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/3/ - 3DCG


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File: 303 KB, 1456x672, Blender 2.9 Splash.jpg [View same] [iqdb] [saucenao] [google]
766660 No.766660 [Reply] [Original]

Welcome to the Blender General, where we discuss Blender, share our Blender-related works and ask for Blender-related help.

>What is Blender?
Blender is the free and open source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion tracking, video editing and 2D animation pipeline.

>Download
https://www.blender.org/download/

>Blender Market
https://blendermarket.com/

>Documentation
https://docs.blender.org/

>Useful tutorials
https://pastebin.com/tKhxuTJu

>Useful addons
https://pastebin.com/mMZqukF1

>Free resources
https://pastebin.com/cZLVnNtB

Previous Thread: >>757501

>> No.766662

any info on new TEXTURING tools?

>> No.766663

What's up with the new motion blur in eevee?
I turn it on and it doesn't do shit, even when turning the steps up and the shutter speed.
Doesn't work for camera, moving objects, or deforming objects. It doesn't work in the material preview or rendered mode either.

>> No.766678
File: 4 KB, 88x88, Blender 2.9.jpg [View same] [iqdb] [saucenao] [google]
766678

>>766660
https://www.youtube.com/watch?v=7M1UaDe0qsk
>Blender 2.9 features

>> No.766683

>>766474
anon, I have good news. After battling it out for a week. I remember I didn't have issues back in april. So I found what driver I was using 20.3.1. Cycles works without issue. However keep in mind there is artifact issue when using cpu & gpu rendering. the lighting or atmospherics doesn't process in a few render points. So pick one or the other. From my testing 4770k is 2 minutes 30 seconds a frame, GPU AMD 5700xt is 1 minute 10 seconds a frame. CPU and GPU is only 55 seconds. what is 15 seconds of additional render time if things turn out good.

>>766498
It was cheaper than the 2070 and same performance in games. But I learned my lesson. Nvidia will be my next gpu.

>> No.766689
File: 2.61 MB, 1376x1024, Governor Rig.webm [View same] [iqdb] [saucenao] [google]
766689

Hope that will be enough rigging for now

>> No.766699

>>766689
Is that for a client? You're gonna make bank.

>> No.766700

>>766683
I tried that and got blocky artifacts, but didn't try only gpu. I'll give it a shot again. Once people start selling their gpus at the end of this year, I'm getting a 1080 ti or 2080 super. Right now you can find 1080 ti's for about the same price of a new 5700 xt. Fug AMD.

>> No.766706
File: 88 KB, 999x919, 1588057566116.png [View same] [iqdb] [saucenao] [google]
766706

how would i get these ends to be flat and not at an angle
it's using a curve modifer

>> No.766707

>>766689
Looks cool. wtf is it?

>> No.766708
File: 44 KB, 480x459, Screenshot_5.jpg [View same] [iqdb] [saucenao] [google]
766708

>>766706
Why don't you use a spin tool?

>> No.766709
File: 55 KB, 844x819, 1583586517866.png [View same] [iqdb] [saucenao] [google]
766709

>>766708
it's a curve
i figured it out anyways, turns out the ends of the curves werent aligned by a very small amount

>> No.766710

>>766707
>>766699
Thanks, it's the centripedal governor of a steam engine.
This project started out as a modeling exercice, but since i'm on it since quite a while i might go for quality as well.
The first governor turned out kinda boring, so i made this more complex one.
Still not sure which one to take - i'll post a rendered comparision in /wip/ in a few days

>> No.766729

Blender really needs a freaking launcher so you can easily update the thing and import all the addons and preferences from the previous version.

>> No.766733
File: 300 KB, 540x540, splash screen.png [View same] [iqdb] [saucenao] [google]
766733

>>766729
???
It offers you to do that when launch a new version for the first time.
I just downloaded 2.90 and imported all the preferences and addons from 2.83.5 with one click.
If you already had some preferences from the new version saved (you played with alpha/beta releases before or something) and don't get the import option go to \Users\Username\AppData\Roaming\Blender Foundation\Blender\ and delete the folder of the corresponding new version.

>> No.766736

>>766733
Hmm weird, my 2.90 version doesn't have an option to import the 2.85 settings, only the 2.83.

>> No.766737

>>766663
Fucking idiot

>> No.766738

>>766736
You are an idiot too

>> No.766740

>>766738
Fuck you too, idiot.

>> No.766741
File: 249 KB, 1200x1200, 74afe385254031.5d76936219477.jpg [View same] [iqdb] [saucenao] [google]
766741

Maybe a beginner question but I want to build a house and I'm not sure about the workflow. After finished I want to export it to Unreal Engine and be able to walk around the house and also inside.

Now before when I used C4D for simple still graphics I always just made a cube for one wall, then another cube for the next one, etc. And put them together. Didn't care for overlapping objects. For windows I used the boolean function. So within 20 minutes I could easily finish a small house.

Now I believe if I want to be able to use it in UE with lights and so on, I have to take care how to build the meshes and so on in Blender. I can't overlap any cubes anymore right?

So should I start from a "ground plate" with all the edges I need and extrude the walls from there? Or are there better/faster workflows?

>> No.766743

>>766737
Spot the retard.

>> No.766746
File: 64 KB, 794x343, raindrop.jpg [View same] [iqdb] [saucenao] [google]
766746

Trying to do a wet surface with slight dripping but I can't figure out how to control the amount of rain/drip
With pic setup I can control the scale and loc/rot but I'm getting way too much rain/drip
I'm using https://gumroad.com/l/VFJF and I only want about a third of the dripping on that gumroad map

>> No.766752

>>766746
Come on man, just say it’s cum. We all know it’s cum.

>> No.766755

>>766752
I mean sure but it's not.
I don't think I'm close to creating proper cum fluid yet when not even devs can get it correctly

>> No.766756
File: 25 KB, 440x396, 144573984782.jpg [View same] [iqdb] [saucenao] [google]
766756

>>766729
>Blender really needs a freaking launcher
I don't get zoomers.
You literally just download the zip, extract it literally anywhere you want and hit the executable to start Blender.
Whoa, so hard, so complicated.

>> No.766758

When will blender finally overhaul rigging

>> No.766761

>>766756
Not him and probably it's just laziness, but since I also sometimes play around with alpha and beta versions I often forget to delete previous versions and I just have like a dozen blender folders around. It's just messy.

>> No.766765

>>766746
>>766755
Think I'll just drop using maps and try out using noise textures for drops and drip instead

>> No.766772

I have a question with shape keys since I stumbled upon a roadblock.
Is there a way to edit a shape key gradually? for example an eyelid which between 0 and 1 clips through the eye at near 0.8 and stuff like that.

>> No.766775

>>766772
Not really but you could use drivers to control two different shape keys, like one of the eyelid closing and the other of the eyelid moving forward to avoid clipping.

>> No.766784

https://www.nvidia.com/en-us/geforce/news/introducing-rtx-30-series-graphics-cards/

https://www.nvidia.com/en-us/geforce/graphics-cards/30-series/

What card to buy for Blender, /3/?

>> No.766785

>>766784
Two 3090.

>> No.766809
File: 844 KB, 677x545, UEF-QUANTUM-GATEWAY.png [View same] [iqdb] [saucenao] [google]
766809

How would I go about getting this sort of effect and animated it?

>> No.766810

>>766809
With noise multiplied by smaller noise multiplied by a gradient driving a mix node between an emissive shader and transparent shader.

>> No.766816
File: 575 KB, 1213x760, 2020-09-01-1598990852_1213x760_.png [View same] [iqdb] [saucenao] [google]
766816

I love the new version for this alone

>> No.766817
File: 312 KB, 600x600, 1598973692395.png [View same] [iqdb] [saucenao] [google]
766817

Lute creet: hablo weener edition

>> No.766818

>>766784
Gonna use my Trumpbux to load up on 3090s. Covid is directly investing, so why not go for the best?

>> No.766821

>>766784
is 8GB vram enough?

>> No.766823

Where the fuck did the vert/edge/face counter in the bottom right of the window go?

>> No.766825
File: 22 KB, 194x215, 2020-09-01-1598993857_194x215_.png [View same] [iqdb] [saucenao] [google]
766825

>>766823
They added industry meme style statistics but luckily you can just rightclick the status bar on the window bottom and enable the old statistics there again

>> No.766826

>>766825
Nice, thanks.
Weird, I didn't get the new stats in the top left.

>> No.766827

>>766826
They need to be activated in the Overlays

>> No.766852

>>766729
Download it through steam, it will stay up to day for you if that is what you want.

>> No.766854

>>766660
That fox is really sexy.

>> No.766887

why when i press f12 i get a pitch black render?
i have a Sun light that seems to light the scene in rendered view and a skybox node.

>> No.766916

Coomer here.
What is a good way to make penetration physics?
Tried softbody, but it's kinda jiggly.
Someone suggested rigid bodies, but never elaborated how exactly to use it for this purpose.
Any ideas?

>> No.766931

>>766887
You need to tick the "Remove lens cap" box.

>> No.766932

>>766931
But seriously, if you haven't assigned any lights to the scene yourself then what you are seeing is the default preview world lighting that is just used to test and preview materials.
It's not assigned to show up in renders.
If you want it to show up in renders then you need to assign environment map to the world in the world tab.

The exr files the preview uses are somewhere in the blender installation folder.

>> No.766941

>>766775
The problem with using drivers is how this model will be converted for use on a game and thus it will only accept simple shape keys.

>> No.766954
File: 19 KB, 299x236, 1581364925794.png [View same] [iqdb] [saucenao] [google]
766954

What's your favorite feature from 2.9 so far? For me it's saving or applying modifiers as shape keys.

>> No.766958

>>766954
mine's >>766816

>> No.766962
File: 2.88 MB, 1280x720, 1575402387137.webm [View same] [iqdb] [saucenao] [google]
766962

>>766854

>> No.766963

>>766962
That's a maned wolf, not a fox. Technically it's not a wolf either.

>> No.766964

>>766963
Dingo.

>> No.766967

>>766964
>Dingo
https://www.youtube.com/watch?v=XSQ_ajl3cvE

>> No.766971

>>766962
>>766967
I wanna fuck it

>> No.767017

>>766971
Fuck off you zoo piece of shit

>> No.767018

>>767017
>/_zoo/
;_;
rip sweet 7chan prince

>> No.767039

>>766916
Use lattices and/or shapekeys.

>> No.767043

>>766954
It'd be the motion blur if it didn't cause crashes every few frames.

>>766816
Is a close second.
With OptiX working on my 1080 taking third. Though OptiX is a bit more blotchy than anything, it works well when you're throwing less samples at it than you can count on 2 hands.
Seems like OptiX would be slower rendering animations though than the normal AI Denoiser with the passes. It definitely looks worse at comparative speeds.

>> No.767051

>>766826
If u import old settings you wont get them.

>> No.767054

>>766660
It seems the Foundation has finally recognized that furries are practically the only ones making money with Blender, and started catering to their tastes. How long before they put a few devs to work on a cum brush?

>> No.767075

how are wet maps for characters made?

>> No.767076

>>767075
Aren't they made with roughness maps?

>> No.767077

>>767076
yeah but how do you get them
like i can just add a uniform map but how do people create ones with watery looks

>> No.767080

>>767043
Denoising aside, OptiX seems to be faster than CUDA in rendering, even on non-RTX cards.

>> No.767085

>>767080
You can render using OptiX instead of CUDA?
Sheeeeit, I had no idea. Guess it pays to open the settings for new versions.
Do you know how/why it works and is faster? I thought the whole point of OptiX was to take advantage of the RT Cores or whatever the 20xx cards had.

>> No.767088

>>767085
OptiX rendering was available since 2.81, but only for RTX cards. Now it works on everything starting with the 700 series.
I don't know why it's faster even without RT cores, I guess the algorithms themselves are faster even when computed on CUDA cores.
The difference is not big with my 1660 Ti, but it appears to be there. I'll run some test renders and post results.

>> No.767090

>>767085
>>767088
OptiX is nvidia code. CUDA is just cycles pajeetcode implemented on the gpu.

>> No.767115

>>767090
>>767088
Well that actually makes a whole lot of sense. OptiX is proprietary code basically. Kind of like back when devs optimized shit for retro consoles by taking advantage of everything the hardware had to offer. Rather than just throwing shit at it and seeing what sticks like they do now.

I did a few tests on my end with my 1080 on a current project, and got worse results with OptiX than CUDA. Like 1m differences (OptiX was around 3:10, CUDA was 2:15)

It's probably just my project, but still. Maybe those RT cores would make a bigger difference if I had them.

>> No.767117
File: 638 KB, 1920x1080, BMW test.jpg [View same] [iqdb] [saucenao] [google]
767117

>>767085
>>767088
>>767115
Okay, it'll be interesting mostly for people with budget hardware like me, but here you go.
I wanted to test tile sizes too, haven't touched any other settings.

>> No.767118
File: 2.39 MB, 2880x2160, Classroom test.jpg [View same] [iqdb] [saucenao] [google]
767118

>>767117
In this case CPU+GPU wins by a lot, but I've also tried some of my own scenes and it seems like OptiX is generally faster. It also feels like in scenes with lots of reflections, volumes and other difficult things GPU/OptiX wins more.

>> No.767123

>>767080
Nah, I tested it.

With CUDA a frame in Eevee took
>3 minutes and 21 seconds.

With OptiX it was
>no compatible GPU found.

>> No.767124

>>767123
>Eevee
Anon...

>> No.767126
File: 919 KB, 1719x676, NVIDIA Studio drivers.png [View same] [iqdb] [saucenao] [google]
767126

>>767118
>>767117
>>767115
>>767088
>>767085
>>767080
You guys testing render times have the latest NVIDIA Studio driver right?

>> No.767127

>>767126
>Studio driver
Had no clue this existed. I just thought the shit through GeForce experience "just worked". Seems kind of ass backwards that you can't install them through the software and have to go onto the site to do it.

>> No.767128

Renderman for Blender is coming.

>> No.767129

>>767126
I have 451.77 Studio driver installed tight now. I'll update, but I doubt it will affect anything.

>> No.767130
File: 303 KB, 1783x856, Untitled.jpg [View same] [iqdb] [saucenao] [google]
767130

>>767127
>>767126
You can update through GeForce Experience, you just gotta click it in the drop down menu.

>> No.767131

>>767130
Guess I'm just retarded then.
From what I read though, a lot of the stuff that the studio drivers have is bundled with the game ready shit too. Just since the studio ones update less frequently, they only get included occasionally into the game ones.
I've just recently updated my drivers with the game ready ones (like yesterday), so I don't know if shit will hit the fan if I opt to use the studio ones instead or if it'd make all that much of a difference anyway right now.
Still, thanks for the head's up. Definitely going to be using the studio ones from now on. Especially since the game ready ones update for games I don't give two fucks about and seem really extraneous to force everyone to update for them.

>> No.767133
File: 1.55 MB, 1193x693, 1570679233224.png [View same] [iqdb] [saucenao] [google]
767133

Is there a trick to get nice denoising on volumetrics? Clamping indirect lights helps a bit but not much.

>> No.767134
File: 190 KB, 695x625, Annotation 2020-09-03 104859.png [View same] [iqdb] [saucenao] [google]
767134

Hello.

I'm wondering what's the best way of having an IK setup that allows me not only to move the arm independently to the body (which I already have), but that also allows me to "pin" the IK target to certain body parts, for when I want to have the character hold their hand on their head or chest, for instance.

The only way I'm sort of found of doing this is by using copy location and rotation constraints to create a kind of "virtual parenting" to the bone I want to stick with, but it feels really unnatural to just be playing with constraints like that during actual posing, so I was wondering what method people use to do this.

Pic related. I have an arm IK setup, and I want to tie the IK target to the breast, so the hand will follow whenever I move the ribcage.

>> No.767135
File: 864 KB, 1906x997, blender.png [View same] [iqdb] [saucenao] [google]
767135

The old Blender UI had so much soul in comparison to 2.8+.

>> No.767140

>>767135
It's called nostalgia.

>> No.767175

>>767124
sh-shut up...

>> No.767197
File: 725 KB, 1669x985, weightpaintingbug.png [View same] [iqdb] [saucenao] [google]
767197

Why can't I hit the middle vertices when weight painting? Doesn't happen with all middle vertices, but when it does it's just fking annoying. How can I assign weight value to it otherwise? Also I'm mirroring the object so I guess that might interfere.

>> No.767200

>>767197
Eh I figured it out. Just gotta reset the limbs to their positions and the verts are hittable again.

>> No.767206

Pixar guys praising blender LIVE
https://www.youtube.com/watch?v=7eCViM4NYK4

>> No.767208

I know this is retarded, but how do I change the save folder for .blend files and for renders? Everything just saves to the desktop and I would prefer them to save to a folder specifically for blender stuff.

>> No.767210

>>767208
Choose when saving. It lets you pick at that time.

>> No.767211

>>767210
Thanks senpai. I was trying to change the path from the get go instead of just using my brain.

>> No.767222

>>767077
>>767075
Don't most simply take finished maps (like droplet maps) and apply them to their character's maps?

>> No.767226
File: 10 KB, 129x197, Screenshot_34.png [View same] [iqdb] [saucenao] [google]
767226

does anyone know what this is and what it did to my texture paint tool?

>> No.767230

>>767226
like when i click that line follows the cursor but it won't paint normally, just a few pixels. changing the stroke seems to change it in some ways but it's just not quite what it was before

>> No.767234
File: 15 KB, 200x187, 1497336348510.jpg [View same] [iqdb] [saucenao] [google]
767234

>>767206
the renderman npr stuff still looks horribly clumsy and just like the usual "hurrdurr oil paint filter" ontop of photorealistic renders despite them constantly calling it "very cool". still a very long way for them to go.

>> No.767236

hey guys I got a free copy of zbrush, and I wanted to know, is the modeling (not sculpting) of zbrush inferior to blender's? How big is the difference?

>> No.767237

>>767226
>>767230
Line tool maybe?
It's hard to tell.
Just go into the left menu and change the tool.

>> No.767241

anybody got 'freeik' addon from blender market? curious to try it for stopmotion

>> No.767246
File: 22 KB, 169x313, Screenshot_35.png [View same] [iqdb] [saucenao] [google]
767246

>>767237
i tried saving and quitting but that didn't do. i have the draw tool selected, if that's what you meant. i guess i might have fucked up some setting by accident but i just don't know how to unfuck it lol

>> No.767247

>>767246
nvm i had the stabilize stroke option enabled. disabling it set it back to normal as far as i can tell

>> No.767259
File: 567 KB, 853x763, Clipping hood.png [View same] [iqdb] [saucenao] [google]
767259

I have two objects here, a cloak and a body. I have a collision modifier set on both. It works for the most part but when I pose the character the hood will start to clip through the body and I'm not sure why but it looks fine when its in the rest pose. How do I resolve this?

I've already tried increasing the thickness outer on the body object, checking and unchecking double-sided, and increasing the objects collision distance on the cloaks cloth modifier. Even tried adding a collision modifier to the cloak on top of the cloth modifier and it did nothing.

>> No.767313

>>767259
Have you tried increasing the collision quality on your cloth?

>> No.767321
File: 44 KB, 507x526, Untitled.png [View same] [iqdb] [saucenao] [google]
767321

Is there a way to create a sort of "virtual parenting" between bones using the copy rotation constraint? I've been trying different settings for the thing, but the "child" bone always rotates very unpredictably, and never as it would if it was a true child.

>> No.767331

>>767321
bones only ever rotate in their local space, looks like you have a conversion to global space first which fucks it up

>> No.767343
File: 51 KB, 715x639, Annotation 2020-09-04 150207.png [View same] [iqdb] [saucenao] [google]
767343

>>767331
The way I've found of doing it, is that I'm copying the bone, parenting that copy to the supposed "virtual parent", and then make the original bone copy that copy instead. Pic related should be a bit easier to understand. Seems to work fine, but it feels like kind of a hack having to basically duplicate bones to make this work.

So the upperarm follows the upperarm_ref, which in turn is parented to the big bone.

>> No.767351

>>766736
>>766740
Blender 2.85 doesn't exist, you must be thinking about 2.83.5

>> No.767399

>>766741
That's a viable approach, but with the new boolean improvements you should be able to get away with a lot of overlapping geometry and then booleaning it all together. Take a look into procedural modelling; try to keep your vert count low and use modifiers (notably solidify, screw, boolean and arrays) to generate most of the geometry. That way you can tweak your design as you go along. Often you won't really be able to tell exactly what kind of topology you need until quite late in the design process. You will pretty much always need to re-topo everything anyway, so might as well just build with that expectation and do it all at the end.

>> No.767403
File: 359 KB, 1920x1080, 0001_watch?v=hS7iV3NfddI_00:27:44_.jpg [View same] [iqdb] [saucenao] [google]
767403

tiddies at blendertoday

>> No.767406
File: 38 KB, 117x113, Screenshot_2.png [View same] [iqdb] [saucenao] [google]
767406

>>766971
I want him to fuck me

>> No.767407
File: 66 KB, 688x426, tris.png [View same] [iqdb] [saucenao] [google]
767407

Noob here, I cheated and did a couple triangles, how bad would this be for a static mesh?

>> No.767409
File: 44 KB, 688x426, knife cut.jpg [View same] [iqdb] [saucenao] [google]
767409

>>767407
>static mesh
fine. Unless you're subdividing it. Might make for some weird stuff. You could just knife cut the edge all the way over the top to the other side though like pic related (the lighter lines are like an x-ray view through the model).

Though that might just be me being retarded since I just woke up.

>> No.767417

>3.0 is coming August 2021

WHY???
Why don't they use this big version change along the introduction of Vulkan (which will obviously not be ready so soon)?
After over 20 years of 2.x, why do they have to be in such a haste now?

>> No.767418

>>767417
https://code.blender.org/2020/02/release-planning-2020-2025/

>> No.767420

>>767417
Why does it matter? It's just a number anon.
For what it's worth, I'm pretty sure the big nodes update is coming for 3.0, so that's a big enough change to warrant it.
To be fair, the leap from 2.7x to 2.8x was big enough to warrant a number change since it was so drastically different than what came before. But because they were stuck on the weird numbering scheme, it made it seem like a basic ass incremental update.

At the end of the day, the number on the tin won't make much of a difference.

>> No.767429
File: 165 KB, 1707x720, omni-2.jpg [View same] [iqdb] [saucenao] [google]
767429

What's missing from this picture? Yep, looks like easy animation solutions from NVidia won't be coming for Blender 3D.

>> No.767455

>>767222
you know where do I get a droplet map?

>> No.767461

>>767420
>It's just a number
no it isn't
major minor revision
major is incompatible changes and they really should have incremented this ages ago, like from 2.49 because 2.50 broke hella lotta shit. or 2.80 because 2.80 broke hella lotta shit.

now they increment it over basically nothing, some minor change that's just a 2.8x release? makes no sense.

and from marketing, a major version number would imply some equally major change or addition to functionality that would get everyone excited, but again they're wasting this on nothing.

>> No.767492
File: 2.71 MB, 1920x1056, vdb.webm [View same] [iqdb] [saucenao] [google]
767492

>>766660
I tried to import a .vdb made in C4D with Volume Builder to Blender, and it's visible in the solid view, but nothing actually renders. Am I doing something wrong?
Found in the docs:
>OpenVDB files can also store level sets and points. While level set grids can be read, there is no current support for rendering them as surfaces. Importing OpenVDB points is not supported.
I think Volume Builder's output is actually a voxel cloud, does it mean there's no way to get things made in it to show in Blender properly? Signed Distance Field volumes can be converted to mesh without problems, but Fog volumes get fucked by Volume Mesher.

>> No.767529

>>767455
check OP pastebin for free resources, there are a few there
can also simply google a couple

>> No.767531

What are your thought on Ian Hubert's workflow based on creating textures straight from (sometimes low-res) photos? It's super fast and even literal sheep with no skills and creativity can copy him and produce some good looking shit (r/blender is full of their renders), but I don't think that approach improves your technical skills except for concept, lighting and composition. It's unusable in a professional environment, except for BG stuff, far away in the distance. E.g. you get a nice wall with all the details baked in, but if you never tried doing it from scratch you have no clue how much time it takes to do it "properly".

>> No.767547

>>767531
I see it the same way as I see people creating ABSTRACT renders with a bunch of primitives, a random modifier stack and a bunch of emissive materials. If that's what they want to do then good for them. In other words I don't really care and neither should you.

>> No.767552
File: 1.10 MB, 1646x1039, AXE.png [View same] [iqdb] [saucenao] [google]
767552

guys, how do i fix this

>> No.767553

can anyone tell why when i paint the texture of my roof the bottom side of the roof (ie the part facing the inside of the house) gets painted, and when i paint the inside the outside gets painted?

>> No.767554
File: 1.41 MB, 1659x1054, AXE2.png [View same] [iqdb] [saucenao] [google]
767554

>>767552

>> No.767555

>>767553
i mean, maybe it's something to do with the side of the plane i'm painting? is there a way to make a plane be paintable from both sides?

>> No.767557

Is anyone getting a out of memory error when rendering? I dont know what happened but right after updating this very simple scene that worked fine doesnt render. It just loads textures and shit and suddenly its out of memory. I have a 2070 super so it shouldnt really be the case

>> No.767559

>>767557
I tried updating the drivers and restarting but it still not working

>> No.767563
File: 93 KB, 1048x534, Machinima.png [View same] [iqdb] [saucenao] [google]
767563

>>767429
>What's missing from this picture? Yep, looks like easy animation solutions from NVidia won't be coming for Blender 3D.
According to the admin in the comments yes it is.
https://www.nvidia.com/en-us/geforce/news/omniverse-machinima/
Omniverse is a standalone application that receives assets from other sources like Blender.

>> No.767567

>>767553
Flip the normal

>> No.767571

>>767567
thanks friend

>> No.767574

>>767554
turn on smooth shading if it isn't already. Really stretched traingles like that can cause lighting issues with the normals, so you might want to add a few horizontal cuts or go for a full-quad geometry

>> No.767575

>>767574
the thing is that I don't want to use smooth shading, it's supposed to be a piece of raw iron, I'll try to add horizontal lines.

>> No.767585

>>767555
>>767557
Whenever I use an hdri it runs out of memory even with an empty scene. What the fuck is going on?

>> No.767592
File: 245 KB, 1952x1172, asdf.jpg [View same] [iqdb] [saucenao] [google]
767592

>>767585
I made a new scene and tried with just the hdri. GPU Cycles on and it rendered but is it normal that its taking up 3 gb of memory just for that?

>> No.767645
File: 78 KB, 640x640, 1599032115945.jpg [View same] [iqdb] [saucenao] [google]
767645

Is it normal that a 2.5million poly sculpt .blend file with no materials, no nothing eats up 215MB on the hdd?

>> No.767647

>>767592
maybe you have the samples and bounces and stuff too high? maybe your computer is garbage?
Try fiddling with the settings. It shouldn't take much time or memory to render just a cube with an HDRI background.
Otherwise just use eevee

>> No.767648

>>767645
>2.5 million poly
decimate that shit bitch, otherwise yes, it is.

>> No.767739

Why is it that I can assign 100 weight paint value to every associated vert and it's neighbour and still see the head deform where no deformation should occur? Why does this happen and how can I remedy it?

>> No.767741

>>767739
I fixed it by adding a bone in the face that just sits there. Still don't understand how or why.

>> No.767749

>>767645
if we use a generic face index approach (just like .obj) we need 3 floats for each vertex (xyz position) and and at least 3 integer for each face referencing the index of the vertices constructing it
That alone will take about 300mb with 2m vertices.
Not sure how this is handled inside of blender, but 215mb is a good filesize for the amount of data stored.

>> No.767847
File: 35 KB, 337x167, Screenshot_20200906_172702.png [View same] [iqdb] [saucenao] [google]
767847

I imported a video file and some columns of pixels from the right side of the video are showing up on the left, pic related. This only happens in blender, and remains even after converting the video to other formats. Does anyone have ideas about what I can do?

>> No.767858
File: 222 KB, 547x480, file.png [View same] [iqdb] [saucenao] [google]
767858

Lads i made a shitty photogrametry model of me room and did a quicky animation of the camera moving around just to test it but decided to rended it on cycles with motion blur and all the whistles on 4k to have a laugh and that shit has been rendering for over 5 hours, i'm a bit worried at this point .

>> No.767891
File: 350 KB, 1324x799, tridentnormal.png [View same] [iqdb] [saucenao] [google]
767891

Why does my normal map look like shit?
How do I catch more detail in my normals?

>> No.767892

>>767891
Actually I think I might be shit at sculpting as well.
How do I git gud?

>> No.767895

>>767858
You did set it to render out each frame as a still image to a folder, right?

>> No.767896

>>767895
No, did i fuck up exporting it as a video? I'm an ilustrator so this is one of my first 3D anything things i've done aside from rough sculpting for concept art.

>> No.767897

>>767429
You got absolutely giga blown the fuck out by >>767563, and the craziest part is that everyone will get to see it for months
And then google will archive it and it'll be there for me to enjoy for years.

>> No.767898

>>767896
Yes, you goofed. Next time set it to render out still images, which you can then turn into video yourself via other third party applications or via blender's own video editor
By rendering it straight to a video format, if you interrupt the render you'll cancel the whole thing
Likewise if you need to fix a few frames due to errors in the scene or something, re-rendering those scenes (and even re-rendering them with the parts of the scene that aren't messed up) is easy, whereas because it's creating a video for you it's quite a bit harder

Furthermore by rendering out one frame or a couple frames (or like a sample of frames based on areas of different complexity) you can get a guesstimate for how long your full video render will take

>> No.767900

>>767898
Damn what a rookie mistake on my part, Thanks pal. Might as well ask, is it poor form on my end to still use the computer to do other work on it while i still have it rendering something on blender? Talking mostly about painting on photoshop or doing some vector work on ilustrator. I've checked and while my CPU usage is basicaly at 99 the whole time i can still open and use other programs while they are running in a less snappy way they are still usable but don't know if me doing this could somehow glitch out the render or something like that.

Am i supposed to hit render and walk away from it no matter how long it takes?

>> No.767939

>>767900
not him, but using other programs isn't a problem. The cpu time still has to be distributed between blender and the other things running so your software might be slow and blender take a few minutes longer but otherwiese it's perfectly fine.
Just don't use anything too gpu-intensive - if the vram is full its content has to be switched out - which takes rather much time.

>> No.767942

>>767891
Show the hipoly
Also look for tutorials hipoly to lowpoly pipeline

>> No.767995

>>767563
>Blender
>top application
Well, there we have it.

>> No.768091

>>767942
For the highpoly I just took the lowpoly and attempted sculpting.
Should I have subdivided my lowpoly mesh first to get smaller faces?
Also how many polys should I expect a normal map layer to use?

>> No.768092
File: 139 KB, 654x868, tridenthigh.png [View same] [iqdb] [saucenao] [google]
768092

>>768091
Forgot image

>> No.768102

where can i find the old freestyle settings in the newer versions?

>> No.768146
File: 54 KB, 283x304, Screenshot_38.png [View same] [iqdb] [saucenao] [google]
768146

>>768102
found it, it's on View Layer Properties

I'm trying to retackle this gif I'd made a few weeks ago, does anyone know how I can make the lines not follow the edges and have them follow the texture instead based off it's alpha value?

>> No.768150

Yo dudes.
Been using Blender for about 10 years or so, but never actually gave the sculpting a try. Now I find myself in a situation where it finally fits into one of my projects/workflows, but I'm a bit confused as to what to start with.

Is it better to just put the multires modifier onto something like a polysphere and turn up the subdivs and model that way? Or is it better to do the thing where it automatically subdivides where your brush is, and then use the remesher whenever things get wonky?

I've sculpted a bit before, but it's only been on landscapes (with multires subdivs), so I don't really count that as really sculpting. At least as far as characters are concerned.
Lastly, if I'm making a character, do I make a blockout of the body with a bunch of spheres or something, or do I try and polymodel a rough shape first?

Thanks.

>> No.768151
File: 187 KB, 750x650, 1570921278872.png [View same] [iqdb] [saucenao] [google]
768151

sorry, I don't use this board very often and I didn't see this general. I should have posted this question here but it's too late to delete my other thread.

>>768137
>Is it possible to set portions of a mesh to react to gravity like fabric?

>I downloaded the following mesh and imported it into Blender:
>>https://www.models-resource.com/3ds/pokemonxy/model/8336/

>I set up IK on each of the dress panels. I assume there's some kind of physics sim I need to add to the parent bones, right? Also, is there a way I can set constraints on a bone so that something like a knee can't bend backwards?

What I'm trying to do is make it so I can pose the figure and have the dress flow around it.

>> No.768181
File: 23 KB, 342x458, 61ik8VBoRHL._AC_UX342_.jpg [View same] [iqdb] [saucenao] [google]
768181

>>766660
Question, is there amy way to do fur/feather effects using materials and not hair particles? I want to acheive an effect like this for a model i want to export to UE4.

>> No.768183
File: 477 KB, 2236x1070, shells.jpg [View same] [iqdb] [saucenao] [google]
768183

>>768181
Yeah there definitely is.
I forget what the technique is called, fur-shells maybe?
But basically you duplicate the mesh and scale it out a tiny bit, and do that a few times. Then apply a texture that has alpha on it to the shells, and it'll make a pseudo-fuzzy effect. You can see it in a lot of older games, and it's used in a few nowadays too.
You can get different looks depending on what kind of textures you use, the distance between shells, and the movement between them (like rotating them 1-2 degrees might give some direction to them).

>> No.768184
File: 256 KB, 1600x1067, ea3823f29ec17ab11bb9704e4325d8dcf10d732c.jpg [View same] [iqdb] [saucenao] [google]
768184

>>768181
>>768183
Here's some better examples than my shitty example. You can do a lot with it by scaling the texture differently on each shell too. Making large to small circles from the inside shell out will make cone shapes that look a lot like fur.

>> No.768197

>>768181
They have some Fur materials in the Quixel library but none of them look like what you want.
Mostly just sheep and cow fur.

>> No.768233
File: 45 KB, 210x168, 2020-09-08-1599575390_210x168_.png [View same] [iqdb] [saucenao] [google]
768233

>so, how's your stool?

>> No.768235

>>768184
Wait, wtf.
My dear dude, that rather looks like vector displacement and not like texture shells.

>> No.768257

Can I not add individual markers for each bone in the timeline? I want some markers to appear only on some bones when I select them, not to appear in the timeline for every single other bone.

>> No.768258

>>768233
Hard as wood

>> No.768261

Is there a way to snap a vertex to a bone without snapping the cursor to the bone, selecting the vert, then snapping the vert to the cursor? Ideally I'd like to just drag the vert into the bone and have it snap to it automatically

>> No.768285

https://www.youtube.com/watch?v=_i-JVcRbX9M

THANK YOU BASED NVIDIA

>> No.768286

>>768285
I like how they present it as if Cycles didn't have a motion blur option before. Still, pretty cool to see all of the HW acceleration contributions.

>> No.768297

why is multires apply base still fucking broken in 2.9
i wrote a script to do it properly a while ago, but I thought pablo fixed this shit already

>> No.768298

>>768297
You'd have better chances of getting an answer to this if you asked him directly on the developer blender page

>> No.768299

>>768297
submit a patch

>> No.768307

>>768235
Fuck, you right. When I was searching, the subtitle was saying it was shells, but yeah it's def just displacement. Still, you can make some convincing and cheap effects with the shells. Though displacement can work too.

>> No.768346
File: 5 KB, 217x207, seam.jpg [View same] [iqdb] [saucenao] [google]
768346

is there a way to remove this seam-like behavior?
I had a mesh, changed the position of some faces. Then subdivided

already recalculated normals

>> No.768353
File: 247 KB, 786x474, GP_STUFF.png [View same] [iqdb] [saucenao] [google]
768353

Couple of questions.
1. Is there a way to remove the weird outline/border thing going on between GP objects and the model outlines?
2. Is there a way to make the GP objects react to light the same way as the model outlines? Alternatively, is there a way I could make the model outline material not react to any kind of lights and always be pitch black?

>> No.768371

Blender 2.9 already? Didn't they just spend a decade going tom 2.7 to 2.8?

>> No.768373
File: 105 KB, 336x346, image.png [View same] [iqdb] [saucenao] [google]
768373

>>768233
What the fuck, this guy selling rubix cube tutorial for 6$
This shit should be 2 minutes youtube tutorial not paid one
Why the fuck do you even need rubix cube tutorial, it's so obvious how to make one

>> No.768381

>>768373
rigged?

>> No.768384

>>766706
Select all the vertices on the left/top side and "Scale, X, 0"
For the bottom ones "Scale, Z, 0"

>> No.768394

>>766660
Are there any good video courses on 3d animation I should check out? I'm looking for the technical side of things, how to handle curves and stuff like that, not animation fundamentals.

Doesn't really matter the program, I can translate well, I'm a smartypants.

>> No.768400

>>768373
>rubix

>> No.768405

>>768381
No
But he have separate tutorial for that

>> No.768409

>>768092
I think you have problems with the smothing groups on you low poly, separate where the hard edges its going to be, also apply smooth on you mesh before doing the sculpt then remesh to a higher resolution

>> No.768430

>cant use denoiser with AO in cycles.
why_tho.tga

>> No.768432

>See all of these Chads making cool stuff
>Meanwhile I can't even bend a cylinder 90 degrees
>"Dude it's easy, just put two cylinders in position, and bridge edge loops then add some cuts to smooth it out haha"
>Do that
>Just need to add the cuts
>Bend now looks like the elephant man
>Maybe it needs more cuts
>It makes it even worse

Why is this causing me such a problem? I've done it before I just can't remember which way I did it.

>> No.768447

is there an addon that works like Zbrush's Extract Pro +?

>> No.768502
File: 843 KB, 1870x975, unknown.png [View same] [iqdb] [saucenao] [google]
768502

What just happened

>> No.768506

>>768432
Never mind, I'm just a brainlet.

>> No.768512
File: 773 KB, 1804x972, unknown-2.png [View same] [iqdb] [saucenao] [google]
768512

>>768502
And stitch doesn't appear

>> No.768532

>>768371
They are hurrying up to release Blender 3, the final blender so the project can finaly be abandones and the blenderlets can move over to a real software.

>> No.768543

>>768532
thanks for the input, esl retard

>> No.768550

>>768512
>UV is horizontal while seam is vertical
Gee, I wonder why.

>> No.768573
File: 668 KB, 1440x1016, 1502598773913.jpg [View same] [iqdb] [saucenao] [google]
768573

WAIT.
You actually can't sort your materials in the material slot like for example alphabetically?`
What the actual fuck. How do people find the material they're looking for if their project has dozens of materials in it?

>> No.768574

>>768573
Alright, at least they're in alphabetical order if you look them up in the Outliner.

>> No.768575

>>768574
AAAAAAA BUT SELECTING THEM THERE DOESN'T SELECT THEM IN THE MATERIAL PROPERTIES SO IT'S USELESSAAAAAAAAAA
OOOH BLENDER

>> No.768577

Yeah fuck this.
There should definitely be a way to sort the slots in the active materials list.

>> No.768579 [DELETED] 

>>768577
fuck you and suck my balls

>> No.768582

Sorry that was rude

>> No.768584

>>768579
No, that's gay and therefore something you'd do rather than me.

>> No.768590

>>768394
>"I'm a smartypants"
>needs a tutorial on using animation curves
lel

>> No.768593
File: 74 KB, 640x853, 1594943359711.jpg [View same] [iqdb] [saucenao] [google]
768593

I know that you can use booleans for the same effect but in Dreams for the ps4 you can use shapes to carve out and sculpt on the fly. Is there a way to do that in blender?

>> No.768596

>>768573
>How do people find the material they're looking for if their project has dozens of materials in it?
You're using Blender wrong if this is a problem for you. Your scope is simply too big. Blender is great for making individual objects, but for scenes you're better off using specialized layout software, like Clarisse, Katana, or Solaris.

>> No.768607

Is there any good character tutorials/courses?
I can model pretty much anything but having huge problems with humans

>> No.768674

>>768607
The stylized character course on the blender cloud is supposedly pretty good.
Otherwise there's always the good old Joan of Arc.
https://3dtotal.com/tutorials/box-sets/joan-of-arc

>> No.768676

>>768596
It's so fucking close to being sufficient though. They just need a less fucked up and more organized way of handling materials.
My hope is that the "upcoming" assets manager will take care of that. Hopefully. Maybe.

>> No.768677
File: 2.93 MB, 512x512, seizure.webm [View same] [iqdb] [saucenao] [google]
768677

I though disco was dead, but with this seizure eevee proved otherwise
(negative color strength on principled bsdf)

>> No.768697

>>768573
Materials slot is numerical. So the slots aren't just a representative view of all the materials on the object, it's all the materials, and their order.
I agree that having an alphabetical list would be nice, but as it is that's just not what the slots are.

>How do people find the material they're looking for
Just click the dropdown menu and search? I'm not sure where you're looking.
Also, there's a nice addon bundled with Blender that manages the materials (or something like that) called "Material Utilities" it might be worth a look for you. Especially when working with multiple materials.
Personally, I've had no trouble with scenes that have over 200 materials. It's a lot, but the search bar makes things pretty easy to manage. Just make sure to name your materials.

>> No.768699

>>768697
>Just make sure to name your materials.
What's next? Having proper topology? Naming OBJECTS? Organizing the scenes using multiple collections for different types of assets? Linking and appending from other files?

>> No.768703

>>768697
>I'm not sure where you're looking.
I was looking at the slot list. You're right, the materials themselves are relatively quickly to find (and can be sorted alphabetically) but I don't accept that slots are supposed to stay numerical "just because". Sure, it doesn't really matter what I have to say about this but looking around I saw others being puzzled about this too and someone who never wrote a script before did just that which adds the option to sort alphabetically with that function neatly placed in that arrow menu https://blenderartists.org/t/addon-sorts-material-slots-by-their-name/695936 .
I'm coming from other software packages so the way Blender handles materials seems unnecessarily clunky to me. It also lacks a lot in changing parameters of multiple selected materials in one go.

I'll check out the material utilities and thank you for your post!

>>768699
>being a passive aggressive cunt
Go simulate your period somewhere else

>> No.768706

>>768703
That was a joke, don't take it personally.

>> No.768710

Kinda new to blender, are there any must have addons or basic soft is just fine?

>> No.768713

>>768710
As a beginner you don't really need any but Node Wrangler, F2, Extra Objects and LoopTools are super useful once you kind of know what you're doing.

>> No.768715

>>768713
Thanks, but i'm not beginner in 3D just in Blender, coming from 3Dmax

>> No.768753

>>767135
What’s that “beauty” button do?

>> No.768778

>>767406
Based and zoopilled

>> No.768782

>>768699
Just thinking of the faggots that name bones makes me queasy.

>>768703
I'm sure there's a reason besides "just because", since it's kind of in a hierarchical order with the top material being the default for that object. That being said, I totally understand about it probably working better in other programs. I think it's mainly because the materials panel is one of those areas that hasn't changed much in over 20 years like the textures panel. It's definitely in need of an update.
>It also lacks a lot in changing parameters of multiple selected materials in one go.
I'm not 100% sure about this, and it might just be me thinking it works in my head, but if you select multiple objects, and change a material parameter on one of them in the panel, you should be able to right-click that value and hit "copy to selected". It at least works with modifiers, and nodes.

>> No.768899

i cant get octane blender prime (free shit) to render out an animation. It loops on 1 frame. I can render out an image ok. When I go to render an animation it renders 1 frame, moves to frame 2 but its the same frame. Anyone get this to work? Been stuck on this shit for 2 days now

>> No.768907
File: 74 KB, 1363x867, Capture.jpg [View same] [iqdb] [saucenao] [google]
768907

Did something break in Blender 2.90?
I just redid the donut quick following that guy videos and in part 3 right after I applied solidify to icing I get this thing. The original donut get a weird protrusion of it's own. It's not showing in the edit mode, the vertices are correct. This thing appears even in rendering.

Tried randomly changing settings but it doesn't go away.

>> No.768908

>>768907
I think I might have duplicated icing twice. Maybe that's the issue.

>> No.768934

>>768907
>>768908
When in doubt merge by distance and recalculate normals.

>> No.768955

Is it normal for automatic weighting to completely miss parts of your mesh if it has a lot of disconnected parts?
If so, what's the alternative? I don't really feel like weight painting 90 individual hair strands for 8 hours.

>> No.768973
File: 407 KB, 344x476, 5637457645.webm [View same] [iqdb] [saucenao] [google]
768973

>> No.768978

>>768973
It's not Blender.
https://www.youtube.com/c/LumiN0vaDesktop/videos
They use Unreal Engine.
https://www.bilibili.com/video/BV1jZ4y1W7c9
>软件:UE4

>> No.769026

>try to make a steam simulation
>high res domain, many steps
>75min baking time
>steam just fucking diffuses through effector walls

I knew it was bad but please

>> No.769033

>>768955
Automatic weight solutions are typically dependent on having a convex mesh in order to work like intended. Haircards and things of that nature will fail.

Sometimes the best thing to do is to bite the bullet and do it the hard way. You can try to model a proxy mesh for your hair and wheight that one tho and transfer the weights witch whatever correspond to a 'skin wrap' in your package of choice.

>> No.769064

At this point I'm afraid to ask this, but how is it possible opening files by drag&dropping inside of a viewport still doesn't work?

>> No.769098
File: 344 KB, 702x691, justjoking.png [View same] [iqdb] [saucenao] [google]
769098

Is this some kind of a joke? Please explain.

>> No.769100

>>769098
It's from this article
https://80.lv/articles/is-blender-becoming-an-industry-standard/

>> No.769102
File: 16 KB, 658x212, 1595501848451.png [View same] [iqdb] [saucenao] [google]
769102

>>769098

>> No.769113

is there a way to quickly copy the physics settings of one object to another that has also physics enabled?

>> No.769114
File: 305 KB, 711x567, riggle.png [View same] [iqdb] [saucenao] [google]
769114

i don't think this rig turned out very well

>> No.769116

>>769113
Don't know about all settings at once,
but right clicking a value and hitting "copy to selected" is a real life-saver.

>> No.769117

>>769098
Welcome to the real world, prepare to get your mind blown when you realize Blender shitposting here is just for the memes and you've been brainwashed into thinking it's actually a bad software nobody in the industry uses.

>> No.769118

>>769117
Just because your uncle Steve uses Blender on his free time after cleaning toilets at MPC doesn't mean that there are people using Blender in the industry.

>> No.769119

>>769118
Thanks for being an example for my post!

>> No.769132

>>769119
You're welcome! It'll be one Suzanne, please.

>> No.769135

hey guys, how are blender's modeling tools compared to 3ds max's ones? Is it even close?

>> No.769142

>>769135

No. Blender's modeling tools are better than Maya's and that's about it. Max has much more modifiers, they are more powerful, can be targeted to anything. In blender you have to use shitty vertex groups which is useless for anything complex. Try using vertex groups for a precise bevel on an object if you need proof.

>> No.769143

>>769098

It's not and the industry doesn't give a shit about this piece of crap. That greedy retard with women legs made a carreer out of selling overpriced grass from home, what does he know about the industry.

>> No.769146

>>769143
What are you even doing in this thread? If you call it a piece of crap I assume you're not even using the software, so what are you doing in Blender general?

>> No.769150
File: 77 KB, 640x640, 1599129288762.jpg [View same] [iqdb] [saucenao] [google]
769150

did they change the NLA editor recently?
I just gave it a try and I can't fucking believe that I intuitively got an animation going with it and it's actually fun. I remember when I gave it a try first and it was a frustrating clusterfuck that just made me rage. wtf

>> No.769153

>>769146
>muh safe space

>> No.769160
File: 53 KB, 564x797, 66c68c648c5176a26e3fcc355448340a.jpg [View same] [iqdb] [saucenao] [google]
769160

anyone could throw me some keywords i could look up in order to achieve a model that looks like this? that like when viewed from a certain angle looks completely like the snowy part and from the opposite angle it looks like the nighty one, with in-between angles like on pic related?

>> No.769162

>>769150
there is a guy monetizing a layer animation addon based on that, interface mostly, so I suppose they'll fuck him soon.

>> No.769166

>>769153
It's just weird somebody would waste their time going in threads irrelevant to them just to shitpost and trigger people. Don't you have anything better to do?

>> No.769168

>>769162
I hope they do.
Fuck addon devs. Steal and implement good features into Blender.
No use gimping the program because some addon dev shoddily implemented the feature first and they don't want to trample on his territory. If it's a feature the program needs or hasn't gotten to yet and other programs have to begin with, I say fuck addon devs. They got their money cornering the market while everyone's waiting for the program devs to pick it up, now let the devs implement it proper.

>> No.769179
File: 149 KB, 1280x1280, its full of stars.webm [View same] [iqdb] [saucenao] [google]
769179

>>769160
You should be able to do this with backface culling.
Have two overlapping meshes, with the inside having backface culling and the normals inverted, that'd be the stars. Then on the outside layer, just pick the faces that you want to be hidden and invert those normals. With backface culling on both meshes, you should be able to see to the inside.
If you wanted to as well, you could do the same thing, and use the inside layer as a way of masking and composite an entirely new scene using the mask. Or just set the inside material to Holdout and use it as an alpha channel.

Another way to do it is to have it on 3 separate scenes, one with the light part, one with the dark, and a last one using shader to rgb to make a mask of where you want to split things. Have everything in the same places. Then just composite them together.
That'd be a roundabout way of doing it. It's what I used for pic related just to make sure it'd work. It's quick and dirty, but it shows that it works at least. Though the backface culling method is way easier and a bit more manageable.

>> No.769192

Weight painting is so fucking garbage

>> No.769210

>>769179
oh my, thank you for the thorough explanation! even without much understanding of shaders i think i got the gist of what you meant. i don't have a model to try this out yet but i'll definitely test it with a default cube to make sure i can do it. i think the alternative method is closer to what i wanted given i could use a texture to make the lines that separate them (i imagine using faces and verts would look a bit jaggy if i'm to apply this on a low poly mesh) but i feel like i'll end up sticking with the easier one. again, i can't thank you enough for the heads-up!

>> No.769220

>>769210
Yeah the faces one is definitely one I'd use with subdivision surface on so the lines are consistent curves.
And yeah, using a texture to separate them is also a good idea. Using shader to rgb mask means you can move the light around to reveal different sections and have it reveal or hide the background. In the case that you wanted something that worked for animation as well.

>> No.769234

Is there anyway to render an image with indexed colors in Blender?

>> No.769239

>>769234
You can do it in post-processing, look up posterization and dithering. If you want a custom color palette and not just squashed original colors you'll need to do color grading too.
Simple posterization can be done in Blender's compositor with a bunch of nodes:
https://www.youtube.com/watch?v=GZ3caa8PfKU
https://www.youtube.com/watch?v=PH3Fi7FIaDI
There's also a node group addon with posterization:
https://darkfallblender.blogspot.com/p/blog-page_8.html
If you need more than that it'll be more efficient to do in other software like Photoshop, After Effects or Premiere.

If you want to achieve something like the PC-98 look it's difficult, though IIRC there was a thread on /g/, /ic/ or /vr/ where anon was able to achieve a comparable look with filters.

>> No.769240

https://videocardz.com/newz/next-generation-nvidia-quadro-rtx-ampere-to-feature-10752-cuda-cores

What can you do with 48GB of VRAM?

>> No.769242

>>769240
Play Crysis in 32K resolution

>> No.769246

>>769168
Dobarro did with one of these, the goal should be to remove cgcookie from the retopo mode and to integrate retopoflow.

>> No.769252
File: 1.50 MB, 334x334, 15468786785.gif [View same] [iqdb] [saucenao] [google]
769252

>>769168
Absolutely utterly based

>> No.769253

>>769168
that eevee fake global illumination fuckery is a first rate candidate for this. they absolutely need to get that into eevee without the need for external addons.

>> No.769255

>>769240
>>769242
what are you even doing on this board?
VRAM is not only used to display gaymen.
if you render stuff over GPU, it's where all your textures get uploaded to and if it's for example a huge animated city scene with tons of closeups on different areas, you need every fucking bit of VRAM you have. on top of this there's also data stored in it when computing physics in some applications or rendering video.
GPUs are really multi-purpose nowadays.

>> No.769266 [DELETED] 
File: 298 KB, 1024x1024, Hair_ATOS.png [View same] [iqdb] [saucenao] [google]
769266

What are _ATOS maps for?

>> No.769274
File: 45 KB, 695x606, daz_dform.png [View same] [iqdb] [saucenao] [google]
769274

Is there something like this in Blender?

Basically, it's a field you can resize as you like and inside that field your mesh gets affected by a null-object that can move/resize the mesh nondestructively. This is great to do quick local deformations and you can move the affected area freely, basically moving the "dent" for example quickly everywhere you like instead of for example sculpting/editing the mesh to create a dent/removing it and sculpting/editing it in on another place.
It is also damn handy in animation since you can make a dent or bulge move on the mesh.

>> No.769282

>>769255
I'm already almost hitting the limit of 4 gigs of vram (I know) on my scene. So I wonder what happens if I let Blender use both CPU and GPU when rendering? Will I still have problems with memory then? Idk how does it work.

>> No.769295

>>769274
Idk but do mention it here if you find something like that please

>> No.769301

>>769282
usually when I run out out ram the computer may use your storage as a virtual ram extension, which obviously not optimal and is much slower to work with. I'm not sure if this is the case for rendering softwares though

>> No.769302

>>769301
when you*

>> No.769303
File: 509 KB, 1243x789, Untitled.png [View same] [iqdb] [saucenao] [google]
769303

>>766660
Does anyone knows a good guide how to properly sculpt details on mesh ?
Even with dynotopo, it seems like my strokes are either too shallow or too visible

>> No.769319
File: 192 KB, 480x270, output_JiyLBz.gif [View same] [iqdb] [saucenao] [google]
769319

>>769179
>>769220
this is the result, thanks a lot! the texture is quite bad but this was just to make sure i could do it, think i'm gonna tackle the full model now. thank you again!

also i'm not sure if this is the best way to do it but the way i went since this is an animation was make a 4th scene with black and white texture on the box to use as a factor of the alpha over on the compositing of the 3rd scene

>> No.769321
File: 129 KB, 1393x759, Screenshot_41.png [View same] [iqdb] [saucenao] [google]
769321

>>769319
in case anyone who happens to be just as much of a n00b as me wants to do it

>> No.769329

>>769274
Look into the lattice modifier. It should be what you need if I'm understanding things correctly.

>>769282
Pretty sure it still uses the same ram as the lowest one in the list. So you're still limited to 4gb. This even goes for if you mix and match GPUs. So if you had one with 6 and 8 gigs of ram, it'd only use 6 before it craps out and complains. Though I think there's something to get around that now.

>>769319
>was make a 4th scene with black and white texture on the box to use as a factor
Yeah that's exactly how I did it, though I only used 3 scenes.
One for the base object
another for the inside texture (in my case it was just an empty scene with a star hdri)
and a last one that's the base object, but masked.

Though I could see you using 4 if you're doing the trees as well.

>> No.769335
File: 1.93 MB, 994x976, daz_shit.webm [View same] [iqdb] [saucenao] [google]
769335

>>769295
I will if I ever find a good solution

>>769329
>lattice
Doesn't react the way I want it to. I want the deformation to take place only when and where the field is getting to the object. The field should be freely movable all over the object and cause deformation only where it is.
Quick webm screencap of what I exactly mean.
Basically you define what deformation you want and then only move the influence field to where you want.

>> No.769337
File: 2.60 MB, 848x726, blender_shit.webm [View same] [iqdb] [saucenao] [google]
769337

So far I only got this but maybe I'm on the right path, idk. Too tired and will try again tomorrow

>> No.769359

>>769337
where did u get the car model? been looking for something like it

>> No.769381
File: 14 KB, 364x482, shit.jpg [View same] [iqdb] [saucenao] [google]
769381

Why doesn't the mesh follow the bone fully?

>> No.769387
File: 267 KB, 1381x1121, shrinkwrap.jpg [View same] [iqdb] [saucenao] [google]
769387

>>769335
>I want the deformation to take place only when and where the field is getting to the object. The field should be freely movable all over the object and cause deformation only where it is.
That's how the lattice works. Or it's supposed to.

Try using a sphere or something, use shrinkwrap on the car, set to the sphere on project. You might have to fiddle with the settings a bit. Mainly the one that asks whether it's inside/outside, and set the deformation to negative instead of positive.

>> No.769551

>ssgi won't be implemented into blender ... BECAUSE HAGG :((

Holy fuck what a load of endless drivel without even getting to a point and even wrecking your own argument.

https://www.youtube.com/watch?v=n4sGp5QCl18&feature=youtu.be&t=3550

>> No.769556

>>769381

it means that part of the mesh is weighted to another bone, likely also at a strength of 1.

that means the mesh will move only half the distance/stay perfectly center between both bones.

>> No.769557

>>769301
>>769329
Huh, that sounds pretty strange, especially if it doesn't even combine the memory when you use multiple cards, like I thought so. Then I wonder how do people achieve anything with GPU renderers nor why are they so popular. You could fill gigs of vram in no time. Now I'm not sure if 3080's memory will be enough for me either.

>> No.769558
File: 3.62 MB, 197x239, 15459824226.gif [View same] [iqdb] [saucenao] [google]
769558

>>769551
wtf.
he seems genuinely flustered about that particular addon. why does he keep rambling on like a drunk whose life depends on it? especially considering there is literally nothing wrong to add that fake global illumination to Eevee. it actually enhances that engine so much I have absolutely no idea why they're not like "oh wow, that's really great and we're in contact with the dev to get this into blender by default!". him being this awkward about it makes it even more strange.

>> No.769562

https://youtu.be/B5Qh_UekuOk

How hard is it to create this look in blender ?

>> No.769564

>>769562
Not really hard.

>> No.769566

>>769564
How would one achieve it ?

>> No.769568

>>769562
>>769566
If you have to ask like this, you're far from being ready for it.
Can you
>model? (characters, outfits, hair, maybe even all the scene assets like roads, cars, houses etc.
>texture?
>animate?
>light scenes?
>setup shaders?
>understand composition?

Also, the animation is based on non physically based rendering which is also something you need to learn how to set up first.
All of this is possible in Blender but you have to be good in multiple areas to achieve something like this. You will eventually get there if you keep going without throwing the towel but it WILL take time and you have to set realistic goals on which you build up until you finally get there.

>> No.769569

>>769568
you're right my goals and expectations are always way too high, any advice on capping it ?

>> No.769573

>>769569
>any advice on capping it
Shortcuts in learning 3D shit ALWAYS bite you in the fucking ass at some point, causing so much frustration that you'll lose all hope.
Learn the basics while maintaining your fun and it will be an ok ride. Shortcutting will make it hell.

>> No.769580

>>769557
>You could fill gigs of vram in no time.
Eh not really, if you're efficient in how you use textures you can keep things manageable. Things only start ballooning when you use 4k-8k textures.
But yeah, that's just how computers work, it's only as powerful as the weakest part. I'm not 100% sure, but I think Cycles will offload some of the vram problems onto the HDD or ram if it gets too much, it's just that you can't combine Vram from multiple GPUs.

>> No.769629

https://twitter.com/pablodp606/status/1305597090870030338
Not sure how useful this would be but it's neat.

>> No.769639

>>769629
I wish good texturing tools were necessary for waifus so that we'd see some progress there

>> No.769641

>>769569
well, if you look up how the stuff you want to do are actually done you'll have a better idea of whether you'll manage it or not with your current experience. maybe look up the making of some similar stuff

>> No.769645
File: 118 KB, 1280x720, MQ-101_Gunther_Bay_Flyby.jpg [View same] [iqdb] [saucenao] [google]
769645

how do I go about getting the curved shape on this aircraft?

>> No.769649

>>769645
maybe proportional editing?

>> No.769700
File: 1.45 MB, 900x1200, file.png [View same] [iqdb] [saucenao] [google]
769700

How would one go about modeling a robot/Android like model?
Sculpt it out and then just put the part detail in the textures?
Sculpt it out and then put extrude parts out to give it some 3D Depth?
Build each limb part separately and then connect them all later?

>> No.769737

>>769700
Model the parts, then fake the details with bump and displacement.
>Build each limb part separately and then connect them all later?
Yes.
Unless you really want deforms on a ball-joint robot for some reason.

>> No.769748

Okay so I have a human model imported to blender as an .obj file.
I want to amputate one arm from the model because the character is supposed to have a cyborg right arm so all you would be able to see is the stump whenever the robotic arm is taken off. Will this be hard if I'm a total beginner to blender or messing with 3D models in general? I was in the mood to try something new and thought this would be cool to do.

>> No.769750

>>769748
less so if you have 2d (drawing painting etc) or sculpting background, but you'll still have to learn the software itself which is quite time consuming. nothing undoable though, for sure

>> No.769767

>>769748
Kinda depend how complex model is, but not its not that hard

>> No.769786
File: 71 KB, 908x808, Capture.jpg [View same] [iqdb] [saucenao] [google]
769786

Why is it that when I want to edit clothing shape keys to fit it better it just moves it elsewhere and I have to approaximate it from there? How do I edit on the body?

>> No.769789

I have a silly question to ask. So, I own two pretty meager PC's. a PC with a Intel i5 2500(non-k) and a PC with a Ryzen 5 1600. On both of these machines, they're really sluggish with editing models that are well over 1,000,000 verts.

I'm curious. If I had the latest and greatest CPU's on the market. Can they handle ridiculously heavy models much better or is this a limitation of Blender where I should stick to sane, non-absurd amount of vertices no matter what kind of PC I happen to own?

Like, to somebody reading this with a 2019/2020 CPU and are feeling adventurous. Create a 1,000,000 vertex model and then to that attempt to add a Subsurf modifer. I DO NOT RECOMMEND THIS TO THE FAINT OF HEART, this operation would absolutely grind my meager PC's to a halt! I also don't think this is a good practice, I'm just wondering if a 2020 PC could handle such heavy models.

>> No.769791

>>769789
That's a limitation of Blender. With a more powerful PC you'll certainly be able to work with denser geometry, but I wouldn't expect too much of a difference.

Try any other 3D modeling software, you'll get a better gauge of what your hardware can do. 3ds Max and Maya are the best options for responsive subdiv modeling.

>> No.769792

>>769789
>>769791
PD. Watch this video for a comparison of editing performance across Max, Maya, Houdini and Blender: https://www.youtube.com/watch?v=4VmTBCFZE6Q

>> No.769794
File: 56 KB, 606x318, Image 001.jpg [View same] [iqdb] [saucenao] [google]
769794

>>769786
turn off the pose on your model.
Or go to the modifiers, click the leftmost icon on the Armature modifier to show the pose in edit mode.

>> No.769799
File: 1.74 MB, 1400x756, Blender VR.webm [View same] [iqdb] [saucenao] [google]
769799

Fuck Maya
Fuck 3dsmax
Fuck Autodesk
Fuck Houdini

This is Blender VR

https://files.catbox.moe/cnhyyi.mp4

>> No.769802
File: 136 KB, 1795x604, Capture.jpg [View same] [iqdb] [saucenao] [google]
769802

Uh. Why is the hand in the wrong position in render?
>>769794
Is it supposed to put model in standby position with hands straght left and right?

>> No.769803

>>769799
I see nothing special...or desirable...in this video.

>> No.769808

>>769792
What about Cinema 4D and why nobody talking about it Its modeling software too.
From what i hear performance is pretty bad maybe even worse than blender

>> No.769811

>>769802
Oh fuck. Turns out I imported keyframes of animation when I appended the plate.

>> No.769813

>>769799
VR is a meme like using your voice to control your home computer. This was also pushed for a short while but everyone realized that keyboard+mouse is still the fastest and most efficient way in every day use of a PC.

>> No.769815

>>769802
I hate how eevee fucks up the colors of anything with SSS in it. Always that sickly greenish/blue tint to it while it comes out fine in cycles.

>> No.769827

>>769808
C4d is not a great modeller. Performance is better than Blender, but not much. Modo, Lightwave, Blender, C4d are low tier when it comes to performance. Max, Maya, Houdini are the big boys and Clarisse smokes them all in a pipe before breakfast.

>> No.769832

>>769827
Why is Blender the only one that's free? Does it have a miner inside?

>> No.769842

>>769832
It didn't survive in the free market and was sold to "the community" in order to get by as an open source project.

>> No.769858
File: 435 KB, 1920x1080, Mercy1.jpg [View same] [iqdb] [saucenao] [google]
769858

>>769802
How do I improve this?

This model is really heavy for some reasons. Crashed Blender multiple times. Loading takes some time. But doesn't look particularly detailed.

>> No.769861

>>769815
You know you can change the colors right? The radius for SSS is actually an RGB value, but for some reason it's a vector input.
You have to remember that Eevee's SSS is an approximation due to it being "realtime", while Cycles actually calculates light transmission through the object, it's always going to be different slightly.

>>769858
>How do I improve this?
By calling it quits and moving on from low-tier coomer shit to another project.

>> No.769862

>>769813
>poorfag who can't afford VR

>> No.769875
File: 126 KB, 590x590, 1598312142229.jpg [View same] [iqdb] [saucenao] [google]
769875

im a turbo new fag who just installed blender and has no previous experience working with 3d modeling. i want to make stuff for unity that stylisticly resembles pic related. how long would it take for me to get compitent at this? im not one of those people who thinks you can do some black magic to learn a new skill in like a week btw, i just wanna know how much time i'd be putting into this. thanks in advance bros.

>> No.769876
File: 175 KB, 750x650, 20921.png [View same] [iqdb] [saucenao] [google]
769876

>>769875
wrong pic sorry

>> No.769878

>>769876
>>769875

not super long. Just remember that you don't really have to have parts combined into 1 seamless mesh

>> No.769880

>>769878
>you don't really have to have parts combined into 1 seamless mesh

sorry if this sounds super autistic, but then wouldn't i need to import them all seperetely into unity? how would animating if its not one mesh work?

>> No.769882

>>769880
nope. They're different bodies but not different meshes. I would suggest you start out trying to make a character that is just a group of long rectangles floating on the skeleton.

Also remember that for stuff like clothes swapping, you can just model the separate body parts and swap out the pieces. It'll all be rigged to the same skeleton so it'll animate together

>> No.769887
File: 71 KB, 1920x1080, 20200916_115429.jpg [View same] [iqdb] [saucenao] [google]
769887

When i do tutorial pt 7-8, it freezes some reason

>> No.769902

Why the fuck are even colors outside of the render washed out when I use filmic?

I've looked all over the internet and apparently, Filmic clamps whites and blacks even in the compositor. I want my render to have a pure white background, but if I set it to pure white I actually get a 0.88 white, so I have to manually set the value to 2, which gives me a pure white but fucks with the rest of the render. The other workaround is switching from Filmic to Standard which also fucks with the colors.

Is there no way to simply put a white background in the compositor without fucking with the rest of the scene?

>> No.769910

>>769902
I do a little trick to swap the background without fucking with the render.
If you go to the world settings, you can mix two background shaders using the "Input>Lightpath> Is camera ray" as the factor. So it'll use one input as the world for all the lighting and shit, but you can use whatever the fuck you want for the other input and not have it affect the scene.
No compositing tricks necessary.

>> No.769912
File: 190 KB, 1275x990, world swap.jpg [View same] [iqdb] [saucenao] [google]
769912

>>769910
>>769902
Here's an image of what I mean.

>> No.769920

What is the best way to model a humanoid robot? Can it be made efficiently in hardops+meshmachine? Or is it better practice to sculpt, retopo, then further tweak it with mesh modeling?

>> No.769928

>>769861
Nah, I'm gonna improve.

>> No.769950

I kinda hate 2.9. 2.83 worked so well for me but 2.9 crashes every few minutes

>> No.769952

Can you use LUTS in blender?

>> No.769954
File: 12 KB, 516x195, notwhite.png [View same] [iqdb] [saucenao] [google]
769954

>>769912
>>769910
It still gets washed out. It's a problem with how Filmic interprets colors, it clamps them a lot. It's fine for realistic renders but when I need a pure white background it's awful

>> No.769955

>>769950
I feel you, 2.9 is crashing for me all the time. If they don't release a new update soon I'll switch back

>> No.770012

>>769954
Then use something other than filmic.
There, solved.

>> No.770013

>>769928
>I'm gonna improve.
No you're not.
You're running before you've even developed legs as a fucking fetus.

>> No.770016

how can i rotate/mirror a path associated to a curve (it's one of those thick hair strands) without having it flip? when i rotate 180 degrees or more it flips automatically so it's like i didn't rotate it at all

>> No.770017

>>770016
im guessing it flips to obey the rotation of the curve it's extruding. but can i have it flip without creating a mirrored curve?

>> No.770039

>>770013
I've no idea what you're trying to say. I'm looking for job in 3D modeling yet.

>> No.770043

>>770039
*not

>> No.770052

>>769858
You're probably using a wayy too high amount of subdivision on the objects. Your lighting and colors need a lot of work too. The light skin and the pink background blend together. You should focus on using the three point lighting method, and choose between realism or cartoony. The woman is very cartoony while the coffee and donut are not.

>> No.770156

>>766708
one question regarding the spin tool (complete newfag here started yesterday): do i just extrude, spin, extrude, spin all the time or is there a way to make it a) consistent and b) just do the curve "by itself" without me having to stroke e and s all the time

>> No.770184

>>766660
5700 XT BROS, new update fixes blender. I'm finally fucking able to render. Was trying to get a 3080 to replace but bots bought them all up before I could get to it. I'm so happy bros.

>> No.770185

>>770184
Nevermind, it crashed..............................................................

>> No.770188

>>770052
Yeah, I'm gonna check lighting tutorial next. I tried it 10 different ways, but it doesn't look right. Donut and Coffee are just what I made in donut tutorial.
Is there a tutorial on working with human models? Like poses and stuff.

>> No.770190

>>770185
2070S here. Never crashing during rendering, but sometimes I press render and it doesn't do anything while CPU is working 100%. Blender 2.82 worked perfectly, though my scenes weren't quite as complex.

>> No.770215

>>770016
>>770017
nvm i was rotating it with r instead of tilting it (ctrl t)

>> No.770345

Is there a way to transfer topology? Like shrinkwrap at 0 and transfer.

>> No.770413

Anyone tried these two?
https://www.blendermarket.com/products/layerpainter
https://www.blendermarket.com/products/bpainter

I'm struggling with texture painting - struggling as in losing my mind over the nodes, that you need to add extra textures for diffuse/roughness/specular etc. and then mix it and plug it all together.

I'm looking for a way to paint non-destructively in multiple nodes at a time - so I could paint diffuse+specular+roughness all at once without all that node plugging hand work. Like set up a material and paint it (I understand Substance does this, but Substance ain't free and I'd like to stick to Blender for now).

I've been learning blender for a couple of months so I don't want to blow 60 bucks only to learn it's shit. Already done that with retopoflow, don't wanna make the same mistake again.

>> No.770427

>>770413
I use Substance but those 2 addons looks useful as alternative
Honestly just pirate Substance like everyone else

>> No.770433

>>769954
Can you not render with a transparent bg and add the white bg in post?

>> No.770434

>>770413
Substance if you can pirate it. But if you want a free one - Quixel Mixer is your answer. Check it out. I'm actually using it on my project almost exclusively now. I even feel bad that I'm paying for substance license because combo of Mixer and Megascans is so good.

>> No.770463

Is there a way to make edges of the intersection between 2 meshes? Like boolean but without destruction

>> No.770469

>try to get into blender again for the 100th time
>unusable lag when sculpting a donut
i give up

>> No.770481

using backspace to change a value to default in the bottom left popup menu isn't remembered like with every other way of adjusting values. backspace also just doesnt work in the f9 popup menu at all. someone bug report this, im lazy.

>> No.770498

waifuman delivers

https://twitter.com/pablodp606/status/1307028055718793216

>> No.770507

>>770469
Try sculpting without dynotopo being active.

>> No.770508

>>770498
I just want some good brushes for sculpting things such as wood and stone. Give me a copy of trim adaptive and trim dynamic and I'll be happy. Why is that so hard to do? I did create my own brushes which work similarly but it's just not the same. Brushes in zbrush are so much better.

>> No.770594
File: 144 KB, 649x1017, Man.png [View same] [iqdb] [saucenao] [google]
770594

I want to make a model that I can use as a reference for when I'm drawing, I'm trying to think of how to do each part so that it can be scaled for different bodytypes, do you think going for soft shapes would be good?

>> No.770618
File: 151 KB, 833x452, Screenshot_2020-09-19_12-10-11.png [View same] [iqdb] [saucenao] [google]
770618

Can you actually sculpt in blender 2.9 WITHOUT using the smooth brush?
I think it's impossible, I was trying to get some forms in with the clay build up, starts looking bumpy. Turning down hardness makes it less bumpy but I would still prefer just using clay strips, putting my forms in, and then smoothing, sometimes also using the scrape tool.

>> No.770621

>>770618
Actually the clay buildup with hardness 0 is very good for putting a limb in and not having to smooth much, I still use the smooth in the end.

>> No.770683

>>766660
New thread up guys
>>770682

>> No.771379

>>769827
Factually false