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File: 25 KB, 400x400, blender man.jpg [View same] [iqdb] [saucenao] [google]
907178 No.907178 [Reply] [Original]

The official Blender wiki: https://wiki.blender.org/wiki/Source/Render/Cycles/DesignGoals
>"We do not intend to make a physically correct render engine per se, but we do think that a physically based shading system is much easier to use. With a flexible node system and shading language support, various production tricks are also possible. Not all rendering algorithms must be physically correct, but we prefer to avoid approximations where we can."

>shadow caustics is an approximation of caustics, which can already be done in blender with filter glossy and clamping disabled
>the original principled bsdf better fits the design goals than principled v2, as the latter is based on being more physically correct with less options for physically incorrect artistic choices
>everything else that was replaced in the name of realism over artistic control
Cycles was intended to an artist-friendly PBR renderer, as the goals imply. With that being said, there have been wishes made by the Blender community to make Cycles more accurate. Why do they want a physically correct Cycles instead of using renderers meant for realism, like Octane and LuxCore?



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907151 No.907151 [Reply] [Original]

How can I make talking heads like in Fallout? Should I just model shoulders and head? Pic unrelated

>> No.907152

What even is this thread?
Yes, model a bust and only rig the head. Is that all?

>> No.907154

>>907152
Sorry meant animation, Im still sleepy
How much should I animate if I'm using blender, eyes are a must what else?

>> No.907155

>>907152
Should I sculpt or use a cube?



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907106 No.907106 [Reply] [Original]

official 3DCG vp9 thread 6 letter captcha edition



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907099 No.907099 [Reply] [Original]

Is SFM a fucking joke and should I be learning Blender instead?

(For 3D porn comics and animations.)



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907047 No.907047 [Reply] [Original]

https://twitter.com/savannahXYZart/status/1544514153250971653

How do Industry cucks even compete with this level of SOVL?

3 replies omitted. Click Reply to view.
>> No.907084

>>907047
I lol'd
I'll be the last to admit that blender has come an extremely long way since getting shat on non-stop for it's UI, but I gotta say, they need to like, hide features that beginners probably don't need
Workspaces or some shit

>> No.907115
File: 1.49 MB, 498x498, peeposad.gif [View same] [iqdb] [saucenao] [google]
907115

>>907047
>tfw no 3dcg gf
I don't even care if she likes Blender, god it feels lonely to not have someone to talk 3dcg all day with

>> No.907133

>https://www.artstation.com/savannahxyz
portfolio still better than the garbage this board can shit out

>> No.907147

>>907047
Cute and funny

>> No.907167

>>907047
It seems to me like you cherrypicked a bad example just to make a bait post. What's strange is that everything else in her portfolio is actually good, and better than most of this board. I don't know why she uses that globohomo-looking thing as her avatar.



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907018 No.907018 [Reply] [Original]

My goal is to do hand painted models, so I've been wondering. Is sculpt/retopo worth it if I don't intend on baking any maps or should I stick to poly modelling?

>> No.907080

>>907018
Will you eventually be animating or are you just trying to purely get output results on a static image?

>> No.907090

>>907018
It is worth it because you can multiply or overlay AO and curvature maps to your base color/diffuse/abledo. AO can be used as a starting point



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907004 No.907004 [Reply] [Original]

Anon can you post Capcom CGI art or models?



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906991 No.906991 [Reply] [Original]

What should I study if I want to sculpt and make anime figures for a living?

2 replies omitted. Click Reply to view.
>> No.907011

>>906991
Post it on /b theyll help you fs.

>> No.907065

>>907008
Nobody sculpts in blender seriously unless they are third world europoor or seanigger.

>> No.907070

>>906991
Observation, learn to read volumes, study anatomy to know when to push or pull your geometry, but dont go too much into it, you dont need to be a master at anatomy to do stylized stuff.

>> No.907168

>>907000
no

>> No.907174

>>907065
>seanigger.

OP said he wanted to make anime figures.

Guess where they make the anime figures?



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906980 No.906980 [Reply] [Original]

How long would it take you guys to make something like this?

>> No.907016

5 years

>> No.907019

>>906980
LOL like from morning to lunch if I do the model from scratch and rig and animate lets say 3-4 hours. Very tired in the morning so have that in mind, after lunch and into evening im like bionic

>> No.907108

>>906980
It takes longer for me to make something I am not interested in doing. Hope you understand, nomodeller.



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906963 No.906963 [Reply] [Original]

INeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeasINeedIdeas

>> No.907010

1. Open google maps
2. Drop in streetview at a random location
3. Find something around you you want to recreate
4. Make it and post your result here in 3 hours or be cursed by a lack of imagination for the rest of your life

>> No.907153

>>907010
>one day and 2 hours ago
OP is a confirmed faggot, as always



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906953 No.906953 [Reply] [Original]

11 replies omitted. Click Reply to view.
>> No.907087

>>906955
>>906953
Not sure how he did the fur on the hood but copious abuse of parallax occlusion mapping would be excellent here

>> No.907125

>>906953
>look, only 70k, perfectly viable for real time
>meanwhile has 6x 8k texture sets
I want this meme to fucking die

>> No.907127

>>907125
Downsampling textures is trivial. Retopo deforming mesh is far from trivial.

>> No.907128

>>907127
It is, but a model that relies so heavily on texture fidelity is going to lose a lot of appeal. They also usually use copious amounts of texture sets, and that's not really viable to downscale.

>> No.907129

>>906957
Artiom looks like he's been squinting for life



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906841 No.906841 [Reply] [Original]

The old OSX build runs fine (built in 2012).
The new one, where the code is pretty much the same, compiles and runs, but when it gets to a strlcpy invocation; the OSX kernel decides some memory was used incorrectly and terminates the process.

If I "fix" (ie hack around with a check) the first strlcpy "situation" ("does this pointer have the same contents as the other thing we're copying too allready? If so don't bother"), then the error just migrates to the next sorta similar code (and this time a blatant "you're not allowed to do that" error).

This code runs fine under the most memory secure stringent grsecurity-linux kernel. So it isn't like we're using the stack for execution of data-only stuff.
It also runs fine under regular linux and windows.
The code has not changed in these instances in 15 years, and the rest of the engine code is almost all the same as the 2012 working OSX version that it was branched off of a decade ago.

And yet when we compile today, on a recent OSX (High Sierra, but installed a few days ago); "you're not allowed to do that" and then the OSX kernel Aborts the process explicitly when we simply copy the name of a shader to the name field of a texture. This has worked fine for 15 years, maybe 20 or 30.

This code originates from John Carmack and Id software or Lord "Forest Hale" havoc. They're both good programmers and Forest Hale is very careful.

How do I fix this.
It's not the code: it's the build environment, or maybe OSX now needs some sort of hacks etc which it didn't have.

In the code, strlncpy etc from OpenBSD is provided in darkplaces/common.h and common.c. For BSDs it's Idefe'd out as they allready have the function and there would be a conflict.

Remeber this code worked for 30 years straight, and 15 years without any tampering at all: up till now trying to compile it on "modern" OSX. And yes we are doing it on a mac-mini; not crosscompiling.

Please help.
たすけて

8 replies omitted. Click Reply to view.
>> No.906856
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906856

>> No.906857
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906857

>> No.906858
File: 120 KB, 923x923, m249parassforblendswap.png [View same] [iqdb] [saucenao] [google]
906858

>.

>> No.906863 [DELETED] 
File: 74 KB, 731x600, Luna.jpg [View same] [iqdb] [saucenao] [google]
906863

Not helping you because you won't tell me your favorite pastel horse

>> No.906896
File: 638 KB, 1920x1080, Dat quality render anon.jpg [View same] [iqdb] [saucenao] [google]
906896

>>906841
>How do I fix this Macintosh (Mac) (Apple Computer)
By buying a PC.



File: 33 KB, 690x375, Capture.jpg [View same] [iqdb] [saucenao] [google]
906840 No.906840 [Reply] [Original]

I made a thread here some months ago about how Cycles Principled shader ruins realism.
Everything tends to get this weird "halo" around it when you enable specular.
Everyone here were like "It's just how lighting works breh"
I noticed it because I was trying to recreate the look from photos and from how my eyes actually see things IRL.

- Turns out Disney messed it up because they wanted cartoony looks and now Blender refuses to fix it lol.

https://devtalk.blender.org/t/cycles-principled-bsdf-violating-energy-conservation/10828

https://blender.stackexchange.com/questions/212888/how-to-avoid-violating-energy-conservation-when-making-shaders-and-node-groups

https://www.youtube.com/watch?v=kgORQ5tMe2I

38 replies omitted. Click Reply to view.
>> No.907096

>>906840
holy shit finally someone noticed something was off about cycles. i've done hundreds of hours of research and i have my own folder of tests - it's much more than you mention but it's a start (stuff like micro roughness is also missing and much, much more). in the end, i just fucked off to octane render because cycles is god fucking awful. yeah, if i want it fast, i'll do it in cycles but final renders are now always in octane. it's like the same gimps who say everything needs scratches for added realism (even though im doing a fucking studio product rendering) so yes, I would say you're a based and autistic default cube user.

>> No.907097

>>907096
why are you so aggressive while stating that you use a paid product while we can collectively farm our renders much much faster than you with sheep it?

>> No.907103 [DELETED] 

>>906948
2a42g
Then WTF is the "good" renderer then?

>> No.907173

>>907097
because if there is one thing in 3d that lives rent-free in my head, it's blender users and their undying love that it can do no wrong. i've been trying to explain to people for close to 3 years there is something off with cycles from BA forums to reddit to YT and each time i'm "corrected" by some beeple clone.

i mentioned i pay to use octane because the look that comes out is 1. (actually) physically accurate 2. far greater feature set (displacement is worth it alone) 3. better default renders but with tweaks, they are on par with the industry if you actually have a trained eye.

i also mentioned that if i want it quick and dirty, i will use cycles but all final images will be done in octane because it is superior. instead most blender users have their tongue so far up tons socialist ass they can't see it's dependence on corporate donations fuelled by capitalism. i could angrily rant about blender for hours so i'll save you the time and say yes, i'm angry, yes i hate blender but it's free and i use it to model product shots for a living and thats about it.

>> No.907177

>>907173
Most Blender users unironically think PBR = physically correct. That's why you might have come across one who got defensive after being told Cycles isn't accurate to real-world shading.



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906743 No.906743 [Reply] [Original]

What do you think the 3DCG software landscape will look like in 10 years? What kinds of features etc would you expect to be widespread in that time?

5 replies omitted. Click Reply to view.
>> No.906793
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906793

>>906753

>> No.906795

>>906743
I expect most softwares to have auto generated material nodes and layering systems both PBR and whatever style you can think of based of photo input and box selected area, which is a feature myself have been working on, it works pretty well and easy to use but not yet finished for release or production use, will be compatible for Blender and sbs files but in this slow development rate I need another 6 months since I also work fulltime.

>> No.906796

>>906743
Good art direction and TECHNOLOGY will take another hit due to corporations trying to "streamline" and dumb down everything in order to be able to continue underpaying pajeets with no experience to do mediocre work.

>> No.907012

>>906796
This. We're currently enjoying the pinnacle of the 3D world and technology in general.

>> No.907123

>>906743
There'll be more AI blackboxes akin to Photoshop Neural filters that you just layer on top of geometry. We'll see more AI-as-a-service payment models and software that requires a constant internet connection, both from escalation between DRM and pirates and reliance on the cloud for AI shit. Image generators like Dall-E will at least revolutionize post-processing and at most kill some niches like stock photos and reduce options for freelancers.



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906700 No.906700 [Reply] [Original]

How different is the work flow between Maya and blender

2 replies omitted. Click Reply to view.
>> No.906717

>>906700
nice cat

>> No.906729

>>906700
I love this cat, so cute, I've got a similar one and her name is Senjou.

>> No.906749

>>906729
>Senjou
weeb

>> No.906752

modelling feels slower than blender, requiring multiple clicks or switching tools even for basic things like creating faces or merging verts. I only use it for retopo and uv nowadays.

>> No.906812

>>906752
maya is animation and rigging software



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906656 No.906656 [Reply] [Original]

Do I need to be autistic about making promo pics like pic related for selling assets on Unity store/Unreal/Blendermarket and other places? Or should I just half ass it?
Also how would you rate my composition, I'm still learning.

13 replies omitted. Click Reply to view.
>> No.906721

>>906713
Would anybody even buy it at that price? Perhaps, it's a humble brag. What sets are even worth 500$ on a game store? lmao

>> No.906722

>>906721
Nah not on store prices - those are the rates he charges for commissions. 160 for all that work for a single sale is insane.

>> No.906723

>>906722
even the store prices though
> It started rough—I tried selling 54 meshes for 50 USD. I got a few angry reviews from people complaining about pricing. I added some new models and lowered the price, and kept on doing so for over a year until the pack was 130 models and 30 USD.

>> No.906724

>>906721
>>906722
>>906723
So what even is the right price anymore on official stores? I mean people like him need to make a living too and we're on the brink of an inflation.

>> No.906825

>>906724
the reality is that prices have been driven down by artists from countries with low cost of living and there's not much anyone can do about it.

the right price is the price that sells and the only way to work that out is to look at the markets, look at the prices on there currently for similar items (popular and new) and make an honest assessment about your own work's quality and the ballpark price it should be at.



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906612 No.906612 [Reply] [Original]

This is a bucket

10 replies omitted. Click Reply to view.
>> No.906805

>>906782
I've worked on various client projects for Switch (and AR/VR) and they always required a heavy optimization. Switch is weaker than a smartphone these days.

>> No.906808

>>906805
>heavy optimization
Any tips for good performance?

>> No.906830

>>906805
oh sure, models are optimized on nearly any commercial game. That's just reality.
But again, you really don't require low polycounts for the Switch or any other hardware since the Wii era.
Don't believe me? Go bust out Switch Toolbox and swap out some random model on any game (note that first party games have a strict filsize-based resource management system, but it's always fairly easy to reverse engineer and set to some ludicrous number for your model).
You will find that the limit for polycount to start affecting framerate is in the tens of millions, if that.

>> No.906845

>>906830
Maybe, I haven't tested it myself, I only got specs from clients, tri counts were a few thousand tris at most, usually around 1k from what I remember. Also it depends on tech, there's one project I'm working on that requires even heavier optimization due to their specific gameplay mechanics, and that one is for PC. The point is, polycount (unfortunately) still do matter these days, at least for some projects, but it's not rare.

>>906808
I only worked on assets and had no info about the rest, for polycounts it had to be kept at minimum, everything has to affect the silhouette, otherwise you should usually remove it. Also, LODs are important, e.g. it could be 50% for LOD1 and 10% for LOD2 or something like that.

>> No.907014

>>906612
>extremely complex

lol



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906603 No.906603 [Reply] [Original]

DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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906602 No.906602 [Reply] [Original]

DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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906601 No.906601 [Reply] [Original]

DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
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DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
>DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"
DOXX, HUNT DOWN, AND MURDER ALL THE "MODS"



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