Ha ! Well you totally solved my issue right there :D I was using "menu search" as opposed to "operator search". But then again ... things *have* been changed around recently somehow, right ? As shown by your screenshot, with f3 being assigned to menu search.
Actually I've made me a simple Autohotkey script to assign that sequence to a single key and now I like very much how translate prediction works. Though of course this is a rather ugly solution to use Autohotkey. I wish Blender were more flexible.
I have one object that I can't seem to merge/join with others or else the material/texture coordinates screw up. Tested in 2.79 and 2.81 with identical results. Apart from having to have UVmaps with unique names assigned to each of these - what else is there to look out for?
Yea, it looks like 2.6 broke the script so they removed it from the SVN, rather than assigning it to someone to fix. Which is lame :/ Blender really needs an internal bevel tool that they are willing to support. There is another Bevel tool, which works ok. You can get it HERE
@f1r3w4rr10r Thanks for the link. Unfortunately, I have to work with textures as those nodes would be specific to only Blender. So there isn't any plugin in Blender that can randomly assign a number of textures to a numbe of uv tiles? EDIT: I remember this: https://www.youtube.com/watch?v=BAwRxkMKsNM Definitely going to…
Heya - I should probably mention that I tried that yeah ... I usually find my way just fine by doing that and by adding the last performed action to PME and editing the code from there, but it seems like material assignement is a bit more complex than that (probably because of things like material indexes, and so on).
Oh totally yeah - they are basically victim of themselves "trying too hard" in the past, attempting to hotkey everything ... under the assumption that power users might want that. It's all quite ironic in a way. And then many add-on creators unfortunately jumped on that hotkey train too by assigning keys to their addons.…
You forgot turning Selected to Active Checkbox and setting the ray distance to at least 1. And the material was assigned to the High poly mesh, not the plane. It should be the other way around. The samples were set to only 1 as well. (I dont know if thats on purpose) Good Job on the tiling though. Here, I did one for you.
@f1r3w4rr10r Thanks for the vid. That UberMapping node is dope but it still creates seams which is not ideal. The unreal engine method is what I am looking for as its real time for eevee.Bercon tiles to dope as well. What we need is a node that can randomly assign a group of textures or parts of a texture to uv tiles. I…
There is no way to access individual polygons from procedurally generated geometry without applying the modifiers first, right? Lets say I have a polygon plane, assign a Solidify modifier to it, and then want to put another modifier that e.g. exclusively influences the sides (rim) of the solidify? There is e.g. no 'delete'…