Have you tried the latest Buildbot builds?
I had a similar bug that was fixed some time ago: https://developer.blender.org/T52479
I can confirm that in 2.79 official release 64bit that's is the behaviour. In Edit Mode you cannot hide the object currently being edited but you can hide other objects in the scene while you're in Edit Mode. It was the same in 2.78 and previous versions.
i attached video related to this error
please check if this is a bug above,in other programs,i can hide objects in layer in edit mode.
that’s not what I’d call 'simple file'… :/ Did you try to reproduce the issue with very basic set of files (mere cubes groups...)?
- As you have noticed, the language we use on this tracker is english not german.
- This is a general support issue and not a software error we can investigate.
Sounds like someone has been messing with order of datablocks during file save or reload… But as always, need simple .blend file to reproduce and investigate.
I have created two new reports.
Hope these can help. If you think I can send anything else that can help please dont hesitate to write.
Yes, but it's been like that for eons. Possible because in 2D 'Y' is up, and 3D (blender and others not to mention CNC) Z is up.
Anyway, to change it now would break all files back to 2.46.
Not a bug, sorry.
Note, these edge-cases are detected and handled. there are some cases where exact overlap checks fail - this needs some investigation.
@Joel Godin (FloridaJo) are you using the new depsgraph and a nightly build? it probably needs to be newer than the 14th of september.
Note, this is caused by the epsilon being measured in different spaces, it's possible for the vertex not to be detected on the face, and the edge not detect intersecting.
T46988 is infact zero area faces, re-opening this one.
Not seeing that here on OSX. Feather feathers, and V - A adds handles. Not sure if correctly but I see handles.
.obj files do not contain material information.
More info here: https://gamedev.stackexchange.com/questions/21303/how-can-i-include-vertex-color-information-in-obj-files/66270#66270
Traceback (most recent call last): File "C:\Users\Dell\Downloads\blender-2.79-20 sept\blender-2.79.0-git.77dccbf-windows64\2.79\scripts\addons\render_copy_settings\panel.py", line 29, in draw_item if isinstance(item, bpy.types.RenderCopySettingsDataSetting): AttributeError: 'RNA_Types' object has no attribute 'RenderCopySettingsDataSetting'
There are several things going on here:
- There is a F-Curve on the 'nodes["Texture.005"].inputs.default_value' setting in the "Active Action" slot of the Compositing Node Tree. This is visible if you disable "Only Selected" in the Graph Editor
This doesn't seem like a bug.
If the floor was a mirror, you'd expect the reflection to show the front side of the text. If you increase the roughness of the floor that reflection gradually turns into a shadow.
To add to what Yury included above, if the models use Weight Paint Groups to determine the values for width and segments then multiple objects with different settings can be joined together.
Thanks, it took a while, but now it works.
May I ask if there is any scientific/mathematical background behind the decision that it works this way for backfacing/single-sided materials or it was just 'let's do it this way'?
Link Is Shadow Ray and Backfacing to an Invert node, link the output of that to the Mix Shader.