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

/3/ - 3DCG


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>> No.957082

>>957081
shit i forgot to put /BG/ blender general in the title

>> No.957085

>>957082
There are so many new shit threads here today and I'm replying to them all!

>> No.957140

https://youtu.be/_VAgfzDf48s

6:23 Eevee-Next is coming in Blender 4.1, not 4.0
1:00:22 What's new in Workbench-Next
1:08:48 Wrapping up
2:58 Anim: replace Bone Groups & Armature Layers with Bone Collections
4:35 Anim: add custom property support for Bone Collections
4:49 Anim: move bone colors from bone groups to individual bones
5:47 Animation: Shear operator for Graph Editor
6:40 Armature: apply new DualQuat scale handling to constraints and crazyspace.
7:25 Camera: Move panoramic projection settings to DNA
8:20 Color management: Add AgX view transform and make it default
10:47 Compositor: Refactor Add menu
13:13 Compositor: Re-organize Add menu
14:43 Shading Nodes: Refactor Add menu
15:54 Cycles: Match Eevee when processing ramp/camera curves
17:06 EEVEE: change Glass BSDF to match Cycles
17:47 EEVEE: change Principled BSDF to match Cycles
18:24 Geometry Nodes: Points to Curves node
19:01 Geometry Nodes: Move tool-specific nodes to proper menus
19:51 Geometry Nodes: Initial basic rotation socket nodes
20:38 Geometry Nodes: Support drag & drop for Materials
21:23 Keymap: Left and Right Click consistency improvements
22:01 Keymap: improve tweak tool consistency & behavior
22:40 Mesh: Share normals caches by splitting vertex and face calculation
23:10 Mesh: Parallelize vertex and edge to corner topology map creation
23:49 Mesh: Rewrite split edges algorithm
24:53 Mesh: Add three cached topology maps
25:27 Subdiv: Use index instead of pointer for grid to face map
25:42 Nodes: Panels integration with blend files and UI
28:26 Nodes: Remove "Make Group" and "Ungroup" from add menu
29:01 Nodes: Move Auto-Offset toggle to User Preferences
31:15 Nodes: fix Voronoi Noise discontinuities when Lacunarity is 0.0.
35:42 UI: Fix scrollbar highlighting outside of regions
44:24 UI: Allow eyedropper outside of Blender
59:16 Workbench-Next: Enabled by default

>> No.957181

>>957140
>8:20 Color management: Add AgX view transform and make it default

Its over. BF just dunked on the entire industry

>> No.957583

I'm probably one of the 5 people who've actually used library overrides, but I just want to say how powerful yet so poorly designed it is.
>You can have a base model (most often a collection) link to different files, and make small variations of that model on a per-project basis while still linking back to the original.
Awesome, I can't wait to-
>You can't rename the original collection, or any of the contained objects that you've overridden in other files, otherwise the links get completely fucked, with no way to repair them other than reverting the name change.
Oh. I guess just git gud at naming things and committing to them? What a great idea to have the user-editable name be the one link that holds everything together. What's a UID? Never heard of it.

>> No.957719

>>957081
So yes, I need a tutorial about the geometry nodes, but about the new tools thing no about the modifier, where to start?

>> No.957891
File: 1.16 MB, 3840x2124, UV_maps.jpg [View same] [iqdb] [saucenao] [google]
957891

Blender gents, I have this mesh here. It's an upper jaw(teeth). As you can see I've created UV maps for it.
I also have a high poly version with matching seams. Is there a way to transfer the UV layout of the low poly to the high poly mesh so that they match?
I'm actually trying to bake AO maps. When I try and bake from the high poly to the low poly I get a lot of clipping artifacts though. This is why I am thinking If I can just get matching UV layouts for both I can just bake an AO map of high poly alone, an then use it on the low poly.

>> No.957919

>>957891
What I'd recomend is that you use a mutires modifier, you can subdivide your lowpoly a few times and then use a shrinkwrap modifier to conform it to the HP, there's even a built in way to bake AO, Normals, etc, from a multires modifier

>> No.957921
File: 425 KB, 917x1611, SMaps_Torment.jpg [View same] [iqdb] [saucenao] [google]
957921

>>957919
>>957919
Ah, based, thanks brother. It never crossed my mind.
I've started remaking my UV maps trying to match my low poly map to the high poly map, but it's pure hell.
Your method will be so much better.

>> No.957942
File: 1.18 MB, 3840x2124, Bite.jpg [View same] [iqdb] [saucenao] [google]
957942

Worked like a charm too. Thanks again you really saved me hours of suffering.

>> No.958023
File: 140 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
958023

New Open Movie:
https://www.youtube.com/watch?v=u9lj-c29dxI

>> No.958131
File: 249 KB, 679x802, kkk.jpg [View same] [iqdb] [saucenao] [google]
958131

I've got this posed figure I would like to sculpt over.
Entering edit or sculpt mode, the mesh returns to the default pose.

What I currently want to do it:
Sculpt over the body both in-pose and in the default pose, toggling between them as I want.
I also want to keep the rig, so I can do minor adjustments to the pose/expression as I work.

Is what I'm talking about even possible? Any suggestions?

>> No.958132

>>958131
pose library to save poses
and why are you trying to sculpt over the model, what's the desired effect

>> No.958134

>>958132
Essentially, I'm trying to match it to an illustration as close I can get
I'll be redoing the face, parts of the body that are warped (knees, armpits, elbow), the folds in the dress.

I don't even know if this is a good workflow for this sort of thing desu, I'm pretty inexperienced in 3D.

>> No.958139

when i go into render preview it shows fins but when i try to actually render an image with cycles it gets stuck at 0/512 samples and never does anything, any idea why?

>> No.958155

>>958134
>Trying copy a 2d image 1:1
what's the fucking point, retard. It's one thing to recreate an image or pose but if you're going to sculpt over it to make it match it as close as possible then what's the point of doing it?

>> No.958156
File: 709 KB, 1893x1200, imgonline-com-ua-twotoone-0a70a8uH4OlZD.jpg [View same] [iqdb] [saucenao] [google]
958156

>>958155
Incredible, matching a sculpt to an illustration has NEVER been done before because why on earth would anyone EVER do it??

>> No.958196

>>958023
>two anthro characters
>open movie
>which means literally ALL assets are freely available

Place your bets, how long will it take for them to pop up somewhere fugging

>> No.958343
File: 70 KB, 964x969, 1694570693515546.png [View same] [iqdb] [saucenao] [google]
958343

What sort of PC am I gonna need if I want to work on beefy sculpts? I'm talking like 7Mil+ Verts.
Current PC:
i5-12400F
16GB DDR4 3200
RTX 3060TI 8GB

It's laggy as fuck. I can't even rotate my screen let alone actually work on the project.

>> No.958346

>>958343
You're probably running out of ram and hitting swap. Or you're trying to use Dyntopo, which will never work at that vert count.

>> No.958350

>>958343
>7 million vertices
>"beefy sculpt"
the absolute STATE of freetards, you can work with 10x that in zbrush with your CURRENT hardware. But NO better drop 2000 dollars in a new pc to get 1.5x improvement. Freetardism is a mental illness that's costing you money, blender is 10 years behind the curve.

>> No.958351

>>958350
My computer is way worse than that anon's and I only start to worry at 20 million active verts. Gotta love pixols.

>> No.958355

>>958350
with that computer and playing with the multires (lvs 4 to 6) you can sculpt 25-30M faces, no all the brushes are optimized so some of them lag a fuckton > clay and others don't work at all > trim, yes in zbrush you can get 50-70M easily.

>> No.958356

>>958355
Can't understand why this board is so adverse to piracy.
Are you guys just zoomers who can't torrent, or do you think you'll get caught somehow?

Not saying anything against blender, I use it and love it, but if you're in a situation where you're struggling to work with it and another program would solve your problems, why not use it?

>> No.958357

>>958356
I haven't used Zbrush in years but I encourage everybody to use it if needed, either pirate or the free version even with all the limitations, yes the navigation is a shitfest and the menus horrible but the interface is fully customizable, I only sculpt shit to print and blender is more than enough to make a 12-16m sculpt, yes you have to play with the visibility options and other shits too.

>> No.958376
File: 1.00 MB, 1244x579, ss.png [View same] [iqdb] [saucenao] [google]
958376

would someone with a blender studio account share these "wing it" asset files on a mega or somewhere?

>> No.958402

>>958376
They already give you industry grade product for free AND fully open source and you wanna steal from them?
I hope you burn in hell for this.

>> No.958428
File: 87 KB, 781x272, file.png [View same] [iqdb] [saucenao] [google]
958428

how do i stop fluid simulation from looking like this but instead as a solid "beam" of fluid like from a hose?
and don't tell me the only solution is bumping up domain rez even more, it already takes ages to bake

>> No.958444
File: 134 KB, 1108x287, file.png [View same] [iqdb] [saucenao] [google]
958444

>>958428
doubling the rez to 512 barely improved it and took like an hour to bake 10 frames so going even higher is not an option, what the fug do i do

>> No.958445

>>958444
take the houdini pill

>> No.958450
File: 49 KB, 434x496, cringe.jpg [View same] [iqdb] [saucenao] [google]
958450

>>958350
>>958356
Trust me I TRIED ZBrush. It's just so utterly alien I genuinely don't enjoy using it even after I kind of figured out how to sculpt and get around in it...

Besides that, some of my favorite pro artists are Blender-only. They can do insanely good stuff in it, and as a hobbyist I kinda do want to be like them.
Also, I tried using GoZ/GoB bridge. It was cool for a moment, but I spent most of my session just troubleshooting...
Latest would import from ZB, but couldn’t export from Blender. I ver. down seemed to work fine, but wouldn't display the full mesh in ZB no matter what I did... Despite that reimporting to Blender would show the full model (stripped of texture though).

All in all, while ZBrush is definitely more powerful and there's a lot more high-levdl courses on it I simply don't enjoy using it one bit. I enjoy using Blender, so that's what I want to figure out how to work with.

>>958357
>I only sculpt shit to print and blender is more than enough to make a 12-16m sculpt
You got any tips for that? I really am struggling to get any editing done on these models.

>> No.958456
File: 655 KB, 1280x720, 0001-1358.webm [View same] [iqdb] [saucenao] [google]
958456

>>958450
>You got any tips for that?
Facesets, multires lv 4, box hide, blender should have a fast navigation option somewhere but some people don't like it, it is better to have several objects instead of just one too, to use the local view .... it is not that hard, this is done on a i5 old with 16 gb of ram.

>> No.958457

>>958450
multires can take 2-3 minutes sometimes so be aware of that too

>> No.958461

>>958450
Some brushes are disabled on multires and others lag, the clay, the pose, cloth are things that you shouldn't use on these lvs and the trim is really broken too if you want to do something like that it is better to use the carver addon (free inside blender) or the boxcutter (free in cgpeers), you can use the mask slice, that works in 2-4m meshes.

>> No.958479

>>958450
I forgot to add the delay viewport updates, it is in the options with the fast navigate and you can't use the booleans with multires because it crash.

>> No.958517
File: 102 KB, 486x300, scc.png [View same] [iqdb] [saucenao] [google]
958517

Blender is fucking me about. I can't figure out why it's doing this:
Every time I save, these messed up looking meshes show up again on my sculpt.

I have a feeling it has to do with frames. I didn't setup anything, but my frame 1 looks different to my frame 2.
I genuinely lost 1HR+ of sculpting because I accidentally presses Space and it shifted everything.

I went into the "Dope Sheet" and deleted all the keyframes (why where they there in the first place?) but it hasn't helped.

>> No.958586

something is killing my viewport fps and i can't figure out what. when i start playback at frame 0 i get smooth 24fps for about two seconds and then it starts falling to 20 15 10.. and when i get to frame 100 i am at like 6 fps, and even if i start the playback at those frames, like at frame 100 i get 6fps, the fuck is going on? i even tried hiding everything in the scene so it's literally an empty scene with everything in it hidden and it still does this

>> No.958597
File: 62 KB, 508x534, file.png [View same] [iqdb] [saucenao] [google]
958597

I'm new to Blender. I have questions about add-ons.
1) Which of the pre-installed add-ons I should know about?
2) Which not pre-installed add-ons are considered mandatory. For example, I've only just found out about PolyQuilt, and knowing about it earlier would have saved me a decent amount of trouble in the past. This is the main reason why I'm making this post.
3) Which payed add-ons are worth pirating?

>> No.958599

>>958597
>Which of the pre-installed add-ons I should know about?
looptools, carver, pose library, rigify, f2, node wrangler.
>Which not pre-installed add-ons are considered mandatory.
Substance for blender, TexTools, Archimesh, cad sketcher.
>Which not pre-installed add-ons are considered mandatory.
Animation layers, Sculpt layers, RetopoFlow, Bpainter, hardops and boxcutter.

>> No.958600

>>958599
>Bpainter
Philogix PBR Painter

>> No.958609

>>958599
>Archimesh
Where can I download it?

>> No.958612
File: 172 KB, 726x699, resc.jpg [View same] [iqdb] [saucenao] [google]
958612

>>958517
Holy fuck it's grown.
Is this hopeless? What can I even do about this?

>> No.958618

>>958599
Thank you. And what is a good place to pirate Blender add-ons?

>> No.958619

>>958618
if you're going to pirate stuff why don't you just use maya?

>> No.958622

>>958619
Mostly on principle. And I've also watched too many Blender tutorials to just change the software.

>> No.958623

Been a while since I touched Blender, the developer focus is always shifting so what is Blender currently good for versus the alternatives? Still no good for sculpting?

>> No.958625

>>958622
what principles? you just said you intend to steal the plugins made by indie developers. if you're going to steal, you might as well get something good.

>> No.958626
File: 514 KB, 993x755, image_2023-09-17_152408220.png [View same] [iqdb] [saucenao] [google]
958626

A good few hours and got a nice train going :)

>> No.958627

Funny monkey

>> No.958628

>>958625
>Steal
Piracy isn't theft. Man, what is up with this board? People are weird here.

>> No.958629

Why did you post random beginner resources all of a sudden?

>> No.958632

>>958629
if blender users weren't beginners they wouldn't use blender

>> No.958633

>>958632
it's the donut shit though. you're saying they're noobs to that degree?

>> No.958635

>>958633
NTA, but it makes sense to put beginner resources into the OP.

>> No.958637

>>958618
some of them are on github, I suppose you can try cgpeers or cgpersia too

>> No.958640

>>957891
lol, nobody does this retard, learn how to bake properly, and use painter or marmoset

>> No.958642

>>958444
try changing the overall scale of the simulation setup, iirc

>> No.958651
File: 416 KB, 945x537, 1693704884827117.png [View same] [iqdb] [saucenao] [google]
958651

>>958612
I restarted this whole fucking sculpt.
Did all my shape keys at the start. Did NOT touch them at ALL. I did NOT touch the base mesh in any way after I added Multi-Res
I did ALL my editing in Sculpt mode, exclusively on the higher layer.

WHY THE FUCK DID IT HAPPEN AGAIN??
I even tried to save it by deleting all my shape keys and applying the Multi-Res... The vertices fucking exploded. Her elbow looks like a sea urchin.
I don't know what the fuck to do. How am I supposed to sculpt in this god damn program I hate it so fucking much.

>> No.958678

>>958343
Buy more memory 16 GB is too low.

>> No.958684
File: 2.19 MB, 1920x1080, 345v5vv235v235vv.png [View same] [iqdb] [saucenao] [google]
958684

any tips on doing lights inside skyscraper for night city scenes? I just straight up put lights inside the rooms behind the glass and wasn't sure if there was another way to do it

>> No.958688

>>958684
Do it like ian hubert

>> No.958780

>>958688
Doesn't he just use images? That style is fine but I wanted to try something else. I dont care if its more work or whatever

>> No.958822

why should I use blender if I want to be hired

>> No.958835
File: 251 KB, 1112x460, hidden.png [View same] [iqdb] [saucenao] [google]
958835

New day, new attempt. Now this shit is happening.

Why is part of my mesh invisible in sculpt/object mode, but visible in Edit? I've tried Alt+H in both and it hasn't revealed the hidden segment.
Also, I can still mouse over the invisible area in Sculpt with my cursor

>> No.958836

>>958835
Maybe a mask modifier?

>> No.958839

>>958836
Nope, nothing there

>> No.958841

>>958839
No clue then. If this file isn't anything majorly important or secretive then I would dissect it if you uploaded it to catbox or something.

>> No.958843

>>958841
Oh jeez nvm, there WAS a MAsk, I just didn't see it. That's embarrassing...

>> No.958844

I want to try out animation. I have a 1050ti. Is it even worth it or will rendering take too long?

>> No.958920

blendlets.. explain that :
https://www.reddit.com/r/blender/comments/16mm29x/blender_users_on_reddit_this_last_week/

>> No.958923

>>958920
Forget about reddit. It is LONG dead. Move on to discord.

>> No.958952

>>958618
>thank you for answering my question
>without me doing any work to find or try any of these things, can you spoonfeed me some more?
people like you are why people shit on newfags so much

>> No.958953

>>958952
I tried to look for those addons on piracy websites I commonly use, but only found an old version of Boxcutter that refused to install.

>> No.958996
File: 1.83 MB, 1784x800, matsgone.png [View same] [iqdb] [saucenao] [google]
958996

Can anyone figure out why my materials were messed up?
Left is Blender 3.1 right is 3.6

I can reassign them by hand using some of the Vertex Groups but it's a lot of work and I don't understand WHY it happened in the first place.
All I did between now and the last backup with proper materials was sculpt... I also restarted the PC because the pen pressure wasn't working.

>> No.959004
File: 20 KB, 817x47, file.png [View same] [iqdb] [saucenao] [google]
959004

how the fuck do i stop this shit happening every 100 frames or so
i always have to restart blender to keep going and the worst part is i have to constantly sit at my pc in case the error happens

>> No.959006

>>959004
e-mail support

>> No.959042
File: 89 KB, 636x889, foj7r6jedjierzpz15ehoyg15w5x.png [View same] [iqdb] [saucenao] [google]
959042

Does Blender have anything like these brushes in ZBrush?
I heard there was some new developments but idk

>> No.959044
File: 2.04 MB, 498x498, 1690949705467641.gif [View same] [iqdb] [saucenao] [google]
959044

>>957140
>they still aren't finished with the fucking bake node
Kek I hate blender so much what a dumpster fire

>> No.959053

normally i only render pictures but tried rendering an animation today and noticed an issue.
the noise in the pictures causes jitter in the final video and increasing the samples isn't an option since it blows up render times
it's super sad that blender has no support for temportal denoising so what do i do? all products i found that do it are paid kike shit

>> No.959057
File: 9 KB, 664x499, howdo.png [View same] [iqdb] [saucenao] [google]
959057

How do I go about make just the edges of a plane be a wave that I can manipulate? If I try added a displacement to it it doesn't work. Is this a geo node thing? I feel like it should be simple.

>> No.959058

>>959057
for simple shit like this just ask chat gpt, i do it all the time and it saves a lot of time

>> No.959059

>>959058
I'd rather interact with people.

>> No.959061
File: 526 KB, 2449x1244, Untitled.png [View same] [iqdb] [saucenao] [google]
959061

>>959057
If you meant completely even/consistent waves then idk yet sorry. This also only works with flat 2D planes.

>> No.959062
File: 124 KB, 1507x527, Untitled.png [View same] [iqdb] [saucenao] [google]
959062

>>959061
Whoops there were some redundant mesh/curve conversions in there

>> No.959064

>>959061
>>959062
Interesting, maybe I'll mess with that. For now I've just gone with taking a plane, chopping off an edge and replacing it with a bevel curve converted to mesh. It would be nice if I could just keep the plane normal and then use something like #frame/24 on the wave moving along the x or y for the edge, but oh well.

>> No.959066

>>959059
that makes you a boomer who will get left behind in this increasingly advanced technological age
interaction with other humans will be a thing of the past in few decades

>> No.959067

>>959053
I assume Eevee isn't an option?

>> No.959069

>>959066
Lmao, not really.

>> No.959070

>>959042
https://www.youtube.com/watch?v=BqWYgrXw7Jk

>> No.959071

>>959053
How many samples are you actually using

>> No.959072

>>959071
i have noise limit at 0.1 so i think it cuts off around 60 samples, i'm trying to rerender now at 128 samples to see how better it looks but i can't do more than that, i would take too long to render

i found out there is this magic hiden feature in blender which lets you to use optix to do temporal denoising so i tried it all exited and shit and... it's fucking TRASH
the difference between not temp denoised frames and temp denoised frames was basically none

>> No.959073

>>959067
nope, evee just looks ugly to me compared to cycles
not to mention i have many materials set up for cycles specifically

>> No.959074

Im kinda new at this. Im trying to make objects I can use later in different projects, should I apply all the modifiers and stuff like particles before saving or is it better to just leave them

>> No.959077

>>959072
Yeah obviously samples that low are going to look garbage, no matter what denoising you do, it's not magic. You have to accept that you either need better hardware or to try make eevee work for you.
>>959074
Leave everything, don't apply modifiers unless you have to.

>> No.959078

>>959074
you should do everything in a non destructive way to the point where when you delete all modifiers and remove all shape keys and animations you will be left with the default cube

>> No.959096

>>957140
>Anim: replace Bone Groups & Armature Layers with Bone Collections
As someone who recently got into blender, it fucking baffles me that these weren't already a thing.

>> No.959124

Any UV experts here may I ask you something?

>> No.959182

Is there a way to speed up rendering when using particles and geometry nodes? The smallest little particles can increase time by so much its silly.

>> No.959190
File: 1.04 MB, 789x763, file.png [View same] [iqdb] [saucenao] [google]
959190

>>959124
just ask, or youll have to wait an extra week

>> No.959193

How would I make an ocean modifier both loop and not be a square? It seems like the not square solution is to set it to displacement, but that's also part of the step of having it loop with one generated and one displaced.

As of right now I have a perfect loop, but I have ridged edges when I want them to be more wavy but I can't figure out how to stop having it be a plane.

>> No.959195
File: 25 KB, 165x241, file.png [View same] [iqdb] [saucenao] [google]
959195

i have multilayer exr file sequence and i want to use bledner compositor to render it out to a png sequence for an animation but the problem is the denoising is saved in view layer while the motion blur is saved in the composite layer in the exr file.. so how the shit am i supposed to make it so i can combine them into the png with both denoise and motion blur at the same time?
Since the motion blur is applied to the noisy image for some reason

>> No.959242

>>959096
holdover from 1994 with a bandaid from 2004

>> No.959255

Is Blender 4.0 "faster" in Cycles optix rendering than Blender 3.6?

>> No.959276

If there isnt a roadmap for simple rigidbodies by the next physics module then I am done with this program for good (lie but still I am very upset)

>> No.959284

Say I want to animate a texture along the x rotation of the mapping node. That requires a 0 keyframe and a 360 keyframe. Is there anyone to get this to loop without 360 frames?

>> No.959286

>>959284
I think you're looking for a driver expression? In the box for the X rotation value, type in #frame, that will make it increment every frame for as long as your animation goes for. But that's usually too fast so you probably want to divide it by something to slow it down.

>> No.959287

>>959286
Yeah I know how to do that stuff, but I was hoping I could get from 0-360 faster than actually 360 frames for a full loop. I guess it's just probably not logically possible.

>> No.959288

>>959287
Am I missing something or are you not explaining fully? You're saying you just want to go from 0 to 360 faster than 360 frames? I don't see what is stopping you from doing that, you can increment the degrees faster than 1 per frame

>> No.959289

>>959288
Pretty much I want to do it in less frames, but not see it as faster, which, I think is just physically not possible.

>> No.959291

>>959289
That would only be doable if your texture is a repeating pattern that could seamlessly loop before doing a full 360 rotation

>> No.959292

>>959291
Yeah and I guess that's not possible with noise when it comes to the x direction on transform. I can repeat the W pattern in as many frames as I want with a tutorial I found but nothing for moving it in a direction like left or right on the plane.

>> No.959372
File: 548 KB, 684x662, Screenshot_20230924_015730.png [View same] [iqdb] [saucenao] [google]
959372

How do I reverse the direction of the uv map on curves without reversing the direction of the curves themselves?

>> No.959374

>>959372
In the material change the Mapping node's X scale to -1

>> No.959376

>>959374
Is there a way do everse them on individual curves? Im making hair and I allready layed down a bunch of curves with a few facing the wrong direction.

>> No.959378

>>959376
Why can't you switch the direction for those ones?

>> No.959380

>>959378
I can, but I was hoping I would not have to. I'll just keep the uv orientation in mind while finnishing the rest of the hair then.

>> No.959381

Ok, so your issue isn't the method of reversing the curve, it's the method of selecting the curves that need reversing in an efficient way. Think about your question more next time.

>> No.959401
File: 526 KB, 1156x1278, BANGS.jpg [View same] [iqdb] [saucenao] [google]
959401

Any feedback or tips on the bangs?
They're meant to be feathered blunt bangs but.. I don't feel like they're good. Back of the head looks alright but the front looks bad.

>> No.959438

>38 IPs in this thread
That must be the entire population of /3/

>> No.959439
File: 487 KB, 1053x1411, BANGS2.jpg [View same] [iqdb] [saucenao] [google]
959439

>>959401
Added a bunch of feathery hairs, shifted everything, flattened some of the curves. Looks a lot better now IMO
Wanted to sculpt over it a bit, just to sort of zero it into exactly what I want but it looks like shit when I try

Tried adding a SS or a Multires mod but just the hair is already 450K Verts... Pretty nuts, whole thing is way heavier than I suspected it'd be. Not sure if this is a good process but I'll chug along.

>> No.959442

do i need to be ablet to draw to become good at 3d modeling?

>> No.959504

Is it possible to skip frames int he timeline during animation?
Basically i have an animation at frames 1 - 500 and then 1000 - 700, so when playing and rendering the animation i would like the playback to skip frames 500-1000, since those are just a blank space with no animation in them
Is this doable without making a python script?

>> No.959505

>>959504
>1000 - 700,
*1000-1700

>> No.959506

>>959504
offhand, i think this could be done with scene strips in the sequencer (or maybe nla strips in the nla editor), but not in the regular dopesheet/timeline editors without a script

>> No.959507

>>959504
You can do it with flamenco, which is overkill for what you want but it's a neat tool regardless

>> No.959508

>>959506
>>959507
i see, well i will just render those segments manually, this just seems like too complex and not worth the trouble
would be nice if unity just added timeline markers where you can simply place a marker and it will make timeline skip to different frame

>> No.959509

>>959508
>unity
blender

>> No.959511

do you think 4090 would be good enough to play cycles animation in real time at 64 samples at 24fps? maybe i should wait for 5090?

>> No.959519

>>959511
No

>> No.959575

>>959511
No, you're probably never going to have that ability.

>> No.959584
File: 124 KB, 598x393, cum.png [View same] [iqdb] [saucenao] [google]
959584

>>958651
>Multi-Res
>Her elbow looks like a sea urchin.
I can't believe they still hasn't fixed multires
anyways has any progress been done to the sculpting/rigging modules? last time I was here (like 2years ago) they were on life support with sculpt mode being rewriten from the ground up (something to do with BMesh I think?)

>> No.959620

jesus it's just one problem after another... i just solved one annoying blender issue and ran straight into another, when you move the camera away few kilometers from the center of the scene it starts shaking due to some float precision faggotry i am getting so tired of this shit

>> No.959621
File: 47 KB, 430x458, Untitled.png [View same] [iqdb] [saucenao] [google]
959621

>>959620
Increase your clip start and end by about times 10

>> No.959622

>>959620
Why is your camera moving kilometers away?

>> No.959623

>>959621
Oh I may have read the guy's issue wrong, never mind me

>> No.959632

Can anyone explain why editing the normals at the end of a cylinder makes blender mark all the lengthwise edges as creases? I literally just want to make a tileset for low poly tubes but the generated smooth normals don't always align between pieces so the shading gets fucked up.

>> No.959666

>>959632
I tried it, it marks the edges as sharp. You can select all and clear sharp, then continue editing normals as usual.
The obvious semi-explanation for marking the edges sharp would be to generate unique vertices for each face, maybe to avoid interpolation artifacts from vertices pointing in opposite directions. But that's not really sufficient as an explanation

>> No.959689

>>958402
>industry grade
...

>> No.959693

>>959689
Yes, multiple industries use Blender.

>> No.959714
File: 96 KB, 421x493, tumblr_piypow0q731y0aiteo1_500.jpg [View same] [iqdb] [saucenao] [google]
959714

Honestly I might just completely drop Blender for modeling/sculpting in the next project.
It's just got so many issues and ZBrush just has a ridiculous amount of amazingly fast options for sculpting.

I might keep it for Rendering sculpts, but desu I heard that rendering in ZB isn't that bad either.

>> No.959723
File: 12 KB, 514x92, file.png [View same] [iqdb] [saucenao] [google]
959723

this should make the timeline jump to next position where there is something keyed right?
so why the fuck is it not working? arrow left and right to jump to next frame work fine, but up and down don't. also jumping to next marker hotkey doesn't do shit what the fuck is going on?
it's the latest blender version

>> No.959725

God damn it i wish i could afford to upgrade my PC.. doing 3d modeling on 4 year old hardware is fucking torture

>> No.959727

>>959622
it's a car chase scene

>>959623
it's a float precision error thing, all software that works with 3d, even games have this issue, in unity if you try to move too far from 0,0,0 you will get the same problem, in other engines too.
it's just super gay in blender i already see it so strongly after few kilometers of camera movement
and turns out it also affects cycles ray tracing where if the object is too far from origin it will look wrong on renders
so like a faggot i had to ton of extra work and make copy of the scene and move the second half closer to world origin
i wish blender just an an option to move the world origin easily during animation

>> No.959728

>>959727
Couldn't you change the unit scale to be larger and less precise, therefore more accurate at longer ranges? If it's a car chase you probably wouldn't need all that precision that blender has by default.

>> No.959729

https://projects.blender.org/blender/blender/milestone/7
https://wiki.blender.org/wiki/Reference/Release_Notes/4.0

Blender 4.0 development is complete and finished as of today, only bugfixing now until November release

>> No.959731

>>959728
that won't work, by making it smaller you are just moving the decimal point in the float, but the precision is unchanged
the only way around this is by moving the scene closer to the world origin

>> No.959736

>>959727
Are you trying to have no cuts at all? Or switching to like an aerial view? Why not have the camera zoom to a certain distance but then scale things down to have a perceived distance after a while on your key frames??

>> No.959785
File: 1.17 MB, 927x1339, 1694481154748069.png [View same] [iqdb] [saucenao] [google]
959785

>>959729
>not a single solver node
>bake node not finished

>> No.959816

>spend all day rendering animation
>not at home so cant check progress
>come back home
>all frames are black
>i only connected the compositor output to the viewer node
FUCK

>> No.959818
File: 3.47 MB, 229x300, 1681823202666588.gif [View same] [iqdb] [saucenao] [google]
959818

>>959729
looks like it's going to break some of my rigging and animation scripts, and animation work files. good riddance to armature layers, regardless.
hopefully it fixes some of these persistent fucking lib override desync issues. proxies worked fine for 10 years, they should have battle tested lib override with animation production before nuking the proxy system.

>> No.959819

is there any point in using motion blur when rendering at 60fps?

>> No.959821

EEveeChads, we eatin' good!

>> No.959823

>>959816
iktfb
Always always ALWAYS do at least 1 image render before committing to rendering an animation.

>> No.959828

>>959816
Skill issue

>> No.959836

>>959816
You don't have a remote to your PC on your phone? baka

>> No.959838

>>959070
>curves
that's nowhere near the same as a brush, idiot

>> No.959842

>>959838
Do you even curves?
https://www.youtube.com/watch?v=1PWGCWIG_Sk

>> No.959846 [DELETED] 

>>>/vg/447875110
Artificial Academy 2 General /aa2g/ #1293
Ready to Serve Edition

Welcome, this general is for the discussion of ILLUSION's Artificial Academy 2.

COPY ERROR MESSAGES WITH CTRL+C, PASTE THEM WITH CTRL+V INTO GOOGLE TRANSLATE. JUST CLICK THE WINDOW AND PRESS CTRL + C, IT WORKS.

>Downloads:
/aa2g/ Pre-Installed Game, AA2Mini: https://tsukiyo.me/AAA/AA2MiniPPX.xml
AAUnlimited updates: https://github.com/aa2g/AA2Unlimited/releases

>Information:
AA2Mini Install Guide:
https://docs.google.com/document/d/e/2PACX-1vS8Ap6CrmSNXRsKG9jsIMqHYuHM3Cfs5qE5nX6iIgfzLlcWnmiwzmOrp27ytEMX03lFNRR7U5UXJalA/pub
General FAQ:
https://web.archive.org/web/20200216045726/https://pastebin.com/bhrA6iGx
AAU Guide and Resources (Modules, Tans, Props, Poses, and More):
https://docs.google.com/spreadsheets/d/17qb1X0oOdMKU4OIDp8AfFdLtl5y_4jeOOQfPQ2F-PKQ/edit#gid=0

>Character Cards [Database], now with a list of every NonOC in the megas:
https://docs.google.com/spreadsheets/d/1niC6g-Xd2a2yaY98NBFdAXnURi4ly2-lKty69rkQbJ0/edit#gid=2085826690
https://db.bepis.moe/aa2/

>Mods & More:
Mods for AAU/AA2Mini (ppx format, the mediafire has everything):
https://www.mediafire.com/folder/vwrmdohus4vhh/Mods
/aa2g/ Modding Reference Guide (Slot lists for Hair/Clothes/Faces, List Guides, and More):
https://docs.google.com/spreadsheets/d/1gwmoVpKuSuF0PtEPLEB17eK_dexPaKU106ShZEpBLhg/edit#gid=1751233129
Booru: https://aau.booru.org

>HELP! I have a Nvidia card and my game crashes on startup!
Try the dgVoodoo option in the new win10fix settings.
Alternative: Update your AAU and see if it happens again. If so, disable win10fix, enable wined3d and software vertex processing.
>HELP! Required Windows 11 update broke things!
winkey+R -> ms-settings:developers -> Terminal=Windows Console Host

Previous Thread:
>>>/vg/445943839
Why only banned on /vg/ eh? Coz you think we invade only that place? Why not banned globally this time? Nigger you a waste we out

>> No.959848

>>959846
pokemon go to the polls

>> No.959849

>>959848
nigger mod you found your way out your mom's butt hole

>> No.959853

>>959725
its not that expensive these days

>> No.959857

>>959853
it is when you are a neet

>> No.959862

>>959857
Spend your neetbucks on it

>> No.959872

So I'm only now learning that Pablo Dobarro left Blender because he wanted to unclutter sculpting by making it a separate instance where it would be made good enough to kill Zbrush, and Blender didn't want their software to get better and killed sculpting development forever.

>> No.959889

>>959853
I mean, it's more expensive than ever for mid range PC parts in the past 20 years but okay.

>> No.959899

>>959872
so why didn't he fork it and make his sculpting version a separate app? this what people always say is supposed to happen if there's a disagreement in open source. just fork it, bro! maybe that works better in theory than in practice...

>> No.959904

doubling the domain resolution doesn't double bake time it like fucking 10x it what the fuck

>> No.959943

>>959889
Motherboards, PSUs, GPUs and cases have gone up in price, DDR4 RAM and NVME SSDs have come down in price, CPUs are about the same and DDR5 ram is currently an early adopter pricing trap.

>>959899
You expected him to work for free? Blender said no and he knew Blender sculpting was dead.

>> No.959944

>>959943
>You expected him to work for free? Blender said no and he knew Blender sculpting was dead.

so instead he did cozyblanket, an evolutionary dead end?

>> No.959945

>>959944
His website gets a decent amount of traffic, I think the app is doing ok.

>> No.959946

>>959904
square-cube law you dumb blendlet

>> No.960001

>>959872
blender drama? thats gay
so whatst he problem, why didn't blender want better sculpting?

>> No.960013

i have a compositor node that takes a lot of time to execute and i only need it to affect 20 frames out of 1000 is there any way to animate muting the node? or some way to limit the frame range on it?

>> No.960015

>>960001
>why
Because blender is a multipurpose 3d app and they need the developers doing other shits nobody asked for like geometry nodes or whatever.
Yes we could have all the paint mode done and we could have the new multires with paint support and all that a year ago, Dobarro wanted a new viewport for sculpt mode, based on what zbrush does? a plasticity alike mode for blender and a bunch of other shits we will never have, it has been 2 years since he left and they haven't integrated all the shit he had in review.

>> No.960016

So I'm rendering a simple raindrop animation effect for something.

The particle system randomly for a few frames seems to end up popping up as a solid square (the shape of the plane). What causes this and is there a fix for it? It doesn't start that way and I have no idea why randomly every so many frames it does that.

>> No.960045

why the fuck doesn't blender support baking fluids on GPU? any serious 3d industry software supports this.
baking on cpu is retarded and super slow

>> No.960049

>>960045
serious 3d industry software is made by career developers. blender is a hobby project.

>> No.960065 [DELETED] 
File: 121 KB, 1000x1500, pool's closed.png [View same] [iqdb] [saucenao] [google]
960065

>> No.960079
File: 351 KB, 1919x990, blender clipping.png [View same] [iqdb] [saucenao] [google]
960079

noob here
doing the Donut tut
at part 4
https://youtu.be/R1isb0x4zYw?list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD&t=224
BG updated the advice with:
>At 3:47, the snapping options have changed. For Blender v3.3 onwards select "Face Nearest" then the "Snap to same target" checkbox.
I'm doing that but still having problems with clipping
what do

>> No.960084

>>960065
cringe
if you want to get rid of bots all you need to do is remove 4chan pass because that is what all bots use to post here, if you get rid of it bot posts will drop by 95% since humans will now have to fill captcha for every post

>> No.960116
File: 424 KB, 927x767, example1.png [View same] [iqdb] [saucenao] [google]
960116

>>960016
Pic related. The red shows the issue, where randomly on certain frames the drops appear as the full sheet (plane they emit from) and drop together ruining the illusion of dropping water. Blue is how it is for the majority of the frames.

>> No.960118

Any good sculpting addons? I watched https://www.youtube.com/watch?v=iAkWRIKnTis&ab_channel=InspirationTuts and looked through blender market and I only found sculpt layers to be actualy useful

>> No.960135

>>960079
As it turns out, my original icing was clipping through the donut somewhat *before* I had applied any modifiers, which was causing it to clip when it was stretched. I deleted my icing and re-made it and it works now. If no solutions are working for you, check and make sure that your icing isn't already clipping! Delete and re-make it if you have to.

>> No.960161

>>960135
you can easily fix it by pressing O and just pulling one vert out in proportional editing.
Another solution is to use shrinkwrap modifier to make it fit perfectly and then solidify

>> No.960232

Can someone tell me how does one make a big object come out of a smaller object in Blender, like in this gif:
https://files.catbox.moe/tpu80r.gif (NSFW warning)
I asked the creator, and he just said "boolean", but I have no clue how to use the boolean modifier to achieve such an effect.

>> No.960233
File: 3.92 MB, 1080x1080, 1 final0001-0240.webm [View same] [iqdb] [saucenao] [google]
960233

Speaking of the donut tutorial, this is what I got after following it (2 months ago). How did I do? Anything I should have done differently?

>> No.960234

>>960118
Layers is the main thing, you coud need the hard surface ones too, hardops/boxcutter/carver(free)/decalmachine, some alpha texture packs (hair/fur, terrain/scales/skin etc....) vdms and some base mesh, I'm waitting for the node tools

>> No.960246

>>960233
I never really understood what people think they learn from the donut tutorial. All you're doing is following instructions, you're not really doing anything by yourself.

>> No.960247

>>960246
It's more about learning the software than modelling.

>> No.960249

>>960247
and look at where that got Andrew Price.

>> No.960279
File: 443 KB, 1385x1212, THE MEME THE MEME THE MEME.png [View same] [iqdb] [saucenao] [google]
960279

Ok, I did half of the donut tutorial and I got bored. I want to actually POSE SHIT.

All the tutorials on Youtube are about rigging, but I haven't found one that thoroughly covers how to pose shit. Starting off, how can I move the pig-nose thing so that her eyes move to where it's at?

>> No.960298

>>960247
you aren't learning it, you are just repeating single steps like a trained monkey
you should learn like the rest of us by making porn animations

>> No.960337
File: 2.90 MB, 1920x1080, 1685745244525726.png [View same] [iqdb] [saucenao] [google]
960337

I want to eat my donut! Anon, want a bite?

>> No.960339

>>960298
>you aren't learning it
>you are just repeating single steps like a trained monkey
>trained monkey
>trained
>learned

>> No.960347

So yes, the guy that was in charge of the sculpt mode is oppening a patreon to finish the dyntopo and to add some of the Dobarro things and some request, inside blender but without Blender's money, just in case some of you want to give him support.
https://blenderartists.org/t/independent-dyntopo-development/1485168
https://www.patreon.com/JoeEagar

>> No.960416

Does anyone else obsessively check the blender chat channels hoping that the devs will finally show something interesting they are working on?

>> No.960420
File: 1.04 MB, 1012x720, y2mate.is - Blender_ Repeat Stroke Relative-h3yuLEHNKQc-720p-1696494566.webm [View same] [iqdb] [saucenao] [google]
960420

>>960347
repeat last relative

>> No.960457
File: 48 KB, 1208x632, 1669889207617870.png [View same] [iqdb] [saucenao] [google]
960457

animators are kind enough to post their blend files. is it safe to say if I reverse engineer these I'd learn a lot?

>> No.960458

>>960457
you wouldnt learn a damn thing.

>> No.960459

>>960458
i get free assets and texures. why would i not learn atleast something?

>> No.960460

>>960459
post your work so i dont waste my time OR post in /beg/

>> No.960461

>>960457
>reverse engineer
don't flatter yourself, you meant to say copy-paste

>> No.960462
File: 207 KB, 421x442, 1693821660831617.png [View same] [iqdb] [saucenao] [google]
960462

>>960461
>>960460
>copy-paste
MAYBE. I did just finish rendering my donut

>> No.960513

well... FUCK
i spent almost 2 days rendering an animation just to find out i was accidentally Tabbed into an animation track in the NLA this whole time, which of course caused the other tracks to no play... 2 days fucking wasted.. gay..

I wish i was rich, i would just build a frame with 6 4090 gpus and render in an hour that otherwise takes me 3 days to do. It hurts so much less when you only waste an hour instead of days

>> No.960514

>>960513
jesus man, how many frames are we talking here? Didnt you do any tests? How many seconds per frame?

>> No.960515

>>960514
about 50 seconds per frame, the whole animation is around 4000 frames long, so thankfully i at least notices half way through it, would hurt even more if i rendered the whole thing
I of course check the rendering periodically but the problem is those other NLA tracks weren't major animations where you notice it instantly, it was small stuff like boobs not jiggling etc which is very hard to spot looking at still frames

>> No.960517

>>960515
what resolution were you rendering at and how many samples? Were you denoising?

>> No.960518

>>960517
256, sadly can't do less because of the noise issue which animations suffer from
but i will have to let the pc on to render through the night as well now which sucks since it's next to my bed, but no other option since i promised my patrons i will release the thing during the weekend ;_;

>> No.960520

>>960518
theres nothing worse than rendering in your bedroom overnight. You really need to get your rendertimes way way down. Whats your upgrade budget? What gpu do you have now?

>> No.960525

>>960518
also, i wish i could have a patron, but i would lose my health insurance

>> No.960533

>>960518
I personally render first at 1 sample without denoising to see if I did anything wrong

>> No.960544

what's the best course to get me started? i don't care if it's free or paid

>> No.960549

>>960544
it depends on how much of a newbie you are, the donut tutorial is good to get you used to the basic tools hotkeys and terminologyes of the program so it's a good start, after that it depends on what you want to do with the program

>> No.960560

>>960533
i do a bunch of test renders of course, this was just a fuck up that slipped by, i noticed a small mistake while rendering, stopped render, fixed few keyframes, resumed render, forgot to tab out of the nla strip.. shit happens i suppose

>>960525
usually these things only apply if you make over a certain amount, so you gotta check the legislature on that
i don't even have to tax mine since i'm just a very small fish, i'm a wagecuck and do this on the side and it makes me barely pennies, usually around 100 buckaroos a month, i do it more because i enjoy it rather than for the money

>> No.960572

>>960560
>i don't even have to tax mine since i'm just a very small fish
should we tell him?

>> No.960574

>blenderartists
>get into a discussion with the author of something
>he says you literally have to do it one way (paid)
>it makes 1% difference from the free alternative

every fucking time.

>> No.960585

>>960574
what do you expect? they are blender artists not financial artists

>> No.960666
File: 85 KB, 725x566, topo.jpg [View same] [iqdb] [saucenao] [google]
960666

can anyone help me with this model's topology? I got this mesh with very clean topology and want to learn from it, but Iam too low IQ for this. Tried to cut it up too but still cant understand.
Please take a look if you have some time to spare: https://www.mediafire.com/file/9idvodi7r3ftpit/topology.blend/file

>> No.960667

>>960666
do not click on that link

>> No.960744

my sources are telling me about 4.0 path guiding with "metallic" surfaces but I hear its only on cpu. Is that still the case and is it unusable because of this? I dont want to give up my 3090 + cpu speed, but at the same time i dont want my renders to look unrealistic.

vid related has me shaking in my boots

https://youtu.be/iunLnqE6mlw?si=OoECnuNwghdZ_k5O&t=435

>> No.960808
File: 429 KB, 1417x990, file.png [View same] [iqdb] [saucenao] [google]
960808

I'm trying to reduce the polycount of a model I found online. This and some other parts of it are made from a fuckload of tris. I'm relatively new to Blender, any advice?

>> No.960809

>>960808
Decimate it?

>> No.960812

Test

>> No.960813

Double test

>> No.960839
File: 1.35 MB, 3834x1978, file.png [View same] [iqdb] [saucenao] [google]
960839

This is probably super basic, but I'm trying to unwrap a beveled cube to make a boxing ring. However, when doing conformed, the corner bevels are completely messed up, and I have no idea why that could be. Any help is appreciated.

>> No.960841

>STILL stuck on 3.1 because the Shader to RGB node is STILL sabotaged
Blunder Foundation.

>> No.960879
File: 43 KB, 660x574, 1695767755165395.jpg [View same] [iqdb] [saucenao] [google]
960879

>node tools

>> No.960946

Has anyone used cloud render farms with Blender?

>> No.960947

>>960946
when you use cloud rendering, you are giving other people access to your files. This is really really bad. You can't render what you want, if that makes sense.

>> No.960956

>>960947
I don't get it. Can you be more specific?

>> No.960957

>>960956
you can't render porn which is the only thing worth rendering which makes render farms useless to anyone here

>> No.960971

>>960957
Who said porn isn't allowed?

>> No.960974

>>960971
its not going to work, amigo

>> No.960975

>>960957
It's not as if they can just filter out nsfw tags like an AI model, and anyhow, what makes you think the cloud rendering service will care what you render?

>> No.960984

Any hard surface course that you recommend?

>> No.961013
File: 597 KB, 1920x1080, Traffic Particles.webm [View same] [iqdb] [saucenao] [google]
961013

Ay dudes, this the Blender General? Title says fuck all.

Anyway, I'm using a bunch of particle systems in my scene to generate far away car traffic. In my head I figured I'd whip up a particle system for a lane, then duplicate them around the scene as needed.
The thing is, I'm lazy and I don't want to set a random seed for each particle system (since there's going to probably be a fuckton). Is there some way I can use a driver to generate a random number in the particle system's seed every time I duplicate it? I searched around and figured "noise.noise((x,y,z))" would work, but on giving it a go, it seems to need an object manually specified in the driver to reference, and I can't just have it use the self xyz. So using that would be more work than just clicking and dragging the seed value a bit.
So yeah, any help? I'm not looking to change the seed every frame, just one and done so I can spam the system around the scene and have the traffic be shit out of the system in a different fashion.

>> No.961014

>>961013
Well, I found a solution.
I really hate using ChatGPT as a problem solving resource (not out of any hatred for AI, but using AI for troubleshooting as opposed to finding the solution yourself or asking a real person, just seems retarded to me), but it spit out a script that does the job just fine.

import bpy
import random

# Get the selected objects
selected_objects = bpy.context.selected_objects

# Iterate through each selected object
for obj in selected_objects:
# Check if the object has a particle system
if obj.particle_systems:
for ps in obj.particle_systems:
# Set a random seed for each particle system
ps.seed = random.randint(1, 10000)

>> No.961042

>>957081
How do I bake displacement form multires? When I create new texture and hook it to a bump noted it says “You should have an active texture to use multires baker”. Also, is it possible to transform displacement into geometry later on?

>> No.961087

my blender project is getting huge and auto save freezes the program for a few seconds, what should i do here, start a new file?

>> No.961100

>>961087
just change the autosave to 60 minutes

>> No.961104

>>961087
how huge is huge?

>> No.961105

>>961104
bigger than large

>> No.961133

>>961104
file is almost 1gb now
don't know if i should just delete some old collections and save a new file

>> No.961134

>>961133
jesus

>> No.961137

>>961134
what do you mean? since when is 1gb a lot? most of my blend files where i have a scene and few characters in it are 2gb or bigger

>> No.961140

>>961137
In maya terms you are supposed to "reference" in each character from its own separate file and not store 1gb, everything in one scene. That would be absurd. Studios would never do that. Are you implying that blender doesn't have the 'reference' concept yet?

>> No.961141

>>961140
it does but i don't use it because references are gay, if you make any changes to the model it then changes in every file that references it, also if you then move the original model the link gets broken etc
in short only gayfags use referencing

>> No.961142 [DELETED] 

>>961014
It wrote that with just you asking for it? No tidying up?

>> No.961143

>>961141
Skill issue.

Referencing is how USD works as well.

>> No.961148

Newfag here, is Blender good for 3D printing? I came here looking for threads on Fusion 360 but there doesnt seem to be any interest in that here.

>> No.961149

>>961148
>>>/diy/2689596

>> No.961150

>>961149
Ty m8

>> No.961170

>>961148
No. I use fusion 360 as it's by far the best cad for technical 3d printing.
For doing shit like figurines use blender but for anything technical like a phone stand etc fusion is best

>> No.961171

>>961150
yw, I suppose you aren't printing resin minis because you named f360, but if you are making them we have a thread here >>>/tg/90501304 too

>> No.961248
File: 417 KB, 1255x911, file.png [View same] [iqdb] [saucenao] [google]
961248

I'm trying to make a zipper with an array of segments along a curve. In some spots, the segments are rotated properly, while in others, they are facing the wrong way. What causes this? How do I fix this?

>> No.961262

>>961248
Pretty sure curve points have rotation. Rotate them on local Y axis or some such.

>> No.961266
File: 14 KB, 178x236, file.png [View same] [iqdb] [saucenao] [google]
961266

>>961262
Rotation doesn't work, I've tried, but there is a tilt value. Thanks.

>> No.961272
File: 52 KB, 264x273, file.png [View same] [iqdb] [saucenao] [google]
961272

>>961248
the fuck is this trash? use a line to form it to the curve and then spawn the zipper segments as instance points on the verts of that line to get rid of deformation
also why your blender purple? you gay or something?

>> No.961279
File: 192 KB, 503x634, booones.png [View same] [iqdb] [saucenao] [google]
961279

Any advice on posing a model with this sort of bones?

I'm used to FK posing, but these bones don't seem to be linked at all.
Like, rotating the shoulder doesn't move the whole arm, it just rotates the tiny segment of the shoulder...
It's not IK either, moving the wrists just moves that segment too, no effect on the rest of the model.

>> No.961280

>>961279
Looks like you'll have to rig the character yourself. You've imported a rig with baked animations and all the bone relationships and constraints removed.

>> No.961281

>>961280
Could it be an issue with the Blender version?
Guy I got it from seemed to use it just fine for his scenes

>> No.961283

>>961281
Is it a .blend file?

>> No.961285

>>961283
Yeah, guy shares scenes he poses and his models.
I have 1. the model .blend and 2. a posed scene of the character, both with these same sort of bones
I can't imagine he posed it using them while they acted like this

>> No.961286

>>961285
Maybe you're new and missed something obvious, like all the control bones being in a separate layer in the armature's bone layers. Or you're trying to pose the armature in edit mode rather than pose mode, the hand and finger bones don't line up with the mesh in >>961279.
Otherwise ask your artist about it.

>> No.961287

>>961272
I'll save this advice for later, but for this particular case, it genuinely doesn't matter.

>> No.961293

>>961279
gib blend file so we can have a look

>> No.961435

>>957081
How do I make hair in blender to then turn it into hair cards (for eevee). There is a lot of guides out there but they feel incomplete and step skipping with a tone of node fuckery that doesn’t always apply to hairstyles outside of one used in example.

>> No.961445

I'm sick and tired of having to pay for software and I won't pirate so I want to switch to blender 4, but I just can't. I'll never get a job that way.

>> No.961460

How the FUCK do I limit Blender's CPU usage? I want to render at night but that shit pushes my CPU to 100% during the denoise stage and I can't sleep

>> No.961472

>>961435
https://www.youtube.com/watch?v=2zMs7R5eQz0
https://www.youtube.com/watch?v=4jtdRGmH9z4

>> No.961477

>>961460
Number 4 on this page (maybe): https://www.makeuseof.com/windows-limit-cpu-usage-program/

>> No.961478

just rent time on a farm.

DOING PORN? Then you don't deserve to do 3dcg, simple as.

>> No.961511
File: 1.00 MB, 796x800, 1646691733960.png [View same] [iqdb] [saucenao] [google]
961511

>Spend 40 minutes posing a model
>Save
>Make a copy of the current file as a checkpoint
>Open the original
>The model's pose was reset
>The checkpoint is the same
Why did this happen? How do I avoid this in the future?

>> No.961512

>>961511
skill issue, you're supposed to save far more often than every 40 minutes

>> No.961513
File: 359 KB, 600x700, __zero_drag_on_dragoon_and_1_more_drawn_by_d_k__e96011a588ec8981e80ca8c8b8f61869.png [View same] [iqdb] [saucenao] [google]
961513

>>961293
>>961285
https://gofile.io/d/NGTZwL
Blend file here

>> No.961514

>>961512
Reread my post. I saved, closed the file, reopened it, and the pose was reset. The other changes I've made, like to the weight paint, persisted.

>> No.961515

>>961514
save more often

>> No.961516
File: 942 KB, 1094x778, clvz3im9fo511.png [View same] [iqdb] [saucenao] [google]
961516

>>961515
>Problem: progress (specifically in posing) lost despite saving
>Offered solution: save more often

>> No.961517

>>961516
to be totally honest with you, I think you are just "hallucinating" that you saved since you are in such a bad habit of saving once every 40+ minutes. Industry people don't work that way. Good habits breed success anon.

>> No.961518

>>961517
But I have proof that I saved.
1) "Last modified" property of the project
2) A copy of the project under a different name that created after I save and before I closed
Why are you trying to gaslight me?

>> No.961522

>>961518
So you think Blender is selectively saying just parts of your scene? Do you know how ridiculous that sounds?

>> No.961523

>>961522
No, I think that I did something wrong and it caused the pose not to get saved. Even before I exited, switching to different workspaces caused the pose to reset, but I could undo that and get the pose back.

>> No.961525

>>961523
>No, I think that I did something wrong and it caused the pose not to get saved.
sounds like a bug. Blender is not industry standard for animation.

>> No.961546

Is there some type of "down and dirty" tutorial on Geo Nodes so I can get my head out of my ass and learn them? Something that doesn't assume I've never touched the program, and from someone that actually knows what the fuck they're doing and not just rehashing shit they read in the manual for YT views.

I've been using Blender for like 10+ years now, and can do anything I can think of with it, but GN are the new hotness that I just can't wrap my head around.
I really just don't know where to start. I can scatter objects with it (since when it was first implemented that's all you could do with it), but that's about the extent of it.
I feel like the Geo nodes are something I NEED to learn since the way things are going with Blender, fucking everything is going to revolve around GN in the future.

I know it's kinda retarded to say, but I feel like I "forgot" how to learn shit like this. I had to learn it all back in the day, but I don't really know how I did it. When I remember it, it's like "at one point I had no clue what I was doing, then at another I didn't have any problems" there's no "in-between" period.
I guess the real problem is I don't feel like I have any real use for them in any projects. Apart from scattering, there hasn't been any instance of "Oh! Geo Nodes would be perfect for this". Though maybe that's because I really don't know what I don't know, and I'm probably passing up dozens of opportunities to use it.

Thanks for reading my rant/blogpost/question.

>> No.961567

>>961546
Geo nodes are like nodes in houdini but worse except for baby level procedures

>> No.961568

Anybody have a link to quad remesher? I will not pay $200 for something that is legally free under the license.

>> No.961571

>>961567
I'm sure you're right, but that's not what I asked.
That's like me trying to ask how to ride a bike and you saying that bikes are failed motorcycles. Doesn't really help me ride a bike.

>> No.961577

>>961546
>>961571
There's nothing to it but to do it. Joel Carlino's vids are a good place to start but it's still on you.

>> No.961578

>>961523
Are you adding keyframes for every bone on that frame?

>> No.961582

>>961578
I might have accidentally done that yesterday. Position and rotation were green.

>> No.961583

>>961582
you can literally save poses into the pose library, just to that nigger
if you don't keyframe a pose and then do shit like move the timeline or even render the pose will reset to keyframed pose

>> No.961620
File: 84 KB, 1280x720, blender skin tutorial.jpg [View same] [iqdb] [saucenao] [google]
961620

hate staring at this bitch every skin shader tutorial

>> No.961689

https://www.blender.org/download/lts/3-6/

Blender 3.6.5 LTS October 19, 2023

UPDATE NOW

>> No.961812

fuuuck why do i have to be poor i am so tired of animating on a shitty computer, having to deal with laggy shit every time you move something just sucks all the fun out of it

>> No.961814

>>961812
even when you have a 6000 system you are still going to be fighting the software every single minute.

>> No.961815

>>961812
also for instance I have a 3090 gpu but my $400 cpu is literally 5.5x faster in physics calculations. Dont lose hope man

>> No.961816

>>961689
Where do you actually read changelogs for those small updates?
>>961812
pro tip: turn off normal maps / google 'Way Faster Normal Map Node', create low poly proxies for your models for viewport

>> No.961867
File: 59 KB, 559x475, file.png [View same] [iqdb] [saucenao] [google]
961867

is there any way to toggle all these sub surf modifers off at one for viewport? clicking them one by one is tedious as fuck since there are 500 of them

>> No.961868

>>961867
Select all the objects they're on, then alt-click the viewport toggle button for one of them

>> No.961869

>>961868
but then you would still have to select them one by one to select them all right? since shift click selects even the other stuff in between
but i managed to solve it, i asked chud gps and it wrote my some python thing i pasted into blender and it disabled them all, ai is just great, too bad it will soon put me out of work in the animation department, why should people pay me on patreon when they can just generate degeneracy with a single prompt ;_;

>> No.961870
File: 47 KB, 750x502, Untitled.png [View same] [iqdb] [saucenao] [google]
961870

>>961869
I assumed you already had a way to select them all... Even in your screenshot, you used the search to get all the objects with the subsurf modifier, couldn't you select them all like that? There's also this picrel setting that lets you limit the max subdivisions over all objects in your scene.

>> No.961875

hey frens i have a quick question, i have a point light inside of a cube and i want it to not be blocked by the cube walls, basically it should completely ignore the cube
one way to do it is by diabling "cast shadow" but i need it to cast shadows on other objects so i can't use that one

>> No.961877

>>961875
You can't have light ignore the object AND cast shadows from that same object, though you can probably hack together a few invisible objects that cast shadows around it. Use transparent shader, turn blend mode to alpha clip but leave shadows opaque

>> No.961889

I am trying to animate visibiltiy of a collection so i created an instance to scene of that collection but when i toggle the visibility of it on and off it has no effect on the collection, i don't understand why it doesn't work
here at 3:28 https://www.youtube.com/watch?v=bDF21pjxXAY she shows the method and i did the same thing, but the moment u uncheck the checkbox the object becomes invisible no matter what i toggle on the instance to scene thingy
this is so fucking stupid, hiding the parent should hide the fucking children too

>> No.961891

>>961889
to be clear i have parent with several children an i am trying to turn off its visibility during animation
right now the only options i found are to either animate each child visibiltiy separately, or simple teleport the object to some position far away, both options are dumb

>> No.961893

>>961889
Post your outliner hierarchy that shows the collection and the instanced collection please

>> No.961896

>>961893
>Post your outliner hierarchy t
umm.. it's.. sensitive..

but it's a very generic setup, collection1 which has a single mesh in it and this mesh has several children

then i right click it and select "instance to scene" both the original collection and the instance are in the same parent collection, i just used the teleport the object away method for now, since i don't want to lose any more time on this shit, i hope this is just a fluke and it will work in the next project

>> No.961897

>>961896
nevermind i'm retarded
i was looking at the wrong model

>> No.961898

>>961896
Well fair enough, I just would've liked to know what you did wrong because what you're doing should work fine. But doing the instanced collection thing just so you can animate its visibility is dumb anyway (and yes you should be able to animate the collection visibility, it's baffling that you can't). I'd suggest scaling the parent to 0 instead of moving it far away since you retain the position, but if moving it works for you, then it works.
>>961897
Oh lol

>> No.961899

>>961898
>I'd suggest scaling the parent to 0
oh shit thats pretty smart, i didn't even think of that

>> No.961921

https://wiki.blender.org/wiki/Reference/Release_Notes/4.0/Cycles

Metal AMD GPU rendering has a significant performance regression in scenes that use the Principled Hair BSDF, in addition to existing lack of support for the light tree and shadow caustics. Due to GPU driver limitations that are unlikely to be fixed, it is expected that AMD GPU rendering on macOS will be disabled entirely in a future release.

IT'S JOEVER

AYYMDEAD IS FINISHED & BANKRUPT

>> No.961935

So are Geometry nodes faster for particle shit than actual particles, or are they about the same?
Like a simulation-node based GN system that just randomly makes points vs a particle system that does the same thing, which would be faster in terms of viewport playback and rendering?
Like I'm making a bunch of animated rain for a scene. Would particles or GN be better for the task? I can do the same thing in both, but one of them has to be more performant in putting a literal fuckton of raindrops into a scene.

>> No.961936

>>961921
Is the amount of people using external GPUs in Macs really that large though? Seems like the people using a Mac aren't the same kind of people that understand how a computer works, let alone putting another part inside one.

>> No.961943

i guess i'm retarded but i can't figured this out
when i make a linked copy of a scene all collections are linked between the two scenes
but what if i make a new NOT linked scene and want to link a collection from the original scene to it? how can i do that?
i only figured how to do it with meshes with ctrl + L, but now how do link the whole collection

>> No.961946

Is anyone else coming to the blender conference women and non-binary folks meetup?? :D :3

>> No.961948
File: 131 KB, 1575x756, Untitled.png [View same] [iqdb] [saucenao] [google]
961948

>>961943
Switch to the new scene, then switch the outliner mode to 'Scenes'. Find the collection in the hierarchy under the original scene. Right click it, Link to Scene

>> No.961950

>>961948
thats pretty dumb
why don't they do it the same way like with linking objects? where you press ctrl + l and select the scene you want to link it to
god i hate blender UI

>> No.961952

>>961950
Yep collections have completely different user interaction paradigms than objects. Just a lot of context/toolbar menu inconsistencies. But if you're going to be working with multiple scenes, you'd better get used to the Scenes mode of the outliner anyway.

>> No.961957
File: 19 KB, 500x374, file.jpg [View same] [iqdb] [saucenao] [google]
961957

hey frens i am making a graveyard scene and i want to add like an atmospheric fog, or smoke etc like in this pic
what is the best way to do it in blender? because i saw there are several ways like smoke simulation, volumetic shaders, particles etc etc so i am a bit overwhelmed

>> No.961962
File: 1.15 MB, 1750x869, file.png [View same] [iqdb] [saucenao] [google]
961962

>>961957
so i managed to get the smoke sim to work but it's too thick, how do i make it sorta random with gaps like in the picture i posted?

>> No.961994

>>961962
Noise texture+color ramp and feed it into the density.

>> No.962018

>>961994
oh that could work, i was trying to do it by using force emittors and shit but instead i should focus material itself by using noise on the density, gonna try it out

>> No.962024

Got a question and this seems like the place to ask.

I know a while back someone was working on how sculpting in blender felt, more or less got a 10X improvement minimum from what they showed off in responsiveness, im wondering if any of that got put into blender yet, haven't really been keeping up but I have a good chunk of time again soon

>> No.962025

>>962024
don't hold your breath, blender fired their prodigy sculpting developer guy after some drama

>> No.962039

>>962025
>prodigy
>every single thing he did was directly from zbrush

>> No.962041

>>962025
was any of it implemented before they got rid of him?

>> No.962042

>>962041
he actually completed a decent chunk and submitted pull requests but they never got accepted and it's a mystery if they ever will

>> No.962043

Okay so this is a stupid question but i have a hard time figuring it out, i rendered a fluid simulation for 200 frames, but now i don't want it to play with the simulation i want it to simply stay frozen at frame 150 forever no matter what frame the actual timeline is that, how can i do that?

>> No.962045

>>962043
so for fluid i can just apply the modifier but for smoke sim that doesn't work

>> No.962046

>>962042
fantastic... seems like blender can still handle what I want to do, but sad that we will probably never get improvements due to fucking complete incompetence of management.

>> No.962049

Does a bone's tail length affect anything other than how it's displayed?

>> No.962050 [DELETED] 
File: 47 KB, 627x496, file.png [View same] [iqdb] [saucenao] [google]
962050

How do I fix the move the edge that's crossing the rest of the UV by moving to the other instance of the highlighted vertex?

>> No.962065

>>962045
>>962043
Add the sim as a VDB volume object, but only import the frame you want to use. If you baked the sim as OpenVDB, the VDB files should be where you baked the cache in the "data" folder. If you baked it with noise though, use the one in the "noise" folder (just make sure to change the "density" attribute in your volume shader to "density_noise").

>>962049
I think the length of the bone affects its envelope when you do automatic weights, but other than that I don't think so.

>> No.962118
File: 41 KB, 313x475, file.png [View same] [iqdb] [saucenao] [google]
962118

how do i add a driver to a keyframed property?
"Add driver" is not in the menu

basically i want to have a driver that takes whatever value would normally be in that field and adds +2 to it, so let's say i animat a cube to bounce between values 2 to 10, then with this driver it would be 4 to 10
basically original value on that frame + my driver value

>> No.962141

hmm do you think i should do motion blur if my animation is 48 fps?
i kinda don't wanna since it's extra 15s per frame

>> No.962205

i downloaded a few blender courses from linkedinlearning that i believe can be helpful to anyone who wants to get better at 3d. is there any particular place where i can share them for posterity(and so that i don't have to keep making fake accounts on linkedin for them)?

>> No.962215

>>962205
just focus on improving your 3d and not sharing courses you dumb shit

>> No.962231

So the Blender Conference 2023 started, you have a bunch of videos in their yt channel too.
https://conference.blender.org/2023/schedule/
https://www.youtube.com/watch?v=0P-hQNzDSk8

>> No.962233

Some of the today's videos
https://www.youtube.com/watch?v=Kx88edAbiek
https://www.youtube.com/watch?v=7AR9-LxY6AQ
https://www.youtube.com/watch?v=689qsElGb_U
https://www.youtube.com/watch?v=H2NRCcsX9Xo
https://www.youtube.com/watch?v=HGbuLGH0GWs
https://www.youtube.com/watch?v=FDscc66fC90

>> No.962319
File: 31 KB, 421x393, Untitled.png [View same] [iqdb] [saucenao] [google]
962319

>>962118
You can do this with a f-curve modifier instead, see picrel.
>so let's say i animat a cube to bounce between values 2 to 10, then with this driver it would be 4 to 10
don't you mean 4 to 12?

>> No.962322

>>962319
but is there any way to add an actual driver expression? adding 2 to the position was just an example, but i need to do things like hook it up to follow other objects position etc, just like with regular drivers
altho some workarounds do exist like making the object a child of another and then putting the driver on the parent

>> No.962325

>>962322
No I don't think you can do it directly on the same property. You have to do workarounds like you said. But I'm wondering if you really need drivers or could your needs be solved by parenting/constraints. Obviously I don't know the full scope of what you want, so do whatever works for you.

>> No.962343

Fresh bread

>>962290
>>962290
>>962290