- User Since
- Oct 3 2008, 10:48 AM (441 w, 5 d)
Wed, Mar 8
Particles emission does not support animated weight groups, animated textures or image sequence textures.
It is a known limitation of current particle systems.
Sat, Feb 25
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.
Wed, Feb 22
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.
May 7 2016
May 4 2016
May 3 2016
Layers are not just use as a container for a given property like groups would be.
Apr 8 2016
I manage to build it using cmake-gui under Ubuntu.
I referred to alembic libs that were build by install_deps script as is.
Apr 6 2016
If I opensaved image in blender, I have no difference with render.
Did you open it in another app and observe the highest brightness there ?
You can also avoïd that by using Delimit options of the modifier.
You can create seams like that.
Mar 30 2016
An image showing results obtained in edge select mode and face select mode.
Mar 18 2016
Mar 17 2016
Same problem, here with 2.77RC2 and master 9777c5b.
Grab brush in GPsculpt mode have same incorrect behaviour.
Mar 16 2016
Dyntopo has several detail type method.
Mar 8 2016
Colorramp is useful but not easy to use. Here, it controls two things.
It gives colors accordding to density and acts as a density multiplier according to alpha values.
Problem is that when you change position of a stop to change color, alpha value position used as a density multiplier is changed too.
Mar 7 2016
Under ubuntu 14.04 64 bits, I can confirm crash with blend file.
For Cosmos Laundromat, basics of hair dynamics were modified to give a better result.
These changes were introduced in 2.74 release.
Feb 29 2016
This is normal behaviour of the option.
Checkbox is not here to avoïd mirroring of vertex group.
It is here to lateralize vertex group.
Take a look at this .blend.
Jan 24 2016
I forgot that interface was locked. In such case, maybe progress bar should be different while a bake.
It should not not show delete button.
A warning UI locked maybe with a lock icon would be welcomed, too.
Jan 23 2016
Dec 30 2015
I think this value should not allow creation of a key.
Dec 19 2015
Problem seems to be related to object scale.
Different problems are visible at different scales.
Nov 5 2015
No such problem on linux.
Maybe it is a misunderstanding.
It is not a bug but expected behaviour.
As mentioned in the tooltip, added object must be on an invisible layer.
Move your bomb object to an other layer and it will work as expected.
I have no problem to emit smoke from particles.
Now that emission from meshes is default setting; Particle system is no more automatically detected when you precise an object as a smoke flow.
You probably just have to fill blank particle system name field to continue to follow tutorial.
Oct 28 2015
Oct 26 2015
In fact, convert button is just a trick about another trick.
Object display type of particles reuse dupliframes, dupliverts display code that don't manage a selection.
So, particles convert button is calling operator to make duplicates real.
And this operator is working on all duplicates displayed on the scene.
Oct 17 2015
Edit: Blender Internal is using parametric texture coordinates.
So, in cycles, you can have same result by using parametric coordinates instead of UVs.
Oct 16 2015
Oct 5 2015
ubuntu 14.04 64 bits hash 90b925f
I managed to isolate a problem.
Oct 1 2015
@Thomas Beck. My comment was relevant.
Particle node is new for BI and BGE. Knowing that it is working for viewport and not render is a different info that a node which does not work at all.
Same blend with a little bit of transparency.
With backface culling on, you don't see the ear into viewport as in BGE.
Well, you can't see anything in Material Viewport shading without an illumination from lamp or material.
You are using a panoramic camera.
In 2.6 manual, it is mentionned as a Cycles only feature. It is shown in BI interface because of a shared UI template.
But in fact, it also corresponds to an old and complicated BI feature.
So, you have to use it as in attached.blend.
There is no lamp in .blend.
But a shadeless material is showiing something into 3D view with a material display.
It should be the same for render. But render stays black.
Sep 30 2015
Hair particles rotation is ignored since a long period, now.
It is a known limitation.
In Gooseberry build, particles instance modifier have two settings that don't exist into master.
One to rotate instances and one to randomize rotation.
Randomization was main goal for gooseberry grass etc...