[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

[Advertise on 4chan]

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.
  • There are 94 posters in this thread.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


Happy 18th Birthday, 4chan!

Janitor acceptance emails will be sent out over the coming weeks. Make sure to check your spam box!


[Advertise on 4chan]


File: 1507350083747.png (86 KB, 452x426)
86 KB
86 KB PNG
Previous: >>850791
>>
File: 1627494432696.png (102 KB, 821x669)
102 KB
102 KB PNG
I have this shape and want to keep the edges marked in red as hard edges. What's the best way to smooth this shape into a curve? I've tried sculpting but it just collapses the whole thing into an uneven Cheeto.
>>
>>856472
subsurf, creases (or support bevels), simple deform modifier using an empty
>>
How to you enable physics for certain bones or bonegroups on a rig? For example, if I imported a model with hair or clothing bones, I obviously don't want to animate those by hand, I'd rather there be a natural feeling of gravity as I animate the main bones.
>>
File: 1611172383324.png (222 KB, 1181x774)
222 KB
222 KB PNG
>>856472
>>856474

Thank you. I was able to get it by adding edge loops around the corners then adding my subdivision surface modifier
>>
>>856482
I have bad news for you anon
>>
I've recorded motion capture and have a .bhv file. I can import it to Blender and I can play the animation I made. I have imported a 3D model to Blender. How do I make it so that the 3D model moves? I know that I have to rig the model by adding the bones, but is there a way that I can copy the bones from the animation that I recorded or do I have to add them one by one? I've tried to find a video from Youtube, but the ones I've seen have already rigged the model.
>>
Retard here. How can I make blender use a 2-channel normal map? I've been trying tons of node setups from stackexchange and none of them work.
>>
>>856602
Use an combine RGB node and feed in the blue channel with the appropriate value and you've got an proper normal map.
You can create a custom node out of it and reuse it indefinitely.
>>
>>856603
I've found the problem. For some reason the DDS image didn't want to work, after converting it to png blender now displays the normal map correctly, then I made the blue channel have a value of -1 in order to get the orientation right.
>>
File: Untitled.jpg (44 KB, 755x508)
44 KB
44 KB JPG
Imported obj from marvelous to blender and this happens every time. Whats the deal lads?
>>
File: IMG_0229.png (3.11 MB, 1125x2436)
3.11 MB
3.11 MB PNG
>>856408
new to blender and have, so far, been able to just get by by extruding and smoothing svgs i make in illustrator for whatever little personal projects i do.
but, how to i get this sort of outline and beveling effect for text and icons? is this just boolean modifier?
>>
>>856617
i to inset
>>
>>856616
Check your normals in md
>>
>>856636
I have and that's not it. Could it have something to do with symmetrical sewing?
>>
>>856641
I'm not saying normals aren't the issue, I just don't know why everything is fine in md but then fucks up when I import obj.
>>
>>856616
>>856641
>>856642
Ok so I imported the shirt without the avatar and it's no longer black anywhere. What the fuck?
>>
Is there any benefit to BEER over just built-in blender functions?
>>
>>856635
cool thanks. i was also able to get a good look with two text layers with one set to fill and one set to none and then beveling it.
>>
Is there away to adjust the zoom increments with middle mouse scrolling?

I tried searching but all the questions are from like 2007-2012, and all the solutions are shit. I'm not looking to hold ctrl+middle click drag. I just want to adjust the amount mouse wheel scrolling zooms in and out.
>>
>>856705
>'m not looking to hold ctrl+middle click drag

you should tho, it's better and you can also do it with a tablet which is better for your wrist, blender's overreliance on the scroll wheel is shit
>>
>>856714
Don't care. Worthless post.
>>
>>856685
lets you actually write shader code
>>
>>856715
you can follow my advice now or wait 3 years and come to the same conclusion, doesn't bother me
>>
>>856717
Don't care, idiot.
>>
>>856482
if only you knew how bad things really are.

Jokes aside there's an addon called "wiggle bones" or something that might be helpful
>>
I want to recreate a couple of urban sculptures from cities I visit, give them a simple animation, and composite them in to video footage I'll shoot on location. In order to save time rendering, do I have to bake the texture into the model? The textures are real simple, just some painted stucco, painted metal, or concrete, depending on the sculpture.

Here's an example of the towers by goeritz & barragan in mexico, I've thought of just having them spin around on their axis or bend and stretch them.
>>
>>856408
Anyone know of a plugin that I can use to verify if a model can be made on a CNC router?
>>
I have two objects, a parent and child. I first appended the parent, but now I need to import the child with it being parented to the object already in the current file. Is this possible at all? No matter what I try, the child tries to reference (or imports) the parent from the original file.
I would just re-parent it, but the problem goes a bit deeper than that, with drivers also referencing the original file.
>>
>>856797
Try using Blender GIS, a free addon, watch some youtube tutorials, its easy to use, and then just place the GPS on your city/area that you want.
>>
Brehs can anyone explain me what dynamic topology and voxels remesher are and how are they different? Consider the following: I'm a retard
>>
>>856860
Dyntopo is nice for quick prototypes. It creates new and finer geometry with your brush strokes so you don't need to worry about your mesh density as you're sculpting. It tanks in performance at high polycounts and switching between view-dependant and constant details can be a bit tricky as a beginner.
Voxel remesher is much faster and will give you an even polygon distribution on your whole model, it's meant to be used in steps, for example you should start with a low poly mesh, sculpt the large scale stuff, remesh with a finer grid, add smaller details, remesh with an even smaller grid etc. You should also remesh if you start stretching your polygons too much while sculpting.
the TLDR is: You can use dyntopo to create your base mesh if you want and to define its general silhouette (limbs, hair, horns, tentacles, etc) and then use the remesh modifier to continue to add details on top of that.
https://www.youtube.com/watch?v=Oyb1zpFNrB0

There's also the multires workflow but it requires your basemesh's topology to be clean and all quads.
>>
I love Blender so much
>>
>>856896
my guess is that, due to floating precision issues, 6.0 is actually 5.99999997 or some shit, and gets floored to 5.
>>
>>856896
Well that's what bug reporting is for
>>
>>856896
Does it still rounds to 5 if you input 6.0 directly instead of using the arrow to decrement the number?
>>
>>856899
Probably, what I'm shocked by is that even fucking JavaScript gets this right. And the behavior is completely random, if you use the arrow slider thing from the other direction or enter the number manually, sometimes it works, and then it stops working again.

>>856900
The number of "hopefully they will fix this" forum posts I came across from 2013 while googling trivial issues that came up within five minutes of trying to do basic tasks inspire nothing but boundless confidence in me. I am CONVINCED that any bug report I file will be taken care of at some point in the next thirty years.
>>
>>856905
True but the number of bugs that got fixed is just as staggering as the ones still around. The main problem is that Blender is hilariously understaffed compared to the "industry standard" companies.
Sure, at some point a company gets too big but Blender apparently has not reached the sweet spot yet. A literal handful of full time devs is just not enough to make such a huge monster of a program reach "industry standard" yet. Still more than fine for some freelancing and hobby shit though but if they seriously try to reach for the stars, they really need more manpower. Abandoned integral parts like texturing is a fucking joke.
>>
File: floats.webm (1.54 MB, 531x504)
1.54 MB
1.54 MB WEBM
>>856904
It's random and difficult to reproduce. My guess is that using the slider or the arrows sets some weird secret float value in the background which has nothing to do with the number displayed in the GUI. For instance with the slider currently at 7.100, clicking the right arrow adds +0.100 to this behind-the-scenes float value AND the GUI number, resulting in a GUI element that says 7.200 and a variable in memory which is actually 7.19971851. Entering a number manually clears that variable and parses your entry from scratch, resulting in a value that matches the GUI number more closely. Or the two just get rounded differently, maybe one is Python and the other some C++ library, who knows.

>>856907
If only, if ONLY they had a budget of 150k euros a month and more full time devs than the maintainers of Cinema 4D. If ONLY they had the backing of Unity, Facebook, AMD, Epic, Apple, Microsoft, Intel, Adobe (wait Adobe, seriously?), Google, Activision and Valve.

If only they had more time to work on the software, after all Blender only came out in... nineteen ninety... hm.
>>
>>856910
So this is the power of blunder. Eternal hobbyist crap.
>>
File: slider.webm (716 KB, 408x496)
716 KB
716 KB WEBM
>>856910
Update for the two people in the world who care about this:

- Using the slider (click and drag) to change the value from 2.000 to 2.100 and then back does nothing
- Using the buttons (< and >) first increments the value to 2.099 (?) and then back to 1.999. This rounding error will stay there for subsequent slider and button nudges.
- Clicking the textbox and then exiting out of it by clicking elsewhere or pressing Esc parses the value in the textbox and re-enters it into the variable as if you typed it yourself

Easy fix: Just take the value currently displayed in the textbox and parse that every time the user moves a slider. Or do whatever you were doing in 2.79 since the same bug doesn't seem to exist there.

>>856914
To be fair, this might be something that got introduced recently. Not that it excuses none of the devs noticing that sliders have been off by one for possibly years now, or the myriad of other bullshit I ran into (like not being able to see the value of a node's sockets, because like who needs that lmao).
>>
>>856918
That's a good bug report and if it worked with 2.79 it sounds like a regression so it might be fixed faster. Submit it to the bug tracker.
I wonder if it could be related to the recent changes making some sliders non-linear.

>>856910
150k a month isn't that much and having the money is only half the battle, the hard part is finding and hiring competent devs.
Also if they announced tomorrow that they would hire a developer to work on your super niche float rounding issues then you'd get 15k other people screaming WHAT ABOUT MUH [insert other niche issue here].
I understand your frustration (the absolute STATE of the "documentation" for the python API is making me mad too) but try to understand that your set of problems is probably shared by a tiny minority of other users. Having devs working and making sure that the main purposes of blender are working properly is more important than niche cases.
tl;dr: take it easy
>>
>>856919
This isn't a "super niche" float rounding issue, this is the difference between nodes that use floats (i.e. nearly all of them) working vs. not working. You create a ramp or a filter or something that toggles at 2.0, you set the value to 2.0, and your whole shader is pitch black because it was set to 1.999 instead and you have no idea why, because the interface LIES TO YOU.

The reason I won't submit a bug report is because I absolutely refuse to entertain the idea that any one of Blender's 3-5 million users who are in the least bit serious about using this program wouldn't have noticed this within five minutes of starting a project that involves shaders. And that's without fuzz testing or someone deliberately looking for regressions after a substantial change, like they do at those super duper serious projects. What I find way more likely is what I've seen examples of in forum threads - users literally gaslighting each other and being told that "it's just floats bro that's how every software does it", as if there was no possible solution and this was a minor inconvenience only weirdos who make weird things would care about.

But nevermind any of that - you can't even preview the value that's being output by a node. You are essentially doing visual programming, without being able to examine what your program is doing. The reason I'm whining on /3/ is because this is a single link in a chain of experiences that made me genuinely exclaim "how the fuck does anyone USE this thing??" Same with the outliner, same with the hide vs disable toggles, same with "fake users", same with the bone system, same with the weird split window thing nobody else on the planet does, same with right click select, and same with toolbars being on the bottom.

None of these are issues of funding, or time, or even programming competence. It all stems from somebody's retarded vision of what software should be, and their lack of ability to think or function like a human being.
>>
>>856910
>if ONLY they had a budget of 150k euros a month
Are you seriously implying that 150k/month is much for a software company that has a fuckton of expenses just to keep the company running? Have you ever worked a real job in your life?
>>
>>856926
Those "fuckton of expenses" being the monthly cost of one hundred thousand euros GitHub charges for hosting the code and those cons they didn't get to organize because of covid, I presume.

I was, however, seriously implying that they can afford to hire full-time developers - which they do, in addition to the vaunted open source community and student labor. The point I was highlighting is that despite cries of being a small, underfunded indie company, Blender is praised for its supposed rapid innovation and the breakneck speed at which development is going, unlike Maya and those other soulless corporate tools which became abandonware in 2015.

I was also implying that basic functionality that never made it into the program since its inception 30 years ago and bugs that developers haven't fixed in 10-15 years aren't because they never got around to doing it because of all that selfless unpaid work they had to do, they just didn't give a shit (and still don't).

Anyways, I don't want to start another retarded blendlet flame war and I do actually have work I'm supposed to be doing. I'm sure I don't know what I'm talking about, and I'm sure Blender will improve. I just wish it fucking would already after ten years of being told that.
>>
>>856910
>>856918
Seeing this I feel better for knowing I'm actually a decent developer, but despair because these shitters also program the flight computers of airplanes.
>>
>>856928
>GitHub
Come on now
>>
Does anyone know a good Blender tutorial to get started on modular building? I want to do exactly what this guy does: https://youtu.be/-zGoFQKC9lQ he starts off with very tiny pieces then makes larger modular pieces out of them. I love it.

I've dabbled in it in the past but I occasionally find myself having issues with the way things snap together and things like that. I'd like to learn the best practices.
>>
>>856938
https://youtu.be/SOGgZxmbRsM

not blender but concepts are exactly the same, just need to know how to set the objects origin to vertexes
>>
File: file.png (1.54 MB, 1280x720)
1.54 MB
1.54 MB PNG
Does the latest experimental branch of blender with Cycles X (september 20) finally have volumetrics or nah? I keep seeing people saying that it does and others that it doesn't.
>>
>>856943
Sweet, thanks a ton. This seems like exactly what I'm looking for. I appreciate the link.
>>
>>856910
1994?
Back then, blender was an in-house software made for Ton's animation studio, then it became freeware, with features locked in a paywall
After that, Blender's development was decently staffed until the dot-com bubble bursted and his company lost a lot of money.
It was only open-sourced in 2002, and continues to be the 3d hobbyist tool to this day.
>>
>>856954
Just download e-cycles
https://www.youtube.com/watch?v=5sBHOvHTq_g
>>
>>856896
Welcome to floats, floats where a mistake in computing only use gigantic integers.
>>
File: Floating Point Number.png (314 KB, 428x442)
314 KB
314 KB PNG
>>856978
>>856910
>>856918
Baby's first encounter with floats.
https://www.youtube.com/watch?v=PZRI1IfStY0
>>
File: 1613790518704.jpg (34 KB, 300x300)
34 KB
34 KB JPG
>>856868
Thanks man, I got it
>>
>>856868
>Dyntopo
>>856980
You should never use Dyntopo only use Voxel.

> You can use dyntopo to create your base mesh
Wrong Dyntopo is shit! Use primitive objects to create geometry.
>>
File: blender4.gif (517 KB, 1099x1032)
517 KB
517 KB GIF
Does anyone know what's going on in pic related? I was working on adding geometry to a mesh and scaling/adjusting it, but when I check object mode, it bloats out like a very wide cone.

(don't mind the bad topology, it's a work in progress).
>>
>>856978
Or a math library. Or doubles. Or correct for the rounding errors, or use the values you already calculated correctly and then displayed elsewhere. But I mean why would you, it's not like you're doing MATH or anything.

>>856979
I guess this is just a problem we'll always have to live with.
>>
>>856989
are there any shape keys on that object?
>>
how do i change the fucking snap increment from multiples of 10 to powers of 2 or whatever
>>
>>857002
>I guess this is just a problem we'll always have to live with.
Na back in my day (you kids) we simply used integers so instead of using 1 you use 1000 and simply do some tricks that the number is displayed as 1
0.5 is actually 500
0.25 is actually 250
and 0.0001 is actually 1

Floating point numbers are a mistake and should never if ever be used.
>>
>>857003
Yes. Thank you for helping me identify the problem.

I was accidentally modeling on one of the shape keys that wasn't the Basis key.
Taking that into account, is there a way to transfer that specific part of the topology I was editing to the Basis shape key?
>>
Anyone know how I could go about making ambient occlusion outlines like in SFM? The AO outlines SFM produces seem to work better on characters than doing the standard freestyle or inverted hull methods in Blender.
>>
>>857098
Forgot to attach an example of the SFM outline (yes this is from a coomer website)
>>
>>857072
duplicate the object and turn that specific shape key on, then manually snap the verts to where they should be
there's probably a less tedious way to do that, but it's how I've done it for a while
>>
This guy make some pretty impressive concept art with Blender https://www.youtube.com/watch?v=xDH6T63Mh5Q
>>
How do I get started with sculpting? I want to not suck at it. I want to understand how to do proportions correctly, and to have an understanding of anatomy. Tired of sucking at it and putting it off.
>>
>>857220
Get anatomy books, look at tons of references and practice every day
>>
>>857221
Should I do gesture drawing to help learn proportions? Does that knowledge transfer to sculpting?
>>
Anyone know how to move all selected vertices towards a certain point at the same time (just moving towards the point, not all snapping to the exact point)?
>>
>>857222
2d artists also learn sculpture to improve their art, the truth is any study improves your understanding. Don't bother drawing for now, just fucking do it, sculpting is pain and you suck until you don't but the magical thing about sculpting is a shit sculpt can always be polished into a good one, don't be afraid of the move brush and big changes.

Also learn zbrush.

>>857229
place the 3d cursor in the intended location, change the transform pivot point to the cursor and scale it down, they will smoothfly flow towards the cursor.
>>
>>857234
Thanks anon, that did exactly what I wanted
>>
What the fuck did these retards do to the website.
>>
I have a .blend file. It has stuff in it, including one of those neat scripts that lets me control the visibility of some layers and properties of some layers. I have another similar file that has different contents. How can I get both of them in the same scene?
>>
>>856408
daily reminder that
Z is still fucking UP

Blender, BTFO again
>>
>>857259
pretty sure that's the blender default, fren
>>
For a while it feels like I've been at that stage which is like between beginner and intermediate, that while I'm somewhat competent and knowledgeable about modelling - it just seems as if I can't improve. Specifically I'm struggling to model from start to finish more complex hard surface objects that may have interesting shapes and aspects to it (eg: firearms). It's hard to achieve a correct looking shape.

What would be the best way to overcome this hurdle and actually improve, where I can think of a random object and finish it? Is it all about trying over and over again until you finally get it? Does it help to watch those long tutorials picking up on techniques and such? Wasn't sure if this should be asked here or /sqt/.
>>
File: 1600015717169.jpg (50 KB, 680x423)
50 KB
50 KB JPG
Brehs how can I make sculpting lighter on my laptop. After a few remesh with voxels smaller than .02, my computer starts screaming.
I'm planning on buying a new rig in a few months but I don't want to give up practicing sculpting
>>
>>857266
Back in 2010 I was sculpting on a 2007 Core2Duo laptop just fine. Download Dr. Petter's Sculptris and keep it under 200k triangles, kek
>>
>>857266
>my computer starts screaming.
that's because laptops are generally absolute shit for anything but typing on them. they simply can't keep their maximum working power for more than a couple minutes without overheating. those shits are literally not made to do heavy workloads.
>>
File: 1605251498946.png (19 KB, 535x388)
19 KB
19 KB PNG
>>857267
>>857268
I'm trying to keep my voxels size to a minimum but I can't add details for shit when I'm trying to make the eyes or mouth for example and desu I don't even need that much details but there are some things I don't manage to replicate.
Like in this video at 0:10 https://www.youtube.com/watch?v=mmkxPq_Zztw
His head looks pretty low res but when he carved the eyes in, the hole was pretty smooth, like if the resolution was increased. And he's not using dyntopo
>>
>>857270
If you don't use dyntopo getting a high enough density still results in a count that makes shitty laptops overheat. You do not have much of a choice here with such shit hardware. Either go dyntopo or use separate objects for high density areas and later merge them when you're done with sculpting followed by some cleanup or leave the shitty mesh as it is and go for complete retopo
>>
>>857274
>>857270
*getting a high enough density for eyes I mean.
You just need a fairly dense mesh for those areas if you sculpt instead of polymodelling.
>>
>>857234
>2d artists also learn sculpture to improve their art, the truth is any study improves your understanding. Don't bother drawing for now, just fucking do it, sculpting is pain and you suck until you don't but the magical thing about sculpting is a shit sculpt can always be polished into a good one, don't be afraid of the move brush and big changes.
Thank you anon. Going to start working on hands. They're complex, but I want to get learning them out of the way first.
>>
File: cropped.jpg (632 KB, 2979x1384)
632 KB
632 KB JPG
Man, shadow catchers still suck ass
They catch shadows of objects but wont use them to block light, which means that you have to insert the shadows manually in a second pass
at least unless i missed something
>>
File: shadow_issue.jpg (88 KB, 1026x512)
88 KB
88 KB JPG
Comparison
>>
>>857266
pirate zbrush
>>
What are the best resources to learn blender?
I don't want to create detailed models, but I want to create simple prototypes for gamedev stuff. I'm happy with PS1 tier modeling.
>>
File: noisy.png (2.06 MB, 1920x1080)
2.06 MB
2.06 MB PNG
>>856408
Hey guy. why the bottle look noisy?(denoiser was on btw)
>>
File: scene.jpg (794 KB, 3072x2049)
794 KB
794 KB JPG
This is my 2nd or 3rd scene, and I'm wondering if anyone has opinions on things that look odd that could be changed (barring between the buildings, and likely the bin by the machine).
>>
>>857316
the damage on the bottom of the machine fucks up the detail density and makes the top part of the machine look more fake, i think because of the weird flat lighting on it
not at all a fan of whatever is going on with the road and the curb, the road looks like it's covered by about three inches of ice
overall the light coming from the light sources in the scene looks good to me but it seems like the light coming from behind the camera is too white and even for a nighttime feel, and the dark up on the leaves gets too dark for me to think the sun is out
>>
>>857315
>Did not use optix
Welp, fixed now
>>
Wanting to learn how to rig characters in Blender. Is an addon like this worth it, or should I just try to learn to do muscle movements with drivers myself?

https://www.blendermarket.com/products/x-muscle-system

Better addons or other suggestions welcome.
>>
>rendering animation to PNG or TGA ends up taking more disk space than if I just rendered to mp4 with the lossless option
Fuck's sake... I understand image sequences are apparently the norm for stuff like this, but rendering in a video format sometimes just turns out to be better.
>>
>>857307
Learn to move in the 3D view, learn the 3 (THREE) shortcuts to move/scale/rotate stuff, learn what extruding and insetting does.
That's it, you're a low poly MASTER now.

>>857324
Sometimes optix shits the bed with transparent materials or volumetrics

>>857363
Video formats can't support higher bit depths so you can't do any serious compositing with them. Also you can't resume a render if you're rendering directly into a video.
Disk space is cheap anyway.
>>
i baked all my textures and now all my shadows/drop shadows are gone.
i rearranged my sun, increased the strength, inserted a new one, made sure 'shadows' was checked, tried eevee and cycles but nothing. wtf
>>
OK, LISTEN RETARDS !!!!
I am sick and tired of your inability to find solutions yourself that can be easily solved by knowing how to google, so I am gonna do you all a gigantic favour and help you tremendously, even though that flies in the face of my vow to never help retards.
Go to this channel and learn for yourself and you might come out of your state of self-inflicted immaturity.

https://www.youtube.com/c/BlenderSecrets/videos

its a goldmine of easily and fast comprehensible tutorials/tips/explanations and even if you consider yourself not a retarded noob and have knowledge and experience with Blender, it'll probably help.
Its probably one of if not THE best Blender learning channel on Youtube.
Don't thank me, being less of a retard is thanks enough.
>>
>>857380
do you plug the baked textures directly into the surface node? You need at least a diffuse shader in between to show shadows.
>>
should I learn houdini or are geometry nodes in blender enough to make procedural mograph thingies?
>>
>>857351
No fuck that- You should Get a rigging course and go goblin mode with bones for a couple months
>>
>>857414
> are geometry nodes in blender enough to make procedural mograph thingies?
Probably yes, depending on your demands, and they will get better in the future, but currently neither Blender, nor Houdini is the best solution for mograph stuff, because that domain is still ruled by C4d.
Houdini is overkill as it has a very steep learning curve and takes considerable longer to get good with it and it also is way to complex for archiving simplistic mograph shit (workflow too complex and slow compared to C4d).
If you need high quality and full control there is no alternative for Houdini though.
So chose your poison.
>>
File: t29mkl9hnao41.png (2.43 MB, 1920x805)
2.43 MB
2.43 MB PNG
How do I make models/scenes/lighting in Blender Cycles or EVEE look like it was rendered in Source Filmmaker?
I love the way Source Filmmaker renders things when it is done right because it just produces a certain style that doesn't seem to be replicated here that much.
>just stick with SFM bro
I don't want to keep using that software given that it keeps crashing, is out of date, and Source2filmmaker is missing features from the original SFM.
Any help would be appreciated anons!
>>
>>857419
https://developer.valvesoftware.com/wiki/Blender_VertexLitGeneric
>>
>>857426
I greatly appreciate this link, anon. I take it that to really get the effect everything including the environments has to be affected by this kind of addon?

Aside from the bad gateway error I keep getting I'm actually happy for this link being posted.
I do prefer to try find the best methods of getting something accomplished in an unmodified Blender installation before considering addons.
Anymore suggestions to imitate SFM's Render style in Blender?
>>
>>857416
Nah nevermind, I'm just going to learn Maya for rigging anyways and it comes with all that stuff included.
>>
>>857407
okay cool, that solved the shadow trick. but now all my shit is a lot noisier and rougher than initially. i had the sun turned on when i baked the textures. im guessing i should have turned that off?
>>
>>857442
there is options in baking that are color etc only or ignore light or whatever. I find the baking in blender is really clumsy but u can get it to work.
>>
File: Untitled.png (724 KB, 1920x1080)
724 KB
724 KB PNG
Bros...
>>
>>856408
I am looking for an auto rigigging and BlenRig 5 looks to be the most compherehsive one where I can guide it more/easier then autorigpro.

Also, is it normal for Blender to lag hard with multires and sculpt on the base mesh turned on? Otherwise why doesn't multires sculpting transfer to a model unless I am in sculpt mode, do I need to bake/apply it to see changes to an actual mesh in all the modes?
>>
>>857414
https://mobile.twitter.com/fletchgraham/status/1450673652731719680

>>blender won
>>
I'm new on this so maybe it is a basic thing, but how can i delete or hide the cracks of the cube until it gets smashed by the other cube that is falling?
https://files.catbox.moe/1nmkkq.png
>>
>>857492
I found how
>>
>>857496
well, explain it?
>>
>>857489
Yes you use it to make a displacement map which you only subdivide at render time, you do not need to animate with it
>>
>>857497
I made another cube and turned off the layer with the broken cube until the impact
>>
>>857490
literally who?
>>
>>857478

You have a giant ngon so you're getting a strange result you need to fix the topo.
>>
>>857316
very nice plastic road
>>
File: Fuckednormals.png (217 KB, 1207x701)
217 KB
217 KB PNG
Can someone help me figure out why my normal bakes are coming out like this?
>>
>>857449
i was able to get it to work. thanks man.
>>
No one actually uses blender for character creation, right? Please tell me this isn’t what I have to work with
>>
>>857516
I tried fixing it with 'I', seems to only make it worse ?
>>
File: topo.jpg (173 KB, 1220x880)
173 KB
173 KB JPG
>>857530
that creates a slightly less giant ngon inside your giant ngon
Use "j" or "k" to create something simple like pic related
>>
>>857532
It worked, God bless your soul anon.
>>
File: 1aaz.png (75 KB, 1162x755)
75 KB
75 KB PNG
hi, i'm making a character with a face painted in the texture, there's a few images that each correspond to an expression,

would there be a way to make a system that would allow you to change these expression easily with sliders or toggles ?

i know there would be a way to put all these expression in one picture, and make shape keys on the UV and map it to different parts of the pictures, but if possible, i would rather not do that
>>
>>857543
Quick and dirty way would be to use a couple of mix RGB node and use a driver to change the mixing factor.
>>
>>857543
Then use object or bone constraints.
>>
What is the best way to lower the opacity for a 3D object? I'm not interested in stuff like wireframe view or transparent view in edit mode, I want to lower the opacity of a specific object in my scene.
>>
>>857549
>>857550
oho, how would that work ?
a bone or object could interact with the nodes ?
>>
>>857557
It would work if you're planning on having only a handful of different expressions, more than that an it'll become increasingly painful to set up. Go read about drivers, or watch a video tutorial.
>>
File: 1aaz.png (15 KB, 231x243)
15 KB
15 KB PNG
>>857543
i might have found a way to do what i wanted to do,
would it be possible to make a script that would act as a switch, and let me select which of the color nodes to use ? like, they're all connected together, but this node would let me chose one of them only at a time
>>
>>857576
Like this?
https://www.youtube.com/watch?v=-GtAFAfe5tU
>>
>>857577
oh, thank you, that's perfect !
>>
collections are so fucking shit and half-baked
what a joke
>>
File: fouduvolant.jpg (342 KB, 1920x1080)
342 KB
342 KB JPG
How can I even the circled part's surfaces? I'm trying to replicate the folds in Muttley's nose. But when I added clay on it, I ended having a very uneven surface on both folds. How to fix this ?
>>
>make ample clothes
>complete bitch to rig and weight paint
>make skin tight clothes
>complete mess of clipping on transforms

fuck rigging
>>
Why does Blender not follow my keyframing if I move frames?
It did when I made an animation like last month, but now it doesn't.
>>
>>857615
You have to hide the parts of the body that skin tight clothes cover. That or push those areas in with a blendshape.
>>
Guys is there a proper way to do 2d vector renders in Blender?

I have made a little logo in 2d that looks GREAT for use. Saves me the time of having to torrent Illustrator.

But when I render it, it has the tiniest bit of blurring around the edges which wouldn't be a huge problem but you notice it a lot if it overlaps on anything.

Is there a way to get rid of that edge blurring?
>>
Is Cycles really that much better than Eevee? The results don’t look much different to me but I haven’t tried to make anything very advanced yet either
>>
What the fuck is wrong with the Freestyle Line Rendering for Blender?
>use a model in a way more complex scene where it has no calculate the lines for multiple models on screen
>15 seconds render time
>use same fucking model in a different project but only have that one in sight
>45 seconds render time
For literally no fucking reason. It only happens while the model is in shot. If I use other models it just renders like like 5 seconds. But for whatever reason the same model that worked just fine previously now takes almost a full minute to render with a Freestyle Line Pass. What the fuck?
>>
>>857686
you can't do photorealism in eevee, at least not yet
that's the biggest difference in my eyes
>>
File: 230854903245.png (315 KB, 1000x1000)
315 KB
315 KB PNG
theres something that ive been struggling with for a while, how do I bevel an svg file to look like they do in photoshop? when I use the bevel tool in blender it just goes to shit is there some way I can do it manually? id really prefer to automate like I can in photoshop pls helpp, also its there way to replicate the smooth bevel from photoshop? pic related is what I drew in photoshop on the left is the svg I want to bevel in blender and on the right is what comes out in photoshop
>>
>>857686
>The results don’t look much different to me
Are you blind?
Eevee doesn't even do global illumination without using fuckery like lightprobes. A scene without GL compared to one with it is a difference of literal night and day.
>>
hello, non-blendie looking in:
did they change how nodes work again recently?
something about falloffs (are they doing the c4d thing?)

i want to try em out but also don't want to waste my time if they break fundamental shit every few months. do they have a roadmap at all?
>>
>>857686
If you have a high-end PC, yes. Eevee is designed for performance by default, while Cycles is all about accuracy and photo-realism. You can tweak eevee and enable enough features to make it look... convincing enough, but cycles is going to just work, even if a lot slower.
>>
>>857639
it's a coom outfit with holes cut in various parts, notably the thighs, I made it in MD
Since the skin underneath must show through the holes, i can't just hide it
And since it's a high poly mesh with an internal layer from MD, manually fiddling with the geometry is not practical
I think the main problem is that the round holes completely mess up the loops, because incidentally it's where there are the most problems
I'm thinking fuck it, I'll make animations from base pose to any pose i want, export to MD, sim the outfit to that pose, fix things and export back
Can't really think of a better way
>>
>>857414
I don't know

https://mobile.twitter.com/fletchgraham/status/1450673652731719680

what do you think
>>
>>857733
I think Blender is going to completely replace Houdini, Maxon shareholders will commit suicide, and geometry nodes definitely won't be a broken pile of shit with missing basic functionality for the next five years.
>>
>>857733
why do you keep posting this thing you could have already done with shaders
>>
Hey there...
>>
File: cyclesvsevee.jpg (655 KB, 2880x1440)
655 KB
655 KB JPG
>>857686
Cycles left Eevee Right

Eevee can be good if you do it like Ian Hubert, but most workflows don't adapt too well to eevee IMO. You can see the liquid doesn't show up in the eevee render, probably just have to texture the glass itself and fresnel mix it. But not only do I have to not worry about that with cycles, it also yields better details and results overall, lighting gradients and small details look better etc.

If you're doing low poly shit, doesn't matter much though, especially since eevee has DOF.
>>
Can someone tell me why i can't see the background through the glass and why the glass is projecting that dark shadow
https://files.catbox.moe/s8nonp.png
>>
>>857788
Turn on ssr in the mats if you insist on working in Eevee. Probably have to change the refraction depth.
>>
>>857788
Also the second sphere that's smooth, roughness needs to be turned down.
>>
>>857789
The ssr is on and I tried with the refraction depth.
I don't know what could be the problem
>>
>>857791
I just deleted and created the environment texture and it worked....
>>
>>857792
Maybe just stich with cycles if you can, eevee is generally too finicky
>>
Apparently that Tangent Animation show made with Blender came out on Netflix. Has anyone watched it? Worth pirating?
>>
>>857687
sadly it's garbage
the new gpencil line art modifier thing is better, but not really complete or well documented yet
>>
Every single fucking time I close down Blender since the last update it keeps causing a memory leak or something on my computer that doesn't clear up until like 5~10 minutes later. The Disk usage chugs up to 100% doing fuck knows what during that time period. What the fuck is wrong with this shit?
>>
>>857746
blender can't even replace c4d
sit down
>>
>>857671
pls im desperate
>>
>>857826
sit down, increase the sensitivity of your irony detector and read the last part of his comment again.
>>
Out of curiosity, is it possible for NLA repeats to show in graph editor? Like how you can use the Cycles modifier in the graph editor on individual channels and see the loops right there.
>>
>>857556
Anyone?
>>
File: Untitled.png (96 KB, 1926x1050)
96 KB
96 KB PNG
>>857478
samefag, now my texture does this, ig its modifier related ?
>>
>>857671
>>857840
You have to convert to grease pencil and then export as svg or pdf, I think materials were supported but no textures or shadows, idk if they added that
>>
>2021
>still can't ctrl c ctrl v a node setup between two blender instances
>>
i did the doughnut tutorial 6 months ago then lost all motivation and dropped 3dcg for few months. Recently launched blender and i forgot most of the stuff. Am i retarded or you really need to keep doing this stuff constantly to not forget.
>>
>>857908
I don't know how to explain the learning process to you but you didn't learn it if you did one tutorial, it's not about the gap that's fine you just didn't do enough in the first place you lazy cunt
>>
>>857556
There's literally an alpha channel at the bottom of the principled bsdf
>>
File: telkshtlkjshg.png (373 KB, 983x320)
373 KB
373 KB PNG
what noise is this texture using
>>
If I have experience with 2d, should I be painting my own stock textures or pirating professional ones? I feel like I might spend more time sifting through 1000 shitty leaf textures than just making one. T. newfag
>>
>>857952
"A Photoshop brush" noise.
You can get something similar by layering Voronois.
>>
>>857771
is that the rankin bass gollum?
>>
File: Claudia_Schiffer.jpg (3 KB, 65x65)
3 KB
3 KB JPG
>>857953
Doing both- Combining all of your artistic worth into the texture pipeline will become the superpower- Remix and refine the ones that already exist- Use as launch pads for your own- Before long, your texture skill will become sharp- sharp enough that the textures you make surpass those you could find elsewhere
>>
>>857963
True, nowadays I get great results from texture painting a masked mixed shader for surface imperfections using custom brushes that I made in krita. Very fun workflow.
>>
>>857963
Thanx bro
>>
How can I get a custom UI for a model to show up in a scene to which I have appended the model? Just appending the collection currently.
>>
>>858180
Go Over to the Scripting workspace and run its UI script
>>
>>857671
Does it have to be vector? Or maybe you can render against a green screen and then use photosh^W Gimp to convert green to transparency and get a soft edge.
>>
>>856899
Another anon already answered, but worth adding that integer numbers are representable exactly in floating point. If you have 5.9999 instead of 6, it a computation error and not representation error.
>>
>>856918
>Easy fix: Just take the value currently displayed in the textbox and parse that every time the user moves a slider.
This won't quite work. The text box shows three digits after the point or somerhing like that, so it would show 0 for small non-zero values. Perhaps it would be better if Blender used 0.125 as increment step, because that should be representable in floating point exactly.
>>
>>856925
If you want to round your numbers to certain precision, the only reliable way is doing it yourself, because Blender does not know whichof 5.9, 5.99, 5.999, etc you consider to be 6. For floor(), you can add/subtract 0.0001 (or whatever number you consider to be 0,).
>>
How many more Blender beginner tutorials does this world need?
>>
>>858235
Yea the flood on YouTube actually doesn't help newcomers, keeps them occupied with niche tips n tricks when they should be focusing on box modeling, sub-d modeling, topology, etc.
>>
>>858242
and that's a good thing.
Retards who can't even find out what the essentials and fundamentals are and who are unable to structure their learning deserve no better than to be kept in an vicious circle of dopamine / attention traps.
>>
>>858244
Oh I wasn't saying it's not great, more idiots who think our job is harder is better, just that it's a fact of the current 3d social media zeitgeist. Even a few years ago it was just a few ok tuts here and there, some cool demo reels or project renders, now it's every idiot thinking their first week in blender makes them a god.

And I agree, this industry really cultivates the autodidactic and vision driven artist, because if you can't teach yourself no amount of schooling will put you past mediocre, at best.
>>
>>858292
>>858244
>>858242
>>858235
The thing newcomers need most is a fucking "Blender for dummies" guide.
I swear all the modelling tutorials, like how to make a star or whatever, don't even help people get better at Blender in the long run. All the dogshit shortcuts and UI options are what stop newbies from really thriving in my opinion, and Blender's own documentation isn't even newbie friendly.
>>
>>858292
>if you can't teach yourself no amount of schooling will put you past mediocre, at best.
applies to all aspects of life.
>>858296
>The thing newcomers need most is a fucking "Blender for dummies" guide.
What they desperately need is a working brain with the ability for critical thinking.
>I swear all the modelling tutorials, like how to make a star or whatever, don't even help people get better at Blender in the long run. All the dogshit shortcuts and UI options are what stop newbies from really thriving in my opinion, and Blender's own documentation isn't even newbie friendly.
Because dummies expect and "need" a step by step explanation for art. Let that sink in for a while. Tutorials are for learning techniques, not for the whole process. Somehow people have forgotten to think for themself.
>>
>>858296
No you need to stop thinking in programs and look at the bigger picture. You want to model in a computer, what does that entail? Understanding of the why and how of topology and how (methods) to get there. The tool is hard to learn but if you can't even get past learning the tool, that may be your sign to just not pursue 3d.

Do software engineers learn just one language? Learning programs should be no different for the artist, but having the base knowledge underlying all these tools will allow you to understand what's going on and adapt quickly to any tool. And blender's documentation is fairly good, like most big Foss software, you might be asking the wrong questions when tackling the subject, as annoying as it is to hear it.

>>858301
>applies to all aspects of life.

Indeed it does, but doubly so in something like art vs math (at least at lower levels, higher up it has more "art" like qualities in that uncharted roads are walked by the best). In math there is only on right answer. In art, many answers can be right, but style, soul, and beauty is found in those choices.
>>
>>858309
>Do software engineers learn just one language?
No, but certain paradigms lend themselves to others. Someone who masters one object-oriented language should have no issue understanding the basics of another OO language.
Blender is bogged down in shortcuts in an attempt to keep a clean UI, but the documentation assumes you already know what every tool does. The best way for newbies to learn is to give them easy access to every tool.
I do this professionally, and when I decided to pick up Blender I was shocked that a mass marketed free-to-use software was worse to use than all the shit my company pays to use. I didn't have much of an issue getting a grasp of Blender, but it is extremely telling to see people (especially newbies) regularly post things like "I didn't know I could do that" or "Oh, well, I did it manually teehee" or even just watching their process and seeing them jump through hoops to do one thing that they could've done with a Shift-A right-click.

And I do agree with the other Anon. It seems like alot of people these days don't want to learn and would rather use Youtube tutorials than getting their hands dirty and having fun. The general Blender stupidity could just be the fault of the modern zoomer art creator.
>>
>>858315
That's a pretty fair assessment, but of course industry paid software would be easier to use as they're generally more time observant due to restrictions during production. Honestly though I find the ui of Zbrush to be just as offensive if not more so.

>And I do agree with the other Anon. It seems like alot of people these days don't want to learn and would rather use Youtube tutorials than getting their hands dirty and having fun. The general Blender stupidity could just be the fault of the modern zoomer art creator.

This is a big part of it as well, it's why there are pages and pages of "satisfying art", low poly, and blender donuts they just literally don't get it beyond the one thing. Basics mean little to these people as long as they can do the same "trick" as whatever uninspired crap they're copying.
>>
What's the coolest material you've created yourself?
>>
>>858296
Learning what tools and shortcuts exist is exactly what every single introductory course teaches. The donut guy even made a pdf with main shortcuts.
>>
>>858409
why do you have to call Andrew that?
>>
>>858412
Because I cannot help that notice he ate too many donuts these last months.
>>
>>858417
he's bloated from the drink
>>
>>856408
Would it be worth it to pirate Maya for quaddraw?
Also, could xgen particle hair be imported into Blender?
>>
How do you make a mummy-bandage-wrap around an entire body? Is making individual strands and manually wrapping them around a body my only option?
>>
Is there any equivalent in blender to the “Indexed Color” function in photoshop? Basically something that generates a limited color palette from the image and then forces the image to use only that color palette?
>>
>>858427
probably not for quad draw but for many other features perhaps.

and yes, alembic cache
>>
>>858512
generate a LUT and use that as a post process effect or in the compositor
>>
>>858463
Shrinkwrap+solidify





Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.