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Zsolt Stefan (zsoltst)
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Jan 30 2013, 8:30 AM (388 w, 5 d)

Recent Activity

May 19 2020

Zsolt Stefan (zsoltst) added a comment to T76874: Enabling "Steroscopy" in the viewport camera causes graphical glitches with anti-aliasing enabled..

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 19 2020, 11:35 AM · EEVEE & Viewport

May 18 2020

Zsolt Stefan (zsoltst) added a comment to T71347: Virtual Reality - Milestone 1 - Scene Inspection.

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":

  1. Set Absolute position: as discussed
  2. 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.
  3. Set Base Position: the way it works now.
May 18 2020, 5:09 PM · Virtual Reality, EEVEE & Viewport, BF Blender

May 15 2020

Zsolt Stefan (zsoltst) added a comment to T76712: Texture with alpha renders differently in Eevee and Cycles.

@Evan Wilson (EAW) thanks for the reply. I am aware how to solve the problem, I was trying to address these two bugs:

  1. Eevee ("Material Preview") doesn't always "preview" a material in cycles. As Brecht says, in this case this seems to be intentional.
  2. An unused node has an effect on the output. Don't see why this would be intentional.
May 15 2020, 9:14 AM · BF Blender

May 13 2020

Zsolt Stefan (zsoltst) added a comment to T76712: Texture with alpha renders differently in Eevee and Cycles.

Oh, right, reuploaded.

May 13 2020, 11:09 AM · BF Blender
Zsolt Stefan (zsoltst) updated the task description for T76712: Texture with alpha renders differently in Eevee and Cycles.
May 13 2020, 11:09 AM · BF Blender
Zsolt Stefan (zsoltst) created T76712: Texture with alpha renders differently in Eevee and Cycles.
May 13 2020, 9:34 AM · BF Blender
Zsolt Stefan (zsoltst) added a comment to T75336: 3D viewport "shakes" after Windows update 1909 on external monitor .

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 13 2020, 9:14 AM · EEVEE & Viewport, Platform: Windows, BF Blender

May 4 2020

Zsolt Stefan (zsoltst) added a comment to T71347: Virtual Reality - Milestone 1 - Scene Inspection.

@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?
May 4 2020, 11:38 AM · Virtual Reality, EEVEE & Viewport, BF Blender

Apr 28 2020

Zsolt Stefan (zsoltst) added a comment to T71488: Flipping Custom Split Normal Data leads to artifacts.

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 28 2020, 5:48 PM · Modeling, BF Blender

Apr 24 2020

Zsolt Stefan (zsoltst) added a comment to T75935: Linked background scene disappears on Save. Crash on reload..

@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.

Apr 24 2020, 12:25 PM · BF Blender
Zsolt Stefan (zsoltst) added a comment to T76003: VR scene inspection - rendering artifacts on geometry only occluded for one eye with viewport denoising.

@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 24 2020, 11:38 AM · Virtual Reality, EEVEE & Viewport, BF Blender

Apr 23 2020

Zsolt Stefan (zsoltst) added a comment to T76003: VR scene inspection - rendering artifacts on geometry only occluded for one eye with viewport denoising.

Here's how it looks like. To the left of the lamppost is this weirdly rendered area.

Apr 23 2020, 4:40 PM · Virtual Reality, EEVEE & Viewport, BF Blender
Zsolt Stefan (zsoltst) added a comment to T75935: Linked background scene disappears on Save. Crash on reload..

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.

Apr 23 2020, 2:26 PM · BF Blender
Zsolt Stefan (zsoltst) added a comment to T75935: Linked background scene disappears on Save. Crash on reload..

@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 23 2020, 11:33 AM · BF Blender

Apr 22 2020

Zsolt Stefan (zsoltst) added a comment to T75935: Linked background scene disappears on Save. Crash on reload..

@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.

Apr 22 2020, 5:37 PM · BF Blender
Zsolt Stefan (zsoltst) created T76003: VR scene inspection - rendering artifacts on geometry only occluded for one eye with viewport denoising.
Apr 22 2020, 5:17 PM · Virtual Reality, EEVEE & Viewport, BF Blender
Zsolt Stefan (zsoltst) added a comment to T71347: Virtual Reality - Milestone 1 - Scene Inspection.

@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 22 2020, 9:14 AM · Virtual Reality, EEVEE & Viewport, BF Blender

Apr 21 2020

Zsolt Stefan (zsoltst) created T75969: New View layers don't render in Cycles (passes get turned off).
Apr 21 2020, 4:37 PM · BF Blender
Zsolt Stefan (zsoltst) added a comment to T75935: Linked background scene disappears on Save. Crash on reload..

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 21 2020, 1:41 PM · BF Blender

Apr 20 2020

Zsolt Stefan (zsoltst) created T75935: Linked background scene disappears on Save. Crash on reload..
Apr 20 2020, 3:25 PM · BF Blender

Apr 7 2020

Zsolt Stefan (zsoltst) added a comment to T74964: Stereo 3D anaglyph and interlace not working.

I just wanted to report the same bug, and then found it here. I have:

Apr 7 2020, 4:32 PM · BF Blender (2.83), EEVEE & Viewport

Apr 3 2020

Zsolt Stefan (zsoltst) created T75336: 3D viewport "shakes" after Windows update 1909 on external monitor .
Apr 3 2020, 10:05 AM · EEVEE & Viewport, Platform: Windows, BF Blender

Mar 30 2020

Zsolt Stefan (zsoltst) added a comment to T71347: Virtual Reality - Milestone 1 - Scene Inspection.

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.

Mar 30 2020, 3:02 PM · Virtual Reality, EEVEE & Viewport, BF Blender

Feb 13 2020

Zsolt Stefan (zsoltst) added a comment to T73701: Stereo render display significantly slows down rendering.

I had posted this bug before: https://developer.blender.org/T53290 . It seemed to be resolved. ??

Feb 13 2020, 11:34 AM · Performance, Rendering, Render & Cycles, BF Blender

Feb 5 2020

Zsolt Stefan (zsoltst) added a comment to T73451: File open dialog size larger than screen resolution .

I played around with the file open window on both monitors and at different scale factors (Is that what you mean with DPI?).

Feb 5 2020, 9:49 AM · User Interface, BF Blender

Jan 28 2020

Zsolt Stefan (zsoltst) created T73451: File open dialog size larger than screen resolution .
Jan 28 2020, 9:21 AM · User Interface, BF Blender

Jan 24 2020

Zsolt Stefan (zsoltst) added a comment to T73296: Blender starts on slower GPU, interface and 3D viewport laggy.

Yes the latest 2.83 also works, runs on the nVidia GPU.
Thanks for looking into this and for the fix!

Jan 24 2020, 10:31 AM · Platform: Windows, BF Blender

Jan 23 2020

Zsolt Stefan (zsoltst) added a comment to T73296: Blender starts on slower GPU, interface and 3D viewport laggy.

Hey, yes it works now!
What was the difference?

Jan 23 2020, 7:54 AM · Platform: Windows, BF Blender

Jan 22 2020

Zsolt Stefan (zsoltst) added a comment to T73296: Blender starts on slower GPU, interface and 3D viewport laggy.

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 22 2020, 12:48 PM · Platform: Windows, BF Blender

Jan 21 2020

Zsolt Stefan (zsoltst) created T73296: Blender starts on slower GPU, interface and 3D viewport laggy.
Jan 21 2020, 3:12 PM · Platform: Windows, BF Blender

Nov 25 2019

Zsolt Stefan (zsoltst) added a comment to T71347: Virtual Reality - Milestone 1 - Scene Inspection.

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.
Nov 25 2019, 4:53 PM · Virtual Reality, EEVEE & Viewport, BF Blender

Sep 19 2019

Zsolt Stefan (zsoltst) added a comment to T70033: Instant crash with a certain text in the shortcut editor.

Alan, Campbell,
Thanks for the tip and the quick resolution!

Sep 19 2019, 3:12 PM · BF Blender

Sep 18 2019

Zsolt Stefan (zsoltst) edited projects for T70033: Instant crash with a certain text in the shortcut editor, added: BF Blender; removed Add-ons (Community).
Sep 18 2019, 6:15 PM · BF Blender
Zsolt Stefan (zsoltst) created T70033: Instant crash with a certain text in the shortcut editor.
Sep 18 2019, 6:00 PM · BF Blender

Sep 17 2019

Zsolt Stefan (zsoltst) added a comment to T69812: Sub-collections on/off state not remembered if parent collection is switched off and then on.

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 17 2019, 5:31 PM · BF Blender

Sep 6 2019

Zsolt Stefan (zsoltst) added a comment to T62971: File Browser UI.

I've found something that might be considered a bug. At least I can see it confusing users.

Sep 6 2019, 10:24 AM · User Interface, BF Blender

Sep 5 2019

Zsolt Stefan (zsoltst) added a comment to T62971: File Browser UI.

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 5 2019, 2:29 PM · User Interface, BF Blender

Sep 2 2019

Zsolt Stefan (zsoltst) added a comment to T62971: File Browser UI.

@Zsolt Stefan (zsoltst) This is regarding the operator to add new folders, via this button in the UI:

Sep 2 2019, 7:58 PM · User Interface, BF Blender
Zsolt Stefan (zsoltst) added a comment to T62971: File Browser UI.

I removed it last week, rBea94cade2991.

Sep 2 2019, 5:31 PM · User Interface, BF Blender
Zsolt Stefan (zsoltst) added a comment to T62971: File Browser UI.

@Ludvik Koutny (rawalanche) absolutely. There's no reason for this. It's a holdover from when Blender used to have confirmation popups for everything.

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.

Sep 2 2019, 5:26 PM · User Interface, BF Blender

Aug 29 2019

Zsolt Stefan (zsoltst) added a comment to T62971: File Browser UI.

A nice alternative method to go up one level which I like a lot in some file managers is the ability to double-click in the empty space of the list. The big advantage is that you don't need to move the mouse to find a specific spot/button to click to go to the parent folder. Could this be an improvement?

Aug 29 2019, 4:01 PM · User Interface, BF Blender

Aug 27 2019

Zsolt Stefan (zsoltst) added a comment to T62971: File Browser UI.

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 27 2019, 2:32 PM · User Interface, BF Blender

Aug 21 2019

Zsolt Stefan (zsoltst) added a comment to T54943: Blender 2.8 Defaults.

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 21 2019, 5:01 PM · BF Blender: 2.8, User Interface

Aug 19 2019

Zsolt Stefan (zsoltst) added a comment to T54943: Blender 2.8 Defaults.

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 19 2019, 11:33 AM · BF Blender: 2.8, User Interface

Aug 16 2019

Zsolt Stefan (zsoltst) added a comment to T54943: Blender 2.8 Defaults.
Aug 16 2019, 7:50 AM · BF Blender: 2.8, User Interface

Aug 14 2019

Zsolt Stefan (zsoltst) added a comment to T54943: Blender 2.8 Defaults.

Anything against making "Zoom to Mouse Position" default?

Aug 14 2019, 8:57 PM · BF Blender: 2.8, User Interface

Apr 17 2019

Zsolt Stefan (zsoltst) added a comment to T53324: Black render artifact with CPU+GPU rendering in viewport.

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.

Apr 17 2019, 4:44 PM · Render & Cycles, Cycles, BF Blender

Jan 30 2019

Zsolt Stefan (zsoltst) created T61020: No MMB zoom/pan in half of shader editor.
Jan 30 2019, 2:32 PM · BF Blender

Jan 17 2019

Zsolt Stefan (zsoltst) added a comment to T60565: No button to start benchmark.

Yes:

Jan 17 2019, 8:14 AM · Blender Open Data

Jan 16 2019

Zsolt Stefan (zsoltst) created T60565: No button to start benchmark.
Jan 16 2019, 4:04 PM · Blender Open Data

Nov 28 2018

Zsolt Stefan (zsoltst) added a comment to T54943: Blender 2.8 Defaults.
In T54943#559093, @Ludvik Koutny (rawalanche) wrote: One more I am sure many would appreciate is if "Load UI" when opening .blend file was off by default.

Exactly. True source of problems.
https://devtalk.blender.org/t/blender-ui-paper-cuts/2596/292?u=thinkingpolygons

Nov 28 2018, 7:56 AM · BF Blender: 2.8, User Interface

Nov 8 2018

Zsolt Stefan (zsoltst) added a comment to T55162: Blender 2.8 Blender Keymap changes.

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".

Nov 8 2018, 4:04 PM · Code Quest

May 28 2018

RobHue (RobHue) awarded T53763: Mirror modifier AND mirror operator destroys custom normals a Pterodactyl token.
May 28 2018, 6:04 PM · BF Blender

May 8 2018

Zsolt Stefan (zsoltst) added a comment to T54943: Blender 2.8 Defaults.

...
This was mainly a remark from a technical and CAD user who does have experience of drawing nuts and bolts inside city sized files :) The CAD apps simply do not allow scaling when changing units and do everything in real world size, adjusting viewport navigation and work context to current zoom. It is possible and now i realize, brilliant. But if you say that Blender is not capable of that, again, i will have to trust you. It would in any case, probably take a whole new code quest to venture into Blender's code and put all the system's unit - using parameters into feasible order.
...

May 8 2018, 2:58 PM · BF Blender: 2.8, User Interface

Jan 12 2018

Zsolt Stefan (zsoltst) added a comment to T53762: Blender (newer 2.79 builds) quits when changing frames.

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 12 2018, 9:38 AM · BF Blender

Jan 11 2018

Zsolt Stefan (zsoltst) created T53763: Mirror modifier AND mirror operator destroys custom normals.
Jan 11 2018, 4:51 PM · BF Blender
Zsolt Stefan (zsoltst) created T53762: Blender (newer 2.79 builds) quits when changing frames.
Jan 11 2018, 4:06 PM · BF Blender

Nov 15 2017

Zsolt Stefan (zsoltst) created T53324: Black render artifact with CPU+GPU rendering in viewport.
Nov 15 2017, 11:01 AM · Render & Cycles, Cycles, BF Blender

Nov 10 2017

Zsolt Stefan (zsoltst) updated the task description for T53290: Drop in rendering performance if result in image window set to stereo 3D.
Nov 10 2017, 1:43 PM · Cycles, BF Blender
Zsolt Stefan (zsoltst) created T53290: Drop in rendering performance if result in image window set to stereo 3D.
Nov 10 2017, 1:42 PM · Cycles, BF Blender

Jun 26 2017

Zsolt Stefan (zsoltst) added a comment to T51663: DoF in viewport doesn't work, expanding blurred area when moving objects.

I tried your suggestions:

Jun 26 2017, 11:45 AM · BF Blender

May 30 2017

Zsolt Stefan (zsoltst) added a comment to T51663: DoF in viewport doesn't work, expanding blurred area when moving objects.

Hi,
here is the blend file. Depth of field is enabled in the N-panel.

May 30 2017, 4:53 PM · BF Blender
Zsolt Stefan (zsoltst) updated the task description for T51663: DoF in viewport doesn't work, expanding blurred area when moving objects.
May 30 2017, 9:44 AM · BF Blender
Zsolt Stefan (zsoltst) created T51663: DoF in viewport doesn't work, expanding blurred area when moving objects.
May 30 2017, 9:42 AM · BF Blender

May 15 2017

Zsolt Stefan (zsoltst) updated the task description for T51500: Object disappears in wireframe view.
May 15 2017, 11:46 AM · BF Blender
Zsolt Stefan (zsoltst) created T51500: Object disappears in wireframe view.
May 15 2017, 11:37 AM · BF Blender

May 30 2016

Zsolt Stefan (zsoltst) added a comment to T48511: Texture box mapping in viewport.

@ 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 30 2016, 4:48 PM · EEVEE & Viewport, Add-ons (Community)

May 25 2016

Zsolt Stefan (zsoltst) created T48511: Texture box mapping in viewport.
May 25 2016, 12:29 PM · EEVEE & Viewport, Add-ons (Community)

May 13 2015

Zsolt Stefan (zsoltst) created T44693: Snap settings in 3Dview coupled with Node Editor.
May 13 2015, 2:03 PM · User Interface

May 4 2015

Zsolt Stefan (zsoltst) added a comment to T44536: STL normals import.

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:

May 4 2015, 5:30 PM · Add-ons (Community), Import/Export

Apr 28 2015

Zsolt Stefan (zsoltst) created T44536: STL normals import.
Apr 28 2015, 3:15 PM · Add-ons (Community), Import/Export

Mar 5 2015

Zsolt Stefan (zsoltst) created T43897: Import normals (eg. STL) to correctly render triangulated surfaces.
Mar 5 2015, 4:10 PM · Import/Export

Feb 18 2015

Zsolt Stefan (zsoltst) created T43719: STL Import Script Scale option is strongly limited.
Feb 18 2015, 10:41 AM · Import/Export, Add-ons (Community)

Oct 30 2014

Zsolt Stefan (zsoltst) added a comment to T37417: Default Keymap: Revamp.

@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.

Oct 30 2014, 5:57 PM · BF Blender, User Interface

Sep 12 2014

Zsolt Stefan (zsoltst) created T41800: Freestyle + Cycles panoramic camera not compatible, renders are incorrect.
Sep 12 2014, 11:58 AM · Cycles, Freestyle, BF Blender
Zsolt Stefan (zsoltst) created T41797: Dupliverts eats performance.
Sep 12 2014, 11:27 AM · BF Blender

Apr 24 2014

Zsolt Stefan (zsoltst) added a comment to T34400: [Cycles] Settings to restrict polar range for equirectangular panoramas.

@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!

Apr 24 2014, 2:33 PM · Cycles, BF Blender

Mar 13 2014

Zsolt Stefan (zsoltst) raised the priority of T39165: Cycles equirectangular panoramic camera missing Field-of-view settings from to 90.
Mar 13 2014, 5:41 PM · Rendering, BF Blender, Cycles

Feb 28 2014

Zsolt Stefan (zsoltst) added a comment to T38819: Mark/Clear seam misbehaves when executed from spacebar search menu in 3D view.

@Campbell Barton (campbellbarton)
"...operators are not designed primarily to be accessed from the search popup."

Feb 28 2014, 9:33 AM · Blender 2.70
Zsolt Stefan (zsoltst) raised the priority of T38886: Packed textures not loaded (pink render) when OSL enabled from to 90.
Feb 28 2014, 9:13 AM · BF Blender

Jan 10 2014

Zsolt Stefan (zsoltst) added a comment to T38089: Custom OpenGL Render Icons.

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 10 2014, 3:11 PM · User Interface, BF Blender

Jan 7 2014

Zsolt Stefan (zsoltst) added a comment to T37418: Reorganize 3D View Toolbar.

@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.

Jan 7 2014, 5:06 PM · User Interface, BF Blender
Zsolt Stefan (zsoltst) added a comment to T37961: Make Matcap work globally.

+1 for the proposal!

Jan 7 2014, 4:52 PM · User Interface
Zsolt Stefan (zsoltst) added a comment to T37982: File Browser options minor UI improvements.

@William Reynish (billrey) - good proposal, especially moving the selected file name and Cancel and OPEN to the bottom. And X-es as in the mockup from @Scott Petrovic (scottpetrovic).

Jan 7 2014, 4:19 PM · User Interface, BF Blender
Zsolt Stefan (zsoltst) added a comment to T38089: Custom OpenGL Render Icons.

@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.

Jan 7 2014, 3:43 PM · User Interface, BF Blender

Dec 16 2013

Zsolt Stefan (zsoltst) added a comment to T37801: x no longer prompts for confirmation.

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).

Dec 16 2013, 11:05 AM · BF Blender, User Interface

Nov 25 2013

Zsolt Stefan (zsoltst) added a comment to T37518: Blender Default Settings: Preferences.

@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 25 2013, 5:21 PM · BF Blender, User Interface

Nov 22 2013

Zsolt Stefan (zsoltst) added a comment to T37419: Update Default Theme Colors for 3D View and Wireframes.

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.

Nov 22 2013, 11:01 AM · BF Blender, User Interface
Zsolt Stefan (zsoltst) added a comment to T37418: Reorganize 3D View Toolbar.

@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 22 2013, 9:16 AM · User Interface, BF Blender

Nov 20 2013

Zsolt Stefan (zsoltst) added a comment to T37478: Improve Tooltips to provide more information.

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 20 2013, 5:55 PM · BF Blender, User Interface

Nov 18 2013

Zsolt Stefan (zsoltst) added a comment to T37475: Blender Default Settings: Rendering.

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:

  1. 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)
  2. 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.
Nov 18 2013, 5:59 PM · User Interface, BF Blender