- Canada
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3D Artist / Animator. Filmmaker. Game Developer. Follower of Jesus Christ.✝️
- Joined on
2016-10-17
I understand this feature isn't available anymore in EEVEE Next. I tend to model with the Material Preview mode active so I can have a better representation of the model seeing the color of its…
@fclem Thanks, Clément! Noted. Glad you guys are already aware of the issue. And I've been super impressed with your incredible work on EEVEE Next... it's a joy to work with!
I just discovered that the new Viewport Pixel Size option causes extreme z-fighting when your Scene Unit Scale is smaller than 1 (such as when using 0.01 for exporting to Unreal Engine) and…
@ChengduLittleA Thanks so much for confirming. :-)
@lichtwerk No problem, Philipp, thanks for your reply. I have opened a separate report here: #121889 In my opinion, overcoming the current limitations of the radial sculpting tool on mixed surface…
Okay, that's great, thanks for confirming! Have a good weekend, Pratik. :-)
Okay, that's good to hear. Yes, sometimes the core issue might trigger other bugs (such as the ones I observed). Thanks so much!
Thanks Richard for looking into the issue, however, you seem to have found a DIFFERENT bug than the one I originally reported. :-)
In my case, the problem was not that the grid gets "too…
@PratikPB2123 Hi Pratik, just checking in if you were able to recreate the bug after following the notes in my last reply (ensure brush radius unit set to "Scene")? On my end, I'm consistently…
@PratikPB2123 No problem, Pratik! Make sure your Brush Settings have the Radius Unit set to "Scene", otherwise you will not see the effect. It's worth noting that you can actually see both the…
I'm pretty sure this bug is directly related to the bug I just reported #121404 which happens when the object is NOT at the world origin (ie, location is NOT 0,0,0).
@lichtwerk Thanks, Philipp. Yes, that would make sense... so I guess this would be more of a limitation than a bug, then? It's worth noting that switching the brush falloff from "Sphere" to…
@iss Okay, I've heavily simplified the original scene file down to one object that demonstrates the scenario. The object consists of three joined and subdivided meshes, totaling 17,408 tris.…
@iss Okay, so after some more real-world sculpting in different scene, I can confirm that the original report is still valid and not edge-case. In a Scene Unit Scale of 0.01 (metric), I actually…
@iss Thanks Richard! Actually the mesh is not huge but is correctly real-world scaled to fit within the 0.01 Scene Unit Scale (metric). However, you're right, perhaps I stumbled across a very…