Why is that surprising? People make Blender just like other people make commercial software. Except Blender devs don’t work for a particular company & don’t have to waste time writing restrictive license enforcement. Here’s our version:
bool allowed_to_use() { return true; }
But tho they should jump higher than openGL 3.0, cuz I dont feel like that we got an big perfomance jump for the triangles count. Its already frustrating to see the viewport going on his knees with >500k vertices T_T
That is frustrating! Especially on a system that games (or other 3D software) run great on. Working on improvements now. Remember that OpenGL 4.x is not faster than 3.x, it just adds more features. We’re targeting 3.3 minimum which is modern enough yet runs on pretty much anything. Blender uses some GL 4.x features if detected at runtime.
AlmaTalp is right about the data core & lots of objects. Redraw speed will help but there are more parts that need work.
Yeah, I would totally be down with this too. One alteration though: This is the default behavior in Maya however there is nothing in the object that shows that it’s visibility is off due to it’s parent’s visibility. I would love it instead if the eye icon was grayed out when the parent was turned off.
If it were in my capability, I would take this one step further, and have a system in place that can change the attributes of everything currently selected. The use-case would be: I have fifteen mesh objects in a scene, each has several modifiers on each. With all of the objects selected I press CTRL + E and I can toggle an entire modifer type as being visible in the viewport/render without manually toggling such things for each seperately.
When editing a mesh the the CTRL + E/V/F commands are very useful and having a similar menu for when in object mode could be just as useful. Hiding children of an object (for viewport and for render) could be options in the display tab of the object data right beneath ‘draw all edges’ and ‘transparency’ And then using a sub menu with multiple objects selected, you could toggle this behavior for many objects at once.
Not sure if maybe I misunderstood you, but if I understand you correctly we already have this kind of thing since a while: If you want to toggle some setting for multiple selected objects, just hold ALT while pushing any button. That will apply it for all selected objects.
While that works for the example I gave, there are certain things it doesn’t work for which could stand to be added, such as having multiple bones selected in an armature and adding a modifier to one that should be added to all, or when adding a new material to an object, it is added only to the last. Same goes for enabling any of the physics options.
"Originally Posted by Kalimando View Post
If it were in my capability, I would take this one step further, and have a system in place that can change the attributes of everything currently selected. The use-case would be: I have fifteen mesh objects in a scene, each has several modifiers on each. With all of the objects selected I press CTRL + E and I can toggle an entire modifer type as being visible in the viewport/render without manually toggling such things for each seperately.
When editing a mesh the the CTRL + E/V/F commands are very useful and having a similar menu for when in object mode could be just as useful. Hiding children of an object (for viewport and for render) could be options in the display tab of the object data right beneath ‘draw all edges’ and ‘transparency’ And then using a sub menu with multiple objects selected, you could toggle this behavior for many objects at once."
sebastian_k: oh nice! I need to try that, maybe it helps in my problematic cases:
I get a file from a client - a heavy geometry CAD-File with lots of obejcts and want to change the autosmooth setting for selected screws.
Or change the drawing of a few thousand obejcts to wireframe over solid. In those cases I haven’t figured out a nice way to get things done (without scripting - which in my case is just an online search. Often I feel it’s faster doing it by hand than figuring out how it could be done using python).
Reading about the new layer system it seems to solve a few of these (to me) cumbersome tasks.
A key that would toggle the ability to change any value for multiple objects would be sublime. Or someone telling me it’s right there and I just don’t know.
… how can I change my username from creamsurfer to manuelalbertcom? Can anyone point me to information I couldn’t find any. Thanks …
Call me old fashioned, but I can’t really imagine working this way. What would happen if you tried to bridge together two objects? Would they become one at that point?
Technically you are not old-fashioned as multi object editing works since 3ds Studio DOS version if I remember correctly and always worked for 3ds Max.
It does not make any mess at all, in Max it adds a new modifier to the stack (what could be deleted, moved) with the new vertex-level operations.
Imagine this: you work with walls of a building and you want to make the higher.
You just select all the wall objects, go to edit vertex, move all top vertices to their place.
Works like charm, non-destructive, editable, could be handled with keeping mapping info.
Your bridge question: when you bridge something, you want to join them. Works same way.
As far as I know, the only software that bridges two different objects together is Hexagon, that’s because the tool is made just to act like that, it’s not some kind of bug.
from the documentation:
“If both selections belong to different objects, the bridge is created and both objects are automatically welded together into a single object.”
Other software simply will grey out the bridge function, or won’t let you bridge, even if you launch the operation.
From what AlmaTalp said, I want to add that you have being withheld working on a single object at a time for years, thanks to a bad design, making you work slowly and inefficiently; refusing to acknowledge the benefits of multi object editing is not helping anyone.
It’s not easy to keep up with every feature added to Blender. A fun way I found for me is to glance over the release notes on blender.org or the wiki, and be sure to click on the headers to get to the detail pages for the sections that interests me.
Multi-selection buttons, for example, was mentioned in the notes for 2.75a, user interface. Small mention for such a useful feature.
My idea for that tool would be the two objects meeting together at the middle and remaining two different objects.
You might wonder about visible seams then, it would actually be possible to smooth-shade the meeting point of two objects to give the appearance of a continuous surface thanks to the magic of normal manipulation.
one other option, is to use the “make links” command (ctrl+l). that way you can share modifiers between objects.
true, it does not solve all problems, but it is helpful.
While I’ll admit I focus on procedural shading, so maybe this is a dumb question - how would UVs work here? What about Ptex? Would this be more or less problematic?
Hi. A technical questions regarding the new viewport and OpenGL render, and multi GPU. What is the card able to OpenGL render? Is it only the card that handles the display? Or you can use any of the cards even if they are not configured to handle the display/primary display? What happens with multiple GPUs (regarding to use the sum of all of them for OpenGL render)?
Edit:
Can SLI/Crossfire configuration be useful for this?