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Strange Deer edition
Previous: >>886778
>>
File: eg.png (18 KB, 527x327)
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I'm a beginner to geometry nodes, is there a way to preview what the generated textures looks like?
I ended ended up copying it and pluging it into the shader to get an idea of what my noise actually looked like and why it wasn't doing what I wanted.
>>
>>891471
https://www.youtube.com/watch?v=lXrf68BOyj8
>>
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>>891471
i usually route the value through the geo nodes attribute output to the shader
Does the same thing but is limited to the resolution of the mesh, which isn't necessarily bad
>>
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>>891464
Hi 3chads, I'm having trouble with a texture. I made a custom wood texture by using a brick overlay for the spaces between planks and then painting the planks. When I put it into a standard normalmap setup, the spaces between the planks do this weird 'double groove' effect instead of appearing completely depressed. How can I fix?
>>
>>891496
I appear to have fixed it after plugging a reflection map into the metallic shader. Let me know if this is a bad idea.
>>
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How do I straighten out loops on something thats already off axis?
pic rel, I'd like to make it look cleaner after doing face snapping + shrinkwrap
>>
>>891508
W>Looptools>Relax
Of course, you have to have the looptools addon enabled first.
>>
>>891484
It's neat but I'm not paying for that.

>>891493
Thanks, it's unexpected how some things get affected by the resolution of the mesh sometimes.
>>
>>891496
U need to covert height to normal map.
>>
>medium poly sculpt 15M tris total 300 objects
>350 MB file
>2 mins to load
>viewport laggy as fuck in object mode
And it is just the sculpt, i havent added colors or some other bullshit.
https://www.youtube.com/watch?v=pmePLg3hdCw
>>
>>891508
hummm switch to local orientation then scale, X/Y/Z then 0 ?
>>
I'm trying to paint on a model to use it as a Fac map (to add more wetness in certain places). However when I paint in one place it also paints in another. Any help?

The model is ported from Daz and it has weird UVs. I don't really understand how they work. I think that could be a reason.
>>
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>>891583
Looks sort of like this. Painted a bit on her butt, but paint got all over the place.
>>
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>>891585
UVs looks like that
>>
File: dumbshit.png (166 KB, 1047x649)
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Finished a commission and I was trying to do a fbx export for the guy, but a weird error has appeared and I have no clue how to fix it. Got any ideas on what is the problem?
>>
>>891596
convert to mesh before exporting, you could need to recalculate the uvs too maybe
https://developer.blender.org/T68292
>>
>891605
How do I recalculate the UVs? is it just pinning the outline of the previous UVs down and unwrapping it again or something else?
>>
>>891612
I suppose, you can have problems with the array maybe
>>
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I did a procedural material for the eyes that looks pretty good in Eevee, but it looks like shit in Cycles. In the early stages of testing out fur, though, and I discovered that Eevee sucks ass at fur. Is there a way to make Eevee do better hair, or do I need to find another way to handle the eyes that Cycles likes?

Stole the eye node setup from this: https://www.youtube.com/watch?v=E0JyyWeptSA
>>
>>891545
zbrush time homie, they're not enemies, zbrush and blender are best friends
>>
>>891618
mess with the light bounces on glossy ?
>>
>>891493
Is that trilinear filtering?
>>
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>>891623
The noise is from a transmission=1.0 material "wrapper" sphere. The eye innards aren't spherical, so they get wrapped in that so the shine looks like what you'd expect. Here I've disabled it on one eye.

But adjusting the transmission max bounces never makes it less noisy in Cycles.
>>
>>891635
Turns out I'm retarded and a denoiser actually gets rid of the noise in this case. I thought they would introduce their own problems but they clean it up nicely.
>>
>>891618
>>891635

that fur looks really bad
>>
>>891464
I got MESHmachine 0.9 off some pirate site, and I've tried it with Blender 2.9 and 3.0. What happens is that the first operation works, and then all the menu items disappear.

This is similar to what happens when I try MESHmachine 0.11 with Blender 3.1 and 3.2. There it just crashes when I press Y after the first operation instead of giving me an empty menu. Just why is this happening? Is this some kind of anti piracy measure? Failed malware? Both seem unlikely.
>>
>>891638
>model with only base textures
>random settings to test the renderer
>only half the face is even combed
Correct
>>
File: WindHill.webm (2.87 MB, 1920x810)
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Well, this is probably as good as it gets
>>
>>891648
that looks really nice anon, gj
>>
>>891587
your mesh is set up to use UDIMs
i would tell you to also set up texture paint for UDIMs but since youre using a daz model im going to say just separating it into multiple materials is probably easier for you
>>
>>891648
It looks really nice visually but it irks me that the plants bend at the base.
Is there a way you could start the bend a bit higher, have it be more gradual, more segments?
>>
>>891648
Oh, I like it. The only thing bugging me is that the ground looks a bit barren. The grass is fine, but the ground doesn't look rocky enough to be this barren. Maybe add some much shorter and thicker grass patches covering the parts which haven't been walked upon?
>>
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I created a necklace and a bracelet that use rigid body physics to drape over the body. What is the best way to bake them so I don't have to re-simulate them when I move the model around and pose it? I might have to do re-simulation for the bracelet since it is attached to the arm whose position will change depending on what she's holding, but the head and necklace shouldn't move much at all.
>>
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>>891686
They can already bend using shader displacement instead, but blender doesn't like it if i realize the instances to use it.
I'll see if it works if i just try it on the biggest ones.

Bonus: phat nodes
>>
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After two weeks into Blender and 3D in general. May have overused the boolean modifier. Is that a bad practice?
>>
>>891717
you will never be able to debug that node setup. Jesus what a waste
>>
>>891725
That's pretty sick. GMI. May I see the wireframe?
>>
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>>891733
Well, you see, the main problem that I’m tackling right now is mesh topology. I’m sort of stumped.
>>
>>891726
i'm sure even (you) could debug it if you had to
>>
>>891738
its literally spaghetti
>>
>>891726
You wouldn't be able to. He can, even if it takes him a while, because he made it.
>>
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Why is the red line there? What's wrong with what I'm trying to do?
>>
>>891812
blue to blue is right
square to round isn't

These values can't be set dynamic
>>
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>>891813
I never would have guessed that was the issue. Thanks!
>>
I want to make beautiful ass, but I am unsure on how to proceed from this point onwards. Any help?
>>
>>891893
S to scale. Failure is alright. Maybe learn how to sculpt.
>>
>>891893
thats a nice refrence can you upload
>>
>>891895
Can do.
>>
>>891464
Best blender plugin/add-on for texture painting, bump map, normal map making, guys?
Iam a poor fag and my PC cant run substance painter smoothly.
>>
>>891920
Mixer
>B but megascans
https://www.youtube.com/watch?v=kRtXIj6ENT4
>>
>>891464
Is there any solid reading material for Blender 3.0+? I used to have the program down pretty well a couple years back, but gave up and now that I’m trying to get back into it I’ve forgotten a lot of shortcuts and modifiers.

Yansculpts used to have a solid series, but he took it down and I dunno how useful it would have been with the newest version of blender anyways.
>>
File: Roll.png (953 KB, 701x959)
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Attempting to learn by making a simple model. Each body part is a different object, one for chest, hips, etc. How to fuse them once done?
>>
>>891893
In the reference you can see that the ass is made up of two spheres, why even try to box model that, make the ass with two spheres, boolean and then clean up later
>>
How many samples should you use for a cycles animation to not have it look like a smudgy blemished mess?
>>
>>891648
Cycles? How many samples?
>>
How do I change the bezier tubes to Shade Flat every time i make a new one? I know how to change from Shade Smooth, I would prefer having it be Shade Flat by default
>>
File: 1648697984748.png (488 KB, 870x428)
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Why are normals baking out this way
>>
>>891984
nevermind got it
>>
>>891981
Only 64
I couldn't use my 970 and didn't want to spend more than 2min for each frame
>>
>>891958
Ctrl J then either bridge the edge loops or just start merging vertices
>>
>>891920
Xnormal for baking, if your computer sucks that bad I would just texture paint in Photoshop with the green channel of the world space normal or AO for a guide
>>
>people texture paint in blender
y?
>>
>>892012
Thanks a lot. Finally feel like I am getting somewhere.
>>
Any thoughts on the Blender Game Engine?
>>
>>892044
We need it back.
As a game engine it was shit, as a simulation tool, it was pretty good since you could record the output to keyframes.
>>
>>892044
I have literally only ever seen it used in porn games.
>>
>>892044
None really
>>
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Is there a way I can get the pink part of this to stop emitting hair based on an image texture, or do I have to rearrange the topology and texture to match up perfectly? Things I've tried:
>cutting hairs on the pink region in particle edit mode: children from other hairs still sneak on, not really feasible to keep the border that way
>plugging image texture into the alpha channel on the hair's material: alpha doesn't actually make hair disappear
Any other ideas? I should probably just adjust the topology, but multires makes me want to avoid that and being able to blend hair from a texture would just be nice in general.
>>
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>>891464
tell me mz fellow blendlets, how the fuck do I set smooth shading on the selected edges? in Maya it's 2 clicks, here I can't seem to find any option to smooth ONLY the selected edges
>>
>>891735
Jesus christ... hide those wires immediately and stop modelling
>>
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how do I match the awful default Blender shading to look as nice and smooth as Maya?
>>
>>892132
That’s why I was looking for feedback. I’ve been looking for resources to help improve, but I’m starting to think that the model is unfixable.
>>
>>892135
Dissolve or collapse edges, anon.
>>
>>892134
Properties ‣ Object Data ‣ Normals, then enable Auto Smooth.
>>
>>892136
Oh, lol. I thought the solution would be something more elaborate.
>>
>>892137
and I have to do this for each object separately? what the fuck?
>>
>>892140
Perhaps you could automate it with a bit of scripting, but I don’t particularly see it as much of a bother.
>>
I suck at blender, I want to get good enough to make simple 3D models and pose them so I can draw over them. Are there practice exercises I can do to learn this fast? Maybe a tutorial or two that I can go through?
>>
>>892154
>>
>>892154
if you just need posed 3d models then there are better methods than learning to model, hell just use the ones in clip studio or whatever
>>
>>892156
I want to make models of OCs to make it easier to draw them a bunch (for comics and animations). The models would also be useful as data for a compositor when I want to do certain visual effects.

>>892155
So, are you saying I should just make human models like this over and over? Is it better to have the model made up of many meshes instead of just shaping a single mesh? I've seen both done on youtube.
>>
>>892159
I think he's saying you need to learn how to block out shapes, then refine them by sculpting them.
>>
>>892164
Ohhh, I get it. Sounds a lot like learning construction for drawing. Thanks!
>>
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>>892170
If you want to have multiple poses or different variations to draw over to have the model made up of many meshes is better than to rig it, i do that to get different poses when I sculpt models to 3d print, I join and remesh them as last step but that's something that you don't need, pic related has 200 pieces and a fuckton of modifiers.
>>892164
Yes that too.
>>
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I can make some animations really easily with geometry nodes (compared to keyframing), and I like that, but I don't know how to export them to use in other softwares. I can't just apply the geometry node modifier.
Is there an easy way to do it? In my fantasy world there's a way to add a keyframe at every frame to capture the current object's shape.
>>
>>892181
I have found that it is nearly impossible on UE5, even with the official send2ue addon.
>>
>tried substance painter
>export my layers
>blender completely distorts them
its over
>>
>>892181
> I can't just apply the geometry node modifier.
Apply -> Visual Geometry to Mesh

You might also need to make instances real before that step as well.
>>
>>892195
Yes, that works, I can also do CTRL+A in the modifier tab,but only for the current frame.
I want to keep the animation.
>>
Is there some fuckery going on when trying to export using FBX or the send2ue5 addon? I keep getting blank materials every time, even with different models made by other people. How do you guys accomplish this?
>>
How the fuck do I properly clean up the blend files or how do I append the file in a way that it will be fully gone once I save the file? I had a model, did various modifications to it but wanted to get back to the initial shader setup with all the textures, appended old model, transferred shaders, deleted the hierarchy, purged with every option and when next time I appended file the duplicate was still there. It happens a lot and I have no idea how to make blender actually delete the file and everything related to it because going into blend file and fishing per texture/materials basis to manually delete them fucking sucks.
>>
grease pencil makes me want to pull my hair out. how could they make something so potentially simple be so unintuitive
>>
>>891648
son, this is bad, you've got a lot of shit to fix with tihs render, either put a lot more grass, or remove it completely, that's not how hills work, you just need like 10x more grass on the places you've had it already
next big thing is the sunrays, too small to be realistic, cool idea, but doesn't work for a hill that's like a 30 meter climb, clouds don't really have 1 meter holes in them, I know you wanted to loop it, but that's not the proper way, instead what you can do is make a ridged tunnel along the x axis which shows a streak of light and loop that one
third lowest issue is the rope on the back of the spear? it doesn't swing properly, the grass shows this as a very strong wind, you see grass is flexible so it doesn't swing 90 degrees in strong wind and every change makes it behave elastic, but your grass indicates very strong wind, so the cloth should be at least 45 degrees and it should be flapping at the end, this is caused by wind pressure, i mean just work some more on it, it's so fucking easy as well, you don't even have to animate it manually, just simulate it in another scene and fix the last five frames to match
>>
>>892295

>outliner -> switch to : blender file (second icon in outliner header) -> objects, materials, etc ... -> delete !
>>
Is it possible to convert eevee shader to work with Iray?
I found some good wet skin shader for eevee on smubase and want to use them in daz, but the node editor is something way above my league
>>
>>892643
daztards are not entitled to post outside the containment thread
>>
does anyone know how to make this in blender
https://sketchfab.com/3d-models/reilly-head-dfff220da27743dc8445abad8d5d5f23
>>
>>892912
you can paint over a 3d object with grease pencil, and you can convert objects to grease pencil too
https://youtu.be/HZlL0DlSWC4?t=243
>>
lookin to jump into blender tomorrow and have 2 questions:
1. can i change viewport navigation to muh industry standard bindings and not have to worry about breaking binds for a whole host of other shortcuts? i can adjust if i have to but i'd really rather not.

2. i want backface selection on all the time and not have to go into wires constantly. is this the best solution right now?
https://captain-cirno.gumroad.com/l/DaLdj
>>
>>892926
also, mostly looking to blender as a complement to houdini: destructive (env and hsurface) modelling and some sculpting for the most part. any recommended tuts and addons?
>>
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>look for tutorial for rigging clothes to model
>best tutorial is https://www.youtube.com/watch?v=G066sdTp6xk
>channel is pic related
>>
>>892926
>>892927
You can change literally every keybinding in Blender though some super esoteric ones may require you to edit a text file (literally everything has a keybind).
In fact if you do decide to do that I would definitely tell you to back up that file somewhere just so it doesn't get lost if you update or move to a new computer or whatever.

>Addons
There's an importer/exporter addon on Github but beyond that your usecase is pretty niche.
You're gonna have to invent your own workflow and methods and maybe even tools (read: write some blender python scripts), and to do that you're going to have to have strong Blender fundamentals which means just pounding out tutorials at 2x speed while saying "knew that, knew that, I already know this, you did that wrong I know how to do it better, know that know that know that, oh shit I didn't know that fuck wish I'd known that like a month ago glad I did this tutorial"
>>
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>>892926
I don't know what industry standards are like, but is the preset close to them?
>>
>>892940
my nigga sure do like his farting
>>
>>891464
>wake up
>try to sustain myself from opening 4chan
>10 mins go by
>15 mins go by
>30 mins go by
>opens 4chan
>sees a blender thread
>day ruined.
>>
>>892953
>You can change literally every keybinding in Blender
i want to stick with the defaults for the most part, just want to switch nav from default blender but i'm worried that will break a bunch of the default binds. t bh i'll just suck it up and deal with it.

>your usecase is pretty niche.
is it? i'm not looking to do anything crazy with it, just some pretty basic modelling and uv's because houdini is awful with that stuff, and i don't want to deal with pirating maya anymore if i don't have to.

i'm just going to start with this for now:
https://www.bilibili.com/video/BV1LL41157UL

i am curious about the hopscutter workflow though. that's the sort of addons i was thinking of. modelling focused or essential quality of life stuff that everyone installs when they do a fresh install.

for data exchange i'm just going to try and stick with usdz.

>>892973
yes, but i believe this changes a bunch other binds as well. i'm only looking to swap nav.
>>
>>893006
the thing about hopscutter is that hard ops is useless while boxcutter is the only thing worth using.
>>
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How bad is this, and how could it happen? I'm doing a static model but this shit breaks the shading.
>>
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Is there a way to fix pic related?

I've been trying to find higher resolution smokey png, but now I think what if I can add some sort of noise texture to image and add it to alpha channel? I need to fake detail somehow. Any ideas?
>>
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Anyone know how to get a material to do this "face flattest to the camera is nearly white" effect?
If that's even what's happening.
>>
>>893105
That's Phong shading, if I remember the term correctly.
Though you might be able to do something similar by either using layer weights, or one of the geometry inputs and then using a color ramp.
Hell, I'm positive you could do this by grabbing a diffuse shader, plugging that into a shader to rgb, crunching down the color ramp, and using that. You'd only get 2 colors, but if you use another flag on the color ramp you can get what you need. Black for the shadows, whatever color you want the object to be, white for highlights.
Then just plug it into an emission shader, and have your model flat shaded.
>>
>>892940
He mogs this entire board
>>
how the fuck do you actually do tits properly in blender
all the people i find talking about it are just using some addon from 5 years ago somehow
>>
>>892154
>so I can draw over them
What makes you think this is a good idea? You're probably posing model badly and then drawing it badly instead of focusing on your goal of improving your drawing skill. It's not the reference images fault you can't draw

go learn gesture and forget about using blender, the internet has plenty of reference poses for you
>>
Is it bad I keep somehow going back to 2.79 because I cant stand looking at the newer ui after a while?
>>
>>893134
alright this guy's method works pretty well even if some of the stuff he does is kind of retarded
https://youtu.be/eggOO9CIyp4?t=649
could probably get better results using cloth + pressure instead of softbody
>>
>>893150
cloth can give you good results, softbody solver is old, slow and retarded
its tricky to tune the settings though
>>
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How can we still not have a proper fucking curvature node in eevee OR cycles, the "pointiness" output works like fucking shit compared to any other renderer's curvature node.

If I could just make a little library of procedural mats that work in cycles AND eevee I'd be having the time of my life rendering CAD and sculpt stuff in blender but nooo
>>
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I dont understand why but the chest and hips in this rigify rig are always being generated being at an angle, it seems only cosmetic but it's really bugging me
>>
>>893229
It's not cosmetic, you messed something up while aligning your metarig and this will cause problems. Make sure all the spine bones are at X=0 and aligned correctly.
>>
>>893232
ty
>>
>>891648
How did you do the sky? I don't mean the rays, in fact i say get rid of them or somewhat lessen them.
>>
Is there a character course you all can recommend? I have a couple blender friends who learned how to make furry characters from someone and now they can make like any character they can think of.

How?! I'm not a furry so I'm not exactly interested in their techniques but it seems like once you've made one, you can make em all.
>>
>>893317
eh once you can make anything you can make anything, but maybe I'm just saying that because I too started from making furries and it really is the secret sauce to character modeling or some shit (doubtful).

The important thing is to get a character concept you like and just take it all the way through to completion, practice practice practice, everything is just recreating shapes and once you've got enough practice doing that everything is possible for you.

When I made my first furry back when I sculpted in blender I actually followed the full version of this course https://www.youtube.com/watch?v=f-mx-Jfx9lA

It's all interchangeable.
>>
>>893328
Yeah, I mean, that makes sense. My problem is that I can make a lot, just not anything. Guess I'm just hoping to stumble into that magical course that teaches the "everything else."
>>
>>893363
>Guess I'm just hoping to stumble into that magical course that teaches the "everything else."
Stop hoping, that's never going to happen. Do the work, fail, learn from your mistakes and you'll make progress. It's a long and frustrating journey but it's the only way to git gud.
>>
>>893363
that's why I said "take it to completion", whenever you find a bit you can't do, research and practice it until you can. Once you get the whole picture you can start to refine the individual parts.

Even if you're doubting the end result, even if it takes a month or two, get that character the whole way through.
>>
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I have a necklace made from many independent objects (gems) that is not following my model when I move it around in pose mode. The original plan was to somehow have the gems move with the model, then use the physics simulation to get them to drop into place. I tried using the copy location object constraint and it isn't working. What should I use instead?
>>
It seems like the Donut Man's NFT didn't sell. lmao.
>>
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>>893317
Furries are the same as anime characters. In their original 2D form, artists get to "cheat" a lot to hide how weird some of the anatomy gets. In 3D, you either can't cheat (and you have to find ways to incorporate them into your style,) or you can cheat but it's really hard (and you have to learn a lot about your program to make the cheat work.) For example, good anime shading requires specific nose technology that you would never think to use without applying the shader yourself. For this thing, I had to make a lot of adjustments to the design of the head to make spherical eyes fit in it. So I think it's not so much "furries" as it is "things that typically only exist as cartoons."

But I didn't follow any course, I just spent a ton of time solving individual problems as they came up. I think the real practice comes from trying to finish those sorts of things and make them actually usable. I had the sculpt mostly done months ago; cleaning it up is where I've learned more.
>>
>>893377
Would the "copy data" constraint work if you moved it before the physics constraints? Like this guy did for his shirt: >>892940
>>
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>>893195
>Works great, just add two colorRampNodes
Yes the values are totally fucked, the developers are just code monkeys that barely touch the program, that's why.
>>
>>892044
there should be some way to combine Godot and Blender, the featuresets are complementary as hell for gamedev.
>>
>>892176
separate objects enables the possibility of realistic limb damage, so i approve.
>>
>>893427
it's not the values because that's whatever it varies width based on density of the geo, it's not even really based on actual curvature it's fucking stupid
>>
>>893398
show, I wanna laugh
>>
>>892140
Select the objects, hold alt while clicking on the property you want to change. It will apply the same to all objects selected.
>>
>>893398
>>893551
Well to put it into perspective, he's only an internet "celebrity" in the Blender sphere, and most people using Blender are using it because it's free and they're broke as fuck. So the odds of the NFT reaching any kind of audience with actual cash to spend on a "literal who" to them, is next to 0. Not to mention, it's not like the 3d crowd itself would spend money on NFTs, that'd be redundant.
Least he's still making money off of Poliigon.... right?
>>
I have Blender 2.79 because for some reason the 3.0 and probably other versions of blender wouldn't work on this laptop of mine.
So i gotta ask this to you guys,
Would a trick and tutorials for how to do stuff (example, SCI-FI Portals) for latest versions of blender would work on blender 2.79?
>>
>>893571
Most likely. Though you might have to do a bit of inference on your own if they do something that doesn't match 1:1 with what you're working with.
2.79 is capable of doing most of what 3.0 can if you're willing to put in the legwork to do it, or find a workaround for something that's in 3.0 but not 2.79, like mesh to volume for example.
>>
>>893571
I think you need to fix your life because you've got problems if your laptop can't run blender 3.
Remembering what changed between versions and how to apply it to 2.79 is just not worth the time and effort.
>>
>>893398
>Did it as an experiment to see if they could be used as a legitimate fundraiser
>Failed

Imagine Moi shock
>>
>>893609
>an experiment
With a minimum bid? Should have done his experiment with a different project to see if this one would work and set a more realistic price.
>>
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why is bevel suddenly doing this stupid shit?
>>
Ahah, silly question, but pirating Blender plugins, can it be done and would I go to hell?
Because I'm getting really fucking tired of baking manually with a whisk when I see videos of people using a kitchen-aid.
>>
>>893610
He's late to the NFT hype. If it's already on the news, and people are mocking it, then the bubble already popped and you missed it. Better luck with the next pump and dump. You won't have to wait long, there's a new one every week now.
>>
>>893661
There's no such thing as "Pirating" Blender addons. I'm a bit retarded when it comes to the actual wording on the license, but all Blender addons are "free", you're just giving them tips or some bullshit loophole like that.
Pirate away, anon, pirate away.

And as an added bonus, if the addon has a github page, you can just grab it from there. FLIP fluids is the only one I know of (that "charges" for the addon, but has a public github you can compile from), but I'm sure there's others.
>>
>>893665
That's not entirely true. All the addons that use the blender API must be GPL but they may call external binaries that are proprietary.
>>
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Good day Blender anons.
I have this little model that I ripped from a sims 4 game but the eyelashes came out a bit janky.
In pic related you can see black texture around the eye lashes.
I added the transparency shader and used a mix shader using the image texture's alpha as factor but then the whole eyelash ribbon just turns black. Even with only the the transparency shader on the whole thing still appears solid black, any ideas what might be causing this?
>>
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here is the model with only a transparent shader on the eye lash ribbon
>>
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>>893689
>>893690
Never mind I got it, set the blend mode to alpha clip and that did the trick.
Anyways, thanks blendanons and happy blending.
>>
Blender 3.0 keeps crashing on me after I make some number of changes then try to run a physics simulation. I can save just before running and it will still crash. Will upgrading to 3.1 fix this? It's getting very annoying now.
>>
>>893676
Right, but how many of them ACTUALLY do that?
Unless it's some big-dick addon that completely flips the script and revamps the entire workflow and way you interact with Blender, chances are it's just some dude in his bedroom coding something up that's useful and posting it up on the market. I mean, people should throw the dudes some cash, but the only real repercussion for not doing so is a guilty conscience if people still have consciences these days.
>>
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What is the proper way to attach high heels to a character? I managed to pose the character's feet to fit the heels with the Copy Rotation bone constraint with the target being the corresponding bone on the heels. Now when I attempt to parent the shoe to the leg basically using this tutorial
https://www.youtube.com/watch?v=h7ypY7G873g
it makes the legs kick and spin all over the place.
Pic related is before using the Child Of bone constraint.
>>
>>893740
just armature modifier the heels on lol
>>
>>893642
looks like overlapping verts
>>
If you're making a car, do you prefer to make it piece by piece or as one mesh and cut panel lines in?
>>
>>893785
On Mars 3d has a great series on this, it's for Maya but you can just follow in blender. Long story short yes cut panels later most of the time
>>
>>893764
it was flipped normals, good stuff
>>
Is there a way to make groups of objects that only collide with other objects in their group? Like I've got objects 1 through 4, I want 1 and 2 to collide and I want 3 and 4 to collide, but I don't want 2 and 3 to collide.

Specifically, I'm trying to make hair dynamics work, but making the emitter a collision modifier interferes with some other physics objects.
>>
>>893818
oh
should have opened every dropdown
>>
>>891484
>35 vbucks for this basic feature
uh.. blenderbros
>>
>>893822
> basic feature
that neither Nuke, Maya or Mari has.
Is it truly a basic feature or luxury?
>>
>>893745
What would that accomplish? The heels have their own bone structure separate from the model.
>>
>>893828
why? they're a rigid object, is there functionality in the heels skeleton that the target skeleton doesnt afford you
>>
>>893847
The idea is that they slightly deform the shoe mesh depending on the foot position. I tried your method and it appears to do the same thing as the child of method. I got the kicking to stop by turning off the copy rotation bone constraint on the character's leg, foot, and toe bones.
I also slightly changed the heels' bone by connecting the lower bones (somehow that didn't happen automatically when I imported the shoes' model) but now I have to re-massage the shoe mesh vertexes to fit over the feet. Is there a way I can connect the bones but keep the old mesh positions?
>>
>>893047
How the fuck did that happen

Retopo incoming
>>
>>893848
youre losing me here. how exactly does the shoe mesh deform?
is this a foot fetish thing where it has to super accurate
>>
>>893822
>>891521
>>893823
ok, here you have it 1 week expiration date
https://gofile.io/d/faiFPR
>>
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Is there a way to simplify/properly port strand based hair from Daz without making it a bloated mess?
>>
>>891464

I fucking love blender

FUCK MAYA
>>
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>>893823
I hate Maya's Hypershade, but you are a fucking retarded blendlet shill for justifying this grift.
In Nuke you can literally just point the viewer to whatever node you want and it will preview its output
In Houdini you have an entire compositing network system that works just like Nuke, wouldn't use it for final comping, but for quick and dirty procedural texturing right in-software is perfect. Plus you can set any intermediate material node to debug mode and it will render it out as flat color on whatever object has that material assigned, if you'd like.
No idea about Mari, but I would bet it also has something similar.
>In Blender, you need to pay $35 to a fucking grifter.
KEKK
>>
>>893944
Thanks but I've learned how to live happily without it, it's not as useful as I thought it would be.
On the other hand if you have https://blendermarket.com/products/better-fbx-importer--exporter then I wouldn't say no.
>>
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Okay so after meddling with Blender, Maya and Max, I decided to stick with Blender for everything related to poly modeling. Since I know all the basics and the basic modeling operations, do you know any instructor that goes deep into polymodeling tips and tricks?
If he has a focus on good topology, it's even better.
>>
>>893966
that faggot from hardops used to have several good tutorials about poly modeling, idk if he deleted all that crap > masterxeon1001
>>
>>893966
https://www.youtube.com/playlist?list=PL0RqAjByAphH9emGFNAcha1prKi1P_I3n
>>
>>893954
>justifying this grift.
I am not. I think the feature is basically worthless
Who really needs this?
Blaming Blender for not having this is kinda retarded, that was my point.
>In Nuke you can literally just point the viewer to whatever node you want and it will preview its output
Like in Mari (and Blender).
>>
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I really miss those times when that spanish pokemon pumped out sculpting updates every week
>>
>>893976
He was done with the sculpt mode, yes we could have the new vertex paint 5 months ago, now he could be working in the substance painter/designer thing and maybe, before September, CAD.
>>
>>893928
I imported the shoes from Daz and got a bunch of bones and assigned vertex groups. I assume it is suppose to slightly deform in animations. Anyways I fit the shoes to the character by using a copy rotation bone constraint on character's foot bone, which worked well enough but now I cannot tilt the whole foot (as in rotate at the ankle). The character was downloaded off of smutbase and was rigged with AutoRig Pro based on the description. It appears to have a bunch of external control interfaces for posing. I cannot manually pose the foot bone by moving it since it was intended for parenting, however it does move when a bone constraint is applied. Am I going to need to re-do the posing then? The moment I apply the bone constraint or remove it the foot goes back to the flat resting position.
>>
>>893982
>>893976
I don't even get why he got shat on this much just for his additional modes proposal. It seems like that was the point where the neckbeard revolt against it made him throw the towel for good
>>
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>>893967
>>893968
>>
>>891464
Does Blender have an addon for Zbrush style polygroups?
>>
>>894000
NO, it is implemented native in the sculpt mode, it is called Face Sets
https://www.youtube.com/watch?v=3HqAIVS0kns
>>
>>893994
Roosendaal supporting the comunity intead of him was, I suppose he talked about all that before that paper and all agree that it was what they wanted to do.
>>
>>893994
>I don't even get why he got shat on this much
Because he went against the interest of 50-60% of the users and proposed nonsense and stuff that was too idiosyncratic even for Blender while ignoring the reality on the ground for a majority of users.
It seemed as if he wanted to mold Blender into a perfect tool for him and everybody who does stylized art, while ignoring everybody else or even worse sabotage their workflow.
Speaking for myself, these proposals where the moment when his mask slipped and his hubris became visible.
Doubling down on it, deflecting/ignoring criticism and shit-talking people who did so broke his neck (reputation).
Blender does not need more modes, it needs less. Vertex and Weight painting does not need to be a mode, it needs to be a set of tools that actually work better than the shit that is in there currently.
At the very least all of these could be merged into paint mode.
>>
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I keep having to redo entire models because this issue keeps popping up and I cant figure out why, or how to fix it.
Basically the normals are just FUCKED, recalculating doesn't work, auto smooth is off, I decided to check for non-manifold edges and apparently ALL of them are non-manifold.
There is no duplicate geometry, I can see no reason for this to be the way it is, I can't fix it at all even if I flip the normals individually, the normals still look wrong (like theres random dark dots in the middle of each quad).
Anyone familiar with this, and know what I can do to try and fix this?
>>
>>894036
>apparently ALL of them are non-manifold.
ok try this: >edit mode > vertex selection > merge by distance > recalculate again.
>>
>>894036
>>894041
Okay well after fighting with this for hours I figured it out a few minutes after asking the question. In case anyone else encounters this or is familiar with this this is what happened:
All faces with this problem actually had a duplicate, but one that wasnt SEEN as a duplicate, it was essentially two quads sharing the same four verts. So the way to fix it ended up being to use edgesplit modifier at angle 0 to separate every single face out, then merge by distance.
>>
>>894031
> a perfect tool for him
Yes the new viewport can't handle the same amount of polygons as the old one, he couldn't do shit so he moved forward with what the bf asked, they didn't need it to do this kind of turds, he also promised that new viewport for sculpt mode and the paint displacement thing, to merge sculpt and paint and a bunch of other stuff, yes nobody asked for a Fusion360/Solidworks mode, but it could be interesting for some people .
>At the very least all of these could be merged into paint mode.
Nahh, they are merging the code to share brushes and performance but they'll keep a fuckton of modes and they'll add even more, their goal is to customize different workflows with the workspaces.
>>
>>893972
>moving goalposts
>sour grapes
typical blendlet apologist
previewing nodes is actually quite useful and you'd know it if you did any work at all
>>
Anyone have experience with blender scripting here? I'm trying to automate the "Apply Constraint" (pic related) functionality, but blender crashes when I run the suggested code. I tried to run it the very inefficient, manual way by programmatically selecting the object, running the apply command, then deselecting it to repeat this again for the next one, but it crashes on the apply command code. Is this even the right way to do this? In any other code I would have gone straight to the constraint object then run some sort of .apply() function.
>>
>>894062
I don't see any other way to apply a constraint than using the operator (bpy.ops.constraint.apply). This operator is complete garbage.
It works on the selected object, you can't pass it an object by reference, which is expected as it is an operator, it is meant to be used interactively. You need to give it its two first options, by name.
> bpy.ops.constraint.apply(constraint="Shrinkwrap", owner="OBJECT")
where "constraint" is the actual name of the constraint (not its type).
>>
>>894073
The crashes saved me from going down that path since I ended up doing something different and getting a better result for attaching a form-fitting accessory to a character using bones + shrinkwrap modifier. But the blender dev response is ridiculous:
>yes we can reproduce the error
>but it doesn't happen on the latest unstable alpha build
>ticket closed
jfc do these people even know how to code?
>>
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Still early on in blender and learning my way through making lowpoly models, but how does this look so far? I had a bit of trouble with the reference I created since I didn't set it up right initially
>>
>>894075
They just literally gave you
>mine works
>>
Does the armature modifier interfere with rigid body somehow? I'm getting around 0.1fps on what should be a basic simulation of beads on a string for a necklace.
>>
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>>894082
Pic related. I don't understand why this is happening. The pieces don't even clip through the model yet they fucking explode. I don't even see the pieces move since blender just freezes and I can only see this after getting lucky with a mouse click getting through onto the pause button. The pieces aren't even suppose to separate from each other since the rigid body constraints between the parts has 0 for all linear limits but it looks like they're hanging from a string.
>>
>>894084
what does it look like in its initial position?
>>
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>>894085
Front
>>
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>>894086
Back
I just tried this with a version that does not have any armature and I still got the same freezing and explosion. It doesn't even drop straight downwards. There might be something wrong with my file since a much older version of the model simulates as expected.
>>
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>>894084
I imported the necklace with the bone into the older file and parented the object to the mesh. It simulated smoothly and produced the expected result so IDK what is wrong with the other file. The only differences are:
>no cloth sim on later file since the dress was finished (should be a good thing)
>some new meshes that are not involved in the physics simulation added
>poses added (simulation attempted in rest pose)
>>
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>>894091
I can't reproduce it unless I use a collision margin. This is not activated by default.
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>>894094
I didn't activate it on either file. It's still bizarre that rigid body physics simulations completely fail in the newer file. There are only 144 objects with 193 connecting constraints in the necklace, yet I see people do thousands all the time. There was also a bracelet but that only had 78 objects and 95 connecting constraints, but I disabled all of its physics.
>>
>>894096
I think I found the issue: somehow there are a few thousand objects in the automatic RigidBodyWorld from older versions of the jewelry. Is there any way to remove items that are no longer in the scene from this?
>>
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>>894097
In the outliner, pick "blender file", it will list everything that's in the file, by type.
>>
>>894098
OK it did that. What now?
>>
>>894100
In "objects" you should see every objects in the file, including those that aren't linked in any scene. From there you can delete the objects you don't want. You can right-click to delete objects or press 'X'.
Save as a new file.
Thinking about this, if those objects are not linked in the scene, they shouldn't interfere with the physics simulation. That's really odd. Did you run a script to create the necklace?
>>
>>894101
No, I just appended different versions after deleting the old one I didn't like for whatever reason.
>>
>>894101
Cleaning up all the old rigid body objects fixed the freezing and slowness problems, but the pieces are still exploding.
>>
>>894103
They stopped exploding after I messed with the body's rigid body sensitivity margin. So the main problem was that deleting the old objects via "delete hierarchy" on the collection they were in does not remove them from the RigidBodyConstraint and RigidBodyWorld internal collections, and blender's physics sim tries to do shit to them, which can bog down the simulation if you have thousands of unused items. I don't think they will fix this bug since they can't seem to follow good development processes and deleting things from collections has been a problem for the longest time.
>>
>>893983
>smutbase
>daz
i am no longer going to help you
>>
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How?
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>>894108
Just extrude the top face of the cube nigga!
>>
>>894111
I'm not talking about just the cubes. What if i want to snap the tetrahedrons?
>>
>>894108
turn on face snapping no?
>>
>>891648
VLTRA SOVL
>>
>>894108
Set the origin of your cubes to be on the center of one of the faces
Snap the 3D cursor to the origin
Snap the second cube to the 3D cursor
>>
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I just want to snap several tetrahedrons face to face precisely wtf
>>
Is there a torrent of this (the 2.0 one) course anywhere ? https://theblenderbros.gumroad.com/l/hgktsz
>>
>>894144
cgpeers
>>
>>894147
How many chances do I have that you
1/ Download it
2/ Reupload it on the file hosting service of your choice/ make a magnet link
3/ Post the link
>>
>>891464
help im retarded
how do i put blender into my desk top
>>
>>894104
I've been able to reproduce the problem. That's definitely an issue that should be fixed.
The rigid body simulation system uses a "rigid body world" object, that can be seen in the scene properties. That object is created automatically when you add a rigid body simulation to an object.
Internally, it uses a collection to keep track of every objects that participate in the simulation. By default, this collection is named "RigidBodyWorld". That collection is not part of your scene, so you don't see it in the ViewLayer view of the outliner but it can be seen in the "Blender File" view.
Blender uses reference counting to determine which object to keep and which objects to forget. This is why you sometime have to use a "fake user". When using a rigid body simulation, your objects have two users: the collection in the scene, but also the RigidBodyWorld collection, which is hidden.
When you delete an object manually (by pressing 'X'), blender will remove the object from the scene collection and will also remove it from the RigidBodyWorld collection. But when you delete the object through Delete Hierarchy, it only deletes the object in the scene collection. This isn't intuitive, it should be considered an error.
To fix this, switch to the "Blender File" view in the outliner, go to collections, RigidBodyWorld and remove the leftover objects from there.
>>
Is there any other transform modifiers than normal transform and delta transform?
When I export the model to fbx and reopen it, the meshes are applied a 90 degree transform rotation
what the fuck is up with this shit?
I just want to zero out my model
>>
>>894107
The character was a video game model somehow merged with a Genesis 8 female and exported to blender. The heels looked gud enuff for what I wanted and they were compatible with the genesis 8 female. Never touched Daz except to grab the heels.
>>
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I'm trying to retopologize this character but when I add even one level of subdivision I'm getting these weird deformations (see chin). Is the modifiers stack in the right order?
>>
>>894221
You probably have already tried this, but move the subdiv AFTER your shrinkwrap.
It's not a hard rule, and one that is on a case-by-case basis, but generally you want subdivision to be one of the last modifiers in your stack.
>>
Any links to Hard Box/BoxCutter addon please?
>>
>>894224
Thanks yeah ,this seems better. Holy shit though, what a cluster fuck. That shrinkwrap modifier keeps breaking my mesh moving around verts to crazy locations.
Let's say I still want to sculpt on my low poly mesh for details after retopo. That means I shouldn't apply the subdiv modifier right? To use the result of retopo as the low poly mesh.
>>
>>894228
>That shrinkwrap modifier keeps breaking my mesh moving around verts to crazy locations.
That's what shrinkwrap does, yeah.

>That means I shouldn't apply the subdiv modifier right?
You only should ever apply subdiv if you have to, or its a beginning step in a process (like getting more geo for later operations).
If you're looking to sculpt even more details onto your mesh after retopo, consider using the multires modifier instead as it "passes down" the high poly detail to the lower level divisions. Almost like subdividing a mesh a bunch of times, sculpting, and then using decimate on it, but it's cleaner.
If you're just looking to push some verts around to fix the shapes though, you'll be fine with a regular subdiv.
>>
>>891986
Bitch; show your solution.
>>
>>891464
is there just a straight up document of hotkeys? like, not having to pick through the documentation, but just a fucking list. i know there were those infographics floating around forever ago, if theres an updated version of those that would be a start.

i'm coming from maya, i already know what pretty much everything i want to do is called, i just need a list of the hotkeys for reference until i burn them into my muscle memory so i can print it out and have it next to me while i work
>>
I thought I had no talent for texture painting, but turns out there's a bug causing lag when you use a tablet.
>>
>>894250

>edit -> preferences -> keymap -> ....
>>
>>894264
Yeah Pablo basically broke all of the texture painting code back in 2019 and it hasn't been touched since.
>>
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>>894274
>moves in
>turns into celebrated rockstar programmer
>turns into evil devil dev, feared by neckbeards
>recks texture painting code
>does not elaborate
>vanishes
>>
>>894274
>>894281
thats not what happened. In short, the BI thinks they cannot make a modern texture painter with layers in it because layer systems are "LE COPYRIGHTED" and "not invented here" despite layer painting being used in Krita / Armorpaint / GIMP / etc
>>
>>894283
>BI thinks they cannot make a modern texture painter with layers in it because layer systems are "LE COPYRIGHTED" and "not invented here"
WHHHHATT
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHAHAHAHAHHAHAHHAHAHAHAHHAHAHAHHAHHAHAHHAAAAAAAHAHAHAHHAHAH
>>
>>894283
I don't believe that's true.
There are uncountable features in Blender that could be found before it in other software. Not implementing normal ass layers even fucking GIMP has for decades because of copyright fears would be utterly retarded.
>>
>>894288
they absolutely hate even being accused of following so called "trends" or industry standards. Look at the python version debacle, their custom ui instead of industry standard pyside 2, their complete lack of tracing in eevee, etc. If they cant say they put a "unique twist" on something, 99% of the time it wont make it in.
>>
Okay so I read the sticky but I didn't really get the answer I'm looking for, or at least I didn't see it. Any good text tutorials/courses on using Blender? Videos don't help me much because I constantly lose focus and have to rewind constantly. Need something that goes at my pace
>>
>>894283
>>894285
>>894288
>>894291
>I don't believe that's true.
It is not true.
https://code.blender.org/2022/02/layered-textures-design/
And about pixelart
The fact that painting pixels was possible before was because of a bug. When creating a brush with the diameter of 2 the code was initialising the brush tip to a 1x1 pixel size, clipping its falloff.
https://developer.blender.org/D6209
>>
>>894294
>>>894283
>>>894285
>>>894288
>>>894291
About the pixel brush you have the patch done from Jun 12 2021 too. https://developer.blender.org/D11557
You could try to contact Joseph Eagar or any other developer here to see if somebody can review it
https://blender.chat/channel/sculpt-paint-texture-module
>>
>>894294
>https://code.blender.org/2022/02/layered-textures-design/
looks terrible and yet another case of NIH
>>
>>894299
>looks terrible
blender amrite?
>>
>>894294
I don't get it, isn't this a more compact way of doing the RGB cascades?
>>
>>893195
have you tried this in Eevee?
>>
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>changed my cycles rendering from cpu to my gpu
>where it used to say 'done' it now just has a number that's infinitely getting bigger
what is this and why is this and is it bad and how do i stop it?
>>
>>894329
also here is a picture of judy i did
>>
>>894329
I only had 500 samples, so 107,000 seemed a bit high to me. I restarted blender and it seems ok now. Thank you all for reading!
>>
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>>894329
yes hello its me again, my judy lighting is going infinte samples again please help me!!!
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>>894335
Sampling > viewport > noise threshold uncheckd > samples 0
if you have a 0 there it does that shit
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>>894142
Turn on vertex indexing and use python to access the location data then copy it over.
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>>894142
i=vert index
bpy.data.objects['myobj'].data.vertices.co

there's like five plus good ways to do it. Gotta write a quick script but then you can add it as a tool.
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Is there any way to make shadows darker in blender? I know real life shadows aren't like this unless they're really close to the object casting the shadow, but I'm trying to replicate a movie poster. I was able to darken the shadows in photoshop, but I want to see if it can be done better in blender. I plan on changing the exposure to filmic as well to get more colors.
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Where do you get your HDRI images? Blender cloud seems amazing, but I aint payin for that shit
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>>894347
polyhaven
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I'm having problems learning Box Cutter. I'm following a tutorial but the tutor doesn't have these random boxes showing when trying to cut trough a mesh ? For example, the cylinder is what I was trying to cut but the big cube underneath, I have no idea what it's doing there. Anyone can help?
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>>894343
Yeah, there's a tab called Compositing, turn on nodes, it's pretty powerful but it's yet another thing to learn.
You could also go into rendering options>color management and tweak things.
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>>894351
Turn on lattice in the addon preference menu
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>>894352
I tried that. I can preview it as the background of the node editor, but how do I save the output?
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>>894343
>Is there any way to make shadows darker in blender?
Change the wall material and/or your lighting.
Also, try adjusting the levels after rendering.
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>>894358
I am 100% sure that darker shadow is artificial post processing. Look at how grainy the background is on the reference. Real shadows don't act like that unless it's really close to the object.
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>>891464
Hi blenderchads, i've only barely dipped my toes into blender and i just wanted to ask, what beginner tutorials would you reccomend for someone who wants to get into character/environment modelling?
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last judy ill post, finsihed my lighting tutorial now!!!! although the IES texture i put onto my Key area light isn't showing very well I think shestill looks pretty and i love her!
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Is there any way to get rid of these ugly rectangular mesh highlights in the final render? They are most apparent in the final result. The item is a cloth dress that has a subdivision modifier attached to it (render number = 4).
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Why do all renders I see from Cycles look like they were made in a game engine? Isn't cycles an ubiased path tracing engine?
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Can I append or link a collection but in a way that it won't save with the file? I want to use object as a reference but deleting and cleaning a bled file is a fucking nightmare (even purge all doesn't remove everything and you have to manually go in and delete some leftovers ).
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>>894450
All of them? Really?
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>>894457
I've looked at all of them, yes.
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>>894450
if you give the image infinite samples it should look the same in every application
Untill then there will be very render-specific noise patterns
Combine that with the default settings for color management and you have a pretty unique look.
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>>894355
In the compositing node editor there is a seperate output node for the preview and the final composite. Make sure that there is a connected "Composite" node and then in the render window check if "Composite" is selected in the top right.
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Whenever I use the image sequencer blender crops the video. How do I get it to stop?
For example it turns a 1920x1080 into a 1920x1072 whenever I try to turn all of my PNGs into a video file
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>>894515
On import make sure you have "use original size" checked so it doesn't scale your image/movie.
Also make sure that your output resolution can fit your image (i.e. expecting a 4k image to fit in 1080p without cropping if you don't scale).
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>>894412
I think I will have to retopologize the mesh since it's completely FUBAR no matter how I edit the weight painting. Is this an acceptable amount of "squares"? I'm pretty sure I will have to subdivide further.
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>>894412
>>894545
>he doesnt know
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>>891464
Is there a way to pose a bone in a rig (hand let's say), weight paint it and compare how newly weight painted mesh confirms to the posed bone?
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>>894577
duplicate your mesh and create a vector displacement map
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Is it possible to use blind-phong in blender anymore? Or has anyone been able to adapt blender internal to 3+?
I'd just use older blender but after getting used to the usability of the newer editions it just feels so barbaric
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>>894561
Know about what?
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>>894227
There are some in the hard surface thread. Now, if I could find Retopoflow I'd be grateful.
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>>894637
Nwm, it has a Github page.
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is there a tool that allows me to just doodle a fucking shape and then extrude it into a 3d object?
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>>891464
Why is Blender's high poly performance in edit mode such shit, and yet it's the only app that can import super high poly .fbx files from Zbrush without hanging?
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>>894837
why are you asking a "why is blender X" question when Blender is open source and you can literally download the source code and find out in less than 5 minutes, hell even shorter probably. You sound just like a NPC
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>>894838

What a dumb answer that doesn't even make sense. Blendlets are sick in the head.
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>>894842
You have no idea what open source even means
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>>894837
The mesh drawing/selection process is rather heavy.
But at a polycount of >2m most changes have to be/ can be done in sculpt instead
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How do you do hair in the year 2022, fellow blender users? Any nice addon or plug-in?
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>>892083
Heatmap the Ear
https://www.youtube.com/watch?v=4WAxMI1QJMQ&t=1193s
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>>894867
particle hair is one of blender's worst features right now, houdini or maya for that.

Hairtool is actually godlike for hair cards though.
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>>894870
Sound cool. I alway prefer hair card.
Like those skyrim hair mods, so simple but it does work very fine. There's perfection in simplicity.
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>>894867
>>894870
A couple of users did this with Geometry Nodes, the blender fundation wants to make their own version too
https://gofile.io/d/NllclE
https://devtalk.blender.org/t/2022-03-10-hair-project-planning/23337
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Modeling is fun bros
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How do I fix this kink on the arrayed curve? Using a BezierCircle as the curve.
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When to do I know that my topo is "good enough" for my game (not low poly). What do I need to tell myself to stop retopologizing like a turbo autist?
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>>895070
Simple. If it runs alright, surface materials don't have visible shit like pinching and especially if deformations are good and not fucked up looking, you did a good job.
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>>891464
I tried playing with Mesh Deform modifier thinking it would be as good as Lattice and was disappointed. It doesn't act like lattice at all, and introduces weird pinching in places. It is not good for precision work.
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>>891464
i cant loop select this, what and where should i use the knife tool
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>>895112
>>
>>894583
Bump
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>>895070
Assuming you are using the subdiv workflow, you should study how tris and ngons of various shapes affect the topology. Then you'll see what causes various issues. I've only understood this most recently myself, and it is true that quads flow nicely. It is not that hard to knife them in. If that is difficult to get you can have them flow into an ngon somewhere you can just put creases on it, flatten it, and it will act as a flat surface with no shading issues.

Try one of the striped matcaps (near the bottom of the menu) and study how it affects the shading. A decimated mesh of tries kills it.
>>
been away from 3d for a while, last time I was in it blender had some demos of sculpting performance overhauls, have any of these been implemented yet?
>>
Does anyone know how to bake the lineart modifier only to keyframes? I know you can just apply it individually to each frame, but I didn’t know if there was a specific setting so it just makes it only for your keyframes instead of generating gpencil lines for every frame.
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So I'm started to make the donut and shit then, this happened, what the fuck is this? He enable that Project Individual Elements in the tutorial but it didn't do this. I can confirm it is that option that is causing this but I don't understand what the fuck am I supposed to do, also, it does this shit differently depending on which angle I transform the icing.
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>>895225
looks like you accidentally snapped a vertex to the opposite side of the donut.
just click on it and pull it back into place
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>>895202
just learn zbrush
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>>895257
ill do that when I need the excuse to end it all, till then fucking anything else is better.
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>>895322
zbrush is feature complete, blender isnt.
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>>895325
blender is feature complete enough for me and far friendlier to user than zbrush, as in as assbackwards as blender can be about its decisions is nowhere near as fucking retarded as zbrush. if I had to move to any program other than blender, it would be for preforamnce reasons and that move would be to 3dcoat, another programs I find FAR easier to use than z brush.

I will never need 100 million+ poly sculpts, I just want a decent program that doesn't require me to look up a guide because there are 5 different ways to save, all of them seem right, but only one saves the project, and this shit is for damn near every aspect of z brush.
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>>894165
i found out my problem
my pc is too shit to download blender
i guess it make sence since half life 2 cant even load shadows
any pc under 1100$ that would run blender?
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>>895070
>>895116
https://www.youtube.com/playlist?list=PLoSyNsQF2hFBk6_lEES7IYlEdEt3ihB-f
Subdivision surface modelling in Blender 3
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>>895345
>any pc under 1100$ that would run blender?
Anything made within the last 12 years would work. I had one from 2011 that did the job and it was a piece of shit. Ran 2.8 too.
I've got a sick ass gaming rig though now.

As long as you're not using a chromebook or an OS from 2005, Blender should run. Might not run good, but it should definitely run.
>>
Can i make the raycast node detect rays hitting its own geometry? Would like a setup where i just extrude cubes to create a building base, but each face can detect if there is another face across from it to help decide certain building details.
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Absolute brainlet here who dropped out of elementary school. I recently started messing around with fractals using blender, following tutorials and the like but now when trying to go for different fomulas I'm struggling to understand the way they're written. How do I use (1) with (2) to get to (3)? What am I supposed to do with the matrices?
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>>895335
blender sculpting is no where near feature complete. Absolutely no one is saying that it is.
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>>895394
i'm not either, im saying its more than good enough for me where it is right now.
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>>895366
100% depends on what you are doing, yes you COULD use a piece of garbage to run blender, but if you are running at shit fps, its kind of a bitch.

>>895345
anything can run it, but running it well is another story. granted, anymore I don't know if you are going to be hardware limited or software limited with blender. what do you want to do in it would probably give people a good idea of where to help you.
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Can I make character like this with subdivisions as a single mesh? Or I should have legs and body as three different meshes (I saw this in YT guide)? I'm stuck with leg-to-body connection, it's too deforming with catmull-clark subdivision.
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any tips on how you'd close up this mesh so its not a complete fuckery
I can just merge shit together but Im learning and want to learn how to do it the proper way keeping quad verticies for all faces. its my first actual project in blender
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>>895476
F3->grid fill
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>>895530
holy fuck I've been missing this troughout this shit so much
thanks bro
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What's the easiest way to "pose" a mattress? My first thought would be to use a lattice to deform the mattress when someone sits on it, but I figured I'd ask if there were a cleaner way.
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>>895592
A lattice would be a nice and lightweight way to do it.
Another way would be to sculpt the deformed version of the mattress in a shape key.
Or you could probably do it with a geometry nodes setup and a nice texture for creases.
Or if you're feeling adventurous you could try a cloth sim with internal pressure. Pic related.
>>
I feel like I need to reduce the amount of baking from active to selected objects I do in my workflow.
I have no idea what's causing those artifacts and I give up on finding the reason, I'll just photoshop them.
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>>895410
i would help you but youre a disgusting pedo
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I have a dress that has been weight painted. The final render has creases and things that aren't there when I preview the render in the viewport. What is going on and how do I fix this?
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>>895694
Do you have a mesh hidden in the viewport but not in renders? Or a modifier only active for renders?
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I hate baking from selected to active. I need to modify my workflow to only use multires or something.
It's taunting me.
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>>895706
I don't think so. This only happened after I retopologized the dress and weight painted it.
Before is here: >>894412
Number of subdivisions is now 2 because there's no noticeable difference between that and higher numbers when I tested it in the viewport.
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Is that a bug? I can't change the curve resolution in the other direction if I'm not using a bezier curve.
That's a path object in pic
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>>895216
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How do I export a model from Blender > Zbrush > Blender without losing the textures? I have a figure from Daz imported with diffeomorphic, tried to import a base mesh as obj into Zbrush while keeping vert order, made sculpting edits on Zbrush and can't get the model back without breaking all the maps. I'm a good sculptor but I don't understand the 3d pipeline, can someone shed some light and explain to me like I was a retarded child?
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Best starting tutorials for Blender for someone who has some experience modeling in Maya?
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are there any good videos that show off the workflow for sketching in 3d like in this vid:
https://www.youtube.com/watch?v=i0u3gV_cm_8

I’ve seen a lot of people creating things like this with the grease pencil but can never find a video properly outlining how they do it.
>>
new thread:

>>896009
>>896009
>>896009





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