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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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File: 623 KB, 1920x1444, 1dc1c7609ecb2394858b203558e60d44a7510c3a.jpg [View same] [iqdb] [saucenao] [google]
722942 No.722942 [Reply] [Original]

Previous thread: >>720465

>> No.722943
File: 1.27 MB, 1280x720, 1580335759577.webm [View same] [iqdb] [saucenao] [google]
722943

reminder that the pablomon is a complete madman

>> No.722945
File: 288 KB, 1080x1080, 1580253838715.jpg [View same] [iqdb] [saucenao] [google]
722945

>>722942
https://youtu.be/-lvx3NB5icE

>> No.722946

>>722945
this is not the DAZ general

>> No.722947

>>722942
nice sub-surface scattering on leaves

>> No.722948

>>722943

damn.. this is a fucking magic level here. imagine what animators can achieve with this shit here..

>> No.722949

>>722948
I think actual cloth simulation would be more suited for animation than this sculpt brush

>> No.722951
File: 8 KB, 200x200, pablomon.jpg [View same] [iqdb] [saucenao] [google]
722951

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

https://twitter.com/pablodp606/status/1223060180344147970

>> No.722955
File: 794 KB, 1920x1080, Array Control.webm [View same] [iqdb] [saucenao] [google]
722955

Anyone know of a good way to control arrays in a way you can just drag an empty and it adds objects like dragging the corner of a rectangle?
Webm related is what I came up with, but it only works on one axis (still useful when I've got multiple objects that have arrays and need to match up). Ideally, I'd want to have 2 arrays set up to where I can drag the one empty vertically, then horizontally and it fill that space. I could do it with 2 empties I guess, but it'd be nice to just drag 1 empty diagonally and have the arrays fill the space. Like just saying "this is the area I want it to fill".

If anyone knows a better solution than what I've got going on here I'd be all ears. Drivers are a bit fucky. Or at least I'm not super great at using them.

>> No.722959
File: 34 KB, 562x224, 2020-01-31-1580445746_562x224_.png [View same] [iqdb] [saucenao] [google]
722959

>>722951

>> No.722961
File: 17 KB, 384x111, 2020-01-30-1580398205_384x111_.png [View same] [iqdb] [saucenao] [google]
722961

>>722959

>> No.722963

>>722943
I told you guys he will not stop until Blender is a waifu making machine.

>> No.722964

>>722951
Rest in pepperonis, Marvelous Designer

>> No.722967

>>722951
oh no no no no
afx lab btfo

>> No.722969

>>722964
B-but I sold my house to buy marvelous designer, surely it must be better?

>> No.722972

>>722959
>Furry
>Tranny
>pronouns in bio
Blender is fucked, only a matter of time until they target a dev for not pandering to them.

>> No.722974

>>722972
Blender can always be forked. Nothing is preventing you from creating your own Nazis-only Blender.

>> No.722976

>>722974
ugh no thanks I dont want to have to listen to some weirdo bitch about Israel.

>> No.722979
File: 171 KB, 892x532, ez.png [View same] [iqdb] [saucenao] [google]
722979

is there a hotkey for changing which object you have selected??

im starting to get ok with grease pencil and at first i would just use the right mouse button to set the cursor where i wanted to draw but as others have told me, drawing onto a 3d mesh is more versatile and easier to judge. The problem is that selecting the mesh in the objects tree is annoying. How could i make selecting a mesh object as easy moving the 3d cursor (literally clicking the right mouse button?)

do i have to script it?

>> No.722980

>>722979
Alt+Right Click (or whatever your select button is). It'll pop up a little list of what you can select under the mouse cursor.

>> No.722982

>>722980
thx

>> No.722985

>>722951
standardlets on suicide watch

>> No.722986
File: 11 KB, 144x121, 2666.png [View same] [iqdb] [saucenao] [google]
722986

>>722974
>Blender can always be forked. Nothing is preventing you from creating your own Nazis-only Blender.

>> No.722988

>>722967
I always see him shilling his pay addons, sometimes even looking a bit passive aggressive while doing it but haven't seen anyone using his stuff yet

>> No.722989
File: 25 KB, 440x396, 144573984782.jpg [View same] [iqdb] [saucenao] [google]
722989

>use CREATIVE COMMONS LICENSE music in your new grease pencil demo
>Youtube STILL blocks your audio because it is still possible for some scammer turd to copyright CC music because YT devs literally do not know what they're doing
YT is a fucking dumpsterfire of a site

https://www.youtube.com/watch?v=4vcAxT9q78I

>> No.722990

>>722989
when people start copyright claiming their own videos to not get demonetized, you know something is wrong

>> No.723014
File: 120 KB, 592x535, pic.png [View same] [iqdb] [saucenao] [google]
723014

>>722951

>> No.723016

>>723014
Delusional blendlets

>> No.723019

>>722986

>I have no technical skill and have a room temperature IQ, reeeeeeeeeeee. Things I don't understand scare me, reeeeeeee.

>> No.723020

>>723014
>implying

>> No.723023
File: 685 KB, 1223x960, array_drivers_20200131.png [View same] [iqdb] [saucenao] [google]
723023

>>722955
I'd use drivers on the array counts defined by the x and z (or whichever plane you want) positions of the empty, something like this, where the "/2" in the driver is because the cube is 2 units across in that dimension (and so should change depending on the size of the source object.)

>> No.723024

>>723014
lmao

>> No.723029

>>723016
Yeah, a blendlet worked on God of War.

>> No.723034

>>723029
Big deal, as did tons and tons of Mayafags and 3dslets

>> No.723041

>>723019
woosh

>> No.723050
File: 169 KB, 315x449, example 2.png [View same] [iqdb] [saucenao] [google]
723050

Guys how would I go about separating the fingers without using boolean? New to blender and 3d modeling in general. I'm surprised there's no sculpting tool that can draw cavities/holes/gaps in this program.

>> No.723055

>>723023
Works beautifully. Thanks. I just really can't wrap my head around drivers all that well. I mainly just use them "as is" with the value I want it to be at being its position.
This should be useful for things like buildings. Set the caps for the top and bottom and the sides, and you could drag out buildings at any size, or shit like parking lots and parking garages.

>> No.723056

Are there any good texture tools for blender? Something like substance painter. I normally use PS.

>>723050
I don't know anything about sculpting, but I would select the edges in edit mode, mesh>edit>edge split to give each fiinger a copy of the edge that you can then move away.

>> No.723058
File: 82 KB, 1300x956, wide-spread-fingers-open-hand-copy-space-HA65W5.jpg [View same] [iqdb] [saucenao] [google]
723058

>>723050
Cut the fingers >sculpt one >duplicate 4 times > merge, also pose them this way instead of that

>> No.723075
File: 55 KB, 200x200, pablomon_criticalmass.png [View same] [iqdb] [saucenao] [google]
723075

https://twitter.com/pablodp606/status/1223394545456599041

>> No.723077

>>723075
>12:56 AM
>Friday night
ONE OF US ONE OF US ONE OF US ONE OF US

>> No.723078

>>723077
well yeah.
he solely catapults things forwards so he can make his 3D waifus exactly the way he wants. that's his only driving force. the only thing that truly matters to him.

>> No.723089

>>723075
Everyone jizzing themselves in that thread.
Blender is free, most 3d artists use more than 1 tool.
ZB for everything it's good at then hop over to blender to do some drapery.
This does not mean 'blender has won' (whatever that's supposed to mean) at most it might become the go to for that particular type of work.

>> No.723113
File: 209 KB, 604x613, 152036333958.png [View same] [iqdb] [saucenao] [google]
723113

https://twitter.com/BlenderDev/status/1222916992136511489

>> No.723133

New BNPR Show
https://www.youtube.com/watch?v=yNnZTThxBbE

>> No.723137

>>723089
the fuck are you babbling about?
I jizz because it's fun to use. software war babbies can go eat shit, I don't care who is using what.

>> No.723148
File: 27 KB, 222x197, pablo.jpg [View same] [iqdb] [saucenao] [google]
723148

https://twitter.com/pablodp606/status/1223663016811618307

that fucking pokemon is on fucking fire

>> No.723161

>>723050
Did you try mask slice (under the mask menu)

>> No.723173
File: 3.24 MB, 480x475, 1572707794905.gif [View same] [iqdb] [saucenao] [google]
723173

>>723113
and yet still no boolean eraser, blob brush, vector-based paint bucket tool

>> No.723193
File: 914 KB, 330x330, Rollout.gif [View same] [iqdb] [saucenao] [google]
723193

>>723148
Must've used rollout because that Spheal cannot be stopped.

>> No.723197

>>723173
There are already people asking for normal vector-editing workflow so we MIGHT get the full package.
Not sure if they will kuck to the Inkscape team though (like Krita does with GIMP) trying to avoid eating away their userbase.

>> No.723200
File: 2.76 MB, 1280x720, 1565722448027.webm [View same] [iqdb] [saucenao] [google]
723200

>I added a new deformation mode to the Cloth Brush that changes dynamically the original dimensions of the cloth during the simulation.
This way you can create the effect of stitching a large piece of cloth to a smaller one by using the sculpt mask.

>> No.723206

>>723200
>literally a garter making brush
>working on friday/saturday evenings and nights on it
holy shit, he REALLY puts all his effort into it for his waifus, doesn't even try to hide it at all

>> No.723207

>>723206
You fool, it's a touhou silly hat generator

>> No.723211

>>723207
thinly veiled deception!

>> No.723212

So when is Eevee getting object motion blur?

>> No.723226

what's the shortcut name for moving the 3d cursor with buttons?

like i want to set it so that my scroll wheel moves the cursor in the z axis or what not

or maybe set 6 buttons for each respective axis.. that way i dont have to click on the n view tab to make adjustments to the position

>> No.723227

and furthermore id like to transform mesh objects the same way

>> No.723229

>>723212
Can't really tell, development targets move too fast.

>> No.723230

>>723016
>>723034
>he doesn't know who Rafael Grasseti is
fucking newfag

>> No.723238
File: 13 KB, 314x78, 2020-02-02-1580622761_314x78_.png [View same] [iqdb] [saucenao] [google]
723238

>>723200

>> No.723240

Pretty sure the guys at Autodesk are happy once their shift is over, can go home and won't touch work in their free time. Especially not at Saturday night.

>> No.723241

>>723238
fuck off pablo, leave pablo alone

>> No.723242
File: 89 KB, 1200x630, satoshi.jpg [View same] [iqdb] [saucenao] [google]
723242

is there a way to move/adjust grease pencil bezier curves after you rotate the view?

as of right now rotating the view is the same as pressing enter so if you properly want to get a curve into the right spot you have to use a bezier curve object then convert it to a grease pencil stroke

>> No.723357

>>722949
Still, it's pretty damn impressive either way.

>> No.723363

>>722949
He made it to quickly pose his waifus.
The madman does not care about animation.

>> No.723400
File: 55 KB, 660x680, 1575039740873.jpg [View same] [iqdb] [saucenao] [google]
723400

okay, I've tested the whole sculpt+remesh workflow. it's total bullshit for me.
you're basically forced to start out really low poly and then incrementally up the resolution for the _whole_ sculpt the more details you want to put in. when you start doing things like eyelids you've reached a resolution that at minimum has 1 million poly FOR THE HEAD ALONE.
with dynamic subdivision I can for example rough out everything first but also already add things like defining head features and eyes (which is at least to me really important in my creative flow). I often get inspired by medium high density features I put in when I get an idea, especially in the head area.

if I want to have the same freedom with the remesh/more or less fixes resolution mesh, I'm facing a ~20m poly bodysculpt which is an absolute pain in the butt to handle, especially when you decide to steamroll some area you've fucked up and it's tedious because the smoothbrush (even maxed out) barely works on large really high density areas. meanwhile smoothing works really quickly from low to semi high density.
another possibility would be to keep bodyparts separated and merging them later but that just feels disgusting.

>> No.723405
File: 124 KB, 575x335, RemeshOptions.png [View same] [iqdb] [saucenao] [google]
723405

>>723400
Use adaptivity

>> No.723408

>>723405
good idea but it completely wrecks the symmetry, causing ugly asymmetrical mesh density lumps and you won't be able to get any smooth surface while working so it's way way worse than dyntopomesh and basically useless.

>> No.723410
File: 453 KB, 719x369, test.png [View same] [iqdb] [saucenao] [google]
723410

>>723408
here for example:
left side is adaptive remeshing and the right side dyntopo with 3 different density settings. it's way more predictable and smooth-able than what ever the remesher in adaptive mode is trying to achieve there.

>> No.723411
File: 147 KB, 1920x1080, 2b5764f75b0e1fc13558d672da0b39a4.jpg [View same] [iqdb] [saucenao] [google]
723411

>>723408
You can split the body in diferent parts with diferent density and merge at last, that's what I do and it is great to pose the sculpt too, you can also wait for polygroups in 2.83-84.

>> No.723412

>>723411
>you can also wait for polygroups in 2.83-84.
wait, that is planned? didn't know that.

>> No.723414

>>723412
it is called Sculpt Face Groups
https://developer.blender.org/D6070

>> No.723416
File: 128 KB, 239x372, pleasant.png [View same] [iqdb] [saucenao] [google]
723416

>>723414

>> No.723419
File: 184 KB, 588x545, Capturar.png [View same] [iqdb] [saucenao] [google]
723419

We got the man on our side.

>> No.723421

>>723419
People like that are just riding on the stupid ass Twatter hype for attention.
Being happy about updates and progress is one thing. Hyping shit up and blowing it completely out of proportions is something else.

>> No.723424
File: 12 KB, 564x117, a.png [View same] [iqdb] [saucenao] [google]
723424

>>723421
yeah...

>> No.723429

https://twitter.com/pablodp606/status/1224119783651774464

>> No.723438
File: 735 KB, 638x954, 1527544018920.png [View same] [iqdb] [saucenao] [google]
723438

>>723429
I want to FUCK that brush

>> No.723648

Why the FUCK is Blender not saving unused materials? I want to create a few default materials for my startup file, but if they're not applied to anything in the scene, they simply don't get saved. W T F.

>> No.723651

>>723648
Click the little shield icon next to the material's name in order to keep it around even if it's not being used by anything, because otherwise it'll be assumed obsolete and won't be saved. It's an age-old bit of behavior of the program that most people don't notice until it starts chewing up their actions for animation, but if you're making other kinds of default assets to keep around without necessarily being used, you're going to want to "add fake users" to all of them.

>> No.723652

>>723651
Oh shit, thanks!

>> No.723654
File: 52 KB, 546x550, 1580224256034.jpg [View same] [iqdb] [saucenao] [google]
723654

Ive never done 3d. Thought I'd start using Blender because its free. I see this Pablo guy and all his stuff. How does one get it? Branches? Builds? What are those? Some assistance would be appreciated.

>> No.723667
File: 790 KB, 1740x1515, unreal engine blender add on.png [View same] [iqdb] [saucenao] [google]
723667

>>722942
Unreal Engine is releasing a new add-on for Blender.
https://forums.unrealengine.com/unreal-engine/events/1715661-blender-to-unreal-tools-part-1-february-6-live-from-hq
>Blender is getting more powerful by the day, and to improve the Blender to Unreal Engine workflow we're developing a "Send to Unreal" add-on for Blender. Epic's Kaye Vassey and James Baber are the developers behind this tool, and they'll be joining us for this episode of Inside Unreal to demonstrate this new workflow.

>This will be the first in a series of Blender-related streams in 2020, so make sure you tune in this Thursday, and keep an eye out on our forums for more in the near future!

>> No.723670

Guys question, everytime i try to boot up blender it takes a while to load, then it says that my driver have stopped working, and then it gets stuck.

>My Drivers are an AMD Radeon 7600/7500 and they pretty much stop being supported

>> No.723671

>>722942
Considering the fact that Andrew is based as fuck, how likely do you guys think it is that he browses here?

>> No.723673

>>723670
Might have to stick with 2.79

They removed compatibility with antiques in 2.8.

>> No.723675

>>723673
But i used 2.8 and i didn't had any issue, weird that all of a sudden it doesn't work
i should also note that the issue i got it from 2.81 after i used it, and then after moving to 2.81a it doesn't seem to fix the issue

>> No.723679
File: 1.72 MB, 209x191, 1496390888993.gif [View same] [iqdb] [saucenao] [google]
723679

>>723670
>they pretty much stop being supported
You answered your question yourself.
And holy shit, why are you even trying to do this with an almost 2 decades old computer. You find 2013 PC literally in the dumpster. Get one.

>> No.723680

>>723670
You can probably find cards that support OpenGL 3.3 just by digging through the local dump.

>> No.723681

>>723680
>Radeon 7600
The ATI Radeon 7500/7600 came out in fucking 2001. If the rest of his system is from the same period he won't get far either way.

>> No.723692

>>723667
Neat

>>723654
Because blender is open-source its development is pretty decentralized. blender.org hosts the current stable version as well as betas of future versions. Graphicall hosts links to experimental blender versions (branches) which often contain the latest cutting-edge features but which may be buggy and may not contain features from other branches. But these changes usually end up making it into the stable and official releases after a while.
As I new user I'd recommend you stick to the stable version for the time being.

>> No.723693

>>723692
Alright. Thanks, friend.

>> No.723695
File: 942 KB, 366x278, a_remarkable_journey.gif [View same] [iqdb] [saucenao] [google]
723695

>> No.723704

>>723421
cope

>> No.723724
File: 1.59 MB, 2560x1440, Unbenannt.jpg [View same] [iqdb] [saucenao] [google]
723724

what's happening with my texture ?

mapping mode dosen't change anything.
any tips would be more than welcome

>> No.723725
File: 464 KB, 1064x600, Fucked Shoulder.png [View same] [iqdb] [saucenao] [google]
723725

Anons, What's wrong with my rig?

>Please help

>> No.723729

>>723724
I'm presuming the parallelograms are the problem, because they look like z-fighting: you probably have overlapping geometry there, so get rid of the extra. The standard way to do this would be to, in edit mode, select everything in the affected area, then merge vertices (by distance.)

>> No.723730
File: 43 KB, 528x373, file.png [View same] [iqdb] [saucenao] [google]
723730

>>723679
>>723681
I am from europe, and even then i am considering building my own pc once i get the money for it
Secondly despite what dumpster/trash can you guys recommend they only put broken cards stuff despite some places being a bigger dump near the streets
also i have to correct myself you all a little bit, my card is actually a 7610 and the modernest version of Opengl that it can run is up to 4.2
and yet i do not know why it didn't work before that...

guess a downgrade is in order

>> No.723732

>>723729

thanks alot, I was lazy and modeled them pretty messy so you might be right !

I'll try this right away

>> No.723733

>>723724
>>723729

crap, it didn 't work, i went in and remodeled them from ground up with a different workflow and the problem presists

>> No.723734

When I render in Cucles with CUDA my videocard loaded on ~20%.How fix it?

>> No.723735

>>723734
increase tile size

>> No.723736

>>723733
What does your wireframe look like? Are there sections of greater opacity where the problem shows up than where it doesn't?

>> No.723737

>>723735
i increase.1 tile now render ~1 minute but videocard not 100% usage

>> No.723738

>>723737
For GPu I believe 256-512 recommended

>> No.723739

>>723738
i use 512 in 4k but 60% max.Why?

>> No.723740

>>723737
also enable CUDA/OpenCL
Install CUDA/CL drivers if grayed out

>> No.723741
File: 1.30 MB, 2560x1440, Unbenannt.jpg [View same] [iqdb] [saucenao] [google]
723741

>>723736

I actually think it looks fine mesh wise.

this is the sloppy version after clean up.

I modeled it from cubes and then deformed it sligtly by hand to get a more soft fabric like look.

>> No.723742
File: 2.02 MB, 2560x1440, Unbenannt2.jpg [View same] [iqdb] [saucenao] [google]
723742

>>723741

for the other version i used a super weak displacement deformer with a noise texture and then reapplied a sub d

>> No.723743

>>723742
>normal texture
>color space: srgb
might want to switch that to Non-Color

>> No.723744

>>723743

that's the one, thanks alot !

>> No.723762

has any anon tried out that x-muscle addon

>> No.723763
File: 2.42 MB, 264x480, AlienModelTurn1.gif [View same] [iqdb] [saucenao] [google]
723763

Made the Alien dude from the SIAMÉS "Mr. FEAR" Music video, had a lot of fun making him too.

>> No.723771

I want to post webms, but the webm output doesn't play in my media player. Do your webms play okay when you post them here?

>> No.723773
File: 502 KB, 1920x1080, skeletonguy1walk.webm [View same] [iqdb] [saucenao] [google]
723773

>>723771
Had to make a webm online, anyway,

these are my first complete low-poly animated characters. The only part I didn't make from scratch is the rig, made with rigify (and I think it shows). I'm just glad I made them walk in a competent manner.

(1/2)

>> No.723774
File: 410 KB, 1920x1080, fairygirl1walk.webm [View same] [iqdb] [saucenao] [google]
723774

>>723773
(2/2)
The animation pauses momentarily before going back to frame 1 and I'm not sure what I'm doing wrong.

>> No.723776

>>723774
set the keyframe interpolation to linear to stop it from slowing down at the last frame

>> No.723782

What could I do to exercise/practice more in blender? Any good sites for such thing? I know all about its tools but with the lack of practicing everything that I do in this program looks like some high school project from 2002.

>> No.723794

>>723774
The start and end frame are the same. Just lose one frame by changing either the start frame or the end frame.

>> No.723795

>>723771
If you can see webm here you can just open the files in your browser.

>> No.723843

I'm trying to make a glass pane with parts of it covered up by a sticker but the texture alpha removes the reflection, is there a way around that? Just removing the alpha from the node makes it totally opaque.

>> No.723844

>>723776
thanks, that seems to help a bit, fiddling with easing types also seems to fix it (I'm a mathlet, so I just go with my gut)
>>723794
I tried to wrap my head around what you said and finally got it. In case someone has the same problem, I keyframed the second-to-last frame and just deleted the last one, making the second-to-last one the new end frame, now it works fine. Thanks, anon.

Now, the next challenge is actually exporting these, because I tried exporting them both as fbx and then reimporting them together again to a new blender scene (I wanted to make them walk side-by-side) and witnessed an abomination.

>> No.723845

How do you reduce noise in cycles?
I've tried just about everything from clamping to longer render times and the denoiser, but it just seems like cycles always spits out noise no matter how you approach it.

>> No.723846

>>723845
Post your file or at least a screenshot of what you're working with.
Sometimes it just can't be helped. Cycles is pretty noisy overall and sometimes it struggles with rather simple scenes.
Make your lights brighter/add more lighting, make the rendered image darker in post-production if needed.
Turn off caustics if you haven't tried it already and you don't need them.
Try increasing number of bounces, especially if your problem is shit like glass and volumetrics.
Try direct light clamping if you haven't tried it already, start with 100 or so.
Add light portals if light in your scene is supposed to come in though windows or something like that.
Render at 2x/4x/8x resolution then scale it down to your target resolution.
Pirate E-Cycles (if you have a CUDA/OptiX GPU), besides rendering much much MUCH faster (so you can either save a big amount of time or use many more samples) it has better denoising tools.

>> No.723850

>>723845
The big two things are sample count and denoising. Sometimes you just need to spend the extra time and render it at 4K samples also using a denoiser like the new intel one can also make the final touch of smoothness or even make lower sample counts viable

>> No.723857

>>723846
Dont have access to the files atm because i'm in a different computer.
But basically, it's an interior scene with light coming through a window, grain seems to be worst in darker areas where AO would occur.
I've tried increasing bounces and rendering at 4x resolution and although it did improveit usually implies very long render times.
I will try your other suggestions, thank you.

>> No.723859 [DELETED] 

Is there a way to get rid of all loose material nodes not connected to anything?

>> No.723861
File: 2.03 MB, 1920x1080, 20200203_operball2020_3.png [View same] [iqdb] [saucenao] [google]
723861

for some reason my hdri is messed up.
it seems to be cut off in the top part of the image and i feel like it is "too round"

anybody know what's wrong ?

also, i put pointlight inside those hanging lamps.
it works out fine except for the weird reflection in the window.

is my approach wrong or can i somehow fix this ?

>> No.723894

>>723410
My workflow is, remesh until I get a good low poly base_mesh, and dyntopo from this point forward and it works and I don't get a 20KK polys mesh.

>> No.723896

>>723763
YOU WORKED ON THAT CLIP?

>> No.723904

tutorials on faces and heads?

>> No.723910

>>723667
Anyone have the crib notes for this presentation? I couldn't stand the tranny...

>> No.723911

>>723861
You could post the hdri, or even just a tiny jpeg of it, so others can take a look at it. Otherwise make sure it is a proper equirectangular or mirror ball map and select the right one in the options.

As for the lamps, as far as I know they will always have a reflection. I guess you could reduce the size of the lamps and adjust their strength so the reflection isn't so noticeable.

>> No.723941

>>723667
>>723910
This add-on is primarily to help indie devs who have been begging for better compatibility with store bought asset stuff.
-Plugin is not out yet, they say sometime this year it will be released and hopefully open source.
-Primarily for meshes, rigs and animation.
-Plugin sets measurement units to cm because that is what UE4 uses.
-Basic FBX import export that will update as soon as you send it.
-Most of the stream is explaining how to use various export features and how to avoid problems that can occur.
-Future streams will cover rigify and other features like animation and best practices for workflow.
-No alembic support for plugin yet because UE4 is very limited in how it imports stuff.
-No shader node network that is shared.
-No support for custom collision made by hand in blender yet, till then you have to do it in UE4.
-No particles from Blender to UE4 yet
-They will prioritize future features based on community feedback.

The trans person seems to be the biggest Blender supporter and says many people at Epic use it.

>> No.723971

Anyone know why Manuel Bastioni add-on is so fucking slow? Is it badly optimized or something?

>> No.723979

>>723971
blender is a piece of ass fudge, that's why

>> No.723986

Is there any point of using "look" settings inside of color management? You know, those ranging from "very low contrast" to "very high contrast". I don't know if it will affect the render negatively.

Or is the point of those only to help while working, but you should turn them off when rendering? I mean, you could achieve the same thing in post later on, anyway.

Additional thing I noticed - how come physical camera is so rare in renderers? There isn't one in Blender, but I also realized there isn't one in Arnold in Maya either. I only know it exists for Vray. Can everything still be achieved with regular cameras though?

>> No.723994

Anyone know of any good tutorials on animating in blender? I can just randomly find one, I'm sure, but I don't know if they will be good or not. Halp.

>> No.724065

Is it possible to bake specular and roughness maps into images i can export to games based on the materials i have already applied to my model?

>> No.724077
File: 112 KB, 577x841, ss.png [View same] [iqdb] [saucenao] [google]
724077

>>723910
lmao

>> No.724078

>>724077
What's with all the mentally ill people in tech?

>> No.724079

>>724078
Tech people are too beta to tell them to fuck off.

>> No.724123

>>724065
Anyone? I'd settle with a yes it's possible so i know i'm not wasting my time experimenting.

>> No.724125

>>724123
Your question is not very clear English but "yes".

>> No.724130

>>724125
I want to bake maps for export using materials already applied to my model in blender, mostly diff, spc and rough.

Just baking selected model to a texture doesn't seem to work.

>> No.724135

>>724130
I figured it out, didn't realize i had to have the output texture on every material.

>> No.724138

Does anyone have experience modelling objects and then linking them into a larger archviz scene? Can I run multiple instances of Blender, save my model in its own file, and it immediately updates in another instance where that model is used in a larger scene? Last time I looked into this, it was flawed in some way. I can't remember what the deal was.

For example, a room with a chair. The chair is in chair.blend and the room is scene.blend. The chair is linked into scene.blend and any updates to chair.blend will automatically appear in scene.blend.

>> No.724140
File: 243 KB, 1268x509, help.jpg [View same] [iqdb] [saucenao] [google]
724140

Why is it that part of my scene disappears when I turn to camera view?

>> No.724141

>>724140
Increase the Clip End in the camera settings.

>> No.724142

>>724140
https://blender.stackexchange.com/questions/18286/objects-disappear-when-looking-through-camera

>> No.724145

>>724141
>>724142
Thank you so much!

>> No.724158

What do i need to use in the node editor to scale a normal map for a repeated pattern? I thought it was "mapping" but it seemingly only messes with the way light behaves in relation to the normal map rather than scaling the normal map.

>> No.724169

>>724158
Never mind, figured it out.

>> No.724173

how do I export blender 2.79 animation into blender 2.82?

>> No.724177
File: 81 KB, 1280x720, seinfelf.jpg [View same] [iqdb] [saucenao] [google]
724177

Bruh what am I missing for better photorealism?

>> No.724178

>>724177
More samples and noise filter.

>> No.724180
File: 9 KB, 240x180, george_costanza019.jpg [View same] [iqdb] [saucenao] [google]
724180

>>724177
It looks pretty good but I can't really see any of the details with such a low amount of samples and the low res.

>> No.724182

>>724180
>>724178
ya sorry bros im on my shitty little laptop atm, took an hour just to render that at 600 samples

>> No.724184

>>723986
>Or is the point of those only to help while working, but you should turn them off when rendering? I mean, you could achieve the same thing in post later on, anyway.
That's correct and the intended way to work. Keep your masters and your graded versions separate.

>> No.724185

>>724177
the table with the lamp looks like it has some nice beveling, but the other objects in the room (like the walls, countertop, coffee table) are straight lines and they look razor sharp

>> No.724186

>>724173
Just open the file? It should work unless the rig uses a python script that needs to be updated.

Otherwise if the rig works in 2.82 and the animation is just an action, just append the action. If you used the NLA editor, append the scene.

>> No.724188

>>724138
i can understand the temptation to do this, but you might want to reconsider.

you can use / on the numpad to enter a "local" view of the object which places it temporarily at the center of the world/scene (it only appears to; it doesn't actually modify your scene or object, just changes the display). that way you can model it like you're in a new blender file without all the clutter

but when you exit this view, the object is still where you placed it

use collections and view layers to get the rest of the organization you require

>> No.724195

>>724188
>>724138
um, you can also just add a new scene where you place/organize all your models, and then the render scene links to that data. never have to leave the instance you're in.

>> No.724203

>>724195
i didn't say you had to leave the instance, you turd for brains

>> No.724209

>>724177
jerry get denoise

>> No.724214

>>722942
I want to make a video game but I can't do art for shit. Where do I find good 3d modelers? Are there 3d modeling discords or something?

>> No.724237

>>724214
most devs use placeholder art until an advanced prototype is available, then they shop it around artists. nobody wants to work on someone's next vaporware. people will likely come to YOU if you make a prototype worth playing.

>> No.724297
File: 518 KB, 763x992, 1314715695937.png [View same] [iqdb] [saucenao] [google]
724297

Importing from 2.8 to godot is suffering, help.

>> No.724298

>>724297
I hear Godot takes a lot of patience.

>> No.724299
File: 129 KB, 922x794, what business is it of yours what version im on -blendo-.jpg [View same] [iqdb] [saucenao] [google]
724299

>>724298
The fucking """"Better"""" Collada exporter doesn't even work, what the hell?

>> No.724314
File: 20 KB, 890x437, shadows_eevee.jpg [View same] [iqdb] [saucenao] [google]
724314

why

>> No.724316

>>724314
normals, doubles, interior faces?

>> No.724320

>>724299
No, that message means that Juan didn't update his "better collada exporter" plugin for your 2.8x Blender yet. Go tell him your thoughts if you need it that badly

>> No.724321

eli5 eevee, workbench, and cycles?

>> No.724347

>>724316
It's just a flat plane. I always get those fucked up shadows when I bake indirect lighting in Eevee. Tried changing irradiance volume resolution but there has to be something else I'm missing here. Idk how to fix it

>> No.724348

>>724347
Try giving your plane some thickness

>> No.724350

>>724321
Eevee is a realtime renderer you can see in a Material preview mode, works similarly to game engines - fast, but has troubles reproducing everything 100% physically accurately, Workbench is a renderer optimized for fast rendering during modeling, and you can see it in Solid mode, and Cycles is unbiased, physically based, path tracing engine which is slow but gives the best looking results.

>> No.724356

>>724350
thanks man

>> No.724363

Shitty question. If I'm using an HDRi in eevee how would I make the shadows darker? Mess with the compositor?

>> No.724364

>>724347
Does it only happen when baking lighting? I suffer the same problem 2.81, my shadows get extremely blocky and glitchy in the viewport. I managed to find a workaround by increasing the viewport denoise a fuckton.

>> No.724375

>>724363
just a shot in the dark here...
have you tried turning down Strength in the Background node?

>> No.724393
File: 90 KB, 840x840, fuckin gotem.jpg [View same] [iqdb] [saucenao] [google]
724393

>>724297
>>724298
>>724299
mfw Epic gave godot a $250K just to fuck with Unity.
https://godotengine.org/article/godot-engine-was-awarded-epic-megagrant

>> No.724411

>>724393
More competition is a good thing.

>> No.724413

Anyone know how to use actions with a linked object?

I had figured I could just make an object in one file, make actions for it in that file, then import it (and the actions), to another and be able to just call on the actions in the NLA editor whenever I needed, but apparently I'm too smooth-brained to get it to work.

Is there a trick to doing this, or is it not actually possible? Seems like something that would make sense for a workflow to keep things organized.
I had tried to turn it into a proxy, but that didn't really seem to do anything at all.

>> No.724418
File: 32 KB, 930x88, Image 001.jpg [View same] [iqdb] [saucenao] [google]
724418

>>724413
Actually, I think I've got it figured out, though it's kind of fucking retarded.
Gotta make it a proxy, but when you do that, it doesn't automatically make an NLA track for the object. So you have to add a keyframe to add a track, and then linked actions "just work". Though I can't get things like material animations to work with it. I tried to do a test animation where I animate the mix factor of a mix node and saved it as an action, but got pic related when I tried to add it in the linked version. Honestly don't really know what it's trying to tell me. Just won't work.

>> No.724419

>>724413
You are doing something wrong.

Try it in a fresh file: Create a cube, add an action, keyframe, move the cube, keyframe, store the action (click the shield icon), save the file. Create a new file, link the cube, append the action, select the action in the action editor, push down to the NLA editor. Everything should work.

If this is a rigged character you are linking you need to have everything in a collection, link that collection, then make a proxy of the armature, then append the actions. Google if you need more info than that, I might be forgetting a step.

Also, you may be attempting to link an action. I don't think that works or what linking is intended for (rigged characters primarily).

>> No.724425

>>724419
Nah, it's not an armature or anything. It's a machine.
It's got idle animations of like pistons and shit like that, but also actions where the pistons speed up, or other parts of it move. It's not all one object, but a collection.

The method you described is exactly the test I did. Took a cube, animated it going up and down, saved the action as a single user. Opened up a new file, linked in the cube collection, created a proxy, and linked in the actions. I added a keyframe to the proxy cube, which opened up the little bar on the NLA editor, which let me put the action onto it. It worked. But it didn't work with actions that animated materials, and I don't think it'll work for animated shapekey actions either. The whole NLA/Actions system is pretty busted.

I've got a feeling that this isn't really how linked objects are supposed to be used (or can't be yet), but that kind of defeats the point of it I think. What's the point in having the ability to update a model in a file if you can't actually do shit with it without making it part of the scene?

>> No.724428

>>722942
Does anyone have a dump of daz models imported to blender with the rigs fixed etc.?

>> No.724441

>>724364
Yes, exactly. Maybe it's the Blender version as you say, idk. Doesn't matter what object it is, all the shadows are like this when I bake.

>> No.724442

>>724363
Try adding a multiply node to your hdri and tweaking it.

>> No.724448
File: 316 KB, 960x960, 1575250648598.jpg [View same] [iqdb] [saucenao] [google]
724448

Can someone show me a Shader node setup using a diffuse texture together with a bump and glossy texture at the same time? I have them as separate texture but don't know how to put them together

>> No.724449
File: 120 KB, 1080x772, basic.png [View same] [iqdb] [saucenao] [google]
724449

>>724448

>> No.724451

>>724449
why can yellow connect to gray? i've never understood the logic. it's not very clear.

>> No.724452

Anyone using asset management with 2.81? Will it be replaced b a native assets manager in the future?

>> No.724453

>>724393
Epic seeding a possible competitor? What's the play here? Are they simply doing it for teh lulz?

>> No.724454

>>724453
I don't think Godot will ever be a competitor to UE4 but it fills that "my first engine" niche which is mostly Unity's territory at the moment. Also supporting the industry in general means that more devs will potentially release their games on the EGS.

>> No.724455

>>724453
the play is usually protection from monopoly allegations, but i can't imagine people think that Epic has one with so many existing engines -- but that's kind of the point

>> No.724458

>>724441
Try disabling soft shadows, increase cube size maybe.

>> No.724460

When sculpting in blender, is there a way to smooth that doesn't churn up topology into an irregular mess unsuitable for animation?

>>723843
Can you not just add another see through plane in front of it with the stickers on?

>> No.724506

>>724451
Gray can accept anything. Gray usually means a grayscale input/output, so values from 0-1. So whatever gets plugged in there gets converted to grayscale. If your input is already greyscale, there's nothing to convert.
Purple has to do with vectors and normals, green is shaders, yellow is color.
All of them can be plugged into a grey input for various results.

>> No.724508

>>724506
interesting. thank you.

>> No.724513

How do i snap rotation to a surface? I have align rotation to target but all it does is scale the vertices i try to align to sizes that makes no sense despite having only rotation and transform enabled for snapping.

Is this object mode only or something? I'm trying to do it in edit as individual parts of my object needs different alignments.

>> No.724514

>>724419
So I did some more digging, and apparently, Library Overrides is a thing now.
To quote a great man of short stature, "It just works".
Works just how you'd expect it to work. Link in the object, instead of making it a proxy, there's an option right under that says "make library override", and bam. You can treat it just like any other mesh, but with the added benefit that it's linked. So you can add modifiers and all sorts of other shit to the linked version, and it wont touch the original file, but you can do all that to the original file, and the changes get sent over to the other.
Even works perfectly with saved actions.

It's beautiful.

>> No.724541

>>724513
Well, i figured out how to make it not scale but it doesn't really snap rotation to the surface live i want it to, just snaps the transform and even that is acting weird.

Man, why is it so fucky? I just want a flat shape to align with another flat shape that's on a slight angle, i can approximate angle and transform manually but i'd rather get into the habit of doing it right.

>> No.724542

>>724541
There's a way you can rotate the 3d cursor, but I can't for the life of me find out how. Searching just thinks I'm trying to learn how to rotate around it.
But if you figure out how to orient the 3d cursor, you should just be able to do an offset snap (selection to cursor (offset)).

>> No.724544

my filesize went from 741kb to 69,499kb

don't have anything packed -- at least i don't think. i don't see anything.

wtf could it be

>> No.724545

>>724542
You can align the cursor to geometry when you place it which seemed to do the trick, thanks, now i just need to figure out how to stop it from snapping to the center of my model rather than the bottom surface.

>> No.724546

>>724542
>>724545
Looking at it again i guess it didn't do the trick, fuck me this is way less intuitive than it should be.

>> No.724550
File: 849 KB, 2296x1528, dsc02998-puddle-sun.jpg [View same] [iqdb] [saucenao] [google]
724550

How can I properly set up this fresnel effect?

>> No.724551

>>724550
>“Please note that in order to get a physically accurate Fresnel effect with the current algorithm, you have to set Fresnel to 5.0 and Fac to 1.25. Nevertheless, you can play with these values for the sake of artistic freedom, if you feel the need to.”
>True fresnel would depend on the material the light is passing from and into… water transitioning to air, the index of refraction is all you need to set (water = 1.3333) for realism, unless you want something artistic.
https://blenderartists.org/t/water-fresnel/370209/3

>> No.724568

>>724449
thank you. ily.

>> No.724586

>>724177

can you tell me more about that carpet ?
is it actual geometry ?
I tried to do a similar carpet with normal maps and it only works from certain angles.

>> No.724601

https://twitter.com/tonroosendaal/status/1227158840782749698
heh

>> No.724602

>>724601
Disney jews always cutting costs.

>> No.724608

>>724177
how are you organizing this? linking in blend files? everything in one large, monolithic hierarchy? collections? scenes?

>> No.724610

In Cycles wit CUDA vidocard doesn't work at all.how it fix?

>> No.724628

>>724610
not sure if your problem was the same as mine, but when i upgraded, it had disabled cuda in the preferences

>> No.724657

>>724601
wtf? The look so out of place if you know where they're from. It's like someone making the wipes searched "free 3d movies" on google images and picked the first few.

>> No.724660

>>724657
>if you know where they're from
sorry to burst your very small bubble, but the average person watching the oscars has no idea what blender is and definitely haven't seen any of the foundation's output

>> No.724662

>>724660
no shit. I know no one knows what blender is. Which makes the choice of it even more out of place.

>> No.724665

>>724662
>Which makes the choice of it even more out of place.
but does it

>> No.724666

>>724601
So they had to beg for this? Sad.

>> No.724670

>>724601
they should use previous winners instead of the BF trash, have they been considered for the Oscars ever?

>> No.724671

>>724670
>have they been considered for the Oscars ever?
Iol

>> No.724726

>>724671
I don't know if they would qualify, although one of the nominations (I lost my body) was animated with blender.

>> No.724737

Is there any tutorials on good game asset practices as far as optimizing your tri vertices to avoid distortions? I'm having issues with a large flat surface with many rounded edges, while it's a non issue in blender it becomes an issue in game.

>> No.724747

>>724737
git gud

>> No.724753

>>724747
Thanks, i assume there are no tutorials then, just filling the edge loop creates reflection artifacts and the engine does not do quads, i'm at a loss since the fill seemed like the better solution at the end of the day after having tried some other stuff.

I guess i could try adding vertices for the rounded edges to attach to but i get the feeling it's still gonna have artifacts as they converge.

>> No.724758

>>724753
there are many tutorials on that topic

>> No.724760

>>724758
So what am i supposed to search for to find said tutorials?

>> No.724762
File: 32 KB, 304x614, noise.png [View same] [iqdb] [saucenao] [google]
724762

Is it possible to properly animate generated noise texture values (Amount, Size in particular)? You can add keyframes, but they do not appear in the timeline/graph editor, even if you uncheck "Only Keyframes from Selected Channels".

>> No.724770

>>724299
use the gltf2 exporter, the collada one wasn't yet upgraded to blender 2.8

>> No.724775

>>724760
"git gud"

>> No.724776

>>724775
It's fine, i've "gotten good" since then, without any tutorials since i don't know what the fuck i'm supposed to search for without getting a bunch of irrelevant garbage.

So thanks for nothing i guess.

>> No.724778

>>724776
So is it a rounded rectangle? You'd get more help if you took a screenshot. Nobody wants to guess what you mean, and then have you reply with more information, forcing them to reply again.

>> No.724779

>>724778
It has 15 rounded edges all with 2-5 vertices each, doesn't matter though, i figured it out, if you have any tutorials i'd still like to watch them though.

>> No.724780

>>724779
How can I give you a tutorial for a problem I can't see? You're getting retarded replies because you're acting retarded.

>> No.724781

>>724780
I guess it's hard to visualize, whatever, i fixed it, i don't need the tutorials.

>> No.724782

>>724726
>I lost my body
Yes, that's not the Blender studio

>> No.724783

/3 halp plz

How should I model/unwrap long corridors with convex and concave corners if then I export them to substance and bake position and ao maps? So far I've tried to go %%and want to keep it as optimized as possible%% with single 2k texture and thus unwrapped the whole corridor into straight rectangular uv islands and just scaled them all so that they fit unique uv square vertically and tile/overlap horizontally. And everything would be cool, if not smart materials utilizing position and AO maps in such a way that a dirt in corners would then appear in arbitrary places on plain walls. The only other alternative I see so far is using UV overlap only for long straight walls and making spots with corners their own unique meshes with their own UV and textures and then manually matching separate wall objects seamlessly, but perhaps there's a smarter approach?

>> No.724826

Is there a way to port the blender node-based shaders to GLSL r something? It would be nice if I could export the shaders to my custom opengl engine.

>> No.724830

>>724762
You should be able to enter the node editor for the texture (note: not the material/shader editor, but an actual dedicated one for textures). There you should be able to select the node you want to mess with. I don't know for sure, but you may have to put the texture on an object and have it selected.

>> No.724831

>>724783
Need a screenshot, but just unwrap it normally?
If you want to maximize space, use UDIMS (which only 2.82 can do right now), or separate parts into different materials.

>> No.724837
File: 144 KB, 1400x832, Capture.jpg [View same] [iqdb] [saucenao] [google]
724837

>>724831
Doesn't UDIM imply that I should have different texel sizes? Currently I'm considering having 1 texture for plain wall parts and 1 texture for each type of convex and concave corners part. Is this a way to go or is it a bad approach?

>> No.724844

>>724837
I mean generally, you'd use tileable textures for something like this. For UDIMs you don't need different texel sizes, ideally you'd keep them roughly the same.
If you're just wanting AO maps and position maps, though, you could just get away with putting them all on one map, baking them, and then using tileable textures and generated coordinates for the actual textures, but use the UVs for the baked AO and stuff.
As for unwrapping, I'd just unwrap it normally. You shouldn't run into problems with the corners, but if you really want to be save, you could just have the corner walls in their own islands.

>> No.724851

>>724844
>>724783
This reminds of an old project working on a graveyard. I had two problems, firstly that I sucked at unwrapping and making UVs tidy, and secondly that I was drawing my textures myself and with weird UVs it was tedious to make some instances look slightly different.

Is this what people use cycles for? Rather than adding scuffs and dents to textures manually, they just tell a node to do it?

>> No.724855
File: 751 KB, 1627x825, blender_9PKOCS5fWL.png [View same] [iqdb] [saucenao] [google]
724855

probably a retarded simple easy question
how do i unwrap this to minimize the distortion seen here?

>> No.724858
File: 413 KB, 1272x791, suzanneyy.jpg [View same] [iqdb] [saucenao] [google]
724858

Is there a way to render a bigger image of what I see on the "Material Preview" viewport?

If I press render it just renders the full eevee scene.
Switching the render engine to "workbench" doesn't work for this.

>> No.724885
File: 1.22 MB, 2863x1253, Unwrap.jpg [View same] [iqdb] [saucenao] [google]
724885

>>724855
I'm by no means an expert, but this is how I'd unwrap that. It's pretty simple.

>>724858
If you do a viewport render (view>viewport render image/animation), it'll use your camera/resolution settings. It'll only render how the viewport looks, so if you're in wire/solid/workbench/rendered it'll output directly from there.

>> No.724894

2.82 confirmed to release tomorrow
https://twitter.com/blender_org/status/1227635198138908672
The final art for the 2.82 splash screen is here
https://twitter.com/blender_org/status/1227633973859405829

>> No.724928

>>724844
>For UDIMs you don't need different texel sizes, ideally you'd keep them roughly the same.
Then what's the difference between UDIM texture and single simple rectangular texture?

>> No.724929

wasn't there a "hide camera and grid and lights and everything not going to be visibly rendered to declutter the viewport" in 2.7x? i can't find it in 2.8x

>> No.724931

>>724929
"Only render" is gone now. There is only a show overlays toggle now.

>> No.724932
File: 11 KB, 317x206, Capture.jpg [View same] [iqdb] [saucenao] [google]
724932

>>724929
Click here in outliner to toggle other options. inlcuding enable/disable render

>> No.724935

>>724894
>several mantaflow features flat out not working
>fuck it, release it anyway
yeah this is fine

>> No.724936

>>724931
>a show overlays toggle now.
and where the fuck is that may i ask

>> No.724937

>>724936
nvm found it thanks

>> No.724965

When using union operation one of my meshes disappear
I'm having some trouble with this since i'm doing a base mesh and cannot merge it together

>> No.724966

>>724965
used difference and it got merged correctly
don't know what was that about but it's fixed now

>> No.724969

What's the best way to reset an object that has had transformations and rotations applied? Parenting empty object to it?
I mean i know that works, i'm mostly curious if there's a less convoluted way to do it.

>> No.724971

>>724966
did you apply the object transform at some point? that might have fixed it

>> No.724974

>>724928
Sometimes an area is way too big to keep the texel size the same across the object, so you could use UDIMs to keep the texel size consistent by taking both those areas and putting them in their own UDIM, so you can average out the sizes.

Again though, this is where tileable textures shine.

>> No.724975

>>724935
Is Mantaflow even in the official branch? I always thought it was something else like FLIP fluids. It'd make sense they wouldn't give many shits about something extraneous like that.

>> No.724976

why does the Math node turn my texture gray?

>> No.724978

>>724976
It's only grabbing the R component of the RGB data and operating on that. To avoid this, you can use a split RGB (or XYZ; they're the same) node, put the math nodes on all three outputs, and then use a combine RGB node to put their outputs together again. Or you might use the various settings under mixRGB or vector math to do the same without needing to reduplicate, if the functions you want can be found there.

>> No.724980

>>724975
It's a main category in the 2.82 release notes and it replaces the current physics system. The first thing you see when scrolling down on the 2.82 release page is "PHYSICS REBORN", followed by Mantaflow.
It's really nice, but it also breaks when you slightly fuck with the domain too much. It desperately needs more bugfixes but they're releasing it today so fuck it I guess.

>> No.724981

>>724978
thanks, the mixrgb will do (i think)
basically, i just need layers like adobe photoshop but for textures
where there's a top-most texture that has an alpha channel, and then it mixes with a texture below it that is just color. combined you see the bottom texture with touches of the texture above it.

>> No.725033

>>724077
imagine living a life so good that being called by your birth name instead of your self-chosen one throws you into a frothing mental hysteria
>>724078
>What's with all the mentally ill people in tech?
tech was built by NEETs with no social interaction. When there are no pretty girls around who want to date you, you become the pretty girl you want to date.

>> No.725037
File: 20 KB, 504x415, 1567581417865.jpg [View same] [iqdb] [saucenao] [google]
725037

>>724601
subliminal messaging
blender industry standard by 2021

>> No.725044
File: 46 KB, 504x467, 1581617312978.png [View same] [iqdb] [saucenao] [google]
725044

is there a way to change 3d mesh depending on what angle you are viewing them?

like with anime noses? depending on what angle it is the artist will draw the nose different? sometimes more button like glued on and sometimes more pointy and integrated with cheeks? You know what i mean?

how to replicate in 3d? some kind of constraints/drivers locked into camera viewing raytrace??

>> No.725056

>>725044
Toon shaders will probably help you.

>> No.725057
File: 336 KB, 1280x720, WitchTV_06_3.jpg [View same] [iqdb] [saucenao] [google]
725057

>>725056
>Toon shaders
that does not deform the mesh though?

id like the geometry of the nose section to change based on the angle of viewing

like if you look at the nose in >>725044 you can see that you would have to change it to get the nose in this pic related

>> No.725061
File: 301 KB, 200x200, gurugumawaru.gif [View same] [iqdb] [saucenao] [google]
725061

>>725057
The geometry of the nose doesn't change in anime either, though. Only the shading does.

>> No.725062

anybody know why a 2.7 file when loaded in 2.8 has gray items in the outliner?

>> No.725063

here we go: https://www.youtube.com/watch?v=EfF2wDXalgU

>> No.725064

>>725063
we UDIM now

>> No.725067

>>725063
When will Blender on STEAM update?

>> No.725071

>>724969
Do you mean reset it's coordinates to world origin and scale to 1-1-1? Alt+R, Alt+S, Alt+G will do those things. Or do you mean make current rotation and scale as 0 and 1 respectively? Then its Ctrl+A menu.

>> No.725072
File: 55 KB, 1920x1080, eevee.jpg [View same] [iqdb] [saucenao] [google]
725072

Hey. This is a repost from stackoverflow

I'm playing with fire simulation (added it to an object via object-quick effects menu). I use couple of faces on my torch model as an emitter. I encountered a problem when the fire is rendered in front of all objects, but only in eevee. In cycles fire is rendered as I'd expect it to i.e. it doesn't overlap my torch. What should I do to fix it? I have already tried playing with parameters in physics settings and volumetric shader settings but results stay the same: good in cycles, bad in eevee. Here are 2 renders to show what I mean.

I've tried setting up fire simulation in both latest blender 2.81 and recent 2.82b

>> No.725073
File: 56 KB, 1920x1080, cycles.jpg [View same] [iqdb] [saucenao] [google]
725073

>>725072
Damn, cycles one didn't enclose

>> No.725075

>>725071
I mean reset it to sit completely flat after having applied everything at some point with ctrl + a, in my case i need to apply some parts of a model before exporting props for it to be aligned properly in-game, but later i might find i wanna work on them again but it's difficult since they are at times at an awkward angle.

I guess a better solution would be to have a linked copy off to the side and just hide it on export.

>> No.725078 [DELETED] 

>>725072
alpha sorting in eevee is fucked, try switching to alpha hashed

>> No.725079

blenddumbs are the worst. the replacement for "background images" is far, far, far, far, far superior and people are complaining about it. kill these pests.

>> No.725080

>>725062
Check the visibility options, as seen here:
>>724932

>> No.725081

>>725080
ah, thanks. i should have guessed that. i guess i should probably go back and read several months of release notes.

>> No.725082
File: 8 KB, 430x304, 1294595258683.gif [View same] [iqdb] [saucenao] [google]
725082

Is there a quick way to get multiple vertices above each other that are slightly off horizontally to line up perfectly? I want all of them to the same -0.2 on the X axis as the top first vertex but apparently you can't just copy coordinates and apply them to other vertices using copy and paste (why?!)

>> No.725083

>>725082
you can scale them along the axis you want them to flatten out towards (i suck with explanations)

so if they look like this:

.
. .
. . .


and you want them like this:
.. .. . .

You would select them, press S, Z, and then 0.

>> No.725085

>>725083
my formatting was messed up a bit, but hopefully you get the idea.

just think of a scatter graph and you want to flatten all the points to a horizontal line on that graph. to do that, select the points, press Z to scale them up/down, and then 0 to flatten them. i believe they flatten to whatever your selection mode is e.g. scale to cursor, scale to selected, etc.

>> No.725090

>>725082
What I would do, if I'm understanding what you want correctly:
Select all vertices, with the last one being whose non-X-coordinates are to be copied (meaning it is the active vertex.)
"." key then "7" (set pivot to active element)
"s" + "shift+X" + "0" (scale non-X coordinates to zero, with the pivot center being, from the previous steps, the to-be-copied-from vertex.)
If I want to align to some non-global/local axis, I usually align the view to the axis I want to use and then set the transformation axes to view ("," + "7") To do that precisely, I generally create an empty at one end of the axis and point it via snapping-rotation at the other end and then align the view to its coordinates (shift+numpad 1, 3, or 7.)

>> No.725091

>>725085
That worked quite well for the most part, thanks!
Only problem is that this also makes the "reference vertex" move so after I got them all aligned I have to move the whole thing into place where I want, including the vertex that should stay where it is.
But anyways, this still helps!

>> No.725093

>>725090
Will give this a try too!

>> No.725099

>>725090
That worked well too, thanks! I also noticed that I rarely made use of empties so far.

>> No.725110

how do I get the lights to work with grease pencil in 2.82?

>> No.725114

idea: there should be a "add modifier to collection" option

>> No.725116
File: 46 KB, 413x243, me irl.gif [View same] [iqdb] [saucenao] [google]
725116

>>725063

>> No.725121

https://www.blender.org/download/releases/2-82/

>> No.725123

>>725063
>>725121
i wish for just one minor version number they would completely focus on the modelling tools in blender

>> No.725124

>>725123
But that's not how Open Source development works

>> No.725125
File: 5 KB, 200x150, 1346874545.jpg [View same] [iqdb] [saucenao] [google]
725125

>>725123
>focus on the modelling tools
People keep plastering them with questions about edit mode speedups and in the last BlenderToday he said they're working on it and while it is certainly not easy (hence the postponing) they the first code prototype is supposedly really promising.
So yeah, they're working on the modeling tools, it's just a big clusterfuck to manage.
Blender with an edit mode that can smoothly handle million of polygons would be quite a monster though, especially _IF_ they somehow manage to make it even faster than the competition. Think about it.

>> No.725127

>>725124
but that's how wishes work

>> No.725130

>>725125
>really promising
What's the target here? I read in their blog that they are seeking to recover the "fast" performance of 2.7x. If that's what they consider fast, then I wouldn't keep my hopes up.

>> No.725132

>>725125
>Blender with an edit mode that can smoothly handle million of polygons would be quite a monster though, especially _IF_ they somehow manage to make it even faster than the competition. Think about it.

I am thinking about it and it is impossible unless they spent a significant amount of work on this topic over the next couple of years. Maya, Max and Softimage didn't get their ability to eat huge data sets overnight rather its an continuous effort and Cinema4d and Modo still fail at it.
With the overhaul of Blender there was an regression in performance and now they try to at least get back to the peak performance of 2.79 and it isn't obvious that they'll succeed in a short amount of time. Getting better as the competition is rather wishful thinking atm.

>> No.725138

>>725130
Of course not. First step is 2.7 performance, then of course faster than that. Supposedly even more can be expected when they switch to Vulkan but oh boy, that will be another major problem.

>> No.725139

>>725132
A year ago, sculpting smoothly with millions in Blender of polygons was also just wishful thinking until that developer Pokemon came along and overhauled the whole sculpting in a couple of months.
Maybe they get lucky again or stumble upon some University math paper that might be the solution to get implemented.
Of course it's again wishful thinking but I wouldn't say never either like some other people say.

>> No.725143

>>725044
>is there a way to change 3d mesh depending on what angle you are viewing them?
I don't know about using it for noses (and probably wouldn't), but in terms of changing a 3d mesh based on view angle, a hacky way would be to hook a displacement texture into the camera/window input of a texture coordinate node (with displacement set to "displacement and bump" in the material settings). Again, wouldn't use it for noses, and odds are it doesn't have any use at all, but in terms of changing a mesh based on view angle, it definitely does that.
Might be able to do something visually interesting with it. But I doubt it.

>> No.725149

>>725044
they had this problem with animating mickey mouse in 3d because his ears always face you no matter what. that's how they drew him in 2d, at least. you can imagine it like how billboarding worked in DOOM. you might research their solution for his ears to find one of your own.

i mean, you could definitely write a script that looks at the angle of the nose and the camera, and then applies a shape key.

>> No.725165
File: 96 KB, 205x234, 1554357410281.gif [View same] [iqdb] [saucenao] [google]
725165

>>725123
^this but the animation tools

>> No.725188

It's been seven months since Blender 2.80 got released and they still haven't fixed the default scene being askew.

>> No.725189

>>725188
File > Save Startup File

>> No.725190

>>725189
And why can't they do that?

>> No.725191

>>725190
Why can't you?

>> No.725192

>>725191
Because me fixing it in my copy won't fix it for everyone else.
Do you understand the problem now? Do you see where the issue lies?

>> No.725193

>>725192
Nope.

>> No.725195
File: 3.21 MB, 1080x1920, CompressedFinal.png [View same] [iqdb] [saucenao] [google]
725195

Kind of just made and rendered this on a whim last night, though im pretty happy with how it turned out

>> No.725213
File: 14 KB, 579x536, 1cc.png [View same] [iqdb] [saucenao] [google]
725213

>>722942
complete newfag to blender, is there any youtube videos or tutorials you can recommend please?

>> No.725219
File: 467 KB, 1280x720, 1570877368427.webm [View same] [iqdb] [saucenao] [google]
725219

>>725213
Hello, newfriend. Whatever you choose to do next, make sure first that you learn the Blender handshake with the default cube.

>> No.725227

>>725213
There is a 43 part series called "Blender 2.80 Fundamentals" that is on the Blender Foundation's official YouTube channel:

https://www.youtube.com/watch?v=MF1qEhBSfq4&list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6

The first 10 are absolutely essential. Up to 27 will teach you pretty much all the basic terminology and concepts that will equip you to seek out more information. It's very important to acquire new words when learning a new subject. The Blender docs have a glossary that comes in handy for understanding all the terminology:

https://docs.blender.org/manual/en/latest/glossary/index.html

Once you work your way through the first 10 videos, you can get started making things right away. I suggest building a snowman with three different-sized spheres for the body, a cylinder for the nose, two spheres for the eyes, and then 5-6 spheres for the mouth. Then you'll need to extrude some kind of shape to make the limbs for arms/hands. You could extrude a circle. This exercise requires you to put to use the material you learned in videos 1-10. That will more or less make you an expert on moving objects around in 3D and you will get to do a little bit of light modeling with the arms.

Shapes that don't share mesh data are usually called "floating geometry". You can actually make intricate spaceships using a kitbashing/greeble technique that really requires little more than the basic transforms as well as being able to extrude and inset a starting mesh (one of the basic primitives that are included), how to apply bevels, spin, rip, edge loops, and snapping objects together. Pivot points, merge by distance, origin point, mirroring, etc. are important to grasp. This guy's technique is probably a dozen tools used over and over:

https://www.youtube.com/watch?v=l2BcPMhtgFg

I think he says he's been learning for like 6-8 months.

The most frustrating thing, by far, is not knowing how to formulate a question. I'd set a goal to learn a few words each day.

>> No.725233

How do i go about making my own textures? I wanna make big enviroments but most textures available are mostly focused on small details.

>> No.725234

>>725233
depends on what you mean. i could tell you how to do it in blender, but i could also talk about how to do it generally (without reference to software). the first is a list of steps. the second is shop talk.

>> No.725235

>>725234
Shop talk?
Also, i'm guessing when you're talking about doing it in blender you're reffering to using nodes?

>> No.725237

What's the situation with vdb import for Blender? I read somewhere it was supposed to come soon, but can't find much info.

>> No.725244

Fresh: >>725240

>> No.725276

>>725235
come over to the new thread and ask your question again. we'll get you straightened out

>> No.725839

you are a bunch of fuckin noobs, everyone of you. Deal with it

>> No.726190

>>725195
Glad you got some sleep, Epstein