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๐Ÿงต Blender General

Anonymous No. 1003583

Previous: >>998835

Anonymous No. 1003584

anyone used the new animation tools in the alpha version?

Anonymous No. 1003593

>>1003583
Is it normal to wait 10-20 frames for hair simulation to "settle" before beginning the actual simulation for the animation?

Anonymous No. 1003594

>>1003593
Yes. Physics simulations are all differential equations, so you always need to specify some initial state. If that state is not the rest state, then it will need to relax into that state.

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Anonymous No. 1003595

>>1003583

> he uses blender

Anonymous No. 1003597

Does blender still suck shit with amd

Anonymous No. 1003619

Total noob to animating with blender, how do you use multiple blend files in a scene? Most porn models come with massive blend files and I'm not sure how to use lets say a male model and a female one together. If export one as fbx it usually ruins it.

Anonymous No. 1003624

I'm starting to think that the only viable way to make money with blender is to make an Add-on of sorts and sell it

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Anonymous No. 1003641

>>1003583
Do you guys use any baking add-ons? I'm deciding between Oven Bake ($20) and Quick Baker ($37) right now. I mainly want to use them to bake textures, colors, normals, AO, and all from ripped game model meshes to a full body model like a Genesis base since a lot of the full body models on smutbase and the like only include the colors since that is as far as most youtube tutorials go.
I have been able to transfer the normal map by treating the game's normal as the RGB texture to bake, but it doesn't work entirely right if you set up the baked normal map like an actual normal map (non-color space; only works in RGB space for some reason).

Anonymous No. 1003651

>>1003641
I don't bake very often, I use SimpleBake when I do but that's the only one I know
I do not recommend paying for addons

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Anonymous No. 1003665

>>1003595
I use it and I bet I am better at you in every way.

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Anonymous No. 1003684

>>1003619
>file ->append

Anonymous No. 1003692

>>1003624
>make money with blender
or porn

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Anonymous No. 1003698

I have a hall with some walls like this, how can I make so the players see the other way bc its red the other way look

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Anonymous No. 1003699

>>1003698
see, it's red, I need both sides blue, how do I go about this

Anonymous No. 1003703

>>1003684
Thank you, what do I append when it comes to the mesh though? If I append both collections and mesh there are duplicates which one should I use? I assume collections

Anonymous No. 1003734

blender's video editor is fun and useful and I'm tired of pretending it isn't.

๐Ÿ—‘๏ธ Anonymous No. 1003752

How the FUCK do i shell-texture fur in this piece of shit? Ive been trying to figure it out for weeks but theres no information about how to do it anywhere except "tutorials" of how to install some addon that costs $21 real world dollaridoos, or how to use the useless geometry nodes that afik will just export to six brazillion verticies, or how to model actual fucking seashells of which there are like 30 different tutorials for some absurd reason

Ive tried copying the nodes from one of the videos as a starting point but it seems the only ones that actually do anything important are custom with no imediately obvious equivalents. With how much random garbage there is in this thing there MUST be some way to tell a shader node to make a shell texture, but for the life of me i cant find it. PLEASE tell me it can actually be done and i dont need to go learn how to code shaders.

>just pay the 20 bucks
Not for something that wont even do physics in the game engine. Ill tolerate lower quality for convenience, but if i have to pay for low quality id rather just learn to write shaders and get a better result for it

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Anonymous No. 1003753

How the FUCK do i shell-texture fur in this piece of shit? Ive been trying to figure it out for weeks but theres no information about how to do it anywhere except "tutorials" of how to install some addon that costs $21 real world dollaridoos, or how to use the useless geometry nodes that afik will just export to six brazillion verticies, or how to model actual fucking seashells of which there are like 30 different tutorials for some absurd reason

Ive tried copying the nodes from one of the videos as a starting point but it seems the only ones that actually do anything important are custom with no imediately obvious equivalents. With how much random garbage there is in this thing there MUST be some way to tell a shader node to make a shell texture, but for the life of me i cant find it. PLEASE tell me it can actually be done and i dont need to go learn how to code shaders.

>just pay the 20 bucks
Not for something that wont even do physics in the game engine. Ill tolerate lower quality for convenience, but if i have to pay for low quality id rather just learn to write shaders and get a better result for it.

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Anonymous No. 1003754

>>1003753
Update - out of desperation i have been forced to use geometry nodes.
Pros- it eventually worked in blender
Cons- it only exported a cube
Looks like ill need to convert it all to meshes after all. For the ammount of time it took i probably could have just made 10 sequential hair textures and applied them to some shells myself. At least that way i could get them to wiggle a bit, if im shackled with 10ร— the geometry either way i might as well get to use it

Anonymous No. 1003771

>>1003753
>>1003754
dude, just use a shader for whatever engine you're exporting,hair systems cannot be exported they're engine dependant
you don't export hair systems ever

Anonymous No. 1003779

>>1003771
>blender can do anything you need with this model!
>only if you install a paid mod though
>and you cant export model
Fucks sake. Its wiggle bones all over again.

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Anonymous No. 1003781

Anyone ever get this before?
And, any idea how to fix it? I tried marking seams and rewrapping this section, its not showing the correct texture area.

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Anonymous No. 1003785

pov: you searched for a blender tutorial on youtube

Anonymous No. 1003787

>>1003785
All youtube shows me is a bunch of weird european dude's doughnoughts

Anonymous No. 1003788

>>1003785
modern youtube search is useless, unrelated to blender

Anonymous No. 1003791

>>1003785
I do not click any content from channels that have a name that has that typical generic jeet english (shit like "top learning", "ingenious inventions", "best tutorial 2024", "learn [program]" etc) and the second I hear that typical broken english or AI voice I also instantly close the tab.

Anonymous No. 1003824

new to Blender retard here, what am i doing wrong and how do i fix it?

>trying to resize loop
>scale
>it scale off center and focuses on the original point or edge selected
>change transformation orientation settings
>still does it
i'm clearly stupid, but how do i fix this? it's infuriating

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Anonymous No. 1003831

>>1003824
and you have median point selected? (shortcut is period "." )

Anonymous No. 1003832

>>1003831
that fixed it, thanks

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Anonymous No. 1003833

top ten NEW Blender addons you missed in 2025 (This changes everything)

Anonymous No. 1003841

how do I simultaneously add and edit constraints on multiple bones? I have shrinkwrap on them but I don't want to individually toggle to the target. I'm trying to make a transition from hair to a solid object, think multiple threads coming together, forming a solid mesh. I don't think the hairtool would be useful in this case, and I'll have to use a hair card. But I'm not sure if that's the best option

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Anonymous No. 1003845

working on a master study of ole billy eggs

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Anonymous No. 1003851

I did this render for the 10 cube challenge

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Anonymous No. 1003852

>>1003833
get this gay shit outta here
I remember when blender studio was based
instead of this boring sculpty look that every fucking guy on artstation is doing, they actually had soul

Anonymous No. 1003871

>>1003852
while you're objectively right, rain is super cute though

Anonymous No. 1003895

dislike noggi and his ilk, but this is genuinely impressive. assuming it all actually was done in blender, i know a lot of these niggas like to lie
https://www.youtube.com/watch?v=aj4_VLZM_GA

Anonymous No. 1003921

>>1003785
>using youtube's built-in search bar
>in current year
couldn't be me des

Anonymous No. 1003925

>World>Color>0.5,0.5,0.5
>Strength 4

How do I get overall solid lighting on my object without a bright white background? I'd like my object to be lit like the background is bright, but my eyes prefer the default grey background.

Anonymous No. 1003926

>>1003925
just make the background invisible to the camera

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Anonymous No. 1003932

How I Made $6,000,000 in ONLY 4 Years as a Professional BLENDER Artist!

Anonymous No. 1003949

Modding an old game, and it has shit-ton of separate object per scene, but SOME of them share the same light-map (baked lighting). Is it possible to somehow select all meshes that uses the same light-map? They have different materials with different textures, but lightmap is the same, as a separate texture, on a separate UV . I did it by hand, but theres lots of levels, and its not good for my sanity.

Anonymous No. 1003980

I'm sorry vanilla bros, I'm getting an addon, a toolkit
I'm betraying you on Christmas

Anonymous No. 1003995

how do y'all keep from being bricked up for long periods of time while making lewd animations. this can't be healthy.

Anonymous No. 1003997

>>1003995
>being bricked up
what does that even mean

Anonymous No. 1003998

>>1003997
it's what britbongs call a boner

and i never get them when working on my stuff since it's so fucking tedious i am sick of it by the end i can't even wank it to it anymore

Anonymous No. 1003999

>>1003998
did i really sound british?

Anonymous No. 1004002

>>1003999
no people in america say bricked up as well

Anonymous No. 1004018

is it just me or is the smooth brush slow as fuck since 4.3? sometimes using smooth freezes blender up longer than it would if I were to remesh at a very low voxel size. what gives? at this point I'm very seriously considering going back to 4.1

Anonymous No. 1004020

>>1004018
it's not just you, it's slow as fuck on my machine
I don't even know how I would report it because it probably doesn't feel that way on a good computer, but it didn't feel that slow in 4.2

Anonymous No. 1004022

>>1004020
i don't think it's a computer issue, at least I hope it's not. I've tested it on two machines, both have pretty good gpu and cpus and both have issues with smothing. one of them is brand new too.

Anonymous No. 1004025

>>1004020
>>1004022
I launched both 4.2 and 4.3 at the same time to compare and unfortunately the smooth brush was always slow and laggy
it performs the same in both version, but it's probably more noticeable in 4.3 since most brushes are faster

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Anonymous No. 1004040

With default rigid body physics settings and no use of forces or keyframed parts, I wonder if it's possible to create perpetual motion in Blender. Making one of those closed perpetual systems that they say is impossible in real life. A rigid body world isn't a perfect simulation of real life, so I'm sure there's something you could exploit that would make perpetual motion possible.

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Anonymous No. 1004082

I realized/remembered I've hit a wall when it comes to filling/making curved surfaces that aren't perfectly spherical, preferably like a quad sphere

I kinda feel like stuff like this MIGHT be easier if I didn't have to worry about topology so much. On the other hand, I tried sculpting a while ago and basically had no idea what I was doing. And besides, would it REALLY make sense to use sculpting here?

Anonymous No. 1004107

>>1004025
I just tried it in 4.1 and smooth brush was WAY faster.

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Anonymous No. 1004157

im new to blender how do i put and wrap a wireframe over a 3d model like picrel i want to make sure it gets all creases muscles and bony landmarks like a projection

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Anonymous No. 1004158

heres some more examples

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Anonymous No. 1004160

Anonymous No. 1004164

>>1004157
>>1004158
>>1004160
Are you the guy who's been "new to Blender" for several years now?

Anonymous No. 1004178

https://www.youtube.com/watch?v=D1FcYknxEY0
guys how do we save Blender? They won't be able to continue pushing out incredibly useful and fully functional updates without our financial support.

Anonymous No. 1004186

>>1004178
Blender is a subsidized program made with the money that they get from Netherlands and the EU making shitty short movies, the main problem that they have now is that several years ago they attracted a fuckton money from big companies and they expanded the workers and moved to a bigger place but these companies are not supporting them anymore, so now they can't pay more shitty developers to do nothing and they'll have to fire people and to move again.

Anonymous No. 1004188

>>1004178
>B-but how could they get more money again?
They could try to professionalize the studio and to try to get money from Netflix or Amazon or whatever, they should try to attract other studios to use the program and to pay developers too.

Anonymous No. 1004189

>>1004178
Blender's development stopped at 2.79. The product they make now is still called Blender but it's not usable. There is no reason to donate.

Anonymous No. 1004191

so what version(s) do you use?

Anonymous No. 1004195

>>1004178
oh no!

Anonymous No. 1004196

Also, Unreal Engine can replace legacy software such as Blender entirely, including for modeling and rigging. So, unless you're using old hardware (in which case you would use Blender 2.79) there is no reason to keep Blender around.

Anonymous No. 1004198

>>1004196
Not exactly. While UE5 has come really far and it is very impressive for real-time graphics rendering, I believe it still has quite a journey ahead of it before it can realistically replace software like Blender and Maya. I do use both Blender and UE5 in my pipeline and they complement each other quite well for what I need.

Anonymous No. 1004199

>>1004198
gpt ass response

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Anonymous No. 1004206

I want to make cool renders of lasers and caustics. Now that Luxcore is dead, what is my best bet? Any that I can get for free, and in linux?

Anonymous No. 1004253

What's the secret to getting non-spherical curved surfaces from a "frame" that don't look like ass?

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Anonymous No. 1004256

>>1004206
luxcore still works on my machine

Anonymous No. 1004269

>>1004256
I tried several versions, just didn't work for me. Even when I manage to install, it just crashes blender when I turn on render view. I used it a few times before and I really liked it, but it's just not working. I think it works better in windows.

Anonymous No. 1004282

Where can I get the Conform Object add-on for free?

Anonymous No. 1004285

>>1003583
I've tried on/off over the years to get into 3D SMUT animation, I have a 3080 GPU now so I'm willing to give it another shot.

>Should I be on 4.3/LTS or are experimental builds a better idea?
>Is there a gold standard series for learning to animate the basics in blender like the donut tutorial is for modelling?
>Is there a checklist for reducing lag while working on animations or even just doing posing? Or is just turning the viewport to a simpler mode the only relevant thing to do?

Anonymous No. 1004296

>>1004191
yes

Anonymous No. 1004299

>>1004269
it's pretty straightforward to build it yourself, what linux are you on, i can try and help
there really isn't another free alternative to lux, not one that has decent blender functionality at least

Anonymous No. 1004319

>>1004285
idk but you should start another porn thread for this

Anonymous No. 1004320

>>1004285
every person you admire in the field learned on a shittier version of blender and worse hardware, it does not matter
>turning the viewport to a simpler mode
how do you have any lag at all, by simpler mode do you mean "not using cycles"? which yes, you shouldn't expect the cycles viewport to get any number of fps, on a 3080 you should be fine until many millions of polygons

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Anonymous No. 1004343

noob question, but i'm trying to copy the animation from one armature to another, but for some fucking reason it copies everything except fro the location and rotation data fro the root bone/ object transforms, so it looks like the character is floating upon the root bone,what do i do?
left is what im copying to, right is what im copying from

Anonymous No. 1004358

>>1003851
That's pretty good man! Very creative use of the 10 cubes

Anonymous No. 1004363

I want to create 3d assets for my game in the style of anime games like zzz or Genshin Impact. Should I learn Maya or Blender? My two concerns are whether Maya is overkill for anime-style asset modelling and whether I use characters modelled in Blender in Maya for rigging without issues since Blender sucks at animating and rigging. I don't plan to get a job out of this; I just want to create assets for my game. thanks.

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Anonymous No. 1004371

- How do I add trees and grass using modern blender
- do you still use LuxRender, or is it not compatible any more?
- why can't I make a clay preview by pressing N and choosing clay rendering? This worked in 2.71 .
I need to see the model using ray tracing (I have a 3040) to model realistically, not in flat cartoon shapes like the Phong model

Anonymous No. 1004393

Any cheap render farms for Blender? Preferably with fixed pricing.

Anonymous No. 1004422

Is "grid fill" the only option if I want to do something like Moi 3D curve network?

Anonymous No. 1004467

>>1004363
pls help. The link below is the quality I'm aiming for. I'm a complete beginner 3d modelling and only used asset store models before for my games. My friend works for a popular manga studio and said he could give me his 2d concept art he works on to improve his skills. I have to learn 3d modelling, rigging and animating. https://www.youtube.com/watch?v=zPY3zly-Dn8&t=424s

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Anonymous No. 1004478

>>1003583
it's been over twelve hours, Ton. animation 2025 status?
>>1004371
there are addons and prop sites like quixel

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Anonymous No. 1004481

why do rigify uis not load in linked armatures? does blender force you to append them so you can't edit them anymore?

Anonymous No. 1004487

>>1004299
Fedora 40. Will it work if I build it myself? I found builds on the forum thread but it stops when I turn on render view, so I just thought it was broken. Do I need to build blender along with it? I don't mind building it if it works.

Anonymous No. 1004490

>>1004487
Lux is very hard to build on any modern linux unfortunately. Try this instead:
https://github.com/mmp/pbrt-v4
https://github.com/assimp/assimp
It's a spectral renderer. It doesn't have Blender integration but Assimp has support to convert FBX to PBRT format. You'll figure it out.

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Anonymous No. 1004552

I shouldn't listen to kino

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Anonymous No. 1004559

i think im gonna do it bros
4.2 and 4.3 have been both straight up downgrades. performance improvements my ass, this shit is way slower. I'm coming home to 4.1 after I finish my current project, unless the chink fag manages to work a miracle with 4.4

Anonymous No. 1004562

my shit has started to run really slow lately, is there some cache i need to clear or something?

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Anonymous No. 1004661

I'm trying to get back at it after getting lazy for a few months. I'm trying to follow this tutorial, but I probably messed something up. All I did was shade smooth>add bevel modifier, but the gear thingie and the joint thingie now have a weird blue outline and I don't know if its a problem I need to fix or its highlighted because I fat fingered some buttons in my carelessness.

Anonymous No. 1004662

>>1004661
Those are edge marks, cyan ones are ones which break up one edge into two so that the normals aren't smoothed on that edge when you throw on an edge split modifier with sharp edge marks as the delimiter toggled on. I think it might also affect the old autosmooth setting or the new autosmooth modifier, but I'm not sure as I never use either. You can remove the marks using the "Edge" menu in edit mode, with the "clear sharp" option.

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Anonymous No. 1004665

>>1004662
I used the clear sharp option but now the gear's shadows look strange. I tried recalculating normals afterwards, but it doesnt seem to fix this one.

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Anonymous No. 1004666

>>1004665
You removed the splitting, and since all normals are smoothed there and your geometry is sparse, you're getting - well, I wouldn't call them normal smoothing artifacts - but undesirable normal smoothing. Your options are either to keep the edge marks if you're okay with razor sharp normals, or add more geometry to actually "carry" more definition of normals. Another option is to keep sparse geometry and no splitting, but also bake a normal map from a high poly version with good normal smoothing onto the lower one, that way the additional normal definition is carried by texels (texture pixels) rather than linearly interpolated vertex data.

Anonymous No. 1004667

>>1004665
Hmm, sorry, but actually looking at your picture, it does look like the normals are flipped. My bad. Try checking the "face orientation" box in the "viewport overlays" dropdown (bottom right of the viewport, "\/" button with the two circles) and see if the faces are red. If so, try actually flipping the normals or checking the tickbox in the "recalculate normals" last operation options and see if that fixes it. Sometimes when you have negative object scale on some axes it can screw with the normals despite recalculating them.

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Anonymous No. 1004668

>>1004667
Thanks for the tip about viewport's face orientation feature. It seems to be correct despite the shading being messed up. Is it a huge problem for the final result if I'm getting edge marks? I don't mind as long as I achieve the same result.

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Anonymous No. 1004669

>>1004667
I tried clearing sharp a second time and shading it flat. It looks like I got the angle because I picked shade smooth by angle. Now that I think about it, it may have been because shade smooth doesnt seem to do anything for the shape.If it helps in figuring out what's wrong, I have an existing bevel modifier with these settings.

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๐Ÿ—‘๏ธ Anonymous No. 1004733

Me bezier curve isn't behaving like the tutorial I'm following. The pic on the left has fins that make the path easier to visualize, while mine kind of looks like an illustrator pen tool line.
I tried checking the options in curve>spine type but that doesn't seem to be it.

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Anonymous No. 1004734

My bezier curve isn't behaving like the tutorial I'm following. The pic on the left has fins that make the path easier to visualize, while mine kind of looks like an illustrator pen tool line.
I tried checking the options in curve>spine type but that doesn't seem to be it.

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Anonymous No. 1004740

>>1004734
This?

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Anonymous No. 1004751

>>1004740
yes that's the one, I don't know why, but I don't have the handles option in my viewport overlays.

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Anonymous No. 1004753

>>1004740
>>1004751
Actually, looks like mine's in a different dropdown. Thanks anon, its all fixed now.

Anonymous No. 1004754

Is it worthwhile to redo what I did in Maya and do it again in Blender so I can post on blender artists? It's going to be a huge pain in the ass, but reddit moves too quickly for me and your topics only last for like a few minutes before new topics push them out of view. I have a project I've been working on for weeks in maya and its starting to look pretty good.

Anonymous No. 1004756

>try to follow a tutorial
>only a year old
>literally half the render settings have moved or been removed
>material search bar removed
>settings condensed or moved to compositing

i get that they want to improve the software but this shit is frankly getting hard to keep up with

Anonymous No. 1004757

How am I supposed to turn a model into T-Pose when the default rest pose is sitting on a chair?
Even if I clear all transforms it's not budging. Do I seriously have to pose it back manually?

Anonymous No. 1004759

>>1004757
lean to model and rig properly in t-pose / a-pose first before applying poses

Anonymous No. 1004761

>>1004759
I've just downloaded this model, but there is no T-Pose included, so I'm a little bit lost how to create a T or A rest pose without the annoying manual labor of posing bones one-by-one.

Anonymous No. 1004762

>>1004761
post a pic, depending on the complexity you can maybe salvage it or not. what are we working with here?

Anonymous No. 1004763

>>1004761
unless you are working in a studio with set standards and a established pipeline downloading models is no good.

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Anonymous No. 1004803

How does he get the viewport to look like that? Each face has one of three different colors, depending on its direction.

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Anonymous No. 1004814

>>1004803

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Anonymous No. 1004929

(1/2)
I'm still following this tutorial, but its 2 years old and things have changed. So the guy is using mix shader which to add decals to a surface, my version of mix shader because its missing the dropdown to change 'mix' to 'add'. I still followed it to the letter just to see what would happen, and I get a pink surface.

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Anonymous No. 1004930

>>1004929
(2/2)
I found a similar node as his called 'mix color' and it has an add dropdown which kind of has the same behavior as mix shader, but I'm only able to view it when I change rendering to cycles.
Is this method no longer possible on EEVEE? Maybe there's a different node I can use?

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Anonymous No. 1004935

I'm pushing on, and when I use UV unwrap then go to UV editing, the image does not appear on the UV editor but I'm still able to move the bounding box around to resize and reposition the image.

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Anonymous No. 1004936

>>1004762
Sorry about the late reply. Here's how the rig looks like.
The model is sitting on a box, one leg is dangling while the other is on top of the box. One hand on the box, the other is holding a pen.
Sadly, this is the rest pose as well.
Any idea how to apply a T-Pose or it's all manual labor posing it back to T?

Anonymous No. 1004961

not sure if it's the place to ask, but I started messing with Blender today and have two questions

1. When getting models off the internet that come in .blend format with scripts and all that shit, how do I extract these models to put them in a different project? (for example, combining multiple models or putting them in a different project with a scene and stuff)
2. Where do people usually get their scenes (areas/maps/whatever) from? Mostly referring to preexisting things like, for example, videogame areas

Anonymous No. 1005004

>>1004961
File>Append to add models from other files
And you find ripped assets using Google

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Anonymous No. 1005027

Lots of issues, but it's something.

Anonymous No. 1005039

>weihgt painting
>autonormalize is on
>adjusting influence for jaw or fingers or something
>autonormalize somehow assigns some verts to the hip against any and all logic and completely fucking my deformations
why does this happen and how to prevent it? i have to lock everything and manually unlock stuff as i go and it's annoying.

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Anonymous No. 1005044

I'm already failing so badly at the objective I set for this year, it's not even funny, Jesus.. I need to stop slacking.

Anonymous No. 1005059

>>1004936
care to post the file? also does anything interesting happen when you disable the armature modifier?

Anonymous No. 1005061

>>1005059
posting scene files is discouraged on this board

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Anonymous No. 1005063

>t.

Anonymous No. 1005064

>>1005063
posting scene files is discouraged, dude. Trying to form groups to make something is also highly discouraged. I'm not making this up.

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Anonymous No. 1005066

>

Anonymous No. 1005071

any reason to update from 4.0 to current?

Anonymous No. 1005081

>I'm not making this up.
you are

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Anonymous No. 1005082

trying to paint over the object normals to get an even more painterly look but it looks off and crooked up

Anonymous No. 1005098

>>1005081
no, I'm not.

I'll say it again, there are things that are discouraged here. Uploading scene files, forming groups over some app. Do not fall for this.

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Anonymous No. 1005133

>>1005044
Honestly, I liked the base model a lot and sometimes I cant deliver on the textures, but I like this one. I will still change the handle textures a bit tho.

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Anonymous No. 1005134

>I'll say it again

Anonymous No. 1005135

>>1005134
>he starts cgp threads
>he encourages bluesky / mastadon /3/ groups
>he tells you to upload your file

see the pattern

Anonymous No. 1005136

>>1005071
I really liked 4.1, has a lot of nice qol stuff compared to 4.0. using 4.3 for my current project and getting increasingly frustrated with it. so many crashes and piss poor performance.

>pretty much anything with new brush asset system freezes upon use (sculpting smooth brush and texture painting brushes are especially egregious)
>texture painting consistently shits the bed whenever I try to tab into edit mode (idk if this was already an issue and it probably was but i never dealt with it before 4.3) but this ONLY happens in the default texture painting tab for some reason.
>takes forever to load rendered view with eevee, was slow in 4.2 as well but significantly worse in 4.3
>half of the built in addons just don't fucking work in 4.3

im going back once I'm done with this character i think.

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Anonymous No. 1005147

>see the pattern

Anonymous No. 1005149

blender chads, i messed up

i have a human model that's fully textured and done. i went to add an asymmetric feature only to realize that when mirroring the model it mirrored the UV unwrap in a way that prevents me from having asymmetric features. if i draw something on one arm it appears on the other since they're both UV mapped to the same region.

is there a way i could re-unwrap my model and, i dunno, bake the old model's texture onto the new model?

Anonymous No. 1005151

>>1005149
dunno if it's a good solution for your case but why not just separate the feature from the model?

Anonymous No. 1005152

>>1005151
would be a good temporary solution, but i'll run into the same problem later when it comes to vertex painting or anything similar

Anonymous No. 1005154

>>1005149
You duplicate 2 times, make the changes to one model, UV unwrap the other in a way that you can have two diferent arms (or other things), bake both texture versions to the UV unwraped one (you will lose some texture quality doing this, so bake in 6k or 8k down to 4k so you dont lose too much)

Anonymous No. 1005155

>>1005154
I realized that the order is wrong, you make both versions and then create the joined one from them, that one needs to have good uvs, then you bake both of them into it.

Anonymous No. 1005195

how to take brush from krita and use it in blender texture paint?

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Anonymous No. 1005215

>>1003583
Why is blender turning to shit in 4.1 and after?
I mean they literally are removing features and making any workflow be 500% slower?

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Anonymous No. 1005233

Are AMD card's total dogshit in blender? I'm in the market for an upgrade but don't want to blow more than 4 digits on a card. Was thinking of the 7900xtx

Anonymous No. 1005250

>>1005136
had a similar experience. 4.3 is half-baked so i stepped back to 4.2.
looking at the roadmap i'll probably end up waiting till the next LTS before testing current again.

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Anonymous No. 1005252

>>1005215
>Why is blender turning to shit in 4.1 and after?
this faggot is pushing hard for npr and they are breaking everything else to make it work. having his own separate fork wasn't enough he wants to force it on everyone. no one is saying no because he's throwing money at them.

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Anonymous No. 1005263

how would i do this? i don't know what to search for. thanks

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Anonymous No. 1005266

>>1005263
figured it out, made a sphere and cut it up and connected the edge loops

Anonymous No. 1005267

>>1005263
Make the cuts using the knife tool, pull up the middle edges with proportional editing on.

Anonymous No. 1005268

>>1005267
hmm, would have had to be very exact cuts in multiple arcs

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Anonymous No. 1005280

Am I doing something wrong with my area light?
It looks like its only emanating light from the bottom of the rectangle.

Anonymous No. 1005289

>>1005280
light falls off exponentially

Anonymous No. 1005294

>>1005280
Move it back, give it more power and make it a spotlight or use barndoors or whatever Blender has access to, to combat what >>1005289 said

Anonymous No. 1005296

is blender guru the brother of nik avocado?

Anonymous No. 1005297

>this is the year i do more animating
he said, opening the sculpting tab for the 15th time this year

Anonymous No. 1005307

how do i learn how to pose well?

Anonymous No. 1005312

is it possible to edit a motion path the same way one would edit a curve? or with proportional editing or something? maybe there's an addon?

Anonymous No. 1005315

>>1005307
i asked the same question here a while ago and was told to practice gesture drawing. I didn't and I'm still shit at posing, but i can't draw for shit either way. I just save a shitload of references and try my best to copy them

Anonymous No. 1005318

>>1005252
QRD?I know about his fork and more NPR, and specially animation tools (like onion skinning) are always needed.
if anything I would blame the rusky that STILL cant code a proper multires after 2 fucking decades

Anonymous No. 1005320

>>1005318
>fork
>npr
absolute cringe

Anonymous No. 1005321

old eevee is more than enough for any npr projects. literally all they need to do is give you the option to choose between eevee and eevee next and maybe give it global lighting and light linking (purely optional). the goo faggot is trying to build a legacy and rework the entire damn thing. it's not necessary and will likely cause more problems than it's worth.

i have seen people in my own professional life try to make massive changes to try and have a legacy that they can be remembered by and years later all anyone remembers them for is the guy who made their lives worse

Anonymous No. 1005323

>>1005312
there's a paid addon animtoolbox that has this, haven't been able to find a free copy

Anonymous No. 1005324

>>1005321
>it's not necessary and will likely cause more problems than it's worth.
again, that's on the coders working at the foundation (same dudes that told Dobarro to fuck off because of his "messy" code)

Anonymous No. 1005325

>>1005324
dobarro was a problem though. He would have destroyed the blender foundation.

Anonymous No. 1005327

is there any FOSS out there that's NOT infected with retards and troons?

Anonymous No. 1005328

>>1005327
I have yet to see one at the blender foundation
>>1005325
>He would have destroyed the blender foundation
I heard his apple-exclusive (fucking snob) retopology software sold well tho

Anonymous No. 1005329

>>1005328
cozy blanket is entry level. Dobarro was the worst, just ruining the culture and destroying the foundation from the inside. Be happy he is gone.

Anonymous No. 1005330

>>1005329
>cozy blanket is entry level.
and it still sells well, so he wasnt the issue
>Dobarro was the worst, just ruining the culture and destroying the foundation
ok, now I know Im being baited. but still, the guy added lots of great features to the sculpt mode like groups, a vocel remesher and refactored several brushes.
I just with he didnt spend as much time with the texturing tools and finished the only fucking dam-standard brush alternative in the entire industry (still unfinished by the devs even when Pablo left the code for it and it did work on his fork)

Anonymous No. 1005331

>>1005330
its not about sales, chump.

its about *culture* and moving forward in the long run. With dobarro, foundation would have crumbled internally.

Anonymous No. 1005332

>>1005331
It's a piece of software it either works or it doesnt
>*culture*
why do i even bother

Anonymous No. 1005333

>>1005332
you're like talking to a brick wall. Graduate business school and you'll understand why he had to go.

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Anonymous No. 1005336

I want to create models faster, but I often end up adding more details than I originally intended. Hopefully, I wonโ€™t do a sub-par job this model's textures.

Anonymous No. 1005354

>>1005315
that sucks

Anonymous No. 1005358

https://www.blender.org/development/projects-to-look-forward-to-2025/
Sculpting layers, interesting, that functionality already existed with shapekeys but it was too laggy to be useful
I wonder if multires will finally support vertex painting this year, especially since the vertex painting tools are better than texture painting tools right now

Anonymous No. 1005374

>>1005358
scene/camera-level grease pencil in the VSE would be great.
having to arrange 2D billboards in 3D environment is a pain in the ass, you nudge the camera 1cm and everything breaks. i'd just do all drawing in the VSE.

Anonymous No. 1005377

genuine question is zbrush worth it as a blender companion?

Anonymous No. 1005379

>>1005377
not really

Anonymous No. 1005386

>>1005377
It depends

๐Ÿ—‘๏ธ Anonymous No. 1005390

>>1005374
You want to draw in the video? That's pretty out there, if you really want to use grease pencil like that you should render your animation and import it as a plane to draw on top with a locked camera?

Anonymous No. 1005391

>>1005374
You want to draw in the video editor? That's pretty out there, if you really want to use grease pencil like that you should render your animation and import it as a plane to draw on top with a locked camera.
Then you can render the grease pencil by itself and composite it on top of your original.

Anonymous No. 1005414

best supported way to 'save' a Modifier with specific values (that are based on the result of an expression) for later use?

I was originally thinking I could just do this with geo nodes but was disappointed to find that you cant use modifiers themselves from within geo nodes.

Then i thought I could just save a default cube to the asset browser with a couple of modifiers, one geo node that does the expression calculation and exposes it as an attribute, and then the other modifier that's the actual target modifier where there's a driver based on the exposed attribute controlling the modifier values. Feels super hacky though.

How exposed are Modifiers to the scripting API? Is it pretty easy to change their behaviour?

sry if this doesn't make any sense, im gay and retarded and stuff

Anonymous No. 1005426

I've been following Blender for 20 years and now they can finally joke about their own incompetence - will anything change? Nope, they're already announcing it as a precaution.
- "We can now shift focus to start (and finish!) brand-new projects."
- "Itโ€™s a small, basic set of features ... an initial Minimal Viable Product (MVP)."

Blender's new strategy: โ€œWe no longer implement unfinished features, but finished MVPs!โ€ lulz

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Anonymous No. 1005432

>>1005391
that's the kind of workaround i'd be very happy to avoid. you can also parent the grease pencil object to the camera, but then changing the focal length or something breaks the whole thing too.
since the animation, composition and final output are all 2D it'd be a lot more functional to compose the output in 2D in the VSE from the start, arranging the sequence with scene strips for 3D layers and camera-independent grease pencil strips (inshallah) for hand drawn layers.
would also make it a lot easier to do 2D camerawork and even selectively mess with different focal lengths in a single frame like you naturally do when drawing.

Anonymous No. 1005433

my cloth sim is way to bouncy, it's bouncing off my character like crazy. how to fix?

Anonymous No. 1005434

>>1005414
idk of another way off the top of my head, but they're definitely accessible with python. you could write an operator that creates a modifier with specific values.

Anonymous No. 1005465

>>1005434
thanks, seems easiest to just learn how to script

Anonymous No. 1005466

How can I animate images in 2D and have them be completely flat? No shading, no lighting, just the image as it would appear on any screen. I've almost got it down using the workbench renderer but the colors are off slightly.

Anonymous No. 1005467

any of those asset library addons like endgon worth it?

Anonymous No. 1005472

>>1005466
pipe the image into the color socket of an emission shader and make sure that properties editor > render context > color management > view transform is set to "standard"

Anonymous No. 1005474

>>1005414
You can mark a modifier as an asset in the outliner.

Anonymous No. 1005482

hi
can someone help me ?
i want to look up guides to model certain things in blender but i dont know how what words to use to describe what i am looking for

i would like to model in a way so that pieces interact with eachother
like two cogwheels, when i turn the one wheel the other one turns when it touches the other wheel and makes also a shaft spin, like in a physics simulator ??
i tried searching for this on youtube for guide videos but i only find stuff on how to model objects
but not how to make them interact with eachother like in a "industrial CAD tool" for eaxmple i believe ?
much appreciated if someone could give me a hint on what i should search for ?
thanks

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Anonymous No. 1005512

>>1005482
>i would like to model in a way so that pieces interact with eachother
>like two cogwheels, when i turn the one wheel the other one turns when it touches the other wheel and makes also a shaft spin, like in a physics simulator ??
that's a feature some CAD software has.
otherwise you'll want to deal with the simulation tab in blender, rigidbodies in particular.

but that seems like to much of a hassle to me, just animate them spinning and call it a day

Anonymous No. 1005514

>>1005482
https://www.youtube.com/watch?v=77RvfjaWvRQ

Anonymous No. 1005517

>>1005482
good morning saar
i doubt you can make things actually interact in the way you want it to. but you can fake it. learn2rig, you're probably gonna need a lot of copy rotation constraints. tedious but easy. search for "blender rig tutorial hindi" for more info

Anonymous No. 1005520

is there a way to bake a cloth sim with stepped interpolation? i want it on 2s but blender is at 24 fps and I can only get the sim on 1s.

I already tried adjusting the animation to 12 fps but the sim kinda shits the bed. is there anything I can do

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Anonymous No. 1005526

>can't access float attribute as a vertex group
FUCKKK I ALWAYS FORGET

Anonymous No. 1005528

>>1005520
In the Cache tab inside the simulator. You should see a line that says Start, End and Cache Step.

Anonymous No. 1005540

So i keep hearing from all sides how the blender particle system is old shit made obsolete by the shiny new geonodes
but i don't know, i am watching genonoes particles tutorials and it seems pretty convoluted, like i need to do something basic like rain where when the particles hit a collider they spawn additional particle system that ejects simple splash particles
and also have the particles affected by force fields
this seems rather simple and fast in the old system, but i geonodes you need like 100 nodes to achieve this and i'm not even sure if you can have force fields work with geonoeds
are geonode particles really as great as blendtubers are saying or are the being oversold?

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Anonymous No. 1005583

>make detailed environment with Gaea 2
>10 million verts (lol)
>ground detail up close doesnt look that good
>run out of VRAM without even adding shit like trees and other details so cant add another sub div level
What is the best solution here?
Split up my mesh in high detail /medium detail/ low detail?
Render as tiles?
Render with CPU?

Sure looks pretty though

Anonymous No. 1005587

>>1005540
geonodes particles are more extensible, but there's no native particles presets so you either have to build your own by following a tutorial or download some presets like bradley animation's or higgsas nodes.
the old particle system is much easier and more straightforward to set up, but is much more limited overall. for one ridiculous example, there's no built-in property that tracks a particle's age (but there's ancient workarounds for a lot of stuff like that, using color ramps and shit).

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Anonymous No. 1005595

I'm looking for landscape tools to help with pic related. The cliffs highlighted in red are just static meshes jutting out of the ground. What's important about them is they essentially act as walls without being walls. What isn't ideal is the fact they're limited in what angles they can be placed in.

What I'm looking for is some kind of tool that allows me to generate those sorts of features along a curve similar to what the blue lines represent. The end product would be exported to a game engine.

I see a lot of paid addons for generating large landscapes, but I'm not interested in the landscape itself. I just need edges for hills and rivers.

Anonymous No. 1005596

when's a good time to pose while sculpting? I don't really feel like rigging it.

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Anonymous No. 1005600

Did you saw this movie already, /3/?

Anonymous No. 1005601

is there a setting somewhere in the preferences to get it to revert back to the basic select marquis or a basic pointer after using a tool?

for example, after using inset or extrude along normals, to have it go back to the basic selector automatically? it keeps getting left on the last used tool, and im pretty careful about double extrudes and cleaning up non manifold shit, but i just know one of these times im gonna accidently click that handle wrong and not notice it until like 2 hours later when i go to apply a subdiv or something and everythings all fucked up

Anonymous No. 1005602

>>1005596
after laying down the main forms. you'll have an easier time posing it using riggify instead of the tools Pablo made for that tho
>>1005600
*did you see
and I doubt they did because this one doesnt have alittle girls front and center like most of the foundation films

Anonymous No. 1005609

>>1005587
>, there's no built-in property that tracks a particle's age
you can add perticle info node in a shader editor for the particle material which has particle age afaik

but other than that, the geonode particles give you more power but at what cost? i have to start by making mesh into points, and then manipulate those points as particles via various math nodes and sim loops and shit so to get something as simple as having particle spray that gets affected by force field and bounced from a collider you have to do like this crazy 50 node setup that will take your two hours, when with the old system it's like 5 clicks.
And in 95% of use cases, at least for me, i never need any functionality beyond what the old system offers.
Those fuckers better not even think about removing the old particle system from new blender versions.

Anonymous No. 1005610

>>1005595
You can make a bunch of cliff parts and then use modifiers or geonodes to put them along a curve. For geonodes this is a pretty good first project to try.

Anonymous No. 1005613

>>1005596
In my experience it's way more tedious to awkwardly pose sculpts with the sculpting tools than investing like 30 minutes to set up a rough rig and then even being able to quickly pose it in multiple poses either for a portfolio or to just find the perfect pose for it.
If your sculpt took several hours to make, a couple mins for rigging shouldn't be too much.

Anonymous No. 1005614

>>1005540
>>1005609
A lot of beginners make the mistake of believing that you have to create everything yourself
You're not meant to create your own geonode particle setup from scratch

Anonymous No. 1005616

>>1005614
but then it defeats the point of using it over the old particle system

Anonymous No. 1005617

>>1005600
Is it in english?

Anonymous No. 1005618

>>1005600
no
i only watch porn animations

Anonymous No. 1005619

>>1005616
How so?

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Anonymous No. 1005622

>Select two vertices
>Press j to join the vertices
>Get this error
Why not?

Anonymous No. 1005624

>>1005622
press f

Anonymous No. 1005629

>>1005617
it has no dialogue

Anonymous No. 1005636

Do any Auto-Rig Pro users here know of a good way to do a 360 deg local rotation in one axis to both the entire mesh + bones without causing any deformations on a humanoid rig? Without touching the c_traj control bone too

I did it by being in Pose Mode, using the 3D cursor to act as a substitute pivot point for where it'd usually be in local space on the mesh and then selected the parent control bones for the spine, head, arms, and feet to do the rotation and it worked but I had to do some corrections on the head and neck

I'm wondering if there's a more efficient way than that. I was creating an animation where a humanoid character rolls into a ball-like shape and found it more annoying than I would've liked

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Anonymous No. 1005637

I have a bizarre problem. I'm working with this rat model I got online, and I can't make the damn bone shapes on the ground disappear. The rig is working fine, but the shapes used for the rig seem "glued" to the ground, and I can't seem to turn the ones on the ground off. I'm not trying to hide the bones, I'm trying to hide the bone shapes he used for the bones. Disabling the entire collection hides them, but somehow, having that collection open, but hiding every in the collection, does not hide the bones. What gives?

Anonymous No. 1005644

>>1005637
Is the rat going to crawl into an anime girl's cunt? Why are you learning rat stuff?

Anonymous No. 1005645

>>1005644
imagine being so pornrotted that your first thought when learning animation is this. very thirdworld of you

Anonymous No. 1005648

>>1005645
Pretty much. Either you make porn or you make cool robots. Otherwise, why learn blender?

Anonymous No. 1005668

>>1005645
Did you rig the rat's pussy?

Anonymous No. 1005669

>>1005645
Are you animating the rat eating dickcheese?

Anonymous No. 1005673

>>1005645
It is wrong to make fun of your fellow thirdies, saar.

Anonymous No. 1005715

>>1005379
>>1005386
fair enough. same question for 3dcoat

Anonymous No. 1005716

>>1005645
there's rat porn all over this board. it's not a completely out of left field to ask if anon is gonna use the rat model for porn.

Anonymous No. 1005724

>>1003583
How to do this in Blender?
https://www.youtube.com/shorts/L-RPOmTblGA

Anonymous No. 1005730

>>1005724
When a mommy polygon and a daddy polygon love each other very much...

Anonymous No. 1005735

>>1005730
Kek
I know that uses some cloth sim, but how to do that without making blender shit on the bed?