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How to design a wave chandelier procedurally?
Check animation nodes or sverchok addon
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Procedural triangle fan
Check second edit I made, this should help you debug your smoothing.
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Procedural triangle fan
added 474 characters in body
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Procedural triangle fan
Ok, updated answer. You were definitely on the right track there.
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Procedural triangle fan
added 1755 characters in body
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Dynamic EnumProperty values changing unexpectedly
I'll accept it since it solves the problem. Would you say enumerating will be consistent when saving/reopening file on different computers? I've been thinking about using some sort of unique id produced from hashed obj name (hashlib), however that produces way too large ints and chopping them wouldn't guarantee unique id, also been thinking about looking for some unique property of an object, but I don't think there is any I could use. So I'm guessing the safest bet would be to create a CollectionProperty in the scene and strore id's there (and check against it on new object)?
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Add seed to the node editor
"Every time" you do what?
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How to get Location 3D cursor by Script
There are very few events you can get with python api ( docs.blender.org/api/blender_python_api_2_61_release/… also good read: docs.blender.org/api/blender_python_api_2_71_release/… ), you'd have to poll cursor position yourself to know when position changed.
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How to convert image pixel values from 8bit to 32bit properly?
Yeah, I've been thinking about that and decided to go along with current limitations, hoping for a change in future maybe. See - if that's true about compositor related conversion - this is exactly what I meant by "on the fly conversion" and that's why I find 8bpc buffers unexpected (point about memory savings is no more valid in this situation and only adds an overhead with conversion). I would expect this to change in future, unless of course I'm missing a point here (though I've been asking around and haven't got any reasonable points).
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How to convert image pixel values from 8bit to 32bit properly?
This exactly is source of my confusion - I'd expect that, but it actually seems that anything above 8bpc is loaded into float buffer (since 2012, see my previous comment and here: wiki.blender.org/index.php/User:Nazg-gul/Foundation/… ), which is always linear. Now that I know all that I can work with it and get predictable results, but it is still unclear to me how those image buffers are used when byte (8bpc) and float (32bpc) image buffers are used together when rendering etc. It is however out of scope of my current work, so this is pure curiosity.
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Very odd geometry when using solidify modifier
Inverted normals are on different object, that has no solidify modifier.