- User Since
- Jan 30 2013, 8:30 AM (388 w, 5 d)
May 19 2020
I can confirm this also happens on Windows. I get a red/cyan checkerboard pattern in the upper part of the screen. If there are more 3D views open, and one is in camera view, then the other viewports also get the glitch even if they are not in camera view. Switching to Material Preview and back to solid shading solves the problem.
May 18 2020
As @Sebastian Koenig (sebastian_k) , the most important use case I see is setting the absolute position of the VR-camera.
This could be expanded later with an option for the users, for other use cases. I was thinking of a drop down list for selecting the "type of teleportation":
- Set Absolute position: as discussed
- Set Absolute position with base height. This could work two ways:
- with an input field for the height of the ground. So for example = 3m. --> This would apply the X and Y coordinates of the landmark to the VR-camera, and for the Z-coordinate it would apply the input from this field (3m) as the z-coordinate of the VR-ground-plane (=Z of the base pose I assume). The Z-coordinate of the landmark would be discarded.
- use the z-position of the landmark as the ground level. So apply X and Y to the VR-camera, and apply Z to the VR-ground-plane.
- Set Base Position: the way it works now.
May 15 2020
@Evan Wilson (EAW) thanks for the reply. I am aware how to solve the problem, I was trying to address these two bugs:
- Eevee ("Material Preview") doesn't always "preview" a material in cycles. As Brecht says, in this case this seems to be intentional.
- An unused node has an effect on the output. Don't see why this would be intentional.
May 13 2020
Oh, right, reuploaded.
I cannot yet update, as it is a company computer, will take some days until the new driver has been approved. Please keep the ticket open.
May 4 2020
@Julian Eisel (Severin) : hi thanks for the reply. It is probably not easy to debug without a HMD. I found an emulator (HERE), maybe this helps.
I just tested the latest build (Blender 2.90 fdebdfa320ec) and have the following observations:
- With positional tracking it still doesn't reset to the absolute position of a new landmark.
- It would be good to be able to "grab" and move/rotate the VR camera object, or more accurately it's base point. While it remains in it's positional tracking. Since the person inside the HMD has no way to do this with controllers. This is actually possible right now if you start moving the active landmark, but then you can't reset to this landmark, since you've already moved it.
- The VR view seems not to be linked completely with the 3D viewport. I can for example change the shading type. But I can't toggle the View Layer. It always shows the first view layer. I have my VR scenes set up with different view layers that I switch (have hotkeys set up) while in the VR session. The interesting thing is, if I turn on mirroring in the VR viewport, then there it shows the selected view layer. So basically the viewport "mirror" is not actually showing the same thing as in the headset.
- For the ghosting of objects with viewport denoising I made a bug report inckluding a screenshot of what it looks like. (https://developer.blender.org/T76003)
- One small thing: shadow maps seem to be calculated for both eyes seperately. The "shadow pixels" on the edge of the shadow are somewhat different, this is noticable especially on shadows of thin/small objects, where the shadow is there in one eye but not the other. Maybe this isn't even necessary, afaik shadow maps are view-independent?
Apr 28 2020
I was just having the same problem. Trying to invert custom normals of a mesh rotates them in a weird way. There used to be an addon (for 2.79) called Custom Normal Tools that could do that. It was removed for 2.80 (see here https://developer.blender.org/D3794) but was never replaced with an internal operator. @Bastien Montagne (mont29) any chance for this?
Apr 24 2020
@Richard Antalik (ISS) Ok I've found the culprit for the disappearing scene. It is the BlenderKit addon. Disabling it makes linked assets work normally.
@Richard Antalik (ISS) The bug can only be seen in the VR session, so you'd need a way to emulate a VR headset. An internet search led me here: https://docs.microsoft.com/en-us/windows/mixed-reality/using-the-windows-mixed-reality-simulator , this might work.
Apr 23 2020
Here's how it looks like. To the left of the lamppost is this weirdly rendered area.
Okay, I renamed the preferences folder. This did the trick, linked scenes stay after saving. I also have not yet experienced a crash. With today's build, but also with the 2.83 build from the bug report.
@Richard Antalik (ISS) The bug happens on two different computers. They have different hardware, but similar software setups.
Relocate works normally, I can select the same file and it loads the scene like it was before. And crashes sometimes (about 50% of the time)
Apr 22 2020
@Richard Antalik (ISS) I reset it to defaults, but the same behaviour.
Interesting: when saving the file and the linked scene disappears: all the objects from the linked scene show up in the Outliner Orphan Data view. After reload of the scene, they're removed from here.
@Julian Eisel (Severin) : when jumping to a landmark, Blender seems to apply the relative position of the landmark compared to the last landmark that was used, to the VR-camera. The VR-camera doesn't get positioned exactly onto the landmark. So if I've moved 2 meters to the side, the new position is also 2 meters to the side of the new landmark I clicked on.
Is this the intended behaviour? There should be a way to jump exactly to the predefined landmarks.
Even if I close the VR session and start a new one, the VR camera position doesn't get reset, so I can never get back to an exact position, unless I close Blender and open it again.
Apr 21 2020
I made a very simple scene which also has the bug. Put both files in one order, open linked_scene_bug.blend. There is a Suzanne head and some objects around it. When saving the file, the linked objects disappear, only the monkey remains.
Apr 20 2020
Apr 7 2020
I just wanted to report the same bug, and then found it here. I have:
Apr 3 2020
Mar 30 2020
Glad to see the first milestone in master! Tried it out recently and it works great.
Is there a thread for user feedback (eg. on devtalk) or should I post here? For example, clicking on the landmarks doesn't seem to do anything. Shouldn't it jump to that point? EDIT: double-click on landmark does the trick.
Feb 13 2020
I had posted this bug before: https://developer.blender.org/T53290 . It seemed to be resolved. ??
Feb 5 2020
I played around with the file open window on both monitors and at different scale factors (Is that what you mean with DPI?).
Jan 28 2020
Jan 24 2020
Yes the latest 2.83 also works, runs on the nVidia GPU.
Thanks for looking into this and for the fix!
Jan 23 2020
Hey, yes it works now!
What was the difference?
Jan 22 2020
I haven't used a daily build for a few weeks now. Is there a place where I can find older builds? I could go through them to find the exact time the change happened. The 2.82 build from 2020-01-07 already has the problem.
I did however try some random builds from Graphicall, these work properly. And they are newer than this official one.
VR inspection branch from Jan. 13, 2020
Function Nodes Branch from Jan. 19, 2020
Jan 21 2020
Nov 25 2019
I assume this milestone includes rendering the scene with the same render engine as the viewport, including Eevee?
I would like to add some issues rendering Eevee to VR glasses, that I have found while using BlenderXR (of Marui-Plugin), which IMHO should be addressed for a good user experience:
- Reflection probes. We need to evaluate them twice, for the two eyes. Until now they are only rendered once, so one eye sees the proper reflection, the other sees some messed up texture.
- Viewport denoising introduces ghosting, because of the many fine head movements. This is very apparent and distracting on alpha mapped (partially transparent) materials, you basically have to hold your head very still to see clearly. Deactivating denoising however leads to jagged edges everywhere and "sparkling" textures.
Sep 19 2019
Thanks for the tip and the quick resolution!
Sep 18 2019
Sep 17 2019
Ouch, that is bad. I thought it was a bug myself, just never got around to reporting it. Of course I would expect Blender to remember which collections are on or off, especially if I carefully set up my layers in a large scene.
I didn't know that it was possible to turn on sublayers without the parent, that's interesting. Seems like an override. But IMHO it shouldn't destroy the expected behaviour of "saving settings".
Sep 6 2019
I've found something that might be considered a bug. At least I can see it confusing users.
Sep 5 2019
Here is my feedback to the new file browser:
- Generally: a great step in the right direction! It is mostly what I'd expect from a normal file browser.
Sep 2 2019
I'm not sure this is a good idea. Every time you misspell a folder (where you want to navigate to) it would create an empty folder without asking. Or if you mess up something when copying/pasting a path.
Aug 29 2019
Aug 27 2019
It seems to me that selecting the parent directory is logically exactly the same action as selecting a child directory. You're just selecting a link to a given directory. Like eg. single clicking on a shortcut on the windows desktop.
Anyway, I don't have any preferences either for keeping or for removing the dots, just wanted to say that they have worked well with keyboard navigation for years, for example in double-pane file browsers.
Aug 21 2019
Ok I have another request. In the file open dialog, the "Volumes" list is minimized. I think this should start out maximized, showing where you can navigate to your other hard (or logical) drives. I have witnessed it first hand more than once that newbies can't find where to change to another drive. The nonstandard file browser is already hard enough to learn. Hiding basic file browser functions like drives is making it worse.
Aug 19 2019
I would like to request the following default change: show renderability toggles in Outliner. This was the default before and I don't remember seeing any discussion before it was changed (correct me if I'm wrong).
Aug 16 2019
Aug 14 2019
Apr 17 2019
I would like to confirm that this bug is still present in Blender. Just checked with the example file and the 2.80 build from today.
Jan 30 2019
Jan 17 2019
Jan 16 2019
Nov 28 2018
Nov 8 2018
The command "Center View to Mouse” is missing from the new keymap (used to be Alt-F). I also posted this in the blenderartists thread.
The problem with this is, that this command can only be used as a hotkey. It has an immediate action, and it uses the exact location of the mouse cursor. It wouldn't work from a menu. Could you please add it back? The command is "view3d.view_center_pick".
May 28 2018
May 8 2018
Jan 12 2018
Yes, you're right, this doesn't happen with the --factory-startup option. So it is probably an addon that doesn't work anymore with the newer builds. I will do some testing and try to narrow down which addon it could be.
Are there any other things that factory startup resets? (I noticed only the theme colours)
Jan 11 2018
Nov 15 2017
Nov 10 2017
Jun 26 2017
I tried your suggestions:
May 30 2017
here is the blend file. Depth of field is enabled in the N-panel.
May 15 2017
May 30 2016
@ Duarte Farrajota Ramos: do you have some information about the "fake box mapping preview" that you mentioned? Maybe a description or picture of the node setup? Thank you.
May 25 2016
May 13 2015
May 4 2015
Hi, thank you.
One problem though, this seems to have broken the import scale setting. Only a scale = 1 works, any other value stops the import script with the following error:
Apr 28 2015
Mar 5 2015
Feb 18 2015
Oct 30 2014
@michael knubben (michaelknubben):
The question is, how far is it not empty space? The grab widget is just one pixel wide, surely you do not always click exactly on this thin line, but somewhere close to it. If there is no feedback, you sometimes miss the widget. With this change you would then deselect all, which would be pretty frustrating.
Sep 12 2014
Apr 24 2014
@Andreas Stöckel (aurelian15) : Hi, do you plan to finish this feature with the two things @Brecht Van Lommel (brecht) mentioned? Would be great to have the feature in trunk, this is the only camera type with no field-of-view settings. Thanks!
Mar 13 2014
Feb 28 2014
@Campbell Barton (campbellbarton)
"...operators are not designed primarily to be accessed from the search popup."
Jan 10 2014
My two cents: not to critique your work, 16*16 seems awfully small to convey complex meanings, but these icons don't seem to convey the meaning of rendering, if you don't say it's an iris/shutter I'm not sure most people would recognise it as such. Seems more like an animated loading icon, or a rotating wheel, especially with the one in motion, there it really seems to roll forward, I'd think here more of rigid body physics.
Jan 7 2014
@Jonathan Williamson (carter2422) - Seeing the newly created "History" panel (great idea btw!), I would suggest putting the history list itself into this tab, without needing to click once more on "Undo history". There will probably be very few buttons here anyways, so there should be enough space.
+1 for the proposal!
@Simon Repp (simonrepp)
I also think the ones with the oval are not recognisable as OpenGL, the text ones were clearer. Also, the one for still rendering is just a plus inside an oval, not recognisable as a camera flash since the camera is missing, it looks more like an "add new" button. I'd go with your first proposal with different colours, try making it less cluttered, maybe removing the 3D bevel effect from the GL letters.
Dec 16 2013
I have never (before) heard anyone say that a keyboard shortcut is bad because they need to move their hand too far. Are we really THAT lazy? Moving your hand 20cm once in a while will surely not cause "fatigue". Well, if it does, it's high time to stand up from the computer, go for a walk, see the world outside :)
I feel the arguments against removing X are more a resistance to change and having to relearn old Blender habits (yes, I've also used X for over ten years).
Nov 25 2013
@step-ani-motion (stepanimotion) Alt-F? Wow thanks for that, I had looked for something like that once or twice and then thought it's simply not implemented in Blender, and used the numpad DEL instead. @Paweł Łyczkowski (plyczkowski) I agree, map it rather to a modifier key + mouse click as default, and BAM! great new feature.
Nov 22 2013
I see a much larger question here than the exact colours. Maybe it is a separate topic. The question is why do we use a negative representation (dark background with lighter objects/contours) and not a positive representation (light background with darker objects)?
Blender switched from positive to negative from 2.49 to 2.50. I personally cannot work with these very dark themes during the day or in any well-lit environment. Reducing eyestrain requires a switch to the 2.49 theme, which seems to be the only light theme pre-packaged in Blender.
@Andrew Price (andrewprice): I agree, addons do not really belong in the toolbar. A toolbar contains tools (operators), but shouldn't contain the settings, sliders, input fields, etc. for these tools. (ie. the way most addons work, adding their settings into the toolbar) They belong either in a separate panel, a popup, or somewhere else. For tools with settings that cannot be changed afterwards (eg. rings of a UV sphere), a popup might be the better solution.
Nov 20 2013
Yes it is of consequence whether it is online. It is very annoying how some software open up documentation, sometimes in an in-program window, just to load a "page not found message" when I am not connected to the internet, without any sign beforehand that it is only available online. The relative unavailability of offline Blender documentation is bad enough, let us not reduce the info available inside the program even more. There are many use cases with no internet connection, whether on the go with a laptop, or at work with internet limitations, or in less connected parts of the world.
Nov 18 2013
I rather see the default size not as the size of the preview, but as the final render size (so more around 1080p). --> For two reasons:
- the percentage slider beneath the resolution settings goes from 1% to maximum 100% and not more, meaning its "reason for existence" is to render smaller previews. (Although I seem to recall that it used to go to 200% in an earlier version)
- you want to set your final resolution exactly. Preview resolution is less important, the slider can take care of that, without having to "destroy" your pre-set final resolution.