- CA, USA
-
Py Coder / Technical Artist - heavy on the technical.
Enjoys solving complex problems for fun.
- Joined on
2013-03-05
"uv" are stored at the face corner domain.
when points are merged - the uv face corners they 'own' merge - not their values.
their is the same number of edge loops after this merge doubles…
does this mean a user could play multiple copies of one cache in a blend file at different times ?
(like flickering volumetric stylized torch flames or something?)
this document includes numpy by default and is a good example, however its hard to read for newbs.
#setting a float on the vertex domain
target = bpy.data.objects['SomeObjectName']
att…
there is a setting to limit scale of shadow resolution - people have found this is the best way to gain back the FPS in upbge fork
is it AMD vs Nvidia vs Intel drivers right now holding this up?
it looks to me like the rotation of the curve is not being taken into account in the final rotation,
when the 'join' happens - this data needs to transformed I suspect into object space of the…
yeah its same in blender master - if I extrude each point using captured attribute inside the curve objects geometry nodes it works as expected
if I extrude each point using captured tangent…
any movement on this ?
can't wait until its in master 😸
I don't see any npr features that the composition system could not do, if it had "curvature" input as a channel we can turn on/off.
https://youtu.be/6UqPdQbbbkM?feature=shared
this uses…
Is there a performance profile for bloom vs composition bloom?
This is a limitation of ssr, add a planar reflect probe.
Is the object marked alpha blend?
long term - could / should shape keys be converted into generic mesh attributes?
bvh.ray_cast
function ignores object transforms on tested object of bvh
You need to transform your ray into local space.
loc, rot, sca = mat_out.decompose()
End = Obj.matrix_world.inverted() @ EndPoint Direction = rot.inverted() @ Direction
I noted this stopped when TAA was off, (this was a while back) is it still the case?
Perhaps you can use a aov for shader to RGb, and combine it with bdsf from main buffer using composition.