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2023-11: Warosu is now out of extended maintenance.

/3/ - 3DCG


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File: 1.20 MB, 1687x1350, c1c615fafc917f95d85437c235167d4c8f7c916a.jpg [View same] [iqdb] [saucenao] [google]
725240 No.725240 [Reply] [Original]

2.82 is officially out edition
Previous thread: >>722942

>> No.725242
File: 6 KB, 800x227, leave_this_to_me.png [View same] [iqdb] [saucenao] [google]
725242

>> No.725254

What's the situation with vdb import for Blender? I read somewhere it was supposed to come soon, but can't find much info.

>> No.725261

>>725240
Is there is a way to align selected faces to view or face?

>> No.725262

>>725254
For now it's being worked on privately for the docufictionary "Adolf's Dreams: Luna's Pioneers". They are going to be using it for recreating V-2 launches mostly.

>> No.725266
File: 115 KB, 1280x720, The Witness.jpg [View same] [iqdb] [saucenao] [google]
725266

Good tutorial / site pages on how to make trees and foliage in Blender?

>> No.725267
File: 30 KB, 232x376, snap.png [View same] [iqdb] [saucenao] [google]
725267

>>725261

>> No.725275

Why is there no anti-aliasing for AO bakes?

>> No.725280

>>725275
Because fuck you and your demands for luxury like AA. Why don't you bake it 2x or 4x the resolution you actually need (and suffer through the extreme long baking times) or just use a competent baking solution.

>> No.725282

>>725275
Good AA implementation with modern renderig techniques requires herculian understanding of APIs and hardware in the lowest-levels

There are like 1.3 people in the world left who know this stuff

>> No.725286

>>725280
>use a competent baking solution
such as?

>> No.725301
File: 1.40 MB, 1920x1200, Screenshot_2020-02-16_08-07-36.png [View same] [iqdb] [saucenao] [google]
725301

I actually NEVER used Blenders sculpting moder for creating anything, because for me it totally sucked donkey dicks.

But i gave it a try in 2.81/82, and i have to say, now it is actually kind of fun. Especially the new cursor circle showing you where things will happen is a clear step forward. This new feature really made the difference for me. The other big thing is the much improved performance, providing a much smoother and more direct sculpting experience to the user.

Very good work from the developers, which finally made the sculpting tools a usable option. I think i will have some fun with it.

>> No.725324

>>725240
Thanks for the advice

>>725227

>> No.725332

>>725324
Anytime. :)

>> No.725334
File: 3.13 MB, 1920x1080, howfixit.png [View same] [iqdb] [saucenao] [google]
725334

Download Classroom and render.How fix it?

>> No.725342

>>725334
that usually means the textures are missing
looks like the models aren't displaying either

>> No.725343

>>725342
well,how fix it?

>> No.725344

>>725343
I would begin by looking at File > External Data > Find Missing Files...

>> No.725356

>>725282
AA is PP you fucking moron

>> No.725388

>>725286
If you already use Substance you can use it for baking.
If you don't, you could always download xnormal.
It's ancient (but free) and has a shitty UI, but it works better than Blender.

>> No.725390

>>725267
It's different. I want a group of faces to have same orientation as one designated face or view.

>> No.725391

>>725390
i'm visualizing all kinds of things with this
not sure what you want

>> No.725393

>>725391
Eh. Just got back to PC and solved it with custom orientation. All i wanted a partial functionality of "Aligner" from "Soulburn Scripts"

>> No.725409

>>725240
Any fucking reason why eevee completely freeze window when render until task is finished?
Cycle works perfectly fine.

>> No.725410

what kind of blend mode/math would turn white into a specified color?

>> No.725411

>>725410
ok, so ignore this question, and please explain why i can't use color as input to a node group?

>> No.725412

>>725409
Maybe it's using either the CPU or the GPU whereas Cycles is using the other? Pretty sure the UI relies on one, can't remember which. You can test it out by switching which is used in Cycles.

>> No.725413

>>725411
You can though. Drag a color input to the empty socket on the group input.

>> No.725414

>>725412
I mean when I hit F12 to render the scene with Eevee .Blender is completely froze until it finishes rendering. Is that normal?
I don't have any problem with cycle.

>> No.725416

>>725414
thats not normal, does it happen too when u render a small region in the viewport?

>> No.725417
File: 51 KB, 563x225, lock.png [View same] [iqdb] [saucenao] [google]
725417

>>725416
also do u have this checked?

>> No.725418 [DELETED] 

>>725416
yes. Switching back to my old GPU now

>> No.725419

>>725416
>>725417
I don't have it checked
It's happened since I switched to new GPU. Already reinstalled drivers 2 times. Switching back to old gpu now

>> No.725454

>>725413
For some reason, it's grayscale/value

>> No.725455

>>725454
can inputs be assigned a type e.g. gray, yellow, purple?

>> No.725458

>>725455
>>725454
>>725413
>>725411
>>725410
https://docs.blender.org/manual/en/latest/compositing/types/groups.html

The screenshots show the input types having different colors. How do you set the type?

>> No.725475

How "easy" is sculpting with a mouse? Or I guess am i at a severe disadvantage by not using a tablet or anything? I've never done sculpting before and I'm curious if it's better to get a cheap tablet or not. Mostly just want to make dumb shit/memes for 4chan and friends. I've only really played with models and made a few shitty dumb/lewd animations

>> No.725476

>>725475
it's totally doable, and the results are better than trying to paint/sketch
definitely better with a cheap tablet though

>> No.725488
File: 69 KB, 197x182, happydeer.png [View same] [iqdb] [saucenao] [google]
725488

>>725475
I always do the rough base/to medium detail shapes with my mouse because for some reason my pseudo autism makes it feel retarded to pull out and manipulate bigger chunks with the stylus. it also feels quicker to me. right hand on the mouse, left on the keyboard.
finer details and painting with the stylus.

>> No.725489

>>725393
I had this issue the other day too, people seems to have problem visualizing it, i solved it the same way you did which is pretty convoluted at the end of the day.

>> No.725491
File: 1.45 MB, 500x500, giphy.gif [View same] [iqdb] [saucenao] [google]
725491

How do I make an object glow and stop glowing as determined by the vocals I'm using?
The character Bill Cipher is a good example of what I want to achieve.

>> No.725493

>>725416
Found this one.

htt ps://developer.blender.org/T72339

That's weird. I rememder it was less of a problem in 2.8

>> No.725502

>>725491
To my eye, the glow around his body appears to be fixed. You can achieve that look with a blur filter and that's how most artists would choose to do it. For stills, this is usually done in Photoshop, but it can be achieved with Render Layers and a Blur node setup. If it needs to actually emit light and shadow, it can be setup to do that. It can also be faked. Just depends on what you need.

The mortar fading in and out could be achieved probably a few different ways. My first instinct is to try animating the Factor on a Mix node. One Shader would display the image texture (in this case, the Brick texture can generate that for you if you want to try to recreate this character before attempting your own), and the other is just 100% diffuse yellow. Full disclosure: I haven't actually tried animating a Shader before. I'm going to take a shit and when I get back, I will attempt it. There may be some limitations I'm not aware of (does the shader have to recompile and can it do that between frames?).

Syncing would require scrubbing through the audio like any other lip syncing work. Fairly trivial at that point.

>> No.725504

>>725502
Alright, I'm back. Let's see what we got...

>> No.725505

No thanks

>> No.725507
File: 1.16 MB, 512x512, shader.gif [View same] [iqdb] [saucenao] [google]
725507

>>725502
>>725504
The glow is so trivial I won't even bother.

>> No.725508
File: 57 KB, 966x433, setup.jpg [View same] [iqdb] [saucenao] [google]
725508

>>725507
simple node setup

>> No.725520

>>725491
Look up music/audio visualization in Blender on youtube.

From what I have gathered, you can import audio and bake an f-curve from it and use that to drive a value such as the intensity of a material's emission value for the glow effect.

>> No.725524

>>725489
>>725489
Well it's common in blender community not grasp some common concepts, well it seems it's entire foss scene. But i constantly see people not understanding some above basic concepts and spreading misinformation and etc on stuff they clearly don't understand. And speaking of "custom orientation" it's not that of a problem or needlessly convoluted, just underdocumented at worst. Soulburn's aligner just most efficient way to get the results - keep in mind it can be done in vanilla Max but it's setup more than few clicks than compared to script. I say blender's way kinda middle ground.

>> No.725559

What does exactly e-cycle do? And why pajeets charge you $500 for it?

>> No.725571

Anyone have experience positioning multiple f-spy objects in a scene? Trying to recreate a few rooms from images I took for practice. I have 2-3 pictures from opposite corners of the rooms, of which I think there are 3-4.
Is doing each room/f-spy shot separately a better strategy?

>> No.725611
File: 777 KB, 1856x688, nanithefuck.png [View same] [iqdb] [saucenao] [google]
725611

I'm trying to make a trim brush from the scrape/peak brush, some of the settings had their names changed and these should be the right ones but they aren't working. Left is how it should work, right are my settings and results. What am I getting wrong?

>> No.725614

>>725611
usually those clean cuts are allowed when you have more vertexes. try upping the resolution, or simply model the shape directly before sculpting any further

>> No.725621

>>725559
It's Cycles, except much faster. Check it out yourself.
https://anonfile.com/Zac9Pba3oe/E_cycles_2.83_v20200118_win_zip

>> No.725627
File: 1.83 MB, 2592x774, alembic comparison.png [View same] [iqdb] [saucenao] [google]
725627

>alembic importer being finicky with cloth imported from Marvelous Designer
>turns out 2.82 specifically changes the way the alembic importer handles normals
>which somehow completely broke compatibility with MD alembic files
Notice the missing wrinkles on the 2.82 alembic that are present in the 2.82 obj, even though they're the same exact cloth file.
The fuck am I supposed to do now? Fork blender just to replace one file?

>> No.725633

>>725627
use 2.81?
The "improvements" are hardly worth a switch at this point.
Only noticeable change is the fluid/smoke sims.

>> No.725634

>>725627
then use the older version of blender?
https://developer.blender.org/T73363
>milestone 1 done
>6 more to go!

>> No.725635

>>725614
Looks like it was a combination of that and the brush movements I was using. Takes more topology and small circular motions instead of the wide sweeps I was going for.

>> No.725636

>>725627
Report it as a bug

>> No.725642

Is it possible to paint normal map shapes similar to how you do in substance painter in blender without having to actually model and bake it?
I know you can do something similar in sculpt and then bake it but i'd rather not have to deal with high poly stuff if i don't have to.

>> No.725688

is there something im missing or is it only possible to bake a render in a single computer?

I can render frame-wise with several pcs but baking is still a huge time bottleneck

>> No.725691

>>725240
So what's new? Not going to look up any changelogs, spoon-feed me teh info

>> No.725706

>>725691
It took you longer to shitpost than it would've taken you to visit the release changelog. Blendlet.

>> No.725728
File: 521 KB, 1920x1080, Eevee.jpg [View same] [iqdb] [saucenao] [google]
725728

Long time cycles user here, just discovering the power of eevee. I guess for more cartoony stuff this eevee render engine is pretty amazing.

>> No.725734

if i wanted to fill a treasure chest with coins, should i do a particle system and then convert it to a mesh or something?

>> No.725755

>>725734
You can use a rigid body simulation if it doesn't need to be animated. I personally cannot figure out how to get rigid bodies to stop jiggling, so I can't recommend for animations.

All you have to do is create the coin mesh and alt+d to duplicate over and over again. You won't be able to fill a whole chest but you can fake what's underneath with a texture.

>> No.725797

>>725728
>eevee
>3 fps
Nice

>> No.725800

>>725734
>>725755
there's am addon that lets you sprinkle your scene with objects and rigid body physics enabled. basically you click and hold and under your cursor the objects get spawned and scattered on your scene.
forgot the name but it's really neat and fast.

>> No.725810
File: 51 KB, 669x593, gay.png [View same] [iqdb] [saucenao] [google]
725810

I have some flowers. As far as I can tell, they all have the same mesh, scaled different sizes. Is there a way to unwrap one of them, and unwrap them all in the same way?

Whoever made this, didn't unwrap them before duplicating them, and simply slapped a yellow material on them.

>> No.725811

>>725755
>>725800
thanks this was helpful

>> No.725812
File: 461 KB, 453x396, screenshot_version_0.3.0_demo.gif [View same] [iqdb] [saucenao] [google]
725812

>>725810
https://bitbucket.org/renderhjs/textools-blender/src/master/

>> No.725813

>>725810
i would probably try to separate by Loose Parts and then try each of the UV options to see if any them work by default. if not, then you will need to find the best fit, and then align the verts manually. there are some tools in the UV editor to make this not so painful

>> No.725814

>>725812
holy fuck that's amazing
should have refreshed before giving my shitty answer

>> No.725815

>>725814
I think it has been updated to 2.8, you can download 2.79 if it hasn't, I haven't need it in a while

>> No.725816

>>725814
>textools-blender
https://blender-addons.org/textools-addon/

>> No.725817
File: 5 KB, 564x411, asdasdassaf.png [View same] [iqdb] [saucenao] [google]
725817

>>725812
That is a massive blessing. Thank you.

>> No.725823
File: 346 KB, 1698x1396, Piston_container.jpg [View same] [iqdb] [saucenao] [google]
725823

I'll have to redo this piece of machinery (my first project ever) and while doing this i might improve the topology as well. Still, i can't realy figure out how to to cerain things:
1. The large cutout on the top creates a nasty ngon which fucks up during subdivision. Also, i did need an extra vertex to make the shape smooth, which i had to pull up through the whole cylinder
2. The base of the container is larger than the middle piece. I placed every edge loop ring by hand, resulting in well, this. How do you approach this shape?
3. The ledges where the screws will be placed look decen't, but something doesn't quite seem right. It's hard to point out.

Any advice for recreating this thing / how the topology of a cylinder-ellipsoid-intersection or the one of the blocks should look like?

>> No.725824

>>725797
>3fps
what kind of potato are you working on anon

>> No.725825
File: 23 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
725825

wew lads

https://www.youtube.com/watch?v=TW5_32K0_xs

>> No.725828

>>725825
I wish they put this much love into the video editor. But still, pretty awesome stuff.

>> No.725831

>>725823
looks great for a first project

1. that edge loop terminating there is your problem. you need to have a loop for that vertex you circled under "1". and for all the other vertices as well. you need supporting geometry for that huge hole in your mesh, basically.

2. not sure what you're asking. currently, there is a lot of geometry where you've highlighted. i'm not sure you need so many edge loops there because the subd will smooth out those transitions. if you need it to suck in a bit, you need at most an extra edge loop.

3. look at those large faces on each side of those ledges. did you use the spin tool to model the base? i'd probably start there, if not. it will help with creating a more consistent mesh.

with hard surface modelling, you want to try and strive for a procedural/non-destructive workflow. i would really try to get rid of some of those edge loops and maybe use creases to cut down as well

>> No.725850

>>725824
My 2070S gets 3 fps in the viewport with tree creature demo. Never had good experience with eevee' viewport performance.

>> No.725855

i'm running a mesh through a subdivision modifier and a displacement modifier to get some little bumps all over my model. think of an avocado. how do i "bake" this, if possible? i mean, shouldn't there be a way to create a normal map from a detailed mesh? it just stands to reason, and i feel like i've seen this somewhere.

>> No.725909
File: 43 KB, 580x326, 2d_3d_main-1280x600-580x326.jpg [View same] [iqdb] [saucenao] [google]
725909

So i have been using blender to rotoscope with grease pencil and i know about using background videos in camera mode.

I am wondering though if i make a 3D drawing in grease pencil what is the best way to overlay a 2D grease pencil drawing in camera mode?

Should i just render the 3D image and pipe it into a new instance of blender and draw over it like i would do with rotoscoping? Or should i set up the camera with a 2D plain inbetween the 3D elements?

>> No.725912

>>725266
take a da cube
extend up
scale end down for taper
do some loop cuts
extend out from cuts for branches
cut up the branches if you want some twigs
make a plane
draw some fugging leaves and shit on it
throw a bunch of those on your tree

>> No.725913

>>725611
I think you'd want original plane there, iirc it should lock your strokes to a single plane and give you nice flat cuts

>> No.725921

>>725855
There's a bake panel when you have cycles selected as the renderer. You need to add a material with an image texture to your object to tell it what image to bake to, then just bake the normals.

>> No.725926

In 2.8 how do you make the outliner only display objects that are a part of the current visible collection?

>> No.725929
File: 30 KB, 583x583, 1577562650532.jpg [View same] [iqdb] [saucenao] [google]
725929

>>725825
>still no brush tool

>> No.725935

>>725909
sorry i can't be much help, but often when i run into issues like this of one vs. other, i just try both. sometimes you have to be a trail blazer. i think this is definitely an instance of just needing to see what feels right. hope someone helps or you figure it out.

>> No.725936

>>725912
>throw a bunch of those on your tree
that's the part he probably wants an answer for

>> No.725938

>>725926
i can interpret your question a few ways, so here's a few solutions.

first, at the top of the outliner is a funnel that represents the filter feature. click on it and you will see a dropdown box next to Object. you can change this to Selection. uncheck what you don't want. now only your selections appear in the outliner.

blender -- instead of creating a new shortcut to learn -- will often just use the main shortcuts you're already use to using. the same shortcuts you use in the 3d view work in the outliner.

with that in mind, you want to put your cursor in the outliner, click your objects, invert the selection with I, H to hide. and that will turn off visibility for everything else. Alt H will bring it back.

you can also add objects to its own collection by pressing M and selecting New Collection. it's now possible to collapse everything else. you can right click and under Visibility choose "Isolate" which will toggle off every other collection.

you can also create a new view layer which will let you go between different "views" which saves the current state of the outliner and lets you come back to it. this might be closest to what you want. it doesn't actually modify your scene.

hope this helps.

>> No.725940

>>725935
youre right thnx

>> No.725945

>>725938
Back in Blender 2.7 there was a tickbox that you could tick and after that the outliner only displayed the objects of the current visible layer.

Now in 2.8 when I move over to collection 2 that only has a couple objects the outliner is still bloated with every single object in the entire project file.

>> No.725947

>>725945
unless i'm not understanding you, the solution is in the top right corner of the application. it should say "View Layer" by default. click the icon that looks like two pieces of paper to create a new layer. now you can set the Collection visibility per View layer. take the time to learn the system, because it's not only far superior, but it is also vital to, for example, using Freestyle

>> No.725956
File: 105 KB, 413x312, safasfa.png [View same] [iqdb] [saucenao] [google]
725956

how do I render Freestyle outlines with a transparent or solid white background, no materials. I only want the Lines=?

>> No.725959

>>725956
it's a combination of things. there's no official way to do it. just depends on what you want. that picture is from a scene in the blender docs and can be downloaded although the link is dead last time i checked. you can easily find it online tho

keep in mind some lines are textures rendered onto the material or are drawn in photoshop after rendering. others are done by marking the edge. and there are all kinds of linestyles and tricks you can accomplish with collections.

for the shader, typically you need to create a cel shader using a node setup. there are tons of setups online. most find the dot product of the normal and light vectors and then use this to drive a color ramp

>> No.725960

does anyone remember the name of that addon that let you apply subdivisions to a mesh that has shape keys?

>> No.725961

>>725956
This will be possible in the future. It may already be implemented in 2.83 builds.

>> No.725968

two questions:

1.) does a low poly object that has no connecting geometry (e.g. minecraft guy) benefit from a skeleton/rig? why not just put the origins at the point of rotation and parent things? is there some reason you want the thing to be a single mesh? having the arms and legs broken into separate objects seems like a pain at first, but the low cost of getting started seems like a win.

2.) will it ever be impossible to do 90s era renders? like ps1 graphics? sometimes i find myself missing the blender internal renderer because you could throw together some awful shit really quick. i feel like workbench makes me work more for it. turning shit off and the like. that's fine as long as it's possible, tho

>> No.725983
File: 133 KB, 1280x720, Piston_rod.png [View same] [iqdb] [saucenao] [google]
725983

>>725831
Thanks, have a piston..thingy.
>did you use the spin tool to model the base?
I placed these vertices by hand. I wasn't very efficient back then

>> No.726002

>>725956
I just use a holdout material for the main object.
It does the job.

>> No.726027
File: 3 KB, 149x72, ded.png [View same] [iqdb] [saucenao] [google]
726027

lmao I knew this day would come

>> No.726029

>>726027
Well they were pushing the "lol just remesh your 5 million poly model every minute which makes Blender hang for 30 seconds" workflow very hard recently, so it's no surprise.

>> No.726034

>>726029
Dobarro has explained it a couple of times, it has lots of bugs, bad performance and it is a diferent mode so every change has to be coded for dyntopo to keep compativility with the rest of the sculpt code, I think it happens in multiress too, that's why he want to remove it and replace it with the sculpt normals and udim.

>> No.726038

>>726034
Maybe they can turn the dyntopo thing into something new based on volumetrics. Since Pablo seems to be an absolute madman, I have hope in the future.

>> No.726041

>>726027
hope they add a decent replacement instead of gutting functionality while they work on it like they did with multires desu

>> No.726043
File: 257 KB, 1018x996, 1435646738.jpg [View same] [iqdb] [saucenao] [google]
726043

>>726041
And the game engine

>> No.726044

>>726038
I suppose he want to finish the sculpt work after fix the multires, he has a wip for the texture paint mode here https://developer.blender.org/T73935
>>726041
Dyntopo is kill, it is slowing the develop of the sculpt branch and nobody want to work on that, that's why.

>> No.726045

>>726043
The game engine was always shit and many, much better free/open source options have come up since then. They made the right call removing it.

>> No.726047

>>726045
I used it for interactive shenanigans inside Blender which would be even a much bigger hoot now with EEVEE.
I read there's some game engine branch but I kinda stopped caring about addons and other branches than main because less free time than I used to have to dick around with shit like that.

>> No.726049

>>726044
>he has a wip for the texture paint mode here https://developer.blender.org/T73935
Unironically love this pablomon. No homo.

>> No.726053

>>726049
the guy from the UI is stopping the sculpt vertex mode too > new vertex paint. it should be in the 2.83 too.

>> No.726059
File: 20 KB, 566x302, 1446400439312.jpg [View same] [iqdb] [saucenao] [google]
726059

>>726044
>Probably the most important feature that the PBVH_TEXTURE will bring is the ability to use all the features from Sculpt Mode to sculpt displacement directly to displacement textures or normal maps.
>For some workflows this is a huge improvement. Game artist that rely on high poly sculpts and baking tools to create details in assets for game engines won’t need any of that anymore. They will be able to use a fully feature sculpting system to add the detail to the textures of the model directly.

>> No.726072

Goddamn I keep getting stuck at rigging.
I got modeling, I got sculpting, I got retopology, I got unwrapping, texturing, map baking, materials and nodes, lighting and rendering, physics sims, animating. But making a rig is always a big wrench.

I'll lift an upper arm and shoulder and it implodes the neck. So I smooth out the weights with the neck. Then I bring the arm back down and it brings a chunk of neck with it. Same with the legs, it implodes the hips.

Now I'm adding some more edge loops so I gotta reparent and clean up all the weights again.

>> No.726079
File: 19 KB, 767x512, 1562496323270.png [View same] [iqdb] [saucenao] [google]
726079

Soul.

>> No.726080
File: 167 KB, 1276x714, 1578017650228.jpg [View same] [iqdb] [saucenao] [google]
726080

>>726079
Soulless.

>> No.726088

>>726080
u can just change the colors and icons and layout around if u want to be a degen about it friendo

>> No.726114

>>726072
You can't make a rig that doesn't have those problems unless you either use a lot of extra bones around the hip and shoulder or use custom skin deformers to alter the mesh as the joint animates.

Rigs that doesn't have those problems are very rare even in professional content, making a rig that supports a full gymnastic type range of motions for all joints is very advanced stuff.

>> No.726128

>>726114
I'm still a good ways from getting acceptable normal range of motion. Or heck in this case, its limited bodybuilder range of motion.

I've seen support bones on rigs, but I dont understand support bones. They're not for moving right, so it's always just 0,0,0 influence on that vertex group. My characters at rest, I move the leg up, the hip areas already got 0,0,0 influence from the bottom spine bone. Is a support bone just extra 0,0,0 influence? Would it technically not matter where they are then?

>> No.726133

>>725240
I'm having a go at blender edit mode creating some character models but I find the topology aspect to be very confusing, like combining the legs to the hip is confusing, any easy tutorial that focuses on this? like I know how I want to change the surface but I find placing new vertices very confusing

>> No.726134

>>726133
Sounds like you should learn basic modeling first before you dive into characters.
https://www.youtube.com/watch?v=DiIoWrOlIRw&list=PLFt_AvWsXl0fEx02iXR8uhDsVGhmM9Pse

>> No.726136

>>726134
yeah I just want to know how to make limbs connect together without any weird shit going on, I'll watch that video

>> No.726138

absolute noob question but is it true that when you model everything should be made of squares? like four verts per plane?

>> No.726139

>>726138
That's more of a general question than a Blender one. The answer is that it depends. Rule of thumb is, for surfaces that won't deform / be subdivided, usually tris work fine. For everything else, because of animation needs or to avoid shading issues, especially with reflections, quads are necessary, with some very minor exceptions.

As a beginner: stay quad, stay safe -- or go tri, and cry.

>> No.726140

>>726139
okay thanks I'll make sure to use quads only, I'm super noob and I quickly noticed I ended up with triangles and everything looking really wrong but I was too confuses to figure out how to change the triangles into quads from there lol

>> No.726145

>>726138
>>726140
The benefit of all quads is mainly when you are using subdivisions. If you have a mix of quads and triangles, using a subdivision modifier will lead to some issues where the different shapes meet. In all other cases it really doesn't matter all that much, as long as you avoid Ngons (polygons with more than 4 vertices). Generally it's good practice to stick with quads as much as possible.

https://www.youtube.com/watch?v=HGL6QpVRyXk
This video explains changing topology pretty well. Might come in handy when you run into problems.

>> No.726146

>>726145
thanks, I'll try to make my next model using only quads, last time I randomly added new verts and connected them until the entire mesh started being very confusing to work with and I wasn't sure how to fix the topology so that I can move stuff around

>> No.726186

https://twitter.com/pablodp606/status/1230944618906312704
Neat

>> No.726202

>>726045
It wasn't useful as a game engine, but it was useful as another tool for things. I used to rig up cars and then record myself driving them in the engine. It was way easier than trying to do all the same shit and making it look right by just using curves and stuff.
Or using it as a way to record physics interactions, but also being able to interact with them on the fly (kind of like pulling the cloth during a sim in MD).

As a game engine it was shit, but for logic stuff and recording bespoke shit that'd be hard to do animating by hand it was useful.
Maybe the animation nodes or whatever it is might get some of that featureset back though.

>> No.726204

>>726186
It really bothers me that I didn't notice there wasn't a "hardness" slider for the falloff until just now. Why is it that they're just now adding something like that when it's been in every software with a brush since forever?

>> No.726206

>>725266
there's a plugin for automating some of the processes in creating trees. It let's you play with number of branches, foliage density, etc.

>> No.726207

>>726202
didn't they say they will be adding an interactive mode or something as an alternative?

>> No.726209

>>725810
Yes. You can transfer UVs to different objects as long as they have the same geometry.

Select object with bad/no uv, select object with the correct UVs, then Ctrl+L -> transfer UV maps. You can also do multiple objects at a time.

>> No.726213

>>726207
I think so, but honestly I can't remember.
It's probably in the pipeline, but it's probably a super long way away before we see anything.
It's most likely still just an idea and not anything actually implemented with any lines of code yet.

A VR mode would be pretty neat to have as well.
It'd be nice to just put on an HMD and have a really good way of telling if something is the right size just by referencing it yourself like you would irl. I mean you could always use actual measurements for things, but that only goes so far.
Like it's one thing to have the exact measurements of a car or building, but it's another to see it with an HMD and just know intuitively it's the right size.
Sculpting too would be nice, and I guess that's where most people would want to use the VR for, but I'm more interested in environments. It'd be super cool to "be" in the scenes you create, ya know?
As far as I know they're working on a VR mode, but it's really in its infant stages right now.

>> No.726227

>>726213
>A VR mode would be pretty neat to have as well.
It's planned and there are a few people actively working on it, there's even a few demos already.
https://www.youtube.com/watch?v=07IUnNvOqko

>> No.726230
File: 118 KB, 380x247, 1444930113698.jpg [View same] [iqdb] [saucenao] [google]
726230

>>726204
Because you didn't notice there wasn't a "hardness" slider for the falloff until just now.

>> No.726233

>>726213
>Sculpting too would be nice, and I guess that's where most people would want to use the VR for
i really doubt that it would be practical for sculpting, blender is already slow, and even then i doubt you can work for hours with your hands up.
it would be a nice addition though

>> No.726238

>>726209
It was one object made of multiple copied (and fucked with) and joined. They looked really similar, but they weren't quite the same.

What I did on the 19th, was project from view from above, and then use that tool to sort them until I was done with the entire flower. I forget how I did the stem, but that was fucked, too.

I should have just made my own flowerbed from the start, instead of salvaging someone else's. It takes literal minutes to make a flower, even at my low level.

>> No.726241

>>726072
iktf skinning is such a pain in the ass i just give up and move on to some other project

>> No.726293
File: 89 KB, 1138x527, 5pole.jpg [View same] [iqdb] [saucenao] [google]
726293

Stupid pole
Any idea how i can fix the geometry so that the bevel modifier won't fuck up the subdivision?

>> No.726301

>>726293
You can try putting more edges on the affected areas, and slide them as needed.

>> No.726306 [DELETED] 
File: 718 KB, 1104x764, pic.png [View same] [iqdb] [saucenao] [google]
726306

>>726293
can't reproduce that.
maybe some unmerged vertices / inside faces?

>> No.726307
File: 799 KB, 968x682, Bevel.png [View same] [iqdb] [saucenao] [google]
726307

>>726306
>maybe some unmerged vertices / inside faces
I'm sure it's the bevel modifier - i'm using it to hold the edges in shape (pic related, 2 segments/bevel)
Is there a better way? Just using crease makes them look like a blob.

>> No.726325

What is the reverse sinusoidal keyframe interpolation? I want something to come fast at start then ease up at the end.

>> No.726337

>>726233
Having tried Oculus Medium, seeing your sculpt in 3D is really a game changer, not to mention how convenient it is to pull and push parts of your mesh instead of having to do it from the side with the move tool for example. As long as they figure a good interface for it I think it could be really great.

>> No.726415
File: 2.05 MB, 304x281, 1549870538652.gif [View same] [iqdb] [saucenao] [google]
726415

Okay its time I started to learn how to scult
Whats a good tutorial video for someone who hasnt sculpted in his life?

>> No.726423

Am I just bad at blender, or does the voxel remesh and quadriflow remesh work so badly that it's next to useless? Compared to dynamesh and zremesher in zbrush it feels like fighting someone who is in a tank with a stick

>> No.726439

noob question but if I sculpt some high detailed thing and then make a lower detailed replica of it, will baking to it be possible or is there like some rule about how the two objects relate to each other other than me trying to make the lower detail one match the shape?

>> No.726450

>>726439
matching the shape IS the rule. The better it matches, the better the bake.

>> No.726457

>>726415

Grant Abbitt is pretty good

https://youtu.be/7MRonzqYJgw

>> No.726458

>>726457

Actually view this I'm dumb

https://youtu.be/jRiSdYby6v8

>> No.726502

>>725968
1. Skel is generally a faster way of animating, and for simple characters you can still use the same skel for a lot of slightly different lil dudes. Whereas if you have lots of different characters with no skel you'll have to manually adjust a load of limbs. You also have to keep in mind that different games may have different ways of implementing animations. If you're modding for Quake I, for instance, you cannot use skeletons, as the engine didn't support it.
Finally, dealing with many objects is also a skill. Sometimes you want separate cubes to be a single object, sometimes you don't. Sometimes it may be better to start with many objects and join them later, etc.

2. This is more of a aesthetic question, but you can check the n64 metroid thread. Dude is doing a good job emulating the n64 graphics. Also, you can always keep some 2.79 blender somewhere in case you need the old internal renderer.

>> No.726519

>>726027
Welp, back to Zbrush I go.

>> No.726552

>>725240
https://youtu.be/1CNBUSMFlrg

>> No.726572

It would be nice if I could hide an object and Blender automatically makes it "disabled in viewport" and "disabled in render" as well. Currently you have to uncheck 3 icons to do that, which doesn't make much sense IMO. In Maya, you can just press "H" to hide, and it's completely hidden from everything.

Or is there a way to do this in Blender with 1 button as well? I'd be satisfied even with an addon, fuck it.

>> No.726582

>>726079
i've been using blender since before gpl
and, let me tell you, it was utter shit

>> No.726583

>>726080

That's called nostalgia. The old interface was dogshit.

>> No.726585
File: 2.67 MB, 1784x1022, Desktop.webm [View same] [iqdb] [saucenao] [google]
726585

Blendlet here. Getting new desktop in few weeks

So the issue here is CPU bottlenecking it? It seems modifiers only run on one Core( I have to remove all armature modifiers to get normal frame rate). Is it a known issue?
What should I get for new comp to get decent viewport performance?

>> No.726590

>>726585
>What should I get for new comp to get decent viewport performance?
Don't get a new computer, just use Maya.

>> No.726597 [DELETED] 

>>726590
>Don't get Maya, just use 3dsMax.

>> No.726598

>>726590
Don't get Maya, just use 3dsMax.

>> No.726600

>>726590
How the fuck people work on animation with 10fps. I've tried simplify and it still doesn't get much better even on solid mode .

>> No.726601

>>726600
I get 120fps in Maya, the same rig in Blender ~below 20.
So...
Use better tools?

>> No.726602

>>726598
>>726590
>Autodesk employees desperately trying to not lose their jobs.

>> No.726621

>>726600
don't animate in eevee
Viewport performance is broken and they're apparently working on fixing it. Use collections to disable/enable things as needed

>> No.726622

>>726621
Thank anon. Could you point me to the issue's topic?

>>726598
Also thank shill anon. I'll now buy your software.

>> No.726623
File: 9 KB, 360x450, AAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google]
726623

>>726590
>>726598
Don't get Maya or 3dsMax, just use S̗̙̄ͪ̽̂́ͅo͚͓͖̙͙f̣̦̻̫̞̏t̫̟̗̋͂̕i̸̢̛̺̥̣̻̻̭̫̠̹̣̬̐ͯ̔͆ͨ̊ͅm̡̨̖̦͕̠͖̱͇͔̝̭̰͍̮̟̘̖͍̹ͭ̑̊̓̐̔͛̇̿͂̑̀͢a̧̨̹̝͙̜̎ͯͭ̆͒͌́̚ğ̡̺͉͉̜̪͙͉̳͖̘̣͉̬͇̗̗̀͒͊͋̊́ͣ͛ͩ̃ͩ́̚̚ě̵̦͖̯͍̣͍̟̳͙̫̺̦͖̙̹̟͊̉̑͒ͩ͘͞

>> No.726630
File: 45 KB, 1280x720, AC3OP.jpg [View same] [iqdb] [saucenao] [google]
726630

Do you have any tips on how to do convincing distant scenery so it doesn't look like reality just ends in a large scale scene. I want to do something like this, and in the basic tests I've been doing with cubes in place of buildings, I always end up with a problem where things look like they just sort of stop. What are some techniques to avoid this?

>> No.726633

>>726630
1. Don't use a flat terrain.
2. Use atmospheric perspective either with a true volumetric or fake it with a depth pass (also called mist pass sometimes)
3. Place your camera where it makes sense

>> No.726650

>>726633
Implemented the first two and it really made everything 10x better. Hard to figure out the exact camera positioning in the prototype/draft but figuring it out. Might post test render tomorrow.

>> No.726677

>>726585
Blender viewport performance is just terrible. It's not your CPU. It's not your GPU. It's Blender.

>> No.726688

Holy shit I've been binging this whole channel tonight learning new things and better ways for old things.
Seamless textures, advanced rig mechanics, scripting hotkeys, more efficient uv maps, it just keeps going
https://www.youtube.com/channel/UC2U5mRfclG1Rrr1ztNkpGKA

>> No.726689

>>726688
the way he talks makes me wanna kill myself

>> No.726693

i'm making an add-on for 2.8 and i've got the main functionality written, i just need to register it somewhere in the UI

are we supposed to put this in the active tools and workbench panel? ugh, i need to go back and read probably tens of pages of dev notes and i don't want to

>> No.726741
File: 171 KB, 1000x600, 0001-0200.webm [View same] [iqdb] [saucenao] [google]
726741

Well, that didn't work.
I tried to make an empty follow the shape counterclockwise to get the horizontal position, but the vertical position doesn't remain constant.
Any ideas how i can make the bolt rest on the crank?

>> No.726748

>>726741
git gud

>> No.726760

>>726741
what constraint(s) are you using?

>> No.726761

>>726760
"follow path" for the empty, "copy location" for the bolt. The Path is animated and copies the rotation of the real object.
Both following the path and the rotation take 200 frames, which is why the animation loops.
Because the distance walked on the path is linear, the empty gets ahead during the bump and gets back during the flat part, causing this error

>> No.726767

>>726688
You're not learning anything. Most of it is common sense (wow, who knew you should pack in UVs as efficiently as possible?!), and the stuff that isn't can be found out with a quick google search.

>>726689
Same brah.

>> No.726775
File: 1.24 MB, 1558x1405, Capture.png [View same] [iqdb] [saucenao] [google]
726775

Could someone suggest the best way to rig this straw so that I can animate it? I've mostly got it working in that I can animate it if I manipulate it manually but I'd much rather find a way to constrain the joint so that I can fold the top half down alongside the bottom half and keep the bendy joint looking nice and uniform, like a bendy straw would look like if you folded the top part down.

I can constrain/track it to a circle but the "arc" that the joint needs to move through is not a full-on circle, as both the top and bottom need to come down side by side and not on top of each other, as a circle would force it to do, if that makes sense.

>> No.726789

>>726767
Everything can be found with google searching. What BS dismissal is that. Tell me there's nothing on that channel you don't already know how to do.

>> No.726792

Are there some good advanced tutorials for unwrapping in Blender? Some good addons you recommend (besides TexTools and UV Squares)? I need to improve in that area a lot.

>> No.726794

>>726623
bitterkek

>> No.726797

>>726741
Perhaps extrude the cross-section of the shape (keep it hidden if you don't want it rendered) and use a shrinkwrap constraint to press the empty/bolt down onto it along the desired axis.

>> No.726799
File: 2.94 MB, 1920x1080, citytest-2.png [View same] [iqdb] [saucenao] [google]
726799

>>726630
>>726650
Getting things figured out. I'm pretty happy with the lighting, no post processing on pic related. The fog/smog/dust is done in a kind of unorthodox way, but seems to work well enough. I tried a volume scatter, but on this scale, it takes an insane amount of time to render. Is there any way around this, besides scaling the scene down or using a depth pass?

>> No.726803

>>726789
It's all the bare essentials that you can figure out by just doing it.
If you can "learn" it in 2 mins, odds are it wasn't all that hard to figure out in the first place.

>> No.726804

>>726799
Instead of using a volume scatter, just use the emission of the volume instead. Then just tweak the density with the emission strength, and the color.
Probably won't even need to use the principled volume either, just plug in an emission shader into the volume.

You won't get any shadows, but for a quick rendering atmosphere, it's a decent tradeoff.

>> No.726805
File: 157 KB, 800x800, 0001-0200.webm [View same] [iqdb] [saucenao] [google]
726805

>>726797
that actually worked perfectly, thanks!
I created a trimmed version of the bolt with an empty parented to its center vertex - which gets projected down to the wheel and drives the bolt position.
Kinda surprised that there is such an accurate and easy solution; the threads i found on google were almost a decade old and could at best approximate this position

>> No.726813
File: 392 KB, 318x161, ang.gif [View same] [iqdb] [saucenao] [google]
726813

Maybe I'm fucking retarded, but is there some way to just paint a material onto a part of your model so I don't have to open up a fucking image editor every god damn time I want to make a tiny change?

Some way to just make a material and then draw that in a way that it affect's an object's pbr materials all at once?
The way I'm doing all of my texturing is so fucking cumbersome and it's making me seriously consider just picking up substance painter and learning that.

>> No.726829
File: 454 KB, 1494x1007, Untitled.png [View same] [iqdb] [saucenao] [google]
726829

>>726813
Okay so I kinda can fucking around with masks in the node editor, but I have no clue how to take all of this information and bake it into a single pbr material.

>> No.726830

>>726829
Bake it how?
Like to export to another engine?

>> No.726831

>>726830
Like I have these two materials each with a set of separate pbr textures and this mask and I want to turn it into a single material with a single set of pbr textures.

>> No.726832

>>726831
Oh, like substance painter does.
Yeah, you could just bake out each map in blender.
Or you could just get sp and have it do it automatically. In the long run you're gonna save yourself a ton of trouble just using SP. Takes about an hour to learn how to use it if you just watch the official tutorial on their Youtube.

>> No.726833

>>726831
I mean, you can just bake it and it will become a single map, not sure what you're asking.

If it doesn't work for you you might wanna look up how to bake as it's not always very intuitive, avoid baking high poly models to normals tutorials as it will probably just confuse you.

>> No.726834

>>726831
Scratch that, I can just click on the output and bake normal maps, AO, etc in cycles from the final pass it does.
It's still not as convenient as I would like, but I guess it works.

>> No.726835

>>726833
>not sure what you're asking.
I'm retarded, ignore me.

>> No.726846

>>726792
bump

>> No.726849
File: 118 KB, 1277x669, Screenshot_19.jpg [View same] [iqdb] [saucenao] [google]
726849

What is the correct way of unwrapping this?

>> No.726850

>>726849
Add seams.

>> No.726851

>>726850
The models obviously have a seam.

>> No.726853

>>726849
Depending on your purposes either way is right.

With the lefthand you have perfect uniform texel density. This is suitable if you're draping a unique custom map ontop of your geometry as in if this was say the calf of a character for example.

The right works with tileable texture and has a more efficient use of the UV space at the cost of pixels being stretched and squashed. It is suitable if you work with a trimsheet or have to really make the most of your available texture space.

>> No.726854

>>726849
you need to apply the scale, but if that doesn't work, i would try applying all the transforms
i think there's an apply object transforms option
i usually just try them all until one works, never fails

>> No.726855

>>726803
i'll bite
there are plenty of things you can learn in 2 minutes that might otherwise take hours or longer to solve
imagine NO ONE has ever done surface area problems and you're being asked to find the surface area of a circle FOR THE VERY FIRST TIME
OR
i show you the formula, give you an approximation of pi, and ask you to "plug" the numbers in
i can probably explain this to most math students in about an hour versus the days it would take you to make all these discoveries on your own
so you are an idiot is what i'm trying to say. quit being that way

>> No.726856

>>726854
That part is fine, np with that.


>>726853
This is what I was asking and yep, my thoughts exactly. So it depends, then. I don't model characters though so e.g. if this is a hard surface, maybe a part of a lamp, and I want to have some pattern texture applied to this - I guess I'd prefer the square island because I want the rows in the pattern to be straight. But it will cause some stretching issues. So can't win either way I guess, but one option is still better than the other. For something without a clear pattern like a concrete, I guess the left option might be better?

>> No.726857

Is there an addon for brushes or do i have to figure out how to make them myself?

>> No.726860

>>726857
you could download some from blendswap, they may not be that great but will get you started

>> No.726863

>>726856
sorry misunderstood the question

>> No.726868

>>726804
Might give this a shot. Pretty happy with how it looks currently, but it never hurts to iterate. Good post, was unaware of this method until now.

>> No.726876

>>726799
>>726868
lookin' good, keep it up
i realize you're just trying things out, but at some point i would actually get a map of a city you like and start placing cubes where the buildings appear
it will trick the eye if it conforms to pictures we've seen of cities, and the way to do that is to build from real life

>> No.726879

>>726792
Download Maya and use that for unwrapping

>> No.726881

>>726879
Is it hard 2 use

>> No.726883
File: 1.30 MB, 1200x675, file.png [View same] [iqdb] [saucenao] [google]
726883

I was thinking about buying pic related because my bootleg version wont work with 2.82. Does the legit version work with 2.82?

>> No.726886

>>726881
As with mostly everything, if you follow tutorials it is not.

>> No.726890

>>726879
Can't use that shit for freelance, I like Maya, but Blender is the only way to go for me. And no, indie Maya is not an option either.

>> No.726892

>>726883
yes, absolutely

>> No.726896

>>726792
https://github.com/nutti/Magic-UV/wiki/Tutorial

>> No.726898

i saw someone doing a knife cut of some kind through a mesh and it made an entire loop around the object

it wasn't an edge loop, because the edges try to terminate when you do that since the mesh isn't all quads

but when you do the knife tool in blender, it only cuts where you cut but not a proper "x-ray" cut

any ideas what it was?

>> No.726900

>>726898
It's the knife tool with Z turned on. Look at the status bar.

>> No.726909

>>726855
>quit being that way
Kys first, maybe I'll value your opinion.

>> No.726911

I appreciate that Blender now has support for UDIMs but did they have to make it the most unintuitive workflow possible?

>> No.726914
File: 2.18 MB, 1920x1080, doodadtest-1.png [View same] [iqdb] [saucenao] [google]
726914

>>726799
Modeled some ultra low poly doodads I can stick on the roofs of my building... antenna arrays, radar things, HVAC stuff, becons... that kind of thing. I think I'd like to make a nice elevated helipad and maybe a helicopter model based on the UH-60 for the sci-fi aesthetic. I might add a texture to some of these, though they'll be so far from the camera I'm not yet sure if a texture will actually matter. What other things should I add?

>>726876
>at some point i would actually get a map of a city you like and start placing cubes where the buildings appear
One step ahead of you. I've got BlenderGIS installed and have been looking around at locations. It's really an amazing plugin.

>> No.726919
File: 1.15 MB, 1478x777, IMG_20200227_000008.png [View same] [iqdb] [saucenao] [google]
726919

I made a scene with only one image, and it obviously has a wrarping issue on the faces you can't see in the reference image. Now i would like to work on these faces and make them presentable.
Is it possible to change the uvwrap to smart unwrap, while changing the image as well so i still have the current texture look?
Not sure if i explained myself clearly

>> No.726922

>>726914
>Modeled some ultra low poly doodads
if i'm not mistaken there's a feature where you can do high resolution stuff in the foreground and it will reduce the polys the further away from the camera
might be something you want, maybe not, just making you aware if not already
don't remember the name, but it was probably called "lod" something

>What other things should I add?
some cities have water towers
basically just a cylinder with a cone on top

>I've got BlenderGIS installed
oh wow that looks really cool
good going

>> No.726925

how do i make two edges scale towards each other that aren't axis aligned

>> No.726926

>>726919
are you saying you want to unwrap only certain parts and not the whole mesh?

>> No.726929

>>726925
-select the first edge
-shift+numpad7 to go to top view aligned to that edge (the edge should be seen going vertical now)
-change transform orientation to view
-select 2nd edge
-scale on x axis
-i hope this works

>> No.726967

Anyone know a good way to render out high res shit out of Eevee?
I need to render a 30x40 300dpi poster out of Eevee which is completely fucked (technically 3 of them as a triptych, but they're able to be rendered separately). I'm talkin 9,000x12,000 pixels.
If it were for myself, I'd be fine chopping that in half and calling it fine, but this is for a paid job, and it has to be 300dpi.
Hell, even at half that resolution Eevee shits the bed and crashes. I've got a decent computer (GTX 1080, 16GB ram), and I know I'm pushing what the hardware is capable of, but still.

This shit would be a cakewalk in cycles. Just set up the render regions and render it out in parts. Shit worked beautifully.
Eevee's fucking ass backwards though and that doesn't work. No matter where you set the render region, it still loads the entire scene into memory and tries to draw it. Which essentially just makes the RR a glorified crop tool. I don't know how Eevee actually fucking works, but it seems like it uses exponentially more resources to render a higher res image. Like you're loading in some fuckhuge image into Photoshop and it just crashes.

It's my fault for doing it in Eevee I know, but there's some shit in Eevee that's not possible in Cycles, and sometimes the inaccuracy of Eevee actually makes things look subjectively better. Plus all the screen space effects saves on compositing, which would be fucked anyway in eevee or cycles if I tried to load that into the compositor.

But enough of the rant, anyone have a decent solution? Other than just using Cycles??

>> No.726972

>>726967
Brainlet here, so take what i say with a grain of salt.
Can't you just split up the finished render in 4 parts, assign a camera for each section, render the scene and then connect the 4 renders in post?

>> No.726974

>>726926
I'm saying i want to unwrap the texture alongside the uvmap.
Hopefully i can get a better example of what i'm saying once i get home

>> No.726978

>>726623
hello, based department?

>> No.726980

>>726972
No. That's just the same as taking a photo from 4 different places. It doesn't work like that.
The parallax and everything would be too different.

>> No.726988

>>726980
>parallax
esplain

>> No.726991

>>726967
https://docs.blender.org/manual/en/latest/render/eevee/limitations.html#memory-management
>In practice, using too much GPU memory can make the GPU driver crash, freeze, or kill the application. So be careful of what you ask.
you probably fucked yourself anon.

>> No.726992

>>726988
Hold your hand in front of your face, don't move it, and then move your head around. Notice how the background behind your hand moves around at a different speed than your hand? That's parallax.

Now imagine trying to stitch together a bunch of images from a render that are all from different points in space. Each would have a different view of the same object. It's not the same as a panorama since you're just rotating at a fixed point in space with that.

>>726991
Yeah probably. I mean my GPU has 8GB of memory, so I figured it could handle just about anything I threw at it. The entire scene doesn't take up all that much. I don't get how it factors into it when actually rendering though. Seems like they don't either.
>There is no standard way of estimating if the resources will fit into the GPU memory and/or if the GPU will render them successfully.

On the bright side, I've gotten access to some supercomputer cloud computing thing for free for the week, as part as some study these dudes at Harvard are doing. Apparently its GPU costs $9k, I call bullshit on that, but if anything it's probably better than what I've got.
Maybe I'll get lucky with it.

If not, I'm probably gonna have to start cutting corners somehow.

>> No.726997
File: 227 KB, 637x442, file.png [View same] [iqdb] [saucenao] [google]
726997

Rate my Railgun tank

>> No.726998

>>726992
>Apparently its GPU costs $9k
V100 Volta 32GB probably

>> No.727004

>>726997
are you retarded?

>> No.727005

>>726997
You could make your pic look much nicer by actually rendering it. That said, the form and stuff looks neat. Kind of reminds me of Planetside 2.

>> No.727006

>>727005
thanks,
i admit it's still on the building stage, i need to make sure some stuff have been made, especially on the wheel side of it, but once done it should be ready for Texturing and everything

>> No.727014
File: 3.51 MB, 1920x2160, building01renders_BOTH.png [View same] [iqdb] [saucenao] [google]
727014

>>726799
Finished my first skyscraper. I plan to make 10-15 unique skyscrapers, each with three or four unique tops to further increase visual variety. In the top image, the windows are reflecting a grey scale version of the sky, on the bottom, they're reflecting the actual sky I plan on using. Really happy with results so far. Can't wait to do buildings with more complex shapes.

>>726922
>if i'm not mistaken there's a feature where you can do high resolution stuff in the foreground and it will reduce the polys the further away from the camera
I might do this, but not sure yet. I doubt I'll animate it, so render times are not a huge concern.
>water towers
Good idea. Infrastructure buildings will probably help sell the idea to the viewer.

>>727006
Keep posting updates. Scifi tanks are always cool.

>> No.727015

>>727014
Will try, but no promise, in any case i am currently Doing most of the UV wrapping, but i am asking, ins't there an option to see what the wrap is referring on the model?

>> No.727019
File: 255 KB, 1454x873, Screenshot_6.jpg [View same] [iqdb] [saucenao] [google]
727019

Can somebody help me figure out how to get rid of this problem? For some reason Blender (nor Maya) can't figure out how to unwrap a regular cylindrical shape in pic related. There are no unmerged vertices or extra edges etc. The geometry seems clean, seams are regular, everything should unwrap fine. But along the cylinder, there are like 4 of those pairs of 2 faces that get all distorted when I attempt to unwrap this piece? I have no clue how to solve this problem.

If it helps, the problem showed up when I modeled a small piece of a cylindrical shape with a hole and then rotate it around, joined it, and then joined with the top of this shape. I made sure to weld all the vertices etc. I also tried to separate this top piece on its own and unwrap it again, but it just keeps fucking up. Makes no sense.

>> No.727020
File: 22 KB, 460x397, ty ej.jpg [View same] [iqdb] [saucenao] [google]
727020

>shader redditor

>> No.727021

>>727014
looking good
digging the reflections

>> No.727023

>>727019
things i would do (even if you've done them already... never hurts to try a second time)

>merge by distance (used to be remove doubles)
>flip normals
>recalculate normals
>apply object transform

all of these can be found by pressing F3 (or whatever you have search configured to). all of them require edit mode except the last, i believe.

ctrl+A will also bring up the apply options (choose all transforms)

also, while in edit mode, go to the select menu and do "select all by trait" and then try the options under there. this will absolutely let you know if you have something weird in your mesh. non-manifold is particularly helpful to see

>> No.727025

>>727023
if none of that works, you might also want to close and reopen blender. i've had at least a handful of problems "magically" disappear
probably bugs

>> No.727027

>>727023
>>727025
Thanks, tried all of this again, but still no difference. Fuuuck, this is just a small test object and it doesn't really matter, but imagine if this happened on a serious stuff. I'd have to remodel everything again I guess. Wtf, this makes absolutely 0 sense to me. All because I modeled separate parts and joined them together. As long as I cleaned everything up after that, this shit shouldn't happen.

I mean, the only solution that could kinda work is to automatically unwrap it and then proceed manually from there, it's not ideal, but it works. Because it unwraps fine when unwrapping automatically... Maybe I should try clearing and placing seams again and see what happens.

>> No.727028

>>726992
You absolutely can render it out in chunks - using the Shift X/Y properties in the camera doesn't break parallax or any shit like that. Just halve your FOV and render it in 4 sections (+/- 0.5 shift on each axis)

>> No.727033

>>727028
>it still loads the entire scene into memory and tries to draw it.

>> No.727050
File: 228 KB, 1899x963, wewearawrawrr.jpg [View same] [iqdb] [saucenao] [google]
727050

first time making hand-painted textures
any tips

>> No.727051

>>727050
more contrast

>> No.727064

any recommendations on a materials library/add-on for 2.8x?

>> No.727069

>>727028
See
>>727033
Though I imagine that won't be as bad a problem if the slices are small enough. I just ran a few tests, and I can render out a slice on a simple scene at 1920x9000 using 6gb of my 8 for vram. Granted, the scene was only the monkey at level 6 division, but theoretically I could render the final scene on my GPU if it's small enough. Maybe if I bake nearly everything. I don't know the relation between the Shift and the FOV though. Is it a ratio or what? I was thinking I might be able to get away with doing 4x9000px slices (at minimum), then animating the shift across and compositing the images in something like Microsoft ICE. Biggest problem I see with that is the screen space effects but who knows.

>>726998
That's the one. Something like that could pretty much handle whatever you throw at it right? Maybe I'll get lucky and it can handle my scene.

>>727014
Looking good for a first. Don't forget you can model the whole floor in a quarter with mirror x/y, so you can get super detailed. I also like to model a base floor and a top floor separately. Then use them as caps for the array. Have the array fit a straight, vertical curve, and then hook the top vert to an empty. So you can drag the empty to instantly pick the height. It's not really useful for one building, but for a whole city it's pretty awesome to just drag a building's height up or down on the fly.
Only thing I wish is being able to set collections as an array, or collections as a cap.

>> No.727070
File: 134 KB, 750x501, skyscraper.jpg [View same] [iqdb] [saucenao] [google]
727070

>>727014
Ah, I also forgot. Add some wobble to your windows. Skyscraper windows aren't perfectly flat (because glass is a liquid I think). The windows all have a bit of wobble/distortion to them. It's easy to do by just plugging in a musgrave texture into a bump, then the normal. Just turn it down real low.

>> No.727074

imagine a rectangle that has an edge loop down the middle. it has two faces.

[ | ]

if i go into face mode, select the faces, press Alt+E, i can extrude them individually

so far so good

but is there any way that i can then grab the two faces and do something that mimics proportional editing

i turned on connected, and that only moves the selected faces, but they do not get random heights

>> No.727084

>>727074
If you want them to be random, swap the mode to individual origins instead of median point.

>> No.727090

>>727084
doesn't work :-(

>> No.727103
File: 566 KB, 1680x985, sync UV selection.png [View same] [iqdb] [saucenao] [google]
727103

>>727015
See the pic. Is that what you're trying to do?
>>727021
Yeah, the reflections are really exciting. Can't wait to see what they look like once I cram a bunch of buildings together.
>>727069
>Looking good for a first.
Thanks!
>get super detailed.
I'm going to keep the camera pretty far away (about 1km) like in this picture >>726630. I've probably already gone overboard on the detail as is, but it gives me the chance to bring the camera a little closer for other renders if I want.
>Base floor
Probably not going to need it given that the street level won't be seen. Still the techniques you mentioned with arrays and empties might be useful for a future project.
>Only thing I wish is being able to set collections as an array, or collections as a cap.
Same. Being able to randomly pick caps from a collection, or even pick things randomly from a collection to make an array would be 110% dope.
>>727070
>Add some wobble to your windows.
Good idea, I forgot to do this.
>because glass is a liquid I think
Spot on. Glass is wacky.

>> No.727104

>>727103
>get super detailed.
>I'm going to keep the camera pretty far away (about 1km)
"Super detailed" was probably the wrong choice of words. I just mean you can get a wider array of building shapes with less work. In the case that you did want to get super detailed, it also helps since you only have to do 1/4th of the work.

>> No.727113

>>727104
Gotcha. It's so rare that I both an x and y mirror that I basically forgot about it. Played around with it a little tonight and seems to have some great potential. Will give it a shot in a building tomorrow. Good tip.

>> No.727151
File: 239 KB, 985x378, file.png [View same] [iqdb] [saucenao] [google]
727151

>>727103
Yeah that was it thanks.
also i am gonna say doing the uv stuff is a pain, thankfully i already finished the UV of the tank body

>> No.727152

>>727151
>i already finished the UV of the tank body
No you didn't. Look at all that wasted space. You're not even using 1/4 of it.

>> No.727156
File: 61 KB, 342x169, file.png [View same] [iqdb] [saucenao] [google]
727156

>>727152
>No you didn't.
I did actually, it's just i haven't showed the UV of it yet.
anyway here are the basic texture colors for the tank, gonna add some nice camo look and then i am moving to the body-

>> No.727157

>>727152
Not him but just out of curiosity, how important is that? Isn't keeping the texture scale consistent to the model kinda important too?

>> No.727160
File: 87 KB, 511x254, file.png [View same] [iqdb] [saucenao] [google]
727160

>>727156
Here isa render of the full thing, It isn't perfect but so far i am quite happy with the results

>> No.727161

>>727157
More space = more pixels being used for your texture.
You can make a nicely packed 1024 texture look just as good (if not better) than a shoddily packed done 4k texture. Because you're using more of those pixels for every last bit that they have.
Texel density is important yeah, but only where it actually matters. If you've got large connected surfaces, you're gonna want that consistient texel density, but you shouldn't waste space making shit like nuts and bolts a proper size, or areas that aren't going to be seen. Like inside edges that you maybe see at certain angles, or the bottom of something.

Basically, it's just about make use of as much as you can with as little as possible. You can absolutely throw an 8k texture on something that's unwrapped shittily and have it look good, but you can just as easily have a texture that looks exactly the same but incredibly smaller by utilizing the area properly.
Every space that you leave in your UV is pixels that aren't being used, but you're still adding to your render time and memory.

>> No.727165

>>727161
I guess it depends on what you're texturing at the end of the day, some stuff needs uniform scaling more than others, while i was aware of most of that i never really bothered optimizing surfaces that is less likely to be seen since i usually just delete those surfaces, but i'll keep it in mind for props that it would be weird for the surface to be missing on the off chance you manage to see it, like the bottom of objects that can be flipped over.

>> No.727173
File: 1.27 MB, 1911x1075, soul_soulless.png [View same] [iqdb] [saucenao] [google]
727173

old one had so much more soul

>> No.727195
File: 1.09 MB, 1280x720, Y-8cZHcnWaRFu4jw.webm [View same] [iqdb] [saucenao] [google]
727195

The Cloth Brush is now in Blender 2.83
https://developer.blender.org/rB4a373afa5fb8f9eab92314fac1b140b7803f30fe

>> No.727206

Thoughts on these addons? You guys used them?

https://www.youtube.com/watch?v=j6lct_lVUco

>> No.727207

>>727206
I only use Shape Driver Constraint

>> No.727215

>>727206
I only use addons that are included and therefore officially maintained.
so sick of random devs making addons that may help you at first, then make you dependent on them and then just fucking stop supporting it out of the sudden, leaving you stranded with it no longer working after the next Blender update. FUCK. THAT. SHIT.

>> No.727220

>>727195
It's incredible and will come fucking handy but I have to admit it works differently than I expected it to work.
For example, I thought you could just grab and pull away from the cloth object and it would result in pulled out cloth and creases in the whole fallout area but instead your cursor moves along the object surface, making crease waves in the cloth and I couldn't make it pull away from it.
I guess I have to get used to it and learn how it really works since my results so far are a bit too uncontrolled.
But overall really fucking impressed.

>> No.727221

>>727220
Oh also, don't expect it to work well with your mouse, of course. As soon as you start applying the brush, the simulation kicks in and with the stylus you can make it start doing its thing when you apply barely any pressure and then gradually building up your thing. With the mouse you basically just kick in the simulation on click and also use the brush instantly to the full effect that you set in the settings, causing nothing but a mess.

Sculpting with the mouse is of course no good idea in the first place but I thought I better mention this in case someone wants to give it a try quick with no tablet connected and think it's just utterly broken, which it is not.

>> No.727222

>>727173
Jesus, imagine thinking you've "improved"

>> No.727230

does anybody know why i might have a plane that has an image texture assigned emitting light? i'm using cycles and there's no emission shader

>> No.727231

>>727230
god i'm stupid
forgot to put a diffuse shader between the image and the material output nodes
didn't think it mattered but totally makes sense now

>> No.727232

Would you use an HDRI for a room that has no outdoor light coming in? I know such a thing probably doesn't exist in real life, but I'm not trying to perfectly mimic real life. I just want some really nice, warm recessed lighting.

>> No.727234
File: 2.56 MB, 1920x1080, wallpaper.png [View same] [iqdb] [saucenao] [google]
727234

>>727232
HDRI's are a cheat code to instantly get any model looking amazing.

>> No.727237

Is there any actual reason to upgrade to 2.8 and deal with the learning curve all over again?

>> No.727238

>>727232
Absolutely. Triply so if you have any reflective or glass materials. It gives you plenty of eye catching stuff to reflect at the push of a button.
You can even just get a simple studio lighting hdri to give you something to work with, tone it down a bit, and then light it manually to make it pop.

>> No.727239

>>727173
the one on the right is more technically impressive to be fair, but it has that awful disney fortnite style that everyone sculpts now

>> No.727240

>>727237
Yes, it isn't all that different. Instead of a drop-down menu for shit like "Move Selection To Cursor," you just gotta get the muscle memory for the pie menu instead that pops up.

My favorite 2.8 feature is using 1, 2, 3 keys to switch between Vertex Select, Edge Select, Face Select. As far as I can tell, you can't bind keys to do that in 2.79. I can't find it anyways. That alone saves me so much time.

>> No.727241

>>727240
In 2.79, ctrl+tab brings up the selection type, and then you just hit f e or v for whichever, but honestly I can just click the selection type faster

>> No.727243
File: 37 KB, 819x537, neat.png [View same] [iqdb] [saucenao] [google]
727243

>>727241
neat. thanks, anon. I didn't know this existed.

I do keep 2.79 installed for reasons, I think the Blender Render engine is ideal for viewing old video game models and there's an argument to be said about it being faster than Eevee is. You can't beat the instantaneous renders of Blender Render that I get even on a potato pc.

>> No.727245

>>727232
I use HDRIs that have no right being in the environment it's in. Like an outdoor city environment for something that's indoors, simply because the colors and reflections look good compared to something that'd be more "realistic". I'm at the point where I don't choose and HDRI based on the environment, simply the color it has on the model, and how interesting the reflections look.

Art over realism anon.
No one is gonna give a shit if it's done realistically, but everyone will give a shit if it looks good or not.

>> No.727253
File: 292 KB, 1917x1131, UDIM_question002.jpg [View same] [iqdb] [saucenao] [google]
727253

UDIM textures in 2.82
How do you get the 1002 square to bake? I've been stuck on this for the past few days.
Here is a default scene with two planes added. The top cube quad's UV was moved to the 1002 space. However, I'm unable to get the AO bake to do any more than the 1001 space.

Any idea what I'm missing?

>> No.727256
File: 488 KB, 602x778, file.png [View same] [iqdb] [saucenao] [google]
727256

Trying to learn how to sculpt. Am I on the right track, conceptually? I've been trying to get that smooth, non-detail but cute look for female characters but it's difficult. Also eyes in this kind of style are really tough to pull off, I think the eyelids are the hardest part to define without making them look ugly.

>> No.727271

>>727256
>Trying to learn how to sculpt. Am I on the right track, conceptually?
You're on the right path when you get closer to what a human face actually looks lik-
> I've been trying to get that smooth, non-detail but cute look for female characters but it's difficult.
Oh fuck no. There we fucking go.
You don't start out with stylized shit, at least not if you're actually serious and want to improve. The really good artists always start with actual anatomy and once they UNDERSTAND the anatomy and got decent at it, they move to stylizing things.
Your sculpt is at least above average for the usual beginners here and I do see some potential. Hence, learn the fucking basics first. It will make things so much easier for you later.

>> No.727282

>>727237
Collections greatly improve on the layering system. It should have been called 3.x, because it's that fucking better.

>> No.727295
File: 770 KB, 752x625, 1433193083389.png [View same] [iqdb] [saucenao] [google]
727295

>>727282
>It should have been called 3.x
Ton and others say it wasn't as big of a thing to justify 3.0 and have even way bigger things planned for that big version.
I guess this will also only happen once they made the jump to Vulkan. So my guess is 3.0 around 2025.

>> No.727298

I'm learning how to use blender from yt videos that showcase opengl renderer but that's absent from 2.8 at least i cannot find it. Did they remove it because of the EEVEE render engine which is opengl based or what? I can only choose eevee,workbench and cycles from the dropdown menu.

>> No.727299

New BNPR Show
https://www.youtube.com/watch?v=rZ01YQ5Fpbo

>>727295
>and have even way bigger things planned for that big version.
No, he said that even everything node/animation 2020 would still be 2.x. 3.x is reserved for after the core of blender's source code is modernized.

>> No.727302
File: 70 KB, 475x416, i.png [View same] [iqdb] [saucenao] [google]
727302

>>727298

>> No.727305

>>727299
>modernizing blender's code
which is quite a bigger thing than what is 2.8 about

>> No.727307

>>727295
>So my guess is 3.0 around 2025.
wtf

>> No.727312

>>727302
I already used that and wasn't sure about if that's the openGL but a renamed/simplified version. Thanks

>> No.727318

If I collection that has an object with a particle system, how can I randomize the seed of the particle system for every copy/instance of that collection?

>> No.727319

>>727318
>*If I have a collection

>> No.727329
File: 66 KB, 665x465, seed.png [View same] [iqdb] [saucenao] [google]
727329

>>727318
can't it be done with a driver that sets the seed to a random number?
noise.random() returns a random float between 0 and 1

>> No.727438

Any thoughts on Octane for Blender? How does it compare to Cycles? Also, what about other renderers? I heard something about Arnold coming to Blender?

>> No.727447

>>727329
Best post. Thanks anon.

>> No.727452

really loving the new image references feature

>> No.727454

wat

>> No.727455

>>727438
It's fine. And it's free, though you need to install Otoy's custom version of Blender, which sucks.

After using Cycles for a while, I don't see many features missing from it that Octane has. So it hasn't been worth for me to make the switch to Octane.

But I'd love to see Cycles implement importing OpenVDB volumes, and Octane style displacements. Pretty much all the renderers - including Cycles - displace objects by subdividing them first (adaptive or otherwise). And att high-detail, that method is really damn slow. But Octane (and FStorm, made by guy who worked at Otoy) has some sort proprietary texture hack version that is crazy fast and has amazing detail. It might not be as accurate as brute force subdivision, but works well in 95% of cases. I wish someone would implement something like that into Blender as an alternative.

>> No.727457

>>725825
If they now add a way to properly mix colors in greasepencil like you can do in photoshop/krita/CSP/SAI/procreate/whateverthefuck I can finally only use blender instead of needing a different program to do the more complicated coloring shit for 2D stuff.

>> No.727458

How do I bridge two edge loops without creating a new loop between them? Basically I want to merge two meshes but "center" makes them all collapse to a single point in space

>> No.727460
File: 6 KB, 271x96, merge.png [View same] [iqdb] [saucenao] [google]
727460

>>727458
try 'bridge edge loops' and tick the 'merge' checkbox

>> No.727461

>>727460
Oh, I stupid. Thank.

>> No.727482

is animating rotating gears a use-case of drivers? can that also be done with constraints? groups?

>> No.727493

why can't i rotate some vertices in my mesh without it distorting and not staying a perfect line?

>> No.727498

>>727482
Copy rotation constraint should handle all of that if I'm not mistaken. Either constrain everything to an empty and rotate that, or make them all follow one of the gears. Pretty sure you can invert it too.

>> No.727499

Is there any way to get the lighting from a HDRI without anything like trees or buildings showing up in the reflection of my object?

>> No.727501
File: 3.63 MB, 1920x1080, citytest-3.png [View same] [iqdb] [saucenao] [google]
727501

>>726630
It's coming along. So excited now that some of the finalized buildings are in the scene. This is four buildings, each with eight variants. Two of the eight variants of a building have a unique roof structure, and most of the eight variants are a different height. Seems to be providing good visual variety. So excited to add more buildings to the mix and refine the layout. This is just a test render, so many buildings intersect with each other, because I'm just using a basic particle system. Really liking the lighting, but still experimenting with things.

>> No.727502
File: 293 KB, 1440x1080, 0001-0120.webm [View same] [iqdb] [saucenao] [google]
727502

>>727482
The easy ways are usually the best. Drivers are fine, but a simple "copy rotation" is easier to work with.
Ancient but still relevant: https://www.youtube.com/watch?v=j1WNbpX7HPo
Also, vp9 support when

>> No.727503

If I export a character from Daz to Blender, is it a better idea to keep the skeleton and use that for animation, or to make a rig from scratch?
I don't know much about 3d and nothing about rigging.

>> No.727533

>>727498
>>727502
thanks

>> No.727545
File: 90 KB, 891x205, 3.0.png [View same] [iqdb] [saucenao] [google]
727545

Just saw this, are they for real?
Wonder if there are concrete plans or if it's just toying around with the idea of what could be.

>> No.727546
File: 95 KB, 580x328, tenor (1).png [View same] [iqdb] [saucenao] [google]
727546

>>727545
https://twitter.com/BlenderToday/status/1234480994947870720
>starts in two hours with the most exciting announcement of the decade.
uhhh, blendbros what's happening?

>> No.727548
File: 2.07 MB, 244x238, 1577244927391.gif [View same] [iqdb] [saucenao] [google]
727548

>>727546
inb4 bought by autodesk

>> No.727550

>>727546
*starts in 1 hour from now

>> No.727552
File: 106 KB, 284x449, 1552038219495.png [View same] [iqdb] [saucenao] [google]
727552

>>727548
don't even joke about that

>> No.727553

>>727546
they probably rewriting the whole thing in C++ and ditching the +20y old c code.
and by LTS for 2.8* i assume 3.0 won't be backward compatible
i'm just speculating of course, because this isn't "the most exciting news of the decade"

>> No.727557 [DELETED] 

new, triples edition >>727555

>> No.727560

New thread >>727558

>> No.727589

>>727548
Did you mean Epic Games?

>> No.727613

>>727499
Use a blurry version of it instead.

>> No.727931

>>726206
That's what I was looking for, I'm amazed it offers so much customization.