[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG

View post   

File: 633 KB, 800x400, foxbooper.png [View same] [iqdb] [saucenao] [google]
962290 No.962290 [Reply] [Original]


Previous: >>957081

>> No.962292
File: 71 KB, 272x221, 2023-10-27-1698383384_272x221_.png [View same] [iqdb] [saucenao] [google]

tons of interesting lectures uploaded daily

also, kek

>> No.962300

I'll repost a couple of videos:
Simulation nodes
Julien Kaspar sculpting workflow

>> No.962316

Pretty excited about this

>> No.962318

it is basically the aply base from multires but running dynamically.....

>> No.962335

Gooo Engine wtf?

>> No.962339

Don't care, I'm still on Blender 3.1 because they patched out mixing reflections.

>> No.962342


>> No.962348

I have a bizarre issue. I'm currently trying to mod a UE4 game. Specifically, I'm replacing an entity's mesh and skeleton. I ran into a weird problem where whenever I displace the original skeleton's (which I ripped from the game files) bone, in one direction, it get's displaced in-game in the opposite direction, seemingly relative to where it originally was. If I move a bone +10cm along the X axis in Blender, it gets moved -10cm in-game. This applies to every axis. I have no idea what might be causing this, or if this is a Blender issue in the first place instead of an Unreal Engine issue, but I think it's worth asking anyway.

>> No.962349

Rigging With Geometry Nodes
Animation Tricks of the Trade
Grease Pencil
3d Anime
Sculpting Faces

>> No.962350
File: 1.50 MB, 1080x1080, final.png [View same] [iqdb] [saucenao] [google]

I made a donut years ago but I'm getting back into blender again since I'm working on a game. I thought I could just back into it, but that is evidently not the case. What are some good guides you would recommend? Should I just go through the donut again?
Pic related was my donut from 2021.

>> No.962407

is there any way to put collision on bones?

let's say i have rope and this rope has a chain of bones armature so i can be animated and i have a cylinder in the scene and want to wrap the rope around it, it would save me a lot of time if there was a way to set it so the rope won't go through the cylinder, so when i can basically like grab the IK target bone on top of the armature and basically wrap the rope around the thing like a real rope, would that be possible in blender?

>> No.962409
File: 1007 KB, 1643x906, 1685820717676.png [View same] [iqdb] [saucenao] [google]

You can, using constraint to parent bones with rigid bodies. I think there are addons to help with that.

Another and simpler way to do it would be to use the cloth modifier and an empty instead of your IK target bone, like in this

>> No.962416

Make sure your normals aren't flipped?

>> No.962418

Nah, I think it's just how animations work in UE4.

>> No.962425

Blender conference is a big waste of time when the devs should be working on solver nodes instead.

>> No.962426

your eye for detail (re: textures) are horrible

>> No.962427

Next Open Movie
Hard Surface
Still Here
Driver Functions & Shader Nodes
Game Assets
Grease Pencil

>> No.962428

I feel like this is some kind of automated spambot

>> No.962429

it could be but it is not, it is a 3 days shit, relax

>> No.962431

Nobody would bother making a bot to shill to the 5 people on this board schizo

>> No.962484

Hello people of /3/, I'm a hobbyist when it comes to all things related to 3D, mainly interested in the 3D animation pipeline, I'm not intending to make any money or being too serious about it, just having some fun exploring this world

I would like some software recommendations that could work hand-by-hand with blender, my only requirement is for it to be free (libre) software as I want to try out software made from these folks. Right now I have tried Gimp and Krita, this is just a very small part of the full pipeline however, and I want to try some more stuff (e.g. rigging, sculpting, compositing...), it doesn't matter how "bad" the software might be, I just want to try out things and as I said, don't want anything serious

>inb4 poorfag
I can afford commercial software just fine, but I want to see how well (or under) developed are the alternatives from the libre folks

>> No.962485

>e.g. rigging, sculpting, compositing...
Are you purposefully avoiding doing these things in Blender to try find new alternatives, or did you just not know Blender can do them? I don't know of any other FOSS alternatives that can match Blender in these areas, but hey I'm happy to be proven wrong if there's some hidden gem.

>> No.962486

I have done those things in blender, and they are fine for the most part, except for maybe compositing which I feel could be done better

It isn't only those things in specific that I'm interested in, just examples, as I said I'm interested in the full animation pipeline

As you say, I'm looking for those "hidden gems"

>> No.962490

when i set blender render to skip existing frames it for some reason takes really long to skip them, in the bledner cmd window i can see it's skipping them at speeds of like 3 per second which is retarded because it's a simple file exists or no? check, any program can literally do million of those in a second

>> No.962496

i have been rendering my animations at 25 fps, but lately i tried doing 50 and i love how smooth they look so i am sticking to that but then since i am a greedy little whore i wanted even more and tried rendering at 75 fps, and i dunno man, 25 to 50 is massive, but 50 to 75, i had hard time seeing any significant difference, doesn't seem like it's worth it, what do you think?

>> No.962497
File: 190 KB, 390x361, 1578140433662.png [View same] [iqdb] [saucenao] [google]

>still no auto-retopology tools

>> No.962501

with recent AI advancements we should have AI assisted retopo already
what's so hard about that? It's just working with sets of points I'm sure you can train a model to do just that

>> No.962506

Grant Abbitt's courses.

>> No.962508

To train anything you need millions to billions examples of well defined training data

>> No.962510

>what's so hard about that?
It's because box modeling is far superior, start learning scrub.

>> No.962513

like you cannot just rip millions of 3d models
that's how the models are trained, the image generator datasets are just images scrapped off web without any care for authorship or copyright

>> No.962530
File: 1.36 MB, 256x256, 1577563122796.gif [View same] [iqdb] [saucenao] [google]

Anime Nyan's Blender sex tutorials


>> No.962533
File: 418 KB, 1894x887, Zk6G.jpg [View same] [iqdb] [saucenao] [google]

> just images scrapped off web without any care for authorship or copyright
yeah, and even that didn't made it "the ultimate artist killer"
simple oversaturated slop generators.

>> No.962544

2 more weeks.

>> No.962552

millions to billions of 3d models that are organized and categorized and well defined to make useful training data do not exist

>> No.962553

you still seethe over AI while it's been proven it cannot replace artists

>> No.962555

>citation needed
you can literally get a torrent of like 200gb of mmd models, categorized and of decent enough quality and topology to be a training datasets

>> No.962560

narrow focused, mmd models are not appropriate for developing next generation ai retopology tools. Open your eyes man.

>> No.962573

thankfully some of these were useful for me so I kneel bot

>> No.962574
File: 832 KB, 4152x2480, dd231d.jpg [View same] [iqdb] [saucenao] [google]

Does anyone here have experience animating with blending? I'm looking for someone with experience to help me with something, I'm willing to pay.

>> No.962586

man i hate animating tentacles it's such a fucking chore

>> No.962593

haha wooow le hentai tentacle rape xD

this board sucks.

>> No.962598
File: 913 KB, 801x573, Ascended.png [View same] [iqdb] [saucenao] [google]

>Mostly rip models from games with blender
>Been using the "Bump" node for normals all this time since every fucking one uses it and every tutorial does it
>Mfw i noticed the "Normal map" node and tried it this time
Holy fuck. I was lied to all this god damn time. This shit is so much better and simplier and yet none of these faggots ever talk about it.

>> No.962599

then leave fag

>> No.962608
File: 268 KB, 1159x1149, file.png [View same] [iqdb] [saucenao] [google]

hey frens, i have a bit of a tough nut to crack, i added a cloth simulation to the string of verts hanging from the cube there and it works great. the trouble is i need it to collide with the cube

if you look at the modifiers stack, you can see cloth, skin, collision.
In this order the collision doesn't work.

I can make the collision work by moving the skin above the cloth modifier, but then the cloth simulation works with all the vertices the skin modifier generates which of course results in deformed mess
is there any way around this?

>> No.962609

>doing physics in blender

>> No.962612

It over. AI is DED. You will NEVER see AI retopology tools. LMFAO

>President Biden Issues Executive Order on Safe, Secure, and Trustworthy Artificial Intelligence
>the Order will require that companies developing any foundation model that poses a serious risk to national security, national economic security, or national public health and safety must notify the federal government when training the model, and must share the results of all red-team safety tests

>> No.962614

ai will never be heavily limited because of how powerful it is
that would be like not developing nukes when every country around you is developing nukes
you would be fucking yourself

>> No.962616 [DELETED] 

that's not Joe is saying. He wants the status quo, except for the military. You wont see ai retopology on the private citizen desktop, that's certain now.

>> No.962617

that's not what Joe is saying. He wants the status quo, except for the military.

You wont see ai retopology on the private citizen desktop, that's certain now.

>> No.962618

maybe not burger one, but you can still use the chinese retopo AI

>> No.962620

its over anon.

AI is fucking dead. I told you this months ago, that it was about to be regulated so hard and you didnt believe me. And now that on this very morning the executive order is here you Still dont believe me. You are going to have to do your own work from now until the day you are in your casket. Thats the truth. No free lunch.

>> No.962621

>and you didnt believe me
i still don't, i will believe it when i see it
it will never get regulated hard enough to kill simple tools like AI retopo for meshes

>> No.962622

>simple tools like AI retopo for meshes
>requires millions of pieces of well categorized input data trained over a large cluster of PCs for months

Your dream of AI retopo died today, anon as well as your belief of AI "being in its infancy". The truth is, it was on its deathbed.

>> No.962623

I am new to blender and i am unsure on how to edit a texture.
Basically i have a model that comes with a separate folder with textures, so i found the texture of the part of the model i want to edit but the texture looks like a flat blob.
Which i know is normal, since it then gets wrapped onto the mesh via UV coordinates, but editing it in photoshop in this flat blob state is insanely hard since it all just looks.. like a blob.
Is there some better way to do this?

>> No.962624

blender is terrible for textures

>> No.962632

>client can't afford expensive clothing
>make a 3d model of her body and the clothing and photoshop her head on it
I know the obvious choice would be to buy some chinese knock off and tell her to wear it, but would this work in theory?

>> No.962633


>> No.962651
File: 809 KB, 1225x591, 3 houses.png [View same] [iqdb] [saucenao] [google]

Which one would you live in?

>> No.962656

>being one of the many faggot crabs in this board bucket

>> No.962665

Good space usage without looking too goofy.

>> No.962676

First one

>> No.962677

only the middle one. Why? Because you would never be able to roof the other ones.

>> No.962684

Dogshit conference. Not even one single NPR talk from an actual japanese person! BAD!

>> No.962687

>npr person

>> No.962762

Eevee bros, it's our time with Eevee Next?

>> No.962764


>> No.962900

its a beginner donut you fucking retard

>> No.962901

I like how in that movie they made the black people, including the second protagonist nigger, extremely retarded

>> No.962911

You will never improve.

>> No.962929

>made a donut
>forgot about 3d for 2 years
>doesn't have any passion for 3d so needs tutorials to direct him on what to make
Many such cases

>> No.962957
File: 61 KB, 351x498, duck-its-over.gif [View same] [iqdb] [saucenao] [google]

>5 more days

>> No.962969

does anyone else here use blender through steam?

>> No.962985

Why are you asking?

>> No.962987

idk just asking

>> No.962995

what's the problem here?
you could have been using v4 for weeks by now.

>> No.962996 [DELETED] 

>stream crashes
>takes down your Blender in the process with your project open
I really don't get WHY the fuck you'd want to ever do that. To get that retarded hours counter for Blender? Must be a Zoomer thing.
You can run by simply clicking the exe after unpacking the zipfile. One of the very best things about Blender.

>> No.962997

>Steam crashes
>takes down your Blender in the process with your project open
I really don't get WHY the fuck you'd want to ever do that. To get that retarded hours counter for Blender? Must be a Zoomer thing.
You can run Blender by simply clicking the exe after unpacking the zip file. One of the very best things about Blender.

>> No.963001

I just saw a friend was using it on steam and decided to add it to my library, thats actually how I got into 3dcg (im still a noob this was months ago)

>> No.963005

>im still a noob
Ah alright. Have fun then

>> No.963012
File: 2.64 MB, 3440x1440, cloudscene.jpg [View same] [iqdb] [saucenao] [google]

what do you think of my render

>> No.963016

how would a driver look like if i wanted to prevent a bone in an armature going below certain position? for example i don't want leg bon to go below floor, so that means below Z 0 in the world
is that doable with just a driver on the bone's z axis?

>> No.963020

There's literally a bone constraint called "Floor", use that.

>> No.963028

I always struggle with one question. Do I make one mesh and connect it everywhere or do I let them float freely? What if the model is low poly? It's going to clip through and look bad. A high poly model is not going to bake properly and will look like it has seams.

>> No.963029

There are cases where you would separate meshes and cases where you would have them connected. Like you were saying, separating meshes can have problems if you're not careful, but they are avoidable. Having meshes connected via vertices can make your topology so much more difficult to deal with, if what you're connecting is remotely complex. Overall a lot of context goes into the decision you make, and having an eye for seams/clipping areas that look either natural or shit.

>> No.963037

me too, I'd still like retopology to be improved a bit more though, the polybuild tool is such a pain - maya's quad draw is the best manual retopology tool I've used so far, someone should just add that to blender already.

what I'd really like to see changed is how assets are organized - why can't I just store brushes and other settings in their own folder? instead of a whole blender file?

how does anyone organize their brushes or node groups or whatever? are you just saving them into your default.blend? That's my method at the moment, but if I'm in a new project I'd rahter just save the brush settings as default automatically, rather than having to waste time fucking around with the default file and asset browser bullshit

>> No.963047
File: 12 KB, 369x369, 1687235785759933.jpg [View same] [iqdb] [saucenao] [google]

Hello, good people of /g/. I've recently hit the point in my gamedev road where I have to make my own assets. Some of these assets are not being made in Blender, but I do need to use Blender to convert them into .glb files.

Is there a way to automate the import-export process? Like making it so that on opening a scene file, it would automatically import a 'test.obj' file in the same directory as the scene file, then automatically export it as 'test.glb' again to the same directory.

I know Blender can use Python scripts that could maybe do this, but I wasn't able to find answers for my specific case.

>> No.963048
File: 40 KB, 453x530, 1628863871186.png [View same] [iqdb] [saucenao] [google]

>good people of /g/.
Or good people of /3/, even.

>> No.963049

Go to preferences > interface and enable python tooltips and developer extras
Anything you hover on the UI will show you its associated python function, like bpy.ops.wm.open_mainfile() or bpy.ops.export_scene.gltf()
You can even right click anything and go to the online python reference.

I would also recommend opening an info window, it will show you concrete python commands for almost anything you do in the blender UI.

Then it's just a matter of creating a script to open your files, set some export variables and call the export command.

>> No.963055
File: 135 KB, 628x1189, 1654168302257.png [View same] [iqdb] [saucenao] [google]

>Go to preferences > interface and enable python tooltips and developer extras
>Anything you hover on the UI will show you its associated python function, like bpy.ops.wm.open_mainfile() or bpy.ops.export_scene.gltf()
This was just the thing that I needed. Thank you!

>> No.963058
File: 338 KB, 1366x713, Screenshot_2023-11-03_16-59-23.png [View same] [iqdb] [saucenao] [google]

how can i draw an eye on this circle mesh?
>t. did donut tutorial

>> No.963060
File: 74 KB, 545x458, file.png [View same] [iqdb] [saucenao] [google]

i don't get it in all tutorials i have watched they have a toggle to turn between ik/fk right here
but i don't have a shit there, i tried both in object mode and pose mode but it's not fucking there or anywhere else

>> No.963071

I wish i had that counter, but yeah, it's retarded

>> No.963082
File: 2.02 MB, 2027x1564, Topology.png [View same] [iqdb] [saucenao] [google]

How can I get this shape to look like the corner of the hood in the right picture? I've been struggling with this for a while now. The shape looks unseemingly at first, but it's a real bitch to get it right.

>> No.963084
File: 1.62 MB, 498x332, technology.gif [View same] [iqdb] [saucenao] [google]

Forgot to add, I'm following the old Version of "Master Car Creation in Blender" by CG Masters / Chris Plush: https://www.youtube.com/watch?v=dwoq53Bjb3Y
I would link the Blender Market link, but he took it down for people who haven't purchased it.

>> No.963085

love this pidgeon

>> No.963100
File: 167 KB, 941x1064, lllll.png [View same] [iqdb] [saucenao] [google]


>> No.963118

You literally drew the solution.

>> No.963127

>low poly
can we please stop pretending that this lack of proper modeling skill is "stylization"

>> No.963128

Thanks Anon!
Yeah, but I have no idea how to apply it ...

>> No.963129
File: 27 KB, 203x605, kb5_teppei_onoda.jpg [View same] [iqdb] [saucenao] [google]

You guys know any Youtube channel/courses or whatever where I can watch someone model character in a similar art style than pic related? What I'm after is more the inspo for modeling clothings like that and not the usual flat/tight uniform/clothes every 3D anime character has

>> No.963132

Try modeling in lowpoly if you're so confident in your skills. See if you can do it right away, dumbass.

>> No.963137
File: 454 KB, 1208x812, Done.png [View same] [iqdb] [saucenao] [google]

Looks great. Thanks Anons!

>> No.963167

Can I even remesh parts of the mesh or change voxel size for different vertex groups? I've been struggling with blendee freezing on me for an hour now doing all the modifier magic.

>> No.963170

Thanks man that channel looks like a goldmine.

>> No.963287

how can i set an object to copy movements of another object? for example when i move cube a 2 meters to the right cube b also moves 2 meters to right, if i spin A by 20 degrees on Z axis B also spins 20 deg on Z axis
and by that i don't mean child of constrain i mean but rather i would work kinda like the mirror modifier where object B stays at it's original offset position but copies all movements of object A

>> No.963290
File: 33 KB, 520x386, Screenshot 2023-11-05 191548.png [View same] [iqdb] [saucenao] [google]

Copy transforms constraint with the 'after original' mix mode keeps the original transform offsets.

>> No.963320

Just switched to the new version a week ago. Why? Why is UI constantly changing? Why are there obscure bugs? Blender 2.79 was already perfect and running smoothly. I understand 2.9 being more easy on the eyes and maybe some improvements in UI. But why don't just polish it? Where is it going now? Still best program though, I'm sculpting over 4 mil triangles on my laptop with minor waiting times and basically no difficulties zbrush users are talking about.

>> No.963333
File: 725 KB, 1080x1017, 1684860277841561.png [View same] [iqdb] [saucenao] [google]

>uses the latest cutting edge versions
>why does it constantly change?????????????????

Anon, the LTS version is literally made for studios and people like you.

>> No.963335

>Been using the "Bump" node for normals all this time since every fucking one uses it and every tutorial does it
your own fault for watching ancient tutorials

>> No.963337
File: 42 KB, 794x529, fxsfdzxkjj.jpg [View same] [iqdb] [saucenao] [google]

Still working on the sculpt, already spent ~5 days. Good time and practice.

>> No.963338

Yes, blender has a texture paint mode where you can paint directly on the model. Just remember to save your texture file seperately, since saving the .blend file won't save it.

>> No.963339

Left one. It's the prettiest imo.

>> No.963341

I like it, friend.

>> No.963343

Look up uv unwrapping and texture painting in blender tutorials.

>> No.963344

Anon, set up inverse kinematics. I wonder how you even do tentacles without it.

>> No.963353
File: 416 KB, 1086x427, Screenshot_2023-11-06_03-33-18.png [View same] [iqdb] [saucenao] [google]

thanks I remember the donut tutorial touching on UV, but not in that context
i ended up finishing this model (its based off the linux mascot, added a tuft of hair and eyebrows because why not)
it looks like an absolute uncanny creatura but im proud of making something without a tutorial

do you know of any good tutorials for character modelling (specifically low poly) for an absolute beginner? youtube is full of grifters and its hard to sift through it

>> No.963354

Opinions on the Blender Goo Engine fork for doing NPR?


>> No.963368
File: 9 KB, 430x136, file.png [View same] [iqdb] [saucenao] [google]

in blender you can pin a menu so even if you select another object this menu stays open
but is this possible to do with graph editor? i want to have graph editor open for one specific object and no matter what other object i click on or work with i want that specific panel with the graph editor to always be showing that one object

>> No.963370

Seek Jesus

>> No.963371

I manually save to gltf, but my build system (cmake) will detect the change and run it through my asset pipeline so the next time I build my game it's updated in engine. Exporting from blender is pretty specific in terms of only exporting selections and stuff, I wouldn't want to update on blend file change.

>> No.963376
File: 28 KB, 617x402, Screenshot 2023-11-06 200928.png [View same] [iqdb] [saucenao] [google]


>> No.963377

shit, i never noticed that

>> No.963419

I have a wheel and i animate this wheel by turning by placing two keyframes one at 0 degrees one at 360 to complete one revolution, to keep the wheel spinning i place second pair of keyframes right after firs also 0 to 360 and so on
the problem is that with motion blur this works totally fine, but not with motion blur because when it instantly skips between 360 back to 0, normally you can't see it, but the motion blur it adds this bigass blur because even tho the wheel didn't actually move it TECHNICALLY instantly roated by 360 degrees.
Any way to fix this?
Because of reasons i cannot animate this by just two keyframes for the whole thing and the one at the end has like 20000 degrees rotation resulting in continuous rotation, i have to do it like i said above.
Maybe with drivers?

>> No.963420

>the problem is that with motion blur this works totally fine

>> No.963445

Linear extrapolation? Keyframe it at 0 degrees on frame 0, go forward some frames, keyframe it at 360 degrees, go to the graph editor, select one of the control points on the curve, Shift+E > Linear Extrapolation. That will make it rotate forever, but you can always interrupt it like you could normally with more keyframes down the line.

>> No.963470
File: 13 KB, 691x622, file.png [View same] [iqdb] [saucenao] [google]

How do I make a graph handle to be perpendicular to the time axis? I want a keyframed property to stay unaltered for a period of time, but I can't seem to prevent it from fluctuating a little.

>> No.963478

Nvm, I figured it out. You need to do linear interpolation.

>> No.963481
File: 18 KB, 231x75, file.png [View same] [iqdb] [saucenao] [google]

not sure how, but somehow textures on my character model completely broke like these random messy blotches on the skin
i checked the material slots and they are all correct so what is going on? i don't want to just append a new copy of the model since i have it all posed , animated and set up with my constraints so it would be a huuge chore to replace it with another copy unless there is an easy way to transfer all that over

>> No.963483

Inverted normals are the first thing that comes to mind. Select the faces and press Shift+N?

>> No.963484

i found the problem.. somehow i accidentaly unwrapped the model so the texture mapping got fucked up.. but what now, can i somehow transplant the uv coordinates from an unbroken copy of the model to this one?

>> No.963485

Yeah you can replace the mesh data while keeping your animation, constraints etc. Bring in your unbroken copy to the scene, have both of them selected in object mode, but make sure the unbroken one is selected last (the active selection). Then go ctrl+L > Link object data

>> No.963487

oh thank god it worked.. i would have to waste like 2 hours of work if i had to swap the model otherwise

>> No.963496

How would you rate Blender as a video editor?

>> No.963500

>scrolling through youtube
>algo knows i'm gay for blender
>always see some cool youtube short blender tip
>oh my god this is so cool this will save me so much time
>completely forget it by the next day
i have watched so many tutorials and tips and then just keep doing everything the retarded tedious way because i simply don't remember any of them
this is so fucking annoying

>> No.963505

Just add any good blender videos to a youtube playlist when you encounter them

>> No.963519

You should do that thing in Blender instead of just trying to remember it.

>> No.963521

every time i open 3rd party blend file and forget to turn off UI load it makes me want to vomit
it's astounding what retarded ui layouts everyone uses

>> No.963526

Decent enough if you only need to cut and edit simple stuff

>> No.963591

hail blender fox. i miss him

>> No.963596

when i have fluid simulation and i have a inflow source, how do i make the fluid stream to not look like an uniform "string"? right now it looks like it's coming from a tap and i want it to look like pee, so it has to kinda split into droplets coming out

>> No.963599
File: 230 KB, 1091x805, 2023-11-08 03_14_40-Window.png [View same] [iqdb] [saucenao] [google]

Ok, so I followed a tutorial and made this pillow. How can I get the model to stay in this form permanently?

>> No.963600

Is it cloth physics? Apply it in the modifier panel

>> No.963601

Thank you very much.

>> No.963611
File: 295 KB, 1138x916, file.png [View same] [iqdb] [saucenao] [google]

hey frens,
I have this mesh, a thin strip on the left
And i would like to take the string of verts on the right and basically mold it to sit on top fo that strip, so the string of verts would have the same length and shape as that strip.
It also needs to be in real time, since that strip has cloth physics on it, and i need the vert string to follow along.

Is this possible?

>> No.963612
File: 297 KB, 1939x633, file.png [View same] [iqdb] [saucenao] [google]

this is what i tried
add mesh deform modifier to the vert string, and set the strip as the deformer object, then bind
but sadly deforming the strip has no effect on the vert string

>> No.963613
File: 247 KB, 1423x743, file.png [View same] [iqdb] [saucenao] [google]

i don't understand even if i add actualfaces to the vert string it does not work
i did it the same way he does it in this tutorial

>> No.963614

Can I ask what the purpose of the line of verts is, that the strip can't serve on its own?

>> No.963615
File: 158 KB, 1135x655, file.png [View same] [iqdb] [saucenao] [google]

so basically i am trying to make a wire that has cloth physics, so it can collide with things during animations

string of verts -> cloth modifier -> skin modifier (to give the wire thickness)
this doesn't work because, because collisions won't work on a string of verts that has no faces

string of verts -> skin modifier -> cloth modifier
now collisions work... but now the wire no longer keeps it's round shape. the cloth simulation makes it collapse in on it self like a hoodie sleeve

so i was thinking
string of verts -> deform mesh -> skin modifier
then second object
strip with faces that has cloth simulation -> plug it into deform mesh on the vert string and boom it doesn't matter the strip gets messed up by the simulation since i will hide it, and the wire now has physics while the body of the wire keeps a perfect round shape

i just tried it and it's working! i'm truly a galaxy brain. turns out the deformed mesh has to be 3d and encompass the deformed mesh.

but still.. this is convoluted as fuck, i wish there was less retarded way to do this

>> No.963616

Interesting, so you essentially did this: https://youtu.be/jDorDVcHuzc
I don't know why we can't just add collision to vertices and give them some padding to fake the thickness.

>> No.963617


Yes, there was a less retarded way to do this.
Unfortunately, it involves not using the retarded piece of shit dutch software known as blender.

You tried to simulate a curve and couldn't.
You could've cut an edge loop along the middle of the strip and extracted that after simulation, but couldn't (didn't? not sure if you can work this way in blender)
Instead you had to layer 3 different things together and create a heap of overhead, just to obtain what is essentially a single piece of loose hair.

Unfortunately, blender has its own speshul retarded hair particle system that only works by shitting hair strands out of a mesh and has no way to simulate an arbitrary piece of geometry like hair.

Look how your original thought to simulate a single curve with no thickness was actually the correct, non-retarded way to go about this, but blender forced you to be retarded and stoop down to its own IQ level, instead.

And besides, I wouldn't take too lightly the fact that your strip may crumple during simulation, since it will twist your final wire mesh if the strip does, too.
But who knows, maybe you get lucky and blender is too retarded to think about the orient and actually works in your favor this time.

>> No.963618
File: 748 KB, 1409x767, retarded.png [View same] [iqdb] [saucenao] [google]

Here, the non retarded way to do this
>I don't know why we can't just do it the non retarded way
Blender devs too busy adding gimmicks to care about making the software better.
How did blender take 25 years to have light and shadow linking is beyond me. Absolute insanity.

>> No.963621

and yet, its clipping through the box in two places. Embarrassing. Learn to do 3d properly please.

>> No.963626

>assuming i model in 3 dimensional space
that is a 4d cube tesseract you dummy
how embarrassing

>> No.963627

every time i disable parent mesh or move parent mesh and the child meshes don't move with it or don't get disabled with it i get more and more angry at autistic blender devs and their completely idiotic design choices

>> No.963628


>> No.963641
File: 10 KB, 253x270, df.png [View same] [iqdb] [saucenao] [google]

what the fuck is this menu? where are my modifiers? fucking bliggers changing basic stuff pisses me off most about this piece of shit

>> No.963650

Just type the name of the modifier you want
I think it's a great change

>> No.963655

I think you can with simulation nodes, you just have to put the simulation zone at the end and use the vertex's radius to fake the thickness.

>> No.963665

But you would have to recreate the cloth physics simulation inside geometry nodes for that, right?

>> No.963666
File: 319 KB, 611x617, raito.png [View same] [iqdb] [saucenao] [google]


>> No.963684

The Blender Foundation!
Haha! (lol)
Guhrease Pencil!

>> No.963689

gl with that.
I've yet to see someone making that practical.

>> No.963707
File: 256 KB, 960x544, original.jpg [View same] [iqdb] [saucenao] [google]

Is there a good way to have Cycles play nice with a fuckton of layered transparent objects without cranking transparency bounces to the fucking moon?
Using billboards is fucking useless as a resource saving measure when 6 of them slightly overlap and make render times skyrocket.
I'm sure clipping the values might work, but it makes things look like shit.

I just want to make that little effect that you see in MGS2's tanker level, where the rain splashes on top of objects and railings. I figured if it were performant enough for realtime on a PS2, it'd be pretty ez to render and implement on a large scene in Cycles. I'm not even sure particles are what they're doing there anyway.

>> No.963710
File: 324 KB, 1687x882, Screenshot from 2023-11-08 21-40-24.png [View same] [iqdb] [saucenao] [google]

I know I'm not answering your question directly and that will probably annoy you, but I have an alternative suggestion that I think will produce good results.

You can start by duplicating the top faces of objects in your scene (just the top faces of boxes, railing, etc), then you can join them all together so you're just left with those faces where rain would collide with.

Now you go to Geometry Nodes. Plug a Distribute Points On Faces node in there, set it to Poisson Disk and it'll randomly distribute points on the top of all of these faces. These are your points for placing rain drops, now you can get creative with how to utilize these points to rain for a single still frame.

I have a really crappy looking example, but I think it gets the point across. I made a shoddy rain droplet in four different stages and distributed them on the face as I described. Food for thought.

>> No.963711
File: 1.52 MB, 1280x720, Rain.webm [View same] [iqdb] [saucenao] [google]

I appreciate it.
I've already got a system like that in place that works and all, but it's not quite nailing what I'm after. It doesn't have that volumetric-esque look and shimmer that the MGS2 one has.

>> No.963712
File: 873 KB, 1280x720, MGS2.webm [View same] [iqdb] [saucenao] [google]

And here's my "approximation" of what I'm thinking is going on in MGS2.
Really, it's just a fuckton of billboard particles in GN. Obviously it won't really play nice at shallow angles due to the transparency issue.
Still, it doesn't really get that look either. The screenshot I posted above isn't the best example, but it's the best I could find. The little structure slightly above the life bar is a good example of how it looks at shallow angles, so that's why I figured it probably was particles.

>> No.963733

Is Blender the "go to" for quick, short hair now? I cant use maya's xgen, it crashes my scene

>> No.963737

bump pls

>> No.963757

>move my fingers accross the keyboard instead of firing cursor by muscle memory at the exact pixel of the modifier I want
this menu is so essential that they should have at least add an option to get the old one back.. what's the point of hiding everything behind a fucking drop down when all the modifiers comfortably fit on the screen anyways

>> No.963761

I heard that 4.0 got delayed due to massive amount of bugs. LOL

>> No.963762
File: 178 KB, 828x956, ed-pantera-03.jpg [View same] [iqdb] [saucenao] [google]

Probably a trite issue to someone in the know, but does anyone have any tips on matching camera angles to an illustration?

I'm making a sculpt based on an illustration but I want it to match pretty close to represent it properly.
It has a downshot of the character looking upwards and I've been having a hell of a time getting the ground to match... All the stuff from camera angle, position, and lenses keeps throwing me off and I can't seem to get it "just right"

>> No.963775

If you have some landmarks to use that form enough straight angles to get the perspective (i.e. walls, tables, etc), you MIGHT be able to use Fspy to approximate the angle.
Since it's an illustration though, it might not be exact since they might be freehanding things, and not using mathematical perspective to draw.

>> No.963800

Oh! No.

>> No.963803

Beginner here
Where can I download a good pre rigged model to test what animation feels like?

>> No.963804

Grab something off of Mixamo, though the rigs you get from there don't have any fancy helper bones.
If you're a brand-spankin new beginner though, I'd skip humanoids altogether and start with something simple like a ball (I think they're called ball exercises). That way you're condensing your learning down to one thing, and not animating an entire person of bones.
Animate it bouncing up and down, across the screen horizontally, make it move as if it were "alive", that sort of thing. You'll learn your fundamentals really well that way and it transfers to things like animating figures. It'll also get you used to using the graph/curves editor, which is incredibly powerful (and essential) to animating, but can be a real nightmare to look at when you have an entire figure moving and you're trying to find that one curve that sets everything off perfectly.

>> No.963809

This should be good enough

>> No.963814

let's say i have a trashcan model and then a bunch of models of various small trash objects

what is the easiest way to fill the trashcan with the trash objects without me having to duplicate and place them in there one by one like a retard?

>> No.963816
File: 50 KB, 931x211, file.png [View same] [iqdb] [saucenao] [google]

I have a character with rigify rig in this collection
Everything is in that collection.

But when i append the character collection to another scene this is how it looks
It makes a bunch of circle and curve objects and whatever that are outside of the character collection, i don't understand, why?
Everything it appends should be inside of the character collection.

>> No.963820

Are those not the custom shapes that the bones use? Generally those come with the rig when you append it, and are loose like that.

>> No.963821

but why do they appear outside of the collection?

>> No.963830

I think you appended the wrong collection.

>> No.963842

when i enter UV edit on a model and i have million textures in the scene how the fuck do i find the one that is being used on that model? because the shitty uv editor doesn't select it by default

>> No.963843
File: 178 KB, 1200x600, oldmodmenu.png [View same] [iqdb] [saucenao] [google]

Install this add-on, it brings back the old modifier menu.


>> No.963846
File: 329 KB, 565x591, Palace.png [View same] [iqdb] [saucenao] [google]


>> No.963847
File: 495 KB, 703x776, Palace2.png [View same] [iqdb] [saucenao] [google]


>> No.963848
File: 503 KB, 815x802, Palace3.png [View same] [iqdb] [saucenao] [google]


>> No.963874

They weren't in a collection in the first place, I'm pretty sure.

>> No.963895

they were, the pic on the left is the entire scene
so unless they were hidden from the outliner somehow i don't see that being a possibility

>> No.963899

I have an object which follows an armature bone during animation but this object has no constraints and no modifiers on it, so how is it following this bone?

>> No.963900

It's parented to the bone? That won't show as a modifier or constraint

>> No.963902

when i do ctrl+p to clear parent it stops following it but where do i see the parenting to the bone?
I an see the object as a child of the armature but nowhere can i see if it's parented to a specific bone

>> No.963903

I think it's under the object properties (the orange icon) under Relations I think?. I can't look in Blender myself right now

>> No.963904

yes thats it, thanks

>> No.963940
File: 1.17 MB, 1308x1598, 92.png [View same] [iqdb] [saucenao] [google]

Rate pls

>> No.963946
File: 96 KB, 461x237, file.png [View same] [iqdb] [saucenao] [google]

yaaay blender4! Finally! A ton of new features nobody asked for while none of the existing ones got polished, finished and any of the terrible UI choices fixed, how amazing, wooo

>> No.963949

Its not out yet, it got pushed back because of fuckloadofbugs

>> No.964006
File: 77 KB, 351x258, 1681115620008671.png [View same] [iqdb] [saucenao] [google]

hey frens, how do I fix/avoid normals being pinched at these tri-quad areas?

>> No.964264

What's the deal with Blender's versioning scheme? LTS versions are released once a year, but the epoch number is incremented every 2 years.

>> No.964266

You'll have to manually fuck with your UVs

>> No.964269

All of these new versions keep coming out but all I really want is a UI that's as good as Photoshop's.

Doesn't make sense to introduce new features when the most basic have never pushed from barely useable to great.

>> No.964271

Hello I'm pretty new to blender and I really love it but I feel a little bit discouraged with the introduction of 3d ai generators. How do you guys think about the possibilities of ai in blender? Do you think the possible impact of 3d generators is overblown? Am I "late to the game" to learn blender now?

>> No.964272
File: 25 KB, 803x960, lines.jpg [View same] [iqdb] [saucenao] [google]

AI is at best a gimmick like VR / 3DTV's and at worst a grift like NFTs, there's a dozen threads about how it's literally over beacuse of AI, and every day they get btfo's because they can't show anything AI can do other than copy very basic shit or simplify tedious, non-artistic tasks (like filling inbetween frames for animations)

Don't listen to AI niggers or anyone else who tells you their snake oil can replace something without providing immediate proof.

>> No.964273

does this make you cum anons?

>> No.964274

What is the significance of the 4.0 number?

>> No.964275

>What is the significance of the 4.0 number?
it means that it is a big release FOR YOU

>> No.964276

Chances are the illustration doesn't have entirely coherent perspective and you'll need to make some artistic choices.

>> No.964278

That's not normals that's UVs. Learn the basics.

>> No.964279

Oh god oh fuck they changed the font

>> No.964295

when baking fluid simulation is it possible to bake it say frame 100-200 and then 1500 - 1600? since there is no fluid movement happening between frames 200 and 1500, so baking them would be a big waste of time

>> No.964298
File: 199 KB, 553x479, 1679806481961730.png [View same] [iqdb] [saucenao] [google]

it's not UVs, it's geometry and normals
I was using one of the striped matcaps to emphasize the issue, since it's a little hard to see without it
using a smoothing modifier only makes those areas more pinched
using a subsurf modifier also makes them more pinched
using weighted normals doesn't change much

>> No.964299

>AI is at best a gimmick like VR / 3DTV's and at worst a grift like NFTs
Well sort of, VR and 3DTV are good examples imo.
While 3D TV was a dud 3D cinema has found a pretty decent market where many animated productions are using it.
VR porn already brings in similar revenue and has taken pretty much the POV niche. More mainstream use is still possible depending on if Apple makes it so.

Comparison aside current SAAS offers for generating assets are definitely a grift because they just didn't use matching datasets for 3D.
I suspect that in the long run when something good comes around I hope it's gonna take over the whole procedural generation thing. (good riddance for that)

>> No.964306

>it's not UVs, it's geometry and normals
Okay you're the expert good luck.

>> No.964313

I knew the average /3/ user was pants-on-head retarded, but holy shit

>> No.964315

>spent 6 hours baking liquid simulation
>found out i forgot to turn the inflow object on

>> No.964326

It depends on which fluid sim you're using, but generally no. You can export the fluid sim as an Alembic file with the desired frames and then run a new sim.

>> No.964328

Not him. But I've attempted low poly. And you're right, it's deceptively challenging. However, I also decided that it's unnecessary, because it's not 1997 anymore, and I'm not producing Silent Hill 1 for the PSX. If you are successful at low poly, then you have successfully created a stiff, jagged model. Congratulations on your eyesore.

Just make proper loops, using contemporary quad modelling practices. And if you're efficient in that respect, then you will end up with a model that's not too expensive, and a lot cleaner to look at. If you set up the loops properly, then you should be able to un-subdivide it down to an even smaller level, that's more efficient at a distance.

>> No.964332

Not entirely true, psx style is really beautiful, and complicated, it's a form of art in polygon placement, also extremely aesthetically pleasing, nobody loves 2017 models, but a lot of people love psx era models even zoomers that never played those games.
There is something in the abstraction that makes them interesting.

>> No.964333

Make a low poly model, around 260 to 300 tris, texture it and make an animation loop. I can assure you that if you have never done low poly it will look like utter shit.

>> No.964335
File: 167 KB, 1920x1080, random game.jpg [View same] [iqdb] [saucenao] [google]

The appreciable qualities are the efficiency of them. Which even the least artistically literate can still perceive on an subconscious level. It's sort of like how isometric pixel art is more satisfying to look at than top down 3D. The rigid perspective of the 2x1 pixel structure creates some kind of harmony we perceive on a subconscious level, which is absent in 3D top down.

But the thing is, you spend all this time and effort learning how to make models that are less clean than if you were to make contemporary work. Like it made sense when all the indie devs were crazy about pixel art. Because pixel art saves a lot of time over HD2D animation. Less effort yielded pretty good results, thanks to the magic of the pixel. But now that low poly is the indie trend, it makes less sense. Because you still have to do a shitload of work to make low poly models. Where you could put equal or less work working with proper quad loop modelling and get better results.

Here, I just googled this random game. Looked for "simple 3d art style". This style is simplistic, and yet you can see by the edges that it's not afraid to use more polygons. Neither is it using a ton of polygons. It's just clean. Making stuff like this is equally as easy as making the low poly stuff. Maybe even easier, because you don't have to think of ways to cut corners. If you need more polygons to bevel or inset, then you just *make* them. And you get less jagged results.

You can take something like this, and texture it any way you like. If you want something more graphic, then make graphic textures. If you want something smooth, then make smooth textures.

>nobody loves 2017 models
Now that's just delusion. There is beauty to modern models. How can you look at an image displaying clean edgeloops and not be awed?

>> No.964336

And I agree with you, low poly is really time consuming in comparison to mid poly cuad characters due to restrictions, but I don't agree with the eyesore part, if you do it properly it looks really appealing
>Now that's just delusion
except that for normal people (not 3d modelers) in a few years they will look unrealistic and outdated but without the charm, because the jump between 2017 and now is not too big

>> No.964337

Also the image you got is not really lowpoly, people call it that way. I can make a 3d character with the triangles if one of those tires.
The difficultly of the style is making something with restrictions, In The image we can clearly see that is not really low poly, it's just there are thousands of tris just in the wheels

>> No.964341

>except that for normal people (not 3d modelers) in a few years they will look unrealistic and outdated but without the charm, because the jump between 2017 and now is not too big
First of all, nostalgia is a hell of a drug. When then PS1, PS2 low poly model nostalgic era ends, it will be replaced with the PS3 poly model nostalgic era.

Secondly, styles greatly alter how mid poly is perceived. A game like the Witness(2017) or Outer Wilds(2019) will stand the test of time. their deliberate use of edges is brilliant. And it's something that you can't get with low poly restrictions. Or a game like Breath of the Wild(2017), will be timeless the way Wind Waker is timeless.

Just the other day, I was playing Tears of the Kingdom, and I hit this weird zone where a ball I was manipulating kept popping in and out of qualities. I could see it going from lower poly to higher poly as I wiggled it forward and back. And it just goes to show, that with proper loops, you can retain an art style through generations. If your model has perfect loops, then when new hardware hits, you only need to subdivide it up to make it smoother. Just like that ball. When done right, It's infinitely scalable upward.

>Also the image you got is not really lowpoly, people call it that way. I can make a 3d character with the triangles if one of those tires.
I know. It's not low poly, yet, it is simple and clean. A few toruses, cylinders, insets, and bevels, and you're done.

>> No.964377


>> No.964379


>> No.964401

is this dude still shilling NFTs?

>> No.964405

if i have same curve modifier on several curves how can i change the values of all of them at once? any way to do this without properties and drivers?

>> No.964414
File: 91 KB, 1440x1080, borgur.jpg [View same] [iqdb] [saucenao] [google]

Is Blender/3D in general just too complicated to have as a side hobby? I make music, make videos, programmer, painter, I have a lot of hobbies. I've always been interested in 3D so I did the 3.5 donut tutorial and made a cool ass donut animation and felt like a champ. Then I just tried to make a hamburger without any tutorial and made this demoralizing piece of shit. Clearly it's easier when someone is telling you step by step what to do.

I dunno, I was hoping I could use this to do some neat VFX stuff for videos or make 3D assets for a 3D game one day. Or hobby shit like interior design for my living room. I've never found it difficult to pick up a new software, hobby, or skill, but goddamn Blender and 3D feels like I need to get a divorce, quit my job, and live and breathe in 3D. Should I give up or give it another shot? Just can't tell how much of a side thing you can make it. It's by far the most complicated software/hobby I've attempted to pick up.

>> No.964415
File: 138 KB, 1280x1143, 1687674584295888.jpg [View same] [iqdb] [saucenao] [google]

did they fix the retarded UI yet?
the outliner is literally worse than holocaust
when i drag parent into a collection the children should move with it. when i disable visibility on parent children should be disabled too, when i want to link a collection to new scene it should be ctrl+l just like when linking a mesh, not a separate fucking option in the outliner menu
STOP wasting fucking time on gay shit like
>lol haha look we added a new gay ass node to geometry nodes nobody gives a shit about
FIX the fucking gaywad existing brokenass features before you add new ones you incompetent fucking fags, it cost me $0 to buy blender and i still got ripped off.

>> No.964418

>I make music, make videos, programmer, painter, I have a lot of hobbies
If you can do all of those things, then you can learn 3D modelling.

>> No.964421

Thanks for the motivation, anon

>> No.964425

Anon, based on your words, you already are a one man production team. If you became like this just as a hobby, then you don't need motivation since you clearly already have a near infinite supply. It's people like me who need motivation, not you.

>> No.964429

he can do all of them but not any of them well
such is the curse of being a jack of all trades

>> No.964430

Doing something well and doing something complex are different things.
Specialization enables complexity not quality.

>> No.964432

Thanks! I think >>964429 is somewhat right. I mean I feel pretty confident in my abilities with most of what I do. I get hired for most of them. But I'm definitely not a virtuoso at any of them. Just varying levels of pretty good to really good.

>> No.964433

>I get hired for most of them
That makes it sound like you don't have stable employment.

>> No.964436

My day job is a programmer. I make 90% of my income for that. But I do get occasionally hired to produce music for an ad or edit a video for a youtuber.

>> No.964438

you are about to lose your programming job to ai

>> No.964441

>For Beginners
>For COMPLETE Beginners
>For Beginners
>For COMPLETE Beginners
>For Beginners
>For COMPLETE Beginners
>For Beginners
>For COMPLETE Beginners
>For Beginners
>For COMPLETE Beginners
That's all 99% of all Youtube tutofags do.
The ones who actually dare to risk some of their precious clickbucks for intermediate or advanced shit are real gems.

>> No.964442

Dang, that sucks

>> No.964446

>near future
>basic coding jobs will be replaced with generative algorithms

>a few weeks ago
>lost my job because my boss' boss wants to fuck the new girl and fired me to make a position for her

I see no difference

>> No.964453
File: 1.28 MB, 1024x1024, 1669606112826636.png [View same] [iqdb] [saucenao] [google]

>page 20 youtube video
>less than 1000 views
>it's some dude with [unregistered hypercam 2] in the top left corner talking into the world's shittiest microphone
>professional course level explanations about what he's doing and the theory about why he's doing it that way

>> No.964456

Yeah, funny how it's always like that, huh?
>laptop fan spools up
>tutor's voice is now almost completely droned out

>> No.964518

>when i drag parent into a collection the children should move with it
Fuck that shit. It's already bad enough that children get hidden in the outliner when they're in the same collection as the parent (making me go through ANOTHER nested menu to fuck with visibility and layers). Putting the parents in their own collection, and keeping them separated, is the only thing keeping me from burning down Blender HQ because of that shit.

>> No.964519

>For COMPLETE Beginners
>That's all 99% of all Youtube tutofags do.
That's because that's all they're capable of. They literally can't do advanced shit. They themselves are beginners. It's the blind leading the blind.

>> No.964520

>completely unedited
>long periods where he's just working without talking
>still valuable information

>> No.964526

What the FUCK the newest update broke all my rigs from smutbase wtf do I do the bone layers in the properties panel are all gone

>> No.964528

use 3.6 LTS until people update their rigs. If i understand correctly, it's about moving to the new bone collections system

>> No.964533

>broke all my rigs from smutbase
this disgusting filth has no place in animation

>> No.964535

I have several fluid domains in the scene and i want to leave the pc and let them bake, is it possible to set them to bake all one after another automatically?

>> No.964549

Why can I not select bones with an eyedropper?

>> No.964570
File: 1.23 MB, 640x360, Dobarro.webm [View same] [iqdb] [saucenao] [google]

So yes this is the new Dobarro shit, paid ofc and most likely ipad only and with subscription
>Introducing Uniform,
>A new art-focused 2D/3D software designed for handling the entire asset creation process, featuring a modular scene and tool system unlike anything you've ever seen.

>> No.964571
File: 257 KB, 500x500, 1671660471619183.png [View same] [iqdb] [saucenao] [google]

>anon learns that updating your software in the middle of a project is generally not a good idea

>> No.964573

>every asset gets its own little window that you can work in
nightmare UX

>> No.964576

How can I save my custom brushes? Specifically I want to save weight painting brushes (i.e. not very complex).
I have read that I can save the project in which I create these brushes, and then "append" the .blend file into other projects. Is this really the way?

>> No.964579

It auto updated through steam

>> No.964580

Are you launching blender from steam to track hours?

>> No.964582

blender doesn't auto update through steam, you update via the beta participation, which you select from a drop down for each release.

>> No.964583
File: 19 KB, 588x191, a25f6f0439518a28bf46d91cbaba55249913b9da.png [View same] [iqdb] [saucenao] [google]


>> No.964585
File: 42 KB, 387x365, slots.png [View same] [iqdb] [saucenao] [google]

How do I delete a material?
I mean not just removing it from the object, I mean to entirely eliminate it

>> No.964586

file > clean up > unused data blocks

>> No.964587

motion blur is fucking useless every time i use it i get weird black lines or ghost shadows around the meshes

>> No.964595

>controls are context-based
where are my BUTTONS

>> No.964597

I've asked this very same question before. And the only answer I found is "why would you want to?"
When you start asking questions around programmers, you realize that they never understand why a user wants a thing. So they wear you down with inane use-case questions, before concluding that working on the feature is low priority and ignored. Or the issue is closed entirely.

No developer thinks it's worth working on, despite the fact that it would save users a kajillion hours collectively. The best you can do, is make sure all of your bones are properly named, and then when you need to select from the list, type the first few letters. The list will automatically search up the relevant bones, listing them from most relevant to least.

>> No.964598
File: 167 KB, 667x1261, Blender File.jpg [View same] [iqdb] [saucenao] [google]

If that doesn't work either, you can change the hierarchy to view the "Blender File", and delete materials entirely from there. You can also remap materials there as well. So say a bunch of objects are using "Metal 2" and you want them to use "Metal 1", you can right click 2 hit remap, and choose "Metal 1" and it'll switch all of the instances to that material, freeing up the datablock.

>> No.964608

tanks, anon

>> No.964609

How do I save a dope sheet animation?

>> No.964611

>And the only answer I found is "why would you want to?"
Anyone who answers like this I consider to be subhuman.

The armature can be selected with an eyedropper.

And the bone selection scrollbox does not behave like a normal scrollbox should. Try wiggling your mouse while scrolling.

>> No.964627

Save in what way? It probably already is saved as an Action

>> No.964630

What happens? I don't have a proper mouse with scrollwheel, so I'm guessing I can't see whatever it is. I'm over here wiggling my pen tablet while holding the arrow key and feeling a fool.

>> No.964634

I wish there was a bit more context to the function and input/outputs of geometry nodes in the editor. It’s frustrating to know exactly what you need to do from a data and programmatic point of view, but can’t map it to the equivalent set of nodes. When trying to find material on the topic, a lot of the responses are just “download my node set up and plug it in”, which doesn’t help with gaining that understanding.

>> No.964653

>turn off subdivison
>no visible difference in render results
>2x faster render time
fuck why does nobody tell me these things?! i wasted so much fucking time

>> No.964655

>2x the geometry (or more) renders slower
Who knew?

>> No.964657

that makes no sense nigger
cycles works by projecting light rays, the rays bounce from surfaces and there is always same amount of them and the textures all hjave same resolution no matter the geometry so subdivison should have minimal impact on this
blender is a joke and i am tired of pretending it isn't
i am THIS close to becoming a mayanigger

>> No.964659

>the rays bounce from surfaces
does subdivision not increase the amount of these surfaces and increase the amount of memory allocated to store their positions, increasing the search complexity or am I missing something?

>> No.964663
File: 582 KB, 306x272, blender-bone-selection.webm [View same] [iqdb] [saucenao] [google]

The scroll wheel iterates through the elements like up and down arrow keys.
Mouse movement selects the element under the cursor.

>> No.964664

Well, he did the asset creation, I suppose he'll go with the animation package next, he should talk with the people from d5render if he does that.

>> No.964672
File: 116 KB, 2051x661, rssubd.png [View same] [iqdb] [saucenao] [google]

No anon, just renderers written by homosexual dutch men work like that.

>> No.964687
File: 202 KB, 646x651, image[1].png [View same] [iqdb] [saucenao] [google]

I know what I want to do, but I forget what its called and how to do it so I can't look it up. I have photos from a few angles, Ive got the thing modeled, now I want to do a UV map for each of them so I can project the textures, and I remember there is a way to somehow combine all these into one texture for a regular UV unwrap in texture painter, but I cannot remember how I did this last time. See this fucking nightmare image? Its my buddy assembled from two different shots and I have zero recollection of how I did this.

>> No.964689

I'm stuck. Gimme anything you guys watch for blender. The more the better.

>> No.964703

I'm sure this is cool, if I understood what I was looking at.

>> No.964713

>And the bone selection scrollbox does not behave like a normal scrollbox should. Try wiggling your mouse while scrolling.
All the dropdown scrollable lists work like this, I don't know how they haven't fixed such an objectively shit UI interaction
Whenever you move your mouse while scrolling a list like this, your progress of trying to go down the list gets bounced back up to whatever your mouse is hovering over. It's as simple as two input types fighting for priority, to the user's disadvantage and annoyance.

>> No.964715

Oh, I get it now. Well why wouldn't mouse movement bounce the selection back up to the cursor? The cursor should take priority in selection. If you need to select anything that your cursor isn't currently hovering over, then press the enter key.

>> No.964717

Scrolling the mousewheel should move the 'view' of the scrollbox without changing your selection outright. The current selection and the view should be separable. This is how basically every other UI in existence does it, because it's sane and doesn't fight with itself.
Example: https://www.globalsqa.com/demo-site/select-dropdown-menu/

>> No.964722

I'm lost again. I guess I need a mouse wheel to understand.

>> No.964729

is it possible to apply motion blur to only one object in the scene?

>> No.964731 [DELETED] 

suck my nigger cock

>> No.964745

How compatible is Blender with Git? Will committing a changed .blend file save just the difference between it and the previous version, or the whole file as something new?

>> No.964746

Anything that is not a text file, git cannot compare the difference. blend files aren't text files. For git to make any sense in conjunction with Blender, you would need to be working on a larger production which uses very high quantities of blend files across the whole project (a blend file for each shot, asset, etc.) In that case, you'd have a big hierarchy of files for a vcs like git to manage.

>> No.964752
File: 228 KB, 807x558, file.png [View same] [iqdb] [saucenao] [google]

I am trying to make this tank have honey dripping out of the texture, but i can't seem to be able to get the outer texture for it to come out.
is there a way i can layer 2 outputs into 1?

>> No.964788

Blender too confusing

why is not less confuse

>> No.964793

Can't you just use a mix node and use the alpha of one of your textures as the factor?
I'm having a hard time making out what your node setup is, and understanding exactly what you're trying to do.

>> No.964801
File: 31 KB, 704x540, 1695257687441139.jpg [View same] [iqdb] [saucenao] [google]

>upgrade to 2.93
>all of my animation files are broken
>manually fix library linking and rebuild NLA stacks by hand in current save; have to abandon older iterations
>upgrade to 3.3
>all of my animation files are broken
>manually fix library linking and rebuild NLA stacks by hand in current save; have to abandon older iterations
>upgrade to 3.6
>all of my animation files are broken
>manually fix library linking and rebuild NLA stacks by hand in current save; abandon older iterations
>upgrade to 4.0
>all of my animation files are broken

>> No.964802

He did that but the Transparent shader is supposed to be free of inputs and also EEVEE needs extra setup for transparent materials.

>> No.964808

Basically, Blender is a cult. The fact that they wasted an entire decade on being opposed to a net benefit like 'right click select' pretty much sums up how ass backwards their reasoning has always been.

>> No.964814
File: 68 KB, 770x346, file.png [View same] [iqdb] [saucenao] [google]

Oh, i kind of forgot to show the rest
The way it works is that i use a noise texture to tell which to use the texture given and what to use normal color diffusion, as you can all see i do not know where i am going with this, because i am not sure if i can layer 2 materials or make it so the material has a layer system of sots.

>> No.964815

just don't update lol
they make LTS versions for a reason
I think we're gonna be seeing a lot more breaking changes for animation if that one talk was anything to go by

>> No.964829

far right in a snowy mountain range

>> No.964844

Still not really sure what your end goal is, but I noticed a bunch of issues.
For one, why do you have a musgrave texture being plugged into the color of the transparent shader, and then the transparent shader plugged into an add shader?
The color input of the transparent shader isn't the "on/off" for it, it's the color of the transparency. You'd turn it off and on by plugging the transparent shader into an MIX shader (not add), and the factor input of the mix shader will influence whether the 1st or 2nd input is visible (black = 0, which will be the 1st input, white = 1 which will be the 2nd input).
Then you're plugging everything into a "Shader to RGB" node, which basically undoes everything you did with transparency, since it's turning all of your shader information into color information (color info which is meant to be plugged into another shader), then you're plugging that result into the output, so all you're really getting is everything you've just done as an emission on your object.

Get rid of the shader to rgb, put a mix node before your material output, a transparent shader in the first slot of that, whatever you want in the second slot, and use your mask as the factor input to tell the mix node when to switch between your normal material and transparency. After all that, go into the material settings, and turn the alpha to blend or hashed (if you're using eevee).

>> No.964849
File: 14 KB, 811x438, blender ddos.png [View same] [iqdb] [saucenao] [google]

Blender is getting DDOS attacked.

>> No.964850

Autodesk fears the Blenderchad...

>> No.964851

it is Cris, obviously.

>> No.964852

My apologies, let me correct myself:
Cris Autodesk fears the Blenderchad...

>> No.964853
File: 166 KB, 420x340, 1676278422686510.jpg [View same] [iqdb] [saucenao] [google]

every update adds some long-missing basic feature or fixes some ancient design flaw somewhere else in the program.

>> No.964865

>bake node still not done
>collisions not even being talked about
>no lists
Fucking trash devs

>> No.964869

>>collisions not even being talked about
This frustrates me to no end. You can make collisions by using the raycast node. But only between two different objects. You can't have an object raycast on itself. Because each individual ray touches the geometry that it's emitting from. Thus, it's hitting the surface it's exiting.

The only way to stop this, is to offset the starting position of the ray. But by doing that, your run into all the problems that arise from your rays being offset. And besides, if the offset it too small of a fraction, then the start of the ray still ends up intersecting with the geometry when the geometry bends by armature or some such.

>> No.964878

You need faces for collision to work. Extrude those verts to the side a bit.

>> No.964886

>DDOS on blender.org results in malware and viruses disguised as legitimate 4.0.1 files

could it possibly get any worse for you people, lmao

>> No.964888

This is kinda pathetic actually.
I mean who else but the competition would attack their servers?

>> No.964889

how about you post some source to that claim
>inb4 it's because retards follow some "alternative download links" from discord because the original source isn't reachable for 1 day

>> No.964891
File: 213 KB, 525x289, file.png [View same] [iqdb] [saucenao] [google]

Trying to learn how to Poly model but so many tutorials, particularly anime, just skip past so many details assuming you know how to do all the basic stuff
Wheres a good beginner character model video?

>> No.964893

>who else but the competition would attack their servers?
Neckbeards like you'd find here in any of the software threads. Just with a touch more schizo and follow through.

>so many tutorials, particularly anime, just skip past so many details assuming you know how to do all the basic stuff
Ever stop to think that the reason they assume you know all the basic stuff is because you should know the basic stuff before diving into that subject? Character modelling is advanced shit that you can't just dive into if you know fuck all. It's like thinking you can sit in on some master's degree physics lecture when all you know is HS physics, then asking for a dumbed down version of the same lecture because they're "skipping all the basics". The "basics" that people at that stage should and would already know.

>> No.964894
File: 44 KB, 760x576, 1682572149335794.jpg [View same] [iqdb] [saucenao] [google]

>downloaded 4.0.1 from mirrors.ocf.berkeley.edu this morning and have been animating illegal porn all day
a helicopter just flew over my house

>> No.964911
File: 69 KB, 454x189, file.png [View same] [iqdb] [saucenao] [google]

Well i guess i wouldn't go anywhere unless i don't explain what was my objective.
Basically i wanted to make a texture where, i would use the musgrave texture as a mask to draw the honey comb texture, (and also because the musgrave gives it the feel like it's honey), and the background was another color that i could change.

>> No.964925

>progressively make your software worse since version 2.8 with almost every update
>someone gets so pissed off they start sabotaging you
sasuga blender

>> No.964939
File: 559 KB, 1426x773, sculpt.png [View same] [iqdb] [saucenao] [google]

Can someone please tell me why do some stuff appear yellow (or even purple) in Sculpt mode?
What does that mean? How do I make it go away?

>> No.964957
File: 775 KB, 1565x1746, Example.jpg [View same] [iqdb] [saucenao] [google]

Like this? The blue background can be replaced with any other texture you wanted, by plugging something into the "A" input of the mix color node (where that blue swatch is currently).

If you wanted the blue/background to be transparent instead, you'd just take the color output from the color ramp and plug it into the alpha input of the Principled BSDF node (making sure to turn on transparency in the material settings for eevee). You'd also just plug your texture into the base color socket of the Principled as well, getting rid of that mix color node entirely.

>> No.964959

>The ongoing DDoS attack seems to be designed to redirect traffic to malicious websites hosting malware or ransomware disguised as legitimate Blender downloads.


>> No.964991

Got inspired by Protoss architecture?

>> No.964995

that will break the skin modifier

>> No.965038
File: 225 KB, 540x628, Beehive tank.png [View same] [iqdb] [saucenao] [google]

This was the trick, many thanks anon, you saved me a ton of pain

>> No.965069
File: 25 KB, 549x602, 3d slugcat woman.png [View same] [iqdb] [saucenao] [google]

>tfw no slugcat gf

>> No.965071

Why is UV mapping pain, anons?

>> No.965086

Sure thing, but if you're having trouble with this, then I think you really should refresh yourself on the basics. I wouldn't call this advanced, this like the bare minimum of how to set up a material, and something you'll be doing constantly.

>> No.965103

>blender now using cloudflare
Its fucking over.

>> No.965106

>blender.org apparently legitimate exe's have been replaced with spoof'd, redirected malware from custom builds of blender for days now

If you didnt get it from Steam your computer is basically done for

>> No.965202

where is gather for ambient occlusion in 2.93? i cant find it anywhere

>> No.965207
File: 268 KB, 871x387, file.png [View same] [iqdb] [saucenao] [google]

I don't know what to do here, this model keeps having that weird leg down there and it never goes away no matter if I remake the topology or anything

>> No.965209
File: 3.85 MB, 250x250, 1672712100743994.gif [View same] [iqdb] [saucenao] [google]

>spend an hour trying to track down why mesh element selection overlay isn't working in weight paint mode
>open the file without "load ui" and it works
another internal change ignored by compatibility versioning

>> No.965294

I will probably not use v4 until at least 4.2 gets released

>> No.965371
File: 43 KB, 660x574, 1695767755165395.jpg [View same] [iqdb] [saucenao] [google]

>blender.chat is down

>> No.965389
File: 104 KB, 418x280, 1682186723211005.png [View same] [iqdb] [saucenao] [google]

>geometry generated by geometry nodes can't be assigned to a vertex group
>explanation from a bug report last year: vertex groups will be deprecated someday

>> No.965411

>vertex groups will be deprecated someday
And replaced with what? More GN hoops to jump through? There's nothing wrong with vertex groups as a concept and it's integral to so much it just doesn't make sense to get rid of them when there's nothing better to replace it with.

>> No.965412

I lold in pain

>> No.965481

If I start using Blender today should I start with 3.6 LTS or 4.0?

>> No.965528
File: 1.17 MB, 927x1339, 1694481154748069.png [View same] [iqdb] [saucenao] [google]

Ill wake up tomorrow and the bake node will be in alpha

>> No.965530

If i have model with hair (mesh not particles) and i want to tie a bandage around the head what is the best way to flatten the hear under the bandage so it looks realistic?

>> No.965538

might as well 4.0
it's got some rough edges but you'll sidestep the breaking changes between 3.x and 4.x and can get familiar with how things will work in the next LTS by the time it releases

>> No.965543

>vertex groups will be deprecated someday
that better be a joke
i literally use them all the time for everything

>> No.965544

don't freak out dude, we've got 16 new nodes in blender 5.2 that will replace the need for vertex groups altogether. when combined with powerful simulation nodes called "for loops", you'll have the power to make incredible procedural trees and youtube channel intro particle effects like you've never seen before.

>> No.965562
File: 1.44 MB, 1242x1341, 1665044250678238.jpg [View same] [iqdb] [saucenao] [google]


>> No.965568

I get why this board hates blender now. I am going to pirate my way to a better software as soon as I get enough experience from this shitstorm.

>> No.965589

the dev implied that attributes will take the place of vertex groups when modifiers are replaced by geometry nodes, which they've been talking about since 2.8 but have made next to no progress on.

>> No.965590

also i notice the animation 2̶0̶2̶0̶ 2022 project has become animation 2025

>> No.965591

>but have made next to no progress on
You dont consider geo nodes in grease pencil and GIZMOS progress???? Well golly gee wizz I just dont think there is anything that could satisfy you!!!

>> No.965604
File: 2 KB, 56x63, Screenshot from 2023-11-29 02-02-35.png [View same] [iqdb] [saucenao] [google]

Could you cite one valid reason why there should be Hide and Viewport Hide? They serve exactly the same purpose and Viewport Hide is slightly better because it can be Keyframed, while regular Hide can't. If anything, I'd rather have Hide hidden by default and Viewport Hide being the default alongside Render Hide.

>> No.965610

i see blender 4 is out, but is it a good idea to install it? I heard that pretty much all models made for blender 3 are kill since they changed rigs alot in blender 4

>> No.965628

>since they changed rigs alot in blender 4
Wait what? Why? I wanted to do "The Art of Effective Rigging" course, but if you can't use old rigs in Blender 4 then what's the point? Does Blender 4 even render faster than Blender 3?

>> No.965647

>when modifiers are replaced by geometry nodes
God I fucking hope not.
Don't get me wrong, GN are cool and useful, but god damn I don't want to jump through a million fucking hoops just to put a mirror modifier on something. Geo nodes have their place, but they shouldn't be a replacement to what's there, it should complement it. Why the Blender devs don't get that, I don't understand, but they're the retards that ask "why would you want to do that?" without understanding what people want.
Also, fuck attributes. They're useful, but they're not vertex groups.

I'm saying all this, but I also could be pleasantly surprised (I doubt it), at first the thought of replacing those little layer boxes with collections pissed me off, and I hated it, but now I think the old system is archaic and backwards as fuck. I doubt the swap to GN everything and attributes would be the same, but who knows.
To me "everything nodes" didn't mean "replace everything with nodes", it meant that everything you could do normally was accessible by them. Guess that didn't quite translate from Dutch to English I guess.

>> No.965648

I use both all the time.
Regular hide for short term and temporary visibility, like "oh this shit is in the way, of what I'm working on, but I'll come back to it in a second". Viewport hide for long term visibility and organizational purposes, like if I'm working on chunks of a scene. Say I'm working on the environment, and I have a city in the background, a bunch of characters in the foreground, viewport hide works better than just hide, since it's like I'm taking those chunks and putting them away instead of just moving them to the side.
Though I don't use the hide button in the outliner, rather just press "H". So maybe that has a big factor on how I interpret the use for it.

>> No.965655

only thing that stuck out to me was bone layers and bone groups got nuked in favor of bone collections. the auto-conversion of old armatures is sort of ugly and needed manual cleanup, but no breakage so far.
idk about rigify, i abandoned it when they went off the rails with using materials for bone colors and etc a few years back.

>> No.966042
File: 37 KB, 305x90, Screenshot_207.png [View same] [iqdb] [saucenao] [google]

Guys... can these blender tools... solve the problem?

>> No.966053

I wonder what the blender devs will work on this week? I hope it is more node tools and gizmos. :)

>> No.966060
File: 305 KB, 986x952, Screenshot 2023-12-03 205545.png [View same] [iqdb] [saucenao] [google]

I think I may be retarded. I have a skeleton + hands and feet .fbx from the metahuman, and a random mesh from sketchfab I want to attach to it. Theyre not in the same pose. What do I move to get them to line up without fucking everything up? I just move the hands in pose mode and then do slight adjustments to the mesh in edit mode after parenting with auto weights, because nobody sees this except my buddies who dont give a fuck if its a little wonky, but there's gotta be a proper way to do this.

>> No.966073

make sure neither the mesh objects nor the armature have object-level transforms, and then edit the mesh in edit mode so it matches the skeleton's rest pose before parenting with auto weights

>> No.966074

Fuck, thats probably the hardest solution. Ah well. Thanks for the tip.

>> No.966142

what is this simulation node shit? i just barely managed to learn the particle system and now you are telling me that shit is being deprecated by simulation geometry nodes? that is super gay

>> No.966191

>Can easily follow a lot of tutorials
>Can't make stuff on my own
It's over...

>> No.966238
File: 13 KB, 375x362, 1700517769934079.jpg [View same] [iqdb] [saucenao] [google]

>geometry nodes can generate UVs, using an edge-domain boolean attribute for seams
>"mark edge as seam" is NOT accessible as an attribute; solution: use "mark edge as sharp," which IS accessible as an attribute

>> No.966280

>"Why would you ever need that?"

>> No.966286

Following a tutorial isn't any kind of measure of skill. All it really proves is you can follow instructions. Any retard can follow a step by step Lego instruction booklet. At the end of the day it's not even "your" work, it's someone else's. It's easy for beginners to fall into the trap of "wow! my tutorial result looks so good! I must have learned a lot!" but then can't do shit on their own, simply because the tutorial result "fudges" their own skill level. You're using the skills and knowledge of the person that made the tutorial.
Obviously all skills are built off of the knowledge from others, but tutorials aren't really a benchmark to use to judge your own skill level.

Best advice I can give is "follow" the tutorials, but don't follow them to get the same result, use them as a means of doing your OWN project. As an example: instead of using the frosting and sprinkles from the doughnut tutorial to make frosting and sprinkles on a doughnut, use it to make a snowfield, or snow on top of a building (icing), and forest (sprinkles) for a snow scene. That sort of shit. It's the same concept, but you're using it for your own means.
Follow a tutorial to learn concepts that you can adapt to your own use, instead of following a tutorial to achieve a result that's the same as the person giving out the info.
That's how you both learn and retain the info.

>> No.966294
File: 2.78 MB, 3840x1462, City.jpg [View same] [iqdb] [saucenao] [google]

Thread is nearly dead, so hopefully this doesn't get lost in the transition to a new one or deleted when it reaches page 10. Though if it does, I'll repost on the next one if it doesn't get any traction.

So I've got a plane with a GN setup that places a bunch of billboard planes (they're all technically triangles) with a gradient image texture (using an image to speed things up hopefully). I'm using a layout of city roads (white as the roads, black for everything else) as a mask to place the points.
The thing is, for obvious reasons, it's not exactly "performant" for animation. I think mainly because the planes have to track to the camera and rotating 800k points isn't that friendly to the CPU.
So my question is, is there any way of rendering those points in a way that doesn't use geometry? Like back in the day, Blender's particle system let you render particles as halo objects, I'm not sure exactly how it worked or if it would be speedier than what I have already, but surely rendering points as is without geometry and rotation would be faster than what I have now right? So is there some way of doing what I'm doing with a literal fuckload of points, but faster? Using single triangles was as optimized as I could think to go, but if there was a way to just tell Blender to render the points themselves as something that would be much faster I think.

I'm not sure if I explained everything right, but hopefully someone understands what I mean.

>> No.966384
File: 56 KB, 306x320, Capture.jpg [View same] [iqdb] [saucenao] [google]

Is there a way to make Paste replace the current image, instead of making a new copy?

>> No.966406

I'm not really sure what context you're using copy/paste in, but my gut says no. I don't think that's how Blender operates internally. It doesn't like to replace things, and opts to make a new copy if it can.

>> No.966415

Just copypasting a texture correction between blender and csp, since 'edit externally' just gave me weird errors.
I realized now, that instead of copypasting to blender, I could just overwrite the texture file it's using.

>> No.966421

Yeah, overwrite and reload the texture.
That's how I do it.

>> No.966505
File: 134 KB, 2058x1119, Screenshot 2023-12-08 143030.png [View same] [iqdb] [saucenao] [google]

how do I snap corner of selected plane to the measurement point?

>> No.966543
File: 64 KB, 1036x628, Sans titre.jpg [View same] [iqdb] [saucenao] [google]

Hey, learning gamedev from /agdg/ reporting in. Can you guys share some course specifically aimed at stylized game assets (but that are not low poly) modeling/UVing/and texturing with Blender (Substance Painter is cool too).
I played with Blender a little bit so it doesn't necessarly have to be a 40h+ long course.

>> No.966584

>devs are talking about actual useful shit in dev chat now

>> No.966878

Is someone ever gonna make a new thread?

>> No.966898
File: 62 KB, 672x488, Clipboard - 11. Dezember 2023 12 29.png [View same] [iqdb] [saucenao] [google]

>> No.966899

owo what's this?

>> No.966942

freshly baked bread for your shitposting pleasure

>> No.967031

Why not unwrap it by hand if you're marking seams?