Stay_Here
  • Joined on 2021-11-15
Stay_Here closed issue blender/blender#120603 2024-04-13 10:49:26 +02:00
Shading inconsistency between Blender V3.6.9 and Blender V4.1
Stay_Here commented on issue blender/blender#120603 2024-04-13 10:49:22 +02:00
Shading inconsistency between Blender V3.6.9 and Blender V4.1

Very nice! Thank you for your solution!

So, Blender v3.6.9 automatically turns off "Auto Smooth" while v4.1 turned it on. This automatic "feature" must be the root of the shading inconsistency.

Stay_Here opened issue blender/blender#120603 2024-04-13 07:02:31 +02:00
Shading inconsistency between Blender V3.6.9 and Blender V4.1
Stay_Here commented on issue blender/blender#119611 2024-03-18 04:58:53 +01:00
Optimal Display on Multi-resolution does not work in Sculpt mode

It seems that this is a known issue: blender/blender#70318

But, hey, 5 years old issue is still here to stay.

Stay_Here opened issue blender/blender#119611 2024-03-18 04:55:12 +01:00
Optimal Display on Multi-resolution does not work in Sculpt mode
Stay_Here commented on issue blender/blender#119271 2024-03-10 10:39:31 +01:00
Incorrect statistics in Sculpt mode

Here is a sample file, created by using Blender 3.6.9. Then open it by Blender 4.1 Beta.

Sometime, 4.1 Beta is able to show correct statistics: ![correct star.jpg](/attachments/39cb38d8-0726-47…

Stay_Here commented on issue blender/blender#119270 2024-03-10 08:01:41 +01:00
Vertex Color attribution becomes black in the viewport in the Sculpt mode when Multi-resolution modifier is enabled.

Here is a sample file, created by using Blender v3.6. Then open it by Blender v4.1 Beta:

test b.jpg

Stay_Here opened issue blender/blender#119271 2024-03-10 07:36:39 +01:00
Incorrect statistics in Sculpt mode
Stay_Here opened issue blender/blender#119270 2024-03-10 07:12:05 +01:00
Vertex Color attribution becomes black in the viewport in the Sculpt mode when Multi-resolution modifier is enabled.
Stay_Here commented on issue blender/blender#112404 2023-09-15 22:31:00 +02:00
Changing the seed value is not working for particle children hair

@lichtwerk Thanks for the screenshot!

I find that the new hair system based on the geometry node is hard to use - because it is more difficult to learn and consumes longer time to produce a…

Stay_Here opened issue blender/blender#112404 2023-09-15 08:08:56 +02:00
Changing the seed value is not working for particle children hair
Stay_Here opened issue blender/blender#112403 2023-09-15 07:45:48 +02:00
Cycles can not render parent particle hair, while Eevee can.
Stay_Here opened issue blender/blender#110872 2023-08-07 07:39:17 +02:00
Wrong statistics about poly count shown on the viewport
Stay_Here commented on issue blender/blender#110445 2023-07-25 06:38:35 +02:00
Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab

100% happening on my computer. The crash log is attached.

Stay_Here opened issue blender/blender#110445 2023-07-25 04:25:23 +02:00
Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab
Stay_Here opened issue blender/blender-manual#104509 2023-07-04 11:11:05 +02:00
Blender v3.6 doc error: Named Attribute Node
Stay_Here opened issue blender/blender-manual#104508 2023-07-04 10:49:50 +02:00
Blender v3.6 doc error: Store named attribute
Stay_Here commented on issue blender/blender#109331 2023-06-28 21:24:56 +02:00
Turning on Dyntopo automatically triangulate mesh globally

@JulienKaspar Thank you! So Dyntopo globally triangulate mesh first, then locally triangulate mesh afterwards.

I think that was why the speed of the render on my computer was slower, because…

Stay_Here commented on issue blender/blender#109392 2023-06-27 05:22:20 +02:00
The number of metaballs suddenly increases more than they should be

@mod_moder I see that this is a long standing problem, since multiple people had this problem for several years: blender/blender#99848 https://projects.blend

Stay_Here opened issue blender/blender#109392 2023-06-26 23:57:29 +02:00
The number of metaballs suddenly increases more than they should be