What is the most bat-guano-insane thing in Blender that you can't believe they haven't fixed yet?

You’re not wrong. And it’s very useful.

In C4D, works on the entire rendered/shaded result.

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Nah this doesn’t affect render, this is purely a visual trick for the viewport.

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I thought you were talking about the viewport… my bad…

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If you’re talking about final render and not just workbench viewport, you need to be more specific about “transparency”. As a 3 dimensional object, transparency will let you see the internals of the object with layers and layers of overlapping levels of transparency and possibly refractions as well. As a “render layer” the object’s whole non-transparent appearance just fades away like a layer in photoshop. 2 very different things. Which one are you asking for?

photoshop-layer-style-fade-out-cycles.blend (140.2 KB)

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Second example. That’s actually why I created this PR.

yeah alpha support in the viewport display material color it’s always been there kinda hidden lol

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Oh dear i hope they get some more help soon.

I’ve reported a good few issues to addon devs, usually i don’t hear back lol. As for reporting to mods, well, I was never 100% sure if what i’m facing is real grounds for removal or just a me problem, even when it looks very sloppy. Never sure if i’d be wasting the reviewers time. Obviously if they’d already approved an addon it can’t be broken for everyone, right? But maybe i’m overthinking it.

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There’s a solid chance that an approved extension might actually be broken. There’s no possible way a single reviewer has time to extensively test every extension uploaded. I assume it’s more of a quick glance over the code and listing for obvious problems

I see. I’ll just be more proactive in the future i guess


scaling up along an axis with the gizmo works fine, scaling down, especially for kids or the elderly or the handicapped, is a royal pain the ass.

In Maya there was a way to make the gizmo much longer for more fine tuned adjustments when scaling down along an axis

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Objects sharing the same mesh data cannot snap to each other.

Empty Objects with the “Geometry Input” geometry node group that uses the target object can be snapped to.

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Yea, in Blender the scaling is a factor between the pointer’s starting position and the pivot point, which makes the operation super sensitive the smaller the gizmo is. In Maya it’s relative to distance traveled I think, which works better in the case of scale


?

I think that’s what they’re saying. You have to use an empty instancing the same geometry instead of a “linked duplicate” mesh object for the snapping to work.

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Isn’t that deprecated and kinda wrong way to instance things now?

It’s odd that multiple people are saying and demonstrating what I already said and demonstrated.

I would prefer to use linked duplicates in this situation because it would allow me to tab into edit mode on any of them to make a tweak whenever/wherever I wanted to. It’s just that snapping on the 2 ends is more important at the moment

The best solution for what I’m doing would be to select all 3 of them and go into edit mode on all 3 at the same time and have edits to any 1 update all 3 but I guess there would be some kind of infinite loop of circular dependency logic that would prevent that.

Does shift+D create Empties with the Geometry Input modifier by default for you?

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Sorry, this is a side effect of a change we made to fix a crash in time for the release of 5.0
I have a pr to re-enable snapping to linked duplicates.

https://projects.blender.org/blender/blender/pulls/163877

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oh, linked mesh duplicate, i though You were talking about “instancing”

Do you know if there are any plans to make these dynamically created menu items have less duplicates, and more importantly have more information in the tool tips to help users track down what is causing these things to be created?


Found a workaround. If I make linked mesh duplicates AND use the Geometry Input modifier, the snapping I need works and I can edit any of the objects

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I got one thing for this list. :laughing:

All the presets like these:

presets

Why in the world would anyone decide to store them in Blender install directory instead of user preferences so they cannot be removed from Blender and so that they come back like from Pet Sematary every single update if you delete the files??? :laughing:

Why? Why? Why can’t they all be in user preferences? :laughing: Presets that are not meant to be managed by the user make no sense at all. :laughing: :laughing: :laughing:

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