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/3/ - 3DCG


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File: 1.33 MB, 2400x1680, 6ab47f9b3f8696d064c44bb444dc7b4f571e7d60.jpg [View same] [iqdb] [saucenao] [google]
727558 No.727558 [Reply] [Original]

Previous thread: >>725240

>> No.727559
File: 78 KB, 592x176, 2020-03-02-1583164722_592x176_.png [View same] [iqdb] [saucenao] [google]
727559

owo?

>> No.727561

>>727559
seems to be just a number and a possible date without any more concrete plans about what it'll be.

>> No.727563

>>727559
~2021
https://code.blender.org/2020/02/release-planning-2020-2025/

>> No.727567
File: 96 KB, 262x250, 2020-03-02-1583166159_262x250_.png [View same] [iqdb] [saucenao] [google]
727567

lmao

>> No.727577

>>727563
It's about fucking time.

>> No.727578
File: 1.17 MB, 1400x1050, ESGwvyBU8AEfMTI.jpg [View same] [iqdb] [saucenao] [google]
727578

I learn better from books than videos. Anyone have recommendations for tutorials written in English?

>> No.727585

Is there any way to get the lighting from a HDRI without anything like trees or buildings showing up in the reflection of my object?

>> No.727586

>>727585
blur it ?

>> No.727593

>21 years
Christ. Has it really been that long?

>> No.727595
File: 213 KB, 1324x827, AOBake_question.jpg [View same] [iqdb] [saucenao] [google]
727595

So is there a way to set up smoother AO bakes? All the AO textures I've been outputting for the past year are grainy. Always assumed that was just the nature of the beast--- requiring a Gaussian blur in photoshop afterwards. Tried searching on youtube for any AO bake tip videos, but jesus christ, none teach you how to manipulate the controls. Some poo in the lou did have a nice table video, but didn't explain what you could do with it. There's also another Ivy League video called "Blender 2.8 : Ambient Occlusion Maps In 20 Seconds!!!" that desaturates an image in gimp.

So are there any configurations of nodes that would result in a better controlled AO with smoother output?

>> No.727596

>>727595
oh yeah you betcha

>> No.727597

Fuck blender

>> No.727598
File: 626 KB, 753x702, nanoSpawn-1234209706798874624-0.png [View same] [iqdb] [saucenao] [google]
727598

Anybody got some proper wireframe examples for anime characters they would share, please? Preferably by japanese authors.

>> No.727599

>>727597
t. someone who tried and failed

>> No.727600

>>727598
I'll post mine later tonight, or later this week if I forget.

>> No.727601

>>727600
Also, if it matters, I'm not Japanese. I'm still Asian, though.

>> No.727602

>>727601
Yeah, I am not all that picky at this point. Finding resources or examples made in the past 2 years has proven to be a challenge.

>> No.727603

>>727602
Do you want just the head?

>> No.727604

>>727578
bump

>> No.727605

>>727603
Yes, or whatever you feel like sharing.

>> No.727607

>>727596
you have no clue

>> No.727608

>>727578
So much is changing all the fucking time in Blender, I actually can't recommend learning this software using books.
2.8 changed a ton of UI things and books about 2.8 are sort of a clusterfuck since it is still quite new and getting heavily changed all the time.

>> No.727612

>>727608
The basics are still the same. If you can't adapt what you've already learned then step away from the computer and fuck off into the woods.

>> No.727614

>>727558
Well bros, the supercomputer can't render huge Eevee sizes either. Even a simple scene crashes with a single cube. I think there might be something inherently wrong with how Eevee handles renders. Once it goes past a certain point it just decides not to do it.

On the bright side, the supercomputer can handle cycles pretty well. Plus it's got a decent cpu to boot, so I think I can make it work as a cycles render. It'd just look a bit different.

>> No.727617

>>727612
Very good point.
It still can make things unnecessarily frustrating but then again it's just a test of how serious you actually take this whole 3D thing.

>> No.727618

>>727617
*frustrating from a newb point of course

>> No.727626

I'm fighting the lights in my scene. I just can't seem to find settings that look good. Can you recommend a guide for indoor lighting? Thank you.

>> No.727649

>>727608
I used to think the same - and I'm generally a retro fag -, but actually 2.8 was easy to (re)learn. I started by making it look like my 2.7x config as much as I could. Don't give up, it's actually worth adapting.

>> No.727656

>>727626
What's your scene look like?

>> No.727668
File: 116 KB, 1440x809, 20180626210433_1.jpg [View same] [iqdb] [saucenao] [google]
727668

>>727656
i'm going for this type of look (random image found on google)

>> No.727669

is there a way to set the active camera without it changing my view?

>> No.727670

>>727669
press 0 and u go back to the previous view.
or you could set the active camera from the dropdown in scene properties tab.

>> No.727673

>>727670
thanks, really appreciate it

>> No.727676

Anyone remember that blueprint website that had free plans and is super popular? Can't seem to find it.

>> No.727688

I know I can change the setting, but are we really doing AA to de-select now? How is that better? Because of mistaken de-selecting?

>> No.727689

>>727688
personally i deselect with alt+a

>> No.727701

I'm following a simple beginner tutorial. So far went through simple timeline animation,etc and now i'm at rigging and such. I know there are more tutorials out there that probably showcase what i'm about to ask but i wanted to figure it out on myself but couldn't do it.
Have a really simple mesh(minecraft creeper) that has 4 little legs with bones. What i want to do is animate these little legs and put that animation on a loop, leg animation would be something like 30 frames,whole animation would be 100 frames. So when it goes from A to B to C point the legs move. When it reaches B-> legs stop -> body rotates -> starts to move so the legs start to move as well -> reaches point C -> legs stop moving.
So i want to make a separate animation for legs that will play in a loop while the rest of the body does whatever.
Any help?

>> No.727703

I gotta say, I really like Pablo (the BT host)

>> No.727712

>>727701
i mean, the animation data can be assigned to any objects so just separate it out and do it that way?

>> No.727718

>>727712
Yeah that's what i was thinking about but how do i make it loop and how do i make it stop as specific times then continue it?

>> No.727730

>>727718
i see what you're asking, but animation tends to have start and end times, if you want some kind of indefinite loop (like a game would use), then you will probably need to copy/paste the data or write a script (depending on how difficult the loop is). animation data can be looped using the interface, so view it like this: stopping would just be part of the loop. think of musical notes. you'd have a whole beat followed by a quarter beat. copy and paste that, and you can get a whole bunch of whole/quarter beats. action and inaction.

>> No.727732

>>727730
all right,thank you for help

>> No.727741
File: 219 KB, 2000x1000, topo.jpg [View same] [iqdb] [saucenao] [google]
727741

Revisiting topology. Not sure if that's the right way to do a 32-to-64 vert circle conversion, but the shading looks right and the mesh is much easier to work with.
(original in the background)

>> No.727742

Noob here, how would I go about making a bike frame? With curves? Something feels cheap about doing it that way

>> No.727743

>>727676
SMCars...for cars

>> No.727744

>>727742
Isn't a bicycle frame just a bunch of metal cylinders?

>> No.727745

>>727744
I mainly mean for the areas where they join

>> No.727747

>>727595
use marmoset toolbag

>> No.727751
File: 31 KB, 408x408, 1470769569510.jpg [View same] [iqdb] [saucenao] [google]
727751

UV Mapping is a colossal pain in the ass and makes no fucking sense to me
why does a square suddenly turn into a fucking twisted fuckin dodecahedron
why does everything stretch
what the fuck

>> No.727758
File: 90 KB, 1069x721, NLAfff.png [View same] [iqdb] [saucenao] [google]
727758

Could someone explain or point out some tutorial series on animations/NLA in Blender? I created some actions for a game I'm making and I wanted to see how they blend together, looping them and stuff.
My problem is the NLA editor is an absolute clusterfuck of nonsense and it doesn't set the clip length the way I want it to.

Here's an example:
8 frames walk cycle that's actually 10 frames long (frame 0 is T pose and frame 9 is just frame 1). I pressed the shield/fake user shit, I stashed it as a strip.
I add it in a NLA track. Since the action loads up as 10 frames long (default start/end is 0 and 9), I set the Action CLIP to start in frame 1 and end in frame 8, then adjust Action STRIP to 1/8. This loops okay.
I want to see how it loops twice, so I set the Scale to 1 and Repeat to 2 in Action CLIP since I want it to use my keyframes.
For some reason, forcing the scale to 1, makes the ACTIVE strip to end in frame 15 instead of frame 16. If I change it to end in frame 16, it adjusts the scale to 1.07x, which readjusts some timing and makes it loop awfully.

I feel stupid asking this, but if it the first repeat starts in frame 1 and ends in frame 8, shouldn't the second repeat end in frame 16? Not according to Blender.

Also, if I add several clips to the NLA Track, I can't rearrange them which is absolutely stupid. None of this makes sense.

>> No.727759

>>727751
You probably didn't apply scale & rotation.

>> No.727795
File: 97 KB, 1069x721, sjx9yfxk.png [View same] [iqdb] [saucenao] [google]
727795

>>727758
counting numbers below 10 can be hard.

also because you start at 1, and start counting from 1, not 0.

>> No.727797
File: 600 KB, 1060x720, bicycle.png [View same] [iqdb] [saucenao] [google]
727797

>>727742
if you really want to model the welding, then you probably are going to need to sculpt it and then either keep the mesh at that resolution, or bake it as a normal map. painting the normal map by hand might be possible, but i have no idea how shitty that is going to look or not look.

you don't need cylinders if you take the box modelling approach. simply extrude the face of cubes and then apply subdivision and find areas to smooth it out and make it more round. pic related is a quick little mesh i threw together in like maybe a minute. it's very much possible to get sharper edges with the edge crease tool. since making the screenshot, i turned that on, and it looks great, but keep in mind most of the edges are going to be hidden by other objects like the seat.

fwiw, i modeled a bicycle awhile back and unless you intend to do some kind of turntable animation with studio lighting, you really don't need the welding details.

another thing to keep in mind: depending on the bicycle you are modelling, some may have (what i believe is called) a t-junction. that way if you want to model with cylinders, you can just hide their ends inside the t-junction. the whole model can be floating geometry. and, in fact, this kind of model is probably best pieced-out as parts. it's not like a human where you want everything to be one surface.

>> No.727824

Are there any guides on how to make an object or selected parts of an object mask/cull another?

>> No.727827

>>727824
care to paraphrase? not sure i understand this one

>> No.727829

>>727824
me again. are you asking if it's possible for a vertex group to mask out another vertex group on another object, perhaps?

>> No.727831

>>727829
Yeah or separate objects. Two things I wanted to know is how to make one object always render in front of another and how to cull parts of an object so it doesn't render.

>> No.727832

>>727831
are you animating?
because that sounds like something you'd only want if you were animating or making a game.
again, assuming i even understand the question.

>> No.727835
File: 172 KB, 1498x958, Capture.jpg [View same] [iqdb] [saucenao] [google]
727835

>>727832
It was something I thought of to make an 'anime' face without needing to connect the facial features to the head or keep them on the outside.

I think there's a much easier way to do the effect but I'm still curious if objects can mask eachother off.

>> No.727838

>>727835
ah, i believe i understand now
i would say that eyes are typically done with texturing, but i can see why you'd want to do this.
if you render this from different angles, you'd like it to hide the faces of the head that are currently in front of the eyes? the problem is that you would need a really dense mesh because faces disappearing is not going to fit the curves of the eye from all angles, and even then, it may never appear correct. also, you would need to constantly check for the angle with the camera, because you would not want this when the head is turned away, for example.
there is a mask modifier that can hide a vertex group, that's the best i can direct you towards. maybe someone else knows.

>> No.727839

>>727838
one last thing, i think if you really wanted to solve this, you'd want to use planes that have a texture with an alpha channel. you'd move the plane based on the angle, and then change the eye texture from a top/side/front view. they kind of did this with mickey mouse when they started animating him in 3D. search youtube if you're interested, i don't feel like explaining it. but it took a novel approach which means scripting.

>> No.727841

>>727838
Basically I was curious if I could take the screen space of the eyes and mouth and use it as an alpha for shaders. Like how you use mixRGB nodes to mimic layers with different textures.

It's probably a lot easier to just make the head inverted and non-lit and a copy of it transparent with shading.

>> No.727843

>>727841
ah, that's clever. i don't see why you can't put the eyes and mouth in their own collection/render-layer and use it to mask out the head

>> No.727856

>>727758
Don't adjust the scale if you're wanting to clip it. Scale literally scales the animation, making it faster or slower.
Use the "Action extents" right above it. Then use repeat to keep it going.

As far as moving shit around, make sure the action layer is actually enabled (none of yours are) and not locked. Lastly, a quick tip, the layers work bottom to top (like photoshop). I've found that if you do an action on one track, and then have an action above the track after, it'll switch to the new action, but if you put another below after it won't switch back. It's a bit weird.

Action editor is retarded yeah, but it's not as bad as you think. Just takes some getting used to since it's not intuitive the same way a video editor is.

>> No.727861

>>727795
counting in this context has been very confusing ngl
The animation with 2 loops gets me 16 frames. There are 16 keyframes and 16 frames (8*2) but the 1st clip needs to end in frame 9 and the second needs to end in 17 for the loop to play seamlessly, but, again, this gets me 16 frames.

>>727856
By action layer you mean action strip? Like I mentioned, I haven't been able to rearrange a clip on the NlaTrack "strip" or on any other stash/layer/whatever.

It's beyond weird. Say I added my Idle first, then a Run. Not a single track is locked/muted/linked or whatever the fuck Blender calls this simple functionality. Dragging the Run clip before the Idle does not work. Manually changing the numbers on either clip (the action extent) does nothing either.
The only way I've found to rearrange the order of the clips on a strip is to remove them and add both again in the desired order, which is far from efficient.

And speaking of adding, there are also like 3 possible ways of adding a clip and none of them are truly intuitive.
Shift+A with the desired strip selected, adds the clip on a NEW strip.
Using the tool menu on the right does almost the same. It loads it in some temporary ghostly strip and clicking Push Down adds it on a NEW strip.
The only working method is in the context menu around the panel's header and clicking Add-> Add Action Strip.

Btw, the terminology is pretty retarded. Notice how the last method above refers to an "Action Strip"?, but if you unlink it, you do it in "Action Clip"? And when you Push down an Action Strip, it makes a new strip, even though this strip is referred to as an Action Track? What the fuck where they thinking.

>> No.727862
File: 139 KB, 1415x826, 2020-03-04 18_20_21-Blender_ [E__3D_BLENDER STUFF_Saves_HSM prac.blend].jpg [View same] [iqdb] [saucenao] [google]
727862

>>727797
I've managed this so far, thanks. For the front and back end part of the frame that goes on both sides of the bike to the wheels did you use a mirror for the entire mesh or just did each side twice? Applying a mirror removes the roundness but I'm curious.

>> No.727863

>>727862
looks amazing, very good work, friend.
so for that i model one side and then duplicate and mirror the vertices. so not the modifier, but the built-in tool. you *could* use the modifier, apply it, and then do some touch-up work, but that is personal preference. you would want to separate out that piece and then join it when finished if you took that route.
hope this helps. looking forward to your updates!!!

>> No.727864

>>727863
oh, you know what, i'd probably actually just duplicate and rotate around Z by 180.

>> No.727865
File: 94 KB, 1029x885, 2020-03-04 18_38_56-Blender_ [E__3D_BLENDER STUFF_Saves_HSM prac.blend].jpg [View same] [iqdb] [saucenao] [google]
727865

>>727863
I don't really follow what you mean, but I've just done it like this to keep progressing. I don't think there would ever be any bike frame like this, would probably break.

>> No.727867

Looks like a case for Fusion 360 or Rhino.

>> No.727869

>>727865
looks fine to me.
i was just saying i would model one half, and then duplicate the vertices, and reverse their direction to manually do the work of the mirror modifier (which i assumed is what you were talking about because you said it removes the roundness). sorry

>> No.727878

>>727703
can't stand him

>> No.727902

Have you guys tried (seriously) modeling male genitalia? I think I came up with a really good way to do the balls. All you need is a sphere with cloth physics set to the Leather preset and then put two collision enabled testicles inside and it pretty much amounts to the shape that you would expect.

This is a bit of a taboo subject, there aren't any high-quality male genitalia modeling videos on youtube.

Here's my scrotum cloth physics blend file, would love to hear any advice you have on the subject.
http://pasteall.org/blend/index.php?id=53001

>> No.727904

>>727559
So did ever anything happened? Hype died the same day it was posted

>> No.727909

>>727904
2025

>> No.727910

>>727909
what

>> No.727914
File: 1.87 MB, 1604x1570, Halo3ArkWIPRequest.png [View same] [iqdb] [saucenao] [google]
727914

Hey /3/ first time poster. Just got started trying to learn blender, does anyone know how I can bend/deform my mesh like the picture below it?

>> No.727915

>>727914
Show your ark in edit mode so I can see what your topology looks like. If the topology is circular, you should be able to select the loop in the center, press O to enable proportional editing, and then the model will smoothly because that spherical dome shape.

That said, judging by how new you are, I suspect that the topology is atrocious and won't work out that way.

>> No.727916
File: 1.47 MB, 1918x1045, topology.png [View same] [iqdb] [saucenao] [google]
727916

>>727915
Sorry for late reply, hows this?

>> No.727917

>>727915
>>727916
Also, I'd prefer to use a modifier instead of prop editing because the raised trim part needs to match exactly.

>> No.727922

>>727902
Wouldn't the collision balls inside roll around in a really unrealistic way, since they wouldn't be fixed to their own sides?

>> No.727923

>>727917
well, i don't understand what you mean, but there is a Connected option to only move the parts of the mesh you want moved

but anyways, there are a few modifiers that can solve this. it would be wise to experiment with all of them.

>> No.727925

>>727922
show me your attempt, I'm open to ideas.

>> No.727930
File: 1.05 MB, 1920x1080, Arkbend.png [View same] [iqdb] [saucenao] [google]
727930

>>727923
Hey anon, you were 100% right. Thanks for the help

>> No.727939

>>727930
looks great, glad it worked

>> No.727942
File: 95 KB, 579x180, file.png [View same] [iqdb] [saucenao] [google]
727942

Can someone show me how to put all these together?
I understand color and normal maps, but putting together normals and displacements turns me into a brainlet.
Also, do I just patch the rough texture right into roughness?

>> No.727944

>>727942
included in blender is an add-on called "node wrangler". you can enable it in the preferences. the next step is to connect a principled BSDF to a material output node. then select the shader (the BSDF) and press shift+ctrl+t. it will open a dialog box. select ALL of the files by clicking and dragging (box select). it creates the entire node setup for you.

of course, you would probably also like to learn what each of these are and how to set it up yourself, but first baby steps. do that and then come back.

you may (big "may") have to also invert the green channel of the normal map. where did you download the files?

>> No.727945

>>727942
and to answer the question about roughness, yes.

>> No.727946
File: 575 KB, 1219x957, node_setup.png [View same] [iqdb] [saucenao] [google]
727946

>>727944
>>727945
and here is what node wrangler creates for you. feel free to study the screenshot and copy the setup by hand. it will give you some good muscle memory.
i highly suggest using the add-on so that when you get these into a broken state, you can just quickly reconnect everything.

>> No.727948

>>727946
notice that the color space is set to non-color for everything except the color/albedo.
notice that the normal map must first go into a normal map node. as well as the displacement map. experiment with the strength on the normal map node.
also notice that everything is receiving the vector created by the texture coordinate and mapping nodes. in this case, we're using the uv map automatically created by blender (this is a new feature iirc)

>> No.727949
File: 65 KB, 662x552, window.png [View same] [iqdb] [saucenao] [google]
727949

>>727948
and if you would like to learn more about node wrangler, add-ons typically contain a link to the documentation in the preferences window as shown

>> No.727952

>>727942
>>727945
>>727946
>>727948
awesome, thank you

>> No.727956
File: 71 KB, 313x286, 1562121770875.jpg [View same] [iqdb] [saucenao] [google]
727956

>tfw my ryzen3700x renders almost twice as fast as my rx580
uh oh

>> No.727957
File: 244 KB, 517x468, 1468634990124.png [View same] [iqdb] [saucenao] [google]
727957

>>727946
Hey, really appreciate this!

>> No.727960

>>727952
>>727957
not a problem
glad it helped

>> No.727977

>>727946
I should try out node wrangler, would be nice to have the texture nodes collected like that.

>> No.727978

>>727977
It's probably the first addon everyone should enable as soon as they get into blender. LoopTools and F2 as well.

>> No.727989

>>727614
Out of memory maybe? I know nothing about your project

>> No.727999
File: 1.59 MB, 966x824, twist.gif [View same] [iqdb] [saucenao] [google]
727999

I've rigged a character with Rigify and I'm finding impossible to fix this twist that happens when rotating the hand around the local Y axis.
Any idea on how I can solve this?

>> No.728006

>>727977
definitely give it a try, it has a lot of neat features

>>727989
i believe he was asking a question in the last blender thread. think he wanted to render out a 12000x12000 image or something.

>>727999
shouldn't it be able to rotate closer to the elbow? looks like the weights should be painted differently

>> No.728008

>>727999
that's not how hands work, change the weights

>> No.728010

>>727989
It's not a memory problem. It's an eevee problem.
Even an empty scene shits the bed and crashes the program. Once you go past 7k pixels. It'll render 25% of the time. So for an actual scene it'd be impossible.

>>728006
It's 3 images at 6000x9000. If I put them together they'd be a 18000x9000 image. But they'd be separate images since they'd need to be trimmed to individual posters. So really, the total size doesn't matter. Not anymore. In eevee it would have to be, since the screenspace effects would look weird, but since I'm just trying to adapt it to cycles, it doesn't matter now.

If I didn't need to print it at 300dpi, none of this would be a problem.
Cycles handles it like a champ, just some things don't look right in it. If I was able to render a full size poster in cycles, and then JUST the pieces that don't look right in eevee at full size that'd be great, but again, even an empty scene shits the bed on the supercomputer.
So who knows. ¯\_(ツ)_/¯

>> No.728013
File: 107 KB, 920x824, weight.png [View same] [iqdb] [saucenao] [google]
728013

>>727999
It's a weight painting issue.
You basically have 2 deformation bones for the forearm, one attached to the elbow and one to the wrist. The lower one should copy the y axis rotation of the hand, which apparently does. The top one is not copying the rotation, which is how it should work.

You the see the twisting on the upper bone because the lower bone has too much influence on the top one. The weights on the lower bone should look more like pic related.

>> No.728016
File: 69 KB, 355x232, 2020-03-06-1583451912_355x232_.png [View same] [iqdb] [saucenao] [google]
728016

FUUUCK

>> No.728019

>>728016
>That means I will be able to work, but I won’t be able to travel… No FMX, no Annecy and worst of all… no Los Angeles Blender Conference for me!

:(
Get well soon mr. Roosendaal!

>> No.728022
File: 465 KB, 1024x683, f1a.jpg [View same] [iqdb] [saucenao] [google]
728022

>>728016
>>728019
Do me make a get well card for him like /v/ did for Iwata when he couldn't attend e3?

>> No.728025

>>728016
Will Blender die the instant he does? Is there any thing in place to keep his children from selling it to autodesk?

>that can't happen, the old versions would still be available, the community could reform and just work on forks
On paper yeah but in reality no

>> No.728026

>>728022
Yes along with like $500 worth of donuts

>> No.728031

>>728025
i don't think the license allows for that unless you get unanimous support which is nearly impossible since hundreds of devs have work in the code

>> No.728036
File: 149 KB, 401x510, autoattac.png [View same] [iqdb] [saucenao] [google]
728036

>>728031
This.
He explained that actually at that event where the literal roof came down on him.

>> No.728037

>>728036
yup, it was just the one time when they bought it from investors. after that, the license changed to gpl2.

it was a big deal because it meant we were going to finally have a 3D suite that is for essentially owned by "us" (i.e. no one in particular). lots of people came together to donate money to see it happen. the other open source tools were decades behind.

>> No.728044
File: 278 KB, 486x928, file.png [View same] [iqdb] [saucenao] [google]
728044

Is there an easier way to pose figures, or is it really doing it manually the entire way?
I'm not really new to blender, but I've never used it for rigged characters, and I just want to use it to make reference images for my drawings, but they tend to look INCREDIBLY stiff, and I feel as if there must be an easier way.

>> No.728045

>>728044
you're lucky because a "brush" that lets you pose literally anything got introduced in the sculpt mode of 2.83 a couple weeks ago.

>> No.728046
File: 70 KB, 247x200, 1440973016117.png [View same] [iqdb] [saucenao] [google]
728046

>>728016
>docs want to keep him around for frequent checkups for three or four more months.
>for three or four more months

Kinda makes you think it is what you could believe it is

>> No.728057

>>728045
What do you mean?
How would that make it easier to pose skeletons?

>> No.728058
File: 417 KB, 901x757, plugin.png [View same] [iqdb] [saucenao] [google]
728058

>>727558
UE4 plugin for Blender to be released later this year.
This vid covers rigify
https://www.youtube.com/watch?v=JwRPDCetfcc

>> No.728059

>>728016
Fuck
hopefully he can dodge Corona-Chan.

>> No.728060

>>728044
the rig can only do whatever you tell it to, you've gotta do it manually.
read into line of action and appeal. They're animation terms but it applies to static poses as well.

>> No.728074

>>728025
Sergey or Brecht would probably take over

>> No.728077

>>728074
>Sergey or Brecht
I think Dalai Felinto is the 2nd in charge after Ton, Francesco Siddi maybe the 3rd.

>> No.728078

>>728077
Yeah I just read the press release, Siddi is in charge now. Anyway if something happened to Ton the foundation and code would still be in good hands.

>> No.728100

>>728058
Speaking of plugins, some useful and supported ones that are not getting abandoned next week?

>> No.728103
File: 819 KB, 1626x987, Capture.png [View same] [iqdb] [saucenao] [google]
728103

Why isn't the glass transparent? It isn't interacting with anything else in the scene. What am I doing wrong here.

>> No.728112

>>728103
Don't use Sheen or Clearcoat. Those have nothing to do with glass.

In general, I just used this as a reference for glass in Eeevee, and then tweak the settings to adjust to my liking:

https://blenderartists.org/t/realistic-glass-in-eevee/1149937

>> No.728113
File: 284 KB, 762x634, Capture.png [View same] [iqdb] [saucenao] [google]
728113

>>728112
>>728103
Something else must be going on here, because in render mode it's completely blank.

>> No.728115

>>728113
Fixed it: Was set to Eevee instead of Cycles

>> No.728120

I'm trying to get JUST the helmet from this model I imported, I've been blasting it with shift select deleting vertices, but there's still things remaining and I've had to go over it like 10 times to get it to here. I've not worked with Blender much at all, what obvious thing am I missing?

>> No.728121
File: 483 KB, 1178x770, Capture.png [View same] [iqdb] [saucenao] [google]
728121

>>728120

>> No.728126
File: 145 KB, 569x483, 1552740163174.png [View same] [iqdb] [saucenao] [google]
728126

>>728120
Learn about different ways to select things
https://www.youtube.com/watch?v=63YsDYwIGQc

Also explore the Select menu

>> No.728138

>>728120
>>728121
>>728126
you can also press L while hovering over a vertex to select everything Linked to it. any floating geometry won't be included in the selection.

>> No.728176

Any ideas on how to make a sketchy looking circle like at the beginning of this video?

https://www.youtube.com/watch?v=G0yo8BREgD0

>> No.728197

Is there a settings that prevents the viewport camera from being the same rotation as the camera? I hate how I have to go into ortho view everytime I want to reset its angle.

>> No.728200

>>728044
full body IK when??

>> No.728201
File: 163 KB, 1920x1080, 89443457_648444109256903_2703210273883291648_n.jpg [View same] [iqdb] [saucenao] [google]
728201

my dad just sent me this. he always sends me stuff he's working on, even if it's something like sweet potatoes. he's too self-conscious to post his work anywhere so I'm going to start posting it for him to get feedback from people who actually know about this shit. He uses Blender 2.79

>> No.728204

How do I select faces? I've been trying to figure out for 2 hours by now... I just wanted to unwrap a mesh, I have to do it in Blender and not Maya though.

>> No.728205

we getting a new smooth brush that preserves volume
https://developer.blender.org/D7057

>> No.728206
File: 9 KB, 255x71, f.png [View same] [iqdb] [saucenao] [google]
728206

>>728204
press 3

>> No.728207

>>728201
nevermind, I actually mentioned these to him today and it turns out he bought them. Well THAT figures.

>> No.728208

>>728176
I can think of all kinds of ways. it really depends on how you want to approach it and what it is you're actually asking.

At the very least, it could be a plane with a texture that has an alpha channel (which implies you need to paint the edges), and it's just being rotated at whole numbers to give it that stuttered look. notice that some of the dots keep reappearing, especially towards 10 o' clock. so you would set interpolation to constant, set a keyframe, rotate, set a keyframe, rotate. that should be enough to create the effect

the "downside" is that you would need a flat shader and not let it cast a shadow. not hard, but more work.

you could maybe do it with the compositor, but i'm not super familiar with its functions. this is something i'm interested in for a later project (not the particular effect, just having an animated mask over the entire camera), so i might experiment with this today. it would eliminate the need for it to be in your scene. i think a lot of people would probably pull this into adobe aftereffects or something and do it there.

another way is the grease pencil which i haven't had a chance to play with. the train scene that's the new splash logo can be downloaded on the blender website. it has every effect that this shot has. you could do this whole shot with nothing BUT the grease pencil

>> No.728209

>>728197
not sure i understand what you're asking, might have to read it a few times and come back.
there is a setting in the preferences to turn off automatic perspective/ortho views.

also, your question makes it sound like you have the camera locked to the view which is very simple to turn off. just press N while in the 3D view, and a window/toolbar on the right will appear. you will find the "lock camera to view" settings on one of those tabs.

>> No.728210

>>728208
like i said, i don't have a lot of experience with the compositor or video editor, but i don't see why you couldn't create two frames, import them as images into the video editor, and then just have it drawn on top of your scene in the compositor (think about layers in adobe photoshop). it seems like you should be able to repeat two images over and over in the video editor. something to look into.

>> No.728218
File: 103 KB, 603x413, why_contain_it.png [View same] [iqdb] [saucenao] [google]
728218

>> No.728225

https://twitter.com/pablodp606/status/1236292276969779200
Surface smoothing looks pretty great

>> No.728226

>>728207
At least they're actually CG assets and you didn't just post a picture of your dad's groceries!

>> No.728229

>>728206
Does nothing. And I don't have that menu.
I swear to god I have been suffering all day trying to find the menus to basic things like face selection, meshes, and uv.

>> No.728238 [DELETED] 
File: 333 KB, 2736x894, ww.jpg [View same] [iqdb] [saucenao] [google]
728238

>>728209
Sorry dude my english is pants on head retarded.
Let's say you have a camera in your scene, and you rotate it on the X axis. You press numpad 0 to check how it looks, all is good, after that you start panning with middle mouse, but the viewport camera is now at the same angle as the camera was, so the only way (that I've found) to reset this is to go to into orthographic mode.

>> No.728239

>>728225
Pablo always fucking delivers.
Working hard to sharpen his waifu chiseling tools.

>> No.728241

>>728229
are you in edit mode? select an object and press Tab

>> No.728245

>>728229
Jesus fucking christ anon, watch a donut tutorial or something to get you up and running.

>> No.728258

>>728225
Why doesn't Blender have a Pablo for every major branch of the program?

>> No.728267

>>728258
they seriously need take samples of him and genetically engineer moar pablos. as you said for every branch and some spare pablos just for good measure.

>> No.728289

>>728267
Where there's a waifu, there's a way.

>> No.728295
File: 2.83 MB, 1090x2158, 1287891956688.png [View same] [iqdb] [saucenao] [google]
728295

Guys, what's the proper method for reusing a rig on a different mesh? I tried googling 'rig skinning' but found nothing helpful.

I'm making another character for my game which will have different proportions (taller, more muscular).
I used my base mesh which was the logical thing to do, scaled it up, sculpted some parts. Applied All Transforms on the mesh.
Then I roughly moved the bones to fit the new proportions and parented it to the rig with "Armature Deform" (thought this option would be the best to avoid redoing the weight painting). So far I did some quick tests and it seems to be working.

Do you see anything wrong with what I did? Maybe I missed some step that's going to give me a headache in the future? I just hope I can attach new equipment and shit without too much hassle.

Also, would it be possible to copy new animations across armatures? Like if I made some new action on one or the other armature, could I transfer them? I just want to know if I should add more generic animations to my base rig before starting with new characters.

tl;dr: 1) how to reuse rig on another model with different proportions // 2) can you copy new animations across rigs?

>> No.728296

I only have 400hours in blender but it's just modelling. Kind of intimidated by materials/texturing/unwrapping that sort of stuff. Any good resources that focus solely on that?

>> No.728301

>>728296
>400hours in blender but it's just modelling
Buy a tablet poorfag.

>> No.728302

>>728295
Yo, lemme get a sauce on that image.
Looks like that project some anons did years ago here where they tried to remake that wallpaper.
But I've never seen it from a side like that.

>> No.728303

>>728301
What for? I already have one anyways

>> No.728374
File: 8 KB, 83x63, 1287234191074.png [View same] [iqdb] [saucenao] [google]
728374

Wait, when using Booltool you can't just select an object and duplicate it using SHIFT+D?

Whenever I try this the copied object just appears as wirebox (like the original object) but it has no effect on the object it is supposed to cut.

>> No.728377

>>728374
Never mind.
You duplicate the cutting tool object and then just click the wanted operation for that one too. Guess that works alright but as I said, thought at first it would apply that operation automatically when it's just a copied tool object.

>> No.728385
File: 1.64 MB, 908x594, bevelboolspaz.webm [View same] [iqdb] [saucenao] [google]
728385

Alright, new question.
Is it normal that the bevel modifiers are completely spazzing out when you move a bool object?
In the webm you can see how the bevel actually changes the width when an object gets moved and if you keep it in a place where the bevel has moved away from the settings you did it won't let you the bevel width in the settings anymore - does literally nothing.
If you move the object to an area where the bevel seems to be fine and has the original width you set, the bevel settings also work fine again.

Seems like the bevel modifier is incredibly finicky still.

>> No.728386

>>728385
That looks like having "clamp overlap" selected, meaning that the beveled edge widths are going to be limited by the shortest edges they have to act on, and considering that the shortest edges approach and retreat from zero when edges from the subtracted object are passed through the main object's faces, that explains the overriding of bevel width.

You're probably not going to like what it does if you uncheck that setting, though.

>> No.728387
File: 9 KB, 255x228, 1235035358831.jpg [View same] [iqdb] [saucenao] [google]
728387

>>728386
>You're probably not going to like what it does if you uncheck that setting, though.
Thanks, I just noticed it

>> No.728390

>>728387
Try applying and tweaking a decimate modifier after the bevel modifier with clamp overlap unchecked. It fixes 90% of bevel problems!

>> No.728395
File: 7 KB, 193x115, 14468746878.jpg [View same] [iqdb] [saucenao] [google]
728395

>>728390

>> No.728406
File: 707 KB, 873x851, girl.png [View same] [iqdb] [saucenao] [google]
728406

any tips for combining the legs to the torso? I've gotten really good at "piecing out" a model so that I get it to be the exact shape that I want and then joining it all together, works great for arms and the head (and even the tits), but looking at this sends me into a spiral. It's so hard to join legs(and ass) to the body without losing detail. I've tried a bunch of different approaches and I'm unsatisfied with all of them.

I don't sculpt, so I can't just Dyntopo Smooth brush it out either.

>> No.728408

>>728406
Delete some faces, make others loops in the torso and do a bridge loop.

>> No.728418

>>728406
you should look at other meshes

>> No.728421
File: 13 KB, 288x450, c38ae7ab3ee7755d4c943cdfdb3c388d.jpg [View same] [iqdb] [saucenao] [google]
728421

>>728406
>that's hot!

>> No.728425
File: 45 KB, 882x422, intersect.png [View same] [iqdb] [saucenao] [google]
728425

>>728406
is topology important here ?
if it isn't you can join together with a cut where the 2 intersect

>> No.728452
File: 318 KB, 1920x1080, 0001_watch?v=d5lVi-7u4pY_00:08:56_.jpg [View same] [iqdb] [saucenao] [google]
728452

stream is live and holy shit he's bringing cake

https://www.youtube.com/watch?v=d5lVi-7u4pY

>> No.728456

>pablo saying "FUCK" right in the stream
I wonder if they will cut that out in post or not

>> No.728466
File: 561 KB, 1370x670, 2020-03-09-202512_4480x2520_scrot.png [View same] [iqdb] [saucenao] [google]
728466

Is there a plugin to average distance between points?
Like picrel, i've done it by hand to illustrate my point

>> No.728467

>>728390
>dude just delete a few random vertices, the problematic one will probably be gone as well
How did you even get this idea?

>> No.728469
File: 173 KB, 1089x769, space.png [View same] [iqdb] [saucenao] [google]
728469

>>728466
nigger how the fuck are you even modeling without having LoopTools addon enabled

>> No.728482

>>728467
iq is the ability to overcome problems
dude is big brain

>> No.728486

WHAT
A
LEGEND
https://twitter.com/pablodp606/status/1237115153486839808

>> No.728490

>>728467
these are not random. The decimate modifier deletes vertices that are close together and don't contribute to the shape. Chances are high that it catches those around the bevel and merges them.

>> No.728491

>>728486
I asked for that and he did a patch in 5 hours, it is a must, I'm waiting for the trim tools in sculpt mode to drop Meshmixer

>> No.728492

Are there any plugins that make Subdivide in Edit mode smooth the same as the subdivision modifier?

>> No.728493

>>728492
>apply

>> No.728494

>>728493
I want to do it on specific ring loops though. Subdivide's profile setting isn't great.

>> No.728495
File: 2.21 MB, 1280x720, Desktop 2020.03.10 - 02.05.49.01.webm [View same] [iqdb] [saucenao] [google]
728495

>>728494
>Subdivide's profile setting isn't great.

>> No.728496

>>728495
I think it's only that responsive with big angles. I've had times where Profile changed literally nothing.

>> No.728497

>>728496
there's a smooth in the vertext menu in edit mode too, that can be used after the subdivision, i think that's all.

>> No.728498

>>728496
it has a subpanel like this >>728495 with a couple of settings too

>> No.728501
File: 114 KB, 597x470, 1560496620535.jpg [View same] [iqdb] [saucenao] [google]
728501

>>728486

>> No.728502

jesus fuck 2.8 is so fucking good

>> No.728505

>>728486
Did he do this for Waifu nipples?
Because I feel like he is gonna use this for Waifu nipples.

>> No.728507

>>728502
>jesus fuck 2.8
is this a porn game?

>> No.728511

>>728486
>>728501
https://twitter.com/pablodp606/status/1237165996420587522
The Spectrum does not go high enough for him.

>> No.728535
File: 55 KB, 200x200, pablomon_criticalmass.png [View same] [iqdb] [saucenao] [google]
728535

>>728486
>>728511

>> No.728536

>>728505
>Because I feel like he is gonna use this for Waifu nipples.
there is absolutely no doubt.
waifu creation is what drives him and fine nipples are essential.

>> No.728543

Is there a reason why mirroring verticies doesn't work in edit mode? I've had this be broken more than i've had it working at this point.

>> No.728544

Is it possible to have an always on top wireframe on top of a shaded model? Just setting it to wireframe and always on top makes the shaded model disappear.
I'm looking to adapt a low poly model to a reference model and it's a pain in the ass when i can't see one or the other.

>> No.728549

>>728543
Have you made sure the model's origin point is at it's center?

>> No.728552
File: 103 KB, 508x340, 2020-03-10-1583838481_508x340_.png [View same] [iqdb] [saucenao] [google]
728552

>>728544

>> No.728557

>>728552
Yes, that's what i'm doing but the vertecies sometimes end up inside the reference model and i have a hard time finding them again since they're either not visible or a jumbled mess of polygons if i switch to wireframe mode.

>> No.728558

>>728549
Yeah, i did that, maybe it doesn't recognize the other side as mirrored geometry for some reason, it should be perfectly mirrored though.

I'd rather not remove one side and apply a mirror modifier if i don't have to since i'm not sure what kind of problems that might create when i put it back in the game.

>> No.728562
File: 833 KB, 1920x1080, smoke vfx breakdown.webm [View same] [iqdb] [saucenao] [google]
728562

How do you go about compositing smoke sims you previously made into a scene? Composite isn't really the right word I guess though. Not in post, but like as part of the scene.
Like can you render out a smoke sim, and then put it into a scene as a plane/billboard and have it look right? Even if the lighting isn't exactly the same?
I mean why would people sell those vfx smoke packs if they could only be used in one lighting condition? I feel like the sims would look totally off if the lighting was even slightly different than what you have in your scene, but tons of movies and amateur shit pull it off just fine.

Not to mention, in vfx breakdowns like the webm (even though it's shitty quality), it looks like the sims are simulated completely separate from a scene and then overlayed onto it in post, but I don't really get how they get it to look exactly right with the scene. Especially if they're using something separate like Houdini for their sims, the render wouldn't look exactly the same as if it came out of Maya, right?

I've tried looking up tutorials for this sort of thing, but shitty Youtubers only go for the low-hanging fruit and floods the results with basic shit like "how to make a smoke sim", not actually how to integrate it into a large scene economically or composite it into one in post.
I know this was a bit all over the place, but if someone can help me wrap my head around this it'd be much appreciated. Thanks.

>> No.728566

>>728562
Use Adobe After FX for that

>> No.728571

>>728562
>Like can you render out a smoke sim, and then put it into a scene as a plane/billboard and have it look right?
Yes, simply by respecting and planning the light beforehand.
Putting a plane/billboard in the scene is basically the same principle as comping it in with Nuke or whatever.
If you render smoke and explosions separately, you should definitely use the same lighting situation so that it matches perfectly. Same HDRI, same lights.
Fire is self illuminating, so in a dark-ish scenario like the clip, the fire doesn't get light from the surroundings, it's the opposite.
Light the ground where the fire is so that you can simply plop fire into these places. Fire is easier to integrate because of this.
What you can also do with billboards of fire/explosions is, that you can use the emitter shader of the fire to illuminate the surroundings - so when the flame flickers and changes intensity, the illumination will too.

If you have footage from somewhere else and not the actual sim data in vdb format - then you're basically forced to fix it in post.
>I mean why would people sell those vfx smoke packs if they could only be used in one lighting condition?
Ask the people who buy these - they either don't care or are optimistic they can fix it.
Often these packs have a generic daylight illumination and in matches ok in many scenes. Remember you can always mirror footage if the light comes from the opposite direction - but with explosions and fire you also have to take wind into account.
If you want to use canned footage - you better have/get a large library of that.

>> No.728575

Is it possible to have posable symmetry like in Zbrush?

>> No.728577

>>728535
and he just posted again

>> No.728578

>>728577
frogot the link https://twitter.com/pablodp606/status/1237366849932754945

>> No.728580

>>728575
if the object is centered and topology is the same but posed : use topology mirror.
if object is not centered, then create an instance with alt+d,move it to center and work on it with mirror on.

>> No.728585

Anyone know why an object would disappear in edit mode but is clearly there in object and sculpt mode? Unhiding did nothing.

>> No.728591

What the fuck is this shit. I updated to Blender 2.82 and now I can't left-click to select any bones on my rig. Not even fucking Box select is working but Circle select does.

How do you break such a basic and simple feature with just 1 version upgrade.

>> No.728617

I'm following this tutorial https://www.youtube.com/watch?v=35bbyAJodEQ and when I'm baking the wetmap and paintmap, all the images are black instead of what should be white droplets. Did 2.82 changed something related to this?

>> No.728628
File: 15 KB, 437x183, 2.jpg [View same] [iqdb] [saucenao] [google]
728628

>>728617
Nevermind, apparently any value below 0.25 will not render any drop, which is kinda weird.

>> No.728630

>>728566
That didn't answer my question at all. No shit you can comp in AE. It's like answering the question "how can I paint "object" like this?" with "with a paintbrush".

>>728571
This did answer my question, thanks. I was going to make a bunch of smoke sims that I could use for various projects (like little bits of mist from objects, or smokestacks from houses), but I guess it'd be better to make them as I need them. I didn't really think about the fire thing, but yeah that makes sense. It's its own light source, so of course it'd look right in whatever scene you put it in. Is it possible to generate depth info from the sim and use that with a billboard to get better lighting with a bump/displacement map? Is that a thing that's normally done? Seems like that could solve the light matching problem a bit.
Thanks anon.

>> No.728633

>>728628
maybe it's because blender uses mantaflow now for fluid simulations

>> No.728651
File: 121 KB, 2071x1211, paintmap0060.jpg [View same] [iqdb] [saucenao] [google]
728651

>>728633
Yeah I'm a moron. But it's really weird since going below 0.25 for effect solid radius would barely make any rain drops.

>> No.728659
File: 400 KB, 1538x2048, 1574245191328.jpg [View same] [iqdb] [saucenao] [google]
728659

Just about to be done with the 2.8 fundamental video playlist, what should be my next resource if I want to start modeling some characters?

>> No.728662

>>728659
https://www.youtube.com/watch?v=f-mx-Jfx9lA

>> No.728663

How do I into grass simulation? I can't for the life of me get my grass to bend nicely in a wind field. Using the cloth simulation and it is either completely rigid or completely droopy. I must be fucking up the weight paint somehow because I can't get anything inbetween. a gradient gets treated like there's some threshold setting somewhere that's causing the fabric to either bend or not bend with no middleground.

>> No.728691

>>728663
use a hair sim, genius.

>> No.728721

How can I setup Blender to facilitate the creation of Doom sprites?
I need to have the rendered image be in the exact dimensions I set, with little/no empty space around the model.
I figured something like rendering in orthographic, with the camera set at exactly the height of the model, and then just rotating it for each direction needed, but it isn't looking like I thought it would in my head.

>> No.728743

>>728691
I'm trying to use a model for the particle system, not the generated hair as it's not something I can customize the way I can an object and there's no way I can migrate the grass to a game that way.

>> No.728786

This may be something basic I'm missing but is there any way to take the output of one shader as an input for another?

In this instance, I want to place a texture effect over multiple materials and be able to edit it all at once.

>> No.728788
File: 12 KB, 309x201, ps.png [View same] [iqdb] [saucenao] [google]
728788

>>728743
you do know you can use a custom mesh or even a collection of meshes instead of the default hair right?

>> No.728790

>>728743
Again. Use a hair sim. You can use models and collections and it should obey physics.

>> No.728791

>>728786
If you're in Eevee you can using the "Shader to RGB" node. It'll convert the shader output to color that you can use as an input for other shaders. It's essential for stuff like NPR rendering.

>> No.728792

Is it possible to add rulers to the different view ports similar to how you can add rulers in photoshop? I've had a few situations where that would be super useful in aligning stuff up when using references.

>> No.728793

>>728792
No, either use the grid (with snapping) or use a very long cube

>> No.728796
File: 69 KB, 484x421, m.png [View same] [iqdb] [saucenao] [google]
728796

>>728792
use the measuring tool or the measurements overlays, there wa also an addon that adds tons of precise modeling tools but i forgot the name.

>> No.728798

>>728796
measureIT i think

>> No.728799

>>728793
Sadly i'm not allowed to move my model for reasons akin to shitty mod support as it would make everything misaligned so no grid snapping, guess i could try just using objects.

>>728796
>>728798
I'll look into it, never really touched that tool before, never needed to.

>> No.728802

>>728799
Would this help?
https://youtu.be/nb6rSMAooDs?t=99
https://fspy.io/

>> No.728808

>>728791
I goofed up my terms. Really meant channelling between different materials.

>> No.728811

anyone know where i can find a dl for machin3's decalmachine that works with 2.82.7? latest on on cgp gives traceback errors

>> No.728856

>>728788
I do because otherwise I wouldn't have said I'm trying to use a model for the system.

>>728790
and we circle back around to my initial question about weight painting. whatever color/gradient I paint it, the grass will either be entirely floppy or entirely rigid, can't get it to just bend. When being simulated as hair, all it does is kinda...bounce a bit with the scale of the model being affected instead of it rotating or bending or literally any expected behavior.

>> No.728862

I can't download 2.81. The download link from here https://www.blender.org/download/releases/2-81/ is just redirecting me to the main download page that only includes 2.82a.

>> No.728865

>>728856
Update:

figured out the weird scale issue was rotation locked to a single axis, causing the grass to only sorta bounce up and down. Still haven't figured out why the closer the rotation gets to the emitter plane, the smaller the hair scales. haven't found an option to lock the scale of the grass particle.

Started a new blend file to just figure out the basics. I have the grass sucessfully moving now, but I really want it to bend in the wind, the way a soft body or cloth sim would do. I haven't figured out how to get the hair model to react to my fields without also inheriting all movement from the source object. If I make the source a soft body, it's reaction to physics is mirrored in the hair, fucking up it's location and whatnot.

Starting to think I'm trying to do something too convoluted by the complete absence of any tutorials vaguely related to hair object simulation.

>> No.728877

>>728856
So I basically got the whole mess figured by upping the quality steps on the cloth sim. Shit's not buggy and bends appropriately now like I wanted all along. That was an annoyingly simple fix.

Only last issue is I can't get the particle system grass to react to fields; it just copies whatever the source object sim is doing. Tried getting around that by converting the particles to meshes but they still copy the motion of the original model. making single user, unlinking, deleting and rebaking and no avail. They're still linked together in some way that I can't find.

>> No.728879

>>728862
Try this:
```sudo apt install blender```

>> No.728888

>>728862
https://download.blender.org/release/

>> No.728902

I wanna try using blender 2.8 but I want .blend files to open in blender 2.79 by default.
How should I do this?

>> No.728903

>>728902
just install linux

>> No.728904

>>728903
I know there's got to be a way to do it without changing OS

>> No.728905

>>728902
Right click .blend > properties
Open With > change
Select blender 2.79

Don't open .blends made with 2.8+ in 2.79

>> No.728906

>>728905
I tried this and it still defaults to 2.8

>> No.728926
File: 23 KB, 326x326, 155371184782.jpg [View same] [iqdb] [saucenao] [google]
728926

How the fuck do I do UV with 2.8?
It's there any addon that will make UV less painfull?
Like a free addon that can pack properly the UV like RizomUV?
Pls help.

>> No.729010

>>728926
>if I ask instead of trying plugins myself that means I can spend more time masturbating and playing games

>> No.729019

I am new to blender And I have a question regarding coordinate system for exporting FBX file.
What I need to do: Import FBX file, Move and rotate mesh in regard to origin and Export.
As I do it now: Import FBX -> Transform-> x,y,z and rotation-> Set Origin (Origin to 3D cursor)-> Export
The problem is that object in exported FBX is translated, but NOT rotated in regard to origin.
As if coordinate system of origin is also rotated with the object instead of being aligned to original (or to viewport) coordinate system.
Please help, I don't really know what I am doing.

>> No.729022

Can you color your wireframes so it isn't just a big mess of black lines when you try to discern what's what? I'd normally hide it to clear stuff up but i can't in this case as i need to be able to see it.

>> No.729025

>>728926
>Like a free addon that can pack properly the UV like RizomUV?
keep on dreaming.

>> No.729027
File: 1.00 MB, 960x540, 20200312_Loft_probe_1.png [View same] [iqdb] [saucenao] [google]
729027

>>727558

I have a bit of a weird question, or maybe it's flat out stupid, bear with me

I started working for a small industrial design studio and I'm pushing the topic of visualisation.

I did some renderings in my time, mostly product visualisation with c4d but switched to blender a little while ago.
I'm picking this up as I go and I'm allways trying to get better.

so there's two kinds of renderings I do on the regular. basic product visualisation for wip stuff and visualisation for event planning.

the product stuff is done in a basic virtual studio environment, so it's object infront of single color backdrop.

those shots approach photorealism

the event stuff involves big scenes and lots of stuff + we're allways pressed for time.

they end up quite a bit off from photorealism but good enough to satisfy clients and regularly impress them.


the pic I posted is something I'm working on inbetween actual paid stuff and when I have nothing better to do.

I'm trying to build a scene where we can place products with a bit more context.

so what your seeing is the first image I rendered out.
I think it looks awful !

those shelf things and the desk looked pretty top notch in a studio setting
the window is weak af and the rest is free stuff from blenderkit and it's been done pretty carlessly and fast.

I really can't put a finger on it, but all together I kinda despise it !
is it the basic ass window, are blenderkit freebies lowkey crap or is it the sum of it's parts ?


sorry for this blog post, but any insight is welcome

>> No.729028

Anyone here using Octane with Blender? I'd like to hear some opinions from you about it. I've been using it for a couple of weeks now, and to me, it for some reason just "clicked". I have never enjoyed offline rendering as much before trying Octane. I'm in love with it atm, everything feels so good, looks good and "just works". It really is simple to use like they say, but also I still get enough control between multiple kernels, so sometimes I can use just a direct light instead of path tracing to achieve even faster renders.

Maybe it's just a hype, but I never experienced a renderer so comfy as Octane. Been playing with Arnold in Maya before, but even though it has amazing features as well, it's just too slow for me because I can't use a GPU version of it.

I never liked Cycles for some reason. Also tried E-Cycles, but I didnt see much difference, maybe I don't know how to set it up correctly. I do know however that it once completely froze my PC so I stay away from it now.

Anyway, what I would REALLY like to try is Redshift, but I can't use it with my current PC.

>> No.729029

>>729027
I'm no expert, not by a long shot, but my spontaneous reaction to that image is upping the sample count, lowering the brightness and up the contrast.

>> No.729036

>>728879
>>728888
Bless your kind hearts.

>> No.729049

>>728926
Use Textools, there's a 2.8 version here https://blender-addons.org/textools-addon/
https://www.youtube.com/watch?v=j5eNmJO9hVM
you can use this too
https://www.youtube.com/watch?v=zMX9DZz5KsA

>> No.729059

>>729028

can you maybe give a subjective cycles vs octane comparison ?

I never questioned cyclesbut i remember beeing really hyped when octane was first shown

>> No.729061

>>729019
did you rotate in object mode or edit mode?
if it's object mode you need to apply the rotation (ctrl+a in object mode)

>> No.729062

>>729027
Use the denoise feature. Turn the interior lighting down. Put some sunlight through those windows. Don't use perfect white light, especially for the sun. The "shelf things" seem to hover. The big white box front and center is the brightest part of the scene and grabs attention. It's also the least interesting shape of the scene. The glass looks fine to be honest. Contrast issue was already raised by the other anon. Maybe up ambient occlusion. It might beautify the corner of the walls. The textures on the walls also don't seem to be alligned.

>> No.729079

>>729062
>>729029

thanks guys, most of it seems to be due to putting little time and effort in and I think the comment regarding "big white box" is pretty helpfull, the composition is pretty meh.

after looking at it again I feel like the light color and texture colors are kinda off , all in all it's very warm and saturated, I feel.
I'll look into that

>> No.729080

https://twitter.com/blender_org/status/1238527666237722626

>> No.729081

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

https://wiki.blender.org/wiki/Reference/Release_Notes/2.82/a

>A number of critical fixes were done as part of the corrective release 2.82a. Make sure you update for a rock solid 2.82! Released on March 12th, 2020.

>> No.729082

>>729080
That's cool. I tried BlenderXR and it looked good but needed much better tool layouts.
https://www.youtube.com/watch?v=W5E377aYWRM

>> No.729083

Is there a way to use shape keys on a procedural
texture and not the mesh itself?

>> No.729090

>>729061
When I asked the question I was doing it in Object mode.
Then I figured out I can do it in Edit mode. Doing it in edit mode is much weirder then in object mode. With those small pop up tabs....
I will try ctrl+a tomorrow and see what it does.

>> No.729215
File: 55 KB, 660x680, 1575039740873.jpg [View same] [iqdb] [saucenao] [google]
729215

>tfw really want to get into the Blender NLA
>seems to be an unholy clusterfuck
I'm so tempted to dive into this because I love non linea animation workflows but it would suck if I try to learn all that shit only for it to get deprecated with 3.0 or something. it really smells, especially with some Blender internals saying multiple times that the NLA is a headache and in way worse condition than the video editor.

>> No.729216

>>729215
Well they did hire a guy to be dedicated to the video editor full time.

>> No.729219

>>729215
why don't you give DaVinci Resolve a testrun if you need a proper NLE.

>> No.729224

>>729219
the nla is not for vfx.
I never used it myself but it's for animating by layering/blending different actions over time, maybe it can do even more idk

>> No.729228

>>729224
lol just get Maya

>> No.729241

>>729228
>lol just get Maya
Not everyone is made of money.

>> No.729243

I finally bit the bullet and changed to 2.82. Slow, yes. But I'm a moron and I'm rather confused with all the new menu and navigation. Can anyone recommend a YT series that guides from the absolute start? And maybe one for learning rigify?

>> No.729245
File: 25 KB, 556x594, GPU.png [View same] [iqdb] [saucenao] [google]
729245

https://opendata.blender.org

>> No.729247

>>729245
>2060 is the fastest GPU
Guess i know what to upgrade to, Quadro is just silly, better to get a bunch of 2060s than one of those going by that chart.

>> No.729248

>>729083
That's not a shapekey then is it?
It's kind of a hacky solution, but I just stick an empty in the scene, and use it as a driver for whatever I need in the material to be changed. You could do a bunch of math with it to do it that way, or you could do what I do and just tie the driver to the empty's "Z" location, and place it exactly at however many units you need.
So if you need a texture value to be 10, just use the empty driver on that input, move the empty up 10 units from zero and bam, you got what you need.
It's trashy I'll admit, but it does the job.

>>729215
As someone who uses the NLA on a daily basis, it's trash. But if you know how it works, it's useable. It's not good, but it's useable. It really should be something similar to a video editor where you can just place clips down as you see fit, and it is to a degree, but how it hooks into the timeline and dopesheet/action editor is straight cancer. If you take a day or so to sit down and figure out how it works though, it's not too hard to learn. If anything, it'd help you appreciate it even more when they update it into something usable someday.

>> No.729249

>>729247
Did you read the part that said "Less is better"

>> No.729250

>>729249
I guess not, makes sense i guess, Quadro is still stupid though.

>> No.729251

>>729080
I'm hyped, but everything I've saw/heard so far is for Windows MR or whatever it's called. Nothing for the Vive.
I can't wait for that sweet VR though. Sculpting will be neat to play around with, but posing armatures and stuff will be fucking bliss.
Man, just the thought of grabbing a bone like an object, moving it in physical space and twisting it, precisely posing it right how it needs to be will be great.
Or something like setting up an IK rig for the arms, stand over top of the rig and grab the hands, then just move your own arms to the pose you want. Then just clean it up manually if there's any weirdness. Hell, if it's robust enough, maybe even some super basic arm mo-cap type things.

Not to mention setting up the camera to do a virtual camera thing like they do in the movies, so you can shoot the scene in real time like you're there. Could be really cool and give a more realistic look than just slapping a noise modifier onto a camera. You could even go a step further and have an empty child to the camera, then have the empty control the FoV, so you could aim the cam with one hand, and use the other to zoom in and stuff.

It all might be pretty gimmicky, but it'll definitely be fun to try and see how to fit VR into a workflow. If anything, just to use yourself as a scale reference in a scene. No way better to tell if something is the right size than being in there with it.

>> No.729255

>>729216
When was that? I've been waiting for more updates.

>> No.729256

>>729255
A while back like a few weeks.

>> No.729262

Jesus christ. Before 2.8 you could bake textures into one UV map and now you're forced to using nodes.
I dont know if im a brainlet or some shit but does someone have or know how to do this without using nodes?

>> No.729263

>>729262
why are you so afraid of nodes?

>> No.729264

>>729263
i only do solid textures.
im really bad at nodes to be honest. And i dont see anime tutorials for them too. Especially rendering.

>> No.729274

>>729263
>>729264
nevermind. Found a japanese guy sharing his workflow.
https://www.youtube.com/channel/UCX54i2YxfeDpEvKrN7XO5dw

>> No.729287

>>729264
>And i dont see anime tutorials for them
plenty of people are making them.
This guy is trying to replicate a shader game devs used for Guilty Gear.
https://www.youtube.com/watch?v=sUNUwqmvLC0
https://www.youtube.com/watch?v=6FmFJgcJZZ0

If you go on twitter and follow one 3d artist doing anime shading you will get recommended a fuck ton of other people doing the same.
https://twitter.com/BlenderNPR
https://twitter.com/rukikuri
https://twitter.com/Yoolies

>> No.729292
File: 3.15 MB, 1916x963, theeven.png [View same] [iqdb] [saucenao] [google]
729292

>>727558
Friendly reminder that anything you do will never be this bad

>> No.729293

>>729292
At least they managed to release their sintel ripoff, unlike anything you'll ever work on

>> No.729315

>>729262
I got sorta used to it but frankly the baking sucks in 2.8. For my purposes the BI renderer was so much faster, easier to control and execute.
I hope some day soon they focus on baking because shit's critical for game assets and what's there now is missing lots of important features, and its workflow is shit.

>> No.729316

hey homeslices.
is there a way to get blinn-phong kinda shaders going in 2.8?
if there isn't an immediate solution, then is there a way to get light direction/color/falloff in the node editor so i can just make my own?

>> No.729323

>>729292
My motivation for "I can make it" is the goddamn General Insurance commercials.
"god if that fucker can get paid for this..."

>> No.729333

Is there a way to turn a cube into a lattice?
I want my lattice to fit my object exactly, but I know I can't use snap to vertex cause that would mean going into edit mode to scale.

>> No.729343

How do I keep a procedural texture with an object texture coordinate consistent when using shape keys?

>> No.729345

https://twitter.com/pablodp606/status/1238917193385025536
2.83 is going to be pretty fucking good. I understand why they want to turn it into a LTS version now.

>> No.729347

>>729333
checked.
>I know I can't use snap to vertex cause that would mean going into edit mode to scale
i don't get what you mean by this, if you want a lowpoly cage to deform a highpoly mesh like a lattice then that's what the mesh deform modifier is for.
>I want my lattice to fit my object exactly
derive it from a lower subdiv level, and maybe shrinkwrap with an offset.
or if u want your lattice to be just a cube, the same as the object's bounding box, then give a cube the object's dimension
https://blender.stackexchange.com/a/84591

>> No.729348

Is there a way to make snap work on bones? I wanted to line things up with an armature but the options seem to be only mesh elements and object origins.

>> No.729353

>>727668
you're missing some natural light! that'll make it look better. look into hdris and plugins that handle them, like gaffer (free on github)

>> No.729358

>>729323
That's actually a good point

>> No.729369

Trim dynamic brush when? So much bullshit meme brushes, but still no trim dynamic.

Polish when.
Actually good remesher when.

>> No.729381

Can someone suggest me a good guide for sculpting in blender? I can't find anything useful, all my knowledge come from slowing down speed sculpting videos, like i recently found out they use booleans to merge different parts, but still can't wrap my head on how to make a loe poly mesh (say a sphere) enough detailed to sculpt on it

>> No.729399
File: 65 KB, 1024x512, SwordIdle.gif [View same] [iqdb] [saucenao] [google]
729399

Anyone knows what sort of nodes I need in order to achieve a pixel art dithering effect? Pic related is just a toon shaded low res render with no AA.

This guy did it in Unity (change Smooth to Dither to see it) and it looks fairly good but I haven't been able to make something similar in Blender
http://www.hedfiles.net/PixelShader/

>> No.729400

>>729399
this?
https://www.youtube.com/watch?v=HBp6gE1m9qs

>> No.729409

>>727835
holy shit, this is exactly what I've been thinking of doing. so, uh, tell me if you ever get it working

>> No.729410
File: 156 KB, 1483x767, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
729410

>>729409
Kinda. I went for a non-lit inverted mesh for the head instead. There's gaps I need to close up and more tweaking but the effect looks nice.

I was thinking of having another mesh on top for the head's shading but I didn't like the look and the show has most shadows 'baked on' anyway.

>> No.729412

>>729410
dude, fucking nice

>> No.729419

>>729410
>inverted mesh
Neat, never actually thought about that as something to use for shading. I mean the solid view is nightmare fuel, but the shaded view is getting there. I didn't think emission materials showed backfaces at a different color though? Or is it diffuse?

>> No.729420
File: 23 KB, 1920x1080, ReturnoftheObraDinn02.png [View same] [iqdb] [saucenao] [google]
729420

>>729400
Thanks, but nope. That video shows how to apply some filters to pixelate a large resolution random image into pixel art.

What I need is something to render the shadows with a dithering pattern. It's very noticeable in Return of Obra Dinn for example.

>> No.729421
File: 158 KB, 1143x960, Untitled-1.jpg [View same] [iqdb] [saucenao] [google]
729421

>>729419
It's inverted so that the eyes and mouth show first but I had to add emission mesh around them to cover parts up anyway. It's still needed for the effect on the mouth though.

It's all unlit as is but I did try adding a mesh on top with a shader that'll show only shading. it didn't look good but maybe the normals could be tinkered with.

>> No.729422

>>729420
The easiest way would be to render in black and white and do the dithering in another program in post to have more control
Or you could use this technique:
https://youtu.be/hj0aqSt7MOs?t=184

>> No.729424

>>729422
>in black and white
Didn't see you other post, anyway that would be the best for color too in my opinion.
Maybe we could make a feature request for some dithering nodes.

>> No.729427
File: 6 KB, 720x430, dithershittytry1.png [View same] [iqdb] [saucenao] [google]
729427

>>729422
Dithering in post would not be feasible because of the huge number of frames.
I tried some nodes at random from checking Obra Dinn tutorials but none of them are working for me. I'm too much of a noob to make sense of them anyway.

My brain is mush atm so I'll make some further tests tomorrow.

>> No.729428

any updates on our "Benevolent dictator for life" 's health? someone said he was sick

>> No.729429

>>729427
You could learn to use command line tools to automate the process
https://www.imagemagick.org/Usage/quantize/

>>729428
He's in quarantine but still posting on twitter.

>> No.729449

>>727835
I'm still not entirely sure what you're trying to tdo. Does this apply to your stuff? https://twitter.com/rukikuri/status/1224022213600272385

She uses keyshapes based on the camera direction so her eyes get protruded forward

>> No.729455

>>729449
It's the same goal of making a 3D model look 2D and I might try that idea for tweaks. It's just that things like side mouth would mean big changes and I wanted a model that could work without animations.

>> No.729458

how do I enable this?
https://twitter.com/pablodp606/status/1159527336024391680

>> No.729460
File: 137 KB, 442x338, bake.png [View same] [iqdb] [saucenao] [google]
729460

When I try to bake something really simple like ambient occlusion, I get this. Fucking why?
There are literally no other objects in the scene that could interfere. Normals are also recalculated.

>> No.729462

>>729460
Nevermind.
Solved the problem by exporting the object as OBJ and then importing it into a new scene. Just appending it into a new scene didn't solve it but OBJ export and import. Wtf. I hate shit like this.

>> No.729482

>>729462
I had that issue with extra edges that weren't getting dissolved during vertex merging. Not sure why I get so many now in 2.82. Don't recall having this issue with 2.79.

Also, where are the controls for Ambient Occ in Cycles?

>> No.729517
File: 467 KB, 820x635, Hg4tvZF.png [View same] [iqdb] [saucenao] [google]
729517

Tryna do clothing sim w/ the modeling cloth plug in for these big breasts, but every time I do, the mesh either clips wildly into the body or it floats as a giant malformed cylinder around it.
any tips or suggestions?

>> No.729527

>>729517
Yeah. Get Marvelous Designer.

>> No.729538

How do I see my UVs in UV/Image Editor even when my mesh isn't selected in edit mode?

>> No.729543

So on today notes they wrote that blender will be bundled with a few community themes
If you are interested on changing looks you can get them at
https://developer.blender.org/T74360
>White
>Deep Grey
>Dark Minimal
>Print Friendly
>XSI
>Modo
>Maya
Tried XSI and works on 2.82a
Also next meeting will be on daylight saving time

>> No.729544

>>729527
How about something that doesnt involve a separate program?

>> No.729555

>>729544
Find another Pablo Dobarro type of person to work on cloth sim in blender to bring it closer to Marvelous Designer.
Or sculpt the clothing by hand.

>> No.729558
File: 34 KB, 580x548, 1571300556339.jpg [View same] [iqdb] [saucenao] [google]
729558

>people make shitloads of rigs for blender
>nobody uses them because blender's animation interface is fucking cancer
I just want to make cute girls do things.

>> No.729560

>>729558
it's the fucking viewport playback that kills me

>> No.729570
File: 3 KB, 100x100, a_fuckin_cat_with_a_screwdriver.jpg [View same] [iqdb] [saucenao] [google]
729570

>>729555
this cat got you covered
https://www.youtube.com/watch?v=jNXBYI-WPU4

>> No.729573

fresh >>729571

>> No.729610

>>729573
>page 2
What the fuck are you doing?

>> No.730010

>>729558
Where are those rigs?

>> No.730692

Any links to beginner courses? thanks in advance.

Do most people learn from trial and error tinkering mindlessley? Or do most people use book and video tutorials to learn?

>> No.730711

>>730692
Trial and error and mindful tinkering, plus any good book and video tutorials is the usual way. The best way to learn once you've got the basics down is to pick something simple, say a desk or something, and take it through the full pipeline, modeling, UVing, texturing, then lighting and rendering. Unless you're doing character art, in which case they'll do many very rough sculpts until they have the most basic anatomy down, then go up a level of detail until the finer anatomy details are perfected up until they can get everything right. As for beginner tutorials I've been hearing good things about Grant Abbitt.

>> No.730977

Hello. I am a dazlet. I tried blender for sculpting on some Daz models, it’s great- but they don’t let you ship those back to Daz3d for rendering unless you jump through their hoops and work with a comically low resolution base mesh
I know you can send OBJ to Blender, and I’ve heard of people transferring animations- so I assume you can send rigging over, too-
Is it possible to send iray textures, clothes, etc- over? Can blender iray render things? I’m thinking why not just use Daz3d as like a rough sketch pad and get the final touches done in blender - if possible