
So, the edge of the sphere stays the edge of a sphere.
Jun 21 2017
Correction, if you were to click on one corner, then drag the cursor to another corner, this would make rotate UV's/Color into a useful manipulator. Perhaps this is what was meant?
Yes. That was what I mean.
Jun 20 2017
@ Hadrien Brissaud, I think that we could add an icon or a Modify toggle in the Apply/Copy buttons line.
3D View : Texture Mapping
For a mapping node taking as an entry generated or world coordinates (an origin that correspond to point easy to identify in 3DView) , we can think of a manipulator in 3D view to set offset, scale or rotation of the coordinates.
There could be a manipulator visible only in camera view for Window or Camera coordinates.
Jun 17 2017
This is not a bug. Smoke material is not responsible of that result.
It is related to the way Blender Internal renderer works.
Jun 11 2017
It looks like a problem relative to steps.
If you increase steps number in Display panel to 10 ; paths of children with a null length are reduced to points.
May 21 2017
Simple children can be used by emitter particles.
So their position cannot be fixed to surface and is relative to a radius describing an area around guide particle.
On the contrary, Interpolated children are sticked to surfaces to respond to hair and fur needs.
Trackball rotation is made relatively to distance between pointer position at start of mouse movement and pointer position at the end of movement.
Particles deformed by lattice is a useful feature. Especially for emitter particles with physics, that allows to easily define flows for particles with erratic movements.
May 14 2017
By adding an armature modifier to Surface objects used by constraints of bones of same armature, you create a dependency cycle difficult to handle.
I have no problem with your .blend file, here with 2.78c or master.
There is no bug, here.
May 11 2017
There is no bug, here.
May 6 2017
Ruler/Protractor use is not easy.
You may change a ruler into a protractor while you just want to select it between several to copy its value.
You can't display some rulers/protractors and hide other ones.
Extra velocity from collision is a known issue.
There is a Split Impulse checkbox to enable in Rigid Body World panel of Scene Tab.
May 3 2017
It is not the same bug.
Cycles requires Transparency option enabled under Film panel in Render Tab.
Apr 29 2017
Is saturation of color of HSV node different of zero ?
Apr 28 2017
I mentioned fluid control only to give trajectories to drops coherent with character movements.
You can add a boolean modifier to your UpperCube.
There is a misunderstanding, here.
Boïds fields are a 2.4x feature.
It only works with a Goal or Avoid rule for Boïds particles and a strength that must be negative for Goal rule and positive for Avoïd rule.
Apr 23 2017
As you said, it is enough for most cases.
This setting is here to set up basic settings of particle system.
When you encounter a particular case, you are free to increase to 120 segments in particle edit mode with the Rekey operator.
Apr 3 2017
Change of behaviour is probably relative to a fix in compositor.
Apr 2 2017
It is the nature of hair children to be recalculated at each frame to satisfy balance between memory and computations.
Simple children are just duplicates of a hair guide with a modified shape within a certain radius.
Mar 25 2017
So the weird UI part is that, you see an X and Y input (which in itself I have never seen in blender before, just X and Y horizontal as separate inputs.
Mar 24 2017
I confirm the problem on ubuntu 16.04 64bits
At time code 5:25 or so, he starts flipping back and forth between the "Domain" and "Flow" panels for the main Smoke domain.
No. He does not switch between panels for the same object.
He selects Emitter object (icosphere) to see "Flow" panel settings.
Then, he selects Domain Object (Cube) to see Smoke Domain settings.
Mar 23 2017
I don't subscribe to the idea that fading on border of screen on XY view axis adds depth. IMO, talking about depth only makes sense on Z View axis.
Videos are only showing one object on center of the view.
But I don't see interest of such a thing for a bigger and more complex scene where grid is supposed to help you to appreciate distance between objects.
Mar 8 2017
Particles emission does not support animated weight groups, animated textures or image sequence textures.
It is a known limitation of current particle systems.
Feb 25 2017
I confirm the problem with master hash d66d579 on ubuntu 16.04 64 bits.
Yes. There is no bug, here. It is clearly mentionned in tooltip.
Feb 22 2017
No, it is not missing.
These settings were moved into Geometry panel of Render Tab.
Feb 9 2017
Feb 3 2017
There should be closed duplicate report about that.
Jan 31 2017
When view is locked to object, view is centered to origin of choosen object.
Then, user is free to add an offset if it is less pertinent to see origin than a specific part of the model.
If created offset is not wanted, user can press Home Key to recenter view to origin of object.
Lock to Object is working because if object is moved, view follows it.
Jan 30 2017
I don't think there a bug, here.
Microdisplacement is an experimental feature of Cycles renderer.
Freestyle is a part of Blender Internal Renderer.
And Blender Internal does not support such microdisplacement.
Does it mean that problem occurs for every object with a negative Z location in Houdini ?
We just have to clear location of empty object named geo1 to obtain a coherent scene in blender.
Jan 25 2017
Blender Institute guys suggested to go with the second option.
Jan 22 2017
Is it just for "In Range" motion paths ?
Is this operator able to convert an "Around Frame" motion path as an animated GP layer ?
Jan 19 2017
Chris Lee's screenshot shows the abrupt falloff clearly,
and I attest that the problem persists in recent builds (e.g. Jan 18th 2017) of Blender 2.78,
and even on the Experimental Branch build of Jan 15th. (Mac OS)
Jan 16 2017
Sheep-it renderfarm is limited to 500mb.
In their FAQ section, they are advising against rendering fluids because of this limit.
Jan 14 2017
I looks like there are orphan actions relative to deleted bones in both files C02 and Rycerz.
I could open the .blend and now, I see the misinterpretation of rigid body settings.
Jan 13 2017
I did not succeed to extract the .blend from the archive.
Jan 12 2017
.blend file is missing.
Please reupload it if necessary.
I have an i7-4770k 32gigs of RAM.
Jan 11 2017
The influence of the envelope is relative to its size and distance.
Basically, modifying any setting in Deform panel of the bone will change the result.
Other choïces than the one done in your file can give smoother results.
Jan 10 2017
I think it is not necessary.
ubuntu 16.04 64 bits blender master hash d5cf90f NVIDIA titan black
No, there is no error in the documentation.
But, it could be more precise.
Jan 9 2017
I agree refreshing of metaballs is far from being great.
I can confirm the result but I don't see where there is a problem.
The force field panel was designed with emitter particles in mind.
To make this kind of effects. https://vimeo.com/19187192
The idea is that some particles of particle system will be force fields moving as particles to influence the other particles of the system.
The decay exist. But bones are not acting like hook modifiers.
I would agree if Limit Selection to Visible Off was not modifying display to be noticeable.
Well. Nowhere in release notes, instances are mentionned as supported.
Dec 16 2016
No problem, here on ubuntu 16.04 64 bits. Nvidia Titan Black
If you don't want to cast Ray Traced Shadows, you can modify Fall-off settings of the point light.
You can enable sphere option, change the distance or use a custom curve as Fall-off.
All that you are able to do in BI would be possible by using realtime engines.
And what Cycles is handling better than BI will be done through Cycles.
It probably never worked.
Dec 13 2016
In your .blend file, physics scene's frame rate is at 60 fps and Sequencer scene's frame rate is at 24fps.
For rigid bodies, there is no subframe support.
Physics cache step cannot be set below 1 cache step per frame.
Dec 12 2016
Dec 9 2016
Dec 8 2016
We can already obtain this kind of effect by multiplying a texture by camera ray.
Dec 7 2016
In Blender, it is more efficient to use bones as rigging helpers.
Ubuntu 16.04 64bits Blender 2.78a
Here, the problem is not the mask.
It is the image.
Blender Internal had a panoramic camera but it was set-up by X parts and by changing Lens.
Empties are a reference. They are not a wiremesh.
Box Mask is a hack to make Border Select creating a mask in sculpt mode
This trick is possible because there is no selection allowed in sculpt mode.
It is the same behaviour if you try to precise an axis to constrain transformation by a shortcut.
Nov 17 2016
Ubuntu 16.04 64bits Nvidia Titan Black
It never worked.
Support of all projection methods was introduced at 2.78 release but only for Cycles materials (not for BI ones).
This behaviour change occurs at 2.73 release.
There are two presets settings.
The one on the top of User Preferences window is about keymap.
I confirm the bug.
But materials without transparency are also involved as long as they don't receive shadows.
Ubuntu 16.04 64bits
master hash 16e2cOe
Sep 30 2016
Particles systems have limitations.
Textures can not be considered as settings of basis of the system.
They are modifiying display of the basis created in Particle Edit mode.
Jul 19 2016
Jun 29 2016
I don't see a problem in using the word "Shelf" in UI or manual.
It would also make more sense to adopt the word "shelf" in Themes UI where header is opposed to region; that is not coherent with code.
Jun 6 2016
This is already the case. You just have to enable Face Selection Masking by pressing M key to limit vertex painting to corner of selected face.
May 25 2016
Indirect light nature is not relative to objects that produce the bounces but to objects that receive the bounces.
If you disable "glossy" option in Cycles Ray Visibility panel of ground plane with a diffuse shader, it will disappear of the reflection of glossy object placed on it.
It is the exact same principle that you are talking about.
May 19 2016
Since 2.70 blender have tabs in Tool Shelf.
Node Wrangler Addon have its own tab in Tool Shelf of Node Editor.
ubuntu 14.04 64bits master 89df672
Cycles was introduced in 2.61.
May 17 2016
If you think of sims as textures like it works for BI, you are always using a different material because Voxel Data 3D texture is different for every scene.
It does not mean that your basic setup should be remade from scratch for every scene. It just implies tweaking of some multiply nodes.
May 15 2016
I just tried to clarify things for devs. Your report could be mistaken as a bug of U and V options of the modifier.
Mirror modifier have U and V option to create UVs for mirrored geometry according center of UVspace.
So, you can use an non symmetrical texture on a mesh using mirror modifier.
May 13 2016
ubuntu 14.04 64bits master 029ccca No problem, here.
Simulation cache step of one frame is build from previous one.
So, scrubing never was possible except for baked simulation.
May 12 2016
Default is Difference.
But you can change the setting to Union in F6 panel.