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File: thatfuckingfox.png (56 KB, 565x597)
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Previous thread: >>856408
>>
will pablomon ever return?
>>
I am writing this post to canonize the fox as Blender's official mascot. No one can change this. Le snoot :3
>>
>>860215
just learn zbrush
>>
Have they figured out how to group UV islands together for packing yet?
>>
>over 70MB bloating in just a couple months
What the fuck is happening?
I can't remember Blender getting bigger this much this quickly. Sure, 228MB are still nothing for a modern 3D application of this magnitude but this is somewhat worrying. Freshly introduced Feta meme networking groundwork?
>>
>>860235
>this is somewhat worrying.
no its not, stop being an insufferable cunt, there is a reason for it (even if it eludes you right now).
Also, It is an alpha and not the final version. It might be trivial shit like prefabs for the asset library or other stuff bundled with Blender for convenience.
Even if its not the case, Blender grows, quite literally, so get with the times Grandpa or stick with 2.x and shut up.
>70 MB
>bloat
Seriously?
>>
man blender has slowed to a fucking crawl on ubuntu for me. when I switch back to osx on the same machine its fine. I don't get what they're doing but I hate it
>>
>>860250
>stop being an insufferable cunt
stop projecting
>>860256
which version are you using?
>>
>>860235
>228Mb zip
that'll go >400Mb when they add the assets examples and the ""new"" brushesh for the sculpt mode, and i suppose more geometry nodes shit too.
>>
>>860264
>when they add the assets examples
for what purpose? from what I can tell the plan is to publish some downloadable sets on their sites. including them in the blender download would be atypical for them and really unnecessary.
>>
>>860270
>for what purpose?
they want to pack a small library with materials, objects, geometry nodes, maybe small animations and other basic things, to me the brushes are needed > the elastic deform should be split by deformation type, the pose by deformation/deformation target/rotation origin, each deformation type in the mesh and the cloth filters too, the facesets with all the expand shitfest etc....
>>
>>860213
Is the asset browser any good? Seems really counterintuitive
>>
>>860250
and what is that reason?
>>
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Why do I get this weird black pitting effect on some of my geometry?
>>
>>860436
Something is screwing with the surface normals. If recalculating normals doesn't fix it, there's probably problem a with the geometry, such as accidentally created faces inside the model.
>>
>>860213
Is there is a way to creat loft from spline? (like this vid https://youtu.be/eBTAxZGYUug?t=1124)
>>
Probably a dumb question, but google is failing me. Is it possible to use DoF to blur only the background, not the foreground? Or is there something else I'm missing that would accomplish this?
>>
>>860479
like in real life photography, you can play with aperture and focus distance to only blur the background. this is very scene-dependent, though. if using this doesn't work for you, I'd suggest compositing
>>
Have they found a way to make grease pencil work with panoramic cameras yet? They seem to have a different rendering process that ignores it.
>>
>>860479
I believe you can cheese it by using DoF and the "Mist" option and editing the mist consistency.
Like >>860486 said you can work on the actual camera settings, but you have to fine-tune it for every single angle. It's not hard, though
>>
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I'm making this thimble-like shape. How do I make the vertices of the ring loops horizontially around it perfectly distanced from each other?

Somehow when making this I've noticed some of them are in uneven positions
>>
Is the rigify rig as painful to control as it looks to be? And it is worth it to tweak it to your need instead of making your own rig from scratch ?
>>
>>860436
5 pointed star, want to avoid those in topology.
>>
>>860574
fixed it with the build in addon "LoopTools"
>>
>>860602
which operator?
>>
>>860486
>>860490
I tried everything I could think of with the camera settings, but it's just not working out. Feels like I'm missing something there.
Using the mist pass to control defocus in the compositor gives the exact result that I was looking for, however. Thanks, anons! I did hope for a viewport solution, but I guess getting used to the compositor is unavoidable anyhow.
>>
I know less than nothing about Blender so I'm sorry in advance, I grabbed this model and its textures from a Source Film Maker file, and everything is working great - however I can't seem to do anything about the eyes except for grab the vertices/faces directly, I can't find where they're grabbing the face UV from, I can't seem to ungroup them from the rest of the face, could someone point me in the right direction?
This is the perfect model for a 30 second video bit I'm doing so I'm hesitant to try and find another one that may be already set up for blender.
>>
>>860634
from the thumbnail I thought that's one of those dumb pointing meme images
>>
>>860614
Use an empty to control to focus point- Keep a low aperture and you'll get a shallow DOF. If you add a "camera rig" armature into your scene, it will come with a DOF target built in
>>
Workflow question:

I want to take still shots of a character in various poses. I made the character's clothes in MD.

Now I don't want to rig the clothes, so I was thinking -> make an animation of the naked character from base pose to desired pose -> export the animation to MD -> simulate the cloth to desired pose -> export clothes back to blender -> align clothes to posed model -> render and take the shot -> repeat

Problem is, when I set materials for the clothes in MD, it looks like shit in Blender, so until now I preferred to do it in Blender. But it's just too much hassle to do it every time I reimport from MD for every pose on an already convoluted workflow.

Any suggestions for a different approach?
>>
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is blender getting slower again?
>>
>>860658
>Keep a low aperture
Oh, I get it now, didn't think of just going unreasonably low. Gonna have to mess with both approaches to figure out what fits the animation better, but now I'm actually getting somewhere with this. If I ever make it, it'll be on you, /3/.
>>
Do lights have nodes? I'm working on an object that has baked f-curves from audio, the way the material works is that I have a keyframed multiply node connected to the emission, and that boosts the power received from the audio keyframes. I want to do the same thing for a light, because if I simply try to keyframe the power it's only doing so in the nano-watts range, which is basically nothing.
>>
>>860714
Drivers
>>
>>860719
Oof, you're right, I'm not that good at them but there's a start in everything. Thanks!
>>
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>>860575
bumping this
>>
hello frens, any good sculpting tutorial for blender? Not how to sculpt, but how it works coming ( coming from Zbrush )
>>
>>860575
>>860731
I'm a complete newbie but i rigged my first character with rigify, and it's pretty easy to control once you know what does what. I recommend just watching a tut for the general use

You have to manually enable the poles for knees and elbow through the interface, it'll make things smoother

i personally can't imagine doing your own rig from scratch, if your model is a human rigify saves you a lot of time, then you can tweak it
>>
>>860575
Rigify is easy as fuck to use and set up, but it will be broken after you generate, so you will need to know how to fix it, and if you make changes to your model or realize that your joints are off you will need to regenerate it which will destroy any customizations you added, if you're a beginner go through rigging yourself, there's a lot to learn, and you will be better at modelling if you understand how your model interacts with your rig.
In my opinion Rigify is way too complex for it's own good and features a load of things that I just don't use, so I build my own rigs.
Weight painting is the real hazard.
>>
>>860732
just think less user-friendly zbrush
>>
>>860732
Lol keep using zbrush
>>
What the hell is up with physics
>>
>>860479
>>860687
Sensor size, focal length and the distance to your subject are also super important.
Here's a nice calculator if you want to keep things physically accurate
https://www.photopills.com/calculators/dof
>>
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>>859713
>>859715
>>859676
>>859562

For anyone who might face this problem in the future, I found the solution and it's simple as shit:

When you import an image as planes, the top option defaults to "Linear" switch it to "Closest" like I have here and then those seams will not only go away in the viewport, they go away in the renders too.
>>
>>860791
https://youtu.be/_DYYlYrKvoE As a bonus, I found the solution in this video. You may find this knowledge far more useful than my dumb issue.
>>
>>860634
Can you explain what you are trying to do? Are you saying you don't know how to only select the eyes UV?
>>
>>860634
Source eyes are not like Blender eyes.
Source eye mesh does not move. Instead, Source moves a texture across the mesh to mimic eye movement and distorts it to mimic corneal bulge. A Source eye material is nothing like a Blender material.

https://developer.valvesoftware.com/wiki/EyeRefract

It would probably be easiest to look at a Blender model and try recreating the eye material from there. The eye uv mapping is usually simple circles. You will need two eye bones to actually control movement in Blender.

If you don't know much about Blender, a 30-second animation will be quite a challenge.
>>
>>860757
we have physics?
>>
based BT-pablo just keeps using the fox as youtube thumbnail
>>
How do people make those rotating timelapse videos? You know, those where you can watch their model coming together while it is rotating.
My first thought was that they're timelapse-capturing from an external window that has its own camera but then how do they achieve the smooth turntable rotation?
>>
>>860909
I can help with a part of your question: CGBoost made a video on unfucking the camera movement, anyone who hasn't done much with tracking /paths should watch it, it's invaluable for animation in general. No idea about timelapses though.
>>
Where I can find free materials?
>>
File: 1594753212376.jpg (860 KB, 1952x1968)
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>want to copy paste keyframe
>blender literally copy pastes a full model with the armature and everything attached from a totally different project
>literally append the entire model for no reason whatsoever
I can't seem to recreate thing problem, but how the fuck does this even happen?
The past project wasn't even used, it was even deleted, maybe it somehow remained in the temporary files, but how the fuck did it self-append itself through ctrl+v paste when I didn't even have it saved anywhere in the clipboard or memory?
>>
>>861340
Do you pay attention to where you have your mouse hovering over the moment you execute the copy and paste?
>>
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How can I render my scene at one resolution (e.g. 200x400 px) but export it at a higher resolution (ie. 2000x4000px) without it being blurry?
>>
>>861446
Resize it with nearest neighbor interpolation
>>
>>861446
It doesn't work that way, anon.
>>
>>861447
I would like to export as a video. Every video export method I've tried in blender gives a blurry / compressed video.
>>
>>861446
Not possible without AI interpolation, and even then it's not going to look that good. There's simply no way to get more information out of a low number of pixels.
>>
>>861446
render a low res intermediary (png sequence), and import that, then resize using nearest neighbor in the compositor, then export that as video
>>
Using eevee, volumetric lighting causes bright flashes of light to flicker in places when rendering. It kinda looks like the specific artifacts that appear when your gpu starts dying, but I'm pretty sure that ain't it. This hasn't happened before either, just in my current scene. Any advice? The best google can give me is
>use cycles lol
>>
>>861512
use luxcore lol
But seriously I've had this issue before, I think I managed to fix it by adjusting the start and end parameters in the eevee settings to something that fit my scene better as well as the light clamping in the volumetric lighting options.
>>
Is it good to finish a model 90% then go into sculpt mode to finish it?
I feel like I'm probably doing something wrong
>>
Any must have addons? Related to game art
>>
>>861530
GOB
>>
>>861446
WITHOUT being blurry?
You'll need top notch AI upscalers for that.
>>
>>861523
>light clamping
I tried values of 190, 60 and 1, flickers are totally indifferent to it. And clipping start is already as high as I can set it for this scene. Got a bad feeling that I'll have to render the animation and then re-render the flickering frames...
>>
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i'm trying to use a brick texture node to create some notches in a pillar. the problem i've run in to is that there's a very obvious seam in what i want to be a continuous line across. i would assume the problem has something to do with UVs, but how do I get the node to follow along with the UV that i've made instead of calculating its own?
>>
>>861523
>>861543
Ended up re-rendering the frames. At least my work is unscathed, even if the issue isn't solved and this was a bit of a pain in the ass.
Would love to use Cycles or Luxcore, but there's no way my cpu will survive rendering 600 frames of anything other than noise.
>>
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>>861547
If you don't need the other features of the node you can just make a single notch and repeat it on the z-axis
>>
>>861646
that works pretty well, thanks
>>
How do I combine a bunch of meshes into one continuous surface?
>>
I want to do this, is it possible?

>select all of the pieces of a model
>select texel density
>pack
>it automatically creates as many uv maps as it needs in order to keep the predefined texel density
>>
File: MergedImages (22).jpg (500 KB, 1100x7376)
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Hey anons, could some of you share these models?:

https://de.3dexport.com/3dmodel-sailor-moon-usagi-tsukino-240619.htm
https://de.3dexport.com/3dmodel-ami-mizuno-sailor-mercury-201987.htm
https://de.3dexport.com/3dmodel-sailor-mars-rei-hino-356076.htm
https://de.3dexport.com/3dmodel-sailor-jupiter-makoto-kino-348198.htm
https://de.3dexport.com/3dmodel-sailor-venus-aino-minako-229906.htm
https://de.3dexport.com/3dmodel-sailor-chibimoon-chibiusa-214192.htm
https://de.3dexport.com/3dmodel-sailor-neptune-michiru-kaiou-244713.htm
https://de.3dexport.com/3dmodel-sailor-saturn-hotaru-tomoe-219099.htm

I'm interested in them since they are they only good looking ones related to Sailor Moon that I've seen, but unfortunately I don't have any fucking money.
>>
>>861687
Goddamn they gave Mars a fat ass.
>>
>>861713 #

Yeah, I'm not used to see some of them with these proportions, but as long as they're High Poly and good looking is fine with me.
>>
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>>860213
Anyone have a guide on how to make Eevee looks more like Cycles? I've tried a few youtube tutorials with terrible results.
>>
I can't render anything with cycles on my gtx 1050. The rendered viewport works completely fine but when I try to render something it's stuck at "Loading render kernels. May take a while". I let it sit for two hours and nothing changed. Rendering on the cpu works. I disabled adaptive sampling and any denoiser but it didn't make any difference.
>>
>>861807
what have you tried?
>>
>>861807
Already tried switching between OptiX and CUDA?
>>
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Hi! I'm trying to learn Blender and my first I chose my first project to be to recreate this animation (not the text). Problem is, I have no idea how to do it. I'm basicaly looking for some guidance in terms of how I should go about recreating this. Thanks!
>>
>>861825
Add a cube, add a subdivision modifier, add a displacement modifier with a noise texture, move the noise texture, add a reflective material
>>
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Why does my curve+array modifier come out offset/rotated slightly?
>>
>>861876
easy fix, transform in object properties needed to be 90
>>
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How can I get the the cubes face with the blue line to line up with the angle of the rectangles face with the blue line?
>>
>>861941
set the 3d cursor to the face you want the cube to stick to, set the origin of the cube to the face, shift+s move the cube to the cursor
>>
>>861944
seems like that's alot of hoops to jump through, but it works, thanks anon
>>
In theory, is there a difference in Blender's performance between linking and appending characters into the scene? I know linking and overriding stuff will keep the file size lower, anything else?
>>
>>861957
>alot of hoops to jump through
Honestly, that sums up 3DCG in general. You get used to it, but, no matter what fields you want to specialize in, you'll always run into issues that need round-about solutions.
>>
>>861957
if you build a modeling toolkit to have a specific button or hotkey to do everything then it'd be impossible to remember them all, generalised solutions that allow you to do a lot even if it's a little complicated to enter are a much better idea.
>>
>>861990
>make a library override
>make its geometry local
>blender crashes if the model had shapekeys
This sucks and the best google tells me is that the devs are aware of it. Did linking EVER work right for anyone?
>>
>>860213
>>apply all transforms
>>then you can apply modifiers

WTF, stupid shit cunt of a software
>>
After applying normal map I got triangles (despite nomal map in non color mode). Normal map alone dont have any artifacts, but after applying in material there are some artifacts everywhere
>>
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>>862098
lost image
>>
>>861683
figured it out
>select all
>ctlr+J
>export as an STL
>import stl
>export as .blend
>>
>>862099
>>862098
it was ambient occlusion setting
>>
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Been trying to look for ways/methods/adjustments in cycles or eevee nodes to make renders in Blender look closer to good looking SFM/GMOD renders. The problem is that at most I was directed to this plugin:
https://developer.valvesoftware.com/wiki/Blender_VertexLitGeneric

Its a good find. And looks very helpful in having the surfaces of 3D objects mimic the look of the Source Filmmaker/GMOD.
Is there any way that I can make the lighting and rendering mimic the video game look of SFM/GMOD? Or at the very least look like a Source2 Filmmaker animation? I love the videogamey style of it and hopefully it can squeeze out a good amount of detail within the confines of what my PC is capable of.
>inb4 just use SFM
I hate how much it crashes. I don't wanna deal with that anymore.
>>
What's the difference between a BSDF and a Fresnel?
>>
>>862147
You've posted zero, ZERO actual attempts to test shading yourself- You're retarded "problem" isn't even a problem with a solution- Not to say what you ask is foolish- I am not judging the goal here- but your method to reach that visual goal is lazy, lacking any fuel for its fire- Put in some actual focused effort into your "Grand search"
>pleeeease look more like my SFM pleeeeeeeeeaase somebody anybody

You've stalled on working towards your goal - You've done plenty of "research" without even attempting to apply your brain to your stupid problem at hand
Blender is capable- Now go learn it
>>
>>862182
I don't mean to be so harsh towards you- You're curious about this, and I think it is a cool goal- But I really want to see you get the rubber on the road and start spitting some test renders to try and nail the look. I have a short fuse for self-sabotage, and I think you should have either found a solution by now, or given up to explore other solutions. How about neither- Just start getting your hands dirty in the pit ASAP. You'll regret not brute forcing it sooner. Explore what workbench render has to offer- Or better yet, blender internal/game engine on 2.79
>>
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>>862182
>>862186
I understand your frustration. I am just autistic about doing as much research before even beginning any project.
I spend more time watching tutorials and reading wiki articles before I even attempt such things.
Now I have to try to find some models from open3Dlab. And reinstall SFM for test rendering as well.
https://open3dlab.com/project/568/
I plan on using this to try and test lightings.

But yeah I think this is the wake up call I need.
>>
Is it possible to add a delay to the child of constraint? As I understand, Blender had a feature like that a few years ago, but then it got poofed for reasons.
I know fuck-all about coding, so maybe I'm asking for the impossible, but I feel like something to that effect should be possible through baking the keyframes at least.
>>
>every single fucking time Blender crashes or I close it down I have to deal with anymore between 5 to 10 minutes of it chugging up the disk usage to 100% and slowing my computer down in the process
I don't fucking understand what background process it needs to finish as it closes down but these kept happening since the last update for 2.93. I don't understand what the fuck is wrong with it. The memory for the program doesn't empty up properly maybe? I really don't understand. It just starts chugging away at the hard drive as if it's trying to either write down or read something for a good chunk of time after it's closed down.
>>
>>862242
Is it a HDD? Anon, backup everything and check your drive's health.
>>
erererer
>>
>>862251
For a second he probably thought he stumbled upon some lewd shit live and the Blender stream was fucked
>>
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if i merge 2 meshes into one mesh but the total number of faces remains the same does it impact performances at all?
>>
Is there a way to access smooth normals in the shader even if the mesh is shaded flat?
>>
>>862253
It helps when working with vidya engines. Specifically, I think that's one of Unity's optimization guidelines - merge as many meshes and textures as possible.
Doesn't really matter in Blender though.
>>
>>862257
ah thanks, that makes sense
>>
>>862245
Yeah, it's an HDD, still in good health and works perfectly fine despite everything else.
There's just something wrong with Blender, when it closes it starts either writing or reading shit to the Disk. Could have something to do with one or more of the addons I have installed for it, idk.
>>
>>862253
No.
>>
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If I lock the XYZ location of a bone, the move gizmo and the G hotkey automatically switches to whatever the next available thing is and controls that instead. How do I turn this feature off?

If I lock the movement, I want the move tool to do... nothing.
>>
>>862304
I don't know if that's possible. This feature is actually useful when working with constraints in order to make the animator's job easier.
>>
>>860899
>>860213
What's the meme behind the fox?
>>
>>862317
the fox itself
>>
How do I know i'm not pushing my gear too far? Already got a gpu burnt without any warning while working on procedural textures, granted it was nearing 10 years of use
>>
>>862476
Check your GPU's stats in its respective software.
If you see it's getting cooked for prolonged periods then you'll know it's being pushed too hard.
>>
>>862476
Keeping an eye on temps is probably your best bet. Coincidentally, that exact thing happened to me as well, so maybe blender just acts as natural selection when it comes to old hardware. Or maybe you ought to just use substance designer instead.
>>
Very basic question but:
Where can you get free textures that are usable in a "commercial" project?
>>
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>>860213
Anyone having problems with the "copy to selected" not working anymore on texture nodes?
I used to be able to select a bunch of them, set one to "non color" and just copy to selected, but it doesn't work anymore in 2.93.
I don't know what the fuck happened to make it stop working.
>>
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Is there a good way to add clothes with cape to a character and not make it break apart? I can only do data transfer with vertexes but it ruins the cape mesh when posing.
>>
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Finished Blenders Fundamentals 2.8 and Andrew price donut tutorial, I wanted to ask who would be the next best resource to learn about animation?
>>
>>862619
Pierrick picaut, spend the money on alive
>>
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Jesus fucking Christ this is annoying
Trying to follow donut tutorial; for some reason I can only inflate the donut, not the icing. Have to delete the donut before I can
>>
>>862627
You need to create a keyframe
>>
>>862627
Doesn't even look like you have it selected right, hombre. Look at your hierarchy on the top right, and you can see you're only in sculpt mode for the doughnut. You can tell by the little icon to the left of the name on that panel.

As for your selection...
Orange means it's "part" of a selection (like you shift+selected multiple objects), but not the "active" selection (light yellow).
Leave sculpt mode, select ONLY the icing, and then go into sculpt mode.

>>862634
This is so wrong I can't even begin to figure out how adding a keyframe would help.
>>
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At the top this is the tutorial's mesh
At the bottom my mesh

I keep having this weird looking mesh in wireframe and I don't know why, is it something to activate to have this clean grid? Is there any consequences on my mesh or is it fine to have this messy view only in wireframe mode?
>>
>>862663
so that's just turning on subdivision subsurface, turning off simplified view and turning the wireframe on under your overlays.
>>
>>862669
Ok I see, so this is fine to have this kind of mesh in wireframe view with some wireframe vertices crossing each other?
>>
>>862663

finally I got what I did wrong, I did a subdivision when I was in edit mode ending up giving this weird view in wireframe view
When I do it in object mode everything is clean
>>
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>>862626
I'll look at it in the future, but is there a recommend free tutorial?

I'm currently just messing around with animation, so I don't want invest cash just yet. If I get serious about animation then I'll definitely consider buying it.
>>
how rude
>>
https://www.blender.org/download/lts/2-93/

LTS Release 2.93.6 Released on November 17, 2021.
>>
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Is there a similar analog of such setup in blender?

https://files.catbox.moe/qflgbl.webm

Such technique of layers is basically essential for rigging in Maya.
Without such method i have no idea how to do thing like this in blender.

https://files.catbox.moe/6kxak3.gif
>>
>>862765
who is the artist anon
>>
>>862610
https://polyhaven.com/textures
https://ambientcg.com/list
They are licensed as CC0 so you can do whatever you want with them.
>>
>>862765
The webm I don't think so, but the gif looks like regular shapekeys with drivers. You just have a shapekey influenced by the bone position for things like eye open/closed, and just move/scale a bone to move and scale the eye.
>>
>>862765
I don't rig much. is the purpose of these layers to have separate normalized weights for face and head, or what? why not have all bones in the same armature?
total influence can go above 100%. you can assign bones to layers and hide selectively. you can save shapekeys from armature. I don't think any of this is what you're looking for though.
>>
>>862760
The changelog looks really bare.
>>
>>862759
good riddance
>>
>>862765
no, you can't layer like that
there's been a patch for an analogue in the tracker for years, but was never put into master
https://developer.blender.org/D1521
https://youtu.be/P21yGHMNJxg
>>
>>862850
what's the functional difference between this and simply ctrl+J-ing the face armature onto the body armature?
honest question, I'll totally accept if blender is lacking in this regard.
>>
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>>862850
>>862858
...i.e. like so? (with example file from the tracker)
>>
>>862863
now all the verts being influenced by both the head bone and face bones have weights totaling more than 1.0, so they're getting double transformed. the verts weighted to 1.0 on the nose bone and 1.0 on the head bone now behave as if they were weighted to 0.5 on each, and so on.
you could go through and manually normalize the weights group-by-group, but it's a tedious and brittle process. layering like in the patch makes it so the sum of all the weights of one armature can be automatically subtracted from the influence another, like a normalizing mask. makes rigging and skinning easier, and would make tools like the automatic weights operator more useful, by letting you keep complex areas separate from each other in discrete armature objects.
>>
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>>862869
oh. yeah, you're right and I'm retarded.
but the good news is that you can make a counterweight automatically, without scripts or custom builds.
it's gonna get trickier with the rest of the skeleton, of course, probably gonna require a data-transfer from a donor. more setup than a tickbox, but sort of workable.
>>
I've seen textures being able to be moved around using a bone. Is that using drivers or what?
For reference, it was this hair highlight on an anime model, the model itself had a special donut looking bone which when selected and moved around, it'd also make the procedural texture of the hair highlight move around, up and down or rotate it like you wanted it to.
>>
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>>862765
figured I'd record the actual thing, re:webm.
there may be gotchas that I did not anticipate, not having used the workflow myself. like if you decide to link mesh data, vertex groups may get funky.
overall I think I got the idea right?

>>862909
there's a dozen ways to do that. you can add an empty and constrain it to a bone, then reference it's transform from wherever (UV modifiers or straight from the shader). or with drivers, yeah.
>>
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How do i perfom a very basic operation and rotate this bezier curve hanlde to an absolute angle? Like 90° up. I've been googling for half an hour and could find shit.
>>
>>860213
Is the whole "can only run on win 10" literal or is it more like you might get some bugs that are solved by restarting blender if you dont?
>>
>>862980
scale to zero along x or y
rotate by angle
This messes with the scale of the handle but is fast
>>
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will I get a 4k render by just increasing the percentage? or do I have to manually change it to 3840x3840?

I want a 1:1 or 4:5 ratio , since I'll mainly be posting on instagram but I'm also creating a website for my portfolio and want the best possible image quality since they won't be suffering from metas image compression
>>
>>862909
Can't you just use object coordinates in the material and just specify the object?
>>
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Following Grand Abbit's tutorial
Making stuff isn't so hard but I don't know what colours to use at all
>>
>>862983
2.93 and later won't launch on win7 with a missing dll error
>>
>>862983
just need this https://github.com/nalexandru/api-ms-win-core-path-HACK
haven't had any issues personally, been using it since day one
>>
>>863081
Can be fixed by swapping a few files.
>>
Making my first interior, the number of objects is starting to pile up and i also have lots of material, so much that the preview viewport crashes during shaders compilation

Meanwhile Cycles takes a little while but manages to render just fine. Rendering with eevee crashes as well as expected

It crashes slower since I updated drivers, but still unusable. I also reduced the number of objects that are activated, but i still need to preview a lot to gauge the materials synergy.
Help?
>>
>>863257
Are you using procedural materials or images? If it's images then what's their resolution? Are you running out of GPU memory?
>>
>>863266
i use images that vary between 2 and 4k
i'll check for the gpu memory, but does the default preview viewport even use it?
>>
>>863266
uuuhh well now, when watching the memory and gpu usage like a hawk, it just works
>>
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I need some help making shapes
How do I do this?
>>
>>863274
Nobody answer this, please for the good of /3/ we cannot encourage this
>>
>>863277
At least he's trying to figure out shapes and not doing some dumb fucking donut tutorial.
>>
>>863277
I don't understand; what's wrong?
>>
>>863279
What's the difference between the first shape and the second shape?
Use that brain of yours.
The answer you seek depends on it.
>>
>>863274
Click on the bottom face and clicks to size it :)
>>
In animation, do constraints put a noticeable strain on CPU? If so, is there anything you can do to address that?
>>
>>863308
Maya
>>
>>863309
I seem to get that a lot. Is there anything that a switch to Maya won't fix?
>>
>>863310
Plenty of stuff is better in blender compared to Maya but rig performance is not one of those things
>>
>>863311
>but rig performance is not one of those things
Coincidentally, that fucks me up the most right now. Maybe I should just look into a better CPU...
>>
>>863321
Is rig evaluation in blender even properly multithreaded? If not, that Threadripper or dual Xeon will get you nowhere.
>>
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The first thing I've ever made in Blender without a tutorial: a wine glass
I couldn't figure out how to make it rounder
>>
>>863404
right click shade smooth!

>>863308
Yes- But some constraints are heavier than others. And accidental dependency loops can crash scenes
>>
>>863406
Kind of looks like a chalice
Probably too circular and not tall enough
>>
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>>863410
>>
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>>863411
check auto smooth
>>
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>>863411
>>
>>863412
apple ihate autosmooth
>>
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>>863413
>>
is hair tools the best solution for hair?
>>
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>>863419
brooooooooooooooooooooooo nooooooooooooooooooooooooooooooooooooooooooooo
>>
>>863406
I'm experimenting with shrinkwrap, locked tracks and child of constraints, and it feels like blender takes a step closer to the grave each session. Good to know it's not just me then.
>>
>>863425
The best way to move forward is through your own experimentation- Never fear the crashes, just save often, and adjust your solutions accordingly. The brightest minds using blender are those who test things and see what works, what doesn't; working within those known boundaries will bring out novel approaches sometimes. Sometimes just headaches though. gl
>>
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>>863422
Tried again; still no idea how you got yours so smooth
>>
>>863427
The cup part looks better, shape wise- On my image, I applied a subdivision surface modifier. Notice, I have edge loops near the ends of the faces- near the "folds" of the shape. These are support loops for the subdivision surface - (also for the smooth shaded normals, w/o the subd). I think you're almost there- You don't need so many edges on the cylinder either- My example above, I used 8. Looking good though, and I like the potion flask you have going next to the glass. Use this session as a bit of guided practice and I'll see you next week

class dismissed its saturday m******r f*****rs
>>
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Alright I think the smoothness is starting to come in
>>
>>863426
I fear toasting my CPU more than anything, but yeah, all good points. I've done a few animations with minimal use of constraints, so now I'm getting my mind blown by how much you can speed up your workflow AND add life to the animation.
>>
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beta 3, testing amd cycles
my 6900xt is ~9 times faster in classroom vs my 12 core 5900x!
>>
>>863477
Pretty cool!
Default settings everywhere? I'm getting 44 seconds on my 2060 (with a video playing in the background)
>>
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Yep.. I think I'm going to make it bros.
>>
>>863571
I mean, you're not too far off.
Assuming the geometry of the brown part isn't too bad, you could make the Goomba pretty easily. Split the edges where the mouth should go so you have an opening, make a mouth-pouch (pretty sure that's what they're called), and then grab some verts make them into a circle and inset the faces for the eyes.
Don't sell yourself short. The shapes are mostly there.
>>
>>861992
>>861995
Yeah I see what your saying.
>>
>>863582
To be fair, you can accomplish all of that in a fraction of a second. It seems complicated, but it's really just a few clicks and a swipe up on the mouse. Keep "origin to 3d cursor" on your q menu to use it real quick.
>>
>>863594
machin3tools, now
>>
>>863599
Eh, all of those addons seem really bloated to me and get in the way. I get along just fine without it, and I'd probably be slower trying to learn all the little quirks and workflows of an addon that completely changes how you approach things.
>>
>>863600
Lol retard
>>
>>863602
Yeah you'll definitely be one whenever the dev decides to stop giving a fuck about the addon.
>>
>>863603
More in danger of blender Devs stopping giving a fuck about official parts of blender LOL
>>
how compatible are 2.8 addons with 2.9?
>>
>>863551
yep all stock, nothing tuned
>>
>>863618
nvm they seem to be working fine
>>
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What do we call this type of metal?
>>
>>863645
aluminium
>>
>>863645
Simple-earth fusion Tinny
>>
>>863648
what about the surface imperfection. does it have a name?
>>
>>863654
grainy
there's a filter for it in substance painter, you can use noise for it if you want to stay in blender
>>
>>863645
bead-blasted aluminium
>>
So this is a really complex question. I'm a 3D artist that can model sculpt texture rig but-
>tl;dr
I downloaded Mustard's Tifa model to make coomer stuff dont judge me. So, the rig has custom properties and I can change all that on the custom UI included.
>the problem
So I have to move the rig to another point on the scene. The model moves everywhere except for the boobs and butt because they have custom physics enabled. If I turn off physics in the Ui, the boobs and butt move along with the rig.
>collisions
There's also an option to enable collisions but I can't get it to work? I have no idea.

How do I fix the physics issue? I'm not good with either physics or collisions in blender.
>>
Made a sword
Cross part is probably too thick
>>
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>>863674
>>
>>863675
looks like a dildo...
>>
>>863675
everything's a buttplug if you're desperate
>>
Are you supposed to add detail when you model or texture?
>>
>>863688
>>863677
I should make it less phalic?
>>
>>863705
It's a process that goes hand in hand
>>
>>863622
Nice, it'll be interesting to see more data about it and how much performance we'll get on similarly priced cards. Hopefully the green tax will be a thing of the past soon.
>>
>>863710
should i try the other "benchmark scenes" as well?
>>
Are the alternate / commercial versions of Cycles worth paying for?
>>
>>863744
E-cycles
but why pay if you can pirate?
>>
Anyone else hates the use of armature widgets?
I understand why some people might use them but for me personally they just look like cancer.
I'd rather stick to just using the default armature set to be displayed as "Sticks" and distract way too much from what I'm doing.
>>
>>863765
You'll understand why they're a thing once you get better at rigging
>>
>>863772
qrd?
>>
>>863765
yeah ditto, waste of time and adds unnecessary complexity
used to maintain a script that handled widgets like rigify does, but now i just use a single cube widget for the few bones that interpenetrate and set the display mode to stick. if they let you set the "in front" parameter per-bone rather than for the whole model i wouldn't even need the cube
>>
>>863765
>>863801
Exact opposite for me- I love tricking out a rig with perfect shapes- Couldn't live without them. Animating for weeks on a rig with standard viewport bones is not enjoyable - For a simple rig? I'll skip them, sure
>>
>>863671
Help with Blender Physics please
>>
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texturing in this program gives me a brain tumor, i can't for the life of me figure out the curves stroke, it wont apply the stroke and it cant snap to the surface of the mesh making it useless because 2d projection. Cant tell if im genuinely just mediocre at texturing or blender's texture drawing is just that difficult to use. One thing i struggle at the most is making sharp good looking strokes.
otherwise im satisfied how the model turned out i need to find a better program to hand texture better or just practice more i suppose.
>>
>>863857
front render it looks perfectly fine for the most part but the side render you can tell my stroke looks like i can't into smooth strokes
>>
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>>863858
side
>>
>>863859
You gotta do a NOOT NOOT blendshape for it ;D
>>
>>863883
this nigga gonna be doing so much noot nooting after i rig it youve got no idea
>>
>>863857
A pro can make a masterpiece even with limited tools etc etc - but seriously, just grab substance painter. Even ignoring the extra functionality that you could live without, it's just a lot more convenient to use. Same goes for substance designer too.
Nowadays, you can even pirate them guilt-free, thanks to adobe's acquisition.
>>
Can you guys help me out with liquid simulation? I want to simulate tea falling out of a tap into a cup. Please @ me with some good blender tutorials about fluid simulation :)
>>
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Crated a wall and a bridge
How do I make it feel more toon/stylized and less inorganic?
>>
>>863857
UV map needs work, or you could try a parametric material. Topology changes could also help.
>>
>>863963
5 minutes in substance painter solved 99% of my issues i was having in blender so im just practicing my strokes and finding the best way to paint the "perfect" round shape i wanted. Also toying with pbr materials, this is really fun. Blender succed the enjoyment out really fast.
>>
>>863962
Throw a really light displace modifier on the wall, so that all the bricks are irregular.
For the bridge, I'd lose those square pillars, or at the very least the middle pair.
>>
Do I bother learning hard surface for a low poly stylized style?
>>
>>864012
Yes because eventually you will want to make bigger better models and the practice will help you along the way
>>
Guys is there a way to do ground/terrain without having to use a terrain generator or 3d scans? I don't care if it's slow and boring, I've already hand made grass and stuff and had a blast. I don't get how to people make cool terrain for outdoor scenes where it all makes sense. There's very obvious seams in any of my attempts.

Bonus question: can someone run by me what exactly Substance Painter does? I try to use a blender only workflow but I know that's retarded in the long run and I absolutely love working with Blender's nodes. Is switching to Substance worth the effort?
>>
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I have auto rig pro and I'm trying to make a spline IK but have no idea how this works. I clicked add empty armature and then chain spline ik and got these 4 bones. What am I supposed to do with them? Shove up my ass?

The documentation is garbage and every tutorial is just retards showing how to rig human characters, how do I do shit like this so I can neck myself? https://s3.amazonaws.com/markets-rails/uploads%2F1580912893626-spline_ik_rope.gif
>>
>>864051
>There's very obvious seams in any of my attempts.
Post 'em. There's a lot of possible reasons for seams, could be the texture (whatever you're using may not be tileable by default) or the mesh itself.

>Substance Painter
>nodes
Painter is for texturing (using whatever you come up with in Designer, among other things) and baking.
Designer lets you create materials with nodes. Blender's nodes are perfectly functional, but Designer just gives you more tools to work with. It's also less likely to fry your GPU than messing with Blender's procedural textures.

>Is switching to Substance worth the effort?
I'd say yes. It takes no time at all to get used to the UI and from there you'll just have a better time texturing than in Blender. The workflow of exporting substance textures /materials and importing them into blender is now more streamlined than ever as well.
>>
>>864060
well, I know how I'd do this with objects, but haven't used it with rigs.
I'd imagine you need an actual spline (i.e. curve) to tie the bones to. and possibly then hook its control points to empties (not sure how automated this setup is).

>>864051
small scale or large scale (i.e. mountains or fist-sized debris?)
for large scale: displace with texture (mix a bunch of noise nodes), then sculpt for specific shapes and composition. for small scale it's usually down to playing around with scattering, may be a good excuse to learn the geo nodes.

SP automates a bunch of tasks that would be extremely tedious in Blender. the big ones are: working in layers, mask generators (from ao, curvature and normals) and multi-channel painting. also non-destructive resolution changing.
I'd also say "switching" to SP is no effort at all if you've ever used photoshop for 5 minutes. eventually you'd want to learn relatively obscure features like anchors, but initial barrier is very low.
>>
Does blender support adaptive subdivision and can I drive these via weight maps? My characters need more tessellation in certain places than others.
>>
>>864060
never use an auto-rigger
Learn how bones work
Blender's documentation is great
>>
>>864089
>blender's documentation is great
It's piss poor desu compared to what Autodesk provides
>>
>>864103
Got me there
>>
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how can I get each resultant island from the seams to perfectly fill the UV square. See the example in the UV-editor window. I want each Island to be like this, without having to manually edit each one, like I did with the example.
>>
>>864134
>>864134
I have a sneaking suspicion that you just want to unwrap cylinders and don't know about rectify. whatever it is you're doing, this seems like a dumb way/order to approach it.

but to your question, some ugly non-auto ways:
unwrap, scale from individual origins x500, scale each corner cluster to 0, then scale back down and fill the space.
if they're all 2x2: make a copy, decimate-unsubdivide, reset UVs, subdivide back, then either shrinkwrap to original mesh, or transfer UVs to it.
>>
>>864051
>Guys is there a way to do ground/terrain without having to use a terrain generator or 3d scans? I don't care if it's slow and boring, I've already hand made grass and stuff and had a blast. I don't get how to people make cool terrain for outdoor scenes where it all makes sense. There's very obvious seams in any of my attempts.
make a plane, subdivide, uv it, and sculpt it
>>
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>>864145
Do blendlets really
>>
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how do I select only the edges without selecting the face in between them?
>>
>>864286
you can hide the face first, but that may not be very useful in practice. otherwise you can't.
>>
>>864286
Why do you need to?
The face being selected is just visual, saying that the face is encompassed by the edges.
If you're doing an operation specific to edges, it'll only work on the edges, and vise versa for faces.
>>
>>864288
what seriously?
>>864291
I want to solidify the mesh and then extrude the edges after i separate them for a ceiling.
Too lazy to use an array modifier for it desu
>>
>>864293
so you want paper-thin non-manifold beams or what?
anyway, after you duplicate/separate them, just delete "only faces"
>>
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How do I import Daz poses to Blender project with Daz Importer?

I have found some files (.duf format). When I just press Import Pose in Daz Importer menu it doesn't work.
>>
>>864295
Yeah. Gotcha thanks.
>>
>>864304
RTFM
>>
>>864311
link?
>>
>>864349
We are talking about Diffeomorphic? The official blog has a documentation.
>>
https://code.blender.org/2021/11/cycles-x-project-update/

THANK YOU NVIDIA
>>
>>864358
>THANK YOU NVIDIA
wait a second, those improvements require NVIDIA hardware?
>>
>>864369
implied by optix, amd's towards the end
>>
How the fuck am i supposed to mirror topology in real time in blender? Everytime i use Topology Mirror under mirror settings it does nothing. I need to keep the other half of mesh on unmirrored UVmap, and whenever i dissolve verts, or move them nothing happens at all. I thought the issue was imperfect symmetry, so i created a fresh cube and subdived it. Still nothing happened, my only solution for my issue is disabling topology mirror and using X Mirror with edge sliding, but it takes more time than it would with just dissolving them on both sides at once
>>
>>864144
>I have a sneaking suspicion that you just want to unwrap cylinders and don't know about rectify.
I'm working on a (lowish-poly) modular cave set, so it's going to get more complex than just unwrapping cylinders, since there will be 3 and 4-way intersections, large chambers, and other complex pieces. I want to be able to repeat my texture every 4 faces to keep texture-alignment simpler.
>>
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how do I apply my smudge image texture to only the Vertex color part?
>>
>>864420
Help
>>
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Hello, I'm really new to Blender and wanted to try 3D printing. I imported a model then wanted to make some changes to it. Did a bit of sculpting, but noticed that when I'd pull some sections it'd pull on parts I didn't want it to. At first I used masking to isolate the parts I wanted to work on but it wasn't 100% because of the complex shape, so I eventually isolated some vertices and separated the mesh into multiple objects.

Making sure not to affect the bases of the new objects so I could put them back together, I did my manipulation then tried to put them back. I didn't realize that by separating them I was creating new vertices, and so when I did eventually put them back together and join the objects, there were lots of small tears throughout the mesh and way too many to try to repair manually.

I've tried using cleanup->fill holes, limited dissolve (which is what you're seeing in the screenshot) and other things. Nothing seems to be working. Any ideas?
>>
>>864528
Did you remove doubles?
I think it's called "merge by distance" now. If you select all your geo (or more specifically all the verts around the problem areas), and use that operation, it'll merge verts that are close together or overlapping into one.
It should just work at the default value, but you can also incrementally increase it until it merges verts at the distances you want.
>>
>>864531
I didn't actually try that, thank you! It did remove some of the tears, but it seems to arbitrarily not work on others. Here's a section with vertices that are practically touching yet the function doesn't do anything to them. Any chance you know why?

I did also try the Manifold function from the 3D print add-on. It ended up creating more holes in the mesh, strangely.
>>
>>864420
Please HELP
>>
>>864421
>>864539
Calm down, faggot.

Use your vertex colors as the factor for your texture blending.
>>
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>>864538
Meant to post this image. Looked into it a bit and there was the popup that allowed you to change the distance for the merge. Seems like playing around with that and going to each hole mostly did the trick.

I guess the last thing would be, is there a way to see if there are any holes in the mesh? The 3D print add-on doesn't seem to be much help unless I'm reading it wrong.
>>
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>>864546
And a final little update to this, I thought it was looking good but it seems like Cura doesn't like it, even if it seems patched up on Blender.

I guess note to self, never use Separate on a highly irregularly object.
>>
>>864420
>>864421
>>864539
Mix or multiply both to the same source. Use the add node and it has a drop down menu for multiplying
>>
is there no blur node................
>>
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How do I bake this into a plane? I want to a make a texture out of this arrangement.
I want normal maps and AO too so I just don't want to render it out.

If I bake the plane onto another plane, I only get the details on the plane and not the cubes infront of them.
>>
>>864563
1. pirate marmoset, don't bake in blender.

2. sounds like the rays aren't searching far enough, assuming all your high poly is one mesh it shouldn't be a problem.

3. Bevel any flat surface on a trim sheet, if you have square edges it simply will not show up on a normal map at all, a beveled edge of some degree is required to give the illusion of height.
>>
>>864570
>pirate marmoset, don't bake in blender.
Is xnormal better? I used that a long time ago once.
> sounds like the rays aren't searching far enough, assuming all your high poly is one mesh it shouldn't be a problem.
Yeah I made the wall then ctrl j'd the plaster on the wall. Then i duplicated the wall and made a new mat for the low poly and baked a normal. I only get details from the high poly wall and not the plaster attached to the bottom.
>Bevel any flat surface on a trim sheet, if you have square edges it simply will not show up on a normal map at all, a beveled edge of some degree is required to give the illusion of height.
Heard
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>>864572
>Is xnormal better

yes, absolutely, but you should still pirate marmoset.

also check your bake plane's normal isn't facing the wrong way.
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>>864574
>also check your bake plane's normal isn't facing the wrong way.
As in the normal faces the camera and not the other way round?
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>>864581
yes as in the blue side of your baking plane is poking towards the high poly
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>>864392
Anyone?
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>>864555
There is. In the compositor. :^)
Just save yourself the headache and use substance designer, anon.
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>>862312
>making other peoples job easier
what are you, a professional?
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>>860213
Can someone explain why my booleans aren't working? I need a hole in this plane and I'm trying to put one through the cube. It worked previously with a longer door like cube for the same plane. I'm guessing it's because of the edge in the middle?
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>>863755
To support development you impulse-driven 3rd world monkey
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is there a way to use a wasd camera movement? i tried the walk modal but it resets the camera position to god knows where everytime i enter it.
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>>864710
usually booleans fail when there are self-intersections in either mesh, often it gets fixed if you tick "self" box. extra edge shouldn't matter.
>>864740
walk mode is right, you confirm it with enter or left click, shouldn't reset enything
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>>864748
it does tho
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>>864740
>wasd camera movement
cringy
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>>864750
I don't get it. it stops where you stop. how else do you expect it to work?
if you want the camera "viewfinder" to occupy more of the viewport, unlock "camera to view" and adjust.
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>>864753
the camera moves everytime i enter it
i dont want that. its annoying and forces me to use the standard navigation which im trying to avoid in the first place
>>
>>864753
did you bind it to spacebar or something? check for conflicts with any of the hints at the bottom. works fine for me.
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>>864759
i used M3, works now
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Any cum simulation tutorials or something similar?
>>
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I'm having some issues
The left is what I have, I'm trying to inset a small amount, but as soon as I press I it turns into the shape on the right, and I can't make it any thinner
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>>864592
>>864392
What do you mean nothing is happening?
Are you sure you actually have the Mirror on __ Axis enabled?
>>
i'm thinking about buying a tablet on black friday solely so I can work while laying down since my PC is right near my bed.
What do you guys think?
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>>864783
turn off the subdiv modifier and you'll see that the underlying geo actually IS getting thinner, but the algorithm the modifier uses is stretching it back out.
to make smaller details with the subdiv modifier on you need to add more geometry to the underlying mesh (like adding loops with CTRL-R)
>>
where the fuck is the blendermarket sale, i want to buy shit
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I have bee using the grease pencil more and more with decent results. Anyone knows any good sources to learn it for animations?

Pic related WIP
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>>864805
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>>864555
Here ya go. Keep this nodegroup handy for future projects. Just gotta plug it in after your Texture Coordinates.
Amount is the strength, and since it's based off of a noise texture, it essentially uses "samples" for the blur, so you can adjust that for a finer grain. Though it works fine at default.
>>
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>>864555
>>864811
Here's a directional blur as well. Works the same as the Image blur (though I forgot to mention you plug the blur node into the vector input of your texture).
Only quirk with this one is you put it after the Texture Coordinate like before, but also plug the blur node itself into another Texture Coordinate node, essentially sandwiching it. Then connect the result into the texture's vector like normal.

Adjusting the z-rotation of the second TO node changes the direction of the blur. If it's not working properly when you rotate it, you might have to adjust the first TO's z-rotation to be the inverse of the second. So if the second is at 90°, the first has to be at -90°.
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>>864555
>>864814
Actually, I made a few mistakes. TO should be TC (texture Coordinate).
And on the directional blur, the first TC controls the blur direction, and the second controls the texture rotation. If things don't work, though inversing the pair seems to work well for it.
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>>864811
>>864814
Good god, blender's nodes could really use some work. Shame the SDK is downright retarded if you want to write ANSI C/C++ plugins.
>>
Ay dudes, how would I go about transferring the rotation of one object to another, but onto a different axis?
So if I rotate an object on the Z axis, it rotates the Y of the other.
I'm guessing it's something to do with the "Transform" constraint, but I can't seem to get it to work. I'm guessing it has to do with the fact that the source object is also the parent object, but that shouldn't matter I don't think.
>>
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>>860213
how do I make painted textures or get a painted feel for my renders? also, could someone link me some good lighting tutorials?
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What's the best way to add geometry to a sub divided object without screwing up the existing model? I'm trying to give this a rounded base.
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>>864854
Nevermind, I'm fucking retarded I guess. I thought just putting the values in the right spots what how you did it, but you actually have to specify the axis on the bottom with the dropdown. I thought that dropdown was asking what axis to affect, not where to draw the data from.
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>>864868
>>
>>864868
You can keep the two objects separate and use floating geometry + a transfer data modifier to copy the normals to give the illusion that it's a single mesh.
>>
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Just got started with 3D two days ago and I can already tell with this shrew that this will go great.
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>>864911
started yesterday and getting the bumps on the donut right makes me wanna kms
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>>864976
>>864911
Can someone redpill me on the donut meme?
Why does every kid who wants to learn Blender do it?
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>>864995
i saw other people doing it

also im 25
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>>864798
You were wrong
It was the view that I had on
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I really really really really really really like Blender 3.0
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>>865094
Also the new OIDN is seriously impressive
Left was an 88 seconds render, right was 8 (EIGHT) seconds.
EIGHT
That's 7.5 frames per minute
450 frames per hour
Which is 18.75 seconds of animation at 24 fps
Per hour
On a budget PC
>>
>>865096
What a twist. After eevee's appearance, I haven't really expected they'd make any major improvements to cycles any time soon.
>>
How do I move multiple objects based on only one of the objects origin points and have them stay in the same place relative to each other?
some of the objects also have a lattice modifier if that matters.
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>>865502
Make sure the object you want as your pivot point is selected last (yellowish outline instead of orange outline) then set your pivot point as "active element"
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will I make it?
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>>865524
>donut tutorial
No, you're not.
>>
Any tips for tweaking proportions on an existing model? Character creators like Vroid have very samey bodies and faces but moving stuff around screw things up.
>>
>>865713
lattices or mesh deform modifiers and the move brushes in sculpt mode.
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>>865713
probably something like the universal basemesh in daz: a polygon-dense, symmetrical model with anatomically placed edge loops and lots of granular shapekeys
>>
fresh: >>865717





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