Because the left bar is gone to make way for the child friendly pictures, the option menu now starts further to the right, covering more of what I am working on. More importantly though, look at the positioning. Now we have to click an extra button to open them: When you use a tool, in 2.79 the options would be instantly visible in the bottom left. And again, look at the amount of extra screen space we are covering for no good reason compared to 2.79s more compact design: And the best bit is images take up more screen space, so we have less tools there! This is flat out stupid. Added them in the wrong order? Tough shit you can’t reorder them without removing all those before.īut don’t worry, instead of the left hand toolbar having over 20 tools listed purely by name, we now have nameless icons that I have to mouse over to find out what they are. Oh and joy of joys, you need to re-add them all every time there is an update. It’s okay though, you now have your own quick favorites list. What is the logic behind this? What’s the point? But tools like sheer and mirroring options are there to stay? I, and I’m willing to bet most other people, use functions such as remove doubles and flip normals far more frequently. All those things I used all the time, you know like remove doubles, flip normals, shade smooth/flat - gone. I literally have to keep 2.79 installed just to bake AO (jokes I use 2.79 over 2.8 all the time). Cycles gives you this shitty noisy mess and takes a good 10 minutes to do it. Internal did it differently to cycles and the result was a really smooth AO map. Now you will have to create a material and add an image texture node with the image you want to bake to, select it, then click bake. In 2.7 you created an image, selected the object(s) and clicked bake - instant result by the way. To be specific let’s take the example of baking ambient occlusion. EEVEE was supposed to replace Blender Internal in every way when it comes to functions. Not everyone is using Blender to create renders in cycles. You have to create a material setup just to view a texture. Remember when you could just grab a mesh, load a texture and it appears in the viewport? You can’t anymore. It’s just plain stupid to have this at default. I know, I can change the background color, but guess what, I like the grey background at it’s current brightness, and I can’t change the mesh color. Left plane is harder to see no? And it gets worse as the angle increases. That makes sense right? Who wants their geometry to be clear and visibly distinct from the background? In fact the shading has changed the colors entirely, and the decision was made to make them closer to the background color. It is harder to model without this and it makes me wonder if the developers even tried working with 2.8. Then when you do have it on prepare to have your eyes burnt out. Which, by the way, while you can see the result in both edit and object mode, you can only turn it on in edit mode. If I want to see backfaces now I have to go and turn it on in the render options. It’s really difficult to tell because they removed an invaluable feature - backside faces being darker. The triangle area the arrows are pointing too, is that a face or a hole? Now there’s a slight give away in that there is a tiny visible difference because, silly me, I left AO on, but no there is no face.
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