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File: 7 KB, 225x225, mixer yogi.jpg [View same] [iqdb] [saucenao] [google]
757501 No.757501 [Reply] [Original]

Welcome to the Blender General, where we discuss Blender, share our Blender-related works and ask for Blender-related help.

>What is Blender?
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, video editing and 2D animation pipeline.

>Download
https://www.blender.org/download/

>Blender Market
https://blendermarket.com/

>Documentation
https://docs.blender.org/

>Useful tutorials
https://pastebin.com/tKhxuTJu

>Useful addons
https://pastebin.com/mMZqukF1

Previous Thread: >>754822

>> No.757504

>>757490
Yes, but they're going to be labour intensive for what you're trying to achieve. Just select the vertices at the edge of your surface, and move them inwards, and move some others outwards so that the surface is being pushed in. Do this in a shapekey if you don't want it to be permanent.

>> No.757505

>>757504
The topology of the clothes don't match the topology of the body though.

>> No.757517

>>757505
if you don't have the topology you're going to struggle to do it whatever you do, so you should make the topology

>> No.757519

>>757505
If you want it to do it nice and smoothly, you should have the topo for it, but if you don't you should still be able to manage by moving around what you do have. All you're doing is depressing the soft object with the tight object, and pushing that mass elsewhere.

Look at your trousers squeezing your tummy slightly, irl.

>> No.757528
File: 67 KB, 675x722, example.png [View same] [iqdb] [saucenao] [google]
757528

>>757505
This is literally all you're doing. Post the section you're working on, and I'll see if I can't help.

>> No.757542

This general is way better. Doesn't come with that stupid ass faggot opinion in the OP

>> No.757583

>>757542
delicious polymodeler butthurt

>> No.757594

>>757501
Why is Andrew the face of blender? He is not even a dev.

>> No.757595

>>757594
practically every blenderer goes through based doughnut man's tutorials so he's most associated with it

>> No.757615

>>757501
Anyone here use Octane? What is your experience with it?

>> No.757618

>>757615
I did and wrote about it here multiple times. I think I'll come back to Cycles for my current project though. Combination of a new viewport denoising + Eevee is better than ever before while working on the scene + when I'm stuck or want to learn how to do something, a tutorial for Cycles probably exists, while I'm on my own when it comes to Blender's Octane + settings for Octane in Blender are still kinda messy and some things don't seem to work properly like HDRIs + only a few types of lights (no directional light for sun) became annoying to work with. And in terms of a speed, I actually don't see that much of a difference, it may have been more of a placebo after all. Octane still wins in my eyes in certain things like volumes and SSS, but oh well, can't get everything I guess.

>> No.757629

>>757618
Volumetrics and speed are the main reasons I'm interested in Octane, but the prospect of remaking my materials (and possibly failing at it, I'm retarded) and porting materials of every downloaded Blender model I may want to use in the future daunts me.
Octane's native cel shading capabilities look pretty nice and relatively headache and node spaghetti-free, which is also tempting for me.

>> No.757632
File: 3.74 MB, 400x400, tutorial_merchant.gif [View same] [iqdb] [saucenao] [google]
757632

>>757594
He's blenders No. 1 tutorial merchant

>> No.757662
File: 54 KB, 341x373, C880C938-B975-491A-8BCB-D8F9FE534490.jpg [View same] [iqdb] [saucenao] [google]
757662

>>757594
He'a a blenderguru, same with sexguru giving advices while looking like pic related.

>> No.757665

>>757629
Oh yes, that too, I started using that Skethfab addon for previz and everything is set up for Cycles obviously. Also Megascans, which also works only with Cycles. I'd lose too much time having to convert all the mats for Octane. Hey it's free after all, you can always play around with it and see if it'll work with you. I was hyping it a lot here recently but I still went back.

Redshift plugin was also introduced to Blender and even though I always wanted to try it, if the workflow will be kinda messy like Octane, then I won't bother.

>> No.757693

Anyone know how to recreate the windows 95 maze but with custom image on the wall?

Something like this https://www.youtube.com/watch?v=BZEa_zx80pk

Is blender even necessary? I feel like there's a much easier way. I'm sure it's pretty easy for a seasoned blender user to make but for someone that has never 3d modeled before it looks hard.

>> No.757774

>>757693
>Is blender even necessary? I feel like there's a much easier way. I'm sure it's pretty easy for a seasoned blender user to make but for someone that has never 3d modeled before it looks hard.
You /threaded your own post.
Question is, are you willing to learn to work a 3D program completely from scratch just for this? Be aware that pretty much all 3DCG software, not just Blender is very hard to learn, the curve is extremely steep and you're probably gonna lack the motivation to overcome it if you tunnelvision this specific goal.
What I mean is, you gotta keep in mind this is pretty much an entire artform, and you progress by picking up tools and understanding how stuff works. Keep your motivation and will alive and don't give up if things don't go your way right from the get go.

>> No.757802
File: 212 KB, 1444x940, Nodes.png [View same] [iqdb] [saucenao] [google]
757802

>>757501
I have a material that looks basically like pic related. It has a main shader, and I want to apply "decals" on top of it. I want them on separate UV maps with their own textures to have them detailed enough and to be able to change textures and adjust their placement easily.
As you can see, it gets messy very quickly.
Is there a way to make it more manageable? And is there a way to make it so I can turn on and off the decals independently?

>> No.757819

>>757802
For your first problem, I'd put it on a separate material and you want a transparent bsdf node. The donut exchange keks did a good write up on it, that you'll find by searching "transparent bsdf node decals". For housekeeping, you can tidy that up a lot just by uncrossing your shader inputs, and minimising the nodes you don't intend to change further.

>And is there a way to make it so I can turn on and off the decals independently?
In Blender render, it would be easy, you would just go into transparency settings and stick a driver on it. There is probably a way to do it with drivers in cycles, too, but I can't figure out how to off of the top of my head. Hopefully someone else chimes in.

>> No.757822

>>757693
That would take me like 5 minutes to do.

>> No.757830

>>757774
i'm not going to be making anything else after i make this one video
>>757822
please tell me how

>> No.757833
File: 978 KB, 1920x1040, m_lady.png [View same] [iqdb] [saucenao] [google]
757833

>>757830
pay me faggot, j/k
i used planes, but you could modify the default cube by deleting some of its faces
basically you need to make a |_| shape as well as some corner shapes, but the |_| shape is your main shape and you can use an array modifier to repeat it
when you want to make a turn, put in one of your turn objects and then duplicate the wall that has the array modifier already enabled, rotate it, and voila
i highly recommend uv unwrapping all of your objects and using a single image texture. select a face in edit mode, and that face will appear in the uv editor. move it around to the part of the image that contains the pixels for the floor, and then select the other faces and move them to the part of the image with your wall textures (i'll post my texture so this part makes sense)
all you need is a texture coordinate node plugged into a image texture plugged into a diffuse or pbsdf and then into the material output node
for the animation, parent a light above the camera
also, did i mention that everything should be aligned to the grid to make placing objects very simple, and you can use whole numbers in the object panel e.g. x is 0, y is 0, and z is 1 for the camera's starting position, the light's starting position is 0,0,2 (assuming you want the "character" to be holding a torch and for the end of the hallways to fade into darkness)

>> No.757834
File: 1.12 MB, 1024x1024, tex.png [View same] [iqdb] [saucenao] [google]
757834

>>757833
the image texture i used for the walls

>> No.757835

>>757833
>>757834
i love you bro

>> No.757882 [DELETED] 
File: 111 KB, 960x960, BlenderSoyboi.jpg [View same] [iqdb] [saucenao] [google]
757882

Blender is inherently Jewish.

>> No.757883

>>757882
actually it is dutch and russian (i think dutch just like russian drugs and tricolore)

https://youtu.be/bDTEvqG-cjM

>> No.757884 [DELETED] 
File: 77 KB, 2000x525, BlenderIsJewish.png [View same] [iqdb] [saucenao] [google]
757884

>>757883


Blender= Jewish communism

Autodesk= Chad capitalist

>> No.757885

is there a way to see the result of a node
i can connect it to a diffuse shader, just wondering if there's another way

>> No.757887

>>757885
Enable the node wrangler add-on and ctrl+shift+click your node

>> No.757889

>>757887
oh god finally thank you

>> No.757890

>>757885
>>757887
>>757889
>https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/emission.html
>For materials, a value of 1.0 will ensure that the object in the image has the exact same color as the Color input, i.e. make it ‘shadeless’.

TIL

>> No.757907 [DELETED] 
File: 368 KB, 478x478, file.png [View same] [iqdb] [saucenao] [google]
757907

is he kino?

>> No.757928
File: 103 KB, 540x538, shilling.jpg [View same] [iqdb] [saucenao] [google]
757928

Can you fuck off

>> No.757960
File: 179 KB, 1629x1055, 1594851209477.png [View same] [iqdb] [saucenao] [google]
757960

>>757501
so i finished rendering on level 1 but there's mothing in compositive.

>> No.757964

>>757960
click "use nodes" dingus

>> No.757975
File: 1.01 MB, 1920x1055, 1594851209477.png [View same] [iqdb] [saucenao] [google]
757975

>>757960
Something weird happened it just black after texture paint

>> No.758056

>>757501
I have not touched blender in months after learning it and getting pretty decent. Help

>> No.759024

having trouble making a wrecking ball. when i rotate the whole thing and press play the links act the way i want them to but the ball at the end just falls straight downward. advice?

>> No.759310
File: 159 KB, 1030x551, ton.jpg [View same] [iqdb] [saucenao] [google]
759310

UH OH.

https://www.youtube.com/watch?v=SlB2S54pa9I&feature=youtu.be&t=836

What he means here was probably the company of MarvelousDesigner going after Pablo since he mentioned something like "MD-like functionality" when showing off his cloth brush stuff in some Twatter post or in the dev talk.
Seems like all those big players are now actively looking for legal clumsiness to fuck with Blender this way.

They also no remove talk about other non-free software and screenshots in the Blender forums because of this copyrightfaggotry.

>> No.759319

>>759310
PABLO, NO!
https://www.youtube.com/watch?v=SlB2S54pa9I&feature=youtu.be&t=1877

>> No.759327

>>759310
lol, first the move to subscription-only and now this. The MD team is coming out as a bunch of pricks.

>> No.759351
File: 82 KB, 418x745, 273f0cb9e3c7302889bbfceba6d9d647a2e651c2fec36c787f1edd302139540b.jpg [View same] [iqdb] [saucenao] [google]
759351

>>759327
>>759310
Does MD still do the thing where,
>sewing together something like a tshirt
>specify the density of mesh
>retopologize tool
The end result is still a complete nightmare around the sew lines. Tried this on the 2019 version and was a bit let down. Wanted to have realish UV maps that would result like sewing actual pieces of fabric together. Purpose was to use realistic pattern textures and not have to deal with unwrap inconsistencies.

Ended up having to retopo the entire damn thing anyway. The horizontal lines just didn't line up and would have spent the same amount of time removing all the seam area broken verts. Hopefully, I worded this correctly. Dreading filling out the 5min recaptcha.

>> No.759353

>>759327
I wonder when Adobe will buy out MD.
You know it will happen at some point.

>> No.759383

>>759310
blendler will forever stand in the shadows of much better applications.

>> No.759385
File: 1.19 MB, 3440x2748, principled_energy.png [View same] [iqdb] [saucenao] [google]
759385

>>757802

Not an answer to the Q and not sure if anyone cares but saw the pic and thought I'd share: Those of you aiming for serious realism in materials should consider building a custom dielectric shader....Principled BSDF violates energy conservation. See pic and link below.

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

>> No.759390

>>759383
cool story bro

>> No.759392
File: 39 KB, 925x662, 1591412261230.jpg [View same] [iqdb] [saucenao] [google]
759392

>>759390
thanks, eternal hobbyist

>> No.759393
File: 54 KB, 375x396, 14678528762.jpg [View same] [iqdb] [saucenao] [google]
759393

>>759392
no, NO! I have to thank YOU for the (You).

>> No.759442

>>759310
oh shit, guess blender finally reached the point where the big guys get kinda angry about it

>> No.759443

>>759310
The video has been cut so the time link does not point to the right spot anymore.
This one works: https://www.youtube.com/watch?v=SlB2S54pa9I&feature=youtu.be&t=509

>> No.759670

>>759310
industry standard by 2021 confirmed

>> No.759713
File: 381 KB, 625x573, 1587421041148.png [View same] [iqdb] [saucenao] [google]
759713

>>759327

And I love them for that. Fuck blender.

>> No.759714
File: 787 KB, 1388x2300, 1590875754802.png [View same] [iqdb] [saucenao] [google]
759714

>>759383

Based

>> No.759922

Has anyone tried 2.9 yet?

>> No.759925

>>759922
Using it right now.

Uhh, it's blender but with more features. Go download it.

>> No.759928
File: 76 KB, 250x278, 026ca183582e48dbbb014a3d402d4c93.png [View same] [iqdb] [saucenao] [google]
759928

>>759310
>zbrushcoremini
>maya indie
>now this

honestly couldn't be a bigger smoke signal that they're worried.

I'm kind of impressed, like a lot of blender's momentum in public image lately has been about how fast things are progressing and the future potential, not necessarily what's there right now so showing people that you're threatened is kind of the wrong move.

>> No.760017

>>759928
>showing people that you're threatened is kind of the wrong move.
I don't know, I think MD's afraid, and this is the wrong move from MD. The fact that people have to tell eachother not to piss off the big companies by using their names where there's a similar result just shows just how far it's come, and how viable a program it is now.

>> No.760022 [DELETED] 

Why does viewport performance just keep getting worse with every release? It's nearly unusable for any serious animation in 2.83 desu.

>> No.760023
File: 121 KB, 2045x983, Untitled.jpg [View same] [iqdb] [saucenao] [google]
760023

How to fix this in Fly/Walk mode?
It seems like the camera clips.

>> No.760027

>>760023
Did you try lowering the clip start?

https://blender.stackexchange.com/questions/4946/where-can-the-viewport-clipping-parameters-be-changed

>> No.760030
File: 1.11 MB, 1008x1194, Capture.png [View same] [iqdb] [saucenao] [google]
760030

>>760027
Thanks.
How come when I add Bump vector my terrain gets these black spots. I tried putting strength down but they won't go away.

>> No.760031

>>760030
The input for bump textures is the height input.

>> No.760032

>>760031
damn. thanks.

>> No.760033

How can I make skindentation?

>> No.760037

>>760033
Mask a ring around the thigh, invert it, smooth and sculpt away

>> No.760051
File: 1.16 MB, 1296x773, 2020-08-04-1596506455_1296x773_.png [View same] [iqdb] [saucenao] [google]
760051

>I..I must hold my face into camera to get Youtube bucks...?

>> No.760055

>>760051
Blender tubers still haven't found the secret sauce to get clickbait views yet, the closest they got was CG Geek copying a Bob Ross painting in 3D and Ian Hubert's short tuts.

>> No.760069

Is there a reason for a particular bone not inheriting the rotation from its parent?

>> No.760071

>>760069
Wait Im stupid. I had it disabled in the bones options lol

>> No.760073

>>760050
Decrease number of thread srsly

>> No.760097

>>760055
There's a bunch of channels popping up dedicated to
WOW NEW BLENDER 2.XX FEATURES OMG
And stuff like that, they're pretty infuriating especially when it takes them 10 minutes to read some short release notes.

>> No.760301

>>760097
>when it takes them 10 minutes to read some short release notes.
That is intentional.
For one, YT only enables ads after the 10 minute mark and two, you not only get paid by clicks but more importantly by watch time. So the result you're getting now is tons of blatant clickbaiting in combination with stretched out drivel that barely leads to some information somewhere around the end of the video (and inbetween the words about the ~sponsor~).

>> No.760452

Hi, I don't know if this is the right place to ask this, but I don't know where else to ask. I want to learn how to make NSFW animations with Blender, but I'm pretty lost and can't find any kind of guidance. Could someone help me with some guide or something?

>> No.760520

>>760452
You have to learn SFW then you'll be able to make NSFW.
There is no shortcut, there is no "but I only want to do x so I'm only going to learn x", go to cgpersia or some other pirate site and steal a full tutorial series and do that.

>> No.760524

>>760452
If you just want to do animations there are rigged models out there for you, not very good ones though, from my experience. Then just learn about the 12 principles of animation and do some basic beginner stuff from youtube tutorials. I found this one account very helpful for both: https://www.youtube.com/channel/UCR4oFFjKQKHj_fCOkBLH61w/videos

Don't do everything from modelling to texturing to rigging unless you really, really want to, it will take a lot of time and drain you.

>> No.761113

What's the quickest way to retopologize sculpts?

>> No.761134

>>761113
pay somebody who is very fast to do it for you.

>> No.761207

>>761113
>>761134
>Fast
>Good
>Cheap

Pick two.

Personally I'm currently giving the Topogun 3 beta a try, it's $100 but seems nice for the job.
patch tool is nice, but also just drawing the topology on the mesh and have it automatically created.
https://www.youtube.com/watch?v=-tgtS1uAMnc

for just blender you gotta set up shrinkwrap modifiers, face surface snapping and new topo mesh visilibilty to be in front and extrude things out and connect everything.
There are a few tutorials on YT. It's tedious but also works.

>> No.761220

>>760524
This is true.
I've started two months ago, redid multiple meshes from scratch, followed tonns of texturing and rigging tutorials and haven't achieved literally anything.
Shoulder rigs on all of the supposedly good NSFW models look terrible too.
It is very painful and frustrating, no wonder 3D NSWF market is so bland and consists entirely of boring daz renders and rubbery sfm animations.

>> No.761222

>>761207
>for just blender you gotta set up shrinkwrap modifiers
Hello, I am a dumb faggot who don't know what I'm talking about
.t you

>> No.761243

>>761222
How is he wrong? Use your big boy words.

>> No.761245

>>761243
Learn to use the software before you complain, you massive Dunning-Kruger case. You don't fucking use shrinkwrap for retopo in Blender. You use snap to surface, with all orientation boxes checked. If you use shrinkwrap you're going to have a lot of trouble with nooks and crannies.

>> No.761246

>>761245
Why can't you say something without being a giant faggot about it? This board is for 18+ individuals. Grow up, my dude.

>> No.761247

>>761246
Stop spreading misinformation and blaming others for your mistakes, you inbred mongrel.
Writing as though you're an authority on the subject, despite being the fucking retard that you are.

>> No.761248

>>761247
What misinformation? I asked you why the other guy is wrong.

>> No.761378

>>761247
https://www.youtube.com/watch?v=CuQzPDs99yM
Fuck you, bitch nugget. These people are industry professionals and the video showcases them using face snapping + shrinkwrap to retopo. Substantiate your claims and post your work or shut the fuck up.

>> No.761389

>>760097
>>760301
monetization was a mistake

>> No.761533
File: 76 KB, 174x329, 1510572990398.png [View same] [iqdb] [saucenao] [google]
761533

>>761378
>FlippedNormals
Those faggots just recently switched from Maya, despite being vocally anti-Blender for years. They've been making a tonne of Blender tutorials recently, full of misinformation.
Why don't you link the video where they say modelling with a subsurf modifier is wrong while you're at it?

>> No.761552

>>761533
>Those faggots just recently switched from Maya, despite being vocally anti-Blender for years.
Don't worry, they already left Blender.

>> No.761564

>>761533
>Why don't you link the video where they say modelling with a subsurf modifier is wrong while you're at it?
Sculpting has been invented for years you idjit.

>> No.761565

>>761564
Wow, you're somehow even dumber that flipfaggots.

>> No.761594

>>761533
>ng a tonne of Blender tutorials recently, full of misinformation.
>Why don't you link the video where they say modelling with a subsurf modifier is wrong while you're at it?

They have I think its the paid course right?

>> No.761597

>>761594
It's in the light saber free tutorial

>> No.761614

>>761597
No there's actually another product where they carry on what they were talking about in that case

https://flippednormals.com/downloads/how-to-retopologize-a-full-character/

>> No.761685
File: 251 KB, 1081x665, mymodels.png [View same] [iqdb] [saucenao] [google]
761685

Blender newb, I need help getting rid of extra materials that don't seem to be attached to any objects.

These materials get imported into unity, yet I can't find them anywhere in blender. My workflow is as follows:

>have one big .blend file with multiple low poly models
>I use the same texture//material for each object, which is an 8x8 px color palette png with basic colors on each pixel
>there is one exception to this: I use two png textures for materials of light and dark colored leaves for tree canopy/leafage

in unity:
>save my .blend file directly to my assets as database.blend
>convert entire blend file to prefab
>go into prefab and isolate whatever object I want, creating its own individual prefab

But again, the problem here is that my database.blend file with all my objects uses literally 3 materials total, but I have a lot of old copies of materials scattered around that show up in unity upon importing. I cannot find these materials in blender, as they are not attached to any objects but there has to be some kind of master list of materials somewhere in blender right? I want to find this and delete the materials that I'm not using.

In general I can't quite figure out the correlation of materials in blender to materials in unity, either. None of my materials ever have color when imported into unity.

In blender, I apply the same 8x8 palette.png material to every object (save for tree leaves) and I select the object or face in UV editor and scale it down to 0%, then move the tiny little dot to whichever pixel has the color I want it to be. How do I use this technique in unity? Again, my materials are all grey. I can create a new material and assign it to my models, but I don't know how to assign a texture to that material? Is that even what I'm supposed to do? I don't understand how to apply this concept in unity and can't really find info/docs/tutorials that really explain how to do this specifically.

>> No.763553
File: 391 KB, 848x480, 1597768928338.webm [View same] [iqdb] [saucenao] [google]
763553

Any ides how to fix this? I thought the mixed shape key would be set at 1.0 instead of 0.0 and what purpose does this mixing function even have?

>> No.763554

>>760055
it's just niche as fuck.
Make a timelapse of a good project, a true beautiful scene and regular people might watch it.

>> No.763555

>>761685
You can first try in the Outliner>Orphan Date>Purge. Then if you still have stragglers, manually delete the materials not linked to one of your objects, save and reload to see if they are still there.

>> No.763586

>>763553
It takes all of the current shapes at their set values and creates a new one based on them from it. What did you think it would do?

>> No.763587

>>763553
>>763586
It does not remove previous shape keys either. Manually turn them off or delete them. Maybe this is where you are confused?

>> No.763596

>>763586
>>763587
I thought it would create a shape key with those values but set to 1.0 instead of 0.0. I just wanted to merge the movement of the eyebrow movement with the blinking, basically what you could get using a driver. I cannot use drivers, that's why I'm trying to merge in one.

>> No.763601

>>763596
>I thought it would create a shape key with those values but set to 1.0 instead of 0.0.
It did. Turn off the original ones, they are still there and on.

Either that of you aren't being clear enough with what you are trying to accomplish.

>> No.763603

How do you get modifiers to work on particle objects? I'm not talking about the emitter, but the objects being used as particles (though Google likes to think I'm talking about the emitter).

I have a displace modifier set up for the particle object, but when I use them in a particle system, it doesn't work. Specifically, the displace is set to global, so that the displacement changes based on position. Yet all of the particles have the same displacement.
How do I get this shit to work properly?

I thought I could get some cheap fish swimming with an axis-locked displace and boids, but this shit is giving me a headache. And here I thought I was on to something clever.

>> No.763604

>>763603
>Yet all of the particles have the same displacement.
Because they are all instanced from the same object, there are no more objects than the original.

>> No.763607

>>763603
If you cannot find a solution to this problem, you could look into the animation nodes addon. That may help.

>> No.763647

How do I apply shade flat/shade smooth to a certain vertex group of a mesh? I want the face of my character to be shaded flat but the cloth around his face to be shaded smooth and they're all the same object.
I tried the Edge Split modifier but it doesn't give the exact result I'm looking for, its still adds a slightly smooth finish to the entire mesh.

>> No.763658
File: 207 KB, 307x371, 1455928362409.png [View same] [iqdb] [saucenao] [google]
763658

>>763601
>Turn off the original ones, they are still there and on.
The original ones... AH!

I FORGOT.

>> No.763659

>>763647
Select edges - ctrl+e - mark sharp

>> No.763692

>>763604
>they are all instanced from the same object
Aren't they pretty much the same as duplicates with alt+d? They're instanced right?
Is there any in-program solution? Do you think if I baked the boids anim, and then make all the objects real, that it'd work?

>>763607
>animation nodes addon
Every time. Why is it that every time I run into a problem, the answer is AN? Why can't Blender just do shit like this to begin with? No fault with you, I'm sure you're right that AN is the solution, it's just baffling that simple shit like this doesn't just work to begin with without having to learn a new workflow from scratch.

>> No.763693

>>763692
>>763607
Alright, so I may have found something, and a quick test shows that it works.
It builds off of
>Do you think if I baked the boids anim, and then make all the objects real, that it'd work?
Apparently when you make particle objects real, they don't inheret the animations of the particles. Which kind of sucks, but I found a solution in the form of a script that transfers those over from this answer on the stackexchange
https://blender.stackexchange.com/questions/4956/convert-particle-system-to-animated-meshes

Now all the particles are linked objects, and putting the displace modifier on them works just fine. It's just slow as shit because of course it is. Still, it gets the job done. Now I just gotta make the boids look good first.
Thanks for the help you both provided and giving me some help coming up with a solution.

>> No.763697

>>763692
>Aren't they pretty much the same as duplicates with alt+d? They're instanced right?

Maybe instanced is the wrong word, I dunno, I'm dumb. Look at it this way: You are taking an object with a modifier on it and then using that as a reference to draw particles. At no point does the particle simulation interact with the object or its modifiers as far as I know, so the modifier cannot have an effect on individual particles with different locations, it only effects the object and its own location.

>Is there any in-program solution? Do you think if I baked the boids anim, and then make all the objects real, that it'd work?

In theory if you could do this and applied the modifier to all of the objects then I would imagine it would work. I don't know of any way to do this though, I'm not very experienced with particle sims. You could try asking on a better website than this shithole though. Maybe https://blender.stackexchange.com/?

>Every time. Why is it that every time I run into a problem, the answer is AN? Why can't Blender just do shit like this to begin with? No fault with you, I'm sure you're right that AN is the solution, it's just baffling that simple shit like this doesn't just work to begin with without having to learn a new workflow from scratch.

Well there could be a solution that I am just not aware of. Again, you are better off asking elsewhere.

As far as not working in Blender by default goes, to be fair they are currently working on fully replacing the particle system with a node-based one scheduled for 2.91, about four or five months from now. That could have better results than the current implementation.

>> No.763698

>>763697
>>763693
Ah, too slow.

Shouldn't play with blender mid-post. Glad you found a solution.

>> No.763706

>>763659
Of course. Thanks.

>> No.763719
File: 119 KB, 900x900, unnamed(2).jpg [View same] [iqdb] [saucenao] [google]
763719

Say I sculpted a character in a T-pose

How can I pose this character without rigging and retopo?
The intention is a static pose, and I don't mind doing some adjustments/resculpting.

>> No.763720

>>763719
move the vertices to the desired position.

>> No.763721

>>763719
The Pose Brush

>> No.763737

https://www.nvidia.com/en-us/geforce/news/august-2020-nvidia-studio-driver/
Previous work by Blender helped add support for NVIDIA’s OptiX rendering engine, which utilizes RT Core accelerated ray tracing and Tensor Core accelerated AI denoising. It’s a process that predicts final images from partially rendered results while they’re designing in the viewport, allowing users to explore new ideas and quickly iterate on design choices. Until now, OptiX-accelerated rendering was only available on NVIDIA RTX GPUs.

With Blender 2.90 this game-changing advancement becomes available on all NVIDIA GPUs, offering greater accessibility for 3D designers and artists. Artists with older GPUs and systems with a mix of RTX and non-RTX GPUs can now render scenes with OptiX. For non-RTX GPUs, rendering runs on the CUDA Cores. On RTX GPUs, rendering gets big speedups from RT Cores and Tensor Cores.

The update also adds NVLink support so multiple GPUs can be connected in a single system, dramatically speeding up rendering in scenes larger than one GPU’s memory capacity. Blender 2.90 will be released on August 26.

>> No.763744

>>763719
Sculpt, Grab, elastic deform, ik-pose-brush

>> No.763749
File: 129 KB, 462x634, headtest.png [View same] [iqdb] [saucenao] [google]
763749

Why does he look so retarded. Ive been fucking around with grab tool on it for literally an hour

>> No.763757

>>763749
Because you touch yourself.

>> No.763759

>>763749
eyes too big, chin too small, shapeless mouth, nose to thin at the tip

first that come to mind

>> No.763761

Is there a way to move a selection of more than one vertex towards its center without deforming the proportions? like if I'm using a mirror modifier and move them to the center, or if I select a couple of faces and scale them along an axis but without the stretching of faces

>> No.763765

>>763759
Ty

>> No.763783

reposting here
>>763739

>> No.763817
File: 520 KB, 1664x990, hhhhhhh.png [View same] [iqdb] [saucenao] [google]
763817

why do I have circle select now
why oftenly I can't just press A again to disselect everything

>> No.763820

>>763817
You probably pressed W which changes the selection mode.

>> No.763824

>>763817
you still can, it's just that they changed it so you have to double-tap A to deselect all

>> No.763826

>>763820
>>763824
thank you

>> No.763831
File: 211 KB, 1680x1020, bevel.jpg [View same] [iqdb] [saucenao] [google]
763831

so why does blender bevel this edge this way?

>> No.763835

>>763831
why does the user not know how to control the bevel*

>> No.763852

How can I create a water with depth and proper refraction? Things should get less visible the deeper they are.

I don't even know how to explain it or google it, I haven't found anything and I'm desperate. Please help if you can. I straight up saw one single render in blender where that kind of material is visible, everybody else has some shitty solution where things are just fully visible underneath the surface. In Octane it's literally one node, but how is it done in Cycles?

>> No.763854

>>763852
Why Cycles?

>> No.763859
File: 811 KB, 991x967, 1581232336102.png [View same] [iqdb] [saucenao] [google]
763859

>>763852
Something kind of like this?
Read or watch a few tutorials about volume shaders.

>> No.763891

>>763854
Because I'm using Cycles for the rest of the project. I guess I could use a different renderer for a particular shot, but it would probably just be messy.

>>763859
Hey, thanks, that kinda works I think. Certainly good enough for me, at least for now. Makes sense to use a volume, Octane does it with a medium node as well. I haven't managed to recreate it though. I always get confused when I should use larger shader nodes vs mix these smaller ones together. So many way of doing things, and all of them give slightly different results. That's why I liked Octane's "everything just werks" approach.

>> No.763893

>>763891
This seems promising
https://www.youtube.com/watch?v=3GOyX71mKwQ
https://www.blendswap.com/blend/11110

>> No.763895

It's pretty clever
"How does it work? Each material is given a Node-Group called "Fake_Volume". Instead of actually computing volumetrics the object is simpy rendered a gradient transparency below the water surface."

>> No.763909

>>763761
anyone?

>> No.763918
File: 1.54 MB, 986x992, 1545478999041.png [View same] [iqdb] [saucenao] [google]
763918

What are some features that you really want to see in blender?
For me it's vertex locking.

>> No.763923

>>763893
>>763895
Wow, thanks again for the help, this one works amazingly well, I'm testing it right now.

>getting help from /3/ and actually solving a problem
2020 isn't that bad after all.

>> No.763928

>>763923
cheers

>> No.763929

>>763918
edit poly modifier

>> No.763950

How do I get the cloth simulation sculpt brush?

>> No.763956

>>763918
Light groups.
Fucking LIGHT GROUPS.

Seriously. I shouldn't need to make another whole scene and composite it over just because I want something lit a certain way without fucking up everything else.
I should be able to set up a group of lights and have them affect what I want.

>> No.763968

BREAKING!
Some people at GSC use Blender as part of their workflow
https://twitter.com/gsc_goodsmile/status/1296024395744514049

Pablo keeps adding things to the cloth brush
https://twitter.com/pablodp606/status/1295839667871416320

2.83.5 was released with 25 bugs fixed
https://www.blender.org/download/

>> No.763986

>>763749
You made him look like sharp-chinned moot.

>> No.764008

>>763956
for god's sake THIS

>> No.764011

>>763956
Is it different from putting all your lights into a collections and activating just the ones you want?

>> No.764039

>>764011
Yeah it is.
Say you have a main subject, and you want him to have some nice 3-point lighting that doesn't influence the scene, just the main subject.
You might put those lights at varying intensities and stuff to get exactly the look you want on the subject, but then you have those lights fucking up the rest of the scene.

As it is, there's no way to do this without making another copy of the scene, putting your lights on it, isolating the subject, and comping the two scenes together in post. It's a good bit of work for something that'd be 2-clicks or so and a keystroke to apply a light group.

With light groups, all you'd need to do is take those lights for the main subject, add them to a group, and specify that group in the settings for the main subject.
Ideally, if you don't specify a group for the scene, it'd use all the lights with the exception of the ones in groups. Or something similar, and you'd have the setting to have the regular scene lights influence the group, or exclude the scene lights.

>> No.764099
File: 253 KB, 732x479, 2heads.png [View same] [iqdb] [saucenao] [google]
764099

>>763749
>>763757
>>763759
>>763986
I changed it a bit more. Left is first attempt a few days ago lol

>> No.764105

https://www.blender.org/download/lts/

LTS Release 2.83.5 Released on August 19, 2020.

>> No.764107

Can anyone explain to me how to change the step size when zooming in and out with the mouse wheel? By default it's too much.

Please don't say hold ctrl-middle click or use + and -, I already know that shit and it's not what I want.

>> No.764113

I have to use Blender 2.70 for reasons.

Can someone explain what the deal with this horrible white overlay tint is? How do I get rid of it? I never had this in my old 2.76-2.79 versions.

Changing the preset theme does nothing.

>> No.764114
File: 521 KB, 2560x1038, b27.jpg [View same] [iqdb] [saucenao] [google]
764114

>>764113
Forgot pic

>> No.764121

>>764114
It looks like an issue with gamma, but I don't think you'd be able to capture that in a screenshot.

>> No.764123

>>764107
This might be grasping at straws, but it might depend on the setting you have it set within windows. Like the stepsize between lines.
I'd give it a try if you can't find anything else.

>> No.764146

>>764039
Oh right, thanks.

>> No.764150
File: 48 KB, 865x717, color_space.jpg [View same] [iqdb] [saucenao] [google]
764150

I don't understand what am I doing wrong and I could swear this worked before, but I can't figure out why do images export and KEEP Blender's color management and exposure/gamma settings, even if I try to export them as targa raw or openexr. I imported them in photoshop and all the detail is lost. I did pic related in Blender, burned the highlights completely and it exported like that into photoshop.

Also, isn't linear space broken? Shouldn't colors desaturate when you increase exposure? That isn't happening with "Linear" view transform, although it does happen with "Linear log", but then "Look" settings don't work and contrast is too low.

>> No.764151

>>763831
Are the normals pointing in the right direction?
Is the profile at the default 0.5 instead of 0?

>> No.764155

>Bone Heat Weighting: failed to find solution for one or more bones
Fucking tell with which bones you are having trouble with you fucking piece of putrid shit.

>> No.764157

Is there a way to project a noise texture along the curve?

>> No.764161

>>764099
Better. Push the eyes deeper, broaden the nose ridge

>> No.764185
File: 389 KB, 3598x1735, pgdt6JrA6W.jpg [View same] [iqdb] [saucenao] [google]
764185

I tried to extrude along normals and suddenly this part had trillion vertex

how do I undo that?

>> No.764186

>>764185
Select all and merge by distance
I think its better to use the scale tool with the 3d cursor in the center and a locked y-axis for this

>> No.764187

>>764186
it said it removed 80k vertts but still no enough

>> No.764188
File: 217 KB, 2547x1248, JJS33YZVnT.jpg [View same] [iqdb] [saucenao] [google]
764188

I fixed it by applying merge by distance in vertex mode!

Hooray!

>> No.764231
File: 393 KB, 1654x1719, uv unwrapping.jpg [View same] [iqdb] [saucenao] [google]
764231

Noob here. Can someone tell me what I'm doing wrong or help me? I want my circle/cylinder to unwrap like the top picture. Problem is I don't want the button to be lying flat and want it to be rotated/tilted like in the bottom picture but then when I unwrap it again the uv gets fucked up. Is there a way to have it remain like the top so it's easier to apply textures/painting onto?

>> No.764256

>>764231
Go into orthographic view when unwrapping cylinders and stuff. For some reason being in perspective fucks it up.

>want it to be rotated/tilted like in the bottom picture
Why in the world would you want it like that?
Top image is what you should be going for. But ideally the strip of faces would be flat.

>> No.764259
File: 202 KB, 958x1072, hat.png [View same] [iqdb] [saucenao] [google]
764259

>>764256
>Go into orthographic view
It didn't seem to do anything different, maybe I'm doing it wrong. The circles still get stretched and rotated. Does rotating something on the z-axis just fuck uvs up? On stuff that isn't cylinders I can atleast use follow active quads for the most part to straighten things out but I'm completely lost on how to deal with circles/cylinder shaped stuff.
>Why in the world would you want it like that?
Because I want them to be like pic related. Or are you saying I don't have to unwrap it in that position at all, that I can keep the first uv?

>> No.764279

Double posting this question.

How do I do the thing in Blender where it makes the blue indicator of which way your normals are facing appear?

>> No.764285

>>764279
Well I didn't figure it out but I just went enabled face orientation from the overlay for a similar effect so nevermind.

>> No.764288
File: 248 KB, 577x351, Ear.png [View same] [iqdb] [saucenao] [google]
764288

How to fix this? From left to right its a back view of the ear, the interior, then the front.

What's happened is the 2 sides are so close that I cant change one without affecting the other. In the last picture i tried to grab it outwards and it pulled the other side inwards. Other tools do the same thing

>> No.764294

>>764288
Nvm used a mask with front faces only cus it was going through the other side

>> No.764298

>>764259
>Or are you saying I don't have to unwrap it in that position at all, that I can keep the first uv
No you don't. You unwrap once and then you can keep moving your meshes around however you want.

>> No.764304

Why do they say that Blender is bad for importing into unity and good for unreal? I only know unity and maya but am looking to cut out the maya because its unstable

>> No.764305

>>764105
>update to 2.83.5 from 2.83.4
>image sequence textures don't work in Cycles anymore
Nice """stable""" LTS release.

>> No.764309
File: 982 KB, 1920x1009, IKFKIKSnapping.png [View same] [iqdb] [saucenao] [google]
764309

Anyone know a straight forward way that I can get IK bones to snap to their FK versions and vice versa?

>> No.764315

FK is overrated.

>> No.764318

>>764315
Good for pics.

>> No.764321

>>764309
Press the button to do it in rigify.

>> No.764325

>>764321
I'd prefer to try and make one from scratch.

>> No.764387
File: 148 KB, 327x338, 1549857737933.png [View same] [iqdb] [saucenao] [google]
764387

How the FUCK are you supposed to sculpt entire character bodies when performance shits the bed at 1m?
Doing just a head or bust is alright but everything goes to utter shit if you try to do more.
Why on fucking earth are they forcing the ~JUST REMESH BRO~ workflow when Blender is obviously not able to handle an uniform high density mesh? With dyntopo you can for example have nicely detailed eyes while going lower resolution on areas like legs, arms and such but dyntopo seems to be buggy and kinda on its way out by how devs talk down on it and/or prefer the remesh way instead of it.
If you go with he uniform mesh density like they're currently pushing, you either have fucktons of wasted geo on legs or other way around no wasted geo on low detail places but a blurry mess of a face.

Are you supposed to split up your entire character into sections with ugly seams while you're working on it and then late in the process join them all and clean up? I hate that workflow.

>> No.764392

>>764387
>performance shits the bed at 1m
Performance is just fine.
Your computer sucks is all.

>> No.764411

>>764387
That is why everybody with a working brain is using ZBrush. Blender sculpting is for the 3rd world and autistic waifu sculptors that don't need much performance because all they do is lightweight and stylised.
>>764392
Performance is roughly 1/10 of what Zbrush is able to do on the same machine.
This is not just fine, its fucking atrocious.

>> No.764412

>>764392
Keep telling yourself that, blendlet.

>> No.764435

>>764411
>>764412
>Come into Blender thread to complain about Blender
It's not even rent-free at this point, it's full on squatter's rights.

>> No.764497

>>764435
I am not complaining shit-for-brains.
HE >>764387 was complaining.
I was explaining.
And what makes you think I am not a Blender user? Because I am not behaving like a fucking cult-member?
Sculpting performance and performance in general sucks in Blender - deal with it.

>> No.764506

>>764411
Blender is not for sculpting, period.

>> No.764522
File: 214 KB, 1062x2568, DBiAYL96wo.jpg [View same] [iqdb] [saucenao] [google]
764522

I deleted the part I marked red, but when I am filling faces, it seems like these faces acting weird - i cant loop them when I am looping the other parts of the object and shadows are strange

can I anyone help?

>> No.764527

>>764522
never mind i fixed that

>> No.764528

>>764527
What was the problem?

>> No.764530
File: 140 KB, 1318x936, blender_xIkP2kfXcj.jpg [View same] [iqdb] [saucenao] [google]
764530

>>764528
two vertex here

>> No.764531

>>764530
Ah, hate those strays.

>> No.764536
File: 327 KB, 1083x666, file.png [View same] [iqdb] [saucenao] [google]
764536

i finished the basic modelling tutorial

few

>> No.764539

>>764536
Oh that looks interesting, what series is that?

>> No.764558

>>764539
FlippedNormals - Introduction to Blender 2.8

>> No.764573

>>764558
Thanks.

How'd you find doing it so far? I'm a right cheapskate so I try to do everything via esl youtube tutorials.

>> No.764583
File: 37 KB, 728x336, Blender-1.0-banner-728x336.jpg [View same] [iqdb] [saucenao] [google]
764583

>> No.764586
File: 134 KB, 1280x720, venice.jpg [View same] [iqdb] [saucenao] [google]
764586

Im making a character and I want to use a bone to change a texture in the object. Is that even possible?
Tried making several objects with different materials to switch with the alpha slider but its a pain in the ass and also tried having several copies of the mesh in the same object to switch with vertex groups (cant find a way to animate that).
Ideally I should be able to use a bone to change this texture whenever I want and just keyframing that

>> No.764587

>>764583
We've came a long way lads, says the guy that only started last year.

>> No.764589

>>764586
Yeah that's possible
https://www.youtube.com/watch?v=5NlvgMYZgaY

>> No.764591
File: 116 KB, 882x1228, 1591234135096.jpg [View same] [iqdb] [saucenao] [google]
764591

Finished Blender Fundamentals 2.8 playlist and about to finish Andrews donuts tutorial

If I wanted to learn how to model characters, who would be the person to learn best practices from?

>> No.764593

>>764589
I also tried that but I cant get it to work correctly. It just doesnt snap to where it should and it seems to only work on perfectly square grids but I just need to switch between 3 textures

>> No.764595

>>764591
All the free character tutorials are flawed in some way, Daniel Kreuter's anime series is probably the most complete but not really for beginners. The best way in my opinion is to watch everything you can and test the workflows to see which ones give you the best results, and then spend a few months painfully trying/failing/starting over.
Also collect a lot of reference pics, you can start there >>742562

Good luck

>> No.764596

>>764591
Dikko has a decent series on stylized characters.
Grant Abbitt has done a few.
Blender Cloud's stylized character course is kind of crap.

Searching around on youtube you will see that western youtubers sculpt while eastern youtubers polymodel characters, because they are ESL more of the easterner's don't speak.

For replicating anime check out https://twitter.com/rukikuri and all their friends

If you want info on Anatomy for sculpting go to the vidcourse thread on /ic/ or check their bookthreads for ones on sculpting.

>> No.764597

>>764591
I've been wanting to get a tablet so I can draw a reference image and work from that, does anyone here have experience doing that?

>> No.764598

>>764596
>you will see that western youtubers sculpt while eastern youtubers polymodel characters
That's not true, the official zbrush youtube channel has a lot of Japanese sculptors. It's zbrush but most principles can be adapted for blender sculpting.
See https://www.youtube.com/watch?v=MGOv_3GRkrY for example.

>> No.764599

>>764598
>zbrush
so not Blender.

>> No.764600
File: 1.10 MB, 1600x960, 1584393297065.png [View same] [iqdb] [saucenao] [google]
764600

>>764595
>Daniel Kreuter's anime series is probably the most complete but not really for beginners.

If you don't mind me asking, why's that? Would the things he talk about too complex or just a lot of information to take in? I normally only do about 20 -30 minutes on tutorials since I'm usually busy.

Thank you, I'll look into watching different peoples tutorials to see how it goes.

>>764596
Thank you, I'll give them a watch.

>> No.764601

>>764599
Twitter is filled with eastern blender artists using sculpting for their characters, they just don't make videos about it.

>>764600
>Would the things he talk about too complex or just a lot of information to take in?
Both, and a lot of it is about how he does things rather than why he does them this way. Still it's a good overview of the whole process.
Also don't restrict yourself to tutorials, watching timelapses can also be very informative, especially when you get stuck on a complicated anatomical detail.

>> No.764606
File: 29 KB, 665x574, 47b.jpg [View same] [iqdb] [saucenao] [google]
764606

>tfw I seriously think animating in blender is much easier than in sfm

>> No.764607

>>764606
How so? I gave up on sfm before I even reached that stage.

>> No.764613

>>757501
How the fuck do I animate good? everything i make looks like a goddamn robot

>> No.764617
File: 60 KB, 1000x568, 08.23.jpg [View same] [iqdb] [saucenao] [google]
764617

Followed some tutorials
How can i get into bottom pic related?

>> No.764618

hey guys i am a noob just wondering is there a typical workflow for if you are trying to make a relatively high detail sculpt just low poly enough to export into substance painter?
i dont want to bake or anything its not for a game or animation i just want to give it some textures to do a still of, but having trouble understanding if there is a way to bring it low poly enough to texture but not lose all my details. apologies if this is very noob

>> No.764620

>>764617
By working hard on improving your skills

>> No.764622

>>764596
>Blender Cloud's stylized character course is kind of crap.

substantiate your claims, that course is great.

>> No.764629

>>764613
Apply info from basic animation tuts
https://www.animationmentor.com/resources/webinars/timing-and-spacing/

Use reference footage with the knowledge of timing and spacing applied.
https://www.youtube.com/watch?v=2z_k2z5m6H0
https://vimeo.com/groups/aniref

Rotoscope/tracing
https://www.youtube.com/watch?v=KbhJaisfF0g

Use MoCap data
https://www.mixamo.com/#/
There are a bunch of MoCap apps and setups on youtube.

>>764617
For learning animu proportions watch Pin2D on youtube. (its 2d but the basics carry over.)
Figures - https://www.youtube.com/watch?v=ko3Zaw8zffk&list=PLd9YlgrhwWqCSiGwPwA_N_nqKfTLY1Kn8
Hair style breakdowns - https://www.youtube.com/playlist?list=PLd9YlgrhwWqDg-O1kdp84Py30Tev8W4Ch
https://www.youtube.com/watch?v=BqWYgrXw7Jk

Follygon does a lot of waifus in Zbrush
https://www.youtube.com/watch?v=6FQgJUmw3j8

There are 3d modeling tuts for anime waifus on youtube but most of them assume you already know the basic proportions to block out a generic figure on your own.

>> No.764630
File: 13 KB, 571x500, 1597475253710.png [View same] [iqdb] [saucenao] [google]
764630

I just found out that checking "delay viewport updates" speeds up sculpting a great deal. it basically only updates the mesh you can see right now and updates everything else just when it comes into your view. fucking love it.

>> No.764654

>>764583
>posts to blender reddit to get 20k upvotes

>> No.764656 [DELETED] 
File: 89 KB, 241x198, 1542812041020.png [View same] [iqdb] [saucenao] [google]
764656

When in sculpt mode, why can't you just click a different object to sculpt on? Why do you have to go out of sculpt mode to switch between what object you want to sculpt on and then go back into sculpt mode? What is this clunky bullshit?

>> No.764667
File: 118 KB, 410x295, 1549707120247.png [View same] [iqdb] [saucenao] [google]
764667

Alright this shit is getting ridiculous.
When in sculpt mode, you can't just click a different object and select it so you can sculpt on that one. You have to go out of sculpt mode, select the different object you want to sculpt on and then enter sculpt mode again

>BUT ANON, JUST UNCHECK "Lock object modes"! This will allow you to just ALT-Click inside sculptmode and quickly change between objects to sculpt on!

Yes, this sounds really great!
Too bad that in most cases you'll find yourself suddenly in object mode after you have selected a different object. Basically total chaos. Every object is now in its own mode.
I just want to _STAY_ inside sculpt mode while being able to swiftly switch between objects. Is that too fucking much to ask for.

>> No.764673

>>760055
That "DO X IN 1 MINUTE LETS GOOOOOOOOOO" was an attempt but ian hubert's gay style doesn't work outside of his vids I guess

>> No.764700

>>764673
>gay style
Fuck you, his videos are fun

>> No.764709

Do you use Blender for creating and panting textures, or do you prefer a seperate program?
Does it depend on the model? (like organic vs mechanical)

>> No.764710

>>764673
>ian hubert's gay style
t. Duck

>> No.764712

>>764667
to sculpt an object, you set it to sculpt mode. to sculpt three objects, you set all three to sculpt mode. if you haven't set them to sculpt mode then, surprise, they won't be in sculpt mode.

that's not chaos, that's consistency.

>> No.764729
File: 143 KB, 750x600, nuts.png [View same] [iqdb] [saucenao] [google]
764729

Why cant we set a origin for collections yet?
Instead of having a neatly sorted set of objects with their own origins i have to shift all of them to (0,0) - this sucks.

>> No.764730

>>764712
How about some fucking consistency and have the mode you chose locked for every object WHILE being able to freely switch between them?
Even selecting a different object in the outliner does nothing. This is fucking idiotic.

>> No.764743

any easy way to add alpha value to cyles' builtin toon shader?

>> No.764744

>>764730
nah, you're just dumb and impatient
ngmi

>> No.764745

>>764673
To be fair those videos are actually probably the most impactful and interesting 3D tutorials in a decade. He's a working pro with a sense of humor, better than the vast majority of tut youtube.

>> No.764766
File: 3.20 MB, 1920x1080, 122223.png [View same] [iqdb] [saucenao] [google]
764766

>>764573
It's great
Just finished it

You can download it from rutracker

>> No.764771

>>764709
I only use the texture painting mode to create maps to blend between different procedural materials. If I need to paint something more detailed I usually use Krita.

>> No.764808

is there a way to have multiple 3d viewport spaces with different modes open in them? whenever i split the screen into two 3d viewports if i select a mode in one, the other automatically changes, so I can't weight paint and see the changes update in real time on a pose without manually switching between pose and weight paint modes

>> No.764813

>>764617
Who is that?

>> No.764830

>>764730
>How about some fucking consistency and have the mode you chose locked for every object WHILE being able to freely switch between them?
what you seem to want is for the software to ignore the mode the user chose for a given object and instead set it to whatever mode the previously selected object was in. then instead of setting all objects to sculpt mode you would do it for one object and the others would force-switch as you selected them.

this is both impossible to implement consistently (since not every object supports every mode) and just plain bad design that ignores explicit user input in favor of the software guessing what the user might want. if i set one object to edit mode and another to sculpt mode then i want them to stay that way as i move between them. if i wanted them both in sculpt mode then i would have set them both to sculpt mode. it's literally two clicks per object per sculpt.

the way it works right now is consistent and correct and your suggestion is stupid.

>> No.764833

I find it very weird than in sculpt mode, if you have multiple viewports of the scene and you start sculpting in one the others won't update until you let go off the mouse, why can't the others update in realtime? Is it really that taxing on the system?

>> No.764841
File: 266 KB, 2584x1484, explorer_LB619kICJe.jpg [View same] [iqdb] [saucenao] [google]
764841

Why is his arc more stretched than mine?
I dont understand...

>> No.764845
File: 114 KB, 537x268, Screenshot_25.png [View same] [iqdb] [saucenao] [google]
764845

if im to rotate an object in an animation, how can i get the pose to rotate as well? the pose seems to be locking the vertices rather than moving along with the body and i'm getting these weird shapes

>> No.764846
File: 108 KB, 969x762, file.png [View same] [iqdb] [saucenao] [google]
764846

>>764841
I had to apply scaling for house first
then it worked

>> No.764849

>>764830
>and your suggestion is stupid.
meanwhile Pablo is working on a quick switch operator right now

https://developer.blender.org/D7510

>> No.764852

So when I generate a rig from rigify and it populates the controllers, say some of the controller locations are off. Is it okay to edit the "green bones" from the armature layers before actually weighting my bones or will that cause problems? It's much easier to fine tune the controls that way than playing the guessing game with the base armature and regenerating a rig over and over.

>> No.764853

>>764573
Whats esl?

>> No.764858

>>764853
english as a second language

>> No.764873

>>764849
that sidesteps the issue by making "switch objects, force sculpt mode" a separate command the user chooses explicitly. the point is that it would be stupid as the default behavior of object selection, an opinion pablo clearly shares considering how he's implementing this.

>> No.764874

>>764873
I stated several times that all I want was staying inside sculpt mode and just being able to quickly switch between objects while sculpting. What he's about to implement is exactly that.

>> No.764875
File: 6 KB, 225x225, jakwo.jpg [View same] [iqdb] [saucenao] [google]
764875

>can't model for more than 10 minutes without pausing to check something on internet

>> No.764882

is it possible to use key frames to assign different textures rather than move vertices around?

>> No.764887

>>764882
I don't know what you mean by moving vertices around, but if you a looking to animate a texture you may want to look into image sequences.

And depending on the amount of textures you want to use, you may just be able to animate the slider on a color mix node between two textures.

>> No.764889

>>764887
>>764882
Or animate the UV coordinates

>> No.764909
File: 20 KB, 260x262, 1587469055824.jpg [View same] [iqdb] [saucenao] [google]
764909

why is everyone creaming themselves over this addon?
can't you get similar global illumination results using lightprobes?

https://www.youtube.com/watch?v=0_yJHuDACOQ&feature=emb_logo

>> No.764918

>>764875
keep going anon. You'll get there.
Eventually you'll be good enough to make detailed stuff using broad, sweeping strokes in a fraction of the time you could make the same thing as a beginner. With it also looking cleaner and done more efficiently.

All it takes is practice.

>> No.764919

>>764887
>>764889
yeah that did it perfectly, thank you very much! for some reason blender simply got rid of my keyframes though, so now I have to do everything from the scratch. I may have deleted them by accident too, but it's too late to check that now. either way, I'm glad I found a simple solution for what I wanted, so thank you again. animation can be so overwhelming if you don't have a clue of what you're doing

>> No.764920

>>764909
Light probes are static, anon.
Meaning the lights are fixed once you bake them. So no animating things like day/night, or moving the world at all. Static probes also means that any bounce lighting is fixed as well, so a character walking through a scene might have bounce light on them, but they won't cast it themselves. Making a disconnect between the scene and actors.
Not to mention anything that moves and has lights, the lights won't move because, you guessed it, the light probes are static.

Basically, biggest thing this addon has going for it, is you can have your cake and eat it too.
Eevee's got proper motion blur now
and with this, it's got GI and bounce lighting, pair that with the quicker rendering, and it's that much more appealing to use over Cycles.
Each rendering engine has their place though.

Hope that clears some of it up!

>> No.764922

>>764920
oh damn, you're right. thx for that post

>> No.764923

>>764922
No problem!
Thanks for posting the addon, honestly would have flown under my radar, but now I've got something cool to play with and see what it can do.

>> No.764932

Where can I find a good source on how to do proper uv unwrapping?
I'm sure my unwraps are shit, I need to understand how to maintain the same texel density between assets too

>> No.764935

>>764909
Yeah I don't get it either, it's not a great solution and it only looks good on cherry-picked examples. I'll wait for SDFGI which should come shortly after the switch to Vulkan.

>> No.764940

>>764932
Combine this video with a basic UV unwrap tutorial to get the info you need. Tex tools can keep a consistent texel density.

https://youtu.be/L3654VGZObg

>> No.764946

>>764909
I think if anything it's making people realise how much a proper GI solution for eevee would make a difference rather than it by itself being that useful.

I think it's a bit too grainy and low quality right now but the user experience in terms of how it works and how useful it is on moving objects is amazing.

>> No.764949

>https://www.youtube.com/watch?v=p9swDEYEspQ

Thoughts? this is old as shit but considering 89.97% of blendlets use it to make cunny, this might be relevant.

also sculpting is irrelevant apparently

>> No.764976

>>764949
That's why I wany to get a drawing tablet so I can sketch out a animation reference.

>> No.764977

>>764949
also sculpting is irrelevant apparently

That's why I want to get a drawing tablet so I can sketch out a animation reference and work off that, not for cunny though.

>> No.764988

>>764935
>I'll wait for SDFGI which should come shortly after the switch to Vulkan.
>which should come shortly after the switch to Vulkan.
>shortly
wouldn't count on it

>> No.764989

>>764949
go make smug slurping noises somewhere else

>> No.764991

>>764949
There's nothing I hate more than fake painted shadows. That video showcases drawing, this is hardly 3d modelling.

>> No.765000

>>764909
Light probes need to be baked, screenspace GI is real time.

>> No.765016
File: 133 KB, 500x379, 1582029589182.gif [View same] [iqdb] [saucenao] [google]
765016

I spent the better part of today trying to model a jacket using shrinkwrap and suffering
Then saw someone do it better in a minute using MD... I'm learning that shit right now

>> No.765017

>>764991
yikes

>> No.765059
File: 1.62 MB, 1680x2100, textureproblems.png [View same] [iqdb] [saucenao] [google]
765059

The UV editor shows everything is fine and dandy (I didn't arrange the islands because I'm trying to fix this problem). The texture editor though... what the fuck? Why is the waist and upper arm not covered? What the hell is going on with the UV map?

>> No.765062

>>765059
do they have the same material as the rest of the body assigned to them?

>> No.765063

>>765062
I only made one material. Even if I delete it and make another one the same problem occurs.

>> No.765064

>>765063
can you make sure all faces have that material properly assigned though? just select all and assign and see if that fixes it

>> No.765066
File: 627 KB, 1680x1050, ....png [View same] [iqdb] [saucenao] [google]
765066

>>765064
How would I assign?

>> No.765073
File: 35 KB, 297x421, Screenshot_27.png [View same] [iqdb] [saucenao] [google]
765073

>>765066
sorry about the late reply. basically you select your entire mesh with A since it's all one mat and then on the material properties you select your material and assign them. the pink happens when there's something wrong with the shader, in this case i think this will fix it

>> No.765085

>>765073
That fixed everything. Thank you very much anon.

>> No.765089

>>765016
Yeah sculpting clothes is basically a time where you can't take any shortcuts.

In my experience all of those hacks don't work and your best option is to box model the clothes and just sculpt it all manually to fit.

Will be good practice for MD too because you'll still likely wanna mess with the MD output and clean it up in sculpt later.

>> No.765096

>>765085
no prob. it's very easy to get silly miss-selections pass by unnoticed, I usually just double check it every now and then. specially with yanked vertices. I tend to yank by accident when trying to set Y as the axis for rotating or moving, and then I have all sorts of duplicate vertices going around my mesh. I only notice it when I get weird mesh behavior later on. fyi if that ever happens to you, select your entire mesh and press m to merge, and then pick "by distance". if you haven't messed with the distance values, that should merge only overlapping/duplicate vertices. took me a while to learn this lol

>> No.765099

>>765096
I'll keep that trick in mind

>> No.765108
File: 63 KB, 1024x1024, kickboxer_pharah_by_pharah_best_girl_ddudxx1-fullview.jpg [View same] [iqdb] [saucenao] [google]
765108

>>757501
How long does it take to learn to make Blender porn and get patreon bucks?

>> No.765114

>>765108
60 years

>> No.765115

>>765108
seventeen

>> No.765120

>>765108
About treefiddy.

>> No.765125

>>765108
42

>> No.765126

>>765016
Just know that the only way to make clothes that look good in MD, is to actually know how to make clothes irl. Or at least understand the theory behind it.
The best looking shit comes from people who know how clothes are put together, and the patterns and measurements that work for the character.

Seriously, if you git gud at MD, you could make your own clothes with little to no problem (aside from the technical shit involved with sewing). Still, MD is insanely easy to pick up. With the only skill needed being actual clothing-making (idk the term) skills.

>> No.765127

>>765126
What's an MD?

>> No.765132
File: 250 KB, 1920x1080, Pharah 3.jpg [View same] [iqdb] [saucenao] [google]
765132

>>765114
>>765115
>>765120
>>765125
Gonna try anyway. Seems kinda fun.

>> No.765136

>>765127
Marvelous Designer.
It's a 3d cloth sim for making clothing.
It's paid software though, so you either have to buy it or wear a peg-leg and an eyepatch, and get invited to the secret meeting place with other individuals with similar qualities.

>> No.765139

>>765108
1. Learn the basics
2. Learn to take good renders
3. Learn lighting
4. Learn posing
5. Learn the dopesheet, timeline, graph editor
6. Learn drivers
7. Learn shapekeys
8. Optional: learn sculpting so you can modify parts of the body as you see fit

>> No.765140

Best thing to learn when doing your own coomer animation shorts, is to milk loops. Camera angles, POVs, pans and so on. Become your own Spielberg.

>> No.765142

>>765139
>>765140
>>765136
Thanks. Gonna learn all that shit. Currently making a donut, but already did a few renders with Pharah.

https://imgur.com/NRO8brF

>> No.765144

>>764845
god im retarded, took me a whole day to realize i was rotating the mesh instead of the armature

>> No.765149

>>765139
Shit I'm most of the way there I reckon, I've been learning about drivers recently to try to find a solution for this >>764309 Aside from making IK/FK stuff, what other purposes are they useful for when it comes to animations would you say?

>> No.765156

So I did a huge fuck up. I scaled down an armature, added a lot of keyframes, then added a bone constraint and things started to glitch out, only then I realised I haven't apply the scale and if I do it it fucks up the whole animation. There's no way to fix this other than starting again, is it?

>> No.765157

>>765142
Making porn with already complete models with finished rigs etc is much easier because all the heavy model work is already done
literally 9 out of 10 "creators" working on overwatch (or any other popular game like WoW) porn for example use the exact same models

at that point most simply learn blender basics and go straight into posing/animating/lighting
If you're gonna make porn I wouldn't waste time getting into your own models and simply go straight to making porn after basics and then >>765140

>> No.765163

https://twitter.com/pablodp606/status/1298017862272069632

>> No.765197

Why does filmic clamp whites and blacks? I used a simple alpha-over node in compositing with a white color but the sampler showed the values were at 0.8

>> No.765209

the keyframe modifier menu with f curves and all that won't show up. can anyone tell where I messed up?

>> No.765210
File: 58 KB, 721x531, Screenshot_28.png [View same] [iqdb] [saucenao] [google]
765210

>>765209
this is what it looks like rn

>> No.765212

>>765210
You're in the Dope Key editor, switch to the Graph Editor
The shortcut is ctrl+tab

>> No.765213

>>765212
oh shit you're right lol thanks a bunch! I was watching a guide on animation earlier today and made a quick one to know if i got the gist of it, I could swear it was done in dope editor, it didn't even cross my mind it was graph editor instead

>> No.765218

>>764940
Really nice, thanks

>> No.765233

just downloaded blender after watching the animal crossing style videos @lordstingray has been putting out for underground rappers. Is he recycling models from games or does he make everything himself? I want to make similar videos for music that I like, trying to get the gist of whats going on to do something like this. I read thru his reddit and apparently he uses paint.net for for textures (idk what this means)

>> No.765237

>>765233
Got a example of their stuff? Textures are what make up the visual features of a model, here I edited her white clothes texture in a program like MS Paint, so that it's different.

>> No.765238
File: 694 KB, 1920x1006, Temp.png [View same] [iqdb] [saucenao] [google]
765238

>>765237
>>765233

Fuck

>> No.765239

>>765237
https://www.youtube.com/watch?v=Pouf-YIUSoQ

https://www.youtube.com/watch?v=xUAgawZAi5g

Heres the two videos he's created but he has more stuff up on his instagram.

Ah I see. So I can open up the files to any pc game and change the way anything looks, as well as combine settings/sprites from other games with each other?

>> No.765241

>>765239
Ah those are custom made, he's probably made them himself. That'll require learning more about the basic 3d modeling process. If you're going for that retro low-poly style it's a bit simpler, but you'll need to learn about using the program, uv unwrapping, seams, rigging and armatures, so you'll need to commit to it.

>> No.765243

>>765233
>what are textures
Oh boy, you have a long road ahead my son. If you are planning on making animations then it will require a lot of effort and dedication, you will have to learn how to navigate in the program, the shortcuts, modelling, how to use nodes, materials, lighting. And only after that you will be able to learn how to animate: keyframing, dope sheet and graph editor and maybe some drivers. Don't get discourage, this stuff applies to any 3D program, and if your renders suck at first keep on practising and improving.

>> No.765244

>>765241
>>765243
I am currently neet moded for at least a year so I have plenty of time to learn. I appreciate all the 'key words' yall are giving me here. Going to go on a deep google dive for everything mentioned right now. This seems like a great community btw, I hope to learn and level up with you guys soon!

>> No.765245

>>765244
Good luck to you, I'm sure just by keeping at it and learning more, you'll be able to make stuff like that, important things just keeping at it.

>> No.765262

>>765244
hey anon I'm trying to make stuff like you, if you want my advice just make sure once you get comfortable with the shortcuts and the UI and the modeling process in general (it's a slow process and you'll only really do it once you've made a few models so dw much about it), try to make a simple rig and animate it so you can understand how it deforms and how adding a few edge loops might help you. I thought animation was scary because I wasn't modeling FOR animation, so my models didn't have the proper topology to do so. I know none of this makes sense rn but maybe come back to this comment later on and you'll know what I mean
I was making nice looking models myself but they wouldn't animate well, it's important that the decisions you make of edge flows and topology in general are made with animation in mind

>> No.765263
File: 738 KB, 1570x908, fence.png [View same] [iqdb] [saucenao] [google]
765263

Fence.

Blender is fun to learn about. One day I hope to get good at using it.

>> No.765267
File: 1.78 MB, 3496x4024, 1587847216024.png [View same] [iqdb] [saucenao] [google]
765267

Just got another headache
it feels like it squeezes my brain and my eyes

I don't know if it's consequences of my depression and being alone or because I started exercise

>> No.765268
File: 452 KB, 1074x741, file.png [View same] [iqdb] [saucenao] [google]
765268

>>765263
nice fence, anon
i would make it wider tho

>> No.765271

>>765268
Yeah. I thought that too. I was copying the tutorial video and trying not to let it drag on too much.
If I was to alter it I would put a little space there, fix how it joins up a bit, make a gate, angle the slats slightly to be more like a real fence and round things off a little more and put in some screws at the back to make the wood look fitted.
But I'll hold off since the next tutorial might cover that or something. (I;m using the guide from that humble bundle)

>> No.765272

>>765263
make the material white for the full affect

>> No.765286

>>765267
Stop using Blender.

>> No.765296

how can i loop the preview of the animation in the 3d viewport? like make it jump from the final frame straight back to 0 and loop from there

>> No.765299

>>765296
I thought it does that by default?

Try checking the timeline's "Playback" tab for "continuous" or "loop" settings and test those.

>> No.765300

>>765267
Drink more water. You might not feel thirsty (like your mouth isn't dry), but your body is.
That and don't use screens in the dark, light up the room.

>> No.765304

It seems like GPU encoding produces a slightly cleaner result in Cycles than CPU. Is it possible or just placebo?

>> No.765305

how do you get rid of the white tint on things you have active in edit mode while in material/render view?
just switched to 2.8 from 2.79 and this is bothering me more than it should.

>> No.765306

>>765299
yeah, for some reason it wasn't looping, but it started doing it all of the sudden. I will check that out if it stops looping again, thank you

>> No.765410

Do y'all texture in Blender?

>> No.765411

>>765410
No, I want to use Armor Paint

>> No.765419
File: 60 KB, 215x200, 2020-08-26-1598442005_215x200_.png [View same] [iqdb] [saucenao] [google]
765419

UH OH

>> No.765438

>32h rendertime with 50 samples
>looks like fucking shit

I don't wanna spend my whole week rendering this shit. Is SheepIt any useful?

>> No.765443

Any sites similar to Poliigon with free textures and materials? That guru nigga made a pretty decent site with high res materials but they're behind a paywall

>> No.765445

>>765443
Check the free resources pastebin
https://pastebin.com/cZLVnNtB
I personally use cc0, texture heaven and cgbookcase.

>> No.765489

>>757501
Out of all the things I've learned so far, nodes have been the most fun. Such a weird but engaging way of making materials.

>> No.765490

When I'm trying to duplicate imported model it gets all mutilated. How do I do it? When I append it again it drops in the same exact spot.

>> No.765496

>>765410
Tileables and procedurals? Yeah
Hero assets or anything that needs a personal touch? Hell no, bring it into Substance for that shit.

>>765438
Yes. But you have to get points first. The program is skewed to allow low-end computers to get points as well, but you just might not get them as fast as a proper machine. Still worth a try.

>>765490
Post pictures

>> No.765531

What's the easiest way to add decent looking sweat/wet effect to character skin?
Anyone got a proper node setup? Everything I try makes it look glossy with a bunch of ugly white spots/reflections

>> No.765541

Whenever I try to render with cycles with gpu and cpu enabled in opencl, it reads "Compiling kernels" and then crashes. But it works fine when it's just my cpu. I have newest video drivers, even using alpha build of Blender, still get this crash. When I was first starting out about 2 months ago this wasn't happening and ran perfectly fine. I tried AMD's pro drivers that are optimized for software, but that didn't work either. I'm using a 5700 xt btw, anyone have suggestions? I'm honestly thinking about trying cinema4d because this is a deal breaker and doesn't seem like it'll be fixed any time soon.

>> No.765572
File: 2.73 MB, 1920x1080, untitled.png [View same] [iqdb] [saucenao] [google]
765572

>>765541
Going back to an older AMD driver got it working, but now when I render I get this. Why can't AMD make optimized drivers??? I'm at a point where I just want to sell my video card and go with nvidia. I'm reading that AMD has always been a little fucky with Blender. Halp

>> No.765596
File: 11 KB, 235x180, I serve the soviet union.jpg [View same] [iqdb] [saucenao] [google]
765596

>> No.765597

>>765572
>>765541
AMD CPU + NVIDIA GPU is the way to do, for now at least.

>> No.765610

>>765597
Sucks though, just got this card at the beginning of the year. Might get a 2070 and resell my 5700 xt, fug.

>> No.765636
File: 30 KB, 1095x684, Capture.jpg [View same] [iqdb] [saucenao] [google]
765636

>>765496
>Post pictures
I was playing around with it last night and figured it out. If I select the body and move I get this. But I can actually move the model in pose mode and it moves fine. If I duplicate the entire collection and move the rig it works, though model controls are offline on duplicated model

>> No.765664

>>765531
Anyone? Getting sweaty skin was much harder than I thought
Tried using something like https://open3dlab.com/project/434/ But I can't get it to look good on character skin

>> No.765679
File: 343 KB, 1920x1030, Pharah 6.jpg [View same] [iqdb] [saucenao] [google]
765679

>>765664
That Pharah model had great sweat. Try importing it and copying some nodes settings?

>> No.765680
File: 18 KB, 358x478, sw.jpg [View same] [iqdb] [saucenao] [google]
765680

>>765664
Reference photo what I'm trying to get
Above node setup works decent I guess however no matter how I turn lights I can't get "smeared" reflective areas like pic, instead I get the usual specular/roughness glossy white dots

>> No.765707

>>765680
Add bumpiness and play around with using the bump map plugged in the roughness node.

>>765679 isn't so realistic but you might try to use that, you'll just need a "dripping" map

>> No.765742

>>765679
how is pucci morphing?

>> No.765763
File: 456 KB, 1920x1080, 3.jpg [View same] [iqdb] [saucenao] [google]
765763

>>765742
Pucci is sweet. I'm in love with this model

>> No.765785

>>765763
Can it do this morphing tho:
https://twitter.com/NaughtySandbox/status/1276499863157583873

>> No.765787

>>765785
Not that anon but damn that's fancy.

>> No.765788

>>765787
yeah that shit is fire, you can make her roll and pucci will look proper and perfect

>> No.765789

>>765785
No idea, I've just started with Blender.

>> No.765815

>>765763
>I'm in love with this model
>her arm bending like an empty toothpaste tube at the elbow
Disgusting

>> No.765839

>>765610
Wait a couple of months for new GPUs from both AMD and NVidia, this will drive prices down on older models.

>> No.765857

>>765815
I've noticed it later, but rerendering in 8K is too long.

>> No.765888

>>765707
I'll try that. I got a bunch of drip/drop maps however I found out HDRi reflects sweat/wet much better than standard lights

>> No.765971

>>765857
>rendering in 8K
For what purpose? No-one has an 8k screen and your project takes about 16 times longer to render compared to FullHD
Even if you save time using eevee you don't need more than 4k

>> No.765973

>>765971
Image is pretty noisy if rendered at low res in Cycles. If rendered at 8k it looks perfect when downsampled to 4k or 2k.

>> No.765976

>>765973
>image is pretty noisy
Crack the samples dude.

>> No.765982
File: 85 KB, 879x1075, Screenshot_21.jpg [View same] [iqdb] [saucenao] [google]
765982

how did I do?

>> No.765988

>>765976
I'll check it out. Wouldn't it do just as long though?

>> No.766118
File: 226 KB, 652x652, blender_FXafmuAULm.png [View same] [iqdb] [saucenao] [google]
766118

Please help me smooth or bevel this object. I created it from a 2D logo, subdivision surface and shade smooth aren't working and i can't get rid of these edges...

>> No.766153

>>765988
100 samples + the AI denoiser is all you need.
You can even go lower for samples, but 100 is a nice balance.

>> No.766207

>>766118
Is autosmooth off? Are there multiple vertices in the same position? See if merge by distance does anything.
>>765988 >>766153
with adaptive sampling you can go for 1000 samples and turn the threshold down untill it matches the rendering time of 100 samples. This way you'll get the extra samples in the places you need
Also the denoising node using a denoising info render pass works really well.
I usually play around with it untill i found a good balance

>> No.766236

Bros, I really like 3D art. I have some nice grants that makes each quarter only $200, should I take some courses in 3D animation once this covid shit is up?

>> No.766240
File: 986 KB, 1517x945, why.png [View same] [iqdb] [saucenao] [google]
766240

I'm trying to make this look like glass, following Andrew's donut tutorial;however for some reason only the outer rim became glass.

How do I get the whole thing looking like glass.

>> No.766250

>>766240
Select all the faces and apply the material.

>> No.766251
File: 528 KB, 800x800, glow.png [View same] [iqdb] [saucenao] [google]
766251

Lute creat

>> No.766270

>>766251
Um, free lolis?

>> No.766272

>>766270
Probably just a box full of anti-vaxx from /pol/.

>> No.766273

>>764411
I don't have enough money to afford Zbrush. Is it a good idea to start learning on Blender and get Zbrush later down the line?

>> No.766360
File: 1.96 MB, 3362x1866, IMG_20200830_204950.jpg [View same] [iqdb] [saucenao] [google]
766360

>>765271
Looks like with the guide we've moved onto making Lego blocks and learning about modifiers.
My brother asked me to make my nephew a 3D printed label for his bag that can also be used as a keychain with his name, so I made this for my little buddy to apply my learning.
I'm printing a large chunky one as a test and to warm my machine up. Its not been in use for a few months.

>> No.766361
File: 214 KB, 727x248, ImageGlass_YE5lrGxGbQ.png [View same] [iqdb] [saucenao] [google]
766361

>>757501
Help me for the love of god, i've been struggling for hours.

i have soft body particle system that spawns bouncing balls, which look awesome but just pass through the collision plane in renders. everything works ok in the viewport though, any ideas??

>> No.766389

Is it possible to update blender without having to reinstall all my add-ons?

>> No.766391

>>766273
I've never used zbrush, but I'd imagine both are very competitive as to which one is more robust. Blenders is excellent considering it is free, never felt like I wanted more from Blender.

>> No.766435
File: 2.08 MB, 1920x1080, Cup coffee donut.png [View same] [iqdb] [saucenao] [google]
766435

new AMD drivers fucking suck, had to CPU render my 1 second 30 frame donut animation with my 4700k and it took 1 hour. All because my 5700 xt causes blender cycle kernel crashes. Should have gone nvidia, Cuda seems good.

>> No.766437

>>766270
Gotta buy a key to find out :)

>> No.766474

>>766435
Anon I am literally in the exact same situation. Got the same card, finished my donut, and my card has cucked me. I tried fixing it for weeks, there's nothing you can do sadly until AMD accidentally fix their drivers. Also nice donut, you should try adding foam. I think in the condensation tutorial the top comment discusses how to add the foam. Makes it look realistic.

>> No.766479

>>757501
Need some help boys. My bakes are painfully slow. The bar gets stuck at 0% for a few mins, then flies up to 100% in 1-2 sec, gets stuck again for about 30 sec. Is there something in my settings I could change to make it work better, or is it just the way it is? I read changing tile size to something big should help, but in my case it only improved how quickly the 0-100 bar moves, which was already fast. The stuck at 0% part is still there.

>> No.766488

>>764606
you're out of your fucking mind
there's no layering in blender

>> No.766489

>>766361
day three of suffering. is there really no hope?

>> No.766492

>>766488
Layering?

>> No.766494

>>766492
animation layering

>> No.766498

>>766435
I don't know what's happening in the heads of people who buy amd

>> No.766500

>>766494
What's that?

>> No.766501

>>766494
I thought Blender had NLA?
It's just kinda poopy.

>> No.766505

>>766488
https://blendermarket.com/products/animation-layers

>> No.766521

>>766391
I think I'll stick with Blender for the time being - at least, until I can give Zbrush a go for free. Thanks anon!

>> No.766522
File: 314 KB, 978x633, file.png [View same] [iqdb] [saucenao] [google]
766522

When Im doing the basic shapes for sculpting, how do I make an object be unsymmetrical?
Like in this video he can give the legs clear definition on the outer side, but when I do it, both sides move at once

>> No.766533

>>766522
Turn off symmetry, blue x-button, upper right corner.

>> No.766540

>>766522
Man I am terrified to try sculpting, I just see myself making disproportionate freaks, by accident.

>> No.766556

>>766505
I just started animating and that looks handy
thanks anon

>> No.766564

It's today!
https://www.blender.org/download/releases/2-90/
https://www.blender.org/download/

>> No.766573

>>766564
Can Blender update itself?

>> No.766587

>>766564
>vertex slide snap
wut?

>> No.766589

>>766564
O goddamn it I just updateded to 2.83.5

>> No.766597

>>766573
Through Steam or Linux repos
But I don't use my distribution repositories because they compile Blender without ffmpeg support, unlike the copies from the buildbots

>> No.766605

>>766589
You can stay at LTS, nothing bad with that

>> No.766612

>>766564
Still crashes my gpu during rendering with my 5700 xt :/

>> No.766661

>>757501
New thread up, boyos
>>766660

>> No.766682

>>766474
anon, I have good news. After battling it out for a week. I remember I didn't have issues back in april. So I found what driver I was using 20.3.1. Cycles works without issue. However keep in mind there is artifact issue when using cpu & gpu rendering. the lighting or atmospherics doesn't process in a few render points. So pick one or the other. From my testing 4770k is 2 minutes 30 seconds a frame, GPU AMD 5700xt is 1 minute 10 seconds a frame. CPU and GPU is only 55 seconds. what is 15 seconds of additional render time if things turn out good.

>>766498
It was cheaper than the 2070 and same performance in games. But I learned my lesson.

>> No.766697

>>766682
I tried that and got blocky artifacts, but didn't try only gpu. I'll give it a shot again. Once people start selling their gpus at the end of this year, I'm getting a 1080 ti or 2080 super. Right now you can find 1080 ti's for about the same price of a new 5700 xt. Fug AMD.

>> No.767318

>>766697
NVIDIA just flopped their massive cock on the table with the RTX 3000s
I'm so glad I'v waited to upgrade cuz now all the budget cards will get their prices slashed too.