Yes, sorry for the duplicate.
I am pretty sure that searching for “metal backend” did not return T103397 when i posted though…
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Sun, Feb 5
Hi all, the negative direction for applying a VDM is bugged (either with using the - having the CTRL pressed).
The solution I found was to flip the mesh and sculpt while the Brush stays in positive direction.
I then used Apply Base to see if it gets correctly translated into the mesh and it works.
Those ray types make the object visible to a ray that previously interacted with a material component matching that of the ray visibility setting.
@Jeroen Bakker (jbakker) can this task be closed or is there anything missing that needs to be worked on?
Stack trace on current master:
A better way to do what Ied suggest is probably to add a def draw_editor_header(cls, header, context) method to bpy.types.NodeTree that add-ons can implement. I think it's possible through release/scripts/modules/bpy_types.py.
Suspicion of rBd59349742191: Cleanup: Use C++ methods to retrieve attribute accessors . But nothing more than a witch hunt
Hello,
Note for those who may read this thread and have weird things with Cloth
I think this crash may be related to my graphics card. When I test my gtx 1650 on blender benchmark blender ver 3.4.0 i get an error message "An unexpected error occurred while benchmarking: Did not receive Benchmark JSON Data" I reported the error through the benchmark app. Can i get some feedback, I have no idea what my problem is.
I believe this should be fixed by pending DIFF: https://developer.blender.org/D16917 (D1917)
Hi Bretch,
Hi, thanks for the report. Could you start blend with --factory-startup argument?
Upload crash logs if crash continues to happen: https://docs.blender.org/manual/en/dev/troubleshooting/crash.html#macos
Hi, thanks for the report. Not a platform specific issue, see: T103700: Regression: Optimal Display still can't be turned off in Edit Mode (New problem)
I have the same problem. I've submitted the error to developers.
I can confirm this.
This is working as intended and is not a bug as the Emission mesh it is not directly visible.
- Update per rBA48320b2d9f3d
- Polish and fixes
Thanks for the report and the file to easily reproduce the problem!
I can reproduce the crash in master and also 3.3 LTS.
- Rebased on top of the merged the Fresnel changes
- Reworked integration with Fresnel code
- Renamed mode_pdf
- Added defensive sampling for lobe pick
- Removed dedicated sharp reflection/refraction code, it's treated as a microfacet distribution now. This allows us to share the common code (e.g. reflection/refraction/glass pick).
I need to use blf.dimension to get the actual rendering height because font_size is not the entire size for the actual rendering size.
string.printable does not cover all characters as you told, but string.printable is enough for the current purpose.
Sat, Feb 4
In D17189#469412, @Martijn Versteegh (Baardaap) wrote:I did take a short peek at this diff. And while there are some nice changes in it, I don't think it's going to be accepted like this.
- It changes many unrelated parts of the code. Which is generally a bad idea because if it makes bisecting for regressions much harder. Better split it into multiple patches, each only changing a single area.
- Change for the sake of change, without actual measurable performance gain is imo not really a good idea. Unless it makes the code a *lot* more readable or less error prone. I'm not saying it shouldn't be done ever. But the explanation why it is better must be compelling.
Also, run make format on your patch as I think some parts of it violate the style guide.
In D17189#469415, @Iliya Katueshenock (Moder) wrote:In D17189#468952, @Enes Ayalp (Playasene94) wrote:If the type ever changes on one side, we will have to update it here as well without auto.
In this case, i dont mind what type of "b_scene.render()" is. But i expect threads_mode() to be a definite member of it.Blender strives to make code simpler and more understandable. This assumes that you do not need to know the specifics of a function in order to understand what the result of its work is. And knowing the type is important, yes.
It seems to me that auto is only used for template implementations or template parameters that are too long, like map iterators.
Hello. If you open the console, you can see there that you allowed a cyclic dependency. Because of this, correct operation cannot be expected.
This report does not contain all the requested information, which is required for us to investigate the issue.
This add-on isn't shipped with Blender or maintained here, bugs should be reported to its creators directly. Thanks.
Thank you SO much for the solution, Neko.Umeko !
Yes this appears to be the same issue where the template order causes the problem. Using the 'Custom Nodes' template included in Blender, having the node class defined as
class MyCustomNode(Node, MyCustomTreeNode): # Node appears incorrectly in search
- This is not in one other editor.
- It didn't happen before.
- This is correct from an implementation point of view.
Whatever it was:
You need to remove the socket properties, or the property animation, or hide it from you.
Remove the dependency on this animation, reshuffle the animation data into the modifier panel?
@Iliya Katueshenock (Moder) Yes, the values and the animation are not gone, but honestly don't you think it's a bit misleading that the same animated values are not shown as keyframed in the modifier, but the timeline keeps showing the keyframes, and the animation doesn't happen anymore? Before dismissing this report maybe check with others if this is intended behavior, to me doesn't look like it... what if I have a HUGE node tree with already various keyframed values, and then I want to expose those values in the modifier to better edit them without diving into the tree?
