@Iliya Katueshenock (Moder) do you mean that the gizmo does not follow the cursor exactly? Yes I noticed that problem too when I was scaling area lights (which I didn't touch), I guess something in gizmo_cage2d_modal() should be changed.
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Fri, Feb 3
Ah, I gave you access now.
I don't have access to edit other tasks.
Ok, it's getting wired.
It can indeed be closed.
Then, I guess T76823 can be closed?
Was unaware of that task before I submitted this patch.
Adding a note on the node page as well makes sense to me.
Yes, it's a known limitation right now that the AO node does not take into account transparency. That would make it much more expensive and is quite difficult with our wavefront path tracing approach.
- Rebase on master
- Fix drawing indicating snap source position
- Support snap source drawing for Edge Slide and Vert Slide
In T102761#1478977, @Lukas Stockner (lukasstockner97) wrote:To avoid it being visible, I guess a zero-scale transform might be enough? That still leaves the question of what to use for the "previous frame" motion vector, but there I guess using the next-frame vector would be okay.
I don't have any good ideas for making it really memory/performance efficient while preserving the exact behavior.
If your cursor is hovered over the overlay line (a section of the sphere of light), then you expect that after moving the cursor, the cursor will still cross the circle line of the section
In D17201#469260, @Iliya Katueshenock (Moder) wrote:I'm not sure, but it seems, judging by the video, the cursor and the radius of the sphere do not keep their ratio?
I'm not sure, but it seems, judging by the video, the cursor and the radius of the sphere do not keep their ratio?
I think better for custom nodes could be not to override the operator, but customize the center of node editor header? For example material nodes have material slots there, geometry nodes also have some some non-trivial logic there. Custom node types might want similar customization of the header.
Refer to task
That sounds like a great speedup.
The builds should appear here when it's done:
https://builder.blender.org/download/patch/D17173/
Thanks a lot for deduplicating this code, I like it. I kicked off a build to test here:
https://builder.blender.org/admin/#/builders/136/builds/453
This is not great but if there is little hope of this getting fixed in the driver soon it seems better.
In order to have them appear as Anisotropic BSDF nodes in older versions, we'd need to keep the idname as ShaderNodeBsdfAnisotropic. That's possible, but ugly from an API perspective. Not sure what's more important here.
Merge master
Hello. Not sure what you use as Face Context Menu and what is Subdivision operator.
But i find only edge Subdivision operators. And it exactly don't work on n-gones:
@Sybren A. Stüvel (sybren)
so this isn't as easy as I thought it would be
turns out to get the channel_height i need a bAnimContext
to get that I need a bContext which I don't have in this case
Hello.
Link - add Collection owner for represent object on screen.
Move - transfer object from current selection to other one.
For each one Object you can find ^ settings. By using this, you can change Object--Collection relations.
Not sure how this proves both normal vectors are same. Can you explain?
Smooth tool kind of works
It like deforms it, I was going through some tutorials and there sculpting allowed them to draw stuff on there armour like chips of armour cut of etc but for me im not getting the same effect or any effect
Hello, when i select multiple mesh and want to merge them as a collection (pressing shift+M) it actually create a collection with a duplicate version of the mesh i selected. it does not place the mesh i selected, it duplicate them
sorry if i can't make myself understoodIll send a video, I tried it on a cube, circle etc and some of my models and it hasn't worked on anything. Im a beginner so maybe I set something wrong but I reinstalled and tried it and no difference was made.
I've committed a workaround to disable the more verbose GLSL variable names in debug builds.
This is not a problem with the specular node, it's caused by gpu_node_graph_prune_unused leaving dangling pointers.
Merge master
Cannot repro here btw. (I get two blender windows, but ony have a single monitor, no crash in 3.4.1 nor master)
Also the layouts seems to be different in the video and the example file?






