- User Since
- Oct 3 2008, 10:48 AM (559 w, 4 d)
Sun, Jun 23
Why re-using same icon for Color strip and Adjustment Strip ?
OK ! Color strip has a color that will distinguish it a lot from other strips if user look at main region of VSE. It also has an Effect Strip panel that Adjustment Strip doesn't have.
Wed, Jun 19
I think it would be nice to offer, for sculpting and painting, a range of options including no cursor at all.
Sun, Jun 16
Fri, Jun 7
OK. That is not clean.
Most of people try to avoid Hair Dynamics.
There is probably a way with animation nodes to create trails.
In that case, Line Rendering type should be hidden, too. It is not supported by EEVEE/Cycles or viewport.
My understanding is that everything that was hidden was doing nothing in 2.80.
Did you remove those settings because they did not work ?
Tue, Jun 4
I agree with Sam Brubaker.
The use of Ctrl key is unpredictable for user.
Mon, Jun 3
It does not seem to be fixed, here. Ubuntu 18.04 hash 1f650c402d3b
When I try to paint a weight of 0 on stroke vertex that have a weight=1, I don't obtain a falloff of weights going from 0 to 1.
I obtain instantaneously a sharp delimitation between a 0 area and a 1 area. Although strength of brush is set to 0.1.
May 16 2019
So, now, with Geometry orientation of 3D cursor or face snapping enabled while dragging 3DCursor, we can add objects on faces with a meaningful orientation.
Apr 30 2019
set the material surface to principled volume.
Nothing should be plugged to Surface socket of Material Output node.
Apr 29 2019
Why even have those default objects? Why not start with an empty scene like every other app?
That's useful for several reasons.
Quick discovery of features.
Without a lamp, rendered display mode is just a grey soup.
Without a camera, a try to render an image gives an error.
Without a mesh, only object mode is possible for the others.
Apr 28 2019
Well, those tool options are not that frequently used
For any option in Blender, you can find a a user saying that is fundamental to his work.
They did not end up in Blender by chance. Somebody need it and asked for it in or added it to Blender.
So, presupposing that some options are more important or more used than other is always misleading.
For users of Active Tools the pivot, snap, orientation,... are part of the configuration of the active tool.
For all users, these settings are fundamentals. They are not just used by active tools. They are used by all tools.
Apr 25 2019
It works in 2.79b and 2.7 branch.
Ideally, it should be possible to limit display of weights or vertex color to canvas objects.
Apr 21 2019
Currently there is a problem with keymap of 3D Cursor.
Left click to set 3D Cursor is conflicting with Left Tweak to move it using transform modal keymap.
Apr 20 2019
This uses the popup so it opens under the cursor.
So, it requires to move cursor to be sure to not overlap something interesting in 3D View and pressing an hotkey is an action that have to be repeated to see values that you may hesitate to change.
Apr 19 2019
Please make it possible to move it to opposite corner of editor.
We can flip regions but not this panel.
Only with a separator the effect will be the same
You are right but currently there is no separator. I probably overreact.
There is a lot of space between those groups of settings into default layout workspace.
Apr 18 2019
@Alberto Velázquez (dcvertice) , I probably misread your comment.
But try to redo your mockup with 3D Cursor using an orientation set to View.
And tell me that is not confusing to have 2 orientation that have nothing in common next to each other.
Mixing things just because these buttons are the ones you use the most, does not make an UI simple to apprehend.
As far as I know the header can be hidden since 10 years, at least...
Yes. And how many default screens are hiding things to new user since that time ? none.
The good thing about the original proposal is that it is not necessary to have the header of the area (the one that has the menu, shading, overlays, ... ) That are not something that the user is constantly using.
A new user discovering Blender will need everything (menus and popovers).
+1 for tabs in sidebar.
It solves problem of modal options and view options and adjust last operation.
It should free enough space in order to keep orientation and pivot into row of menus and let space for active tool.
If there is a problem of lack of space for that, there is a problem with other active tools in edit mode that have 4 or more checkbox labels and sliders like Inset, Bevel, Shear...
I don't even mention brushes of sculpt/paint modes.
3D Cursor only have 2 options. But it is not enough and it should gain more in future.
It is not the line of active tool that should suffer of scrolling ; it is the line of overlays and shading options that are changed less often.
Apr 15 2019
UI flickering (for users performing actions via shortcuts, each button press may show a different panel - causing much more flickering compared with changing active mode or tool, 2.7x avoided this by having a region for this panel - where what is proposed is to make this the top-most panel, so all panels below it will move).
Confusion from having active-tool/scene-toolsettings/active-brush/operator-redo - all mixed in one space.
If it is the only thing that annoys you, adding another Tab just for that panel would be sufficient to solve these issue.
Move Redo panel to a global Topbar. It will no more overlap anything.
IMO, you should renounce to expose mode options as popovers.
Very dense popovers with lots of settings could be panels in sidebar.
If Collections popover is moved to sidebar, why Texture Slots or Grease Pencil Layers will not be moved there, too.
And for toggles which are common to almost all modes like (X-mirror, Symmetry, Live Unwrap, Automerge, Auto-IK, Dyntopo Enabling, Mask,... ) they could be buttons in toolbar (maybe with a different color theme and in an area clearly distinguished from active tool one).
IMO, Object mode switch should not be moved into that line. I think that is better to try to keep a distinction between what is more global and what is more specific.
It is also fundamental because orientation of gizmo of active tool can be different from orientation of tools called by shortcuts.
I would only move snapping and Proportional edit tool to top line for object and edit mode.
For narrow editors, users still have ability to collapse menus.
changing from one to another now uses 3x clicks instead of a single click-drag action.
we might need a faster way to switch between transform types.
Apr 7 2019
Apr 4 2019
If Roughness of Refraction shader is ignored, set to zero or use a Sharp Distribution, problem does not exist.
Crash does not happen if Disk Cache option is enabled.
About gizmos to manipulate view, one to flip horizontally or vertically displayed image and one to rotate canvas would be appreciated by painters.
Apr 3 2019
There are 4 keymaps relative to active tools. But that is not obvious, there is a hierarchy between them.
One side note, the Box selector in Draw mode works as a Eraser...all strokes selected are removed. This is only in Draw Mode.
You added the V key
I can reproduce the crash. Ubuntu 16.04 64bits Titan Black 382b2a9
It looks like gizmo of Transform tool was thought to work with vertices and faces but not for horizontal or vertical edges.
It does not look usable at all for this knd of selection.
On ubuntu 16.04 64 bits, NVIDIA Titan Black, with 2.80 hash 382b2a
Do you encounter same problem with other tabs of User Preferences ?
For example, trying to open Text Rendering panel under Interface Tab, Topbar Panel under Theme Tab, Walk sub-panel under Navigaion tab.
Does it happen when header of User Preferences is displayed ?
Mar 30 2019
I confirm a crash, here, too. Ubuntu 16.04 Nvidia Titan Black driver 418.56
Mar 29 2019
Mar 27 2019
Yes. It was fixed in 2.8.
Mar 26 2019
Display of the name + the shortcut was too distracting. When mouse was quickly passed over all brushes of toolbar, there was too much information to be able to focus on their name.
So, a delay was introduced for display of shortcut.
Mar 22 2019
One of the locks was an option to compensate for spacing. I think we should move this into the Stroke panel under the spacing control, because really it is related to that.
No. You named it correctly according to tooltip : Adjust Strength for Spacing. It has an impact on Strength in order to smooth, to minimize artefacts at spacing transitions.
That is a space attenuation in space dimension of the relief. Spacing of stroke is not altered.
When this option is turned OFF, transitions between dots are a little bit more visible. But created stroke has a relief a lot more important.
Mar 20 2019
Seriously, that are awful changes.
Mar 17 2019
To use subdivision modifier in 2.8, you have to enable cmake target WITH_OPENSUBDIV.
It implies that you have a correct installation of Opensubdiv library.
By using install_deps.sh script from build_files/build_environment of downloaded sources , you should easily obtain one.
Mar 11 2019
I confirm the issue on linux.
Mar 4 2019
There is a confusion, here.
Mar 2 2019
Grease Pencil objects have more advanced display modes.
You have to go to Object Data tab (Pencil icon) ,not Object tab (Square icon) showed in the video.
This tab contains Strokes panel.
In this panel, change Object Depth Order setting from 3D Space to Front.
Feb 23 2019
Topbar is by design : area where to set gizmo properties.
A gizmo can be used for common transformations (move, rotate, scale) but also for operators in edit mode (extrude, spin, shear).
Actual design allows to set an orientation specific to gizmo and another global one for any other operator called by pressing a shortcut Key G,R,S.
Feb 22 2019
Feb 21 2019
Redo panel is still confusing, now. It is more problematic.
When a scaling is constrained, redo panel indicates same values for all axis.
When a rotation is done, there is no more ability to distinguish a rotation relative to view or relative to a transform axis.
Feb 15 2019
I would prefer a viewlayer selector per 3D Viewport and overrides for visibility as other overrides.
I think that old demo from dalai about matcap overrides per objects was working well.
Feb 2 2019
It does not seem to be a good idea to replace a brush that has no limitation by that new brush that has 2 big ones.
Jan 30 2019
I am not sure but when Slow Parent was working I think it was possible to have several meshes referring to one animated armature. We can still make a group with objects using several animations.
But if it is just for an offset option, it would be better.
Jan 29 2019
I did not test the patch.
But cursor should be consistent with sculpt plane. A cursor following normals does not make sense if sculpt plane of brush is View Plane or X, Y, Z plane.
You probably don't expect a cursor following normals when 2D Falloff option is ON.
Texture overlays have to stay consistent, too.
Particle instanced objects used to have their transform evaluated at the particle time. Now it always gets the current time transform.
Does it mean that a cloud of birds or a school of fish will have all individuals with wings or tails in same position ?
Will there be another way to obtain decay in animation for all ?
Or does it mean that will just be impossible individually to shrink particles to a null scale just before their relative death ? It is really useful in many cases (explosions, fountains). Particles' disappearance may be unnoticeable if they are scaled down during their life.
It is not the case if they just pop out.
Jan 26 2019
I am against the idea to convert every numerical value setting normalized between 0 and 1, a percentage look.
Sometimes, pertinent range, when a significant change occurs, is a tenth. Sometimes, it is an hundredth. Sometimes, it is a thousandth.
Jan 13 2019
But I agree with unifying the the edit mesh settings with sculpt settings (Making sculpt settings per-object).
Jan 5 2019
I agree with @Rombout Versluijs (rombout) .
Although things are obviously more well organized and consistent, this UI adaptation makes access to a user preferences slower.
Dec 16 2018
No error. Correct baking, here.
It reminds to me problems at first attempts of hybrid rendering.
Dec 14 2018
The scene is using sun lamps and a Volume shader into world background nodes.
It works in EEVEE. The blend file was made as an EEVEE demo.
I can't reproduce with 21523b5 under ubuntu 16.04 with a titan black. Can you upload a .blend file with the issue ?
confimred on 21523b5 on ubuntu 16.04
Confirmed on 21523b5 under ubuntu 16.04 64bits
Problem confirmed on ubuntu 16.04 64 bits with 2.80 21523b5
Dec 5 2018
Same problem, here. I can't build a sm_35 kernel with cuda 9.1.
Nov 20 2018
+ 1 to keep Object Type Selectability in popover.
Nov 19 2018
When more settings are available to each Tool it becomes more effective and easy to customise and experiment with creating new brushes. As long as the brush settings are not exploding with a vast amount of new options this should be no issue.
Difference between Clay and Clay strips is not a setting exposed to user. OK draw brushes have a plane offset. But it is presented differently than height of Layer brush.
Thumb and Rotate may have few settings. It does not change the fact that they are not producing same result at all.
Grab will not stop to move vertices like Snake brush does.
Nov 12 2018
In 2.79, F6 panel could be called without problem of context of any area.
F6 panel does not work in a different window in 2.79.
Oct 13 2018
I got it. I was just explaining that mesh from curve is not the only thing about curve that does not work as it should. Beveled Curves are not supposed to behave like that.
And several other things don't work as they should for other types of objects than meshes.
It will be fixed when a developer will take time to review curves. But for the moment, most of work done was focusing on meshes, armatures and new grease pencil objects.
Oct 8 2018
Shift L is used to enable Deselect option of Select Linked.
If you only change shortcut to shift+RMB Double click, you loose the ability to deselect.
I can reproduce. There is no crash.
@TheRedWaxPolice (TheRedWaxPolice) , what you are asking for is already there. It is just buggy (It does not always work at first try.).
That is the yellow point.
It can be overlapped by cone angle arrow.
That is the first gizmo done to demonstrate them.
Lamps gizmo design should be improved. But everybody agree with that idea of a target for lamp direction.
Oct 2 2018
I am using 2 screens. Now, blender window is taking same width as my dekstop and is stretched through both screens instead of being restricted to 1.
I have to save a startup file to avoid that.
Is it possible to detect use of 2 screens ?
Sep 25 2018
IMO, most practical and relevant placement.
So, no more toggle next to slider in shading popover ?
Ok, all agree? :)
In some 3D softwares, the Wireframe mode usually has two options (toggle), Lines and Hidden Lines, and those options indeed affect the selections.
Sep 14 2018
I want to be able to disable opacity decreasing produced by soft eraser. I said Strength like Strength brush in Sculpt mode.
Sep 13 2018
Is it possible to expose these settings in tool settings in order to let user decides how he wants soft eraser to affect thickness and strength ?
Sep 12 2018
I think that was not necessary to class brushes according to their tool use.
He is talking about keyboard shortcuts.
Sep 11 2018
Good to know that is a temporary solution.
But, now, with re-ordered workspaces, Ctrl Page Up/Crl Page Down are no more working as expected.
They still switch following alphabetical order.
Sep 5 2018
Exactly, it is adequate. It should remove confusion.
Rip Edge and Rip Region are inappropriate names and use inappropriate icons for operators called Rip Vertices in Vertices menu.
Sep 3 2018
I don't think that the fact that would break tutorial should be a winning point to keep G to move. But it is important when you are modifying lots of things to avoid to change everything at same moment and keep some marks that will not lost old users that have knowledge about abilities of software, making them best people to create new tutorials.
Workspaces, 3D View, BI removal, Layers removal, etc ... If shortcuts had been the first change, nobody would have been able to follow these changes.
Aug 26 2018
I confirm that, under linux, render is compliant to reference with 2.79b or master. So, it is a bug relative to OS.
Aug 25 2018
Absence of subdivisions is a problem.
A user losts a useful info about proportions. This is my unit. And this is one half, one third or one tenth of my unit.
I want my object 3 units large. So, that detail of this object should be large of 2 tenth of unit.
It is how user is thinking during the modeling process.
It helps a lot to make a decision to see subdivisions of grid.
Aug 23 2018
We have a Viewport Display panel under Object tab of properties editor.
I can reproduce the problem with armature or a curve.
I can reproduce.
In attached.blend file, just change modifier mode to Project to obtain crash.