- https://bbbn19.gumroad.com/
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3D Artist that mostly uses geometry nodes
- Joined on
2021-08-31
This would be quite nice for varying assets automatically when brought in from the asset browser. Being able to change the seed without editing the name adds flexibility compared to Object Info -…
Just to add some feedback:
The current workaround to get the active camera info is to use many drivers with view layer attributes: ![Active Camera 1.png](/attachments/d1805b5e-9840-4e6d-912c-b…
Yes, when you play the animation in the viewport, the driver will not update until you hit play again. This occurs in both the shader and geometry node editors.
Attached is a file that shows…
Drivers with that attribute have this same issue in both Cycles and Eevee. (Not sure if a separate bug report should be made)
Hopefully this issue can be resolved. Making assets like the…
Hello, apologies for the duplicate. I did not see that year-old report. The Eevee-next issue seems to have been fixed in the past two weeks, as it is working in today's 4.1 build. The Cycles…
Yes, this new recording is from the 3.6 Beta from June 16th. This shows that when the timeline resets, the simulation correctly resets, without the geometry disappearing (in contrast to the…
No, the issue is that the cache does not properly reset when the timeline resets. This was the case in the Beta builds of 3.6, but now instead of properly resetting like when the cache is enabled,…
The problem seems to be fixed in today's build. Thank you for looking into it.
I think the time logging is accurate due to the fps drop as the simulation does along (going from 60fps to 5fps with 1000 vertices)
The way I discovered this bug is due to a trail setup I had…
Apologies for the confusion, I will try to make it clearer.
How it should be: The 'Join Geometry' 'Delete Geometry' and 'Separate Geometry' nodes take <1ms to calculate about 1000 vertices.
…
Hello, please describe in more detail what this is about?
When joining the geometry with a simulation zone, it usually takes <1 ms for the node to operate on 1,000 vertices, but with the…