- User Since
- Oct 3 2008, 10:48 AM (568 w, 1 d)
Thu, Aug 1
What annoys me with this idea of new mode is that described tools would be as useful in other fields without use of an automatic snapping.
I can imagine using Patch tool to create clothes or terrains.
Drawing directly a strip of evenly sized quads for same purpose as Draw Curve is currently used instead of drawing a curve, converting it to mesh, extruding it.
Tool that would allow users to nudge around points with falloff, like a brush for shapekey editing of a character using a muscle system.
Tue, Jul 30
It always worked as is.
Problem was already reported, confirmed and is still open. T54273
That seems perfectly logical behavior. In any of your step, you did not create a hook.
You can't "Assign to Hook", "Remove Hook", "Select Hook", "Reset Hook", "Recenter Hook" if there is no Hook, first.
I can reproduce bug in master d2063f7b
That is a known situation.
Collections system is new. And the whole Rigid Body World is a collection.
So, to avoid problems with nested collections that is not 100% stable, yet ; old 2.79 collision layers was kept.
But every mention of groups or layers was replaced by collection name in UI before taking care of what could be kept.
Mon, Jul 29
I obtained this .blend file following described steps.
Operators are working on selection in edit mode. So, it does not make sense to have a mask in this mode.
Sun, Jul 28
In your .blend file, problematic vertex at beveled angle with deformation is assimilated as Root.
I have no crash by tryying to bake default cube of default scene.
There is a reasonable probability that your issue is due to your scene rather than baking settings.
With Left Select as Select button, shortcut of Loop Select is alt Left click.
If you enter edit mode of object with Hook modifier, you should have access to Reset button.
By clicking on it, you are eliminating the offset.
There are already holes in the wall.
Issue is due to your first attempt.
Don't post a bugreport to complain about new keymap configuration. You have plenty of other options.
This is not really rendering process that is a limitation but rather strokes creation.
If there was a merge option for brushes that was automatically doing steps, I described ; life would be easier for users.
Array modifier + Curve modifier never was correct way to make an array of objects along a curve.
Curve modifier is a deform modifier. It is deforming spheres relatively to curve shape.
Ideally, you should make one report per problem.
Sat, Jul 27
Problem is obvious in Viewport for me with master with any primitive.
Toolbar with active tools for vector masks editing is a Todo task.
You could have wait at least 2 days before coming to conclusion that nobody knows how to use it.
Here, materials are not broken after re-opening.
Display of these sliders is controlled by Show Sliders option under View menu.
Well, here. When I link Collection to second scene, shadow is rendered.
But if in new scene, I add a collection instance of "TestCollection" : there is no shadow.
When you open a menu, each item has an underlined character.
This underlined character corresponds to a quick access shortcut to execute this item.
I can't reproduce.
Effects of shape keys are added up. There is a possibility of misunderstanding.
I don't remember when ctrl G created a collection visible in View Layer or Scene views in 2.8.
Please wait to obtain an evidence before posting a report.
Yes. Old cursor placement is not working like active tool. That does not mean that is a bug.
The tool was removed months, ago. It was not a proof of concept for primitives in general.
As is, it was too limited and there was no time to make it work with all primitives.
Fri, Jul 26
It looks like a confusion between Viewport Display and Render display. Because particles are not rendered as Path in viewport, either. Although they should be.
What is weird is that modifying GridScale modifies default size of a primitive.
By default, when you add a cube, its size equals 2 m. A circle or a sphere has a radius of 1m.
That behavior would be coherent with Subtract mode without a bug required.
I confirm issue on ubuntu 64bits with master 62338abde433
Labels are always included.
This is not sufficient. You have to enable Onion Skin option under Viewport Overlays popover, too.
Jul 25 2019
Face must be select but obly edge is selected.
Please if you want to provide an archive uses a more common compression.
Jul 24 2019
We could have a field to associate a vertex paint brush to a sculpt brush. This way by default, we could re-use brushes already existing in vertex paint mode.
We could have a toggle in sidebar to switch from sculpt brush settings to vertex paint brush settings like in vertex paint mode.
Or there could be 2 tabs for brushes settings in sculpt mode.
This way, we keep an UI that users are already familiar with and have access to all brush settings.
In tool settings bar and right click menu, we could have what Julien said (only color + blend mode).
Jul 23 2019
Displacement in Cycles was improved in 2.80.
You are not supposed to directly plug a texture or a texture followed by some math nodes into displacement socket of Material Output node.
This report seems to be a duplicate of T65138.
Hair dynamics are ignoring rigid body simulation cache.
This is a known limitation of current physics cache system.
You have to bake rigid body world cache, first. Then, you have to Bake simulation to Keyframes through Object menu > Rigid Body submenu.
At that moment, hair dynamics are taking into account animation generated by keyframes.
Did you bake cache of simulation under Rigid Body Wrld panel of Scene properties before trying to render animation ?
Jul 21 2019
I confirm. I can reproduce under ubuntu 18.04 64bits.
Looks like issue is the same as in this report T65138
What keymap configuration are you using ?
With default keymap, loop select is done by Alt Left Click. So, multiloop requires to do Shift Alt Left click.
With Industrial Keymap, loop select is done by double left click. So, multiloop requires to do Shift double left click.
This is not a bug. This is intended.
When blender crashes, it often writes a log of crash into a tmp folder.
It looks like Copy Vectors is a bad naming. Operator can only copy one element vector.
Please, bugtracker is not a support forum.
If you encounter difficulties to follow a tutorial, ask help on blenderartists.org or a similar blender community.
Bridge Edges Loop tool has lots of options. Maybe you are just using some that are not appropriate to you case.
Please provide a .blend showing selected edges loops you want to link by a bridge.
This behavior is expected one. It is not a bug related to texture coordinates.
It happens because generated Noise texture is recomputed at each frame.
Its pattern is randomly generated to never be the same.
You can use a Clouds texture or a Musgrave texture instead and that behavior will not show up.
I can reproduce with RC2.
But I have no crash with master hash e2b0647272c7
Emission and Blackbody are ignoring Density. I think it is as is on purpose to distinguish Flames and Smoke.
If you plug colorramp node output into Blackbody Tint socket, you should obtain red clouds.
Jul 20 2019
It is not a bug. X axis does not correspond to timeline.
It corresponds to variable driving value of driven property that ocrrespond to Y axis.
Please follow guidelines.
Describe all steps to reproduce bug and provide a simple .blend file that quickly allow to execute bug.
OK ! I can reproduce.
So, problem is related to use of nodegroups.
If texture nodes are all outside of a nodegroup ; problem disappears, here.
You disabled only collection visible in viewport for rendering.
I confirm issue. ubuntu 18.04 64bits hash e2b0647272c7
I confirm crash. ubuntu 18.04 64bits hash e2b0647272c7
To me, it looks like problem is rather relative to polycount.
Your .blend file is laggy but scene info indicates a polycount that reach 1 242 762 tris.
If I disable use of second subdivision modifier on Cube object, only 79 410 tris are displayed and editing Cube.001 is a lot faster.
It is expected behavior.
View Clipping settings into sidebar of 3d Viewport are affecting every point of view, except Camera View.
A workaround can be to make selection in 3D View. In Face Select mode in 3D View, select linked is limited by UVseam.
This is not expected behavior but it looks like a bug that was present in 2.79, too.
I can't reproduce. Can you attach a .blend file to see if there is something specific in the way you create the shader ?
I confirm problem ubuntu 18.04 64bits NVIDIA Titan Black.
Textures are missing.
Please do : File > External Data > Pack All into .blend
Before saving and attaching .blend file.
In 2.80, there is muti-object editing allowing to enter several objects into edit mode and unwrapping several objects at a time.
Unfortunately, problem seems to be worst than that.
Scale operator does not work correctly with shortcut keys either.
I am not sure it is a bug. I think it is expected because of Dynamic Toplogy creating triangles.
I confirm. That is probably an issue that would have same solution as T67305.
I confirm. Same thing happens on ubuntu 18.04 nvidia titan black.
This node is not supported by EEVEE.
First problem looks like this one. T65138
What do you mean ? Enabling snap during a transform is done by holding Ctrl key.
Simple fact to stop to hold the key is disabling snap.
It is a background image but it is also a moveable object of scene. Its position can be animated.
As an object, it follows global rules about selection.
This is not a bugreport but a demand to create an exception.
You forgot to pack texture before sending your .blend file.
This report is a duplicate of T66768
This report is a duplicate of T66768
Jul 16 2019
Jun 30 2019
Ubuntu 18.04 64 bits NVIDIA Titan Black blender2.8 e40f3f5c48ea
Jun 23 2019
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.
Jun 19 2019
I think it would be nice to offer, for sculpting and painting, a range of options including no cursor at all.
Jun 16 2019
Jun 7 2019
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 ?
Jun 4 2019
I agree with Sam Brubaker.
The use of Ctrl key is unpredictable for user.
Jun 3 2019
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.