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700590 No.700590 [Reply] [Original]

Previous thread: >>695901

>> No.700593

Seems like the Evangelion production really catapulted Blender in Japan.
Look at all those Japanese Twitter posts with projects about Blender every couple minutes

>> No.700595
File: 3.06 MB, 582x358, rigidb.gif [View same] [iqdb] [saucenao] [google]
700595

>> No.700609

>>700593
I wish I could follow hashtags on twitter, have them come up in my feed rather than having to go to #b3d or something every time I wanted to see stuff
Maybe it's possible, I'm ass at social media, and I retweet/follow a lot of porn, so I wouldn't feel right following some of the artists

>> No.700663

>>700593
Isn't Evangelion, like, one of the biggest and most widespread franchises in Japan?
I feel for the guys having to rig and animate the robots with Blender, though. Either they're gonna pull it off and make it look incredible and I'll be impressed or it's gonna be utter shit and ruin it all.

>> No.700670

>>700663
It's stylized cell shading + mostly hardsurface, why should this be a problem to rig and animate? Easy, cheap and fast which means they can iterate a lot and concentrate more on the art not the technical aspects.
Its far below the complexity of the first Gollum.
I can totally see why they used Blender for that, Maya is simply not necessary.

>> No.700680
File: 1.99 MB, 394x369, 1565839860517.gif [View same] [iqdb] [saucenao] [google]
700680

>>700609
I just have https://twitter.com/hashtag/b3d?f=tweets&vertical=default&src=hash
as quick bookmark in my browser when I want to take a peek in what's currently going on.
Why overcomplicating things?

>> No.700681

>>700663
>or it's gonna be utter shit and ruin it all.
Even if it turns out utter crap, it already inspired a ton to give 3D artwork a try

>> No.700686

>>700670
>It's stylized cell shading + mostly hardsurface, why should this be a problem to rig and animate?
The look has no bearing on this matter.
Rigging in blender is absolute bullshit and I don't even want to imagine how much more so is maintaining one if its rigs.
The Jaegers in Pacific Rim were an absolute clusterfuck, with them being animated using ultra-low-res rigs and the high-res rigs needing to be split in pieces, the details being animated separately and then cached out and reassembled back only at render time loading the animation on top because all the moving bits and pieces and the things they had going on at once would just grind a viewport-enabled Maya to a halt. And Maya computes rigs several orders of magnitude faster than blender ever will.
And those went for the "anime feel" and only managed to look like featherweights for their size when moving.
These actually need to nail the "anime feel" for obvious reasons, but they'd need a pretty loose and free range of motion to achieve that. Just hoping they won't run into the opposite problem just because of blender being stupid.

>> No.700692

>>700663
>Isn't Evangelion, like, one of the biggest and most widespread franchises in Japan?
Yeah, Eva is fucking huge there. Even old fucks that don't even watch anime there knows what it is. It's like Superman there in terms of popularity.
Everyone knows who Superman is, and like everyone in Japan knows what Evangelion is (or at least could point out an Eva and say what it's from).

>> No.700716
File: 538 KB, 1021x563, end.png [View same] [iqdb] [saucenao] [google]
700716

Reposting from other thread,

How do I add the bottom teeth object to the jaw bone? It is currently posed with the mouth open so I can position them how I want.

>> No.700717
File: 28 KB, 338x377, 3131.jpg [View same] [iqdb] [saucenao] [google]
700717

>>700716
ctrl-P
pic related

Baby steps

>> No.700718

>>700717
Clarification.
select mesh then select jaw bone in pose mode, CTRL-P

>> No.700719

whats the point of UV mapping if I can just select parts of the model, apply my texture and scale/rotate until it fits?

>> No.700722

>>700719
Because what you're doing is lazy and only the first 10% of actually texturing an object. Slapping textures on haphazardly is the gateway to shitty texturing, and if you make a habit of it now you'll never git gud.
There's a huge difference between a model with a texture applied to it that's not really made for it, and a model with proper uv's and textures specifically made for it. For small shit you don't have to properly texture it if you don't want to though. Not to mention there's some situations where just putting on a texture and messing with the mapping is alright too, like if you've got a logo or something.

UV's aren't hard anon. Learn them, it's not too hard to learn in an hour or so. You won't be a super expert on it, but not a lot of people are.
>inb4 Ptex Autist comes in

>> No.700724

>>700722
Wow, that was a great answer, didnt expect that, thanks. And after researching a bit I realized I could just google it. It says it mostly works for patterns so any time you'll need something more complicated, you'll get fucked.

>> No.700725
File: 542 KB, 960x590, wang.png [View same] [iqdb] [saucenao] [google]
700725

>>700717
Ok so I did that before, but ran into this where it moves disproportionately to the jaw. What am I doing wrong?

>> No.700727

>>700724
Yeah pretty much. If you've got tilable textures and stuff you can get away with it just fine, but it'll be more work to get it to look good.
That being said, procedurals are pretty powerful, and you can get a good chunk of the way with that. So look into that as well. There's a pretty good thing called Mask Tools or something that works in the Shader Editor really well.

But if you're going to want to texture in something like Substance Painter, you're gonna need UVs. Not just because it makes it easier, but SP will shit the bed and not work if you don't have them. Plus if you ever want to paint something in Photoshop or anything like that, it's helpful to have UVs.

>> No.700728

>>700725
Make sure scale is 1 on everything, if not apply scale with ctrl-A. Make sure the jaw and the teeth both have a vertex group weight of 1.

>> No.700733

>>700728
Weird, still no dice. Everything is set to 1 at least from what I can tell.

>> No.700740

>>700719
The point of it is you might want to create textures that look better than dogshit.

>> No.700743
File: 1.39 MB, 486x486, V2a7B.gif [View same] [iqdb] [saucenao] [google]
700743

How do I get objects deformed by bone physics to collide with other objects? No matter what I do it never works.

>Pic related not mine, just an example of what I'm working with.

>> No.700744

>>700743
how do you do that?

>> No.700745

>>700743
Anon, you're not rigging a penis, are you?

>> No.700750

>>700743
No, it's for hair.

>> No.700751

>>700750
Shit, meant for >>700745

>> No.700816

>>700743
Simple jigglebone stuff like that isn't intended for collisions. You'll have to set up ragdoll-like collision setup and have that control the bone positions.

>> No.700822

>>700725
You may have tried parenting before and need to clear parents to remove any conflicting previous attempts.
Atl-P -> clear parents keep transform
then repeat and Ctrl-P object keep transform -> bone

>> No.700824
File: 94 KB, 1000x751, EEvjMcLVUAEmYFC @CodyAJSimpson.jpg [View same] [iqdb] [saucenao] [google]
700824

>>700680
>https://twitter.com/hashtag/b3d?f=tweets&vertical=default&src=hash
>scrolling though that when suddenly

>> No.700825

>>700824
Im 12 and what is this ?

>> No.700827
File: 86 KB, 510x600, snwk.jpg [View same] [iqdb] [saucenao] [google]
700827

>>700825
It's a snake mouth inside a speed stick.

>> No.700828

>>700725
Worst case just move it back after parenting, and adjust accordingly...

>> No.700830
File: 629 KB, 2048x2048, EEcTvydVUAAo8YN.jpg [View same] [iqdb] [saucenao] [google]
700830

>> No.700831

>>700830
Software did a wonderful job there.

>> No.700853

What's a good way to start modelling in Blender? I want to make simple human models, nothing very complex.
Sebastian Lague's tutorial is pretty good from what I've seen but are there any other good ones?

>> No.700877
File: 9 KB, 200x200, 1397344979272.jpg [View same] [iqdb] [saucenao] [google]
700877

https://www.blendernation.com/2019/09/18/developer-meeting-notes-16-september-2019/

>> No.700958
File: 243 KB, 1899x969, 1553004847393.jpg [View same] [iqdb] [saucenao] [google]
700958

where the fuck did this display mode setting disappear to?

>> No.700960

>>700877
>quad remeshing
Yes please.

>> No.701077
File: 103 KB, 614x1024, Moss-Imp_FINAL_02-614x1024.jpg [View same] [iqdb] [saucenao] [google]
701077

>> No.701079
File: 151 KB, 518x364, quad.png [View same] [iqdb] [saucenao] [google]
701079

I don't get it.
What's the use of those automatic retopo functions when the output still is shit compared to manual work? It barely follows the shapes, has the same density even in really low detail areas and is overall really wonky. In the end you'd still need to retopo it all to get a decent result and to fix sculpting problems on the go you wouldn't need all that new high tech quad stuff and some normal remeshing would be sufficient for that, so what's the fucking use?

>> No.701080

>>700960
Quadriflow is also really slow and gave me lots of problems in some sculptures, I want to uninstall instant meshes but I can't with that now, maybe in a couple of weeks
>What's the use of those automatic retopo functions when the output still is shit compared to manual work?
Optimize to add detail basically, if you want to do animation you should do manual retopo

>> No.701083

>>701079
Strangest face topology I've ever seen, imagine recreating something identical by hand.

>> No.701090

>>701080
>if you want to do animation you should do manual retopo
Shouldn't you do manual retopo in any case because a high density mesh is absolute unnecessary HELL to UVmap?
inb4
>lol just do vertexpaint

>> No.701094

>>700877
Wasn't UDIM support coming in .81?

>> No.701095

>>701094
I thought it was already in 2.8?

>> No.701096

>>701083
If the goal is just to have something that works well enough quickly, which is the point of tools like this, does it matter?
I mean not everything you make is gonna be a serious hero asset that requires the preciseness.

>> No.701099

>>701090
>High density
That's hardly too high density to UV. The loops are still all gonna follow.

>> No.701100

>>701096
then why doing an halfassed autopo in the first place? triangles didn't kill anyone (yet)

>> No.701103

>>701095
They pushed it back for 2.81, now it's in limbo again.

>> No.701106

>>701079
with some kind of explicit marking, like in zremesher, you could potentially (eventually) just define edge loops with bezier splines, input a density factor, then hit a button to get an all-quad mesh ready for skinning

>> No.701158

>>701103
>limbo
2.81 is feature frozen since a couple days. if it is on the list for release in nov it will come (if not well then not)

>> No.701159 [DELETED] 

>>701106
*pole is blocking your way*

>> No.701214

>>701100
>triangles didn't kill anyone
I was told to avoid triangles in retopo if I want to animate.

>> No.701370

>>701214

Triangles don't deform or subdivide nicely. you can use them in areas that won't deform or hide them in crevices that will never be see e.g. inside of nostril, inside of eye socket, inside of mouth under the tongue or dental plate

>> No.701384
File: 68 KB, 1452x593, fax.jpg [View same] [iqdb] [saucenao] [google]
701384

what is the solution to get rid of a pole like this?

i can moove it down to a more middle part of the back, but im too much of a brainlet to understand how to get rid of it completley

>> No.701400

>>701384
if this angle needs to be sharp and there are no lighting artifacts just leave it

>> No.701429

>want to mirror a cube
>apply mirror modifier to cube
>"failed to set value"
>can't mirror cube
what does this mean? what am i doing wrong? sorry if the question is retarded, i'm still learning this program

>> No.701580
File: 145 KB, 1280x720, fuckingshoulders0001-0040.webm [View same] [iqdb] [saucenao] [google]
701580

>animating a walk cycle
>play animation, everything works fine
>render animation, shoulders stay in the same position even though character is swaying side to side
>render a single image, problem is gone

What am I supposed to do? Is there a way to fix this or do I have to manually render individual frames just so the shoulders don't break?

>> No.701592

Is there a search bar for modifiers yet?
I am so sick of navigating the modifier menu.

>> No.701596

>>701592
There aren't that many, you lazy ass.

>> No.701597

>>701596
Shut up retard, if I wanted shitposting I'd ask for shitposting.

>> No.701602

>apparently the Blender search moved away from the space bar

Lolwut, I didn't even notice.
Makes me wonder what other stuff my old settings overrides.

>> No.701653

https://www.youtube.com/watch?v=-nkhXESF0jI&t=6s&has_verified=1

I can't get the collisions to work in 2.8

>> No.701668

Quick question.

If you have a high poly and low poly mesh, do you have to have the high poly uv unwrapped to bake a map, or just the low poly?

>> No.701669

>>701668
Just the low poly.

>> No.701671

>>701669
Thank you

>> No.701673

>>701580
are all modifiers' render visibility on?

>> No.701710

>>701429
Try moving your cube off the pivot point?

>> No.701759

so how come the free tier of octane blender isn't working no more? it keeps telling me my version is outdated but there ain't a new release out

>> No.701781
File: 572 KB, 640x920, 1511686346651.png [View same] [iqdb] [saucenao] [google]
701781

The BlenderToday guy is slacking a bit with his show, it seems.
Last week it didn't work out but said he'd just record it and upload it but nothing came and this week there was just nothing, not even a tweet about it.

>> No.701783

>>701673
it's obviously something like that, visible in viewport but not rendering. But what in the world could cause this?

>> No.701786

>>701781
The money is making them lazy, just like all Patreon fags who suddenly get successful.

>> No.701790

>Find a really cool looking tutorial for Blender 2.8
>It's in spanish
FFS. How about using the industry standard language that is english? https://youtu.be/yWDiowEjB4k

>> No.701791

>>701790
>2019 the year blendlets got into industry standard.

>> No.701792

>>701781
>>701786

He has been in Spain, I think, where the internet is not so good according to him. Just be patient, you can always just read the developers' weekly reports. It is where he gets all of the new information.

>> No.701797
File: 99 KB, 540x564, 1561754870389.jpg [View same] [iqdb] [saucenao] [google]
701797

>>701792
>you can always just read the developers' weekly reports.
Sure but his show kinda grew on me. It's actually quite comfy.
Hope it will be back soon.

>> No.701810

>>701673
Yes, they're all turned on for rendering and turned off for viewport. however I've noticed that if I click on any point in the timeline, it takes the arms an extra moment to catch up with the rest of the body. I'm guessing the render is starting before blender has a chance to finish moving the bones, but I have no idea how to fix that

>> No.701811

>>701810
Also, If I turn off the arm IK, then it only happens to the hand and forearmtwist bones

>> No.701813

>>701811
and lastly, if I delete the IK entirely, the problem is gone, but then of course I have no IK.

>> No.701814

>>701810
are you using any constraints targeting objects outside the armature (empties) that might have their render visibility off? sounds like it's a render visibility thing because of the difference between viewport and render, or a parenting issue either within or outside the armature

>> No.701816

>>701814
No. All constraints are targeted to bones within the armature.

>> No.701818

>>701816
>>701814
>>701813
>>701811
>>701810
>>701673
>>701580

I FIGURED IT OUT

I started deleting constraints until the problem went away. turns out it was caused by a damped track constraint on the clavacle, which I used to have the shoulder move automatically when the arm moves up. once I deleted that, the delay was gone.

So I guess now my question is how do I properly set up a shoulder that automatically moves when the arm moves?

>> No.701819
File: 418 KB, 771x1013, octaneblender.jpg [View same] [iqdb] [saucenao] [google]
701819

>>701759

gahd why is octane for blender so awful? nothing works right and it just looks terrible. everything is super exposed and the highlights are completely blown out. top is octane blender and bottom is octane standalone. how is this okay? oh yeah and the nodegraph changes disappear whenever you go back to blender. I just spent like 5 hours to try and make it work but i think i've already had enough

>> No.701824

>>701819
Because Octane is not meant for Blender.
Of course you're going to get incompatibility issues.

>> No.701828

>>701824
then why do they keep trying to make it work?

>> No.701860
File: 57 KB, 1035x673, dgkmeydkhnmyk.png [View same] [iqdb] [saucenao] [google]
701860

>>700590
How do I merge vertices in the uv/image editor window? Merge at last preferably. I looked it up and I supposedly can drag and drop vertices by enabling snap during transformation. But whenever I enable it, it does nothing but make Grab unusable. Instead of moving the vertex around freely, I can only move it to certain points around the window where there are no vertices.

>> No.701868

>>701860
Snap to vertex instead of increment

>> No.701873

>>701828
There must be enough people willing to sacrifice money to the Blender altar.

>> No.701888
File: 30 KB, 616x1005, 1569295142127.jpg [View same] [iqdb] [saucenao] [google]
701888

can I get some feedback, mainly if the body and face look ok, every thing else I know needs lots of work.

>> No.701891

>>701888
The left upper arm feels like it's attached wrong to me, with the bicep sticking out like that. Otherwise the body seems okay to my untrained eye, except head shape and long neck feels kind of extraterrestrial. Hope that helps.

>> No.701892

>>701888
post lewd

>> No.701895

>>701891
Her left or are left? I will tweak the head and neck some then. Thanks.
>>701892
No, she's a Christian game character.

>> No.701897
File: 136 KB, 646x438, 493x335_bicep.jpg [View same] [iqdb] [saucenao] [google]
701897

>>701895
Her left.

>> No.701898

>>701897
Ok thanks I will try to fix it. Is it the direction that looks wrong?

>> No.701899
File: 10 KB, 300x214, upper-limbs2.jpg [View same] [iqdb] [saucenao] [google]
701899

>>701898
I don't know your workflow or have a very good 3d perspective on her arm so I can't say if angling it better into the socket would "fix" it. But at least the way it is now the shape of the upper arm looks wrong to me.

>> No.701900

>>700590
Let's say I just Start out and spend 8 hours a day learning this stuff, how long would it take to be good enough to get paid for my work? I cant work currently due to a medial condition and thought this could be an interesting career option. I'm 25 btw, so be honest with me. Minimum wage would be okay for me.

>> No.701912

>>700743
cloth sim will let you do this
i've used cloth sim + jigglebones addon in 2.79 for wiggly bits

>> No.701913
File: 51 KB, 600x293, c6cb2a325dd1f88fdc00e1b2758cc93e.jpg [View same] [iqdb] [saucenao] [google]
701913

Forget all the anatomy "experts" here, learn only from the best like Rob Liefeld.

>> No.701938
File: 18 KB, 400x400, I8awknTm_400x400.jpg [View same] [iqdb] [saucenao] [google]
701938

RIP

>> No.701941
File: 128 KB, 454x703, ulipdaB.jpg [View same] [iqdb] [saucenao] [google]
701941

>>701913
It's not a tumor!

>> No.701952
File: 169 KB, 1104x583, bMdx20E.jpg [View same] [iqdb] [saucenao] [google]
701952

>>701913
>Rob Liefeld.
He traced over this picture, it's physically accurate

>> No.701954

>>701952
What a lazy jew.

>> No.701955

>>701952
I dont think it is. Arnie specifically raised the chest + there is an angle in the shot.

>> No.701957

>>701952
You can also see that the upper body is slightly turned towards the camera but that cartoonist placed the shoulders as if it was 100% from the side.
What a stupid shit.

>> No.701959
File: 55 KB, 408x293, captMurica.jpg [View same] [iqdb] [saucenao] [google]
701959

>>701913
Whoever drew in that skeleton had no idea what they where doing, I have the non cartoon variant of a chest like that
and there is inches of beef sitting ontop of the ribcage that is just way deeper than depicted there.


I developed a big ribcage from freediving a lot as a kid, could spend several minutes under water back in the days.
And you'll get that 'shelf' type pecs if you press downward a lot, for me it happened climbing long ladders
and eventually I got fit enough that I could do muscleups and from there it just took off.

Pic related is what's going on in my body if I was to be built as captain there.

>> No.701960

>>701959
>Whoever drew in that skeleton had no idea what they where doing
They actually knew exactly what they were doing -- making fun of that cartoonist.
As stated before, he traced the upper body pose from Arnold with the chest turned but placed the shoulder joint as if the character was shown completely from the side which makes the chest seem bulging out a lot more but in reality it's just slightly angled and the shoulders are totally misplaced.

>> No.701961
File: 2.88 MB, 753x608, turn around.gif [View same] [iqdb] [saucenao] [google]
701961

>>701891
>>701897
>>701899
how is this?

>> No.701962

>>701960
sounds plausible but they still drew in the rib cage as if it was located directly underneath the skin, like it sorta is on a slender guy that has zero bulk.
Which is more unintentionally making fun of themselves since the artist prob palpated himself to arrive at that conclusion.
Just doesn't work like that on a person that have big bulging muscles.

>> No.701981
File: 180 KB, 399x509, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google]
701981

HAPPENING

PABLOMON ABOUT TO DO IT, SHITS GETTING REAL
>Pablo Dobarro wants an initial design for multilayer/channel painting. He will create a design task for that
https://www.blendernation.com/2019/09/24/developer-meeting-notes-september-23-2019/

>> No.701987

Anyone having problems baking their reflections/irradience in Eevee?
I'll press the button to bake, it'll hang for a second, do nothing but say it's taking up 134mb in memory with 0 cubemaps and 0 light volumes.
I don't know what's up. It was working just fine 5 minutes ago. I just went to bake again and it shit the bed. Even closing the program and going back in doesn't fix it.

>> No.701988

>>701981
Blender needs to focus on performance at this point.

>> No.701989

>>701987
Fuck me I'm a retard. Looks like the layer wasn't set to render in the hierarchy.

>> No.701990

>>701988
Doubly so, since Pablo himself pointed to the terrible performance of the viewport. If wonder if he's the one choosing what to work in.

>> No.701993

how to not fuck up geometry?
it's literally impossible for me to unwrap or texture paint now

>> No.701997

>>701988
>Blender needs to focus on performance at this point.
2.81 is already faster than 2.80 in the viewport. they're working on it.
but classic PS style texture layers are needed so much, it's ridiculous how Blender never had them.

>> No.702107

>>701952
the placement of the head is still too far to the left

>> No.702113

>>701938

F

>> No.702117
File: 289 KB, 1280x851, waaaa.jpg [View same] [iqdb] [saucenao] [google]
702117

>>701938
F. I liked the show.

>> No.702118

>>701938
What happened?

>> No.702126

>>701938
F
Still can't believe it

>> No.702127
File: 149 KB, 882x567, 1566964921518.jpg [View same] [iqdb] [saucenao] [google]
702127

>>701938
F

>> No.702144

>>701938
???

>> No.702147

>>701938
rip in peace sweet prince.

>> No.702152

>>701938
F

>> No.702153

>set up hair system on character
>computer freezes trying to do a render
thanks blender

>> No.702155

>>702153
Whatever you do, wherever you do it, in any software:
1. Save often
2. More often
3. I said more often

Everything can and will inevitably crash at some point.

>> No.702156

>>702155
The problem isn't lost data. The problem is I can't render out this fucking character I made.

>> No.702157

>>702156
I assume your computer is above min specs, no defects when doing other 3d stuff / benchmarks, has up to date drivers and the ventilation isn't filled with dust?

>> No.702158

>>702157
Yeah. It takes mere seconds to initialize in the viewport but in the final render it freezes. No subdiv on the character or anything. Starting to piss me off. Right now I'm just waiting to see if it starts rendering at all, I'm up to like 4 minutes so far.

>> No.702160

>>702158
Can't help you then.
All i can say if it was a common problem people would've already complained or even fixed it.

So it seems it's something specific to your scene / pc.

Hair works for me.

If you're running out of memory.
Then you could add (on windows) virtual memory through paging. (or whatever it's called I'm not using windows in english)

Or you just added too much hair so it just takes long on your hardware specs to compute.

>> No.702173

Does anyone have a working link for Flip Fluids for Blender 2.8?

>> No.702174

Wonderful, it takes a full hour for blender to initialize a render with some rudimentary particle hair set up. that's a really fun thing to figure out after I've spent two days redoing all the hairs for some of my characters. Piece of shit.

>> No.702176

>>702174
post your setup and a screenshot

>> No.702177

>>702174
>it takes a full hour for blender to initialize a render with some rudimentary particle hair set up.
Either it's not rudimentary, or your system specs are shit.

Just made a sphere, 1.000.000 hairs in particle system, took ~5sek to set up in viewport.
Total render time: 27 seconds.

and 1.000.000 is more than you should usually use, by far.

>> No.702178

>>702174
You can maybe export the curves to other software and convert them to whatever is needed by the grooming plugin you choose.

>> No.702179

>>702177
disabled hair dynamics and rendered again in 6 seconds.

>> No.702181

>>702176
>>702177
>>702178
Gimmie a jiffy, I'm gonna experiment with some shit. I got 8 gigs of RAM which I surmise to be the problem. It slows to a crawl when calculating "BVHs".

I'm gonna try messing around with settings and if that doesn't work, convert the hair to a mesh and see if that improves anything. Again it takes like 4 seconds to initialize in the viewport, I really don't understand why it's doing this.

>> No.702182

Alright. It turns out my settings in the particles menu was fucked up. I had it set on far too many subdivisions. Sorry guys, I get hotheaded for no reason. I appreciate you trying to help.

>> No.702192

>>702181
>calculating "BVHs".
The bane of my existence. You could optimize the scene as much as possible and it'll still take 5 mins to calculate that shit for a static fucking scene.
Frame takes all of 30s to render but 10mins to calculate the shit. I swear it used to be more optimized than it is now.

>> No.702200

How do you relax quads in blender like i see them do in the flipped normals retopo video in maya?
im assuming theres a way, even by plugin?

>> No.702202

>>702200
w then x in edit mode, I don't know if there is a way to do it like in maya but that would be nice.

>> No.702206
File: 509 KB, 733x533, Untitled.png [View same] [iqdb] [saucenao] [google]
702206

I'm pretty new to Blender and I was going over a mesh I'm working on and have been noticing a few of these weird retard vertices/edges popping up. Does anyone know what they are exactly and if there's a quick way of fixing them?

>> No.702207

>>702206
in edit mode hit ctrl + n to make Make Normals Consistent, that 's most likely whats wrong.

>> No.702209

>>702207
Got it. In the end I had to use Smoothen Vectors but you got me on the right track. Thanks for the help.

>> No.702210

>>702207
shift + n*

>> No.702212
File: 193 KB, 500x479, 1495908148977.png [View same] [iqdb] [saucenao] [google]
702212

>>701938

F2

>> No.702220
File: 299 KB, 547x414, 2019-09-26-1569482213_547x414_.png [View same] [iqdb] [saucenao] [google]
702220

people do not fucking get the purpose of eevee

>> No.702225

>>702158
Which version are you on and if your on 2.79 have you tried 2.8 and if your on 2.8 have you tried it on 2.81 and if your on 2.81 have you tried it on 2.8?

>> No.702226

>>702202
I have default hotkeys and for me
W = the circle selection and x = delete so if your not memeing me, what tools am I looking for so I can just search for them? Nothing comes up looking for relax

>> No.702230

Guys, I'm tired of blender.
v.
redd.
it/
wfjo0ka5sko31/
DASH_480
I'm trying to make a proper simulation. Colors are: red is slow, green is a middle, blue is the fast speed. It looks like it works, but it doesn't. Any thoughts? I'm about to delete this project to be honest. https://www.youtube.com/watch?v=iY-qhcoKJcc I'm trying to make like this now, but this blender doesn't work. Particles in volume don't work, wind doesn't work.

>> No.702232

>>702230
Remove all the enters in the first link. It wasn't posted because of spam protection.

>> No.702238
File: 45 KB, 1027x572, dfghj.png [View same] [iqdb] [saucenao] [google]
702238

Why are they moving all together at once, not each on its own? This is a separated array, not a one object.

>> No.702241

>>702225
I figured it out. It was under the render tab in particle settings. I had set the line subdivisions to something excessively high accidentally.

>> No.702245
File: 102 KB, 424x321, 152984729857.jpg [View same] [iqdb] [saucenao] [google]
702245

>>701938
F

>> No.702259

>>702226
w then x is relax shortcut in blender 2.79 I guess you are using 2.8 and they changed it, sorry I don't know what it is in 2.8.

>> No.702260

The Power of Blender
https://www.youtube.com/watch?v=pfbrZShnvSg

Mayans BTFO

>> No.702280

>>700663
Im pretty sure Anno sketched the poses when he prepared the storyboard with pen and paper, and the animators are slaving away to digitize it right now.

>> No.702282

>>702260
We have a stable income.

>> No.702289

Why is blender driving up my CPU into oblivion when I just move a simple cube around?
This is on mac with 2.8

>> No.702292
File: 8 KB, 210x259, 1279841892422.jpg [View same] [iqdb] [saucenao] [google]
702292

>>702289
>This is on mac

>> No.702293

>>702289
Y'answered your own question

>> No.702314

>>700663
the 3DCG looked like shit in the first three movies and they were paying for 3ds max; now it'll look like shit for free

>> No.702320
File: 216 KB, 2048x2048, untitled.jpg [View same] [iqdb] [saucenao] [google]
702320

achieved with blender 2.79

>> No.702356

>>702320
why is your testicle so angry?

>> No.702362

>>702292
>>702293
I have never been so burned by an online forum

>> No.702387

>>702356
I can make him angrier

>> No.702450
File: 25 KB, 287x373, 1531592268159.jpg [View same] [iqdb] [saucenao] [google]
702450

I really like where this is going

https://twitter.com/pablodp606/status/1177352630710001664

>> No.702455
File: 28 KB, 600x636, ac3.jpg [View same] [iqdb] [saucenao] [google]
702455

>>702450
being able to sculpt >12M tris on my machine will be wellcome always but, people are asking in twitter for back face oclusion too, couldn't that cause problems with some brushes like grab? maybe enabled in some brushes and disabled in others ....

>> No.702468

>>702455
>like grab
also inflate, pose, the new meshfilter, rotate transform and scale maybe the masks too

>> No.702484

>>702455
At this point I'm entirely sure the pablomon knows what he is doing.
It's amazing that an actual artist is helping with programming (especially cool how he got into Blender dev mostly because he wanted tools for his personal workflow that weren't there yet).
I know there are also some other artists in the Blender house but I mostly focus on the sculpting stuff because that's what I'm mostly interested in.

Actual artists working on the application is for example something GIMP apparently lacks. Fuck that garbage. Glad that Krita can do most of 2D stuff and it is really really good already.

>> No.702486

>>702484
>an actual artist
He's a software developer first, sort-of-an-artist second. (Translating concept art into 3D without creative additions doesn't count as art, Johnny.)

>> No.702492
File: 496 KB, 1920x2484, pablo-dobarro-render.jpg [View same] [iqdb] [saucenao] [google]
702492

>>702486
OH.
You're right. Thought those were his designs but yeah, bit of a bummer.

>> No.702494

>>702492
These heavily stylized characters combined with "realistic" surfacing/lighting will never look good.

>> No.702497

>>702494
True.
But actual anime style with those triangle nose peaks looks even worse in PBR.

>> No.702499

>>702497
Also, things get really really disgusting when they overstylize BUT also use super realistic skin textures with pores and all and some skin blemishes mixed in for realism. WHY.

>> No.702500

>>702484
he just added adaptativity to the remesh, now instead of a full mesh with se same density it increases in the areas that need it
https://developer.blender.org/rBc372318165cd56e9c09eb5792714d9efd98ff265

>> No.702505
File: 128 KB, 239x372, pleasant.png [View same] [iqdb] [saucenao] [google]
702505

>>702500
very nice

>> No.702511

>>702455
>>702468
>Not visible geometry can receive updates if the tool requires it, but it will only update the GPU data when it enters the view.

>> No.702588

How to make that one particle drags other particles? Like viscosity.

>> No.702595

lol
https://twitter.com/min48364187/status/1177870911971573760

>> No.702597

whats so funny retard

>> No.702600

>>702597
>being so new that you don't even know how to reply

>> No.702606

I asked what so funny retard

>> No.702614

>>702606
Get lost.

>> No.702641
File: 702 KB, 939x1022, blenderoctanecomparison.jpg [View same] [iqdb] [saucenao] [google]
702641

>>701819
you know what, I went back to play around with it some more and I think I was wrong to dismiss it. this is another comparison shot where I tried my best to match the settings of octane blender and standalone. if you were to adjust the contrast/brightness a bit in post the results are very much comparable.

I'd really recommend you guys try it out, it's free afterall
https://render.otoy.com/forum/viewtopic.php?f=7&t=72241

just make sure to turn off importance sampling in your texture environment node, and turn off any kind of color management in the render settings (including "display device", set it to none)

>> No.702743

Is it possible to blend a shapekey by a specified axis only? I want to reduce the x stretch a bit, and it seems like the sort of thing someone would have made a script for already.

>> No.702746

>>702641
Iv never used Octane, does it use the same kind of shader system, like can I apply materials the same way I'm used to with the bdsf?
Ples be kind I'm a blendlet

>> No.702753

>>702746
it uses its own node and shader system which may takes some time to get used to. it's not a large learning curve though

>> No.702759

>>702641

Looks like a color space issue.

>> No.702775

What is a mid-range CPU value wise that would help me start modelling in blender? I have a shitty 2200g apu paired with an rx-580, but I'm not sure what to upgrade to

>> No.702776

>>702775
Modeling in Blender is slow even with top of the range CPUs. You need to wait until the devs solve the issues affecting Blender's performance, or simply use a different DCC software. Good modeling programs (like Maya, Max, or Modo) should work reasonably well, for basic modeling, even on current entry-level CPUs.

>> No.702796
File: 120 KB, 1000x1220, gap.jpg [View same] [iqdb] [saucenao] [google]
702796

I'm trying to use the mirror modifier, but it comes out like this. Wat do?

>> No.702805

>>702796
Nevermind, fixed it.

>> No.702818
File: 15 KB, 554x433, 1282175808399.png [View same] [iqdb] [saucenao] [google]
702818

>>701938
Will miss him

F

>> No.702831

>>701938
S

>> No.702834

>>702831
this

>> No.702841
File: 670 KB, 1057x688, Screenshot_20190930_131324.png [View same] [iqdb] [saucenao] [google]
702841

I'm new to hard surface stuff and high-poly in general. How do I make these pipes keep their shape when subdividing?

>> No.702844

>>702841
if you are wanting to stop that weird bowing effect at the ends of long runs of pipe you need to add in a second edge loop just before and possibly after connecting to the corner piece.

This is the same for any edge you want to retain shape when doing hard surface modeling.

>> No.702846

>>702844
That worked, thanks.

>> No.702903

>>702831
>>702834
Why?

>> No.702904
File: 52 KB, 492x509, aaaaaaaaaaaaaaaaaaaaaaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google]
702904

>The Pose Brush automatically generates a chain of bones of any length through the volume of the sculpt. You can pose it by moving the IK target with the brush. No rigs, masks or any initial setup required.

https://twitter.com/pablodp606/status/1178410627691401217

>> No.702906
File: 790 KB, 640x360, Pose Brush Inverse Kinematics - - The Pose Brush automatically generates a chain of bones .webm [View same] [iqdb] [saucenao] [google]
702906

>>702904

>> No.702907
File: 810 KB, 640x360, Dash Ratio and Dash Length brush properties - Useful for drawing dashed lines in texture paint or stitches in sculpt mode. -.webm [View same] [iqdb] [saucenao] [google]
702907

>>702904
and Dash Ratio and Dash Length brush properties
Useful for drawing dashed lines in texture paint or stitches in sculpt mode.

>> No.702920

>>702907
>>702906
>>702904
don't want to talk down the achievements of the other devs so far, especially with all the non stop bugfixing and general development but what that guy does for blender as a whole is really a huge thing if you think about it. getting things to run is incredibly important but behind the scenes stuff which most people on the internet not really care about. his new sculpting tools though are currently creating quite a buzz about blender online. it's something really visually in your face than just stating some things that got changed in the program.

>> No.702949

>>702920
i think the crazy thing is that this is happening in real time
like every week hes adding something new and cool and showing a video of it

>> No.702951

Pablo said he will upload next Blender Today. Where is it??? Is the internet really so slow that it takes an entire day to upload a video.

>> No.702958

>>702776
No it's not.
Sculpting is, sure. Much slower than zbrush. But modeling is much faster than in 3ds and Maya. I can't speak on c4d or Houdini.

>> No.703012
File: 46 KB, 337x317, 143742753876554.jpg [View same] [iqdb] [saucenao] [google]
703012

>>702951
>said he will upload next Blender Today. Where is it???
He said this also literally over 3 weeks ago.
Usually he was really active, did his best to make that show and communicated a lot over Twitter, especially if it wasn't possible to stream.
Suddenly he barely twitters for weeks and no new shows. He says the place he's (or apparently has been for weeks) has a shitty connection but come the fuck on. What's wrong with saying you're taking a month off, especially if the net is shit over there instead of dropping one tweet every 2 weeks saying you will upload a podcast only to not doing it again at the end.

Kinda seems like it became a chore for him and he just really doesn't care anymore about it as much as he did in the beginning.

>> No.703015

>>702958
I wish they'd just take Sculptris and make Blender sculpting behave exactly like it.
It's so absurdly buttery smooth and quick compared to Blender.

>> No.703017
File: 35 KB, 709x358, 2019-10-01-1569953155_709x358_.png [View same] [iqdb] [saucenao] [google]
703017

>>703012

>> No.703066

Oh hey, he's alive
https://www.youtube.com/watch?v=hKWobe_70RE

>> No.703067

>>703012
RIP he coulda just said he was burnt out or some shit.

>> No.703068

>>703066
Literally as I was just loosing hope on the guy.

>> No.703074

favourte fag fired shots at dr price
https://www.youtube.com/watch?v=_0mFLJG_Cyo

>> No.703082

>>703074
Honestly I've been enjoying the quick cynicism from CGMatter more than anyone right now.

>> No.703093

>>703066
What's that flag in the back?

>> No.703097

>>703066
I suspect this dude might be gay

>> No.703102
File: 49 KB, 243x134, firefox_NRIgw2DXJm.png [View same] [iqdb] [saucenao] [google]
703102

>>703074
Punished Andrew

>>703097
I suspect you might be gay

>> No.703103

>>703093
Amsterdam's flag

>> No.703104

>>703074
To be fair, you won't make any money on a single one minute tutorial.

>> No.703111

>>703097
>>703102
I hope you both are gay

>> No.703120

>>703102
>in the end, the donuts get you.
>they always do.

>> No.703139
File: 320 KB, 1080x1080, 1496711181293.jpg [View same] [iqdb] [saucenao] [google]
703139

>>703102
>never had a beard before
How can you be around 30 and never had a beard in your life at some point?

>> No.703174

>>703139
Dunno. Mine always comes in as a mix of blonde and brown, so it looks like there's empty spots and the beard always looks super spotty and fucking stupid. So I just opt not to have one.

>> No.703190

I have finally made an animation in blender and let it render over the day, but I somehow paused the rendering prosess on the last frames and realized that I don’t know how to save the animation. Help me :^ )

>> No.703207
File: 281 KB, 282x167, 1556571512739.gif [View same] [iqdb] [saucenao] [google]
703207

>>703102
>>703174
>pubes beard

>> No.703219

>>703190
Always render animations as an image sequence (choose png as output, but click render animation instead of render image). This lets you pick back up from where you started if the render fails.

>> No.703227

>>703102
ngl I'd fuck Andrew with a beard

>> No.703231

>>703190
you still can find unfinished render in output folder you chosen in render settings

if you want to continue, either start from frame 0 or start render from last frame of saved sequence and then connect two clips

always make sure your computer set to high performance settings and never goes sleep to avoid such stuff. just turn off monitor and go sleep, your pc can run 150 days without restart

>> No.703233

>>703102
He looks like Simon Cowell's weird brother if you just look at the thumbnail.

>> No.703247
File: 180 KB, 607x911, cloud3.jpg [View same] [iqdb] [saucenao] [google]
703247

When I try to bake normals I get this weird gem-like pattern that resembles nothing like high poly mesh. It's obvious I must be messing something but I have no idea what. May I have any advice?

>> No.703254

>>703247
Increase your ray distance, or try to get your low poly closer to the high poly. Maybe by adding a subsurf set to simple, and a shrinkwrap, then turning them off once you're done baking.

>> No.703348
File: 62 KB, 664x699, f009fe33dd[1].jpg [View same] [iqdb] [saucenao] [google]
703348

Is there a way to impress topology from an underlying mesh onto a shrinkwrapped object?

>>703247
Here's what your interesting error looks like on a sphere, lazily unwrapped. It's kind of nice.

>> No.703356

Those flippednormals guys are making tutorials when they don't even fully understand the program top kek

>> No.703358

>>703356
it's hilarious since you can really read the teeth-grinding between the lines.
by now, blender tutorials get a ton more views than those for comparable industry standard applications so it's pretty obvious they jump on the train to get some sweet ad-bucks from all those views.

>> No.703377

>>703358
>it's hilarious since you can really read the teeth-grinding between the lines.
??? I don't see any of that.

>> No.703379
File: 620 KB, 400x225, giphy.gif [View same] [iqdb] [saucenao] [google]
703379

>>703356
>better turn off the cavity map in the viewport while you are sculpting

>> No.703401

>>703356
It's funny to watch them flop around to be honest. At least they're more "credible" than watching the doughnut guru.
The best part is all the people seething in the comments about how they're apparently a "blender channel" now.

One of the other vids they recently did going over their basic setup/options for Blender was pretty funny though. Mostly just because I had everything set up like that on my own for months.

>> No.703405
File: 2.44 MB, 2000x1500, mainpiclow.png [View same] [iqdb] [saucenao] [google]
703405

idk if i posted it last bread but i finished the bowsette model lmao
also made my own eevee shaders for it

>> No.703411

>>703097
you can never tell with that faggy castilian lisp
same with south carolinians

>> No.703441

>>703411
you never know with Argentinians really, they are the gay version of the Italians

>> No.703443

>703405
Yikes, indeed.

>> No.703453
File: 39 KB, 1085x512, BakingNormals.jpg [View same] [iqdb] [saucenao] [google]
703453

I have two identical models with different UV layouts, when I bake the normals from original (left) to the other model (right), the normal map just comes out as smooth and flat without any of the detail, the normal map strength is cranked up to 5-fold and there's still barely any detail and the folds are gone.

How do you bake 1:1 normals from one model to another? To clarify I'm not trying to bake from high poly to low poly, I just need to make a normal map texture from a model that consists of complicated procedural node setups.

>> No.703474

>>703453
If you have a displacement map you could subdivide the model on the left and use that to bake, but afaik normal maps aren't factored when baking models, so what you're trying to do doesn't really work.

>> No.703484
File: 1.21 MB, 1920x1080, shittyalien.png [View same] [iqdb] [saucenao] [google]
703484

Hey I tried sculpting and made this what are the most glaring issues with it?

>> No.703486

>>703484
The anatomy in general is pretty rough, learn anatomy and keep looking at reference images while sculpting.

>> No.703491 [DELETED] 

>>703453
If they're completely identical, use the data transfer modifier. Faces, normals, and choose topology.

>> No.703495
File: 110 KB, 1044x806, IMG_20191004_110414.jpg [View same] [iqdb] [saucenao] [google]
703495

△41469

>> No.703499

>>703486
cheers for the advice

>> No.703511

>>703411
Been living in SC for like 7 years now. Never heard anyone sound like that.
Then again, I'm stuck in the shithole that is Myrtle Beach, so maybe that has something to do with it.

>> No.703512

>>703495
post pantsu

>> No.703527
File: 44 KB, 210x118, firefox_dI2Tl2kykN.png [View same] [iqdb] [saucenao] [google]
703527

>>703102
It's like watching a person slide into depression and alcohol abuse.

>> No.703528

>>703495
Are you muuubu or just reposting?

>> No.703541

>>703527
kek

>> No.703551

>>703528
Reposting. Thought people here may like to see the topo.

>> No.703603

>>703527
Why is he doing these beginner tutorials AGAIN?

>> No.703606

>>703603
Blender UI changed. New people are trying Blender. Not to mention that the previous tutorial is fairly obsolete.

>> No.703612

Several related questions:
How do you start character animation in blender? What a pretty standard workflow? There's a million tutorials on everything else but never this unless it's a walk cycle for a video game.
Like do you block out the position first, then the main poses then the frames in between? Or do you do it all in order or what?
I also have a problem where I can get every individual frame to look right, but they end up feeling disjointed and very amateurish. I assume this is something that really only comes with practice, but is there a better way to practice than just banging my head against a wall making sub par animations until I magically get better? I'm looking for ways to practice effectively, not magic bullets to instantly make my animation good.

>> No.703624

Why can't I see the mask in blender 2.8.1? It's enabled in viewport overly. The box hide isn't working either. Are these bugs or am I missing something?

>> No.703626

>>703624
seems to be something to do with my shape keys. If I delete them all it works

>> No.703641

>>703603
Easy, low-hanging fruit. And most likely because he's not actually all that good to begin with, and can't actually do much more than average-level modelling.

>> No.703645

>>703641
Do you know a better Blender tutorial source? Please.

>> No.703653

>>703645
to beginners?
https://cloud.blender.org/p/blender-fundamentals/

>> No.703675
File: 48 KB, 588x364, wheel.png [View same] [iqdb] [saucenao] [google]
703675

Hi I'm a noob anyways what did I do wrong here??

>> No.703676

Is there a way to depress an object with another without sculpting it?

>>703675
I think you have duplicate mesh. See if removing doubles gets rid of that fuzziness, and then fix the normals.

>> No.703677
File: 79 KB, 564x596, ludi ship.png [View same] [iqdb] [saucenao] [google]
703677

>>703676
Oh oops you're right. I was kinda rushing these because I got frustrated. Thanks.

>> No.703691

In texture paint in 2.79, is there a way to draw on the edge of an object inwards? I'd like to make a border.

>> No.703695

>>703653
Yes, thank you.

>> No.703731
File: 724 KB, 2160x1282, ugly reflections.jpg [View same] [iqdb] [saucenao] [google]
703731

I have a question about eevee, I like the renders i'm getting but there's always some weird noise in the reflections/light diffuse, I realize eevee is most suited for animation and I'm definitely going to use cycles for still images, but that noise still annoys me.
How do I fix it? There's some secret setting I didn't turn on? Do I need to render in a higher resolution and then re scale it? I've tried to up the samples, but without any results.
I've made a comparison render showing what I'm talking about.
I've set up everything in eevee first and then switched to cycles and pressed F12 right way

>> No.703733

>>703527
Now before starting the tutorial he sees videos of other artists roasting him for making unnecessary number of tutorials on YouTube.
He looks dead inside.

>> No.703736
File: 549 KB, 1352x858, test.png [View same] [iqdb] [saucenao] [google]
703736

Noob here, using 2.8 and eevee. How do I set up individual/selective lights for every object. For example:
I have two objects - a sphere and a cube. I want one light source for the sphere and another light source for the cube BUT I dont want the sphere's light source to lit (light?) the cube and vice-versa - I don't want cube's light source to lit (light) the sphere BUT I want their shadows to work normally, like a single shadow for each object - overlapping each other.
How should I proceed? I can't find a reliable toot online.

>> No.703740

>>703612
the fundamental workflow of character animation is the same whether you're doing low res pixel art or actually drawing or 3d modeling. Make keyframes that look good and work from there. And the same rules for making those video game walk cycles look good apply to everything else too. Also learn anatomy and look at references

>> No.703741

>>703736
It's probably easier to render each one in a different pass and just composite them together.

>> No.703744

>>703741
Can you give please a quick rundown of doing that.

>> No.703756
File: 550 KB, 1500x1500, ugly.jpg [View same] [iqdb] [saucenao] [google]
703756

How do I texture something made with the subsurf modifier? Do I apply it then UV unwrap or do I unwrap the base mesh?

>> No.703758

>>703756
Unwrap the base mesh.
No one would want to deal with all these vertices of a subdivided model in UV space.

>> No.703759

>>703756
Unwrap before subdividing, it will save you time. In fact, keep it all non-destructive: subdivide only for export/render.

>> No.703766
File: 593 KB, 1500x1500, whatislighting.jpg [View same] [iqdb] [saucenao] [google]
703766

>>703758
>>703759
Thank you anons, it looks a little bit better now

>> No.703767

>>703756
>>703766
There's also a UV modifier and also a decal projector thing (I forget what it's called but it projects a flat map onto a spot on your model, for details) if you want to be MAXIMUM NON-DESTRUCTIVE MODIFIER BASED AUTISM

But it's fiddly but I mean welcome to modifier based modeling

>> No.703768

Is it possible to have a viewport in weight paint mode side-by-side with a viewport in pose mode?

>> No.703770

>>703767
Are you okay, anon?

>> No.703775

>>703768
sure

>> No.703776

>>703766
neat

>> No.703778

>>703775
How? Whenever I change mode the other viewports switch to that mode as well.

>> No.703787
File: 1.87 MB, 1080x1920, lamp cycles renderfull clean.png [View same] [iqdb] [saucenao] [google]
703787

Just got back into 3D modelling after a 10 year hiatus. Never was an expert in it to begin with though.

So I'm having some trouble with cycles in blender. I always have to de-noise my scene in another program after each render. I already have the samples cranked way up to 1,000. I also have another question, What the fuck are cycles exactly, why do they take forever to render over the default blender render, and why would anyone ever use them?

The render is from blender 2.79, I wanted to try out a simple scene to see how cycles worked. This is post de-noising.

>> No.703788
File: 2.43 MB, 1080x1920, lamp cycles renderfull.png [View same] [iqdb] [saucenao] [google]
703788

>>703787
This one is fresh out of blender.

is the answer just to crank samples up to the moon and just let my GPU fry for hours?

>> No.703790

>>703787
Cycles is a non-realtime renderer. It gets tons of advanced lighting shit, light can bounce off of an object onto another and tint that object with the color it bounced from, it can bounce thousands of times if you make it so in the settings. Cycles is for final renders, blender render or its replacement Eevee are fast realtime renderers made for viewing while working. Turn on the denoiser, should be under the icon that looks like a stack of photos.

>> No.703793
File: 947 KB, 1080x1920, lamp cycles renderfull denoise.png [View same] [iqdb] [saucenao] [google]
703793

>>703790
thanks. That helped alot. 200 samples on this one while not perfect makes a hell of a difference in time when I'm just doing simple render scenes like this compared to the 1,000 samples + third party denoising.

I'll also keep that stuff in mind. I was trying to make the lampshade look like it's passing light through. Apparently the only way to do this is with cycles.

>> No.703797

>>703793
If you want light to pass through, I think you could use a checker texture as your pattern for the less transmissive fabric and the spaces between it, route that into a transparent shader with a black-white color ramp to set the transparent-opaque peak intensity and dropoff, then mix that with your final shader to get one that looks like fabric with light shining through.

>> No.703800
File: 52 KB, 448x500, 1562128110243.jpg [View same] [iqdb] [saucenao] [google]
703800

>>703778
>>703768
oh fuck, I could have sworn this is possible but you're right, apparently it isn't which sucks

>> No.703809

Where the fuck do I change the clipping setting in the viewport. Everyone says it's N button, that does fucking nothing. Everyone says it's in the view menu, my view menu doesn't have the clipping in it. Where the fuck do I find this. God damn it I hate learning new software

>> No.703810

>>703809
Press N, click the View tab on the new sidebar that pops up, change the clip start there.

>> No.703811

>>703810
>Press N
That does nothing anon. I'm on an industry compatible mode because apparently that's easier for people coming from other software. What menu is that N button supposed to bring up and how do I get there?

>> No.703813

>>703811
At the top of your 3D viewport, click View / Sidebar.

>> No.703814
File: 62 KB, 1411x444, Clipboard01.jpg [View same] [iqdb] [saucenao] [google]
703814

>>703813
Are you people fucking with me or something. It brought up that menu on the right, there is no clipping to define here. Maybe it's a new update or something, I don't know.

>> No.703816
File: 76 KB, 389x409, blind ass nigga.png [View same] [iqdb] [saucenao] [google]
703816

>>703814
I'm using the official 2.80 release on the website, not any of the nightly or custom builds, so I don't know what it is you're not seeing here.

>> No.703817
File: 5 KB, 168x151, Clipboard01.jpg [View same] [iqdb] [saucenao] [google]
703817

>>703814
Oh for fucks sake, I've found it now, there was another menu there, it's in the view side tab. Thanks anons

>> No.703818
File: 38 KB, 227x869, Clipboard01.jpg [View same] [iqdb] [saucenao] [google]
703818

>>703816
Yep just found it. What got me confused is everywhere I looked I saw this menu. Which is clearly not present anymore. But I guess they just moved shit to tabs

>> No.703867
File: 135 KB, 690x388, remesh.jpg [View same] [iqdb] [saucenao] [google]
703867

It's out. No more suffering. Blender finally has top of the line remeshing.

>> No.703868

>>703867
Where is it out exactly, anon? Can't find.

>> No.703869

>>703868
https://exoside.com/quadremesher/

>> No.703870

>>703869
Oh it's shilling, ok.

>> No.703872

>>703800
It's okay, I found out it's possible to rotate bones in weight paint mode which is even better in my opinion.

>> No.703875

>>701959
nice vlog

>> No.703877

>>703870
Get a load of this guy.

>> No.703883

>>703872
that's cool. best wishes and have fun.

>> No.703894
File: 335 KB, 1218x737, dafuq.png [View same] [iqdb] [saucenao] [google]
703894

>>703867
>top of the line remeshing.
can't even keep flat areas flat in their own examples, literally unusable.

>> No.703896

>>703894
>>703867
also noticed the license, $110 for just remeshing. literally lul.
that's like 1/9th of ZBrush's price, which offers multiple (assumably better) remesh options on the side of what it already does professionally.

If it didn't had that fucked up notch, which is a big red flag that means you have to inspect all of your model and possible do manual corrections afterwards, i might pick something like this up for at most $20.
But it does that fuckup so it's a big: no fucking thank you.

>> No.703905
File: 9 KB, 276x150, screenshot_20191008-001913_4480x1440.png [View same] [iqdb] [saucenao] [google]
703905

why there's no shader to rgb?

>> No.703906

>>703905
what would that even do?
Give you the base texture?

Shader defines how the surface reacts to light and your viewing angle, meaning it's dynamic and dependent on the scene.

I know from 3dsmax you could bake lighting information into the texture - like generate a lightmap and combine it with the albedo to get a static baked lit object if you will.


I only jumped onto blender since the 2.8 update so I'm not yet sure if there's something like this in blender. Although i still think you mean something else that i just can't make sense of yet.

>> No.703908

>>703906
i'm just following
https://www.youtube.com/watch?v=t91X4eukZY4

>> No.703912
File: 23 KB, 282x179, rgb.png [View same] [iqdb] [saucenao] [google]
703912

>>703908
just tried it, shows up for me.
Using the regular stable build from the website: 2.80 (2.80.75 in the bottom right corner of blender)

>> No.703913

>>703912
i've tried on 2.80.74 and 2.81.14, both of them doesn't have it

>> No.703914

>>703913
just scrolled through the youtube comments a bit, to see if someone else was having the same issue as you have:

>You must be using the Eevee Engine to Use it.
>The title says Eevee

Anon, you're using cycles, aren't you?

>> No.703915

>>703914
it's true thanks anon i'm dumb

>> No.703922

Fresh bread: >>703920

>> No.704027

>>703896
>that's like 1/9th of ZBrush's price, which offers multiple (assumably better) remesh options
The author of Quad Remesher is the guy who wrote the remeshing algorithm for ZBrush. This is a newer, improved version of that algorithm.

>> No.704421

>>703405
where to get it?

>> No.704531
File: 521 KB, 580x874, file.png [View same] [iqdb] [saucenao] [google]
704531

>>704421
https://www.patreon.com/Yikes_Art
available to anyone who pledges 10 dollars or more
im considering putting it up on gumroad or somewhere as well for just 5 bucks

sorry about repost, forgot i changed the url

>> No.704549

>>704531
cool, you should do a wendy o koopa someday

>> No.704608

>>704549
hey if you wanna commission me for it I'll do it immediately

>> No.704640

For some reason generated texture coordinates won't work on one of my meshes but it works on the others in the same file. How do I fix it?