Fri, Aug 16
@Clément Foucault (fclem), I guess you can commit this?
Sorry guys but the patch was not intended to change the behavior. This is a bug. If you have a feature request do it on Right Click select.
If it has no performance drawbacks, this bug could be a great feature, pretty much rendering the Mask Modifier unnecessary.
PLEASE LEAVE THIS IN!!! Its soooo annoying to hide anything for object mode. The only other option is Mask modifier and that thing is super slow to set up. I would really love to have this as a shading option in the panel somewhere.
This sounds like it would be useful in some workflows, lol. Just call it a feature! ;)
Cannot reproduce here (rB9dab57a9f829, linux, 970m)
caused by rB9c010c44f420, think this deserves to be at "High"?
Can confirm, bisecting...
Thu, Aug 15
I am afraid your graphics card is too old...
Here it is a bit jerky, the rotational movements are reversed and doesn't move through the selection.
Wed, Aug 14
This GPU is not supported anymore, as well as the texture nodes that have been remove from blender 2.80. Closing.
Hey mates.. i took a closer look at it and here's what i got..
Implemented in rB67c10dbf1322
Implemented in rBd5002f007e8d
I would like that will be as smooth as in cinema or maya.
Hey lads.. i just got into blender and i also got one of these 3d connexion 3d-mouses and i had the same issue... so i started to look for an answer but did not find one. then i solved it.. i think.. all you need to do is change the transform view into any other example orbit view with zoom and it works... its a workaround cos you cant bind the movements.. ndof view navigate at orbit and view rotation trackball..
Tue, Aug 13
Seems to have been an idiotic mistake from my part - I was using the tools incorrectly. For anyone who's reading, Reset Vectors is what you use to clear custom normals, not Recalculate Outside. It's a little obtuse, and it could warrant a rename (like Reset Custom Normals) but it's mostly a mistake from my part. I'll remove this bug report.
More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.
nouveau is the open-sopurce driver, it is not supported currently. Please use proprietary NVidia latest drivers.
Mon, Aug 12
Ok going for B. But keep in mind that will break backward compatibility. Only way to keep it is to use C.
@Clément Foucault (fclem) B seems like the obvious choice here. Or more likely B + warnings for the few cases where you cannot convert them.
@Clément Foucault (fclem) IMO we should ideally do B. If not, then we can also accept small incompatibilities between releases, although it needs to be mentioned in the release notes.
@paul szajner (szap) these modes can still be achieve using a combination of transparent and emission node. Also using the shader to rgba node to transfer their color in a NPR way is better as it clearly shows that this is incompatible with cycles.
The solution may start with something similar to the one shown in this comment:
There's an alternative to clustered shading called BVH Accelerated Shading. Downside, you need to maintain a bvh on the cpu side, upside, you don't need any compute shaders and you aren't limted to a fixed count of lights.
Maybe worth looking into it: Simple Alternative to Clustered Shading for Thousands of Lights
Thanks for the performance tests, let's commit this then.
Additive and multiplicative blend modes can be nice to keep for some cheating / NPR stuff.
Sun, Aug 11
i mean i have laptop with i5 3210M that CPU is like 6-7 years old... and blender works on it ( INTEL HD4000)...
So we want blender a opengl version require of opengl 3.1
Also next time, please DO NOT:
- Add projects (none of them) as suscribers, that will add tons of noise for many people.
- Triage the task yourself, that is for tracker managers to do, not users.
- Create TODOs or design tasks, those are reserved to active developers
- Add completely unrelated tags.