Currentlystrips(including proxy) are upscaled to render resolution and then downscaled to preview resolution, afaik, partly because there is no good/implemented way to match the font size with preview using just math. Does your proposal deliver an accurate way to solve this without the upscaling to render resolution?
But using Roboto as the first font works very well as it also stylistically matches with Noto by design. In fact this is exactly what you get on all Android devices since 2013. So currently about 3 billion Android devices use Roboto and fallback to Noto.
This idea seems similar to the font fallback mechanism on Linux, which IIRC is provided by the FreeType library. Have you looked into how they handle font fallback at all ? The solution implemented in FreeType seems to work really well, it is open sourced with a fairly permissive licensing model.
No, because we are multi-platform we are more like an operating system on our own in the case of font output. But I will make it easier - easier than it is now - to select a different font of your choosing without losing access to all the international characters.
So if I understand correctly, Noto is always the fallback? Might be best to keep things simple and use Noto sans as default. If not, might I suggest Inter as a better alternative to Roboto as another commenter did as well?
This is about adding improved features, options, and typographical correctness to Blender that can be used for 3D text, text nodes, VSE, and to help non-English users, etc as mentioned earlier in this thread.
D12622 - Allows the interface to fallback from whatever fonts you select for Interface or Monospaced font. So you can select fonts that contains a small subset of characters but you still see all the symbols and language characters that we get now.
My only concern with having letter-spacing control is that it could screw up languages with complex layouts like Arabic, Devanagari, Khmer, etc. So letters that connect to each other (properly after we add text shaping with Harfbuzz) would no longer touch right. But I think I can deal this now that I think about it.
When you browse your C:\windows\fonts folder outside of blender the OS kindly and automagically combines these two folders together. But Blender just lists the folder contents and shows you what is actually in the folder.
A fairly simple workaround is to just browse once to your C:\Users\(username)\AppData\Local\Microsoft\Windows\Fonts\ folder and bookmark it so you have quick one-click access to it in the list on the left side of the File Browser.
Does anyone know how to increase the indices (e.g. for vertex ids) font size and/or color in the viewport. Currently its a '2 pixel navy colored font on a dark grey backdrop' which can only be read by nocturnal species.
I am trying to render Bengali fonts correctly in blender, but it is not rendering properly. I faced the same problem trying to draw Bengali text on image with python. I found that pillow is able to do this, but it was not straightforward like English text. I was able to get it working following these two links below,
Turns out Blender 2.92 already has path tracing included. Drag and dropping image in viewport, then Object > Trace Image to Grease Pencil on selected object is able trace the path which can extruded to any height requirement to generate 3D text.
I would still prefer an answer that removes the black pixels (or inverted) and extrudes the white pixels along Z axis to given height to create mesh using python without something like Inkscape. To this end my idea at the moment is using python get the contours, somehow save these as vector path, save as svg and finally load in blender.
I found two more ways to render font with height, but it is not my preferred way. One is using bump and another is using displacement + bump. Using bump does not give proper height, but looks good from far and able get the correct shadows.
To use displacement + bump or just displacement the plane needs to be subdivided a lot to get proper height with somewhat good results using blender cycles. The black and white mask image should be used as image texture with cubic interpolation to improve the results.
The wait for one of Blender's biggest releases in years is almost over: Blender 4.0 has just entered Beta, which means Blender 4.1 is now in alpha! Beta status means most of the new features Blender will have at release have already landed; what remains is a copious amount of bug fixing and stabilization for the main release, which is right around the corner in the beginning of November, just after this year's Blender Conference.
In the month leading up to the release, I'll be release a series of articles discussing some of the greatest new features we can expect from Blender 4.0 and beyond, but let's start with one of the flashiest changes that will jump at you from the first seconds opening this new release: A new font!
Blender's new font came out of a discussion started by long time development contributor Harley Acheson, in which he lays out the merits of a long needed font change: Blender's previous font was first selected in 2006, updated in 2016, and hasn't been maintained for more than six years. An open source, modern, actively developed, and more accessible upgrade was in order. Enter "Inter", the chosen replacement, a well-loved open source font developed specifically for modern UI usage.
- Font Folders configuration : the addon allows you to setup several font folder on your computer through the addon user preferences. Sudirectories of the font folders will also be scanned for fonts. If you have uninstalled fonts on this computer, you can use them aside installed fonts, just create several font folders. You can save this configuration in an external file, in case you uninstall the addon, and want to keep track of your font folders. The external file is in a simple txt file, stored in a custom folder (by default in config folder of blender, you can change this through user preferences of the addon). This means you can load a previous font folder configuration in one click, in case you uninstalled your addon...
- Refresh operator checks for you all available fonts in your font folders and subdirectories. It may take some time, but the result will be externally stored in your prefs folder. You don't have to do it again, except if you installed (or add) or uninstalled (or remove) fonts in your font folders
- Remove unused Fonts : To work, the addon has to create an extra vector font datablock (extra font imported) and replace it when you browse from font to font. This leads to an unused datablock at the end of the day. A simple Operator allows you to remove it quickly !
- The addon now filtered the corrupted font file out, and store their name in a file in order to not try to import them again ! You can manually add some font to filter through the addon preferences !
No, Adobe Fonts can only be used either with Adobe's own apps (like Photoshop or Illustrator) or non-Adobe apps like Microsoft Office or Apple Keynote. Simply apps where fonts are playing a major role.
You can, however, create Textures with Adobe Fonts on them (e.g. a street name sign) and import them into your 3D app.
Thanks for working on this. This is something that Adobe wish it had for itself. Very cool to have it in Krita.
Thanks to these kinds of awesome plugins, an artist may only need Blender and Krita as their core tools.
Sorry for the late reply, the latest version of krita and Blender work fine for me. If you have multiple versions of Blender installed make sure BlenderLayer is actually using the newest one. Otherwise check the console in Blender for errors. (Window->Toggle System Console on Windows). Are you starting Blender from the Krita docker or have installed the Blender add-on manually?
Looks like a bit more ambitious task as I have zero experience with rigging, but I always wanted to learn that just in case. I used DesignDoll a bit, but I wished I had something like that in Blender where I can customize things a bit if needed.
There is a button at the bottom of the docker that will open the settings. You can change the path to the blender executable (blender.exe on windows) at the top. (If you leave it empty it will automatically look for Blender either on your path or the default windows installation location)
After a long time working in my spare time on this, I finally finished my first tutorial, "Hello World" for Blender-Sverchok.
Also, I am working on a series of five tutorials of classical Grasshopper definitions translated to Sverchok that I will release soon.
I hope that you like guys, let me know what do you think.
Awesome ! And yes, this kind of old-school tutorial is really relaxing in the youtube era :)
One small note if you're looking for feedback, the dark purple is not very legible on the black background.
Hi @victorklixto
this is really appreciated, I'm looking forward to learning more but as probably one of the oldest here I find the white text, font and size on black background is difficult to read
@Nigel said:
Hi @victorklixto
this is really appreciated, I'm looking forward to learning more but as probably one of the oldest here I find the white text, font and size on black background is difficult to read
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