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File: 138 KB, 1280x720, maxresdefault (1).jpg [View same] [iqdb] [saucenao] [google]
632683 No.632683 [Reply] [Original]

another wip/help thread
last reached the limit >>629171

>> No.632686
File: 62 KB, 877x647, 54655635356.jpg [View same] [iqdb] [saucenao] [google]
632686

>> No.632687
File: 289 KB, 1920x1080, carpink6.jpg [View same] [iqdb] [saucenao] [google]
632687

>>632683
working on my second render
this is surprisingly fun

>> No.632689
File: 2.28 MB, 1920x1080, carpink.png [View same] [iqdb] [saucenao] [google]
632689

>>632687

>> No.632691

anyone else watch jimmy gunwan on youtube? today he's been taking render output and running it though (((apple)))'s turicreate, a free python-based image processor which uses machine learning to apply the artistic style from a set of images to another.
https://youtu.be/Y1Le8um7hi4
definitely worth subscribing if you're into scripting / nodes / procedural stuff.
>>632687
a e s t h e t i c

>> No.632692
File: 34 KB, 480x360, 10pjx6.jpg [View same] [iqdb] [saucenao] [google]
632692

>>632686
hehehe, funnnnnnniii lets make this blender mimi thread
gogogoghogogogo

>> No.632693
File: 812 KB, 192x108, 0001-0250.gif [View same] [iqdb] [saucenao] [google]
632693

>>632689
this took an hour to render

>> No.632702
File: 3.48 MB, 1920x1080, 0001-0022.gif [View same] [iqdb] [saucenao] [google]
632702

>>632693
nvm I figured it out I'm an idiot

>> No.632752
File: 1.99 MB, 540x960, render.webm [View same] [iqdb] [saucenao] [google]
632752

hopefully disney will hire me now

>> No.632753

>>632752
Did you use the FLIP addon?

>> No.632756

>>632753
nah i haven't got it compiled for linux so it's just a particle system

>> No.632760
File: 412 KB, 1080x1800, best-waifu.png [View same] [iqdb] [saucenao] [google]
632760

r8

>> No.632770
File: 194 KB, 358x358, 1526260114122 (2).png [View same] [iqdb] [saucenao] [google]
632770

I have my objects set in passive/active but they still pass through walls sometimes, is this mass related or something? The objects stay on the floor but pass right through the walls when wind pushes them. the walls and floor have the same properties though.

>> No.632771

>>632770
some stuff need different type of collision. not sure how or why

>> No.632775
File: 65 KB, 450x654, file.png [View same] [iqdb] [saucenao] [google]
632775

>>632770
you probably need to increase your solver steps per second. it defaults to 60, so if you have an object moving fast enough to pass through another in under 1/60th of a second, the solver won't detect the collision and it will pass right through it.

>> No.633266
File: 34 KB, 600x450, pins colors.jpg [View same] [iqdb] [saucenao] [google]
633266

So what exactly do UV Pinned Vertices actually do? Always found it odd that one could pin a bunch of UV faces and still have the vertices move by:
- Proportional editing translation
- Minimize Stretch operations

Also, if you mark seams then do a UV Unwrap (Project from view), the unwrap operation seems to ignore the user created seams. Is there any way to rip / split UV vertices in UV Editing screen?

>> No.633337

Not a call for help, just thought I'd express some thoughts (read: rant) about 2.8.
Decided to test drive it just to play with the new SSS Random Walk algorithms (spoiler: it is phenomenal), but also just to see how things are coming along. Compared to the earlier builds of 2.8, it's progressed very nicely.
I'm quite on the fence about the UI changes though. On one hand, it looks incredible. I love how much cleaner it looks. The sorting of the properties panel is done excellently, and from the themes panel it's even more complex than before.
On the other hand, they've changed/outright removed some UI features that I wish were explained (well maybe they are in the docs, but eh). Took me a while to realise Layers are now Collections, and it was quite the annoying ten minutes trying to switch layers and only realising you had to tick the little # symbol in the outliner (side note: why though? the eye under toggle visibility worked perfectly in the past, don't see a reason to split it up into viewport visibility and actual objects being there).
Due to me being a pretty big macro nerd, it also pissed me off to find out they'd changed some of the shortcuts that I use and abuse all the time. On such a shortcut-reliant program, I really don't think it was wise to reengineer them "even if it's for the sake of beginners". [Shift+S] to Save Image, really? What was the problem with good ol' F3? And what happened to accessing fly mode with [Shift+F]? I still haven't been able to figure out how. And for some reason, occasional right-clicking brings up some context menu that I just don't see the point of. I just want to select my objects, dammit.
Going into nitpicking territories, the increased border width of selected objects sure is thick. I do like that the borders remain active during Render Preview, however they're just so thick they easily occlude finer details like reflections. But I'd expect it to be easily changed in the Theme settings. Hopefully.
/rant

>> No.633339

>>632687
Shade that nigger flat and then manually set your edges to sharp to fix those fucking errors in the reflections.

>> No.633341

>>633337
>tfw character limit
Fuck. Didn't realise I typed so much.
Oh well, I wanted to cap off by saying 2.8 on the overall is pretty good, despite all my bitching. Nothing to say about Eevee, I'm not too excited about it plus I've spent time with it in the earlier builds before. I really do like that the Principled has the option to change to Random Walk SSS, because like above: Random Walk is just really nice. Arnold users will understand. I kinda wish they would finalise Cycles once and for all though, and give it the last few remaining drops of love like proper depth of field rendering and motherfucking efficient caustics. Seriously. Excusing it because "Cycles is an animation-centric renderer" is just an old excuse by now.

>> No.633346

>>633341
>I kinda wish they would finalize Cycles once and for all though

yes absolutely. iv been waiting for a better lightning system for a while now. there are many features that need more options

>> No.633353
File: 7 KB, 146x210, 2018-07-17 15_50_46-Blender.png [View same] [iqdb] [saucenao] [google]
633353

>>633266
>Also, if you mark seams then do a UV Unwrap (Project from view), the unwrap operation seems to ignore the user created seams

because some of those seams are not seen from the view, its like the dark side of the moon.
simple unwrap always gets the best results with seams, granted you should always use the controls after you unwrap

>> No.633354

>>633337
Agreed on the collection visibility - they've changed the two toggles to three so that you can also control visibility when that collection is appended into another file (or something along those lines). It doesn't make much sense to me. I think the idea of collections replacing both layers and groups is generally an improvement though. I just wish they'd bring back local view.
The keyboard shortcut changes are a pain but Paulo has said that they'll ship both a "new" and a "legacy" layout so hopefully no need for concern. The new "quick" menu should be useful for any operators which are either buried or non-existent in the UI like "grid fill", "select boundary loop", "subdivide edge ring" etc.
I'm really happy that you can finally enable snapping to increments and geometry at the same time and, although it's been in the 2.79 nightlies for while, the bevel node is very helpful for adding wear and tear.
Maybe someone will find multi-object editing useful too I guess.

>> No.633355
File: 615 KB, 1920x1080, bike.png [View same] [iqdb] [saucenao] [google]
633355

>>633339
oh thanks, a bit late since I lost the model but I'll keep that in mind

>> No.633373

>>633266
>So what exactly do UV Pinned Vertices actually do?
Unwrap, pin some vertices (just selected few/corners), then unwrap again. You will see that pinned vertices stay same between unwraps, while rest adjust to make distribution evenly.

>> No.633617

https://www.youtube.com/watch?v=xNlGsmZ6osk
We're pretty much at Disney-level rendering (minus good caustics) now.

>> No.633618

why blender when you can 3ds max?

>> No.633621

>>633618
whatever tickles your wheeny

>> No.633622
File: 237 KB, 1920x1080, harrison-moore-hmoore-aurora04.jpg [View same] [iqdb] [saucenao] [google]
633622

>>633618
seriously you cant make shit like this with blender
3ds max is superior

>> No.633627

>>633622
give blender to the artist who made that and they will be able to

>> No.633628

>>633622
What exactly is impossible to do with Blender?
Its just a character...

>> No.633632

>>633622
>basic human model
>poly hair
>real time snapshot
this probably takes the cake for worst attempt at blender bashing
what point are you even trying to make

>> No.633672
File: 63 KB, 702x720, goblendsomewhereelse.jpg [View same] [iqdb] [saucenao] [google]
633672

>>633622
You are right...at least you get a decent job, not some freelancer meme shit like the blendlets.

>> No.633674
File: 2.70 MB, 1641x2048, 95ebde4876058314e7b0e5d2351edb7ae3dc6054.jpg [View same] [iqdb] [saucenao] [google]
633674

someone just uploaded this to blender gallery. pretty impress

>> No.633675

>>633672
you should jump into that trashcan lol

>> No.633677

>>633675
After you blendlet

>> No.633680
File: 255 KB, 1024x683, 175267055_dd9034d675_b.jpg [View same] [iqdb] [saucenao] [google]
633680

>>633674
OPEN WIRE SHOW TOPO

>> No.633683
File: 633 KB, 769x960, buttblastedautodesk.jpg [View same] [iqdb] [saucenao] [google]
633683

>>633680

>> No.633685

>>633683
I bet my left ball that the viewport performance is below abysmal, since donut maker can't handle shit, kek

>> No.633689

>>632683
This 3D stuff is fascinating but every time open blender it feels like all energy is sucked out of me and I have to lie down for a while.

>> No.633691

>>633689
Do you feel slightly nauseous too? It happens to me.

>> No.633696

Can someone tell me how to hide seams? I mean not when aplying a texture, i mean when working on a model, i have a model all rigged up and textured but everytime i enter in edit mode i see those billions of red seams everywhere.

>> No.633700

>>633696
you just need to keep islands more apart when you unwrap

>> No.633702

answering questions from the other thread

>>633092
you probably need to extrude more control points. to avoid issues i suggest you always give curve modifier when all the objects are perfectly aligned and not angular like now.

>>633483
you can probably close it with a pole in the middle. i simply extrude scale and then alt+m merge at center. or you can try your luck and do a grid fill. or you can simply fill it with F and then triangulate that face

>> No.633717

>>633685
>gets absolutely blown the fuck out
>tries to move the goalpost
You're a fucking retard, just end yourself now and never post "blendies", "blendlets", etc you absolute heel.

>> No.633719

Is blender 2.8 usable now without it crashing every 5 second? It looks rad as fuck

>> No.633725

How the fuck do i configure my tablet to work with Blender when sculpting without using 3 Button Mouse Emulation because it fucks up alt+ left click. Zbrush is unironically easier than use than this thing

>> No.633726

>>633719
It will never be. I have an inside source that proved to me why.

All I can say is that it has to do with funding, and not necessarily the lack of it.

>> No.633731
File: 118 KB, 791x443, dontblendinstandout.jpg [View same] [iqdb] [saucenao] [google]
633731

>>633717
AWW SHIT HE MAD

>> No.633732

>>632683
how the hell did you manage for it to look like sfm

>> No.633743

>>633719
no I think somewhere in august is expected to be released.

>> No.633751

>>633731
Imagine the laughs in Autodesk after they saw this picture.

>> No.633752

>>633353
>>633373
So thaaaats how to use it. Thank you very much for explaining! So, would a strong strategy option be to:
+ Unwrap specific faces from Project from View
+ Pin their UV vertices
+ Regular unwrap the remaining parts

Any idea if there is a way to lock designated UV vertices for purposes of proportional editing?

>> No.633773

>>633719
If you aren't planning to use it for Eevee, the 2.79 dailies seem to be pretty stable. All the new fancy Cycles features are usable and pretty fun, and some of the UI changes (very small stuff, like change in shortcuts and all) have trickled down.

>> No.633774

>>633752
https://blender.stackexchange.com/questions/58986/how-to-create-a-shape-in-the-uv-image-editor-for-using-as-a-mask-in-vse

>> No.633827

>>632683
can blender handle 100k poly model well?

>> No.633830

>>633827
Easily. Things only begin to crack when you go in excess of 5M polys, hence all the comments about how unsuited Blender is for sculpting.

>> No.633836
File: 686 KB, 838x2158, ViewportFPS.jpg [View same] [iqdb] [saucenao] [google]
633836

>>633827
Sort of... not really. Pic related. I rotated around the object in edit mode or equivalent, and noted the viewport fps. Unless I'm doing something easily fixable, the difference is abysmal.

Hopefully, this will be improved in 2.8.

>> No.633848

>>633836
Edit mode performance is naturally piss-poor sadly. Hence many people working with non-destructive modifiers. Outside of it, things run smoothly. You don't need it active to sculpt anyway, so it doesn't really matter. I do believe Blender's viewport is locked to 24 if not 30fps too, though.

>> No.633859

>>633836
It's a lot better in 2.80. No noticeable chugging for the same Suzanne with 4 levels of subdivision.

>> No.633881
File: 198 KB, 2123x902, leg_mesh.jpg [View same] [iqdb] [saucenao] [google]
633881

Anyone that can help me with what could me causing the weird mesh deformation in pic? When I move the model's thigh or leg with IK a part of the lower pelvis (left side of the model's texture) mesh seems to stretch alongside the thigh/leg mesh? I've tried weight painting to separate the leg from the pelvis however any value of strength/weight causes the mesh to disconnect completely.

The leg pose in the picture is exaggerated however that's just to see the problem more clearly.

Any help is much appreciated.

>> No.633883

>>633881
post topology of that area

>> No.633886
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633886

>>633883

>> No.633912
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633912

>>633883
Think I found a solution? Apparently my mesh wasn't actually one piece? By selecting the entire mesh and removing double vertices the strange deformation is now gone.

>> No.633918
File: 64 KB, 638x558, 1530410254371.jpg [View same] [iqdb] [saucenao] [google]
633918

I have a model that is composed of multiple segments as seperate objects (a mecha) that I want to hook up to an armature. Is there a best way to do this so that all the segments stay seperate so I can explode them in another program?

>> No.633966
File: 27 KB, 824x735, Screenshot from 2018-07-20 22-47-22.png [View same] [iqdb] [saucenao] [google]
633966

I need to paint per-vertex. NOT per-vertex per-face bullshit like in pic related. It's for game engine compatibility. If I can't do this then I'm renouncing Blender. Maya has a simple switch for it.

>> No.633972
File: 46 KB, 769x671, 2018-07-21 10_34_07-Blender.png [View same] [iqdb] [saucenao] [google]
633972

>>633966
works for me

>> No.633973

>>633918
well when you export it exports all objects anyway (unless you specify certain ones)

>> No.633974

>>632683
So the last time I modeled I used 3ds max
Is it just me or is the UI in Blender beyond retarded?

>> No.633975

>>633974
that's why i always use hotkeys

>> No.633976
File: 351 KB, 640x480, vert.webm [View same] [iqdb] [saucenao] [google]
633976

>>633972
Paint on the corner. Doesn't show on the other sides.

>> No.633977

>>633976
why does it matter?

>> No.633978

>>633977
Game engine compatibility. DirectX, OpenGL, Vulkan, all 3D apis render data per-vertex and not per face vertex like how Blender represents it here.

>> No.633980

>>633978
doesn't seem to interfere with comparability, last time i checked.

>> No.633981

>>633980
Have you ever exported vertex colors in Blender and have it work in a game engine?

>> No.633982

>>633981
far as i know, unity doesn't support that by default.
secondly, unity doesn't read your weights. it only reads your keyframes on the rig

>> No.633983

>>633696
Press N. It's a checkbox under "Display".
>>633719
Not really. Autosave is your friend.
>>633725
It pretty much just works? You know about the tablet pressure icon to control brush size etc? Also be sure to go into user prefs and bind some buttons on your pen or tablet to "undo", "rotate view" etc. There are plenty of good videos on YouTube about this subject.
>>633726
I wonder who could be behind this post.
>>633918
You can just parent the objects to individual bones. They don't need to be joined into a single object.

>> No.633986

>>633743
August is the beginning of the beta stage. You won't even see a release CANDIDATE until October.

>> No.634035

>>632760
g8 b8 m8 i r8 8/8

>> No.634057
File: 69 KB, 2267x679, texture not appearing.png [View same] [iqdb] [saucenao] [google]
634057

I'm trying to get my texture to work with my toon shader but it only appears when I check shadless I tried looking it up nodes but Im not getting any decent results

>> No.634059
File: 1.56 MB, 1920x1080, ouch.png [View same] [iqdb] [saucenao] [google]
634059

How do I prevent my renders from looking like toys?

>> No.634069

I'm UV mapping for a game.
The game will use three meshes for a leg (engine doesn't have mesh deformation) and each mesh will use a different part of the same texture.

How can I make a region of a UV map occupy a given rectangle?
Also, how do I make a UV map intended for a non-square texture?

>> No.634070

>>634057
switch to material mode and get a lamp
>>634069
>How can I make a region of a UV map occupy a given rectangle?
you can make 1 map for 12 objects, as long as they are part of the same material. i don't understand your question fully tho.
>Also, how do I make a UV map intended for a non-square texture?
the same way. again, i don't understand that question

>> No.634091

>>633966
well you're absolutely right. i've just done some testing and a cube contains 6*4=24 MeshLoopColor objects. Ii don't see a way of doing what you want in the ui but you could try these addons:
https://github.com/Glynn-Taylor/Glynns-Blender-Addons
https://github.com/andyp123/blender_vertex_color_master
worth noting that vertex painting does work "properly" in 2.8
>>634057
>Im not getting any decent results
have you uv unwrapped or is it meant to be a solid colour? the lack of shadows on the right is because you've enabled shadeless. disable it and add a sun lamp.
>>634059
scale your model to a realistic size and use a realistic lens size in your camera: https://digital-photography-school.com/choose-perfect-portrait-lens/

>> No.634098

>>634091
Why would that matter? What's the science behind it? Isn't size relative in 3d?

>> No.634100

>>633981
yes.

Unreal

>> No.634116

>>633689
I feel like that when I open zbrush and nothing makes sense

>> No.634124

>>633836

This is the reason why I stopped using blender. And I'm glad that I did.

>> No.634127
File: 22 KB, 500x500, 1451837393062.jpg [View same] [iqdb] [saucenao] [google]
634127

>>634124
spare us your sob story idiot.
this forum pisses me off because its all the same shit over and over.
if you don't fucking need 5 million polygon viewport, then why bitch about it? you are just looking for shit to pin at this point, i mean you are aware that layers exists? you are aware that scenes exists? what kind of highpoly shit are you working on that requires 5m viewport

>> No.634138

>>634127

t. triggered insecure blendlet

>> No.634140

>>634127

5 million? Blender will shit itself in edit mode before the model even reach 1 million polys, as the comparison picture suggests.

>> No.634143

>>634127
I sense the Blend is strong with this one.

>> No.634147
File: 2.05 MB, 1920x1020, 1510418530343.webm [View same] [iqdb] [saucenao] [google]
634147

>>633836
the fps counter isn't (currently) there in 2.8 but the display port is fast enough to get some screen tearing at 500k verts and definitely doesn't feel laggy.
ffmpeg couldn't keep up when i tried to capture at 60fps so i had to drop it to 24. the flashes you keep seeing are my desktop, i think it's because i was only capturing a quarter of my screen.

>> No.634150

>>634147
I tried that, it works. But deselect everything, press C for circle select, and paint a selection. At least on my machine, performance drops again. If you perform edits on the selection, it's even slower -- I see <10 fps just moving a bunch of vertices around.

Of course, improving those things takes time. I'd say, let's wait for the final release before judging its performance.

>> No.634155
File: 2.64 MB, 1920x1020, 1527193701596.webm [View same] [iqdb] [saucenao] [google]
634155

>>634150
ok, here's 2M verts. navigation in edit mode (which is what you tested here >>633836 ) is honestly still pretty decent but it lags horrendously when you try to make selections. it looks like 3 seconds between me hitting "a" and the action taking place. the two circle selections were drawn as a line.
it's definitely an improvement but 2M verts doesn't seem workable, at least with 2.8 as it is today on my hardware. i guess it should run better on something more modern.

>> No.634156
File: 1.57 MB, 1920x1020, 1505278314712.webm [View same] [iqdb] [saucenao] [google]
634156

>>634155
sorry, wrong webm. this one shows the selection lagginess.

>> No.634157
File: 1.69 MB, 1920x1020, 1515075867942.webm [View same] [iqdb] [saucenao] [google]
634157

sculpting at 2M verts is like butter though, even on a 6 year old i5.

>> No.634158

>>634155
>>634156
I don't really see myself trying to edit a high-poly mesh like that in editing mode, makes no sense for me. That's what you use sculpt mode for.

>> No.634199

>>634157
there is no need to prove anything. the fact that max puleiro made juggernaut in blender proves to me that it can be done. he also streamed it on his channel. you can keep subdividing teapots for all i care

https://www.youtube.com/watch?v=W1j4iSyMrGE

>> No.634200
File: 591 KB, 1431x700, 2018-07-23 01_41_49.png [View same] [iqdb] [saucenao] [google]
634200

>>634199
this is 2.66 too. which is miles behind 2.8.

>> No.634202
File: 250 KB, 842x576, Screenshot_2018-07-23 JUGGERNAUT modeling timelapse ( blender 2 62 ) - YouTube.png [View same] [iqdb] [saucenao] [google]
634202

>>634199
>>634200
>Blender 2.62
Blender sure had a quirky interface back then.

>> No.634204

>>634202
yeah, looks like that shit zbrush interface. God, now that's real shit, even worse than blender.

>> No.634205

>>634199
>there is no need to prove anything
If it stops the arguing for a bit then I don't mind at all.
>you can keep subdividing teapots for all i care
I only like monkeys.

>> No.634228
File: 212 KB, 1500x844, 1-inner-hand-1.jpg [View same] [iqdb] [saucenao] [google]
634228

>>634199
>this hand probably has more polys than that model
>this hand would probably make Blender explode just as his revolver did

>> No.634238

I have a couple of UV mapping questions.
First, how can I set a vertex to a specific coordinate? I can see how to move it a certain distance, but that doesn't help much when I can't see the exact position.
Second, if I'm editing the UV map in a 1:1 ratio but I intend to make the texture 1:2, should I make everything twice as wide?

>> No.634239

>>634238
You can see the vertex coords on the left panel. 0,0 is at the top left.
Not necessary. UV maps scale based on the texture's aspect ratio to occupy the texture space.

>> No.634240

>>634239
Shit, meant the right panel, not the left. My bad.

>> No.634241

Should I start with the donut tutorial or is there a better one?

>> No.634242

>>634239
Thanks, that helps a lot!
Would you perhaps so happen to know how to distort a UV island into a square?
I'm trying with pins but it isn't working very well.

>> No.634244
File: 546 KB, 1000x1000, PAT2.jpg [View same] [iqdb] [saucenao] [google]
634244

>> No.634245

>>634242
I don't mess with UVs well enough to know the true method, but I believe in Blender you have to manually align each row/column of vertices to the axes. There's an "Align to X/Y axis" shortcut to help out with that, but otherwise I don't believe Blender has a one-click solution to that at the moment. I could be wrong though. Any other anons know?

>> No.634273

>>634091
>https://github.com/Glynn-Taylor/Glynns-Blender-Addons
>https://github.com/andyp123/blender_vertex_color_master
>worth noting that vertex painting does work "properly" in 2.8
Thanks senpai

>> No.634277
File: 71 KB, 800x633, 1470465629122.jpg [View same] [iqdb] [saucenao] [google]
634277

>>634205
you don't get my point, i just provided you a proof that highpoly shit can be done within blender.
he obviously used alot of masking and modifiers which are crucial to performance, the retards on this thread actually apply the modifier on the monkey fucker head and call bullshit.

>> No.634279

>>633912
>>633886
>>633881
It’s either people are assholes for not helping you, or just retarded, maybe both.

Try checking the other bones to see if any of them are deforming areas they shouldn’t bb ;3

>> No.634288

>>634241
Stay clear of anything by Blender "Guru".

>> No.634289

>>634277
The model you referenced is not hi-poly. Its density is appropriate for games, though, and the detail comes from texture maps. If that's all you need, Blender is fine for modeling.

But note that the creation of the hi-poly sculpt base was made in ZBrush, not Blender.

>> No.634295

>>634289
the base was hardly 100k and was only meant to house the gear on his body, he could easily punch the whole thing in blender.
also there is nothing lowpoly about this character, you can clearly tell he unwrapped a whopping 400k polygons (with modifiers on of course)

>> No.634332

>>634288
Hi Gleb and congratulations on you and your husband's kid's birthday.

>> No.634334

I have two similar models. I want to merge one aspect of one model onto another. Is there some way to create a static cutting plane?. I know about the bisect command the the line does not remain after the cut. I want to use reuse the same plane on the second model.

>> No.634335

>>634334
It sounds like you're after Knife Intersect. Form your cutting plane as a separate object, go into object mode, select the plane and the object you want it to cut through, tab into edit mode, and press space to search for Knife Intersect. Press F6 to enable "cut-through". It's projected from the current view so you'll probably want to use the numpad keys to line it up and go into orthographic mode first.
Alternatively you might want to use a Boolean Union modifier.

>> No.634337

>>634332
Thanks, Andrew. I'm happy you got your diabeetus under control now.

>> No.634340
File: 506 KB, 600x500, 1504450633519.png [View same] [iqdb] [saucenao] [google]
634340

>>634337
Actually it was yellow fever but thank you for worrying.
Pic unrelated.

>> No.634381

>>634289
*blocks your path*
https://youtu.be/c33QjOzH2uM

>> No.634385

>>634381
Working with pieces is the sensible way, yeah. Not all objects you might want in a 3D scene can be partitioned like that, though. That's where problems will most probably appear with the 2.7x branch if said objects have too high a polycount. Think simulations, for example.

However, you can still see the viewport seemingly having trouble with camera panning (!) about the 26:55 mark. And there's no editing going on, that's just a shading/lighting process, anyway. Blender does fine for solo assets/small scenes in that regard.

In any case, the developers haven't ignored this problem and are working to solve it in the next major release. I'm hoping for their success.

>> No.634405
File: 15 KB, 384x237, 20180724_004145.jpg [View same] [iqdb] [saucenao] [google]
634405

How in hell do I get rid of n-gons? Right now I just move the vertices until it becomes very subtle, but it's still there.

Also, in this case, how could I move this vertice so that it is again aligned? Right now, I select all vertices on the column (along with the bad one) and press S - X - 0, which aligns all of them but still gets moved a little bit in the direction of the one bad vertice

>> No.634417

>>634405
snap -> vertex -> select another vertex next to it while holding down the axis you want to control

>> No.634425
File: 222 KB, 3076x776, 3d example 2.png [View same] [iqdb] [saucenao] [google]
634425

>>634070
>switch to material mode and get a lamp
I was in material mode and a lamp is what is creating shadows on the left image
>>634091
>disable it and add a sun lamp.
I did UV unwrap it, my goal is to have the eyes be green and some areas to have lines at all times using my texture. The problem is I want shadows to form and be controlled by the lamp and I cant get that result while also having my texture. If I turn Shadless off I get what you see on the left which has the shadows but if I turn shadless on my textures appear but I lose the hard cell shading I want.

>> No.634428

>>634340
How the hell does a Blendlet manage to get a gf?

>> No.634435
File: 3 KB, 150x150, text2image_M92639_20180724_113252.jpg [View same] [iqdb] [saucenao] [google]
634435

>>634428
Alas, I wish I knew.
>>634425
Just assign a different material to the eyes.

>> No.634436

>>634425
sun lamp will make it so you have no shadows. so obviously you have no shadows. use area

>> No.634439
File: 69 KB, 1169x757, Capture.jpg [View same] [iqdb] [saucenao] [google]
634439

this is driving me crazy.
i dont have any mirror on or anything.
all the parents are correctly assigned..
why is this deformation happening everytime i try to pose the arms

>> No.634449

>>634439
nvm i fixed it

>> No.634601

is there any industry standards on what face shape keys are required when animating?

like for example there should be a mouth open,
mouth pursed, eyebrows angry etc?

>> No.634624
File: 787 KB, 1920x1080, h_victor_facial_shape_samples.png [View same] [iqdb] [saucenao] [google]
634624

>>634601
well i don't know. its an artistic call

>> No.634626

Sensei is a pile of shit. I want everyone involved in its development to die today.

>> No.634708
File: 612 KB, 960x540, swag.png [View same] [iqdb] [saucenao] [google]
634708

Rate this thing I made in blender, i'm interested in this aesthetic so im happy i did something like this

>> No.634711

>>634708
Cool shape. Too dark though. Needs more interesting lighting and composition. Also, there's a bit of stretching on the top left corner that I find slightly out of place. But really cool overall. Keep at it.

>> No.634714

>>634708
looks cool, keep it up

>> No.634719
File: 1.61 MB, 384x384, 1521926615730.webm [View same] [iqdb] [saucenao] [google]
634719

anyone else interested in fractals? webm related is a markus–lyapunov fractal osl script plugged into displacement.
this and some other osl fractal shaders are here: https://github.com/maitag/blender-osl-shader

>> No.634724
File: 2.53 MB, 384x384, 1513159853935.webm [View same] [iqdb] [saucenao] [google]
634724

forgot to composite a background in.

>> No.634755

would anyone happen to have the cloth weaver plugin?

>> No.634764

>>634755
>cloth weaver
>literally an inferior marvelous designer
I mean, since you're already looking for free things, you might as well go hunt for cracks of MD instead.

>> No.634771
File: 59 KB, 488x463, 1523805365886.png [View same] [iqdb] [saucenao] [google]
634771

how do i get procedural textures to display in the viewport?

>> No.634772

>>634771
you switch to material mode

>> No.634776
File: 319 KB, 1505x1251, ss.png [View same] [iqdb] [saucenao] [google]
634776

>>634772
not getting anything. what am i missing here

>> No.634777

>>634771
You have to use rendered preview to do so. The easiest is to plug your texture directly into an emission shader's color input. Enable the Node Wrangler add-on and you can ctrl-click to immediately create a "Viewer" node (it's just a relabelled emission shader) on whatever texture you're viewing.
>>634776
And you're in Blender Internal. Never mind then. Why though? BI is getting deprecated in 2.8.

>> No.634778

>>634776
have you UV unwrapped the plane ?? are you in texture/material viewport mode?

>> No.634779

>>634777
>>634778
tried with and without UV unwrapping, and in both textured and material modes
using internal because the project is realtime NPR. sounds like procedural textures in the viewport is just unsupported in internal? image textures do appear to work

>> No.634798

>>634779
>internal
sorry you can't

>> No.634810

>>634779
Why not do the procedural stuff in cycles (or eevee), bake and then import to bi?

>> No.634818

>>634779
do you have a lamp in your scene?

>> No.634822
File: 240 KB, 1209x679, 1.png [View same] [iqdb] [saucenao] [google]
634822

>>634779
ok, nvm , you have to bake the texture first to a file

>> No.634823
File: 2.11 MB, 1600x800, image.png [View same] [iqdb] [saucenao] [google]
634823

this might be more of a general question, but I'm using blender so i'll ask here: how was this aesthetic achieved? was the environment sculpted and then a low poly version was modeled based on it OR it was modeled normally (box modeling etc)?

>> No.634826

>>634823
Bevel vertices, add some randomness. Done.

>> No.634828
File: 113 KB, 1007x723, 5[1].jpg [View same] [iqdb] [saucenao] [google]
634828

>>634826
I see, thanks. i read this article http://www.brameulaers.net/tutorials/generic_wall_tutorial/generic_wall_tutorial.html and thought a similar process was used (I'm very much a beginner)

>> No.634830
File: 519 KB, 1406x672, 2018-07-26 20_10_26.png [View same] [iqdb] [saucenao] [google]
634830

>>634822
there is no reason to use bi for procedurals. bi have about 10% of the controls you would have in cycles. you can create cloth, wood,metal easily in cycles

>> No.634846

>>634830
Not him, but I want to ask - how does Cycles stack up to the likes of Substance Designer for creating materials 100% procedurally?

>> No.634855

>>634846
not well.
sd is far better. but if you understand sd that knowledge transfers to cycles

>> No.634943

If I open up DOA models, and add textures in cycles, they all work fine. However when I try to mod the textures, I can't find any seams on the mesh, and if I unwrap it does what you'd expect, but that throws it out of alignment with the textures. If I just highlight the model in edit mode, I can't see anything in the uv editor. How do I find out where the unwrapped coordinates actually are? It all fits the mesh perfectly so it must be unwrapped somehow?

>> No.634947

>>634943
zoom out the uv editor more, its probably thrown out somewhere

>> No.634953

>>634947
Even easier - click in the UV editor, press A to select all and numpad "." to view the selection.

>> No.634975
File: 150 KB, 1920x1080, PhotoRealism.jpg [View same] [iqdb] [saucenao] [google]
634975

>>633622
Cycles is perfectly capable of producing photo realistic renders. Most people just suck at texturing... But not me.

>> No.634976

>>634975
lel

>> No.634980
File: 954 KB, 787x1252, 1530763067602.png [View same] [iqdb] [saucenao] [google]
634980

>>634975
Wait til you try out EEVEE. Absolutely unbelievable that this is a realtime render.

>> No.634995

>>634980
I know, right? The Blender Foundation is gonna roflstomp the competition.

>> No.635005

>>634975
>>634976
>>634980
>>634995
samefag

>> No.635006
File: 75 KB, 541x700, 1527491874654.png [View same] [iqdb] [saucenao] [google]
635006

>>635005
no u

>> No.635128
File: 449 KB, 620x349, SlowRetopo.webm [View same] [iqdb] [saucenao] [google]
635128

How do I make each vertex snap to surface individually?
It's really tiresome to have to go through every single point and snap it after extruding a strip.
Quad Draw in Maya works nicely, but it slows down to a crawl after just a few thousand polygons, so I'd prefer to do it in Blender.
(Shrinkwrap modifier didn't work when I tried it)

>> No.635131

>>635128
That is painful to watch.

>> No.635132

>>635131
Yeah, it's painful to do too.
Any help?

>> No.635133

>>635132
Shrinkwrap modifier and set it to be visible in edit mode?

>> No.635134

>>635133
I tried that, but it didn't seem to have any effect at all?

>> No.635136

>>635134
Toggle the "mesh triangle" beside the "edit mode" cube for the shrink wrap modifier. It should make the actual mesh that you are working on shrink wrap as well (not just the faces).

>> No.635137
File: 477 KB, 620x349, shrinkwrap_nope.webm [View same] [iqdb] [saucenao] [google]
635137

>>635136
>>635133
I'm probably just doing something stupid here, but it doesn't seem to work

>> No.635138

>>635134
Oh, and you also have to assign a target for the shrink wrap (the object you are redoing).

>> No.635139

>>635138
Did that too

>> No.635140

>>635139
In the shrink wrap modifier's options there are 4 toggles; a camera, an eyeball, a cube with 4 verts selected, and a triangle. You need to toggle on the cube and triangle.

>> No.635141
File: 23 KB, 249x343, shrinkfuck.png [View same] [iqdb] [saucenao] [google]
635141

>>635140
Here's what I have

>> No.635143
File: 33 KB, 249x343, 1532801339546.png [View same] [iqdb] [saucenao] [google]
635143

>>635141
Turn on green circles and set red circle to nearest face. If you can, apply a subdivide modifier to the object that you are retopologizing (not the object you are editing; subdivide the target of the shrinkwrap). It'll make the shrinkwrap's end result a little cleaner, but your viewport might slow down.

>> No.635144

>>635143
On second thought, you might not need to subdivide that model. It looks pretty highpoly as is.

>> No.635145

>>635143
Those are turned on, and I tried nearest face first. No change at all...

>> No.635146

>>635145
>>635143
Wait, wut, it works when I turn those OFF?
What the heck

>> No.635153
File: 282 KB, 1186x836, faceloops.png [View same] [iqdb] [saucenao] [google]
635153

I just realized that I kind of forgot to make the nosebridge/jaw-loop.
Is it really important?

>> No.635160

>>635128
Check out Retopoflow. It's normally a paid addon but you can just download it directly from GitHub as a zip and then install it as normal: https://github.com/CGCookie/retopoflow

>> No.635161

>>635160
Oh, dang, nice
Thanks!

>> No.635163

>>635160
>>635161
Wait, there's a bunch of files there. Do I just extract it all to addons?

>> No.635164

>>635163
Either choose "install from zip file" in the addons menu, or make a directory and extract it into the addons folder.

>> No.635165

>>635164
All right - nice!

>> No.635167

>>635165
I've got some other nice addons starred on Github too although one or two need to be compiled before you can use them https://github.com/johnakki?tab=stars
I haven't had a chance to try it out yet, but this one is meant to really simplify baking in Cycles: https://github.com/s-leger/meltdown

>> No.635168

>>635167
Oh, sweet!
I have no idea what even half of them do, but very interested in trying some out

>> No.635174
File: 3.60 MB, 3880x2150, 1504633595942.png [View same] [iqdb] [saucenao] [google]
635174

>>635168
There are Blender addons for absolutely anything you can imagine. Earlier in the week I was using Sverchok Nodes and Audionodes to make a very basic DAW controlled by donuts

>> No.635176

>>635174
Dam, that's awesome.
Blender is such a wild jungle of options and content

>> No.635177
File: 81 KB, 531x373, boy.png [View same] [iqdb] [saucenao] [google]
635177

I want to try some serious sculpting, so I made the blandest face I could imagine to use it for multiple face sculpts.

It doesn't look good though, but I don't know what is wrong. Should I change something?

>> No.635180

>>635176
it's because it's so easy to script against. how about a game engine which compiles your finished game for just about any current platform: https://armory3d.org

>> No.635181

>>635177
Use a reference

>> No.635182

>>635180
Pretty cool. I wonder if this or Godot will ever be a contender against UE4 and Unity.
A pity it renders based on Cycles and not Eevee, though I suppose that might be updated in the future?

>> No.635184

>>635182
As far as I can tell, it's just using the output from Cycles to bake its own realtime shaders. It has it's own implementation of the nice stuff from Eevee like bloom and realtime volumetrics. I haven't had a look at Godot yet but GameFromScratch seems to like it. https://www.youtube.com/user/gamefromscratch

>> No.635205

>>635177
>Should I change something?
Your approach. Learn anatomy first.

>> No.635215
File: 906 KB, 3840x2160, nubroly_07.png [View same] [iqdb] [saucenao] [google]
635215

>>634059
update

>> No.635240

>>632683
Is it possible to set up compositing to use images that doesn't exist yet? Lets say I have two scenes; one is an office space and the other is a lower resolution exterior city. For reusability's sake, I want the city to exist separately from the office scene with just the camera data linked between the two. However, I'd prefer to not have to explicitly run the render for both scenes one after the other. Instead, I would like to just run blender in the background and tell it to render the scenes in a specific order; exterior and then office space. The office space scene would be set up to composite its results over top of of the exteriors scene.

I am pretty sure I read somewhere that you can use %d or %b, or something in place of specific parts of a file name, but I can't seem to find that documentation anymore... And I can't seem to find where I would plug those dynamic file names into compositing nodes anyways.

>> No.635260

>>635240
/path/to/files/%04d.png matches 0000.png to 9999.png in ffmpeg so presumably if blender supports similar syntax then that should work. i guess you'd want to use multi-layer exr rather than png though so that you can capture all of your renderlayers.
you'd want to put the path into an "image sequence" node in the compositor.

>> No.635299

>>635260
Ah, looks like I was over thinking it (and had a different issue preventing compositing). Turns out blender does it automatically. However, you have fiddle with settings in both the UV/image viewer panel and the image sequence compositing node's settings. I had somehow managed to change the frame range in the UV/image viewer panel without knowing it so I was trying to load image_2000.png into the Image Sequence node's frame 1 slot.

I was getting "image file cannot be found" outputs to my console so I just thought my pathing was wrong. I guess "Image Sequences" are separate from the "Image Sequence Nodes" that use them (probably should have guessed that sooner).

All I had to do was put the first image's future path (eg "//file/image_0000.png") into the into the Source option of the image sequence and blender automatically searched that directory for the rest while compositing the final render. I also had to fiddle with the image sequence's settings as well, but that was due to my original error (I think I somehow initially created the "image sequence" with the wrong frame range).

On a side note, you aren't wrong. However, apparently that syntax is only available when executing python commands (something I didn't want to get into).

>> No.635317

>>633672
Crawl back to whatever pipe line you crawled out of 3ds fag

>> No.635331

Aside from memory concerns, is there any reason not to run an instance of blender per CPU core? I'm working on an aesthetic that requires very low sampling (150 is overkill). The amount of time actually spent ray casting seems to be on par with the parts that are limited to a single core. Am I pissing away huge chunks of render time by idling cores while those process complete, or is there a reason not to run multiple instances?

I already know about caching physics before hand from my time fiddling with makeshift render farms.

>> No.635341

>>635331
I don't see any problem with it. Just set your CPU affinity per process and you should be fine. Have you checked out the command line options? You can run it headless and give it a list or range of frames to render and even specify a different output directory if you want. blender /? from a console will show you all the available options.

>> No.635344

>>635341
Yeah, it does seem to be working. I've managed to absolutely max out my working rig for the last hour; 99.3% CPU utilization without a millisecond drop. I was just wondering if there was some % of base overhead per instance of blender. When I was running a single instance with UI it would idle around 2-3%, but does that hold true for instance running in the background? It kind of defeats the purpose if every 20% of the CPU is gobbled up to just run all them.

Seems to be running faster though. I'll have to render a half dozen frames without core limits to to get some comparison numbers.

>> No.635349
File: 3.33 MB, 5760x3240, nubroly_13.png [View same] [iqdb] [saucenao] [google]
635349

>>635215
And another one.

>> No.635355

>>635349
You might want to rethink the inflatable armor.

>> No.635440

If I want to make a character animation first and then animate his facial expressions later (maybe even changing/replacing the head if needed) is there anything I should know beforehand? Or is it as easy as just adding the keys inbetween?

Also I'm having a terrible day so please don't ignore this post

>> No.635444

>>635440
well.. not really.
just make sure your rig is set up properly

>> No.635453

>>635440
This is typically how it is usually done if I remember correct (maybe not the head swapping part). In blender (never used maya, but potentially that as well) you'd just layer the actions. Basic large bodily movements would be one layer, maybe little tweaks and twitches would be another, facial movement would be a third, and hands gestures would be another (for example). Most models I've worked with use keyshapes for facial animations instead of armatures, and I didn't like mixing workflows, so I just separated them.

On top of that, if you separate them then they become reusable. For example, you might only use a specific dance move once. However, if the dancer was snapping their fingers to the song, you'd be able to use that hand gesture again if you wanted the character to hail a cab.

Also, a lot of premade models have phoneme mouth movements for lip syncing. There's a lip sync file format that can be imported to a lot of animation programs (a format I forget the name of) that allows you to automate lip syncing to a certain degree. You'd have to look into that yourself, I'm not that far along in my amateur studies.

>> No.635455

>>635440
>>635453
I'm quite new myself but that's what I typically do. I start off with large movements then go back for details. However I've never tried or looked into layering them.

>> No.635459

>>635455
Yeah, they have some fancy name for the workflow (keyframe animating is the traditional method, but I forget the name for modular animating). Blender refers to them as "actions" and lets you layer/fiddle with their influences. Most people look down on it because the results are supposedly lesser than keyframing every individual movement. However, most people also suck so their "superior" technique produces results that are just as bad and, in the long run, adds hours to their workflow. You still have to build up a library of actions in the first place, but you get to reuse(and rework/perfect) them once their made... And there is nothing stopping you from going back and cleaning up the composited animation after the fact.

>> No.635463
File: 32 KB, 344x326, 1421869246937.png [View same] [iqdb] [saucenao] [google]
635463

>get hyped for 2.8
>test current build
>runs slower
>sculpting kinda sluggish compared to 2.79

>blender spokesperson dude confirms that 2.8 will be way faster on good hardware and slower than 2.79 on older hardware
fuck. was hoping I can keep using my 750Ti with 2.8 but apparently that won't bet a good idea. which is okay, since there's a lot of progress in 2.8 but still somewhat of a bummer.

>> No.635494

>>635463
2.79 is still very good. 2.8 is just for some luxury features

>> No.635512
File: 362 KB, 1440x756, whatintardation.png [View same] [iqdb] [saucenao] [google]
635512

I'm currently going through the tutorials online and have just reached the normal baking stage. After having baked said normal, the poly count on my anvil exploded. This is supposed to be the low poly model.

How did I fuck up and how do I unfuck myself?

>> No.635520

>>635512
ah

try to use decimate modifier > quads

>> No.635521

>>635520
unsubdivide*

>> No.635525
File: 716 KB, 1563x655, 1517855223701.png [View same] [iqdb] [saucenao] [google]
635525

New Grease Pencil has finally been merged into 2.8 today, boys! Blender is now the world's greatest 2D and 3D graphics creation suite.
https://youtu.be/h3iyy-gGeIU

>> No.635526
File: 38 KB, 576x400, thisguy.jpg [View same] [iqdb] [saucenao] [google]
635526

>>635525
>Blender is now the world's greatest 2D and 3D graphics creation suite.

>> No.635530
File: 322 KB, 389x575, helpingblenderusers.png [View same] [iqdb] [saucenao] [google]
635530

>>635525
https://www.youtube.com/watch?v=cKk3Mqdleig
LOOK AT THIS BLENDLET
OH NONONONO

>> No.635532
File: 205 KB, 625x414, 1503066891969.jpg [View same] [iqdb] [saucenao] [google]
635532

>>635526
>>635530
AUTOKEKS ON SUICIDE WATCH!

>> No.635540

>>635526
>>635530
Come on, Autokeks, you've got to admit this is kind of interesting-looking.

>> No.635545

>>635540
Yes, it is. But after four years even the coolest things become ordinary.

https://www.youtube.com/watch?v=Or-lmvh1JqM

>> No.635546

>>635545
looks nothing like it honestly

>> No.635548

>>635545
That looks extremely bare-bones and fairly useless.
Even the original grease pencil from 2008 Blender had more functionality.
Is there any more to it?

>> No.635581

>>635525
i keep replying to their dev blog posts but just get ignored
the eraser is useless -- it should be doing a boolean operation instead of just dissolving points and any splines connected to them

>> No.635589

>>635520
Gotcha. I think I see where I messed up now. Thanks.

>> No.635645

>>632683
Anyone ever have trouble with mesh data being inconsistent between render layers? Link related is a titty jiggle test render I've been trying to figure out. However, cycles keeps throwing a fit. The freestyle lines are perfectly aligned with the physics I baked, but the layer that I rendered cycles to is all over the fucking place. Shouldn't they be using the same information?

https://youtu.be/3gRNJtGCEzs

Shit, it isn't even really a layering issue. The thin freestyle lines and the thick lines are both on separate layers (for compositing reasons), but they turned out perfectly fine. Is it possible that just the cycles layer is adding more movement into the mesh than it should be? If I bake physics do I turn off the soft body afterwards? It almost looks like the softbody's physics forces are being applied twice in the cycles layer... But I donno, that sounds stupid.

>> No.635646
File: 1.63 MB, 640x640, 38079591_1916575615072333_3634614085670141952_n.webm [View same] [iqdb] [saucenao] [google]
635646

>>635525
>Blender is now the world's greatest 2D and 3D graphics creation suite.

>> No.635676

>>635645
>Shouldn't they be using the same information?
they should unless you forgot the parent/link it.
i don't know alot about data transfers but it seems that your freestyle layer is is no co-operating because of something

>> No.635683
File: 7 KB, 316x171, 1524223146652.png [View same] [iqdb] [saucenao] [google]
635683

>>635645
Hi Ryan. Are pic related settings identical between your render layers?
Leave the softbody enabled otherwise your mesh won't deform from it. It also might be worth rebaking your softbody sim.

>> No.635687
File: 60 KB, 800x641, packing.jpg [View same] [iqdb] [saucenao] [google]
635687

>>635646
Alright, pack up lads. Thread officially over.

>> No.635707

>>635646
This was made in blender, right?

>> No.635741

>>635683
Hello, stranger :^)

>>635676
The strange part was that the freestyle render was correct. The cycles layer was the one that was way off. It must calculate mesh data updates differently than cycles, but I have no understand of either's internal workings so this is just a theory...

>>635645
Turns out the issue was with the technique I used for the deformation. It produces latency glitches when combined with distributed rendering. Essentially, the movement is the product of "stretch to" modifiers applied to the rig's titty bones. The physics was being calculated for the target of the titty bones deformation and not the titties themselves. For whatever reason, the titties bones were always one frame behind their stretch to target. This caused massive glitching when multiple instances of blender were used to render the scene. I guess, blender thought the stretch to target was moving super fast or something so it over compensated. I have no idea...

Link related is a cycles only render of the exact same scene, but rendered with a single instance of blender...
https://youtu.be/51Isc4TmS8k
(it also uses a preserve volume bone constraint in place of the stretch to's built in volume preservation. The built in preservation just wasn't doing a good enough job so I swapped it out).

I still have no idea why Freestyle worked when cycles didn't. However, I am going to try baking the titty bone animations and toggling off the titty physics. Maybe that'll produce consistent results... However, this is uncharted territory for me so maybe I am completely wrong.

On a side note, this project was intended as a response to >>634706
It is entirely possible to preserve volume in blender while deforming with physics. It just isn't a one click answer.

>> No.635743

>>635128
Delete construction history you absolute turbonigger.
A few thousand polys means a few thousand fucking construction nodes that need evaluating, including any deletions and/or component tweaking.

>> No.635751

>>635741
Oh I remember you now. I wonder if Blender doesn't like multiple instances using the same physics cache simultaneously. Could you try making all your paths relative and copying the .blend and cache files? You could then run two instances of blender on the original set of files and just a single instance on the second set.
If the renders from the first set are still wrong but the second set come out ok, you'll at least know what the problem is and can work around it.

>> No.635753
File: 832 KB, 1920x2160, help.jpg [View same] [iqdb] [saucenao] [google]
635753

I've only been using blender for a couple days so bare with me.

I'm trying to model a pin for a friend to 3D print and i need to flare out the base of the walls so they'll be strong enough to print, im using loop subdivide to try to do it but when i do it anything that sticks out slightly gets completely fucked up. You can see it most is what'll be the eyes.

How can properly do this?

>> No.635755
File: 413 KB, 1920x1080, face.jpg [View same] [iqdb] [saucenao] [google]
635755

>>635753
Never mind i guess, figured it out by clicking random things.

>> No.635815

>>635753
>>635755
select all bottom vertices, press S, press SHIFT+Z to prevent scaling in the Z direction (or alternatively X/Y, depending on which direction is up), move mouse

>> No.635819

>>635751
>I wonder if Blender doesn't like multiple instances using the same physics cache simultaneously.
Yes, but it wasn't the cache that was causing the issue. It looks like my deformation technique caused a "circular dependency" error. The titty bones were parented to a spine bone and so was the titty bone's stretch to target. Because they were using the same parent it caused that latency glitch, or whatever you want to call it (I noticed the glitch in the viewport as well, but was hoping it wouldn't effect renders). The issue wasn't noticeable when only a single render was being done, but it became apparent when either freestyle was turned on or multiple instances of blender were used.

It looks like the problem was actually with the "stretch to" and "maintain volume" bone constraints. I solved it by baking the titty bones' animations with "visual keying" turned on (i.e. bone constraints active), and then toggling off the constraints (and the stretch to target's physics since it wasn't being used anymore). Link related is the result...
https://youtu.be/RD0CfpD3XUw
I guess distributed rendering in blender doesn't like it when physics sims aren't running directly on the effected object... Or at least, it doesn't like it when their are dependency issues. I still have no idea why freestyle and cycles had different outputs, but the problem is solved. I hope.

>> No.635921

>>635815
Lol, no.
That would scale everything in relation to a single point, you retard.

>> No.636063

>>633677
Nah, all of /3/ should at this point.

I'm already in there, and it's not so bad. Bust be careful when they dump you in the truck that you aren't crushed into a bloody pulp.

>> No.636140
File: 95 KB, 375x500, 1488838845373.jpg [View same] [iqdb] [saucenao] [google]
636140

>new Retopoflow 2.0
>supposed to be way more stable than 1.3
>supposed to be faster
>supposed to be fucking better

>doesn't even start at first
>got it to finally work - crashes all the time
>mouse button swap not supported like in 1.3

What a giant letdown.

>> No.636198

I have some poly hair modelled as separate objects.
Each object has its own textures.
The materials I use for each of the objects are identical, except for which image texture I'm using.
I want to try a bunch of different effects to make it look better, but given the setup I'd have to add each effect to multiple materials to see what it'd look like, and go back and forth to tweak.

Is there a way I can create a base material (containing the node setup, minus a specific set of textures), which I apply to all of the hair objects, but associate the individual textures with the objects as well?

>> No.636201

>>636198
Look up node groups.

>> No.636206
File: 94 KB, 1141x590, reeee.png [View same] [iqdb] [saucenao] [google]
636206

May or may not be a difficult question:

I want my rigid dynamic point to be affected by the waves caused in a dynamic paint system. I thought that checking deform would do the trick but it doesn't. Weird thing is that if i put the smaller ball closer to the initial waves thing, it just falls through the cube.

>> No.636209

>>636206
this is a difficult question, might want to post it on other places too

>> No.636217

Is it possible to use physics sims on hair that has decent collision with the head/body of the model? I don't see why it wouldn't be, but frankly everything I've tried sends the hair into an absolute frenzy, and I can never get the kind of subtle movement I want. All I'm really going for is to avoid body clipping in an automated fashion, but I'm struggling to find a way to get it done.

>> No.636220

>>636217
I'm using particle hair if that makes a difference.

>> No.636222
File: 1.44 MB, 960x540, 1532529521234.webm [View same] [iqdb] [saucenao] [google]
636222

>>636206
what, like this? obviously it looks daft because the dp waves are being treated as a surface.
it sounds like you just want to use a fluid sim really but i might not fully understand what you're asking.
>>636217
duplicate the head, enable collision and hide it. particles can't collide with their own emitter. make sure you turn up the friction and damping.

>> No.636223

>>636217
i think it is possible but you will have to tweak the settings to make sure the hair system has proper weight to it so it won't go bonkers.
also you will have to prevent the hairs from tieing up with eachother so the movement has to be limited

>> No.636225

>>636223
or alternatively, download the movie files from Cosmos Laundromat and you will see what kind of settings they used.

>> No.636226

>>636222
Yeah, exactly like that. What do you mean by dp waves treated as a surface.
Also is a whole fluid sim necessary for what I'm trying to achieve?
All in all, im trying to figure out how to make something like if you pour salt on a bass speaker

>> No.636227

>>636226
oh if that's what you want then yes - i just did it! the icosphere doesn't move a great deal even with the waves maxed out though. maybe it will work better with more subdivisions.
blend here anyway: https://my.mixtape.moe/nylvcr.blend

>> No.636233

>>636227
thank you friendly anon

>> No.636237

>>636233
np. what are you working on anyway? if it's actually going to be a speaker then you could use animation nodes to move the dp brush in time to some music.

>> No.636260

Has anyone figured out how to close viewports in 2.8? Been trying this shit for 30 minutes, Google doesn't help either.

Why do they have to fuck up things that were completely fine as they were? Fucking retards.

>> No.636263

>>636260
Same as 2.79 but they decided to make the drag areas much smaller and get rid of the diagonal shading because >muh aesthetics
It's incredibly frustrating to use.

>> No.636278

>>636263
smaller? are you kidding?
it was very small to begin wtih. i have to use a magnifier to see it

>> No.636290
File: 3 KB, 153x233, 4chan vtuber.png [View same] [iqdb] [saucenao] [google]
636290

>>632683
I'd like to make this babe into a Virtual Youtuber model for the contest. i'm a noob with blender I'd like to know if it's possible with blender and what is required.

>> No.636312

is there an easier way to do a radial array with animation nodes or something? i'm trying to make an umbrella and the array modifier is driving me nuts

>> No.636313

>>636312
Apply a curve modifier bellow the array.

>> No.636333
File: 62 KB, 532x502, 1501490430181.jpg [View same] [iqdb] [saucenao] [google]
636333

Is cgpeers down for anyone else? I've seen people suggest the .to domain, but that seems fishy as hell to me.

>> No.636365

>>636333
It's up for me. But I always use the .to domain, so...

>> No.636380

lots of tutorials make me bake textures. But for all I google I can't really wrap my head around it.


Do i have to set up lights and stuff I want to be baked into the uv map? What's the best use of baking for importing models into Unity

>> No.636386

>>636380
No lights needed for normal maps, but you might need a cage. This is just an identical model to the low poly model that you are baking to. However, its face positions are used to direct the baking rays. Its kind of hard to explain without a visual aid, but there are lots of tuts on the baking process so I shouldn't need to type out the explanation.

Some times you'll want to bake a lightmap if you have very, very elaborate lighting in a game scene. Essentially this is pre-calculated lighting information for static objects. 90% of the time you can go without this and just reduce the number of lights in a scene (ambient lighting is your friend).

The normal map baking option will give you three choices "world space" "object space" and "tangent space." Unless you are looking to optimize your rendering to the maximum just stick with tangent space. There are very major draw backs to the other two, but they give slight performance boosts... if the engine even supports them.

You can also bake diffuse/albedo textures if, for example, you are using procedural textures and the game engine doesn't support them (I think unity supports substance, but not cycles procedurals). A lot of the time baking these textures is just a positive since it reduces load times. Substances in unity have two options (I believe); generate a texture on first load and save a it as an actual image file, or generate the texture every time it is loaded. The first option save download times (procedural "textures" are far smaller than actual images). The second option gives the full procedural experience at the cost of load times. Baking just does away with the initial load time. Something which players might appreciate.

>> No.636388

>>636290
>I'd like to make this babe
???
>into a Virtual Youtuber
???
>model for the contest.
???
>i'm a noob
no shit
>with blender I'd like to know if it's possible with blender
probably but i have no idea what you're trying to do
>and what is required.
see above
>>636333
>Update Date: 2018-08-06T03:44:00Z
>Creation Date: 2010-08-03T15:37:00Z
>Registrar Registration Expiration Date: 2018-08-03T15:37:17Z
It looks like they haven't paid their domain hosting bill. .to is still up.

>> No.636390
File: 20 KB, 633x247, paycucked.png [View same] [iqdb] [saucenao] [google]
636390

>>636333

>> No.636401

>>636388
Scroll up to the top of your screen, read those four red words right above the first post.
Unless you're phoneposting. Then fuck off.
>just for you, 4chan's having some virtual youtuber contest because who knows what the fuck's going on anymore :)

>> No.636402
File: 36 KB, 1098x249, 1518062077273.png [View same] [iqdb] [saucenao] [google]
636402

>>636401
i never even look at the top to be honest because it's all so out of date.
what the fuck is a virtual youtuber and why does hiroshimoot hate us?

>> No.636405
File: 35 KB, 613x382, 1504981103028.png [View same] [iqdb] [saucenao] [google]
636405

>>636402
...and, of course, the first two search results are kotaku and reddit.

>> No.636406

>>632683

The best blender help I could ever give someone would be to uninstall blender, then install Maya.

>> No.636407

>>636406
yeah but what if i'm only ironically gay?

>> No.636408

>>636407
In that case, you dress as Maya the Bee, but install 3ds Max instead. The key is to stay away from the Blender problem.

>> No.636409

>>636402
So this is a virtual youtuber, seemingly the number one in Japan: https://www.youtube.com/watch?v=j424KpqREHk

Top notch quality, lads.

>> No.636411
File: 18 KB, 501x372, 1502405255044.png [View same] [iqdb] [saucenao] [google]
636411

>>636409
>hey, anon. remember how we gave you a free 4chan pass for the model you made and rigged for us? yeah, well we want to do a weekly youtube show so can you just animate and render it for us every week too? it won't take you long because the computer does all the hard work! don't forget we already gave you the free pass :^)

>> No.636416

>>636380
bake in xnormal bro, blender have a really buggy baker - especially the cycles one.

>> No.636423
File: 60 KB, 764x529, m8what.jpg [View same] [iqdb] [saucenao] [google]
636423

I can't figure out why... WHY this shape keeps turning into a circle in the uv editor. I need it exact for an image.

Why does it hate me?

>> No.636424

>>636423
Ctrl + A -> Apply everything

>> No.636442
File: 110 KB, 1492x900, ipushmyfingersintomyeyes.jpg [View same] [iqdb] [saucenao] [google]
636442

can this be achieved using the cloth physics in blender? i've been fucking around for hours trying to achieve something similar.for example i've tried: one icosphere for the head and two cylinders for the shoulders/arms, but whatever setup i try the lower part of the ghost always converges towards its middle (see pic left is what i want, right is my result)

>> No.636446

>>636278
Try the silk preset and lightly weight painting a vertex group along the bottom and using it for pinning in the cloth sim. Cloth is definitely something which needs more documentation desu.

>> No.636447

>>636424
Thank you, I love you!

>> No.636450

>>636442
for one, you want a round/oval cloth, not a rectangular one

>> No.636452

>>636446
>>636450
thanks

>> No.636453
File: 86 KB, 646x532, gost.png [View same] [iqdb] [saucenao] [google]
636453

>>636442
>>636450
here's my shitty 5min attempt

>> No.636454

>>636442
>>636453
Please stop, this is very spooky.

>> No.636462

>>636442
>>636453
Forget the sim, sculpt the general form/wrinkles/folds, rig it and animate it by hand.

>> No.636468

>>636462
i was thinking about it, but i have no idea how to sculpt and i need to finish this model this week, i'm still very much a beginner at this though

>> No.636540
File: 94 KB, 960x540, 1531394024842.jpg [View same] [iqdb] [saucenao] [google]
636540

So Im watching this guys video https://youtu.be/HWeRsxSj3VA?list=UUX54i2YxfeDpEvKrN7XO5dw&t=219
and at around 3:39 he activates a node set up and gets a nice shader effect. I want to replicate, does anyone know how to achieve this. One person in the comments says that it is the inverted hull method but that just creates the outline.

>> No.636542

>>636540
Looks like inverted hull plus some strategic edge splitting. He probably set the actual models backfaces to a zeroed emission shader and cut slits in it where ever he wanted a line. The hull would prevent being able to see straight threw the model at certain angles. The actual shading he turned on is just a normals shader. They have been brought up in older threads in you look threw the catalog. I doubt the last one I saw has made it to the archive yet, but you might have to check there. I ain't doing all your homework for you.

>> No.636546

>>636462
obviously, if this were for an animated character I wouldn't consider simulating the cloth either

>> No.636554

>>636540
>https://youtu.be/HWeRsxSj3VA?list=UUX54i2YxfeDpEvKrN7XO5dw&t=219

Good lord. Apart from the shading - which is pretty good - this guy needs to learn the basics of animation. Lowering the frame rate does NOT make it look like traditional animation. Animating on ones, twos or threes does. I also recommend to read books like The Animator's Survival Kit to get a feel for anticipation, dynamics etc.

>> No.636607

i spawn metaball and only the ring is showing up for me no accual ball. wtf.

>> No.636621
File: 688 KB, 602x545, roseee.png [View same] [iqdb] [saucenao] [google]
636621

I'm still new to blender, what could i do to improve this rose's texture?

>> No.636625

>>636621
Looking at a real rose might help....

>> No.636643 [DELETED] 
File: 927 KB, 1685x965, Xandra.jpg [View same] [iqdb] [saucenao] [google]
636643

New composition coming up!

>> No.636645

>>636643
Wrong god damn thread

>> No.636723

>>636546
i was following this guy's series https://www.youtube.com/watch?v=nwG0R1xMeVs, it's where i got the idea of using the cloth sim to create the shape of the ghost
i'm >>636442

>> No.636734

>>636621
Donut boy has a cherry blossom tut which should help.

>> No.636741

as a 2d artist can i just learn zbrush instead of hardmodeling in blender? i mean i can model baisic stuff already.

>> No.636743

>>636540
>>Blender Render

Wonder what these guys are going to do when 2.8 comes out and blender render is put to bed.

Does Inverted Hull even work in eevee?

>> No.636751

>>636743
Don't worry! https://youtu.be/UyjLKVcrHGI

>> No.636754
File: 1.83 MB, 5760x3240, gohan_rend_2.png [View same] [iqdb] [saucenao] [google]
636754

>>636743
I plan on not using it until it all my addons work in it. Blender render is simply superior for that kind of work. I can't imagine how big of a paint its finna be to convert the DBFZ shader over the Eevee.

>> No.636773
File: 11 KB, 1164x620, 3271993703601.png [View same] [iqdb] [saucenao] [google]
636773

I frequently end up with quads that aren't completely flat, though it's not usually as exaggerated as pic related. Will this affect lighting or animation and how do I fix it? Whenever vertices are supposed to be parallel I scale to zero, but what do I do when the faces aren't parallel to an axis?

>>632689

OPEN YOUR EYES AND SEE

>> No.636775

>>636773
if you want to flatten it, use snap to vertex and click G (grab) and XYZ (whatever axis) and snap it to the location of another vertex to flatten it

>> No.636778
File: 21 KB, 596x298, 1531113936244.png [View same] [iqdb] [saucenao] [google]
636778

>>636773
It's available somewhere in the menus but i find it easiest to just select the non-planar faces, press space, then search for the "make planar faces" operator.

>> No.636779

>>636773
oh and to answer the "why" - it's because non-planar faces triangulate very strangely in render / animation and look different depending on the angle you view them from.

>> No.636810

>>636751
Hmm I see the lines are there but using emission instead of toon shader. I'm guessing that means shadows cast on the object will not work?

>>636754
Yeah, that makes sense. What gets me, is that at the engine level, this should be easier to do than in cycles or blender render. It's just design not permitting it.

>> No.636832

>>636810
>I'm guessing that means shadows cast on the object will not work
You could rerender the entire scene in a seperate layer and capture only the shadow information. It is possible to overwrite materials on a render layer basis. Just set your shadow render layer material to a shader that'll incorporate shadows. You'd then composite just the shadow information from that layer onto your emissions layer...

I have no idea why someone would do this instead of just using a toon shader though.

>> No.636853

>>636832
My experience in the past, using transparent shader killed illumination for toon shader objects inside the inverted hull. That's why I'm they are using the emission to get around that I believe.

>> No.636867

>>636853
Turn off ray visiblities for the hull object. You just want them to exist. You don't want them effecting lighting. The hull should only be visible to camera rays.

>> No.636869

>>636775
>Snap to vertex

Wot?

>>636778
>>636779

Thanks, that'll come in handy. But are planar faces necessary? I tried to model only with planar quads. It was infuriating and an outrage. It was like being a dog and told to piss in the corner in a round room. Some shapes are not possible in this universe with those restrictions. The more I think about it, the more I want to scream.

>> No.636922

>>636773
>I frequently end up with quads that aren't completely flat
It's literally completely fine. Most surfaces could not even exist with fully flat quads. You would literally only be able to make surfaces that are either flat planes or surfaces folded on one angle only. Things like terrain or faces or bodies or fucking anything wouldn't be mathematically possible with all flat quads.

>Will this affect lighting
No. Normals are calculated per-vertex. A non-flat quad will have all its vertices' normals point in the direction of the average face normal and be shaded as if it were a flat quad.

>or animation and how do I fix it?
Yes it may affect animation. There are always two ways for a quad to turn into 2 triangles. The 3D software does it automatically, but if you bend a shoulder far enough it may choose to triangulate a different way and give a popping artifact around the armpit, for instance. The fix is to triangulate the model yourself before applying the animation so you won't get the popping artifacts.

>> No.636923

>>636869
>>636778
"Make planar faces" isn't guaranteed to work on all or even most surfaces. It's there to make them as flat as it mathematically can, and is only a cheap cop-out way of fixing quads that are extremely non-planar. It also isn't even worth it because you lose geometric definition and make your model look jaggier.

Non-planar quads aren't even an issue unless it's over-the-top. You should make things more or less planar-ish, but achieving perfect planar quads for everything is a mathematical impossibility.

And don't worry about shading. Worry about how it would be triangulated. If they're more or less planar then when the 3D software triangulates it it won't give you surprises. (As in each quad has two possible ways of being triangulated.) Shading is done per-vertex and follows the average face normal as if it were a flat quad even if it isn't.

>> No.636930
File: 55 KB, 1200x675, DEDHLpYWAAENg4O.jpg [View same] [iqdb] [saucenao] [google]
636930

I've been learning to rig and I keep getting mad and doing something else when it comes to weight painting. ESPECIALLY THE LEGS.


I can't seem to wrap my head around painting the legs through upper leg down to toes and not have it smear and fuck up.

Which parts should be weighted with other parts? I was hoping a diagram exists for people who have trouble with this.

>> No.636953
File: 135 KB, 300x400, humane_rigging_dvd_cover.png [View same] [iqdb] [saucenao] [google]
636953

Is this still a valid intro to rigging in Blender or is it completely outdated by now? It's from 2012 but has good reviews.

>> No.636970

>>636754
where can I get that shader?

>> No.636980

>>636930
Download a pre-weighted rigged model. You can look over what they did to get an idea of what faces should be weighted to certain bones. There are a lot of high quality rigged models that are available for educational purposes only.

Also, if your models are similar to these pre-weighted models you can use the transfer weights function in weight painted to get a weighting base to build off of (I doubt it would be perfect, but its a lot easier than starting from scratch).

>>632683
I'm currently transferring animations from one rig to another. The original rig doesn't have a(or doesn't utilize its) root bone, and instead it moves the armature object itself.

Should I transfer the object keyframes onto the root bone? If so is their an easy way to do it? The only way I've been able to figure out is to manually copy each keyframe type from one to the other. This feels needlessly tedious when the outcome is literally identical.

>> No.636981

>>636980
Oi, no bump? What is this 1984!?! My free speech is being oppressed!

>> No.636982
File: 129 KB, 960x540, InvertedHull and Cell Shading.png [View same] [iqdb] [saucenao] [google]
636982

>>636867
Ahh, I was able to get it to work with that. I also tried again with EEVEE. Seems toon shader doesn't work but it has a Shader to RGB converter node now that can achieve the same affected.

>> No.636984

so let's say you want to add some variance like dust or dirt on a generic surface (e.g. a table, a wall). What do you do besides grabbing a roughness texture and fiddling with a color ramp?

>> No.637131
File: 848 KB, 960x540, RoZe.png [View same] [iqdb] [saucenao] [google]
637131

I followed some advice here, does this look better?

>> No.637132

>>636621
>>637131

>> No.637162

>>633726
really ? Tell us more anon.

>> No.637164

>>633966
The standard cube has separated faces, join all faces first

>> No.637166

>>635153
At least make the jaw loop

>> No.637168

>>637164
>t. brainlet

>> No.637333

>>637168
I admit I was wrong

>> No.637501
File: 236 KB, 1827x954, Untitled-1.png [View same] [iqdb] [saucenao] [google]
637501

>>632683
How the fuck do I make this look not so clumpy?

>> No.637531

>>637501
You could look at an actual eyebrow first for a start. It looks like a literal piece of shit because your strands are quite clearly WAY too thick. Try zooming to fill the viewport if you post a screenshot in future.

>> No.637552
File: 5 KB, 241x209, index.jpg [View same] [iqdb] [saucenao] [google]
637552

How do i add tiny grooves without shitting up the model with bevels?

I'm trying to make a glock and they're covered with them

>> No.637586
File: 470 KB, 1000x668, 843-52[1].jpg [View same] [iqdb] [saucenao] [google]
637586

how do i approach something like this? the circular nature of the structure is giving me nightmares

>> No.637624

>>637531
Not mine, I was trying to optimize it (and the rest of the model) to make it workable for 2.79 from an earlier version (2.57). This is what it comes out as whenever I look at it through the render viewport.

Model is this:
>https://www.blendswap.com/blends/view/7093

>> No.637625

>>637624
It actually looks more like an eyebrow and not a hairy piece of shit when not in rendered mode, so that's why I asked in the first place.

>> No.637626

>>637625
Hold up, my mistake, it's the upper eyelashes, but the same problem persists with the lower lashes, brows and the hair itself on that model.

>> No.637820

>>633622
You are a Retard.
All of this is bog standard shading and modeling easily in the grasp of an intermediate user.
go shove your yearly $3,675 dildo up your ass and cry into your ramen pillow.
>>633672
Except we don't pay for our software unless we donate (which I do willingly from my paycheck), where as you faggots are directly responsible for ballooning AAA budgets, and unparalleled retardation due to not reading the goddamn books on modeling and rendering.
You faggots make shit bad for everyone by clinging to shit software that should be an open language. So no you can fuck right off with sucking "we fucked flash" ad0be, and "No, your student version is not your's..." autode$ks $50(ad0be) and $3000 a year cocks as you drown in a 22.6 gb cum-load of stank. while we "blend-lets use a 3d software that doesn't require second mortgages and only uses a paltry 512 mbs to do 95% of autodesk with plugins + compositing + sculpting +fluid Sim.
Go back to your shit-eating. You seem to enjoy it.
>>633751
Based on the fact Autodesk approached Big Ton regarding their shit fbx standard, I'd say it is more gallows laughter.
>>634289
Any single model above 1+ m poly pre-SubD is bad modeling by principal, period.
Sculpting is for retards who never learned basic modeling and for normal maps/detail maps not for production renders or *any* model used for animation or games.
No one this stupid runs a business where render time is money, and if you are you should seriously reconsider you actions
>>634719
Fuck yes! Thanks for the link!

>> No.637822

>>637552
Sub-D that shit bro.
Loop cuts are your friend.
>>637501
lol wow
>>636953
Yep. Rigging hasn't fundamentally changed in 20 years, DESU, bendy-bones/autorigging make it easier but yeah get a cloud membership, or look on youtube(it is CC-BY).

>> No.637824

>>636869
That lil magnet icon. read the manual.
>>633881
Corrective smoothing modifer?
>>633848
no you can go to 60 or higher. you have to change your target rate.

>> No.637826

>>636442
the ghost in the pic has rustling. You can pin the cloth to the head and put a wind force to "rustle the cloth. I recomend a small wind upward(very small to get the billowing, and a side wind to push the cloth to the side.)
The rest is easy. Boolean those eves or hover them infront of the cloth, and hide the cylinder from render in the outliner.
then either add hands with a volumetric shader or a point density, or just get creatively lazy and photoshop some spoopy hands in to the pic.

OR you could make a stick armature and do the same in 15mins

>> No.637827

>>637131
Much but still needs slight gloss.
right now it looks like plaster.
Use multiscatter-ggx and reduce the roughness to get dat fuzzy flower feel with the principled shader. other than that the vein/cell texture looks pretty good

>> No.637828

>>634764
>marvelous designer
>$ 490.00
>cost of xbonex for fucking baby cloth maker
Why not be helpful instead of being a shill for retards.

>> No.637829
File: 997 KB, 320x180, no.gif [View same] [iqdb] [saucenao] [google]
637829

>>637828
>/home/nick/Downloads/no.gif

>> No.638010

>>637820
>Fuck yes! Thanks for the link!
In that case you'll really enjoy this - volumetric Mandelbulb in Eevee using only math nodes: https://youtu.be/WSQFt1Nruns

>> No.638588
File: 183 KB, 1335x630, whyyyyy.jpg [View same] [iqdb] [saucenao] [google]
638588

This is driving me crazy.

Whenever I try and rotate the bone for the eye that I've made it rotates, but also squishes and scales in.

I have no idea why it's doing this. the weights are only on the eye/

>> No.639024

>>633618
because im a cheapo and its free
and it literally is just as capable as 3ds max
the only reason people shit on it is because they pay money for what they do and then people can make things almost as good as them, for free.

>> No.639025

>>633830
yeah. but seriously who fucking cares, use god damn normals at that point, it saves you time and literally looks the same

>> No.639026

>>634143
>>634140
>>634138
>samefag
someone's insecure that they spent money when they could have just downloaded a free program.
I've never used maya or 3ds, but I'm sure they are easier to use, can have more polys in the viewport, etc. etc.
But who fucking cares? Blender is just as powerful as either for anything, really, who the fuck cares what your viewport fps is you impatient fuck, the point is that your model and render quality is good. why does everyone have to sperg over what program is better? who fucking actually cares? if it can make a model, the model looks good, and the render looks good, it works for me.
for the record, you dont need a 5m poly model, just use fucking normals. it saves you hours of render time.

>> No.639124
File: 373 KB, 640x360, 2018-08-23 19-33-28.webm [View same] [iqdb] [saucenao] [google]
639124

How do I do this on a cylinder?

>> No.639216

>>633827

What kind of absolute potato pc must you be running for blender to fail at 100k?

Even back during the 2.4 days blender could handle 1m running an old 9600 GT.