Sat, May 25
I can confirm this bug! Its very annoying. But it occours only, if faces are smooth shaded. If there are flat shaded, it works.
Thu, May 23
Is been almost a month now, and is not even treated as an high bug... guys I use blender for sculpting too and because of this problem I'm using a older version of the program...
I would love to get the new beta with this bug fixed. Please!
This appears to be working now, probably after Sergey's latest depsgraph and mesh API changes.
Tue, May 21
Sun, May 19
Reproduced. Blender 2.8 (18.05.2019 build)
Thu, May 16
Thanks Philipp for doing such a nice job of isolating the problem. I confirm this problem and am working on it,
Tue, May 14
I can confirm. Same bug here too. Multires not refreshing properly.
Mon, May 13
2.8 Build from May 12, 2019, Win 64 bit
Sat, May 11
Wed, May 8
@Philipp Oeser (lichtwerk) nice catch. Wouldn’t it be even simpler to always reset that nearest->index directly in BLI_bvhtree_find_nearest_ex()? Keeping previous nearest distance there if provided makes sense, but I think item index should be always reset, at least I cannot see a case where keeping previous value would be useful?
Tue, May 7
Had a look at this again and here are some findings:
Mon, Apr 29
modifier says Hide, Mask and optimized display disabled
Apr 26 2019
Apr 19 2019
@Andrew Zhou (dodeqaa) for every constructive modifier it's currently converting all data to BMesh and back - even if all of the modifier's in the stack operate on BMesh data types.
Apr 17 2019
Apr 15 2019
Hi to All:
Apr 12 2019
Modifier nodes are planned, I'd rather postpone this modifier until the new system is implemented.
Apr 10 2019
Apr 5 2019
Apr 3 2019
Apr 2 2019
apparently caused by rB46eb5a0b8a4f
Mar 28 2019
Afaics you dont really have a deforming modifier preceeding the cloth modifier.
So you would have to make sure e.g. the skirt is deformed first, then cloth sim will work correctly after.
Since we dont have the original armature for the character at hand anymore [everything has been baked to mdd], we need a relationship between the mdd cache and the skirt.
Or maybe it is possible to force to go in object mode before F12 rendering
This concerns only cycles.
Mar 27 2019
This has been reported before, the issue is curve scan-fill creates zero area faces that give bad normals for solidify to operate on.
Can confirm the issue.
Mar 24 2019
Before getting into code review or looking into details I'd like to see example uses cases for this modifier.
Mar 23 2019
- fix compilation issue with collada and alembic
removing merge conflicts from recent commit to triangulate modifier
- add vertex group support
Mar 22 2019
@Brecht Van Lommel (brecht), should this be merged, or do we come back to this patch when Blender 2.8 is released?
How feasible is it to add a tick box to stop re-evaluating the base
mesh after the evaluated mesh has been generated and cached,
that way the modifier can still work with animation without beeing applied?
Mar 21 2019
Yes, this is indeed a chicken & egg issue (and yes, it also happens in 2.7x). Guess we can close that as known limitation for now, then.
Mar 20 2019
But same happens in 2.7?
This sounds like a feedback loop between rigid body simulation which needs geometry for the collisions, but geometry needs transform for modifier stack. While we can avoid some dependency cycles here, the order of updates might be wrong from users perspective. And the only user-controllable solution here would be to go node based.
Deg warning about DEG_OB_COMP_GEOMETRY relation is now fixed, but the rigid body simulation remains completely broken in 2.8 currently here (neither of the two displace modifiers work, only really moving red object works currently).
Using an empty (or center point of any object) is a valid usecase of this modifier, will check on those relations tagging.
The issue in code i saw was related on a fake dependency cycle, which is now fixed in rB099a4104788.
Now i can open the file and there is a playback going on.