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๐Ÿงต Blender General

Anonymous No. 865717

Previous: >>860213

Anonymous No. 865719

Did they break sculpt mode vertex paint with Eevee? Under Eevee anything with sculpt mode vertex paint is completely black. Shows up with cycles though.
Are they already in the process of undoing Pablo's shit?

Anonymous No. 865720

>>865719
Happens on all new versions btw. 2.93, 3.0 and 3.1 alpha. Worked with the versions in october so something happened in that time frame.

Anonymous No. 865724

>>865719
>Are they already in the process of undoing Pablo's shit?
They have no paid developer for the sculpt/vertexpaint/texturing , that guy Eagar did a couple of things in his own branch and he is trying to merge all the code that Pablo had under review but all is slower, the branch is just for testing and half of the things doesn't work so, at best we will have non experimental sculpt vertex colors in the 3.1 and that's it.

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Anonymous No. 865726

is there a way to delete only loose geometry (vertices and edges not connected to a face) with geometry nodes in 3.0?
maybe something with the attribute statistic node? i can't figure it out...

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Anonymous No. 865738

>spend 2 days building a facial rig
>realize that building it out of objects was a bad idea
>spend another 2 days trying to convert it to an armature with Python
I'm trying to tell myself this script will be useful in the future. But I don't think my cope is working.

Anonymous No. 865745

>>865726
machin3tools cleanup button does that anyway, I mapped it to 4 on my keyboard.

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Anonymous No. 865746

>>865719

Anonymous No. 865754

>>865726
The geo nodes meeting mentioned that many more fields are going to be exposed
https://devtalk.blender.org/t/2021-11-22-2021-11-26-geometry-nodes-sub-module-meetings/21617

If the patch is already online, you can make a mask on all vertices with a face count of less than one and remove them with point separate

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Anonymous No. 865761

>>865754
Correction, i mean compare floats and separate gometry
Still living in the past

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Anonymous No. 865767

>>865717
When it comes to rendering (not modeling or simulating, just flat out rendering frames), are CUDA cores the only thing that matters?

Anonymous No. 865769

>>865767
if you cant fit your scene into your gpu memory you will hard crash. So, memory is more important.

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Anonymous No. 865770

>>865738
>building it out of objects

Anonymous No. 865772

>>865767
no because tensor cores are a thing now too, you can just look up cycles render times for every GPU.

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Anonymous No. 865816

>seam issues.

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Anonymous No. 865825

what is the secret for incredible sculpts, every time
tired of failing to make something worth while every day

Anonymous No. 865827

>>865825
>every time
the master has failed more times than the student has tried
keep it up

Anonymous No. 865849

>>865769
Memory is more important for loading, but I don't think it does much for you when it comes to rendering compared to CUDA. For example, the 3060 has 4 more gigabytes of VRAM compared to the 3060ti, yet the 3060ti beats it in benchmark tests.

Anonymous No. 865853

>>865849
>muh vidya fps
>muh self-fellatio stress test numberinos

I have no use for a faster race car if its gas tank is too small to finish the race.

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Anonymous No. 865859

beginner here, I tried creating a flat ring with the boolean modifier, but for some reason blender wants to split those faces, dissolve, fill and whatever else doesn't really work.
I there a workaround for this or is this something I have to deal with that is inherent to the way blender works?

Anonymous No. 865862

>>865849
>For example, the 3060 has 4 more gigabytes of VRAM compared to the 3060ti, yet the 3060ti beats it in benchmark tests.
you wont even be able to render a single frame on the 3060ti if you go over the memory limit. You will be multiplying by zero. You are looking at video game tests, probably someone benchmarking some casual shit like battlefield.

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Anonymous No. 865885

>>865859
I reconsidered.
Turns out using a torus with 6 minor segments and dissolving the inner- and outermost edge works way better for what I was doing.

Anonymous No. 865886

>>865717
very basic question, how do i render a 30 fps image set or video file into 60fps but retain the 30fps speed? i want it so the compression is lower when i upload to youtube

Anonymous No. 865904

>>865886
>i want it so the compression is lower when i upload to youtube
I'm not sure if that's how it actually works, but you can use the video sequencer. Import the video, halve or double the duration, add speed control and render the animation. Converts between 30 and 60 like a charm.
For the longest time, I've been wondering if you can do this through compositing, but the time node fucks my shit up, so that's how I do it.

Anonymous No. 865918

>>865904
thanks, it worked!

Anonymous No. 865930

>>865885
Based gothic connoisseur
Another way would be to start with a circle, extrude it, inset it and bridge the circular inner faces.

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Anonymous No. 865939

How do I get that subtle sway in my shark tail like in this model?
https://sketchfab.com/3d-models/great-white-shark-b1e2297588924f6187d437e188a7afe2

Anonymous No. 865941

>>865939
secondary animation.

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Anonymous No. 865945

>>865853
>>865862
>You are looking at video game tests
No I'm looking at Blender benchmarks, which the 3060ti is winning when it comes to average render times vs the 3060. The question I'm interested in is "Does CUDA matter more than VRAM ONLY in the context of rendering a frame?" The answer based on these benchmarks seems to be yes, but I wanted to see if anyone had any insight into the matter.

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Anonymous No. 865947

>>865761
>vertex neighbors
>face area
>edge angle
>curvature
oh baby

Anonymous No. 865948

>>865945
those are tiny demo scenes. If you want to get a 8gb card go ahead, but dont say we didnt warn you. You'll never get away with 8gb in production.

Anonymous No. 865949

houdinifag here, how's the geo node development comin?
have they locked down and overall design for everything yet? sounds like this fields approach is going to stick?

i want to jump in and try it out if they're not breaking stuff every other update.

Anonymous No. 865950

>>865945
Once you go out of core you might as well draw frames by hand.

short version: take the one with the most VRAM, I can wait 2 seconds more per frame, I can't cram more stuff where there's no memory

long version: take whatever gives me both more VRAM and more CUDA cores, i.e. a single 3080 ti, passing up 3 whole more powerful cards in doing so

even longer version: take 2x 3060 and put them in SLI, since that's the reason why it's got so much VRAM for a low-end card. NVIDIA pulled the same shit with the 700 series back then iirc

Anonymous No. 865951

>>865941
https://www.youtube.com/watch?v=xNSXNnksWms
I followed the above YouTube video and replicated their result, but I'm still having a hard time applying it to a shark tail.
What could I be doing wrong? I think the split in the bones where the tail splits is screwing me up somehow.

Anonymous No. 865953

>>865950
Ok thanks for the advice. I probably will use 2 GPUs at some point.

Anonymous No. 865954

>>865953
you cant use 2 gpu since nvidia killed sli except on 3090

https://www.pcworld.com/article/393426/rip-nvidia-slams-the-final-nail-in-slis-coffin-no-new-profiles-after-2020.html

Anonymous No. 865956

>>865954
>https://www.pcworld.com/article/393426/rip-nvidia-slams-the-final-nail-in-slis-coffin-no-new-profiles-after-2020.html
what the actual fuck, nvidia?

then why the fuck did you slap 12GB of VRAM on a shitty 3060 lmao
the 3070s both have 8GB and the 3080 has 10GB
literal nonsense

Anonymous No. 865957

>>865954
Oh, I thought that only applied to games. I didn't know it affected Blender too.

Anonymous No. 865962

>>865949
seems like fields are going to stick, thank god.
there are still some glaring low level omissions in 3.0, like distributing points within a volume and filtering by context, but it's very usable and a lot faster than the python nodes addons. iirc 3.1 is going to be an LTS release, and judging by the geo nodes meeting notes posted above should have more low level stuff covered

Anonymous No. 865963

>>865930
Another tool in my toolbox, thanks man!

Anonymous No. 865967

>>865951
Also keep offset will not appear for the life of me.

Anonymous No. 865968

>>865957
you are partially correct. SLI is dead. Multi gpu is still alive.

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Anonymous No. 865973

that will be 1 cent, sir.

Anonymous No. 865975

>>865962
thx mang. i think i'll download it again.
i did have a short dalliance with blender for a couple weeks but never got really comfortable with it. i really need to a proper modelling project with it some time. any decent intermediate/advanced modelling tuto out there that'll show off the good stuff that i can quickly run through in week(end)?

Anonymous No. 865978

>>865975
mostly been referring to this one, happens to be by a houdini guy
https://www.youtube.com/watch?v=XSkaM-8Vgz8
and the stuff on this channel
https://www.youtube.com/channel/UCP4I_8T3Ge3yHOnHz0Cnm8Q
he uses a lot of his own node groups, but breaks down a lot of different effects so they're easy to understand even without downloading them (i haven't)

Anonymous No. 866005

Any specific places to search for paid addons for free?

Anonymous No. 866006

>>866005
you can get them on discord

Anonymous No. 866008

>>866006
And where one would go on searching for that one?

Anonymous No. 866009

>>866005
forum.gfxdomain.net/forums/20/

Anonymous No. 866011

>>866009
Thank you very much!

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Anonymous No. 866013

So I currently have a GTX 1060 (6 GB).

If I buy an RTX 3060, can I move my GTX 1060 to my other PCIe x16 slot and use both GPUs to render in Cycles? I want the power of the RTX 3060, but I don't want my GTX 1060 to go to waste collecting dust in my closet while it still works.

Anonymous No. 866017

Is it ok for UVS to not be perfectly straight as long as it works?
Do people in the industry do this?

Anonymous No. 866022

Is there a way to type a measurement along an axis in the dimensions tab and have the other axis measurements scale accordingly?

Anonymous No. 866025

>>866022
typing a dimension will change the scale on an axis which you can then copy across.
you can copy values by hovering and ctrl+c/v, without clicking.

Anonymous No. 866031

>>866017
UV straightening is about efficiency, generally in the game industry less than 70% utilisation of the UV area is considered a fail, straightened edges make it easier to use all the space.

UV straightening actually makes the texture more stretched (it unwrapped non straight for a reason).

Anonymous No. 866032

>>866013
you can use it, but you will only be able to use 6gb of memory at once.

Anonymous No. 866088

When I delete my armature my mesh blows up to the size it was before I scaled it up.
How do I prevent this from happening?

Anonymous No. 866100

You know those dumb, badly animated videos people make that for whatever reason people find funny?
I think I used to enjoy them when I was younger but now that I actually understood how animation works and I've been more seriously working with, I cringe pretty much every time I see them now.
https://www.youtube.com/watch?v=XM8JESW9VEI

Anonymous No. 866101

>>866009
Seems like new registers aren't accepted and unless someone here wants to invite me, its a no go. Thank you anyway.

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Anonymous No. 866102

So what the actual fuck is going on at Blender?
Sculpting is not that important after all?

Anonymous No. 866103

>>865978
ah thx mang, already seen the entagma vids, which is why i'm interested in geo nodes (also how i knew they had been making major changes).
i was asking more about a traditional polymodelling tuto.

Anonymous No. 866108

>>866102
gee, I wonder what's happening with all that extra money they got recently...

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Anonymous No. 866133

How do you unselect selected vertices? i'm trying unselect this area from for the frosting from the donut tutorial

Anonymous No. 866184

>>866102
They're going to sit on their asses for 10 years until Blender is laughably outdated like it was circa version 2.49

Then they will finally start work again.

Anonymous No. 866194

Is Renderhub safe to buy from?

Anonymous No. 866196

Super ultra mega newbie here.

Is there a way to expand sphere without it devolving into squares? Or, perhaps more generally, how does one automatically subdivide while adding to the model?

Or am I going about this backwards? Should I subtract (as with real sculpting) rather than add?

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Anonymous No. 866201

>>866196
>as with real sculpting
If you come from real world sculpting, or better programs, then you're better off adding shapes onto things rather than doing tons of subtracting.
I'm new to blender as well and haven't found any better way to get big chunks of workspace than using the Boolean (Union) modifier. I've had zero issues with the models breaking down after I started doing that as opposed to trying to make everything from one icosphere

>>866133
Vertex Select Shift+Click to do it one by one.
If you want to unselect everything just click off of the shape

Anonymous No. 866319

>>866196
> automatically subdivide while adding to the model?
dyntopo to add detail right where you're sculpting
remesh to get the entire model to consistent level of detail

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Anonymous No. 866326

Does anyone else have troubles getting the Reflection Plane to work? I just can't get them to work at all, I'm not sure if it's a 2.93 bug or something. Even when I follow any tutorials on them, they don't actually do anything. Any ideas?

Anonymous No. 866328

>>866326
it looks like its working in your pic my man

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Anonymous No. 866337

>>866328
it's not, because that's the exact same result I get if I don't use a reflection plane. Reflection planes are supposed to work like pic related. You add the plane to the front of the reflective surface and then you get good reflections. My reflection planes just don't do anything, regardless of settings tweaks.

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Anonymous No. 866339

>>866326
works on my machine, 2.93.6
haven't really used them, but seems like these conditions have to be met: it encompasses the entire surface, it is not occluded by it (i.e. placed slightly above) and indirect lighting has to be baked

Anonymous No. 866341

>>866339
might be a lot to ask, but can you send me that blend file? i dunno maybe im fucking up a hidden setting or something somewhere but it's driving me crazy

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Anonymous No. 866342

>>866337
there is no bug, you are just doing it wrong

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Anonymous No. 866343

>>866342
i can change settings move stuff around, but it literally doesn't change shit for me, shit just doesn't work

Anonymous No. 866345

>>866343
move your reflection plane object around with the maniipulator until you can see all sides of the red cube. Come on man

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Anonymous No. 866349

>>866341
OK, the hidden setting is probably "scene lights". and it doesn't seem to require baking actually.

Anonymous No. 866354

>>866349
yup, it was that, thank you!

Anonymous No. 866404

if I wanted to get started with character design, anyone have recommended tutorials or courses to pursue?

I like NPR characters like the ones in DokeV. I don't want something realistic, just good looking. I wanna be able to make a character and use them in scenes or simple animations.

Anonymous No. 866406

>>866031
What about in the movie industry?
Is less than 70 percent still the threshold?

Anonymous No. 866409

>>866031
>>866406
who fucking cares as long as you have the level of detail you want.
games try to squeeze as much as possible in one tile as game engines generally don't support multi-tile UVs very well, plus performance reasons.
movies just make x50 32k uv tiles and call it a day.
stop being autistic

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Anonymous No. 866410

>>865719
Wait.
I can't see Sculpt Vertex Colors anymore.
The "Experimental" button in the preferences is also gone. What the fuck is going on? So no more experimental features in the main versions and now you must download a separate Blender for each (eternally)WIP feature you want to use? Oh come the fuck on now. Why.

Anonymous No. 866411

>>866409
32k is a bit hefty, even when working with tools like Mari. The last VFX assets that I textured were intended to hold up beyond UHDTV and had a map resolution ranging from 4 to 12k and that was already very taxing on the two systems we used to paint with.

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Anonymous No. 866412

>>866102
>Sculpting
Pablo was in charge of sculpting, vertex paint, texturing, retopo, he needed help there, and the new cad mode.

Anonymous No. 866413

>>866410
Like one anon already said; blender development will stall from now on and the tool will fall far behind, eventually forcing them to get off their asses again in a few years.

Anonymous No. 866414

>>866413
That's some fucking bullshit right there. Blender was just starting to get really damn good and now it seems like a bad time is coming up with v3. Damn new meme version numbering was a bad omen.

Anonymous No. 866415

>>866406
Our studio tackles mostly TV and stream productions, but we are quite wasteful or downright inefficient when it comes to UV space utilization, since there is no need for this optimization you see in game assets.

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Anonymous No. 866416

>>866412
Imagine if the "Blender community" came together to externally fund Pablo and a companion developer to work on sculpting and texturing. I was completely on board with his ideas and I bet many others too. I also use his vertex colors shit, cloth brush and other brushes daily.

Anonymous No. 866417

>>866414
Cool as it is as free software. still can't compete with paid offerings. Sorry. Hope it doesn't stall completely.

Anonymous No. 866421

>>866417
It absolutely can compete. In the amateur/entry level freelancing field. Sometimes even better than the old big corp shit because every now and then they fix shit faster after reporting. But emphasis is on sometimes.
It just depends on what you need it for. For many those tools are perfectly sufficient by now.

Anonymous No. 866423

>>866421
No, sorry but whatever makes you happy. This is getting into trolling territory. Bye

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Anonymous No. 866425

Found something
https://developer.blender.org/T93226

Anonymous No. 866427

>>866425
He needs the bake first, yes that can be done an it isn't documented only, he knows it, i told him on blenderartist

Anonymous No. 866429

I just tried the 3.1 sculpt branch and it's interesting. The eevee rendering works really smoothly and I noticed the shadows now render as grain that quickly smoothens out compared to that "banding" effect you previously saw. Oh and sculpt vertex colors is also working. I like it.

Anonymous No. 866435

>>866416
I think Pablo left because he got tired of the "Blender Community", too many autistic retards kept spamming him with feature requests and bitching about all the time he spent on features they didn't like.

Anonymous No. 866441

>>866435
Well then it's really clever of him to stay on Twitter and being involved in the Kpop community on top of it

Anonymous No. 866448

>>866435
why do you mention pablo so much? He did nothing for us, and now he's gone. Literal who.

Anonymous No. 866453

>>866448
cope

Anonymous No. 866456

>>866453
what?

Anonymous No. 866459

>>866435
>I think Pablo left because he got tired of the "Blender Community"
Nahh, he left because he didn't have support from Roosendaal and the other retards in his Asset Creation Pipeline propossal, they sided with the comunity, and he is engineer but he wanted to do digital art for the studio too, at least as part time job, annd after 2 years they didn't give him a chance.

Anonymous No. 866474

>>866459
>his Asset Creation Pipeline propossal
was garbage and only useful for stylized workflow while detrimental for other workflows. He wanted to turn Blender into a perfect tool for himself while ignoring everybody else and he rightfully got shoot down for it. Not to mention his proposal was wishy-washy, too vague and not constructed well enough as it was a highly idiosyncratic workflow that was unrealistic in its ideas and completely useless and detrimental for artist who want to do highly complex or realistic art.
He should have focused on improving sculpting and maybe painting, his approach to these was correct and very useful. He had almost all of the community on his side, the moment he went and tried to do something only a fraction of the community found helpful he lost the majority and experienced strong antagonism. Seems like his hubris brought him to fall.

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Anonymous No. 866513

>>866474
>was garbage and only useful for stylized workflow while detrimental for other workflows
nahh, the problem was that the viewport performance wasn't a priority, it isn't for edit mode neither, all the characters looks like this and the program is done to do these short movies, ofc neither the sculpt mode, you can see there a proposal for the AAA thing too, > dedicated viewport, new multiress, sculpt displacement maps etc....

Anonymous No. 866539

Three questions 1 if I copy another model typology will that cause problems if I want to sell my own? in this case I followed the typology method of another models Arm and Hand. 2 what is the fastest and effective rigging method and 3 how much would it cost to hire some to rig for me?

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Anonymous No. 866545

if anybody's got the sprite fight assets/tutorials from blender cloud a mega/torrent would be appreciated

Anonymous No. 866561

>>866474
The asset creation pipeline post was utterly insane, the only people on board were either nomodelers or their names were Pablo.

I have not seen a single experienced 3d artist read that go oh yeah for sure

Anonymous No. 866568

In Blender, when you make the sky blue everything in the scene gets a blue tint to it. In our real world when you go outside on a bright sunny day with a blue sky everything is its neutral color as if it's being hit with a white light.

Explain this, scientists and creationists.

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Anonymous No. 866571

>>866568
If your only source of light is blue sky, everything will be tinted blue.
When you go out on a sunny day, the amount of illumination from the blue sky is tiny relative to the mostly white Sun.
See how the white snow is blue when it is in shadows, illuminated by the sky and not the sun.

Also,
https://en.wikipedia.org/wiki/Color_constancy
can affect perception.

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Anonymous No. 866605

donut boi is back baby. this is peek donut kino. when will non blendlets bow down and accept their defeat?

Anonymous No. 866612

>>866605
>non blendlets
Donutfags are the very bottom of the 3D food chain. Even people who don't model are above them.

Anonymous No. 866616

>>866612
He started with donut too https://www.youtube.com/watch?v=IRJ7K3fd6Mg

Anonymous No. 866665

>>866605
Oh come on, the sprinkles still don't displace any of the frosting.

Anonymous No. 866678

Hey my booleans arent working for some reason.
I'd like to hide the tip of my actor's dick when it goes all the way into the second actor's mouth. I've tried using a difference boolean but it doesn't work.
Please help me :(

Anonymous No. 866683

So blender 3 release today?

Anonymous No. 866709

>>866605
I thought it was all fun and games at first, but now I'm genuinely concerned he just doesn't know how to make anything else.

Anonymous No. 866710

>>866612
>Even people who don't model are above them.
what do you mean "even"? Modelling is bottom of the barrel and outsourced

Anonymous No. 866715

>>866665
And they also intersect, despite the fact that you can now solve this with geometry nodes

Anonymous No. 866717

Looking at using Blender for production cad work? Comments. I'm using Chief Architect now. It's ok at what it does but very inflexible.

Anonymous No. 866720

Is Blender 3 out or not? It says December 3. Guru Andrew already released his video. But Blender website still suggests 2.93

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Anonymous No. 866722

now he's getting really desperate

Anonymous No. 866723

>>866717
bots on my /3/?

Anonymous No. 866726

>>866717
They more or less just officially dropped all support for CAD and other notable features. Avoid like the plague

Anonymous No. 866727

>>866717
if you want foss shit freecad has an architectural option
https://www.youtube.com/watch?v=8mxB6-2Ec3U

Anonymous No. 866729

>>866683
Yeboi
https://download.blender.org/release/Blender3.0/

Anonymous No. 866733

Is there a way to make file viewer in Blender jump to a file that starts with a letter you press? Like when you press S it will jump to first file with letter S and you can scroll a bit to find what you need?

Look for a texture I need is a pain in the ass.

Anonymous No. 866738

>>866678
Please help

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Anonymous No. 866745

>>866013
?

Anonymous No. 866746

>>866738
Booleans seem like an extremely inefficient way to do that. Just use a shape key or something

Anonymous No. 866747

>>866746
Oh. Why didn't I think of that lmao

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Anonymous No. 866748

>>866723
>bots on my /3/?
Not a bot.

>>866726
>>866727
Thanks for the replies. Because I already have a proven work flow, I'll stick with that. But the models I've been creating I think I can make some very natural renders with Blender. And 3.0 is here, soon, so I'll report back with renders after I learn some more.

Anonymous No. 866749

>tfw AMDlet
Fuck me.

Anonymous No. 866750

>>866749
>that's bad
Depends. I'm half AMDfag, AMD CPU and Nvidia GPU and it works perfectly well for me.
Having an AMD GPU when you're doing 3D shit on the other hand.......

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Anonymous No. 866752

>>865717
Hey so I'm embarrassed to ask this because I've been using blender for years, but is there a more specific name for the textures in the "Texture Properties" tab?
And is there any way to use a texture from there to affect the material/colour/opacity of a particle in Eevee? I'm trying to figure out how to make my particles to fade away over their lifetime, but so far the closest I can get is to make them shrink over time instead.

Anonymous No. 866759

>>866752
those textures are a remnant of pre-2.8 era, can't even use nodes or anything. you can only directly affect properties that are under "influence" rollout.
there's a "particle info" node in the shader editor, you can use it to change opacity based on age or location.

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Anonymous No. 866764

Any tips to improve hair?
I've seen a lot of tutorials but it always ends up like shit, I'm using simple children

Anonymous No. 866769

>>866764
learn how real hair flows and use way more particles

Anonymous No. 866788

>>866748
>Using Blender for drafting
What the fuck

Anonymous No. 866822

>>866750
>Having an AMD GPU when you're doing 3D shit on the other hand.......
Yeah, I fucked up. And with GPU prices as they are it will take a while before I unfuck myself up.

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Anonymous No. 866842

is there something special I need to do so my materials show up in the asset browser preview?
and it looks like if I want something in the asset browser, I need to keep a .blend in my assets folder, is this going to become unstable when there's multiple gigabytes worth of .blend files in my library? is it significantly worse if I cram them into a single .blend instead of keeping them spread out?

522x628

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Anonymous No. 866844

I use a heavily customizable base mesh for a game I'm developing, done primarily through shape keys. The system works well, but I'm wondering if anyone here has an idea on how to somehow apply the relative deformations of shape keys to another mesh (i.e. make a more intricate clothing mesh and have it shrinkwrap to each shape key to the shape keys of the target mesh).

I'm open to any suggestions. Even a script to copy the positional data of a single vertex's shape keys to another would greatly expedite the process of making accessories.

Anonymous No. 866850

>>866616
I love this short film because it shows the transition from Blender Guru to Ian Hubert and how you can make impressive shit within like 6 months of learning Blender

Anonymous No. 866853

>>866850
I still call BS on this one

Anonymous No. 866856

How do I keep the tip of my IK bone on it's targets root?
Any time I try to move the target bone it's root get's disconnected from the IK bone's tail.

Anonymous No. 866863

>>866853
I mean just watch Ian Hubert's stuff, pay attention and do it. It's really not hard to achieve the result in that video.

Also helps that a good chunk of the assets come from Ian himself. The rooftop antenna, the crow, the street lights, and he even links in the description that he didn't make the car.

If you don't make like 80% of the models in your scene, and you just do simple animations, that scene is really easy to make in two months like he said.

Anonymous No. 866867

Looking for a tutorial series focused on modeling/unwrapping/rigging, etc, looking for game dev shit, no need for particles or lighting or the like

Anonymous No. 866887

>>866863
No sorry, I'm not a blendlet.

Anonymous No. 866906

>>866844
look into mesh deform and surface deform modifiers

Anonymous No. 866909

https://www.blender.org/download/releases/3-0/

225x82

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Anonymous No. 866910

it's out!!!

Anonymous No. 866912

>>866910
Does it actually dilate textures now

196x48

coom.png

Anonymous No. 866915

I'm gonna COOMPOOST UOOOH

374x256

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Anonymous No. 866916

>>866912
No, aparently it errodes the edges of the threshold boundary to deal with non-pixel-perfect borders

Anonymous No. 866919

Nervermind, Anon is a fag

Anonymous No. 866935

>>866912
gpencil fill tool

Anonymous No. 866961

>>866887
You do seem to be a retard tho lmao

Anonymous No. 866994

>>866842
answering my own question with what I've found (correct me if I'm wrong):
>Assets will only be rendered how they appear in Solid view from an arbitrary angle, if you want textures to show up or a different angle you have to manually set up a render and direct Blender to the icon.
>There are addons to help with this (https://github.com/johnnygizmo/asset_snapshot) (https://github.com/LJ3D/AssetLibraryTools) if you need custom icons fast but they don't have transparency which triggers my autism
>Sort the .blend files in a way that makes sense, if your asset library is big enough to significantly lag you, split it up into multiple libraries

Anonymous No. 866996

>>866994
>Assets will only be rendered how they appear in Solid view from an arbitrary angle, if you want textures to show up or a different angle you have to manually set up a render and direct Blender to the icon.

lmao you have got to be joking, like it can't blast out a matsphere for saving materials either?

Anonymous No. 866998

>>866961
Shut up blendlet.

Anonymous No. 867018

>>866996
materials are already saved as matspheres

Anonymous No. 867085

Is there a full on explanation of the rigify rigs anywhere? I just don't really understand them and they feel very clunky to me. I just make my own rigsโ€” they're no where near as complex, but at least I know what the fuck is going on

Anonymous No. 867139

>>867085
what the fuck do you need explained? they're just rigs

Anonymous No. 867156

How do I select only the faces on the front side of a model while using xray mode?
Trying to do some complex signage from a ref behind but running into selection issues here, I know theres a way but i cant remember how.

Anonymous No. 867159

>>867156
Turn off xray?
If it's just on wireframe it won't select the faces in the back

Anonymous No. 867164

>>>/wsg/4245978

Anonymous No. 867299

Is there a way to axis lock shapekey transforms, globally or locally?

I achieved this in 279 by manually zeroing the ones I didn't need in a duplicate of the shapekey, but it's really time consuming for one off keys.

>anon, just learn Python
I really am going to, it seems like nobody makes the addons I want.

2048x1536

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Anonymous No. 867302

are we just not there yet with accurate refraction/reflection? this is a 3-ply glass window and the reflection is too compact and faded in the render

Anonymous No. 867318

>>867302
Realistic glass is usually a non-issue in most modern renderers. Tweak your settings a bit maybe?

809x667

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Anonymous No. 867323

>>867318
i'm not sure what else i can do to achieve a realistic effect, the multi-ply glass panels are creating an illusion here in real life

764x798

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Anonymous No. 867330

this is how the glass planes are set up, principled shader with 1.5 ior

Anonymous No. 867336

>>867323
You can always copy and offset the reflection buffer a bit. At least you can in Arnold and RM. No experience with cycles tho, sorry.

Anonymous No. 867346

>>867336
haven't seen anything like that, but i feel like hacks shouldn't be necessary if it's accurate? unless i have the glass set up wrong

1080x786

1638734811985.jpg

Anonymous No. 867354

i wonder, does argon gas affect reflections? because when not using any kind of bump on the window at all, then it makes more sense than the irl one

Anonymous No. 867356

>>867354
Hardly noticeable, the refractive index is around 1.00028.

Anonymous No. 867359

>>867330
What about the glass' color? Its value can affect how much light goes through it.
What are your render settings? Have you tried disabling clamping and lowering glossy filtering?

>>867354
It might affect the IOR but I doubt it would be noticeable.

>>867318
This isn't true, a lot of modern renderers are taking shortcuts to render glass in a reasonable amount of time, usually by filtering out caustics.

405x780

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Anonymous No. 867360

>>867359
i don't think i have any limits

last option would be just faking the effect i guess, just placing the panes unrealistically far apart

Anonymous No. 867369

>>867359
Your renderer is pretty shit if can't render glass properly. Period.

Anonymous No. 867371

>>865738
The script won't be useful, but the lesson you hopefully learned will be.

Anonymous No. 867375

>>865717
Alright blenderbois, I need help. Is there a way to transfer the UV transformations results I achieved through material nodes to the mesh UVs? Should be possible to save as a second UV map, but I can't find the way to make that link.

Anonymous No. 867380

>>867359
what year is this lol

Anonymous No. 867381

>>867330
>>867302
glass panes are too thin and/or wrongly spaced out
you underestimate how thick a 3 play window actually is
not all glass is created equal, IOR may vary wildly

you should expect an effect that's literally all based off reflection and refraction between not one, but three glass panes to be heavily affected by the tiniest change in IOR and thickness of said glass panes.

you want the same as in the photo you'll have to re-create the same situation down to the millimeter.
or else just mong values until it's close enough.

Anonymous No. 867383

>>867381
i looked up the most common ones, they were 4mm thick, 3 panes with a couple centimeters spacing, and that's what i set mine to

Anonymous No. 867384

>>867383
doesn't matter if it's not exactly the one in the photo.

for all you know they could be 4.5 mm thick spaced out by 3cm and it would change the entire thing completely.

the whole thing is too reliant on thickness, spacing and IOR to just guesstimate based on average/most common values.

just change the thickness/spacing until it looks like the one in the photo.

898x533

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Anonymous No. 867386

>>867384
i've changed the thickness to be like 3cm panes but it doesn't really make a difference

the only thing that does seem to affect it is putting some bulging on the glass, i don't know how they make glass panes nowadays, but old ones usually pooled a bit, and this one is more like a lens

Anonymous No. 867388

>>867381
>just mong values until it's close enough
so this is the power of PBR workflows

Anonymous No. 867390

>>867302
principled shader defaults to color with a value of 0.8. setting it to white should fix your problem. if that doesn't work, how would glass bsdf looks in your scene?
aside from this, make sure reflective and refractive caustics are both turned on, and try rendering without clamping indirect light (this can lead to darker mirrors in natural daylight-lit interiors, for example)
this is far from an optimized glass, of course.

2048x1536

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Anonymous No. 867391

>>867390
i just noticed that actually, i think it helps?
settings should be maxed out, takes a long time to render too

but the more difficult problem is getting the reflection distance right

346x110

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Anonymous No. 867394

So since OPenCL is unsupported and they're "working hard with AMD" to integrate HIP but nothing Vulkan absed or otherwise not exclusive to a handful of modern cards, are us poorfags with slightly older AMD cards just gonna be locked out of ray tracing forever?

Anonymous No. 867396

>>867394
blame nvidia for lobbying their shit proprietary hardware locked api's into everything

Anonymous No. 867400

>>866715
>despite the fact that you can now solve this with geometry nodes
Not any of those anons, but how?
I haven't fucked around with GN in 3.0, so did they add something to fix this, or was I just such a retard that I couldn't figure it out?
Intersecting geo was a real problem for me any time I'd use GN. Especially since a lot of time multiple instances occupy the same space to look like a single instance, which really bogs down performance.

Anonymous No. 867424

>>867391
This looks correct to me. The angle between your window and the camera should also make a pretty big difference.

Anonymous No. 867461

Why is it that when I import an audio clip into blender's video sequence editor there's always some extra blank time added to my audio clip?
This happens even if I type in the number of frames that the audio is supposed to take up in the end part of the timeline.

Anonymous No. 867479

>>867085
Rigify creates control rigs, which make it easier to animate. It allows you to stretch, position, or rotate bones.

988x641

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Anonymous No. 867595

>>867424
it looks correct to me too, but check out the *real* counterpart, the distance doesn't make sense to me, but it's the effect i want

Anonymous No. 867728

>>867595
that's a double pane window. it creates three reflections. one on the first pane, one on the second, and then it makes a hybrid of both the reflection on the first and second pane.

Anonymous No. 867757

I'm encountering a problem where cloth simulation would won't work properly unless I simulate it from frame 0.
Let's say for example I have 500 frames of animation, but I only want the cloth to be animated starting with the frame 200. If I try to do it from then, none of the collisions seem to work anymore, or the cloth spazzes out or something, the simulation just simply refuses to work properly.

I'm not sure how to go around fixing them. I just thought of doing something like this: bake cloth for, say, frame 200 to 300, render the animation, camera changes to something else that isn't the cloth, delete the cloth bake for those frames, re-bake simulation for, say, frame 475 to 500 when the cloth is back in view, render animation again.

But it just doesn't work unless I render the WHOLE thing from frame 0 to 500, EVEN if I set the start of the cloth simulation to frame 200, it still refuses to work properly.

Anonymous No. 867791

>>867728
yes and that's my setup in blender, but the panes are not that far apart in real life, the reflection is almost double the distance it should be

2388x960

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Anonymous No. 867799

Help!
I'm trying to cell fracture this thingamajig here but these weird sharded pieces keep popping up
I want it to retain it's original shape
I tried applying the scale, tried different settings nothing works

Anonymous No. 867812

Is there a way to use scopes in the image editor window on procedural textures? I'm trying to figure out the math value distribution of procedural textures, but the image editor doesn't seem to work with nodes, predictably.

Anonymous No. 867813

What's the shortcut for creating a reroute on a node link?

Anonymous No. 867823

>>867791
didn't you use 3?

1920x1080

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Ico fag No. 867846

>>865717
AHHHHHHHHH WHAT IS THE SECRET TO GETTING PHOTOREALISM AAAAAAAAAA. WHY AM I NOT CREATIVE WHY DOES THIS LOOOK SHIT AAAAAAAAAAAA. I WANT TO IMPROVE PLEASE HELP.

Anonymous No. 867852

>>867846
Learn how to light a scene.

Anonymous No. 867853

>>867846
Look at real photographs of...dunes and deserts(?)

1053x640

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Anonymous No. 867865

>>867823
true, but 2 panes just makes 2 reflections, and they're not far enough apart

750x577

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Anonymous No. 867866

this is basically how windows look here

Anonymous No. 867867

>>867865
Just cheat at this point. No shame in that.

Anonymous No. 867870

>>867757
put cloth modified below / above armature (or w/e modifier animates your object), I dont remember which it is but basically you want deform to affect object first, then cloth, because otherwise cloth will treat your object as if it doesn't animate.

try starting simulation 20-50 frames before 200.

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Anonymous No. 867871

>>867867
i'm not sure it would work, i'd have to place them outside the window

i'm just a bit stumped why this doesn't work, what physical phenomenon is causing the reflection to be impossibly far away

Anonymous No. 867877

>>867871
The real glass panes aren't 100% plain/straight, they are slightly bent in or outwards, causing the reflection to be shifted either towards or away from the object. I don't know about blender but I did that years ago in Vray by shifting the reflection with a custom "bulged" normal map inside the shader.

Anonymous No. 867878

>>867877
Here's the thread, including my solution further down
https://forums.chaos.com/forum/v-ray-for-3ds-max-forums/v-ray-for-3ds-max-general/67009-offset-reflection

Anonymous No. 867881

>>867871

I don't know how professionals do it but I know that they usually do some fuckery when glass is involved instead of physically recreating real windows with all its layers and shit. They usually do it because they're able to achieve similar results in a far shorter setup time and especially to a fraction of render time. For example in 3D movies, they use a TON of fakery when transparency is involved because it's one of the most costly render areas.

Anonymous No. 867882

>>867877
that's what i've been doing so far, but if i make it even more bulgey then it starts distorting the scenery outside really bad

>>867881
yeah i bet, rendering my scene takes almost an hour on my 1070

Anonymous No. 867886

>>867882
>takes almost an hour
That's what I thought.
If I was you, I'd look into glass render tricks. Maybe there's even some compositing effect that will do it in a literal second of computing.

Anonymous No. 867890

>>867886
it's not only that, it's a dark scene rendered with emissions and lost of ambient lighting

Anonymous No. 867895

>>867890
Oof

1277x892

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Anonymous No. 867905

>>867895
it's rendering this whole thing in the background i guess, i tried hiding a bunch of objects but it didn't help render times, emissive materials are just slooooow

988x641

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Anonymous No. 867908

>>867905
either you didn't match the camera properly, or you're placing the lamp in the wrong spot. it should work without any hacks.
you can temporarily mirror the lamp's geometry to fine-tune the reflection: separate the pane into a separate object, center origin on geometry, then use it as the object to mirror the lamp across. now drag both around until you get the geometry to match the photo.
https://mega.nz/file/MHACSLID#Uuu9PoE1mUPq2mSafzSFUgm0DUVoFfWfSZrxxPwnv2w

1000x969

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Anonymous No. 867911

>>865717
blender fox?
blender fox

Anonymous No. 867912

>>867908
>either you didn't match the camera properly, or you're placing the lamp in the wrong spot.
it could be slightly wrong yeah, i didn't base the scene off a photo, it's all real life measurements of the room, but i eyeballed where the camera was, didn't think it was gonna make *that* big of a difference
nice recreation!

Anonymous No. 867913

after you use the child of bone constraint, is there a way to keep the transform similar to how parenting works?

Anonymous No. 867914

on that note, is it possible to match the camera from a photo into an already existing scene? been thinking about it for a while, like merging multiple angles

Anonymous No. 867915

>>867913
Set inverse?

Anonymous No. 867916

>>867914
sure, the only problem is that all cameras use the scene's output dimensions, so it works best if the photos all have the same aspect ratio. otherwise either set up multiple scenes or fiddle with fov, or expand the photos.
but yeah, assuming you're using fspy, just import the second camera, parent it to an empty, and snap to the matching point in the existing scene, rescale if needed. can be done the other way around (moving existing scene so the point is at world origin), but it's more work usually.

1114x696

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Anonymous No. 867919

well, i fine adjusted my measurements even more and now it's basically set up to the millimeter from the glass, still doesn't look right, must be my render settings

>>867916
the matching of different cameras would be the hard part i'd imagine, a 1x1m cube should always be 1x1m, no scaling or skewing

1137x663

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Anonymous No. 867920

welp guess it's always the last thing you check, i never actually measured the thickness of the entire window, it was actually 9cm, way thicker than i thought

thanks for the reference, sparked the idea

Anonymous No. 867921

>>867919
nah, like I said: you can scale the empty with the camera parented to it. you set up the scale once and make all the following cameras conform to that scale.
also, I get that this is a sort of an excercise, but when you're the one doing the photos, you can make a whole bunch and just chuck em into meshroom, then trace over the result it with proper models.
>>867920
cheers

Anonymous No. 867922

>>867921
i rarely model off photos and even less with fspy, maybe i should start doing that.
haven't tried any other external programs yet like that meshroom

1536x864

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Anonymous No. 867931

Posting some cad work rendered with Blender and Cycles. Still some stuff to learn but coming along.

1920x1400

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Anonymous No. 867935

yeah cad stuff is probably the most fun, currently helping my dad visualize a kitchen remodel

Anonymous No. 867942

>>867935
Nice. Pretty pictures sell.

Anonymous No. 867951

why does everyone say blender sucks for cad?

Anonymous No. 867953

>>867951
probably because it doesn't have blueprint tools for drawing and stuff? i tried some cad program once and gave up within 5 minutes, probably a completely different workflow

Anonymous No. 867955

>>867951
No great way to produce job site working drawings.

Anonymous No. 867959

>>867951
Because polygon modelling fucking sucks for traditional CAD projects. Taking care of mesh topology while designing fucking sucks and apart from what some say you still have to care about that because otherwise you constantly still run into all sorts of problems.
Boolean shit is also often buggy as fuck. If you used a real CAD workflow, working with NURBS, bevels and booleans that simply work you don't want to go back.

Anonymous No. 867971

>>867951
Because it's a modelling software first and foremost and not drafting software.

>>867953
>i tried some cad program once and gave up within 5 minutes
Yeah I mean real cad programs are very hardcore because they factor in things people don't think about. You can put an object into a cad project, label it as oak wood, then you can put in environment temperature + moisture and it'll expand or shrink the object to reflect the effects of the environment on the wood, then it'll recalculate the tensile strength of the wood. Put that oak into the middle of a brick house and it'll recalculate based on that environment.
But I use this stuff professionally, so I don't expect people to realize how different a Blender render is from an actual functional drafting document.

Anonymous No. 867990

>>867971
is this why they need 256gb ram and dual titans

Anonymous No. 868002

>>867915
that did the trick, thanks

1920x1080

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Ico fag No. 868030

>>867852
>>867853
yeah i should use references more often

Anonymous No. 868067

Holy shit the viewport performance for me went up like 10x with 3.0

319x342

2021-12-08-163896....png

Anonymous No. 868068

So VDMs could potentially bring near Zmeme performance while sculpting on 40million poly models?

Anonymous No. 868072

>>868068
blender doesn't have vector displacement in the current year?

Anonymous No. 868081

>>868067
I think it's about the same for me. But cycles is actually usable now.

Anonymous No. 868083

>>868068
There is 1 (one) person working on sculpt and he's not full time.

Do not expect anything for a long time, pirate zmeme

Anonymous No. 868084

>>868081
Well that sucks since I'm using the commercial forks of Cycles.

Anonymous No. 868095

>>868084
>commercial forks of Cycles.
Why though?
So that you can wait for months until it gets updated and you probably have to spent more money for the "brand-new" version with new features?

346x322

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Anonymous No. 868100

>>868084
>paying for blender

1920x1400

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Anonymous No. 868101

progress

Anonymous No. 868110

>>868101
I think the sunlight should "dim out" (sorry, I'm ESL) the artificial one. Are you using reference for that sort of lighting?

Also, this is very subjective but the placement of the focal objects is a bit advert-like. We don't need to see the cereal brand, do we? Maybe it would be better to place them in a way that suggests they have been used/will be used soon.

Anonymous No. 868111

>>868110
nah this is just all from memory, i don't have any photos of the real place
not sure what's with the lighting, i haven't modified it much from default sky

yeah a bit over the top, just placed some old assets i've made into it

Anonymous No. 868119

>>868100
Native Cycles is shit tho

1080x900

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Anonymous No. 868158

Having fun with geometry nodes.

Anybody figure out how to join two curves there? I tried a boolean, didn't work. I can place the points very near each other, but once I put a profile on it we can tell straight away that it's not a single object.

465x405

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Anonymous No. 868162

>>868158
Pic related.

300x225

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Anonymous No. 868176

>>868158
>>868162
>Anybody figure out how to join two curves there?
I was actually wondering that myself.
With the new asset browser, I was thinking it would be cool to make a bunch of modular freeway pieces with curves attached to the centerline of the geo, then just plop them down and join the curves to make highways and shit with a path that automatically sets itself up for cars to drive on it.
It's been a long while since I've tried to do something similar, but last time I tried the curves never joined cleanly or how I'd expect them to. Even when the points were on the same spot and merged.

583x856

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Anonymous No. 868177

>>868176
Looks like it's still not possible. Gonna hide the unsightly seams on my tentacle plant with a bunch of vines or something.

Anonymous No. 868197

>>868162
hmm, maybe curve to mesh then mesh to curve?

Anonymous No. 868203

>>868197
I tried using the weld modifier to do that, but apparently it doesn't work with single vertices. And if I used it on the mesh, it would weld parts that shouldn't be and mess it all up.

Anonymous No. 868223

>>868197
going curve to mesh is fine, but going mesh to curve gets rid of a lot of what makes curves useful. Like the ability to change the resolution.
You essentially have to go back in and remove a bunch of points that were made during the conversion to mesh, and upon removing them the curve doesn't come back at 100%

881x859

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Anonymous No. 868274

152x254

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Anonymous No. 868284

>>868274
i like where this is heading

Anonymous No. 868286

>>868274
I see this plant takes pollination seriously.

934x654

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Anonymous No. 868303

unity question but blender related
>bones are animating fine
>mesh can't link to armature
total n00b here. why is this happening?
>first scratch rigged model in blender
>works fine with standard avatar
>try to implement LOD
>do everything exactly following tutorials
>LOD layers do not animate and just stay in the T-pose
i'm sure it's something extremely simple but i've literally been up all night trying to figure this one out and i'm stumped

Anonymous No. 868308

>>868068
>Blender marketing 15-year-old technology as revolutionary only in order to work around its shitty architecture and to hide the fact that it's 15 years behind the curve.
>blendlets lapping it up and going around claiming Blender is catching up to specialized software, only two more weeks!

You love to see it.
This is why you're the laughing stock of the CG world.

Anonymous No. 868310

>>868308
Where exactly does it say that this is "revolutionary" you giant faggot?

1920x1080

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Anonymous No. 868312

>>865717
why does it look off? is it the book?

922x1823

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Anonymous No. 868314

>>868303
i discovered that the bottom layer of the LOD works but the rest do not
this was not fixed by parenting the LOD meshes to an empty and re-exporting in blender
please help anyone please

Anonymous No. 868316

>>868312
shitty lighting, shitty too coarse materials, corners too sharp

Anonymous No. 868317

>>868316
tis the book or the wood?

Anonymous No. 868321

>>868317
the book mostly. window and sill seem fine

1920x1080

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Anonymous No. 868337

>>868316
>>868321
i made a cup dedicated for you anon. i am using an hdri so i cant really changing the lighting that much.

Anonymous No. 868338

>>868337
That's better. Can you change the colors to match the rest of the scene? I think the book would look better leather-bound rather than paperback, because of the wood. Then you can make gold lettering.

1920x1080

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Anonymous No. 868340

>>868338
forgot to put the back of room behind the camera.
>Can you change the colors to match the rest of the scene?
how do i do that? is it something i have to change in the world shader for the hdri?

Anonymous No. 868342

>>868340
The colors of the book. The HDRI looks fine.

1920x1080

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Anonymous No. 868349

>>868342
uhh messed around with the principled shader and made the book look more paperback-ish but i don't know what to do about the cup, does it looks too perfect ?

Anonymous No. 868353

>>868349
i'd worry more about the glasses, they don't have any lenses

1920x1080

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Anonymous No. 868356

>>868353
forgot to unhide em

Anonymous No. 868359

>>868356
Are those hipster glasses with fake lenses or why isn't there any refraction?

Anonymous No. 868361

>>868359
uhhh how do i go about doing that?

Anonymous No. 868362

>>868312
>>868356
damn anon thats a drastic change from the first image

Anonymous No. 868364

>>868361
make lens geometry that is actually curved and give the material a refractive index greater than 1.0

Anonymous No. 868368

>>868356
keep it up, it already looks magnitudes better! the book still looks a bit unnaturally sharp, especially above the NIGHTS word. also the cup rum seems a bit sharp. always remember that in reality there are rarely perfectly sharp corners. usually it has a bit roundness to it where there's still light and shadow visible. razor sharp corners fuck with realism the most in my opinion.

Anonymous No. 868369

>>868368
>>868356
cup RIM.
but rum would be nice right now too, kek

Anonymous No. 868376

>>868364
>give the material a refractive index greater than 1.0
>>868368
nice call, i just bevelled that edge and it looks better
>>868369
drinking rum always reminds me of plum cake

Anonymous No. 868377

>>868364
>give the material a refractive index greater than 1.0
can i do this in the principal shader?

Anonymous No. 868378

>>868377
IOR is refractive index

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Anonymous No. 868379

>>868274
I didn't like how the veins were turning out, so I changed them. Now I make a spiral and attach to the stamen (that's what I'm calling it) with a geometry proximity node. Took me a while to figure this out, I was previously placing a line curve on two points of the surface, then subdividing it and moving the middle segment around. It wasn't working very well.

I'll probably change the licky things in the middle now. They are curve instances, but I didn't manage to get them to look how I want, so I'll make several instances by hand instead. I'll probably make some thinner tentacles there as well.

I'm laughing so much making this stupid thing hehehe.

Anonymous No. 868381

>>868379
What's the A1, B1 thing?

Anonymous No. 868382

>>868381
It's an empty I use to control the tentacles' curves. I take their position in the geometry nodes and snap the ends there.

Anonymous No. 868386

What a geometric nodes? Procedural geometry creation?

Anonymous No. 868388

>>868386
Yeah, but right now they are mostly useful as a way to spread existing geometry on other objects. Thay are pretty confusing at the moment, so if you're not already familiar with the material shader nodes, I suggest it doing that first.

Anonymous No. 868390

>>868376
>plum cake
noice

Anonymous No. 868400

Anybody has a good retopolgy tutorial they recommend ? I've been searching but almost no one talks about it.

Anonymous No. 868408

>>868400
Never tried it.
https://www.youtube.com/watch?v=mChvtTJdJZU

Anonymous No. 868421

>>868314
for anyone else struggling with this, the solution was to re-parent each LOD mesh to the armature again with automatic weights. [spoiler]it took me 18 hours of my life to figure that out. now i feel like i know a little more about blender though kek.

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Anonymous No. 868494

Hehehe, guys...

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Anonymous No. 868496

It's even more disgusting up-close.

Not finished yet, I'll still change the materials a bit, make the left one lighter and perhaps emitting some light. Add some goo...

Anonymous No. 868497

>>868494
>>868496
I have the weirdest boner right now.

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Anonymous No. 868563

how do I get this paint worn/peeled out texture? any ideas?

Anonymous No. 868564

How the fuck do you set up premultiplied alpha for a clip in the new VSE? Using 3.0.
I've got a black and white mask, and a normal clip without alpha. Figured I could just use a mask modifier on the normal clip and use the mask strip.
It "works", but since the alpha isn't premultiplied, I get a white halo around everything that obviously shouldn't be there (especially considering the mask is literally rendered from the source clip, so everything should match up to the pixel).

Of course, all of that is in the user manual "just hit the premultiply checkbox on the strip, bro!", except for the fact that it's absolutely nowhere.
Am I fucking blind, or are they just liars?

I haven't checked if it's the same in the previous ver, but for some reason between 3.0 and the last, they let you keframe the multiply value of the speed control effect strip, which wasn't possible before 3.0. Which means that this project is kind of dependent on it.

Anonymous No. 868568

>>868563
https://youtu.be/1aNnERnHRZg?t=706

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Anonymous No. 868569

>>868564
Plot twist, I'm just blind.
I was looking for it in the wrong place.
To me, stuff pertaining to alpha should be with the other blending mode stuff, but whatever.

Anonymous No. 868571

>>868568
damn thats tedious, is substance painter easier to do than this?

Anonymous No. 868576

What's the process for making models ready for Substance Painter? I tried out an extremely basic scene (2 beveled cubes on top of a column) but when I tried to import into Substance Painter, it seemed like it mixed all the UV's into 1 texture. I thought Substance automatically splits up textures individually for objects? Why didn't this happen and what could I possibly be doing wrong?

Anonymous No. 868595

>>868576
It's been a little while, but I think all you needed was proper UVs (without overlaps to prevent baking errors), and materials on the object. If I remember correctly, you're able to have multiple materials on the same object and it'll automatically split those based on material ID. You can have overlapping UVs if they're on different materials, and they won't cause a problem with baking since you bake for each material on their own.

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Anonymous No. 868598

>>866842
>become unstable when there's multiple gigabytes worth of .blend files in my library? is it significantly worse if I cram them into a single .blend instead of keeping them spread out?
I theorize that keeping them as separate files is better since one file is harder to handle. This way the program can simply scan the thumbnail of that file and move to the next .blend file

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Anonymous No. 868599

>>868100
>>paying for blender
You are supposed to pay for blender unless you are a starving poor fag !

Fagots like you are the reason we can nto have nice things !

Anonymous No. 868609

>>868494
Apparently, geometry nodes don't work with metaballs, so there goes my initial plan to make goo.

Not surprising, though, since my computer starts to struggle with about 120 metaballs, so putting them in geometry nodes would be a terrible idea. I hope they improve metaballs in the future, there's no reason why it should perform this badly. I think right now each metaball is compared to every other (since moving one far away seems just as slow as moving one that is near others), and this could be improved easily with some octree or other partitioning structure. I also noticed that although my computer struggles with a high number, my processor is very below full usage, which indicates that there is little parallel processing going on.

Anonymous No. 868612

>>868609
>there's no reason why it should perform this badly
That really sums up Blender in general.

Anonymous No. 868613

I'm struggling with 3.5gb vram even on a single object with 8k maps. Getting a card with 8gb vram would be better but it would realistically only give me about 3 similarly textured objects at once. My only choice is 12gb or 24gb and those are 1k for a 3060 and 3.5k for a 3090 which is absolutely ridiculous pricing. Do I just have to suck it up and render on cpu?

Anonymous No. 868614

>>868613
>8k maps
To what purpose?

Anonymous No. 868615

>>868613
What are the maps of? Do you really need 8k?

Anonymous No. 868616

>>868614
micro details

>>868615
scanned details of the entire body. I've AB'd 4k and 8k maps and the 8k looks more detailed.

Anonymous No. 868618

>>868616
Are you sure you need 8k for all models of the scene? Usually, there will be one that will occupy most of the screen space, and the others will be too small to notice an 8k detail.

Anonymous No. 868619

>>868616
try to snipe a 6900xt using scripts and 9821634 chrome tabs

they are blazingly fast with blender 3
my 5900 cpu takes ~4 minutes for classroom
6900 takes ~34s
6800 takes ~39s
6900+6800 takes 19,5s :)

Anonymous No. 868621

>>868619
>amd
I regret it so much. Are the newer ones really good? Seems like everything only supports CUDA. AMD just doesn't seem to give a shit.

Anonymous No. 868627

>>868621
did you only read the first sentence?
cycles x works fine with AMD now! huge performance gains. protocol is HIP now or something

Anonymous No. 868630

>>868627
I read it all, I'm just hesitant. And "works fine" is an exaggeration. It works only on windows, and with newer cards, even though older cards (like mine) would support it just fine.

AMD is just terrible at this, I don't trust them to continue support for the newer cards when they become the older cards, because right now they don't support their older cards. And I'm not filthy rich to keep changing as they come out.

Anonymous No. 868636

>>868619
i feel like if i were to get a AMD card, I could not get a gamedev job because I would be unable to use RTX on my system

Anonymous No. 868669

>>868627
it doesn't work on my rx580 and on linux, so why should I care, fuck amd, biggest mistake purchase for pc parts of my life

Anonymous No. 868672

>>868669
why are you doing 3d on linux? Thats for servers, not the desktop.

Anonymous No. 868673

>>868669
sell it for 700$ and buy a 6800 for mrsp lel
also use windows if you have too many troubles with linux

Anonymous No. 868718

>>868669
Exactly the same situation as me. Fuck AMD. Next time I'll go with Nvidia for sure.

>>868672
It's not linux that's the problem, it's AMD. You should have asked "why are you using AMD for graphics cards", because that's a good question.

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Anonymous No. 868722

>>868609
Spreading this goo around by hand is tedious work and definitely something that would benefit from geometry nodes. I'll see if I can find a work around later, otherwise the rest will remain gooless.

Anonymous No. 868726

>>865717
furfaggot

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Anonymous No. 868737

>>868722
Managed to do it with some instance fuckery. It's terrible and hacky, but let's see what happens.

Anonymous No. 868767

Is there a way to evenly blur a texture along an edge loop?

a professional No. 868770

>>868563
just learn how to do it lmao

Anonymous No. 868772

>>868598
>ejoeart
does this guy do commissions or does he just show off the shit he can do

Anonymous No. 868790

>>868609
>my computer starts to struggle with about 120 metaballs
Mine works. :^)
Even had around 300 or so of those bad boys on screen at once as a particle system for a quick and dirty fluid sim for mud, and didn't have any performance drop.
Of course every case differs, and I'd agree that they could use an update. They're another one of those things that feels like they were only implemented once in 2004 and never touched again.

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Anonymous No. 868793

>>868737
No solution using metaballs seems feasible. The best way to do it seems to be by using points->volume->mesh in the geometry nodes. Now it's just math to select the faces I want.

>>868790
I think it depends on the resolution. I might have the number wrong too. Metaballs seem to be practically deprecated. The devs are talking about substituting them for volumes.
https://developer.blender.org/T68890

Now, if only they stopped talking about it and started doing it, that would be nice.

Anonymous No. 868815

>>868595
Ah that makes sense. I feel pretty dumb now haha. Cheers

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Anonymous No. 868845

Still looks like shit, but I'm not spending any more time on this.

Not sure if I like how the goo turned out. It's wasting a lot of tris and also obscuring some objects. It can probably work if you hand paint the vertex group though.

Anonymous No. 868855

>>868793
>I think it depends on the resolution.
Oh yeah absolutely, the influence distance has a big effect too. Generally though I don't have the res high unless I need to see how they'll look when rendered.
I don't know if subbing them for volumes is really much of a solution though, considering metaballs and volume uses don't really overlap much. Not to mention you can't really render a volumetric object as a solid. Unless I'm thinking about the wrong thing.

>>868815
It's cool. It's not something that's immediately obvious. I don't know if they're still up after Adobe took over, but there were a few tutorial vids on substance's YT channel that were pretty decent at getting you up to speed on how to use it. It was focused on a lantern. Took an hour or so watching the vids, and felt like I knew the program well enough to dive in. After about a week I was using it with real proficiency.

Anonymous No. 868858

Any idea why this setup works in Eevee and its preview, but not in Cycles?
The images use the same file, but with different uv's. The upper one is always black when inspecting it

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Anonymous No. 868859

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Anonymous No. 868864

I was thinking of boobs and I'm wondering if there's a workflow for them in Blender where you'd model the boobs as if they're floating in zero gravity and then "turn on the gravity" to make them naturally sag and settle where they would in rl. I think that would be the best way to model boobs. All I could think of doing is Soft Body, but they'd probably act too much like gelatin

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Anonymous No. 868871

What's the point of eevee if you can't get a good render when you're done?

Anonymous No. 868897

>>868871
It's good for it's shader to rgb node that lets you stylize more.

Anonymous No. 868899

>>868864
I never tried it, but this thing will probably let you do that.

https://smutba.se/tutorials/view/105/

Anonymous No. 868913

>>868609
you can make metaballs with geometry nodes. It is the "points to volume" followed by "volume to mesh" nodes.

Anonymous No. 868915

>>868913
I figured that out later. They should implement one straight from points, though. Right now, it takes two voxel remeshers to do it, it's quite awkward.

Anonymous No. 868983

>>868871
>if you can't get a good render when you're done?
retard. learn how to use Ambient Occlusion along with correctly lighting up characters. eevee works great when you know how to pull off the required tricks and whatnot.

Anonymous No. 869224

Is there any reason my keyframes snap to frame with an offset? Tried all snapping options and it's always a little off. Fixed it by turning off snapping and typing in the exact transform, but I'd still like to know what happened.

Anonymous No. 869396

>>868871
It's kind of pointless when Unreal Engine exists.

1920x1080

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Anonymous No. 869397

I'm trying to fake per-vertex lighting using geometry nodes, vertex colors, and the proximity to an object, but it applies the color to every vertex equally.

How do I fix this?

Anonymous No. 869399

>>869397
I guess you should normalize the distance otherwise it will always be > 1 unless you bring your light source really close from your verts.

Anonymous No. 869401

>>868915
You could just make a node group and reuse that. Having two separate steps is great for extensibility.

Anonymous No. 869402

>>869399
Remapping the distance range is easy, that's not what the problem is.

The problem is that the system is entirely governed by whichever vertex is closest to the light. If I move the light close to any one vertex, it applies the same level of color to every vertex.

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Anonymous No. 869424

i am really starting to like 3d but really have no clue how to get a job in the field. i feel like i want to pursue environment design but no clue what and where to look for. can anyone clue me in?

Anonymous No. 869428

It sucks that you can't mark nodetrees as assets. Hope they'll change it in the future.

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Anonymous No. 869458

>>869397
Yeah, I don't know why that doesn't work, but this is a work-around I found.

Anonymous No. 869481

>>869458
Thanks, chad.

Don't know why I didn't think to do the length calculation myself instead of expecting the proximity node to actually do what you'd expect it to.

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Anonymous No. 869544

>>869458
>>869481

Vertex lit
Vertex snapped
Posterized
Dithered


WE ARE FORMULATING SOVL

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Anonymous No. 869547

>>869544
that hair reminds me of this

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Anonymous No. 869551

>>869547
Coming soon to Sega Genesis! Genesis does what Nintendon't.

Anonymous No. 869571

>>869544
Looks pretty cool.

Anonymous No. 869580

>>869544
Noice, how do you do the vertex snapping? Just round them off based on camera distance?

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Anonymous No. 869587

>>869580
Two massive arrays of planes arranged to form X and Y aligned cylinders are attached to the camera at their center. The entire scene is shrinkwrapped to the nearest surface on each array. This isn't the easiest or most performant way to achieve the effect, but it's the most accurate one I've found.

The reason I used a cylindrical arrangement rather than a grid is because the snapping should be screen space rather than world space. With a world space arrangement, you get way too much snapping of close up verts, and not enough of those that are far away. The cylinder avoids that problem.

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Anonymous No. 869766

>>869424
Join a hobbyist community and contribute to projects.

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Anonymous No. 869940

>>869766
where can I find these communities? i would love to find someplace where i can get quick critique and technical help

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Anonymous No. 869990

>>865717

...anyone an idea how can i avoid that objects rotate slitly when they are placed with a "follow path" constraint? pic related.

Anonymous No. 870121

wasn't there a way to block out the general shape of the hair then turn that into proper hair with dynamics and all that? i forgot if there was a name for it or something like that but i was wondering if you could do something like rig the blocked out hair, animate it by hand like some sort of guide animation then add hair dynamics simulation to it.

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Anonymous No. 870183

How do If ix these joint issues with the skin modifier? I want it to just be straight cubes connecting with each other for the subdiv modifer.

Anonymous No. 870433

>>869940
this, anyone got any discord servers or someshit with fast replies?

Anonymous No. 870447

>>865825
Don't just aimlessly sculpt. Have some idea of the result that you want to achieve. Go on Artstation and find some pieces that you like and try to imitate that style. Don't compromise, do your best to make each sculpt as good as you can no matter how long it takes. For the next sculpt you should have formulated some ideas on how to be even more efficient/closer to reference.

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Anonymous No. 870463

>>868845
Holy shit, that is one sick rape tentacles!

Anonymous No. 870596

>>869401
>is great for extensibility
But terrible for performance.

Anonymous No. 870686

>>866102
Is it possible that they're waiting till everyone is back to work after Christmas?

Anonymous No. 870742

Make a new thread, faggots.