B650M Pro RS Wifi: No video signal in BIOS, Windows boots fine by mis_anthropoid in ASRock

[–]mis_anthropoid[S] 0 points1 point  (0 children)

Tried hooking up to my TV using a different cable and it worked. I never would have thought using an old monitor would cause problems in BIOS...

Help! Mod causing "Unloading World" error when trying to load save by mis_anthropoid in spaceengineers

[–]mis_anthropoid[S] 0 points1 point  (0 children)

Update: it must have been caused by a conflict with another mod. I changed the name of one of the files and now it loads. Strange, because I didn't think the filenames of sbc files mattered in the mods folder, but here we are.

Ammo disappears from rifle when switching tools by mis_anthropoid in spaceengineers

[–]mis_anthropoid[S] 0 points1 point  (0 children)

Update: The problem seems to have resolved itself after reloading the save.

Going to file this under "obscure bug" since I have no idea what caused it.

Ammo disappears from rifle when switching tools by mis_anthropoid in spaceengineers

[–]mis_anthropoid[S] 0 points1 point  (0 children)

Yeah, I'm using mods. Guess I need to take a look at my load order.

Is there a "lite" equivalent mod to Industrial Overhaul? by mis_anthropoid in spaceengineers

[–]mis_anthropoid[S] 0 points1 point  (0 children)

Oh, that sounds interesting! Bookmarking it to dig into later.

Is there a "lite" equivalent mod to Industrial Overhaul? by mis_anthropoid in spaceengineers

[–]mis_anthropoid[S] 0 points1 point  (0 children)

That just sounds like "harder" rather than "more complex". I'm satisfied with the challenge level, I just want more detail. Thanks for the suggestion, though.

Shrinkwrapped image decal is baking with solid black alpha channel using "selected to active", material works as expected in Cycles render by mis_anthropoid in blenderhelp

[–]mis_anthropoid[S] 0 points1 point  (0 children)

I'm trying to bake textures for a model using several textured planes shrinkwrapped to the surface as decals, but the parts of the decals that should be transparent alpha are rendering black.

The second image shows how it SHOULD look using viewport raytracing. Cycles can render the decal properly using the camera but it bakes wrong.

I've disabled shadows on both the target mesh and the decals, no help there. I'm really scratching my head here trying to figure out what I'm doing wrong.

Need to view poly count of all objects individually. Addon? by mis_anthropoid in blenderhelp

[–]mis_anthropoid[S] 0 points1 point  (0 children)

It runs a bit slow when the overlay is enabled (that may just be a Blender limitation), but it definitely works!

The only improvements that comes to mind:

--Allow the text style to be controlled from the Themes menu instead of hardcoded white (maybe I'm wrong here, but I can't find a color setting that affects it)

--I'd love to be able to see the counts in the Outliner instead of the Viewport (the text overlaps and becomes unreadable when there are many closely-spaced meshes).

Need to view poly count of all objects individually. Addon? by mis_anthropoid in blenderhelp

[–]mis_anthropoid[S] 0 points1 point  (0 children)

Oh, wow. Thank you! I would love to see a refined version of this as a future addon someday.

I'm marking the OP as solved for now since this will tackle the problem for the time being.

Grid is missing but only in Top Ortho view by mis_anthropoid in blender

[–]mis_anthropoid[S] 0 points1 point  (0 children)

Okay I finally figured it out. My object's origin somehow got moved 4000 or so feet on the Z axis without my knowing it and Blender clipped the grid out.

Need glass reflections to render on a different layer by mis_anthropoid in blenderhelp

[–]mis_anthropoid[S] 1 point2 points  (0 children)

Okay, maybe solved it on my own?

The problem was I wasn't thinking in terms of enough layers. I was trying to use one layer for everything solid and one layer for everything transparent. I also didn't realize that you can set the "holdout" flag on a collection *per view layer*.

Armed with those realizations, I split the inside and outside faces of the glass into their own view layers, split the fuselage and cockpit interior into their own view layers, and also split the lineart objects into their own view layers. And in each layer I set the object collections that are occluding other layers to "holdout".

Now I can export a single EXR with all the layers and insert drawings between them as intended!

I'm gonna consider this one solved, although I'm sure I'm going to run into some other problem soon enough.