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/3/ - 3DCG


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File: 2.05 MB, 2000x1125, f1d7bc53d72091ceda1b8ca866e9f3eb15426a05.jpg [View same] [iqdb] [saucenao] [google]
706591 No.706591 [Reply] [Original]

Previous thread: >>703920

>> No.706592

today was the first day of the blender conference btw.
https://www.youtube.com/user/BlenderFoundation

>> No.706602

Is there a process in Blender to convert polygon hair to strand hair?

>> No.706609

>>706602
You mean particle hair? I only know the other way around.

>> No.706617
File: 153 KB, 1300x866, 1561082338895.jpg [View same] [iqdb] [saucenao] [google]
706617

how does library linking work in 2.8?
i've got a character with the rig and meshes in a collection in its own .blend, link the collection into a scene .blend, make a proxy for the rig, but there's all kinds of bugs with the viewport/render visibility drivers for clothing and etc.

>> No.706618

>>706592
Volunteer here, the con is good. People seem to know each other better than Playgrounds Festival which is better.

>> No.706623

>>706617
the system is broken. Forget linking rigs n stuff.
Wait for Blender 2.81 and pray.

>> No.706624

>>706618
you guys seem to do a great job from what I can tell over the stream. the camera work is spot on, great sound quality too and the big display wall is also breddy nice.
I really liked how the crowd welcomed pablo btw. was kinda cute.

>> No.706641

>>706617
>how does library linking work in 2.8?
it doesn't
If you ignore the collection system and link objects directly it seems to be less buggy, but it's still a huge mess. Modifiers break, drivers occasionally don't work correctly or crash your blender, etc. It's not ideal.

>> No.706642

>>706623
>Wait for Blender 2.81 and pray.
LOL that's all you can do with this amateur app developed by hobby nerds

>> No.706644

>>706618
tell ton to fix library linking

>> No.706691

Is there a way to make GLSL shaders from a game usable in Blender, preferably Eevee? They come in .vsh/.fsh pairs.

>> No.706703

Yo, Blacklight Shader guy here, the shader is finished (couldn't get it to work properly with Cycles), and I'm looking to put together some examples of how the shader can be used.
What would be some good ideas to showcase applications for it? What would you use a blacklight shader for artistically?

Here's some ideas I have already.
I'm thinking of having a wall that looks normal under regular light, but has all sorts of glowy graffiti under the UV light.
Anon's nice and clean room that turns into a semen-ridden nightmare under the light. Maybe throw some posters in there as well .
Then maybe an animation of the light passing over an object in regular light to show you can do that thing with a handheld blacklight. With fingerprints or something showing only near the blacklight.

Is there anything else that you guys might use it for? I mean generally the use-case is probably just going to be people using it to make glowy neon stuff without touching any of the extra features, but it could be used for other things as well.

>> No.706705

>>706703
Blacklight tattoos are cool and edgy

>> No.706706

>>706642
It's an entry level software, so as long as you keep everything simple (i.e. cartoony characters with a blurred out background), blender will be more than enough. As a bonus it'll be the fastest one as well. But god forbid you'll start doing big boy stuff like proper UV unwrap, texturing, rigging or animating. You'll either get burned out or go batshit crazy.

>> No.706711

>>706624
Ya Pablo is like quite cute, ngl.

>> No.706723
File: 2.66 MB, 4032x3024, 20191025_110040.jpg [View same] [iqdb] [saucenao] [google]
706723

What should I say?

>> No.706742
File: 13 KB, 506x177, 2019-10-25-1572009255_506x177_.png [View same] [iqdb] [saucenao] [google]
706742

the absolute madpokeman

>> No.706744

>>706723
The classic: Calling everyone a faggot, then banning everyone in the room and close it

>> No.706746
File: 69 KB, 197x182, happydeer_.png [View same] [iqdb] [saucenao] [google]
706746

the handpose talk that just ended was bredd gud

>> No.706748

>>706711
Seduce him. This could be your only chance.

>> No.706749
File: 219 KB, 1920x1080, 0001_watch?v=CUlpmTTkjKU_00:27:13_.jpg [View same] [iqdb] [saucenao] [google]
706749

based dutch 3d printing boobie qt

>> No.706774

>"weed" addon dev has problems keeping his presentation inside his assigned time frame
pottery

>> No.706775
File: 345 KB, 1920x1080, 0006_watch?v=CUlpmTTkjKU_03:09:42_.jpg [View same] [iqdb] [saucenao] [google]
706775

he's a big guy

>> No.706776

Holy shit that Polish guy was high energy lmao

>CREATE AND FUN! 8D

>> No.706779

>watch Blender stream
>some extremely crude looking oranges are talking
>poorly made furry models on the screen
>some chickens
>woman now rhyming about rendering doughnuts
Maya watch out!

>> No.706804

>>706779
>rendering doughnuts
Was this an inside job by the doughnutman?

>> No.706814
File: 2.86 MB, 462x254, thank the donut god.gif [View same] [iqdb] [saucenao] [google]
706814

>>706591
>>706592
https://conference.blender.org/2019/schedule
Now these are proper Con panels!

None of this "POC in the community" or "body positivity" nonsense.

>> No.706820
File: 38 KB, 610x385, 2416332.jpg [View same] [iqdb] [saucenao] [google]
706820

>>706592

thanks dude..

>> No.706826

>>706742
kek

>> No.706856
File: 173 KB, 1601x1362, 1561724093099.png [View same] [iqdb] [saucenao] [google]
706856

>>706814
wtf??

>> No.706860

>>706856
glad to see they care enough about autodesk users to make a whole talk for them

>> No.706862
File: 119 KB, 900x1200, EHwpOW3WkAEqh-q.jpg [View same] [iqdb] [saucenao] [google]
706862

>> No.706863

>>706591
Why does flip fluids water simulations have these dark particles? Looks like shit

>> No.706864
File: 1.23 MB, 1920x1080, Graffiti Wall.webm [View same] [iqdb] [saucenao] [google]
706864

>>706703
Finished up the first little showcase thing for the shader. Webm compression seriously does not like it when you drastically change the scene lighting.

In any case, this one shows that you can hide things and have glowy colors show up under the blacklight. I opted to not completely hide the graffiti under the normal light so it's like it's faded or painted with UV only paint.

Gonna do Anon's room next.
Then the forensic example.

>>706705
I'll probably give this a try too. Maybe not tattoos, but some edgy body paint or some shit.

>> No.706875

>>706862
Who's that guy?

>> No.706876

>>706591
Looks nice

>> No.706879
File: 1.11 MB, 1920x1080, Graffiti Still.jpg [View same] [iqdb] [saucenao] [google]
706879

>>706864
Couldn't really leave it alone, so I went back into the project and shaped it up some more. Mainly just blending the graffiti into the environment some more so it doesn't just look like it's slapped on. In all honesty (and not to brag), the shader is pretty robust in terms of what it can do and how it reacts. I'm actually pretty surprised how far it's come from fucking around with spheres and vampire posters.
I seriously wish that I could have gotten it to work right in Cycles. Eevee looks good, but Cycles would really drive it home with that indirect lighting and glow on other things.

Hopefully this is cool enough to capture some people's attention for the shader though.
Now it's time to start on Anon's "clean" room.

>> No.706889

Dobarro
https://www.youtube.com/watch?time_continue=142&v=lxkyA4Xslzs

>> No.706893

>>706889
>35:10 brushes with physics simulations
this?
https://www.youtube.com/watch?v=gkaoJ-sx36Q

>> No.706912

>>706875
A janny from the Blenderartists forums and some other communities.

>> No.706913

>>706889
thanks, really looked forward to that one

>> No.706914
File: 28 KB, 241x542, Nintendo 64 - Super Mario 64 - Mario.png [View same] [iqdb] [saucenao] [google]
706914

Let's say I'm developing a game for the Nintendo 64. I'm trying to create textures that are small enough to fit in the 4mb of memory. When I look online for textures like pic related, it's a bunch all combined. We're these original files already combined? I don't think so, but I don't know.

to;dr, what would be the actual file size and type of a single Mario face?
32x32 24-bit bmp?

>> No.706917
File: 63 KB, 1280x720, 0002_watch?v=lxkyA4Xslzs_00:00:41_.jpg [View same] [iqdb] [saucenao] [google]
706917

>>706889
>he loves to make art but he hates computers and everything about them
>studied computer science and worked as a system admin but it psychologically traumatized him so much that he changed to sculpting anime grils and says it's fulfilling his life

lmao, best pokemon

>> No.706918

>>706917
I want to give him a hug. No homo.

>> No.706920

>>706591
So is that titty girl from previous thread made in blender or not?
I cant waste time and im learning lot of shit, please anons

>> No.706922

>>706920
in part, yes

>> No.706923
File: 12 KB, 485x407, lights.png [View same] [iqdb] [saucenao] [google]
706923

why're my objects lit in complete darkness?

>> No.706925

>>706917
>he hates computers and everything about them
>studied computer science
wtf.

>> No.706926

>>706923
okay I found out it was caused by having ambient occlusion turned on in the world settings tab but what's causing it? seems inaccurate from what I understand, better to leave it on or off?

>> No.706927

>>706925
It's not unheard-of for many to start hating things when they study them actively and thoroughly or are forced to work with them

>> No.706929
File: 146 KB, 1280x720, 0003_watch?v=YaVEJTLDD3Y_00:59:58_.jpg [View same] [iqdb] [saucenao] [google]
706929

so this guy did a speed sculpt in 1h at the conference
https://www.youtube.com/watch?v=YaVEJTLDD3Y

but I wonder, when do you do it like he did, creating and posing primitives that you use as base and then fusing it together and when to just make a symmetrical base, getting most done and THEN posing it to the desired result.

is doing it the way he did actually faster?
personally I'm not really a big fan of asymmetrical/partial symmetrical sculpting.

>> No.706930

>>706929
>>706929
to get different poses is better to keep sculpting the primitives more and merge them at last with the remesher, that way you don't need symmetry and you can sculpt in the pose

>> No.706932
File: 84 KB, 600x587, 1542944699544.png [View same] [iqdb] [saucenao] [google]
706932

>>706922

>> No.706934
File: 589 KB, 754x679, Wizard.png [View same] [iqdb] [saucenao] [google]
706934

>>706932
The other Anon is a bit overly enthusiastic.
Most likely it was 3ds Max they used for it but it's not clear how much Blender was already used in older productions. They have a "Blender wizard" among them who also used it privately but again, not sure how much of that influenced their older stuff.
It's obvious though that they have used it in the past to some extent, otherwise they wouldn't just make the switch like they're doing now with a big studio like this.

https://www.blender.org/user-stories/japanese-anime-studio-khara-moving-to-blender/

>> No.706937
File: 521 KB, 1036x837, Grease Pencil VR.png [View same] [iqdb] [saucenao] [google]
706937

>>706591
https://www.youtube.com/watch?v=afuqANTkr4I
I wonder if any anime studios will use the VR stuff.

>> No.706938
File: 487 KB, 300x225, 1550429397996.gif [View same] [iqdb] [saucenao] [google]
706938

>>706937
fucking vr??
FILL TOOL
BOOLEAN ERASER
"BLOB" BRUSH

>> No.706939

>>706937
I HIGHLY doubt VR will be used in professional production environments anytime soon.
The controls are still way too fucking clunky (lol good luck flailing around like a retard in front of your desk in the office with a big ass helmet on) and inaccurate.
It's a bit like over all those decades they tried to replace the keyboard with voice commands only but no matter what, a true keyboard is still the most efficient human - machine control interface for accurate and quick data input.

Maybe somewhere in the late 20s when you get VR glasses as light and small as normal glasses, that also provide a feel of actual depth your eyes can focus on and some sort of gloves that replace the stupid controls and also give you feedback when you grip stuff too.

>> No.706941

>>706939
>actual depth your eyes can focus on
Its coming and is supposedly gonna help performance.
https://www.youtube.com/watch?v=PnFxOL02HTw

>some sort of gloves
https://www.youtube.com/watch?v=3Aebq8gPfk4
There is a lot of companies and hobbyists who have made VR gloves for years now, some include feedback too.

>> No.706946

>>706926
Your default world background color is not black it has some color thus illuminating your scene slightly

>> No.706947

>>706925
My best friend went to college for Astro Physics (kind of a meme, but he's always wanted to do it). Used to love math and science and shit. Eventually he graduated and realized he fucking hated it and just wanted to play guitar. Not because it wasn't really what he expected, but because there's a lot of bullshit politics and stuff involved and he just wanted to learn things and do science shit.
Now he's doing his masters for AP, and still fucking hates it.

At least I get first dibs whenever he needs visuals done.
But yeah, some people just get stuck into whatever they're doing. Art is so abstract and ambiguous that you can do whatever and still say that you're "working".

>> No.706949

>>706939
>lol good luck flailing around like a retard in front of your desk in the office with a big ass helmet on
It doesn't seem like you've actually used VR before, or at least anything good.
You won't be making anything of finished quality in VR, but for "quick" concepting and something more akin to drawing, VR isn't half bad. Definitely not as inaccurate as what you're claiming. Mine can capture some pretty fine movement. We're not quite at sculpting clay with your fingers tier yet, but it's definitely close to drawing on a big as fuck canvas. Besides, if something isn't accurate enough or you can't get fine enough movement, you could just scale the whole thing up and use your arms and shit. It's pretty versatile.
You just seem to be stuck up on the whole"VR IS A MEEEM HURDUR" thing. It's true, but it shouldn't keep you from trying new things anon.

>> No.706950
File: 330 KB, 678x548, 2-Figure1-1.png [View same] [iqdb] [saucenao] [google]
706950

>>706941
>eyetracking for used to help faking depth perception
Meh.
Would probably suck more than doing it the proper way with having actual light field displays.

>> No.706951

>>706950
I'm pretty sure the N3ds uses something like that with the IR camera that faces you. It tracks your eyes and adjusts the 3d projection so you don't have to be exactly in the sweet spot. It's probably not the exact same thing here, but it's tech that's worked decent enough for years already.

>> No.706953
File: 2.15 MB, 320x240, 432626ht.gif [View same] [iqdb] [saucenao] [google]
706953

>multiplayer blender

holy fuck, that sounds like fun

>> No.706960

>>706946
that image I posted is with the background specifically put to absolute pitch black, it has something to do with the ambient occlusion

>> No.706989
File: 2.28 MB, 3840x2160, Stipple Shader.jpg [View same] [iqdb] [saucenao] [google]
706989

>>706879
Not quite a Blacklight shader, but I've been having too much fun fucking around with Shader to RGB.
Had the idea last night to do an NPR styled shader that uses the same principles as the blacklight shader. Where it kind of keeps the material properties.
In any case, probably the next thing I'm gonna work on is this. Kind of a full on NPR shader that has different styles. A regular cel-shaded look, a stippled look, a comic book look with the dots, and maybe a watercolor look. Should be pretty cool when that's all done.

I thought I had the bright idea to use the layer weight to make an outline for an object too, then use another one at a smaller thickness to drive transparency so the shape of the object was broken up, but that didn't work at all. Ended up making the thing look hollow for some reason.

>> No.706990

>new 2.81 shadows magically remove impossible to fix errors in my shader
>also horribly breaks other parts as a result
AHHHHHHHHHHHHH

>> No.706991

>>706990
Don't post about it here, bug report it if you haven't already.

>> No.706994

>>706893
poast this tutorial please

>> No.706995

>>706749
aye, who dis?

>> No.706997

>>706995
Daphne Laméris

>> No.707028

what's the reason subsurface always seems to make things more red? Like I guess the explanation would be that red light is more likely to come out of the surface if light penetrates the surface but is hits universally true?

Like if I have a white sphere lit with white light and turn subsurface to max, you can see the redness coming from inside the sphere

is it inherently true that with subsurface lighting you will always get the light shifting to red?

>> No.707031

okay so I heard someone say you can do almost anything with principled BSDF yet when I try to make a realistic looking metallic paint on the hood of a car it doesn't seem to be as simple as turning material to metallic, medium roughness, clearcoat to high and clearcoat roughness to low

the fresnel looks off imo and of course I should add some flake texture to it

>> No.707032

>>707028
It should depend on the material the light passes through. Also different SSS implementations produce different results. If anything, short wavelengths should not be able to penetrate deep into most surfaces.

>> No.707033

>>707032
I just applied the principled BSDF shader to a sphere and tweaked nothing but subsurface so it was a white dielectric sphere

>> No.707035

>>707033
What's your goal? What material that requires SSS are you building?

>> No.707036

>>707035
I'm just trying to understand the physics of light and matter interaction in general

I'm playing around with the shader editor trying to create all sorts of materials and I'm trying to understand what's going on

>> No.707037
File: 591 KB, 698x914, red.png [View same] [iqdb] [saucenao] [google]
707037

>>707036
like here you can see the subsurface is appearing red

>> No.707038

>>707028
>>707037
The default values for "subsurface radius" are the skin-like values of (1.0, 0.2, 0.1), which means that red light scatters farther and is thus more visible.

>> No.707039

>>707038
okay thanks that explains it

>> No.707040

>>707031
It has all the principal elements you'll need, but the end result depends entirely on how much effort you put into it. Most of the time a uniform, texture-less material isn't gonna cut it if you're aiming for realism.

>> No.707044

>>707040
but basically combining a bunch of principled BSDF shaders with mix shaders and shit should get most of the shit done?

>> No.707048

anyone can tell if fresnel works how it should with principled bsdf and cycles? like with just principled bsdf it feels like I can't adjust the fresnel that much, for example say I want a material that's highly reflective at grazing angles but when you view the surface straight on it wouldn't reflect much at all

>> No.707050

>>707048
or wait does it work like this? the whiter I make the material the less specularity it has because more of the light comes from diffuse? because the reflections get clearer the darker I make the material

pic related same cube with only thing changed is the base color from black to white

any insight into how this shit works is appreciated

>> No.707051
File: 792 KB, 1837x650, cubes.png [View same] [iqdb] [saucenao] [google]
707051

>>707050
pic related

>> No.707052
File: 237 KB, 1080x675, slide3.jpg [View same] [iqdb] [saucenao] [google]
707052

>>707051
say I want to make something as reflective as the counter top here while it being as bright as the counter top (the surface texture doesn't matter I care about the reflective here)

can I do that with principled BSDF, why/why not?

like a granite counter top is very reflective at angles but when you view one straight on you can't see your reflection

>> No.707055

>>707052
holy shit just found out the principled BSDF index of refraction slider only affects the transmission property

no wonder the reflectivity looks so off

https://www.youtube.com/watch?v=s0VlyRbj-yQ

lmao and that blender guru guy said you should never adjust the specular slider??

>> No.707059
File: 256 KB, 502x692, comp2.jpg [View same] [iqdb] [saucenao] [google]
707059

Seriously, what is this shit?
Top is render, bot is viewport - both in cycles.
Why can i see the scratches only in the lower one?

>> No.707061
File: 1.97 MB, 285x205, 1542138165776.gif [View same] [iqdb] [saucenao] [google]
707061

haven't gotten to high frequency stuff or painting yet, but sculpting sure feels a hell of a lot better already

>> No.707065

>>706592
the dev asking round is quite interesting. I'm like 10 minutes into the recording and already got answered two things I wondered about

>> No.707066

>>707059
not sure but I think there are settings for viewport cycles (as preview) and the actual render that might cause this.

>> No.707068
File: 48 KB, 723x363, fresnel.png [View same] [iqdb] [saucenao] [google]
707068

better solutions to get good fresnel?

>> No.707078

>multi layer texture painting got voted into being high priority by the audience
Gee who'd have thought

>> No.707084
File: 8 KB, 206x98, 1500033272874.jpg [View same] [iqdb] [saucenao] [google]
707084

https://www.youtube.com/watch?v=eJwG-qt-sgk

>> No.707085

>>707084
Holy shit that was already half a decade ago.
WHERE DID THE FUCKING TIME GO

>> No.707087
File: 67 KB, 970x684, Capture.jpg [View same] [iqdb] [saucenao] [google]
707087

I'm trying to make a barrel cactus and the needles only grow on the edges of each bump. How can I weight paint this so only the edges are red and the rest blue with no gradient?

>> No.707089

>>707087
Or do I have to manually paint them?

>> No.707090

>>707089
use an inverted sphere fallof

>> No.707093

>>706864
Holy shit! Amazing job, anon. You were asking for some ideas, here some:
1) Anything night club related, really. You already got graffiti and someone else suggested tattoos, but you can slap that bad boy on literally anything - dance floor, glasses, bongs, as long as it'll look cool enough in the end
2) I think scorpions glow under UV light if you're going for realism, but you can pick any creature or an object in nature. Neon glowing tree would probably look great.
3) You've seen K/DA - POP/STARS music video? I don't have to say more.

>> No.707096

>>707093
Thanks for the kind words anon. Glad you like it.
>slap that bad boy on literally anything - dance floor, glasses, bongs, as long as it'll look cool enough in the end
Yeah I'm thinking of putting some glasses and a bong and stuff in the "anon's room"

>You've seen K/DA - POP/STARS music video? I don't have to say more.
I have, not to much of a fan. It looks cool visually, but I could care less about the characters/music. Don't really want to be associated with it or compared with that video for this. It'll probably be used for stuff like that, which I'm totally fine with, but I don't want to seem like it influenced this in any way. I might do something with body paint and stuff though. Maybe I'll ask one of the nice anons in the DaZ thread to throw me together a qt girl to paint.

>> No.707097

>>707093
Oh yeah I forgot, definitely doing the scorpion thing.
That was one of my first ideas. But I couldn't find a decent model, and really didn't feel like doing it myself. It's not hard to make, but it's a bit more involved than what I really wanted for the showcase. I'm probably going to model one anyway though.
A tree with glowing leaves would be pretty cool too.

Thanks for the extra ideas anon.

>> No.707111
File: 341 KB, 1395x1085, Pointiness.png [View same] [iqdb] [saucenao] [google]
707111

>>707059
Update: i'm just stupid and didn't realize that the "pointiness" operated directly on the faces.
Which means i can't use that on high-poly models.

>> No.707169
File: 1.35 MB, 1056x582, finger.webm [View same] [iqdb] [saucenao] [google]
707169

What could cause the brush to draw elongated creases along the surface like this?

>> No.707174
File: 37 KB, 327x406, scale.png [View same] [iqdb] [saucenao] [google]
707174

>>707169
looks like it's scale, not the terrible topology in this case.

ctrl+A - apply (at least) scale

>> No.707176
File: 66 KB, 437x437, cat_spaghetti.jpg [View same] [iqdb] [saucenao] [google]
707176

>>707174
Thanks, that helped and I learned.

>> No.707178

>>706864
Ah holy shit nice dude.

Iv tried to find the best way to turn stuff from blender into webms, could you please tell me your process?
Like what formats do you render it out as, then what kind of processdo you use to turn it into a webm

>> No.707179
File: 128 KB, 239x372, 1572038745035.png [View same] [iqdb] [saucenao] [google]
707179

>>707176
>and I learned.

>> No.707181
File: 2.67 MB, 3069x1610, WIP.png [View same] [iqdb] [saucenao] [google]
707181

First time creating a model; there's tons of things I would do better the next time but I wanted to jump in the deep end to learn as much as possible.

I'm currently stuck on the hair, what would be the best method to create it? I initially tried particles but I ran into issues with trying to wrap it around his face.

>> No.707190

Notes of Monday 28 2019 are up
https://devtalk.blender.org/t/28-october-2019/10181

>AMD joined the Blender Foundation Development Fund at Patron level last week.

>> No.707200

>>707178
Thanks!

I mainly used webm for retards (or bakas now I think it's called). But after that messy compression in that webm, I've tried doing it straight from blender. It works way better.
I choose FFmpeg, MKV as the file format, and webm as the codec. I use perceptually lossless as the quality settings.
After it's all rendered, you can just rename the .mkv to .webm, and it should just work.
If you get a timebase error, you might have to change your framerate. I was getting them when trying to render out 60fps webms, and it just wouldn't work unless I changed it to 30. Even then it might have some hiccups. If you just choose a video preset size and then edit all your settings after, that tends to work too.
Quality is noticeably better, and it's around the same file size.
2.81 also exports webms right out of the box if you'd prefer that.

>> No.707225

>>706914
I have made some SM64 ROMhacks.
Mario can use two texture files of 32x32p. Msot other items and enemies only use a single 32x32 map.

>> No.707233
File: 201 KB, 1000x563, moreanime.jpg [View same] [iqdb] [saucenao] [google]
707233

>>706591
Tried a bit of editing on OP's pic.
Does it look more like a regular anime?

>> No.707250

>>707233
A little bit, but it also just looks like you ran it through a shitty NN upscaler.

>> No.707255

>>706591
I wish this Lecture on glass had subtitles.
https://www.youtube.com/watch?v=Sv2wqwsvx-8

>> No.707289
File: 237 KB, 1920x1440, 1570030323987.jpg [View same] [iqdb] [saucenao] [google]
707289

Are there any control(ctrl) groups for bones/multiple bones in Blender like in starcraft so i can select them on press?

>> No.707304

Is anyone getting annoyed and frustrated with these quick tutorials? I have followed 5 different ones and every fucking time, something goes wrong. Never mind these assholes edit everything so close and fast together; how the fuck is anyone expected to actually absorb and understand what the fuck they're trying to show you? 5 tutorials from 3 people and they manage to do something so fucking quick, with no explanation as to how they did it, this shit pisses me the fuck off.

I just spend 40 minutes trying to understand and get a "2 minute" tutorial to work. I'm getting sick of this trend. It's fine if it's super simple stuff but now it's getting ridiculous with complex things you need to know and have memorized before you even attempt the tutorial.

>> No.707308

>>707304
If I see a tutorial longer than 12 mins on youtube, I'm instantly turned off. Unless it's some involved theory, or you're expecting some long ass hand-holding, nothing should take that long to explain.
Advanced topics for some reason start from basic 0 knowledge and then go over the topic at the last 5 mins of the video. Which takes 40 mins. That shit's retarded.

If you can't follow along or just sit and watch the video and not pick up on what's going on. You need to practice more and get better on your own. It's your fault, not the shitty Youtuber's.

>> No.707309

>>707304
It's far more likely that you end up doing something wrong when the video is 40+ minutes and it's some asshole trying to crack jokes or have a personality the whole time.

Just give me the fucking information. The quicker the better I say.

>> No.707310

What's the best thing a dude getting in to blender can do? Do donut and grind tutorials?

>> No.707312

>>707310
Have some sort of goal for starters. Character designs? Compositions? Environments? Figure out what you wanna do and watch tutorials and experiment. You'll git good given enough time and effort.

>> No.707332
File: 185 KB, 436x475, hmmm.png [View same] [iqdb] [saucenao] [google]
707332

>>707304
I don't care about the length of a tutorial.
Only thing I care about is if the subject is interesting to me. If it is interesting, then usually I will watch it all the way through while chilling and being comfy and then at some later point play it again but this time actively following it, making stuff in Blender. If shit went too quick I just go back a couple seconds.

Never had any big problems with that.
I also have a playlist of tutorials (especially really long ones, 1h and more with several topics) I let run on my secondary monitor when I want some background noise and no music for a change. For me that's comfy and sometimes I even pickup some interesting bits that I either note for later in my personal tricks and skills notebook or it sparks my creativity that I jump up and do some stuff if I have time.

>> No.707337

>>707310
Don't do the donut tutorial first!!! He fucks up in 6 different places throughout the series. If you're willing to frustratingly dig through the youtube comments to fix his mistakes, then by all means. I would honestly start with BornCG, blenderbinge, CG geek, and olav3d tutorials. They will teach you more than that donuthole.

>> No.707341

>>707337
>He fucks up in 6 different places
Yea
thank god for those comments, my favorite one is the guy saying hold Ctrl then press "+" to select adjacent faces at the bottom of the cup.

>> No.707342
File: 52 KB, 334x349, 1498617826899.jpg [View same] [iqdb] [saucenao] [google]
707342

>>707337
>Don't do the donut tutorial first!!! He fucks up in 6 different places throughout the series.

Why the FUCK can't he just show his tutorials to some of his buttlickers first before releasing them? He has enough of them to find mistakes and normally he's all about the perfect presentation.

So many other channels just use their patreons for that which is kinda neat. Shit gets ironed out before it reaches Youtube.

>> No.707346
File: 585 KB, 1920x2152, how_do_cloth_physics_work.png [View same] [iqdb] [saucenao] [google]
707346

how do I bake cloth physics

>> No.707347

>>707346
nevermind i figured it out

>> No.707368

>>707250
What kind of "shitty NN upscaler" produces this?
Gonna buy it.

>> No.707371

How to I select and edge loop in 2.8? I've been struggling to figure this out for about 30 minutes. It used to just be shift and click the edge loop and it would select it. I almost want to go back to 2.79 just because I cannot accomplish basic things any more.

>> No.707372

>>707347
so, how did you do it?

>> No.707373

>>707371
Go back to 2.79.
Every time I try 2.80 something is missing and I go back to the old version with all my hotkeys, macros, functions and working plugins.

>> No.707375

>>707372
20 minutes at 430 F

>> No.707376

>>707371
alt click

>> No.707379

>>707289
bump

>> No.707402

>>707376
Tried both clicks and neither do anything with alt. I see the option in the "select" menu but it does not do anything.

>> No.707415

Is it possible to set up a car rig that rotates its wheels automatically when moving the car body?
The easy answer is to drive the y rotation of the wheels by the x location of the body, however if the body is rotated in any way the driver becomes increasingly inaccurate, and completely stops working at a 90 degree z rotation.

I could write a script to calculate and bake it out after the car has been animated, and that may even be easier, but I'm curious if any rigging solutions exist.

>> No.707427

>>707289
Are you asking if there is a way to select multiple bones from a hotkey?

If so, I don't believe so. You can however assign bones to a bone group and select them in the armature panel.

You can probably add hotkeys to these groups through a python script/your own addon.

>> No.707429

>>707368
It's that smeary look that's pretty prevalent in nearly all upscalers.
Take a small image, run it through Waifu2x and you'll get a similar result. Lines that were pretty crisp get lost or become amorphous, and fine details are all but lost.

>> No.707434

>>707375
tried it myself, I got better results with 350 F for 50 minutes

>> No.707435

>>707402
It still is ALT and clicking into the edge flow.
Are you sure you're in the right mode and also didn't fuck up your keymapping?

>> No.707436

>>707415
https://www.youtube.com/watch?v=u8luKCW884Y

>> No.707437

>>706591
how can I open a blender rig in cinema4d?

>> No.707438

>>707415
The rotation of the wheel will depend on its initial condition at some time/place and how far it has traveled since then. In 1D, that's simple to calculate, but in 2D, so far as I've ever been able to find, Blender has no way (without anything like baking) to access the history giving how far the wheel has traveled, because all it has is the current position/rotation/etc. of the car and not which of infinitely many paths (all of different lengths) it could have taken to get there.

-Unless you make a path/curve that defines the route of the car and use its position along that to define how far it's traveled and thus how much the wheel should have rotated. Getting it to work completely properly, with things like differential rotation for the wheels on different sides of the vehicle, and probably handling on bumpy terrain, isn't quite so easy, but it should be a start.

Otherwise, I would just track the position of the wheel with a script and compute how much it should have rolled in each frame and bake it out, yes.

>> No.707439

Why is Blender using Z for vertical movement instead of Y and how can I change that?

>> No.707444

>>707439
Because that's how CAD programs do it and Ton fought he'd be cool to do it that way too.
You can't change it.

>> No.707445

>>707444
*thought

>> No.707453

>>707444
well shit

I'm done with blendlets and their autism

>> No.707459
File: 248 KB, 713x827, how_does_rigify_work.png [View same] [iqdb] [saucenao] [google]
707459

How do I positions bones on a face with the rigify metarig and how should things be weighted on the eyes?

>> No.707463

>>707459
nevermind, I found a good tutorial

>> No.707464
File: 279 KB, 720x406, Car rig.webm [View same] [iqdb] [saucenao] [google]
707464

>>707415
I had done this (or attempted to) a while back when making a car rig (I posted the results here). With the intent of sharing the rig here with anons, but I ran into the same problem as you when trying to get it to work properly when turning. Granted, it was my first foray into drivers and cosntraints so I wasn't as familiar with them as I am now. Though my knowledge is still pretty limited.

I've been wanting to take another crack at it, but I've been pretty busy working on other things.
Something in my head at the moment that *might* work, is to tie the wheel rotation driver to an empty instead that only moves in one direction using the "limit location" constraints. Parent the empty to the car rig, then use a constraint to keep the empty only moving in one direction, based on the local location of the car rig.
So like, the car could move forward on the local-Y (which should take care of directionality problems), and we could pick the Global-X axis for the empty (ideally it would still be Y, but just X in this example), then using the constraint, take the local-Y from the car, and translate it to Global-X, then do the proper driver stuff for the wheels to turn. This is all in theory though, so I've got no fucking clue if it'll work or it's just some random shit that turns into a mess. There might be even a simpler way of doing it.
I think things might go wrong if the car turns around, but who fucking knows. This shit is all guesswork when trying to do this type of stuff.

>> No.707493
File: 1.05 MB, 1372x552, what happened.png [View same] [iqdb] [saucenao] [google]
707493

at some point during the donut tutorial my cup went from looking like the left to looking like the right where the transparency is all fucked up. I feel like it was after I did the uv unrwapping. What happened?

>> No.707494

>>707493
Wrong IOR maybe? Flipped normals?

>> No.707495

>>707494
>Flipped normals?
my nigga. that was it. Thanks!!!

>> No.707526

>>707435
I am probably not in the right mode. I can't seem to be able to click on single objects in the tree. They are all visible despite being separate in the collections thing and I can't even seem to double click on them to rename them.

When saving I can't even figure out how to navigate past the main drive directory since clicking on folders does nothing with either button no matter how many times I press them.

This program is messing with me or something.

>> No.707527
File: 1.49 MB, 1920x1920, Scorp Closeup.jpg [View same] [iqdb] [saucenao] [google]
707527

>>706864
>>706879
Back at it again, this time with the ol Scorpi boi. Found a halfway decent scorpion model online, cleaned it up, unwrapped it and sent the little stinger through Substance Painter to get him lookin good. Still a work in progress, so I still have some stuff to do like actually animate it. Haven't actually posed the scorpion just yet, so it's just the base pose. I plan on animating him slightly for the final. Nothing too major though.
Main idea is to make the environment look like a little terrainium/aquarium setup like you'd have in your house or at a pet store.
Them mealworms look pretty gross (in a good way). Not so sure if they flouresce or not, so I just gave them a base treatment.

In any case, here he is in the UV light.

>> No.707528
File: 402 KB, 1920x1920, Scorp Closeup RL.jpg [View same] [iqdb] [saucenao] [google]
707528

>>707527
And in regular light.
I was gonna have both in a webm, but even with still images compression fucks it in the ass.
Not to mention 4chan doesn't support VP9 encoding for webm, so looks like I'm stuck using "webm for retards" with its shitty quality instead of just exporting webm straight from Blender.

>> No.707531

>>707527
>>707528
You can always upload to Mega. Anyways, looking good!

>> No.707536

>>707531
Uploading it to mega doesn't quite work as well as just uploading a webm that you can just play straight through 4chan. If that were the case, I'd just upload the source mp4 into Youtube and just link it.
But yeah, thanks, I'm glad you dig it.

>> No.707562

>>707427
yeees, that is exactly what i'm asking. Unfortunately a bone only adds to 1 group. Looks like scriptying is the only way

>> No.707566
File: 431 KB, 1760x1760, TID-unknown-EILOFL7WkAAa4Pw.jpg [View same] [iqdb] [saucenao] [google]
707566

Looks pretty good. Made by a japanese guy obviously.

>> No.707569

I'm planning to make a short film in Blender, and I'm interested if there are certain things I should avoid doing if I want to keep render times low enough. Those things will most likely affect the setting of the story as well.

So, I did some tests and afaik, simulations like ocean or lots of smoke and fog are a no-no. I know I could use mist in a compositor, but idk if that will be enough to create a good looking foggy environment. I'm not sure if a day time is affecting render times a lot, but it seems to me that night scenes have more problems with fireflies compared to scenes with lots of light. I think I read somewhere that also lots of small light sources increase the amount of fireflies as well. (Correct me if I'm wrong here, I've been using realtime engines exclusively for a long time now). Next, lots of vegetation seem to take forever to render, so I guess environments with lots of grass and plants are out of the question as well.

Is there anything else?

>> No.707579
File: 1.17 MB, 1267x902, file.png [View same] [iqdb] [saucenao] [google]
707579

I'm still a noob and i'm just playing around without any guides right now. I'm trying to make a can and I'm trying to find a way/tool to draw the hole in the top of this can. If i do Inset it just makes a smaller indention of shape but I need a hole for the drink to come out of. I need that hole to be a different shape than the one around it.

What would you recommend for drawing/making the open hole?

>> No.707595
File: 9 KB, 472x71, two point eight.jpg [View same] [iqdb] [saucenao] [google]
707595

Are you fucking kidding me?

>> No.707599

>>707579
Make another object and shape it like the hole you want to add, then use a boolean difference modifier.

>> No.707601

>>707569
If you're planning on doing something like that, why not just use Eevee? Instead of sacrificing effects and quality, just sacrifice a bit of the realism as far as lighting goes. I tend to render Eevee stuff in a fraction of the time, and at way better resolution.
Unless you don't have a GPU, and in that case, you shouldn't do your animation in either case, Cycles or Eevee.

>> No.707602
File: 1.61 MB, 410x293, The_Struggle.gif [View same] [iqdb] [saucenao] [google]
707602

>> No.707603
File: 245 KB, 1918x1151, Hole.jpg [View same] [iqdb] [saucenao] [google]
707603

>>707579
Why wouldn't inset work? You do know you can move the verts around after you inset, right?
Turn on looptools in your addons.
Then just inset, w>looptools>space, use to sphere to get it round, then just scale it to be oval and move it into place.

>> No.707624

Okay so I'm learning this software and I want to duplicate a rigged character I downloaded

When I select the mesh and armature and duplicate, it's not working how it should, like the mesh goes crazy when I try to pose it

What the fuck do I do, this shit is really annoying me

Basically I want two of the same rig in my scene

>> No.707625

>>707602
>industry standardfags trying to contain blenders power

>> No.707626

>>707602
My eternal struggle with blenders UI

>> No.707628

>>707624
Like the torso of the dupicate is conected weirdly to the original rig and I am sick of this shit, why can't anythingmake common sense in blender?

>> No.707629

>>707602
Fucking kek

>> No.707631

I'm gonna read the entire blender manual through because I realize can't get anything done without knowing all the obscure shit

>> No.707634

Holy fucking shit kill me
how in the actual do I apply the same surface shader I have for a material to hair???????? I want the hair to have the same colors as the surface underneath

>> No.707635

>>707599
>boolean difference modifier.
>>707603
>You do know you can move the verts around after you inset, right?
Yeah I tried this but was having issues because the lack of vertices and lines started clipping thorough each other
>Turn on looptools in your addons.
>Then just inset, w>looptools>space
I'll try this out thanks

>> No.707636

>>707599
I'll play with this. I'm not familiar yet. Thanks

>> No.707637

>>707631
jesus. a baby could use blender. and you're having trouble?

>> No.707638

>>707631
>I'm gonna read the entire blender manual through
lmao, good luck with that.
you can know everything about it and STILL learn about some obscure hidden feature every fucking day. the amount of badly or undocumented features/tricks is fucking IMMENSE.

>> No.707644

What should I do after the donut tutorials? I want to keep learning the different features like I have been.

>> No.707651 [DELETED] 
File: 454 KB, 1264x557, file.png [View same] [iqdb] [saucenao] [google]
707651

I keep getting hung up on the most stupid shit I cant wait to not be a scrub.

Right now in the shading tab its only showing me objects in this weird camera view point but its not my actual camera. If i move it out of this area i cant see it. But when i hit render view i can see it

>> No.707654

>>707644
This will show you a bit of the entire pipeline for going from concept art to animation. https://www.youtube.com/playlist?list=PLFt_AvWsXl0fEx02iXR8uhDsVGhmM9Pse
If you decide you want to learn fundamentals, Arrimus 3D's topology series teaches you some critical stuff for subdivision modeling. Don't be turned off by the fact that he uses 3DS Max, the fundamentals are the same regardless of what software you use.

>> No.707659

Japanese person makes a Halloween candy bag with sweets. Tutorial-ish, and completely in japanese.

https://www.youtube.com/watch?v=pfXClmSK_zw

>> No.707665

>>707659
someone tell her the 5sec music that gets REPEATED FOR TWO HOURS is too distracting. I can't learn japanese this way.

>> No.707666

>>707635
You're sabotaging yourself by "playing around", do tutorials you'll learn 200x more in 1 hr of tutorials than in 1 year of dicking around

>> No.707668

>>707602
i remember this
even better with the sound effects

>> No.707678

>>707659
Is it just me or is blenders viewport performance absolutely ass?!

>> No.707680

>>707678
Not just you, ever since 2.8 the viewport (even in when you are in matcap mode) runs like shit during animation and god forbid if you want to move a bunch of vertices of a complex mesh in edit mode.

>> No.707681

>>707678
No, it's not just you. It's literally everybody.

>> No.707689

>>706591

That looks really nice

How is this style achieved, is it mostly texture work?

>> No.707690

>>706749
I was at the conference this year. Meet her, she is a really qt, shame she has a bf...

>tfw no dutch blender gf to make donuts with

>> No.707691

>>707668
>even better with the sound effects
link?

>> No.707692
File: 118 KB, 380x247, 1444930113698.jpg [View same] [iqdb] [saucenao] [google]
707692

>>707690
>she has a bf
Not surprising to be quite honest, my dude

>> No.707697

>>707566
what the hell is happening in the chest area jesus

>> No.707699

>>707697
Deforms and renders just fine...if your renderer isn't a picky piece of dog shit, like Cycles.

>> No.707710

>>707601
I know Eevee is great and I would definitely use a realtime renderer for projects like this, but my goal is to compare filmmaking with offline and realtime renderers, so I'll actually do both Cycles and UE4. If it was only UE4, I wouldn't have problem with anything, I already have experience, but since I'll do it with an offline renderer as well, I'll at least have to consider some things in advance since they will probably be unachievable.

Also, if anybody knows, how are particles like rain or snow usually created for non-game engine renders? Would it be more efficient to render it alone and add in post or render it together with a scene?

>> No.707713

>>707691
https://www.youtube.com/watch?v=lG3uKYQTVj4

>> No.707723
File: 414 KB, 595x1019, 1468736242852.png [View same] [iqdb] [saucenao] [google]
707723

>>707713
Amazing.

>> No.707730

>>707723
You can do that with scripting in Maya...since the early 2000s.

>> No.707734
File: 5 KB, 523x55, help me.png [View same] [iqdb] [saucenao] [google]
707734

how do I make anim visble please help me god please I hate this

>> No.707736
File: 9 KB, 312x110, filters.png [View same] [iqdb] [saucenao] [google]
707736

>>707734
Viewport visibility is probably disabled for it. Click on the icon that looks like a funnel in the top/bottom (whichever it is) of the outliner and from there toggle the icon that looks like a monitor. If this is the problem, anim's monitor icon by the eye will be greyed out; click it and it should become visible.

>> No.707737

>>707713
>Blender 2.70
>5 years ago
>still nothing native that gets close
>the plug-in likely doesn't work anymore
Way to go, Ton.

>> No.707738

>>707730
I meant the video, Mayanon.

>> No.707740

>>707737
The problem is that they can't just include literally every addon in Blender right away. Someone has to maintain it when it's included.
The dev of that addon also fucked off with no word on it (like it happens all the fucking time).

>> No.707741

>>707736

Thanks man it worked, now I can pose the character, but for some retarded reason the clothing is seperate and I can't move both at the same time

>> No.707743
File: 18 KB, 324x352, ▄█▀ █▬█ █ █ █ █ █ █ ▀█▀.jpg [View same] [iqdb] [saucenao] [google]
707743

absolute madlad pablomon strikes again

https://twitter.com/pablodp606/status/1190325878078742528

https://twitter.com/pablodp606/status/1190353429861941248

>> No.707744
File: 117 KB, 1380x1080, TID-unknown-EIS6BrWXUAE0Dc0.jpg [View same] [iqdb] [saucenao] [google]
707744

Any tutorials on how to make necks not deform like shit?

>> No.707745

>>707738
Yes, Maya can do that out of the box without plugins, for almost 20 years.

>> No.707746

>>707744
no but it should be relatively painless if you know how to weightpaint, set bones correctly and if really autistic, use corrective shapekeys.

>> No.707747

>>707730
>>707745
It's ok, Anon. It's ok.

>> No.707748

>>707741
Also for some reason I can't select the bones of the body without using the circle selection tool but I can select the bones of the clothing??? I don't understand I just want to pose the goddamn character with the clothing

>> No.707752
File: 831 KB, 1280x720, trans_shadow.png [View same] [iqdb] [saucenao] [google]
707752

Is it possible to reduce shadow from transparent object? I need to get less evident shadow somehow, this shadow is too dark X_X

>> No.707753

>>707602
>another fine evening in /3/

>> No.707754

>>707752
In some renderers that's done by tuning the shadow opacity or coloring the shadow. Don't know if Cycles can do it. If not, perhaps with a workaround involving shadow catchers and some compositing.

>> No.707758

>>707754
I found where to disable shadow from object but can't find where I can to tune opacity of this shadow :(

>> No.707759

>>707754
Cycles can output it's separate buffers...I assume? Then it's just a matter of compositing.

>> No.707779

>>707743
God DAMN
I'll have to learn sculpting.

>> No.707788

>>707758
Render the scene without shadow, then render it again with shadow turned on, but do render a shadow pass.
Multiply the shadow pass over the first image and adjust the blending.
It's an ugly workaround, but at least it should work.

>> No.707807

>>707743
Throw in an option to smooth out the peak and that'll be the greatest brush ever.

>> No.707820

>>707807
Since you can edit brushes and probably even more in 2.82 I bet that will be possible in a way

>> No.707829
File: 572 KB, 3840x2160, Scorp BL.jpg [View same] [iqdb] [saucenao] [google]
707829

>>707527
Put together a 10 gal aquarium for the little guy.
The room is just a placeholder for now. I plan on having it like he's on a bedroom dresser with one of those retail blacklight lamps above the cage.
His enclosure is looking kinda sparse though, so I'll put some stuff here and there as well. Maybe a fake plant or something else that glows in the light.

>> No.707844

How do I move a rigify armature between blend files? I have no idea what to import/export/append in order to do it correctly.

>> No.707845

>>707788
Yes, I was thinking of something like this. It should work. I was just hoping that maybe there is a more convenient way. Well, it seems like there isn't.

>> No.707853

>>707829
In the span of time you spent on putting on random shit for your little plugin, someone could already steal it, rewrite it from scratch and publish it and still make money, because, well, facts - if someone needs a plugin like this, they already know why they need it, they don't need to look at 2 videos of fully modelled bedroom of a fluorescent scorpion to do that.

>> No.707860

>>707853
I haven't even posted it yet. So unless they go to steal the idea, then there's nothing to steal.
You're right though, if someone needs it, they know they need it. They don't need to see what it can do and pretty pictures.

All the little projects and showcase are for those people that don't know they need it. They'll look at it, see what it can do, and it'll get them thinking of possibilities and stuff that they haven't considered. They probably would never think of using an effect like this, and seeing what it can do would give them that little kick to get the gears turning. They'd start to think "yeah, I could use that", or "I might use that later".


I'm not trying to market to the people that need it. I'm marketing to the people that don't need it, and putting that seed in their mind that they do. A wall with some graffiti isn't going to cut it for something like that.
The actual amount of people actually needing something like this is probably pretty low, and once that market is dry, it's dry.

>> No.707866
File: 777 KB, 1113x1762, Gum rizzoad.jpg [View same] [iqdb] [saucenao] [google]
707866

>>707860
>>707853
Alright, you got me. Figured I'd just release early instead of taking a long ass time to make all these examples.

So yeah,
free shit over here my dudes!
https://gumroad.com/l/yVRmi

It says $5, but I have a promo code set up for you guys here to get it for free.

It's /3/pots
I have it limited to 10 for right now, as I don't really see it going off like hotcakes, but if you need me to bump it to more, just let me know.
If you do end up playing around with it, or do something cool I'd love to see it. If you guys have any social media shit that you post to, it'd be nice if you could link the shader or some shit to maybe drum up some sales, but you don't have to.

But yeah. If you need any help or advice using it, just let me know. I tried to make it as organized and easy to use as possible, but I don't know if that translates to other people. Nodes are a mess, but they're not spaghetti at least.

Enjoy, my friends.

>> No.707877
File: 6 KB, 50x50, excited.png [View same] [iqdb] [saucenao] [google]
707877

>>707866
Have yet to try it myself, but you are a gentleman and a scholar. Thank you very much!

>> No.707881

What is the go-to texturing app to complement Blender now? Substance has been Adobe'd so it's no longer an option.

3D Coat?
Quixel?

>> No.707882

>>707866
Haha I was actually the guy who kept supporting your posts. Sorry if I was a bit harsh. That's incredibly nice of you! I'll be sure to credit you when I use it (or when I actually get shit done lol).
As always, amazing work. Hopefully that's just the first one in the series of great plugins.

>> No.707883

>>707866
BTW, you might've forgot to put (Blender) in the plugin name. Might help with discoverability.

>> No.707904
File: 647 KB, 799x810, 1539557848912.png [View same] [iqdb] [saucenao] [google]
707904

>>707678
>>707680
>>707681
One of the guys responsible for the viewport said for 2.8x they rewrote a lot of shit to make the switch to a newer OpenGL version which paths the way for the jump on Vulkan some time later. It's a bit strange and kinda painful because I GUESS that means performance will not make huge improvements until Vulkan and even THEN it might shit the bed even more for a short time because they had to rewrite shit to switch to that.
So in my opinion we'll most likely see bigger performance improvements once Blender is running on Vulkan AND has been optimized for it and bugfixed. So in other words, most likely with Blender 2.85.

>> No.707906

>>707866
Thanks.

>> No.707910

>>707904
Yeah I'm hoping the performance issues will somehow magically get fixed by some dev tweaking the new rendering and dependency graph, but it doesn't look good. Like you said, if we're lucky, the performance will be improved in something like 2.85, which means a year or two.

>> No.707913

>>707866
Thank you, mate.

>> No.707914
File: 45 KB, 477x511, blender_org_audience.png [View same] [iqdb] [saucenao] [google]
707914

So what does Russia use to model?

>> No.707915

>>707914
3d coat

>> No.707920

>>707914
3dmax, blender, maya

>> No.707921

>>707877
>>707906
>>707913
No problemo dudes. Hope it comes in handy!

>>707882
It's all good man. I guess I was beating around the bush. It's not like I can't add more to it later on. I just wanted it to be this whole big thing that looked super pro so it looked like I knew what I was doing. Hope you enjoy it though!

>>707883
Yeah you're probably right, I was thinking the title was starting to get too long though. Blender is in the tags, so it should still come up, but I'll put it in the title too.

>> No.707923
File: 26 KB, 300x314, verynice.jpg [View same] [iqdb] [saucenao] [google]
707923

I like how lively these threads became. Lots of cheekie fun, news but also some help. I wish this would continue like this but you never know.

>> No.707926
File: 251 KB, 981x930, Capture3.jpg [View same] [iqdb] [saucenao] [google]
707926

Im working on this real high poly test environment. Blender collections make it way easier to deal with complicated scenes so far

>> No.707927

>>707926
yeah they make sense. I never was a big fan of those tiny layer button shits they had before.

>> No.707936
File: 66 KB, 500x997, 145321632642.jpg [View same] [iqdb] [saucenao] [google]
707936

I don't like that it looks like we're slowly moving away from the dynamic topology idea while sculpting. It seems like the approach of starting off with a semi-high density base that gets worked on and then "re-meshed" as a whole whenever topology gets too stretched/distorted is the fresh approach now which in my opinion is a regression.
Maybe I'm the last sculptrisboomer here but I preferred it to have topology generated LOCALLY in real time where needed instead of clicking remesh each time shit looks ugly. Sure, you can still use "dyntopo" in Blender but to me it looks like it gets more and more phased out with all the effort recently put into the one-click-remesh solutions and may even get kicked out completely since it does not play ball with vertex painting.

So far my workflow is still using Sculptris for the base sculpt and then exporting it to Blender for everything else from there.

>> No.707943

>>707926
Did you model every brick instead of doing normals?

>> No.707960

>>707943
Isn't that expected in [the current year] ?!

>> No.707962

Anybody has experience with softwrap?
i end up with an mess floating around my model instead of nice wrap

>> No.707964

>>706775
4u

>> No.707966

>>707960
In [the current year] you generate bricks procedurally.

>> No.707967

>>707966
Yeah, but not as flat textures...or fuggly normal maps.

>> No.707970

>>707943
How would you even do the transition between the bricks near the window without placing them as objects?
At least i couldn't do that without obvious clipping.

>> No.707972

Feet and flexing.

https://twitter.com/wanoco4D/status/1190839842151624704

>> No.707976

>>707866
God bless you.

>> No.707977

>>707976
Thanks man. I hope you enjoy it.

Truthfully it was all of you here that pushed me to take it this far and make something out of it, so it's the least I can do to show my appreciation.
/3/'s a shitty place from time to time, but I can't say that I don't enjoy the time spent here with everyone.

>> No.707979

>>707977
:)

>> No.707990

>>707962
>Anybody has experience with softwrap?
My dude, it's an experimental addon that isn't out for more than a week or so? No, no experience with it so far... better check the Blenderartist thread

>> No.707991

>>707962
>>707990
Also, wait, after thinking about it I don't think he even released the latest version yet. The one from august works completely different from what you see in his latest videos.

>> No.707992

Any tutorials/streams on how to sculpt and/or model vaginas? In full I mean for lewd animations later

>> No.707998
File: 89 KB, 297x319, 1569693321043.png [View same] [iqdb] [saucenao] [google]
707998

Is there a way to make 2.8 remember the last sculpting brush settings?
Do I always have to create copies of the standard brushes, edit them and then save as new brush and save to the default user settings or importing them each time if I want to use my changed settings?!

>> No.707999

interesting, it's now possible in 2.81 to have local collections (assigning collections to views)

>> No.708000
File: 252 KB, 2048x886, EIdHAU5WkAAZb9Z.jpg:large.jpg [View same] [iqdb] [saucenao] [google]
708000

>>707999

>> No.708001
File: 690 KB, 1893x993, 1243123412.png [View same] [iqdb] [saucenao] [google]
708001

>>707998
>Is there a way to make 2.8 remember the last sculpting brush settings?
Yes you can save them as default or create new ones and save them as default and they'll be there next time, i have the 3 from the Elastic deform saved among others

>> No.708024

>>708000
Theme looks like the Nvidia GeForce experience, based Cuda core boy

>> No.708025

>>708024
Yeah, screenshot is from the crazy Frenchie who's responsible for the cool Speedflow addon. He's really fond of green!

>> No.708027

>>707429
>Lines that were pretty crisp get lost or become amorphous, and fine details are all but lost.
Wtf do you think the point of an anime background is?
It is supposed to loose the details to keep the focus on the foreground characters.

>> No.708030

>>708027
>It is supposed to loose the details to keep the focus on the foreground characters.
I don't seen any foreground characters in that anon.

>> No.708032

>>708027
>Wtf do you think the point of an anime background is?
To help the viewer focus on the characters without the need to have any composition skills.

>> No.708034

>make custom brush icon
>it's a big boob for the custom boob brush
I love blender so much

>> No.708044
File: 348 KB, 800x543, diagonal45angle-1191014285457051648-0.png [View same] [iqdb] [saucenao] [google]
708044

>>708034
Pardon? Boob brush?

>> No.708047

Is freestyle outline calculation suppose to be very slow? It takes more time rather then actual rendering. I know it uses only single cpu core, but still.
As I want to add it only to the characters, so is it possible to apply it only to a single render layer and ignore the rest?

>> No.708050

>>706591
Do you guys use a drawing tablet? What model?

>> No.708055
File: 937 KB, 775x884, Capture4.png [View same] [iqdb] [saucenao] [google]
708055

>>707943
yeah. this would have been a nightmare to deal with on 2.7 but it's pretty reasonable on 2.8. I only really work with that one block of bricks on the left and boolean/array out shapes for walls

>> No.708056

>>708050
>>708055
answer this little boy

>> No.708063

>>708056
22 inch xp pen tablet. Its cool cause its an ips screen and makes color management not impossible

>> No.708068
File: 452 KB, 1600x1200, surface.jpg [View same] [iqdb] [saucenao] [google]
708068

Still working on that oil container. The surface of the metal looks good so far, but i have no idea how to make it all look greasy in a realistic way.
Any ideas on that - or how to recreate the dirt on the glass?

>> No.708069

>>708068
Dirty -- roughness maps? fingerprints, scratches, dust marks...
Greasy -- coating, with oil IOR (~1.45)?

>> No.708070

>>708069
So far i've managed to create the materials proceduraly; i want to stay away from UV unwrapping for now.
The oil sounds good, but i'm not sure how this will work out with the glass refractions. I'll give that a try though, thanks

>> No.708072

>>708068
What are those shebangs? Some sort of alchemical bada bing?

>> No.708073

>>708050
Same as >>708056 actually. Only the 13" version. It was the only Chinese knockoff screened tablet I could afford. That being said, it works perfectly well and better than the tablet I had before which was a screenless Wacom. No problems at all. Size is a bit meh, but that's on me for not getting the bigger version. Buttons on the tablet work pretty well for hotkeys, never touched the slide thing on it though.
Works super great for putting reference material on and not wasting screen space on the main monitor too. But I guess any second screen would do that.

>> No.708074 [DELETED] 

>>708073
Fuck.
Meant >>708056
not >>708056
Well, enjoy the yous.

>> No.708134

>>708072
>alchemy
These are compensation reservoirs, brainlet.

>> No.708150
File: 414 KB, 574x527, 2019-11-04-1572870869_574x527_.png [View same] [iqdb] [saucenao] [google]
708150

nip are going full blender

>> No.708167

https://www.youtube.com/watch?v=u1Jj-1sMq9g

>> No.708170

>>708167
inb4 copyright claim by dreamworks and takedown

>> No.708176

>>708150
You wish.

>> No.708186

>>708134
Do you... Do you mean condensation?

>> No.708190
File: 13 KB, 344x308, hot_oil_expansion_tank.png [View same] [iqdb] [saucenao] [google]
708190

>>708186
or something like this

>> No.708197
File: 247 KB, 1920x1080, bakuya_01-1188069492049342465-0.jpg [View same] [iqdb] [saucenao] [google]
708197

>>708176
I only very occassionally see japanese guys using Zbrush or anything else. They all use Blender.

>> No.708198

>>708072
It's an oil drip feeder, and literally just lets machine oil drip down a pipe.
Looks fancy though.

>> No.708199

>>708197
Wrong.

>> No.708200
File: 139 KB, 592x399, 2019-11-04 08_39_38-#b3d - Twitter Search.png [View same] [iqdb] [saucenao] [google]
708200

>>708199
If you say so.

>> No.708203

>>708200
Yeah that looks just like the usual blender trash.
Get out of your filter bubble, blendlet. Search twitter for Japanese posts related to Zbrush and lay down the glue you delusional fuckhead.

>> No.708217
File: 182 KB, 597x620, 2019-11-04 09_27_49-(_) Twitter.png [View same] [iqdb] [saucenao] [google]
708217

>>708203
All I'm saying is that you don't need to struggle to see Blender being mentioned by japanese people.

>> No.708220

>angry lil industrystandardlet coming late to camp in an almost topped out blender thread JUST to be perpetually angery
lmao

>> No.708224

>>708220
holy filter bubble batman !

>> No.708279

>>708220
What did he mean by this?

>> No.708326

>>708217
So?

>> No.708369

https://www.youtube.com/watch?v=Z0gjmE3hJ2M

>> No.708373

>>708369
>Jack of all trades free program gets BTFO by highly specialized expensive programs that have been around for years.
Why are people surprised?

>> No.708374
File: 172 KB, 471x331, laffin.png [View same] [iqdb] [saucenao] [google]
708374

>>708369
Well in the last couple weeks they churned out lots of Blender content and praised it a bit too much for their overlords' liking. Seems like they got cut down by them a bit and forced to make a sorta "clarification" video lmao

>> No.708375

>>708374
Well it is their paycheck

>> No.708419

>>708197
blender's been getting attention lately, but japan is mostly 3ds max since autodesk killed softimage

>> No.708479

This is why Maya superior:

https://www.artstation.com/artwork/lVdQXe

>> No.708480
File: 15 KB, 345x226, snap.png [View same] [iqdb] [saucenao] [google]
708480

>>708479
What are you talking about?
Are you aware that you seem mentally challenged?

>> No.708485

How much does a fully rigged 3D character with functional sexual parts usually cost? Also not some ugly high poly thing from Daz3D but a stylized character from a example character

>> No.708486

How to select bone by name in POSE mode?

>> No.708487

>>708486
obj.pose.bones[bone_name].bone.select = True
nvm

>> No.708491

>>708485
about Tree Fiddy

>> No.708508

>>707936
>we're slowly moving away from the dynamic topology idea
Well shit, they should leave it there as an option even if they don't intend to work on it anymore.

>> No.708541
File: 26 KB, 554x847, furstSculpt.jpg [View same] [iqdb] [saucenao] [google]
708541

My first time sculpting, any thoughts?
I ended up doing an animal face since i figured any abnormalities in a human face would make the whole thing look like shit

>> No.708560

>>708541
You know what comes next, do you anon?

>> No.708594

>>708560
Don't have to retopo if he doesn't intend on doing animations with it tho.

>> No.708595

>>708594
I know how to retopo it's fun. But nah I don't intend on doing animations anyways

>> No.708604

>>708595
>retopo is fun
Truly, degenerate thoughts such as this are worse than even furfaggotry.

>> No.708609
File: 35 KB, 500x319, 6df.png [View same] [iqdb] [saucenao] [google]
708609

>>708594
>Don't have to retopo

>> No.708610

>>708595
>retopo is fun
fun as in the fun of getting a colonoscopy or real fun?

>> No.708630

New thread >>708628

>> No.708643
File: 300 KB, 1080x620, 2019-11-06-010133_4480x1440_scrot.png [View same] [iqdb] [saucenao] [google]
708643

How can i adjust emission strength?

>> No.708646

>>708643
Use an emission node instead.

>> No.708660

>>708643
On the link between the color ramp and the BDSF, you can put a vector math node set to scale, and that scale factor will be your strength multiplier.

>> No.709121
File: 24 KB, 412x482, Capture.jpg [View same] [iqdb] [saucenao] [google]
709121

Is there a quick equivalent of Zbrush's Projection Master for Blender?

I know about baking one UV to another but something that could do this thing at a button click would be handy.

>> No.709605

>>708541
>>>furshit
>>>furstSculpt.jpg
Go back to deviantart