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🧵 Blender General

Anonymous No. 1009677

Previous: >>1003583

Anonymous No. 1009680

oscar kot

Anonymous No. 1009682

WILL SOMEONE PLEASE

PLEASE

FUCKING OVERHAUL THE TEXTURE EDIT MODE?
IT'S BEEN ABANDONED FOR LIKE 20 FUCKING YEARS BY NOW.
BRUSHES STILL DO NOT FOLLOW THE 3D SHAPE WHILE IN SCULPT MODE THEY DO. THIS IS FUCKING RIDICULOUS.
HOW CAN THEY AIM FOR THE STATUS OF BEING THE ONE EVERYTHING 3D APPLICATION WHILE COMPLETELY IGNORING ONE OF THE VERY CORE PARTS OF A 3D GRAPHICS CREATION SOFTWARE?

Anonymous No. 1009683

>>1009682
sorry, esoteric grease pencils and nodes are more important. now donate 200k plox.

Anonymous No. 1009684

>>1009677
just in case some of you wonder the fuck are they going to do with the sculpt mode in 2025.
https://projects.blender.org/blender/blender/issues/135896
They decided that they will switch to diameter for the brushes a couple of meetings ago so the pixelart functionality will be back when they have time or whatever too.

Anonymous No. 1009685

>>1009683
This is something I'll never understand.
People keep saying that anyone being serious about their 3D work will just use Substance Painter anyway and that this fact plays a role in them not actively caring / not hiring anyone to take care of the texture mode. But if they don't care because people use something else than why dump so much time into aping Houdini with the node memes? Anyone being serious will "simply" just use Houdini.
There's literally no excuse to ignore the texturing mode especially when there are even attempts by the community through addons. The guy who runs the Blender Today show also keeps mentioning how this is sooo sad, that they know, but nooooo one comes up and offers working on that mode. How about fucking hiring a professional programmer then? You can't tell me with all the hundreds of thousands of funding by now you can't afford one dedicated programmer for half a year.

Anonymous No. 1009687

>>1009684
nice, attributes for multires, vertex painting baking to texture just makes sense
I don't really care about texture painting if I can paint in sculpt mode and bake with multires

Anonymous No. 1009688

>>1009682
>>1009685
Texture paint is waiting for the landing of the texturing 3d brush, that has been in experimental 2-3 years, you can try it now as sculpt texture paint, after that they want to work in performance, no news about colors in multires, Dobarro did a prototype, and paint layers, if you need them you have 2 extensions, HAS Paint Layers, it is the only one that have an exporter, and Ucupaint that comes with sculpt layers, at the end of the day it is a problem of resources, they need at least 2 new developers for the sculpt mode and the edit mode.

Anonymous No. 1009689

>>1009688
>no news about colors in multires,
My bad didn't read the attributes

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Anonymous No. 1009690

>>1009683
nta but esoteric grease pencils and nodes ARE more important
problem is, they haven't been working on those either!

Anonymous No. 1009692

>>1009690
they announced nurbs, sdf and gaussian splatting in the last Bcon too .....

Anonymous No. 1009694

>>1009685
At this point im just convinced they are paid off by adobe not to step on their toes

Anonymous No. 1009695

>>1009682
“No here’s a picture of a cat for an update lol”

Anonymous No. 1009706

>>1009685
>How about fucking hiring a professional programmer then?
to do what? they hired a guy to implement the retopo mode and he did nothing in six months because the guys there were constantly changing the planning, the guy that they hired to work in the dyntopo wasted a fucking year because they didn't want to review the whole code neither, blender's development just works that way.

Anonymous No. 1009742

>>1009706
They also did not liked the guy they hired to do sculpting and deleted any mentions of it: https://web.archive.org/web/20230721190256/https://blenderartists.org/t/ive-been-fired/1473998

Blender is closer to closed source than open source.

Anonymous No. 1009751

>>1009742
>Blender is closer to closed source than open source
Devil's advocate but you still Blender's source code, and imagine the shitshow if it was 100% developed by volunteers
Blender's development is not perfect, but it could be worse

Anonymous No. 1009755

>>1009742
>>1009751
the main problem is that the module owners and the people that review code in general don't have to answer to nobody when the work isn't done and they can do whatever the fuck they want, because their job is safe and it is not their money I suppose, same shit happened with all the unfinished things that Dobarro left half done, nobody has touched that, a guy proposed to finish several things that Dobarro had in review as google summer of code and they didn't accept that.

Anonymous No. 1009757

>>1009742
>Joseph Eagar
I remember these 2 from him too:
https://projects.blender.org/blender/blender/pulls/113270
https://projects.blender.org/blender/blender/issues/98070

Anonymous No. 1009758

>>1009755
>a guy proposed to finish several things that Dobarro had in review as google summer of code and they didn't accept that
Did Dobarro fuck someone's wife or something? Why is everything he touched taboo?

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Anonymous No. 1009765

🗑️ Anonymous No. 1009784

Before i make a post on /wsr/, would any anon know where to find (public tracker or download link) this >994481 course?
Mega deleted it, and all the links i find are by sites that either want you to buy a premium account (scam) or upload it to a shady file site that will download at 10kbps unless you buy the premium account.

Anonymous No. 1009785

Before i make a post on /wsr/, would any anon know where to find (public tracker or download link) this >>994481 course?
Mega deleted it, and all the links i find are by sites that either want you to buy a premium account (scam) or upload it to a shady file site that will download at 10kbps unless you buy the premium account.
Rutube has some videos uploaded but not the full thing.

Anonymous No. 1009794

>>1009758
The guy got hyped up by the community to some kinda programmer rockstar status. he then started to get kinda pushy about changing a ton of things in blender which apparently rubbed some of the blender staff the wrong way so they booted him out. all seemed like a clash of egos.

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Anonymous No. 1009796

i really like the new bloom node overhaul, looks much better. do wish they would overhaul baking too

Anonymous No. 1009808

Is there any way to apply different values to different faces of the same image texture Material, e.g. The Belt Buckle has a metallic of 1, the belt 0.75, and the cloth 0? Or would I have to make multiple duplicate materials, adjust the values, and apply them to the given faces/UV islands?

Anonymous No. 1009809

>>1009808
either that or weight/vertex painting

Anonymous No. 1009817

>>1009808
Many ways to skin a cat but the most common way to do this would be using a metallic map, a grayscale texture image that contains the metallic values
Look it up

Anonymous No. 1009824

>>1009808
The general answer is: attributes. Your material can get a value of metallic per face from geometry through attribute nodes. To specify those values in geometry itself you'd have to use >>1009809.

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Anonymous No. 1009828

One thing I noticed from downloading a lot of rigs off of Smutbase, many have the same 2 types of structures
Are they just scripts that spew out a Auto rig? Or is stuff like this just the standard?

Anonymous No. 1009838

>>1009794
>>1009758
the design task that he wrote is still in the module, they want to merge all the paint modes and all that, the main problem is that, after the community backlash, Roosendaal sided with the community for some reason, anyhow the main advantage of Dobarro was that he was able to churn a fuckton of shit in no time, new brushes, facesets, the expand tools, remesh, the normal brush etc... he had design task for a plasticity a like implementation, retopo, texturing and lots of other shit that we will never have, yes he didn't like dyntopo, no developer other than Joseph Eagar likes it.

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Anonymous No. 1009880

Can someone check the topology for my mesh? Its going to be extruded into an over under barrel. Not really sure if this is the right way to deal with this segment, but I plan to use this style a lot so I may as well learn to do it the right way.