Hi, Marcelo.
You should take a look at what anthony did during its GSOC this year.
http://wiki.blender.org/index.php/User:Psy-Fi/Moar_texture_Paint/UserDoc
It will give you an idea what was already experimented by anthony.
2013/12/22
>
>
> Hi Marcelo,
>
> I want just to point out that Fabio R
+1 to Grease Pencil Input Node idea.
2014-03-08 11:46 GMT+01:00 Thomas Beck :
> Hi Greeshma,
>
> first of all - I don't get the headline? Was that your application for
> GSOC? Or your wish for it?
>
> In fact, the functionality you're asking for was different from the
> functionality you're refe
fmart, cloth simulation tries to respect collision settings defined for
cloth mesh but it does not overwrite colliders animation.
If there is no anticipated little gap between animated cubes, cloth mesh is
constrained to pass through one collider mesh.
So, in your blend, your boxes are animated to
"Z-" is not working correctly for
"Surface" shape ?
2014-03-31 0:30 GMT+02:00 Alex Fraser :
> On Sat, Mar 29, 2014 at 3:50 AM, Ronan Ducluzeau
> wrote:
> > Alex's solution should work if you give a negative strength value to
> Force
> > Fields.
>
>
"Would it be possible to make the existing "report a bug" operator in
/info > help /automatically fill in the hash and system info?"
Maybe an item in file menu like "Save for Bug Report" could generate system
info and save it in requested .blend file.
System info would probably be attached more fr
For the last one, I propose :
"Use modifier while in edit mode"
It is simple and I think that it is more meaningful.
Complete Topology is already visible when modifier result is shown.
It changes for selectable vertices : locations, instances amount,
display(for mask modifier)
There is more an im
I hope that 2.7x series will finally give us these time offset tools.
Ideally, a time offset value should be available for each driver through
the UI. And a built-in "paste driver with offset tool" for multiple
selection should look like the add-on.
Select multiple objects. Sort them in a list.
As it is written in release notes, Cycles smoke rendering is possible by
using smoke domain mesh attributes.
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71/Cycles#Fire_and_Smoke_Rendering
There are only 3 object attributes that does not cover the 4 sources of
Voxel Data Textures.
Hea
I think it is just due to historical order of addition.
Caustics were enabled by default before creation of the option.
Cycles guideline was to have every high quality/low rendering feature
enabled by default.
The developer who added the option wanted to disable caustics.
So, he added a "No caustic
Blender's good old fluid simulation is explained on the wiki.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Physics/Fluid
Since 2.5, blender have SPH particles that acts like fluids with more
controls and freedom for artistic expression.
These particles are not hidden to user like in the old si
I am saying that it is great to have particles reacting on collisions, with
force fields, being considered as force fields, deformable by lattice
objects, able to create smoke, dynamic paint effects, etc...
You cannot advance an argument that it is not good because it is not used;
while I am explai
It is surprising that a similar quick setup was not added in GSOC Paint.
Of course, a "Create texture from image file" button could be used
everywhere there is a "add new" button for textures.
Maybe, it could made by a shift click on "add new" button in relevant cases.
It reminds me that Texture
"Add" brush of particles edit mode is presented and is used as a painting
instances brush.
Although there is no option to indicate a spacing between added instances;
it is simple and fast to use it to add precisely by one left click the
position of an instance. It is an addition + snapping + rando
Edit Mode is not stuck. You can still use manipulator or lasso select.
Interest of Stroke Edit Mode is to be able to use common shortcuts to edit
strokes.
Actually, it is done by reaffecting shortcuts while in Stroke Edit Mode to
work on stroke points.
You want to be able to edit both mesh and st
I just want to remind that currently nurbs weights are not working in
master since 2.5.
If someone is interested into improving Blender's nurbs; there is a lot to
do, anyways.
2014-12-29 1:47 GMT+01:00 Campbell Barton :
> Heres a patch on Blender,
> Removed the restriction of power-of-2 curve re
I was confused by UI.
I was always mistaken smooth curve weight with softbody goal weight.
This W under X,Y,Z in Transform panel is not well scanned by the eye,
expected here.
There is a simply labelled Weight value above Radius value.
It may think that it has same importance that radius,
I didnot
In edge specials menu, make face is not the only operator with its shortcut
visible.
There is also shift E for edge crease and Ctrl B for Bevel.
Only existing shortcuts are shown.
If you add a shortcut for one this operator, it is shown as well.
The underline is relative to the shortcut when menu
eymap is almost completely filling your keyboard. It is why pie
menus+ new keymap should help to access quickly to more things.
2015-02-09 17:43 GMT+01:00 Ronan Ducluzeau :
> In edge specials menu, make face is not the only operator with its
> shortcut visible.
> There is also shift E f
In d.b.o, Campbell suggests to keep an edit mode tool to displace based on
a texture.
It might be interesting to add this to randomize tool with more mapping
coordinates options.
Randomize tool also works on object mode. In this case, global or object
coordinates could still be used to randomize a
When you are using emitter particles, your main interest is particles flow.
You don't really care of particle-to-emitter collision, most of times
emitter is not rendered.
Particles can be ejected from somewhere. Most of times, emitter is out of
sight.
They are raindrops that comes from sky or ball
In case of a cascade of emission with such bounces, it could be useful.
But actual particles are not able of that.
2016-06-05 20:43 GMT+02:00 Ronan Ducluzeau :
> When you are using emitter particles, your main interest is particles flow.
> You don't really care of particle-to-emitte
I can understand your frustration if you are just going back and forth
between Sculpt mode and Object mode or Edit Mode for modeling tools.
But in texture paint mode, you are using UVs. In vertex paint or weight
paint mode, result is proper to vertices indices.
Dynamic Topology is the fact to coll
://www.pasteall.org/blend/20773
The letters are rigid bodies falling on the ground and moved by hidden
force fields.
So, it is ready to render as still or animation.
Ronan Ducluzeau
___
Bf-committers mailing list
Bf-committers@blender.org
http
I am not sure what fracture add-on you are talking about.
I think you are not well informed of blender projects in this domain.
Actually, there is two add-ons to fracture objects in official release.
Fracture Tools add-on is the oldest. It creates shard by boolean operation.
3dsmax have great prob
It is really easy. Search on the wiki.
http://wiki.blender.org/index.php/Dev:Ref/GoogleSummerOfCode/2013
2013/6/16 Knapp
> > Note: especially artists are invited to closely keep an eye on
> developers who work on their favourite tools!
> >
> > Thanks,
> >
> > -Ton-
>
> How do we do that? I woul
No.
It is less rare to dissolve a succession of edges than only one.
And for these case, actual default with option on is preferable.
2016-10-19 13:27 GMT+02:00 Gaia Clary :
> Hi;
>
> I sort of expect that the default behavior of dissolve edges (X -
> Dissolve) is to only dissolve edges, but appa
I think that the main difference is 2D VIew / 3D View.
Contrary to Curve Object where user can switch object from 2D to 3D or 3D
to 2D, actual Grease Pencil datablock dimensions are defined at creation
without switching ability.
In GP branch, we can add 2D View strokes to a 3D GP object or assign
To model this kind of shape, we can obtain a clean result simply by using a
beveled curve that is an helix.
We can also use dupliframes to obtain duplicates of a mesh following such a
curve.
So, the purpose of such a modifier is narrowed to animation.
And with an addon like animation nodes, you sh
No, Hook modifier is working without vertex group.
Weight values of a vertex group are used as a way to modulate Hook modifier
effect.
Here, a .blend file as an example.
http://pasteall.org/blend/index.php?id=49473
2018-05-07 19:37 GMT+02:00 Christian Hubert :
> Further investigation about hook m
nodes for people who want to do
> > procedural modelling in addition to modifiers, but it's pretty crazy to
> > consider dropping the modifier stack all together. It would be much
> slower
> > for regular modelling and take much more screen real-estate, so I hope it
> > doesn
OpenGL Render was renamed Viewport Render. It is located under View menu of
3DView.
Switching renderer to Workbench engine allows to render scene with matcaps
or Studio lighting.
But it is not necessary to make an OpenGL/Workbench render to obtain grease
pencil strokes in render.
A Grease Pencil
I think that Ton should be conscious that people don' t really know how
to use BGE.
Serious ressources about BGE like mike pan's files are 2.5 .blends.
You have to find a complex project to understand the meaning of states
in logic editor.
Yo!Frankie is outdated. There are few games that can demo
I did not have time to test it seriously.
But how should a user use vector masking with this ?
Shall we create a mask for left view another one for right view and
hoping that those differently created masks will perfectly fit in
multiview ? Could it be possible to have a center view to do this ki
On 18/06/2013 00:05, Dalai Felinto wrote:
> That said, the planes as a visual feedback to the "depth box" will be
> supported in the bultin stereo camera. I'm not sure if they should be
> directly manipulated though (as in Bartek's addon). But I will look at
> that during the builtin stereo came
On 18/06/2013 03:07, Matt Ebb wrote:
> On Tue, Jun 18, 2013 at 10:55 AM, Dalai Felinto wrote:
>
>> All the per-stream tweak can be accomplished with the "View Switch"
>> node. e.g., to set the convergence you can do:
>>
>> http://dalaifelinto.com/ftp/tmp/multiview_convergence1.jpg
>> http://dalaif
On 29/06/2013 11:04, Gaia wrote:
> Hi;
>
> I know this breaks every rule of the Blender user interface.
> However please take a moment (or two) and think about
> these 2 alternatives for showing the Weight paint value
> in weight Paint mode:
>
> http://pasteall.org/pic/show.php?id=54510
>
> O
middle).
>
> -gaia-
>
> On 29.06.2013 11:32, Ronan Ducluzeau aka "zeauro" wrote:
>> On 29/06/2013 11:04, Gaia wrote:
>>> Hi;
>>>
>>> I know this breaks every rule of the Blender user interface.
>>> However please take a moment (or two)
Finally, I am not sure if overlay is needed. There is already radial
control to set weight of brush.
Maybe it is possible just to color what is already there.
http://www.pasteall.org/pic/show.php?id=54536
But as gaia said; there is a keymap conflict when we use a rigged model.
W keymap for radia
It would be probably better to display only one color.
http://www.pasteall.org/pic/show.php?id=54544
-ronan-
On 29/06/2013 18:53, Antony Riakiotakis wrote:
> Enabling overlay, even texture access for weight painting is not too hard.
> I can probably add it after release.
> ___
Ptex texture color and displacement.
Dynamic view-dependent surface tessellation.
On 15/07/2013 00:28, Knapp wrote:
>> - Good news! Pixar will release OpenSubdiv in GPL-compatible license!
>> http://graphics.pixar.com/opensubdiv/release_info.html
> Why do we need/want OpenSubdiv? Don't we have a
In 2.49, we could display a different level of subdivision for edges
than the level of subdivision sculpt.
http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Multires#Options
It was useful to keep an idea of geometry at high subdivision level when
too much edges displayed w
Explicit wire-control adapts itself to information you want to display.
Wire helps to evaluate possibilities for future strokes when using
specific brushes (grab/crease/pinch/smooth...).
But it does not necessary require to display highest level to be useful.
It can help to take decision to switc
Yes , it is desirable to have it little more subtile but not too much.
It should still show wireframe more obvious than just a flat shading.
On 27/07/2013 00:44, David Jeske wrote:
> ... another small related question.
>
> Is it desirable that sculpt mode uses full selection color wireframes,
> ra
I almost never enable 'Front Faces Only' option. Because most of times,
I have a smoother result without.
I don't understand why it should become a default.
If I dig a volume using Area Plane, there are faces moved that are no
more in front faces.
Even if I use flatten brushes to polish with View
In practice, you always want to use an orientation relatively to something.
So, global, local, view etc or custom transform orientation allows to do
everything.
We can rotate things after transformations instead of before.
Custom transform orientation are there only since 2.46.
And before, we coul
45 matches
Mail list logo