BLENDER CONFERENCE IS HAPPENING RIGHT NOW EDITIONPrevious: >>957081
tons of interesting lectures uploaded dailyhttps://www.youtube.com/@BlenderOfficial/videosalso, kek
I'll repost a couple of videos:Tonhttps://www.youtube.com/watch?v=0P-hQNzDSk8Animation https://www.youtube.com/watch?v=689qsElGb_USimulation nodeshttps://www.youtube.com/watch?v=H2NRCcsX9XoJulien Kaspar sculpting workflowhttps://www.youtube.com/watch?v=FDscc66fC90
Pretty excited about thishttps://www.youtube.com/watch?v=7AR9-LxY6AQ
>>962316it is basically the aply base from multires but running dynamically.....
Gooo Engine wtf?
Don't care, I'm still on Blender 3.1 because they patched out mixing reflections.
I have a bizarre issue. I'm currently trying to mod a UE4 game. Specifically, I'm replacing an entity's mesh and skeleton. I ran into a weird problem where whenever I displace the original skeleton's (which I ripped from the game files) bone, in one direction, it get's displaced in-game in the opposite direction, seemingly relative to where it originally was. If I move a bone +10cm along the X axis in Blender, it gets moved -10cm in-game. This applies to every axis. I have no idea what might be causing this, or if this is a Blender issue in the first place instead of an Unreal Engine issue, but I think it's worth asking anyway.
BLENDER CONFERENCE DAY 2:UIhttps://www.youtube.com/watch?v=clXMc7PWtlURigging With Geometry Nodeshttps://www.youtube.com/watch?v=uqaxd9gMQMUAnimation Tricks of the Tradehttps://www.youtube.com/watch?v=fbfODZ8PO4EGrease Pencil https://www.youtube.com/watch?v=IplntCQtRKA3d Animehttps://www.youtube.com/watch?v=EuMlj9XLR6ESculpting Faceshttps://www.youtube.com/watch?v=gC3FG8-4lsU
I made a donut years ago but I'm getting back into blender again since I'm working on a game. I thought I could just back into it, but that is evidently not the case. What are some good guides you would recommend? Should I just go through the donut again?Pic related was my donut from 2021.
is there any way to put collision on bones?let's say i have rope and this rope has a chain of bones armature so i can be animated and i have a cylinder in the scene and want to wrap the rope around it, it would save me a lot of time if there was a way to set it so the rope won't go through the cylinder, so when i can basically like grab the IK target bone on top of the armature and basically wrap the rope around the thing like a real rope, would that be possible in blender?
>>962407You can, using constraint to parent bones with rigid bodies. I think there are addons to help with that.https://www.youtube.com/watch?v=whNU_0LCBCMhttps://www.youtube.com/watch?v=CI5Pf2Rj5NoAnother and simpler way to do it would be to use the cloth modifier and an empty instead of your IK target bone, like in this https://www.youtube.com/watch?v=jDorDVcHuzc
>>962348Make sure your normals aren't flipped?
>>962416Nah, I think it's just how animations work in UE4.
Blender conference is a big waste of time when the devs should be working on solver nodes instead.
>>962350your eye for detail (re: textures) are horrible
BLENDER CONFERENCE DAY 3:Next Open Moviehttps://www.youtube.com/watch?v=cCncVVGCZ4gHard Surfacehttps://www.youtube.com/watch?v=UlUuwrXoWisStill Herehttps://www.youtube.com/watch?v=Jk81K6EasfYDriver Functions & Shader Nodeshttps://www.youtube.com/watch?v=phNVNF0o3gQNPRhttps://www.youtube.com/watch?v=bRoOYfwgIPIGame Assetshttps://www.youtube.com/watch?v=FCzwY2nulDgCADhttps://www.youtube.com/watch?v=1b8tEgiqfnEGrease Pencilhttps://www.youtube.com/watch?v=gYbkMyXzVhIMocaphttps://www.youtube.com/watch?v=35q_9DLrJrcCrowdshttps://www.youtube.com/watch?v=7NykC7d1xQQ
>>962427I feel like this is some kind of automated spambot
>>962428it could be but it is not, it is a 3 days shit, relax
>>962428Nobody would bother making a bot to shill to the 5 people on this board schizo
Hello people of /3/, I'm a hobbyist when it comes to all things related to 3D, mainly interested in the 3D animation pipeline, I'm not intending to make any money or being too serious about it, just having some fun exploring this worldI would like some software recommendations that could work hand-by-hand with blender, my only requirement is for it to be free (libre) software as I want to try out software made from these folks. Right now I have tried Gimp and Krita, this is just a very small part of the full pipeline however, and I want to try some more stuff (e.g. rigging, sculpting, compositing...), it doesn't matter how "bad" the software might be, I just want to try out things and as I said, don't want anything serious>inb4 poorfagI can afford commercial software just fine, but I want to see how well (or under) developed are the alternatives from the libre folks
>>962484>e.g. rigging, sculpting, compositing...Are you purposefully avoiding doing these things in Blender to try find new alternatives, or did you just not know Blender can do them? I don't know of any other FOSS alternatives that can match Blender in these areas, but hey I'm happy to be proven wrong if there's some hidden gem.
>>962485I have done those things in blender, and they are fine for the most part, except for maybe compositing which I feel could be done betterIt isn't only those things in specific that I'm interested in, just examples, as I said I'm interested in the full animation pipelineAs you say, I'm looking for those "hidden gems"
when i set blender render to skip existing frames it for some reason takes really long to skip them, in the bledner cmd window i can see it's skipping them at speeds of like 3 per second which is retarded because it's a simple file exists or no? check, any program can literally do million of those in a second
i have been rendering my animations at 25 fps, but lately i tried doing 50 and i love how smooth they look so i am sticking to that but then since i am a greedy little whore i wanted even more and tried rendering at 75 fps, and i dunno man, 25 to 50 is massive, but 50 to 75, i had hard time seeing any significant difference, doesn't seem like it's worth it, what do you think?
>2023>still no auto-retopology tools
>>962497with recent AI advancements we should have AI assisted retopo alreadywhat's so hard about that? It's just working with sets of points I'm sure you can train a model to do just that
>>962350Grant Abbitt's courses.
>>962501To train anything you need millions to billions examples of well defined training data
>>962501>what's so hard about that?It's because box modeling is far superior, start learning scrub.
>>962508like you cannot just rip millions of 3d modelsthat's how the models are trained, the image generator datasets are just images scrapped off web without any care for authorship or copyright
>>962350Anime Nyan's Blender sex tutorialshttps://www.youtube.com/@AnimeNyan
>>962513> just images scrapped off web without any care for authorship or copyright yeah, and even that didn't made it "the ultimate artist killer" simple oversaturated slop generators.
>>9625012 more weeks.
>>962513millions to billions of 3d models that are organized and categorized and well defined to make useful training data do not exist
>>962533you still seethe over AI while it's been proven it cannot replace artists
>>962552>citation neededyou can literally get a torrent of like 200gb of mmd models, categorized and of decent enough quality and topology to be a training datasets
>>962555narrow focused, mmd models are not appropriate for developing next generation ai retopology tools. Open your eyes man.
>>962428thankfully some of these were useful for me so I kneel bot
>>962290Does anyone here have experience animating with blending? I'm looking for someone with experience to help me with something, I'm willing to pay.
man i hate animating tentacles it's such a fucking chore
>>962586haha wooow le hentai tentacle rape xDthis board sucks.
>>962290>Mostly rip models from games with blender>Been using the "Bump" node for normals all this time since every fucking one uses it and every tutorial does it>Mfw i noticed the "Normal map" node and tried it this timeHoly fuck. I was lied to all this god damn time. This shit is so much better and simplier and yet none of these faggots ever talk about it.
>>962593then leave fag
hey frens, i have a bit of a tough nut to crack, i added a cloth simulation to the string of verts hanging from the cube there and it works great. the trouble is i need it to collide with the cubeif you look at the modifiers stack, you can see cloth, skin, collision.In this order the collision doesn't work.I can make the collision work by moving the skin above the cloth modifier, but then the cloth simulation works with all the vertices the skin modifier generates which of course results in deformed messis there any way around this?
>>962608>doing physics in blender
>>962555It over. AI is DED. You will NEVER see AI retopology tools. LMFAO>President Biden Issues Executive Order on Safe, Secure, and Trustworthy Artificial Intelligence>the Order will require that companies developing any foundation model that poses a serious risk to national security, national economic security, or national public health and safety must notify the federal government when training the model, and must share the results of all red-team safety tests
>>962612ai will never be heavily limited because of how powerful it isthat would be like not developing nukes when every country around you is developing nukesyou would be fucking yourself
>>962614that's not what Joe is saying. He wants the status quo, except for the military. You wont see ai retopology on the private citizen desktop, that's certain now.
>>962617maybe not burger one, but you can still use the chinese retopo AI
>>962618its over anon. AI is fucking dead. I told you this months ago, that it was about to be regulated so hard and you didnt believe me. And now that on this very morning the executive order is here you Still dont believe me. You are going to have to do your own work from now until the day you are in your casket. Thats the truth. No free lunch.
>>962620>and you didnt believe mei still don't, i will believe it when i see itit will never get regulated hard enough to kill simple tools like AI retopo for meshes
>>962621>simple tools like AI retopo for meshes>requires millions of pieces of well categorized input data trained over a large cluster of PCs for monthsYour dream of AI retopo died today, anon as well as your belief of AI "being in its infancy". The truth is, it was on its deathbed.
I am new to blender and i am unsure on how to edit a texture.Basically i have a model that comes with a separate folder with textures, so i found the texture of the part of the model i want to edit but the texture looks like a flat blob.Which i know is normal, since it then gets wrapped onto the mesh via UV coordinates, but editing it in photoshop in this flat blob state is insanely hard since it all just looks.. like a blob.Is there some better way to do this?
>>962623blender is terrible for textures
>client can't afford expensive clothing>make a 3d model of her body and the clothing and photoshop her head on itI know the obvious choice would be to buy some chinese knock off and tell her to wear it, but would this work in theory?
Which one would you live in?
>>962633>being one of the many faggot crabs in this board bucket
>>962651Middle.Good space usage without looking too goofy.
>>962651only the middle one. Why? Because you would never be able to roof the other ones.
>>962427Dogshit conference. Not even one single NPR talk from an actual japanese person! BAD!
>>962684>npr person>NPR PERSON JAPANESE
Eevee bros, it's our time with Eevee Next?
>>962426its a beginner donut you fucking retard
>>962497I like how in that movie they made the black people, including the second protagonist nigger, extremely retarded
>>962900You will never improve.
>>962350>made a donut>forgot about 3d for 2 years>doesn't have any passion for 3d so needs tutorials to direct him on what to makeMany such cases
>5 more days
does anyone else here use blender through steam?
>>962969Why are you asking?
>>962985idk just asking
>>962957what's the problem here?you could have been using v4 for weeks by now.
>>962969>Steam crashes>takes down your Blender in the process with your project openI really don't get WHY the fuck you'd want to ever do that. To get that retarded hours counter for Blender? Must be a Zoomer thing.You can run Blender by simply clicking the exe after unpacking the zip file. One of the very best things about Blender.
>>962997I just saw a friend was using it on steam and decided to add it to my library, thats actually how I got into 3dcg (im still a noob this was months ago)
>>963001>im still a noobAh alright. Have fun then
>>963005what do you think of my render
how would a driver look like if i wanted to prevent a bone in an armature going below certain position? for example i don't want leg bon to go below floor, so that means below Z 0 in the worldis that doable with just a driver on the bone's z axis?
>>963016There's literally a bone constraint called "Floor", use that.
I always struggle with one question. Do I make one mesh and connect it everywhere or do I let them float freely? What if the model is low poly? It's going to clip through and look bad. A high poly model is not going to bake properly and will look like it has seams.
>>963028There are cases where you would separate meshes and cases where you would have them connected. Like you were saying, separating meshes can have problems if you're not careful, but they are avoidable. Having meshes connected via vertices can make your topology so much more difficult to deal with, if what you're connecting is remotely complex. Overall a lot of context goes into the decision you make, and having an eye for seams/clipping areas that look either natural or shit.
>>962316me too, I'd still like retopology to be improved a bit more though, the polybuild tool is such a pain - maya's quad draw is the best manual retopology tool I've used so far, someone should just add that to blender already.what I'd really like to see changed is how assets are organized - why can't I just store brushes and other settings in their own folder? instead of a whole blender file? how does anyone organize their brushes or node groups or whatever? are you just saving them into your default.blend? That's my method at the moment, but if I'm in a new project I'd rahter just save the brush settings as default automatically, rather than having to waste time fucking around with the default file and asset browser bullshit
>>962290Hello, good people of /g/. I've recently hit the point in my gamedev road where I have to make my own assets. Some of these assets are not being made in Blender, but I do need to use Blender to convert them into .glb files.Is there a way to automate the import-export process? Like making it so that on opening a scene file, it would automatically import a 'test.obj' file in the same directory as the scene file, then automatically export it as 'test.glb' again to the same directory.I know Blender can use Python scripts that could maybe do this, but I wasn't able to find answers for my specific case.
>>963047>good people of /g/.Or good people of /3/, even.
>>963047>>963048Go to preferences > interface and enable python tooltips and developer extrasAnything you hover on the UI will show you its associated python function, like bpy.ops.wm.open_mainfile() or bpy.ops.export_scene.gltf()You can even right click anything and go to the online python reference.I would also recommend opening an info window, it will show you concrete python commands for almost anything you do in the blender UI.Then it's just a matter of creating a script to open your files, set some export variables and call the export command.
>>963049>Go to preferences > interface and enable python tooltips and developer extras>Anything you hover on the UI will show you its associated python function, like bpy.ops.wm.open_mainfile() or bpy.ops.export_scene.gltf()This was just the thing that I needed. Thank you!
how can i draw an eye on this circle mesh?>t. did donut tutorial
i don't get it in all tutorials i have watched they have a toggle to turn between ik/fk right herebut i don't have a shit there, i tried both in object mode and pose mode but it's not fucking there or anywhere else
>>962997I wish i had that counter, but yeah, it's retarded
>>962290How can I get this shape to look like the corner of the hood in the right picture? I've been struggling with this for a while now. The shape looks unseemingly at first, but it's a real bitch to get it right.
>>963082Forgot to add, I'm following the old Version of "Master Car Creation in Blender" by CG Masters / Chris Plush: https://www.youtube.com/watch?v=dwoq53Bjb3YI would link the Blender Market link, but he took it down for people who haven't purchased it.
>>963047love this pidgeon
>>963082You literally drew the solution.
>low polycan we please stop pretending that this lack of proper modeling skill is "stylization"
>>963100Thanks Anon!>>963118Yeah, but I have no idea how to apply it ...
You guys know any Youtube channel/courses or whatever where I can watch someone model character in a similar art style than pic related? What I'm after is more the inspo for modeling clothings like that and not the usual flat/tight uniform/clothes every 3D anime character has
>>963127Try modeling in lowpoly if you're so confident in your skills. See if you can do it right away, dumbass.
>>963100>>963118>>963082Looks great. Thanks Anons!
Can I even remesh parts of the mesh or change voxel size for different vertex groups? I've been struggling with blendee freezing on me for an hour now doing all the modifier magic.
>>962530Thanks man that channel looks like a goldmine.
how can i set an object to copy movements of another object? for example when i move cube a 2 meters to the right cube b also moves 2 meters to right, if i spin A by 20 degrees on Z axis B also spins 20 deg on Z axisand by that i don't mean child of constrain i mean but rather i would work kinda like the mirror modifier where object B stays at it's original offset position but copies all movements of object A
>>963287Copy transforms constraint with the 'after original' mix mode keeps the original transform offsets.
Just switched to the new version a week ago. Why? Why is UI constantly changing? Why are there obscure bugs? Blender 2.79 was already perfect and running smoothly. I understand 2.9 being more easy on the eyes and maybe some improvements in UI. But why don't just polish it? Where is it going now? Still best program though, I'm sculpting over 4 mil triangles on my laptop with minor waiting times and basically no difficulties zbrush users are talking about.
>>963320>uses the latest cutting edge versions>why does it constantly change?????????????????Anon, the LTS version is literally made for studios and people like you.
>>962598>Been using the "Bump" node for normals all this time since every fucking one uses it and every tutorial does ityour own fault for watching ancient tutorials
Still working on the sculpt, already spent ~5 days. Good time and practice.
>>962623Yes, blender has a texture paint mode where you can paint directly on the model. Just remember to save your texture file seperately, since saving the .blend file won't save it.
>>962651Left one. It's the prettiest imo.
>>963012I like it, friend.
>>963058Look up uv unwrapping and texture painting in blender tutorials.
>>962586Anon, set up inverse kinematics. I wonder how you even do tentacles without it.
>>963343thanks I remember the donut tutorial touching on UV, but not in that contexti ended up finishing this model (its based off the linux mascot, added a tuft of hair and eyebrows because why not)it looks like an absolute uncanny creatura but im proud of making something without a tutorialdo you know of any good tutorials for character modelling (specifically low poly) for an absolute beginner? youtube is full of grifters and its hard to sift through it
Opinions on the Blender Goo Engine fork for doing NPR?https://www.dillongoostudios.com/gooengine
in blender you can pin a menu so even if you select another object this menu stays openbut is this possible to do with graph editor? i want to have graph editor open for one specific object and no matter what other object i click on or work with i want that specific panel with the graph editor to always be showing that one object
>>963047I manually save to gltf, but my build system (cmake) will detect the change and run it through my asset pipeline so the next time I build my game it's updated in engine. Exporting from blender is pretty specific in terms of only exporting selections and stuff, I wouldn't want to update on blend file change.
>>963376shit, i never noticed that
I have a wheel and i animate this wheel by turning by placing two keyframes one at 0 degrees one at 360 to complete one revolution, to keep the wheel spinning i place second pair of keyframes right after firs also 0 to 360 and so onthe problem is that with motion blur this works totally fine, but not with motion blur because when it instantly skips between 360 back to 0, normally you can't see it, but the motion blur it adds this bigass blur because even tho the wheel didn't actually move it TECHNICALLY instantly roated by 360 degrees.Any way to fix this?Because of reasons i cannot animate this by just two keyframes for the whole thing and the one at the end has like 20000 degrees rotation resulting in continuous rotation, i have to do it like i said above.Maybe with drivers?
>>963419>the problem is that with motion blur this works totally fine*without
>>963419Linear extrapolation? Keyframe it at 0 degrees on frame 0, go forward some frames, keyframe it at 360 degrees, go to the graph editor, select one of the control points on the curve, Shift+E > Linear Extrapolation. That will make it rotate forever, but you can always interrupt it like you could normally with more keyframes down the line.
How do I make a graph handle to be perpendicular to the time axis? I want a keyframed property to stay unaltered for a period of time, but I can't seem to prevent it from fluctuating a little.
>>963470Nvm, I figured it out. You need to do linear interpolation.
not sure how, but somehow textures on my character model completely broke like these random messy blotches on the skin i checked the material slots and they are all correct so what is going on? i don't want to just append a new copy of the model since i have it all posed , animated and set up with my constraints so it would be a huuge chore to replace it with another copy unless there is an easy way to transfer all that over
>>963481Inverted normals are the first thing that comes to mind. Select the faces and press Shift+N?
>>963483i found the problem.. somehow i accidentaly unwrapped the model so the texture mapping got fucked up.. but what now, can i somehow transplant the uv coordinates from an unbroken copy of the model to this one?
>>963484Yeah you can replace the mesh data while keeping your animation, constraints etc. Bring in your unbroken copy to the scene, have both of them selected in object mode, but make sure the unbroken one is selected last (the active selection). Then go ctrl+L > Link object data
>>963485oh thank god it worked.. i would have to waste like 2 hours of work if i had to swap the model otherwise
How would you rate Blender as a video editor?
>scrolling through youtube>algo knows i'm gay for blender>always see some cool youtube short blender tip>oh my god this is so cool this will save me so much time>completely forget it by the next dayi have watched so many tutorials and tips and then just keep doing everything the retarded tedious way because i simply don't remember any of themthis is so fucking annoying
>>963500Just add any good blender videos to a youtube playlist when you encounter them
>>963500You should do that thing in Blender instead of just trying to remember it.
every time i open 3rd party blend file and forget to turn off UI load it makes me want to vomitit's astounding what retarded ui layouts everyone uses
>>963496Decent enough if you only need to cut and edit simple stuff
hail blender fox. i miss him
when i have fluid simulation and i have a inflow source, how do i make the fluid stream to not look like an uniform "string"? right now it looks like it's coming from a tap and i want it to look like pee, so it has to kinda split into droplets coming out
Ok, so I followed a tutorial and made this pillow. How can I get the model to stay in this form permanently?
>>963599Is it cloth physics? Apply it in the modifier panel
>>963600Thank you very much.
hey frens,I have this mesh, a thin strip on the leftAnd i would like to take the string of verts on the right and basically mold it to sit on top fo that strip, so the string of verts would have the same length and shape as that strip.It also needs to be in real time, since that strip has cloth physics on it, and i need the vert string to follow along.Is this possible?
>>963611this is what i triedadd mesh deform modifier to the vert string, and set the strip as the deformer object, then bindbut sadly deforming the strip has no effect on the vert string
>>963612i don't understand even if i add actualfaces to the vert string it does not worki did it the same way he does it in this tutorialhttps://www.youtube.com/watch?v=YbphjXJnuvk
>>963611Can I ask what the purpose of the line of verts is, that the strip can't serve on its own?
>>963614so basically i am trying to make a wire that has cloth physics, so it can collide with things during animationssostring of verts -> cloth modifier -> skin modifier (to give the wire thickness)this doesn't work because, because collisions won't work on a string of verts that has no faces string of verts -> skin modifier -> cloth modifier now collisions work... but now the wire no longer keeps it's round shape. the cloth simulation makes it collapse in on it self like a hoodie sleeveso i was thinkingstring of verts -> deform mesh -> skin modifier then second objectstrip with faces that has cloth simulation -> plug it into deform mesh on the vert string and boom it doesn't matter the strip gets messed up by the simulation since i will hide it, and the wire now has physics while the body of the wire keeps a perfect round shapei just tried it and it's working! i'm truly a galaxy brain. turns out the deformed mesh has to be 3d and encompass the deformed mesh.but still.. this is convoluted as fuck, i wish there was less retarded way to do this
>>963615Interesting, so you essentially did this: https://youtu.be/jDorDVcHuzcI don't know why we can't just add collision to vertices and give them some padding to fake the thickness.
>>963615Yes, there was a less retarded way to do this.Unfortunately, it involves not using the retarded piece of shit dutch software known as blender.You tried to simulate a curve and couldn't.You could've cut an edge loop along the middle of the strip and extracted that after simulation, but couldn't (didn't? not sure if you can work this way in blender)Instead you had to layer 3 different things together and create a heap of overhead, just to obtain what is essentially a single piece of loose hair.Unfortunately, blender has its own speshul retarded hair particle system that only works by shitting hair strands out of a mesh and has no way to simulate an arbitrary piece of geometry like hair. Look how your original thought to simulate a single curve with no thickness was actually the correct, non-retarded way to go about this, but blender forced you to be retarded and stoop down to its own IQ level, instead. And besides, I wouldn't take too lightly the fact that your strip may crumple during simulation, since it will twist your final wire mesh if the strip does, too.But who knows, maybe you get lucky and blender is too retarded to think about the orient and actually works in your favor this time.
>>963615>>963616Here, the non retarded way to do this>I don't know why we can't just do it the non retarded wayBlender devs too busy adding gimmicks to care about making the software better. How did blender take 25 years to have light and shadow linking is beyond me. Absolute insanity.
>>963618and yet, its clipping through the box in two places. Embarrassing. Learn to do 3d properly please.
>>963621>assuming i model in 3 dimensional spacethat is a 4d cube tesseract you dummyhow embarrassing
every time i disable parent mesh or move parent mesh and the child meshes don't move with it or don't get disabled with it i get more and more angry at autistic blender devs and their completely idiotic design choices
what the fuck is this menu? where are my modifiers? fucking bliggers changing basic stuff pisses me off most about this piece of shit
>>963641Just type the name of the modifier you wantI think it's a great change
>>963616I think you can with simulation nodes, you just have to put the simulation zone at the end and use the vertex's radius to fake the thickness.
>>963655But you would have to recreate the cloth physics simulation inside geometry nodes for that, right?
The Blender Foundation! Haha! (lol)Guhrease Pencil!AaahahahahahahahahaahaaahaaMEME.
>>963665>>963666gl with that.I've yet to see someone making that practical.
Is there a good way to have Cycles play nice with a fuckton of layered transparent objects without cranking transparency bounces to the fucking moon?Using billboards is fucking useless as a resource saving measure when 6 of them slightly overlap and make render times skyrocket.I'm sure clipping the values might work, but it makes things look like shit.I just want to make that little effect that you see in MGS2's tanker level, where the rain splashes on top of objects and railings. I figured if it were performant enough for realtime on a PS2, it'd be pretty ez to render and implement on a large scene in Cycles. I'm not even sure particles are what they're doing there anyway.
>>963707I know I'm not answering your question directly and that will probably annoy you, but I have an alternative suggestion that I think will produce good results.You can start by duplicating the top faces of objects in your scene (just the top faces of boxes, railing, etc), then you can join them all together so you're just left with those faces where rain would collide with.Now you go to Geometry Nodes. Plug a Distribute Points On Faces node in there, set it to Poisson Disk and it'll randomly distribute points on the top of all of these faces. These are your points for placing rain drops, now you can get creative with how to utilize these points to rain for a single still frame.I have a really crappy looking example, but I think it gets the point across. I made a shoddy rain droplet in four different stages and distributed them on the face as I described. Food for thought.
>>963710I appreciate it.I've already got a system like that in place that works and all, but it's not quite nailing what I'm after. It doesn't have that volumetric-esque look and shimmer that the MGS2 one has.
>>963710And here's my "approximation" of what I'm thinking is going on in MGS2.Really, it's just a fuckton of billboard particles in GN. Obviously it won't really play nice at shallow angles due to the transparency issue.Still, it doesn't really get that look either. The screenshot I posted above isn't the best example, but it's the best I could find. The little structure slightly above the life bar is a good example of how it looks at shallow angles, so that's why I figured it probably was particles.
Is Blender the "go to" for quick, short hair now? I cant use maya's xgen, it crashes my scene
>>963650>move my fingers accross the keyboard instead of firing cursor by muscle memory at the exact pixel of the modifier I wantthis menu is so essential that they should have at least add an option to get the old one back.. what's the point of hiding everything behind a fucking drop down when all the modifiers comfortably fit on the screen anyways
I heard that 4.0 got delayed due to massive amount of bugs. LOL
Probably a trite issue to someone in the know, but does anyone have any tips on matching camera angles to an illustration?I'm making a sculpt based on an illustration but I want it to match pretty close to represent it properly.It has a downshot of the character looking upwards and I've been having a hell of a time getting the ground to match... All the stuff from camera angle, position, and lenses keeps throwing me off and I can't seem to get it "just right"
>>963762If you have some landmarks to use that form enough straight angles to get the perspective (i.e. walls, tables, etc), you MIGHT be able to use Fspy to approximate the angle.Since it's an illustration though, it might not be exact since they might be freehanding things, and not using mathematical perspective to draw.
Beginner hereWhere can I download a good pre rigged model to test what animation feels like?
>>963803Grab something off of Mixamo, though the rigs you get from there don't have any fancy helper bones.If you're a brand-spankin new beginner though, I'd skip humanoids altogether and start with something simple like a ball (I think they're called ball exercises). That way you're condensing your learning down to one thing, and not animating an entire person of bones.Animate it bouncing up and down, across the screen horizontally, make it move as if it were "alive", that sort of thing. You'll learn your fundamentals really well that way and it transfers to things like animating figures. It'll also get you used to using the graph/curves editor, which is incredibly powerful (and essential) to animating, but can be a real nightmare to look at when you have an entire figure moving and you're trying to find that one curve that sets everything off perfectly.
>>963803https://www.patreon.com/posts/model-release-92538408This should be good enough
let's say i have a trashcan model and then a bunch of models of various small trash objectswhat is the easiest way to fill the trashcan with the trash objects without me having to duplicate and place them in there one by one like a retard?
I have a character with rigify rig in this collection Everything is in that collection.But when i append the character collection to another scene this is how it looks It makes a bunch of circle and curve objects and whatever that are outside of the character collection, i don't understand, why?Everything it appends should be inside of the character collection.
>>963816Are those not the custom shapes that the bones use? Generally those come with the rig when you append it, and are loose like that.
>>963820but why do they appear outside of the collection?
>>963816I think you appended the wrong collection.
when i enter UV edit on a model and i have million textures in the scene how the fuck do i find the one that is being used on that model? because the shitty uv editor doesn't select it by default
>>963641Install this add-on, it brings back the old modifier menu.https://blendermarket.com/products/old-modifier-menu
>>963821They weren't in a collection in the first place, I'm pretty sure.
>>963874they were, the pic on the left is the entire sceneso unless they were hidden from the outliner somehow i don't see that being a possibility
I have an object which follows an armature bone during animation but this object has no constraints and no modifiers on it, so how is it following this bone?
>>963899It's parented to the bone? That won't show as a modifier or constraint
>>963900when i do ctrl+p to clear parent it stops following it but where do i see the parenting to the bone?I an see the object as a child of the armature but nowhere can i see if it's parented to a specific bone
>>963902I think it's under the object properties (the orange icon) under Relations I think?. I can't look in Blender myself right now
>>963903yes thats it, thanks
yaaay blender4! Finally! A ton of new features nobody asked for while none of the existing ones got polished, finished and any of the terrible UI choices fixed, how amazing, wooo
>>963946Its not out yet, it got pushed back because of fuckloadofbugs
hey frens, how do I fix/avoid normals being pinched at these tri-quad areas?
What's the deal with Blender's versioning scheme? LTS versions are released once a year, but the epoch number is incremented every 2 years.
>>964006You'll have to manually fuck with your UVs
All of these new versions keep coming out but all I really want is a UI that's as good as Photoshop's.Doesn't make sense to introduce new features when the most basic have never pushed from barely useable to great.
>>962290Hello I'm pretty new to blender and I really love it but I feel a little bit discouraged with the introduction of 3d ai generators. How do you guys think about the possibilities of ai in blender? Do you think the possible impact of 3d generators is overblown? Am I "late to the game" to learn blender now?
>>964271AI is at best a gimmick like VR / 3DTV's and at worst a grift like NFTs, there's a dozen threads about how it's literally over beacuse of AI, and every day they get btfo's because they can't show anything AI can do other than copy very basic shit or simplify tedious, non-artistic tasks (like filling inbetween frames for animations)Don't listen to AI niggers or anyone else who tells you their snake oil can replace something without providing immediate proof.
does this make you cum anons?https://www.youtube.com/watch?v=LcQkk7NbOoY
>>964273What is the significance of the 4.0 number? >>964264
>>964274>What is the significance of the 4.0 number?it means that it is a big release FOR YOU
>>963762Chances are the illustration doesn't have entirely coherent perspective and you'll need to make some artistic choices.
>>964006That's not normals that's UVs. Learn the basics.
Oh god oh fuck they changed the font
when baking fluid simulation is it possible to bake it say frame 100-200 and then 1500 - 1600? since there is no fluid movement happening between frames 200 and 1500, so baking them would be a big waste of time
>>964266>>964278it's not UVs, it's geometry and normalsI was using one of the striped matcaps to emphasize the issue, since it's a little hard to see without itusing a smoothing modifier only makes those areas more pinchedusing a subsurf modifier also makes them more pinchedusing weighted normals doesn't change much
>>964272>AI is at best a gimmick like VR / 3DTV's and at worst a grift like NFTsWell sort of, VR and 3DTV are good examples imo. While 3D TV was a dud 3D cinema has found a pretty decent market where many animated productions are using it.VR porn already brings in similar revenue and has taken pretty much the POV niche. More mainstream use is still possible depending on if Apple makes it so.Comparison aside current SAAS offers for generating assets are definitely a grift because they just didn't use matching datasets for 3D. I suspect that in the long run when something good comes around I hope it's gonna take over the whole procedural generation thing. (good riddance for that)
>>964298>it's not UVs, it's geometry and normalsOkay you're the expert good luck.
>>964306I knew the average /3/ user was pants-on-head retarded, but holy shit
>spent 6 hours baking liquid simulation>found out i forgot to turn the inflow object onAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
>>964295It depends on which fluid sim you're using, but generally no. You can export the fluid sim as an Alembic file with the desired frames and then run a new sim.
>>963132Not him. But I've attempted low poly. And you're right, it's deceptively challenging. However, I also decided that it's unnecessary, because it's not 1997 anymore, and I'm not producing Silent Hill 1 for the PSX. If you are successful at low poly, then you have successfully created a stiff, jagged model. Congratulations on your eyesore.Just make proper loops, using contemporary quad modelling practices. And if you're efficient in that respect, then you will end up with a model that's not too expensive, and a lot cleaner to look at. If you set up the loops properly, then you should be able to un-subdivide it down to an even smaller level, that's more efficient at a distance.
>>964328Not entirely true, psx style is really beautiful, and complicated, it's a form of art in polygon placement, also extremely aesthetically pleasing, nobody loves 2017 models, but a lot of people love psx era models even zoomers that never played those games.There is something in the abstraction that makes them interesting.
>>963127Make a low poly model, around 260 to 300 tris, texture it and make an animation loop. I can assure you that if you have never done low poly it will look like utter shit.
>>964332The appreciable qualities are the efficiency of them. Which even the least artistically literate can still perceive on an subconscious level. It's sort of like how isometric pixel art is more satisfying to look at than top down 3D. The rigid perspective of the 2x1 pixel structure creates some kind of harmony we perceive on a subconscious level, which is absent in 3D top down.But the thing is, you spend all this time and effort learning how to make models that are less clean than if you were to make contemporary work. Like it made sense when all the indie devs were crazy about pixel art. Because pixel art saves a lot of time over HD2D animation. Less effort yielded pretty good results, thanks to the magic of the pixel. But now that low poly is the indie trend, it makes less sense. Because you still have to do a shitload of work to make low poly models. Where you could put equal or less work working with proper quad loop modelling and get better results.Here, I just googled this random game. Looked for "simple 3d art style". This style is simplistic, and yet you can see by the edges that it's not afraid to use more polygons. Neither is it using a ton of polygons. It's just clean. Making stuff like this is equally as easy as making the low poly stuff. Maybe even easier, because you don't have to think of ways to cut corners. If you need more polygons to bevel or inset, then you just *make* them. And you get less jagged results.You can take something like this, and texture it any way you like. If you want something more graphic, then make graphic textures. If you want something smooth, then make smooth textures.>nobody loves 2017 modelsNow that's just delusion. There is beauty to modern models. How can you look at an image displaying clean edgeloops and not be awed?
>>964335And I agree with you, low poly is really time consuming in comparison to mid poly cuad characters due to restrictions, but I don't agree with the eyesore part, if you do it properly it looks really appealing>Now that's just delusionexcept that for normal people (not 3d modelers) in a few years they will look unrealistic and outdated but without the charm, because the jump between 2017 and now is not too big
>>964335Also the image you got is not really lowpoly, people call it that way. I can make a 3d character with the triangles if one of those tires.The difficultly of the style is making something with restrictions, In The image we can clearly see that is not really low poly, it's just there are thousands of tris just in the wheels
>>964336>except that for normal people (not 3d modelers) in a few years they will look unrealistic and outdated but without the charm, because the jump between 2017 and now is not too bigFirst of all, nostalgia is a hell of a drug. When then PS1, PS2 low poly model nostalgic era ends, it will be replaced with the PS3 poly model nostalgic era.Secondly, styles greatly alter how mid poly is perceived. A game like the Witness(2017) or Outer Wilds(2019) will stand the test of time. their deliberate use of edges is brilliant. And it's something that you can't get with low poly restrictions. Or a game like Breath of the Wild(2017), will be timeless the way Wind Waker is timeless.Just the other day, I was playing Tears of the Kingdom, and I hit this weird zone where a ball I was manipulating kept popping in and out of qualities. I could see it going from lower poly to higher poly as I wiggled it forward and back. And it just goes to show, that with proper loops, you can retain an art style through generations. If your model has perfect loops, then when new hardware hits, you only need to subdivide it up to make it smoother. Just like that ball. When done right, It's infinitely scalable upward.>>964337>Also the image you got is not really lowpoly, people call it that way. I can make a 3d character with the triangles if one of those tires.I know. It's not low poly, yet, it is simple and clean. A few toruses, cylinders, insets, and bevels, and you're done.
>>964377is this dude still shilling NFTs?
if i have same curve modifier on several curves how can i change the values of all of them at once? any way to do this without properties and drivers?
Is Blender/3D in general just too complicated to have as a side hobby? I make music, make videos, programmer, painter, I have a lot of hobbies. I've always been interested in 3D so I did the 3.5 donut tutorial and made a cool ass donut animation and felt like a champ. Then I just tried to make a hamburger without any tutorial and made this demoralizing piece of shit. Clearly it's easier when someone is telling you step by step what to do.I dunno, I was hoping I could use this to do some neat VFX stuff for videos or make 3D assets for a 3D game one day. Or hobby shit like interior design for my living room. I've never found it difficult to pick up a new software, hobby, or skill, but goddamn Blender and 3D feels like I need to get a divorce, quit my job, and live and breathe in 3D. Should I give up or give it another shot? Just can't tell how much of a side thing you can make it. It's by far the most complicated software/hobby I've attempted to pick up.
>>964377did they fix the retarded UI yet?the outliner is literally worse than holocaust when i drag parent into a collection the children should move with it. when i disable visibility on parent children should be disabled too, when i want to link a collection to new scene it should be ctrl+l just like when linking a mesh, not a separate fucking option in the outliner menui am SO FUCKING TIRED OF THIS garbageSTOP wasting fucking time on gay shit like>lol haha look we added a new gay ass node to geometry nodes nobody gives a shit aboutFIX the fucking gaywad existing brokenass features before you add new ones you incompetent fucking fags, it cost me $0 to buy blender and i still got ripped off.
>>964414>I make music, make videos, programmer, painter, I have a lot of hobbiesIf you can do all of those things, then you can learn 3D modelling.
>>964418Thanks for the motivation, anon
>>964421Anon, based on your words, you already are a one man production team. If you became like this just as a hobby, then you don't need motivation since you clearly already have a near infinite supply. It's people like me who need motivation, not you.
>>964418he can do all of them but not any of them wellsuch is the curse of being a jack of all trades
>>964429Doing something well and doing something complex are different things.Specialization enables complexity not quality.
>>964425Thanks! I think >>964429 is somewhat right. I mean I feel pretty confident in my abilities with most of what I do. I get hired for most of them. But I'm definitely not a virtuoso at any of them. Just varying levels of pretty good to really good.
>>964432>I get hired for most of themThat makes it sound like you don't have stable employment.
>>964433My day job is a programmer. I make 90% of my income for that. But I do get occasionally hired to produce music for an ad or edit a video for a youtuber.
>>964436you are about to lose your programming job to ai
>>964377>For Beginners>For COMPLETE Beginners>For Beginners>For COMPLETE Beginners>For Beginners>For COMPLETE Beginners>For Beginners>For COMPLETE Beginners>For Beginners>For COMPLETE BeginnersThat's all 99% of all Youtube tutofags do.The ones who actually dare to risk some of their precious clickbucks for intermediate or advanced shit are real gems.
>>964438Dang, that sucks
>>964438>near future>basic coding jobs will be replaced with generative algorithms>a few weeks ago>lost my job because my boss' boss wants to fuck the new girl and fired me to make a position for herI see no difference
>>964441>page 20 youtube video>less than 1000 views>it's some dude with [unregistered hypercam 2] in the top left corner talking into the world's shittiest microphone>professional course level explanations about what he's doing and the theory about why he's doing it that way
>>964453Yeah, funny how it's always like that, huh?Also>laptop fan spools up >tutor's voice is now almost completely droned out
>>964415>when i drag parent into a collection the children should move with itFuck that shit. It's already bad enough that children get hidden in the outliner when they're in the same collection as the parent (making me go through ANOTHER nested menu to fuck with visibility and layers). Putting the parents in their own collection, and keeping them separated, is the only thing keeping me from burning down Blender HQ because of that shit.
>>964441>For COMPLETE Beginners>That's all 99% of all Youtube tutofags do.That's because that's all they're capable of. They literally can't do advanced shit. They themselves are beginners. It's the blind leading the blind.
>>964456>completely unedited>long periods where he's just working without talking>still valuable information
What the FUCK the newest update broke all my rigs from smutbase wtf do I do the bone layers in the properties panel are all gone
>>964526use 3.6 LTS until people update their rigs. If i understand correctly, it's about moving to the new bone collections system
>>964526>broke all my rigs from smutbasegood.this disgusting filth has no place in animation
I have several fluid domains in the scene and i want to leave the pc and let them bake, is it possible to set them to bake all one after another automatically?
Why can I not select bones with an eyedropper?
So yes this is the new Dobarro shit, paid ofc and most likely ipad only and with subscription >Introducing Uniform,>A new art-focused 2D/3D software designed for handling the entire asset creation process, featuring a modular scene and tool system unlike anything you've ever seen.
>>964526>anon learns that updating your software in the middle of a project is generally not a good idea
>>964570>every asset gets its own little window that you can work in nightmare UX
How can I save my custom brushes? Specifically I want to save weight painting brushes (i.e. not very complex).I have read that I can save the project in which I create these brushes, and then "append" the .blend file into other projects. Is this really the way?
>>964571It auto updated through steam
>>964579Are you launching blender from steam to track hours?
>>964579blender doesn't auto update through steam, you update via the beta participation, which you select from a drop down for each release.
>>962290How do I delete a material?I mean not just removing it from the object, I mean to entirely eliminate it
>>964585file > clean up > unused data blocks
motion blur is fucking useless every time i use it i get weird black lines or ghost shadows around the meshes
>>964570>controls are context-basedwhere are my BUTTONS
>>964549I've asked this very same question before. And the only answer I found is "why would you want to?"When you start asking questions around programmers, you realize that they never understand why a user wants a thing. So they wear you down with inane use-case questions, before concluding that working on the feature is low priority and ignored. Or the issue is closed entirely.No developer thinks it's worth working on, despite the fact that it would save users a kajillion hours collectively. The best you can do, is make sure all of your bones are properly named, and then when you need to select from the list, type the first few letters. The list will automatically search up the relevant bones, listing them from most relevant to least.
>>964585>>964586If that doesn't work either, you can change the hierarchy to view the "Blender File", and delete materials entirely from there. You can also remap materials there as well. So say a bunch of objects are using "Metal 2" and you want them to use "Metal 1", you can right click 2 hit remap, and choose "Metal 1" and it'll switch all of the instances to that material, freeing up the datablock.
How do I save a dope sheet animation?
>>964597>And the only answer I found is "why would you want to?"Anyone who answers like this I consider to be subhuman.The armature can be selected with an eyedropper.And the bone selection scrollbox does not behave like a normal scrollbox should. Try wiggling your mouse while scrolling.
>>964609Save in what way? It probably already is saved as an Action
>>964611What happens? I don't have a proper mouse with scrollwheel, so I'm guessing I can't see whatever it is. I'm over here wiggling my pen tablet while holding the arrow key and feeling a fool.
I wish there was a bit more context to the function and input/outputs of geometry nodes in the editor. It’s frustrating to know exactly what you need to do from a data and programmatic point of view, but can’t map it to the equivalent set of nodes. When trying to find material on the topic, a lot of the responses are just “download my node set up and plug it in”, which doesn’t help with gaining that understanding.
>turn off subdivison>no visible difference in render results>2x faster render timefuck why does nobody tell me these things?! i wasted so much fucking time
>>964653>2x the geometry (or more) renders slowerWho knew?
>>964655that makes no sense niggercycles works by projecting light rays, the rays bounce from surfaces and there is always same amount of them and the textures all hjave same resolution no matter the geometry so subdivison should have minimal impact on thisblender is a joke and i am tired of pretending it isn'ti am THIS close to becoming a mayanigger
>>964657>the rays bounce from surfacesdoes subdivision not increase the amount of these surfaces and increase the amount of memory allocated to store their positions, increasing the search complexity or am I missing something?
>>964630The scroll wheel iterates through the elements like up and down arrow keys.Mouse movement selects the element under the cursor.
>>964570Well, he did the asset creation, I suppose he'll go with the animation package next, he should talk with the people from d5render if he does that.
>>964659No anon, just renderers written by homosexual dutch men work like that.
I know what I want to do, but I forget what its called and how to do it so I can't look it up. I have photos from a few angles, Ive got the thing modeled, now I want to do a UV map for each of them so I can project the textures, and I remember there is a way to somehow combine all these into one texture for a regular UV unwrap in texture painter, but I cannot remember how I did this last time. See this fucking nightmare image? Its my buddy assembled from two different shots and I have zero recollection of how I did this.
I'm stuck. Gimme anything you guys watch for blender. The more the better.
>>964663I'm sure this is cool, if I understood what I was looking at.
>>964611>And the bone selection scrollbox does not behave like a normal scrollbox should. Try wiggling your mouse while scrolling.All the dropdown scrollable lists work like this, I don't know how they haven't fixed such an objectively shit UI interaction>>964703Whenever you move your mouse while scrolling a list like this, your progress of trying to go down the list gets bounced back up to whatever your mouse is hovering over. It's as simple as two input types fighting for priority, to the user's disadvantage and annoyance.
>>964713Oh, I get it now. Well why wouldn't mouse movement bounce the selection back up to the cursor? The cursor should take priority in selection. If you need to select anything that your cursor isn't currently hovering over, then press the enter key.
>>964715Scrolling the mousewheel should move the 'view' of the scrollbox without changing your selection outright. The current selection and the view should be separable. This is how basically every other UI in existence does it, because it's sane and doesn't fight with itself.Example: https://www.globalsqa.com/demo-site/select-dropdown-menu/
>>964717I'm lost again. I guess I need a mouse wheel to understand.
is it possible to apply motion blur to only one object in the scene?
How compatible is Blender with Git? Will committing a changed .blend file save just the difference between it and the previous version, or the whole file as something new?
>>964745Anything that is not a text file, git cannot compare the difference. blend files aren't text files. For git to make any sense in conjunction with Blender, you would need to be working on a larger production which uses very high quantities of blend files across the whole project (a blend file for each shot, asset, etc.) In that case, you'd have a big hierarchy of files for a vcs like git to manage.
I am trying to make this tank have honey dripping out of the texture, but i can't seem to be able to get the outer texture for it to come out.is there a way i can layer 2 outputs into 1?
Blender too confusinghttps://www.reddit.com/r/blender/comments/17zbpnk/blender_is_far_too_confusing_tutorials_arent/why is not less confuse
>>964752Can't you just use a mix node and use the alpha of one of your textures as the factor?I'm having a hard time making out what your node setup is, and understanding exactly what you're trying to do.
>upgrade to 2.93>all of my animation files are broken>manually fix library linking and rebuild NLA stacks by hand in current save; have to abandon older iterations>upgrade to 3.3>all of my animation files are broken>manually fix library linking and rebuild NLA stacks by hand in current save; have to abandon older iterations>upgrade to 3.6>all of my animation files are broken>manually fix library linking and rebuild NLA stacks by hand in current save; abandon older iterations>upgrade to 4.0>all of my animation files are broken
>>964793>>964752He did that but the Transparent shader is supposed to be free of inputs and also EEVEE needs extra setup for transparent materials.
>>964788Basically, Blender is a cult. The fact that they wasted an entire decade on being opposed to a net benefit like 'right click select' pretty much sums up how ass backwards their reasoning has always been.
>>964802Oh, i kind of forgot to show the restThe way it works is that i use a noise texture to tell which to use the texture given and what to use normal color diffusion, as you can all see i do not know where i am going with this, because i am not sure if i can layer 2 materials or make it so the material has a layer system of sots.
>>964801just don't update lolthey make LTS versions for a reasonI think we're gonna be seeing a lot more breaking changes for animation if that one talk was anything to go by
>>962651far right in a snowy mountain range
>>964814Still not really sure what your end goal is, but I noticed a bunch of issues.For one, why do you have a musgrave texture being plugged into the color of the transparent shader, and then the transparent shader plugged into an add shader?The color input of the transparent shader isn't the "on/off" for it, it's the color of the transparency. You'd turn it off and on by plugging the transparent shader into an MIX shader (not add), and the factor input of the mix shader will influence whether the 1st or 2nd input is visible (black = 0, which will be the 1st input, white = 1 which will be the 2nd input).Then you're plugging everything into a "Shader to RGB" node, which basically undoes everything you did with transparency, since it's turning all of your shader information into color information (color info which is meant to be plugged into another shader), then you're plugging that result into the output, so all you're really getting is everything you've just done as an emission on your object.Get rid of the shader to rgb, put a mix node before your material output, a transparent shader in the first slot of that, whatever you want in the second slot, and use your mask as the factor input to tell the mix node when to switch between your normal material and transparency. After all that, go into the material settings, and turn the alpha to blend or hashed (if you're using eevee).
Blender is getting DDOS attacked.
>>964849Autodesk fears the Blenderchad...
>>964850>Autodeskit is Cris, obviously.
>>964851My apologies, let me correct myself:Cris Autodesk fears the Blenderchad...
>>964815every update adds some long-missing basic feature or fixes some ancient design flaw somewhere else in the program.
>bake node still not done >collisions not even being talked about >no lists Fucking trash devs
>>964865>>collisions not even being talked aboutThis frustrates me to no end. You can make collisions by using the raycast node. But only between two different objects. You can't have an object raycast on itself. Because each individual ray touches the geometry that it's emitting from. Thus, it's hitting the surface it's exiting.The only way to stop this, is to offset the starting position of the ray. But by doing that, your run into all the problems that arise from your rays being offset. And besides, if the offset it too small of a fraction, then the start of the ray still ends up intersecting with the geometry when the geometry bends by armature or some such.
>>962608You need faces for collision to work. Extrude those verts to the side a bit.
>DDOS on blender.org results in malware and viruses disguised as legitimate 4.0.1 filescould it possibly get any worse for you people, lmao
>>964849This is kinda pathetic actually.I mean who else but the competition would attack their servers?
>>964886how about you post some source to that claim>inb4 it's because retards follow some "alternative download links" from discord because the original source isn't reachable for 1 day
Trying to learn how to Poly model but so many tutorials, particularly anime, just skip past so many details assuming you know how to do all the basic stuffWheres a good beginner character model video?
>>964888>who else but the competition would attack their servers?Neckbeards like you'd find here in any of the software threads. Just with a touch more schizo and follow through.>>964891>so many tutorials, particularly anime, just skip past so many details assuming you know how to do all the basic stuffEver stop to think that the reason they assume you know all the basic stuff is because you should know the basic stuff before diving into that subject? Character modelling is advanced shit that you can't just dive into if you know fuck all. It's like thinking you can sit in on some master's degree physics lecture when all you know is HS physics, then asking for a dumbed down version of the same lecture because they're "skipping all the basics". The "basics" that people at that stage should and would already know.
>>964886>downloaded 4.0.1 from mirrors.ocf.berkeley.edu this morning and have been animating illegal porn all daya helicopter just flew over my house
>>964844Well i guess i wouldn't go anywhere unless i don't explain what was my objective.Basically i wanted to make a texture where, i would use the musgrave texture as a mask to draw the honey comb texture, (and also because the musgrave gives it the feel like it's honey), and the background was another color that i could change.
>>964886>progressively make your software worse since version 2.8 with almost every update>someone gets so pissed off they start sabotaging yousasuga blender
Can someone please tell me why do some stuff appear yellow (or even purple) in Sculpt mode?What does that mean? How do I make it go away?
>>964911Like this? The blue background can be replaced with any other texture you wanted, by plugging something into the "A" input of the mix color node (where that blue swatch is currently).If you wanted the blue/background to be transparent instead, you'd just take the color output from the color ramp and plug it into the alpha input of the Principled BSDF node (making sure to turn on transparency in the material settings for eevee). You'd also just plug your texture into the base color socket of the Principled as well, getting rid of that mix color node entirely.
>The ongoing DDoS attack seems to be designed to redirect traffic to malicious websites hosting malware or ransomware disguised as legitimate Blender downloads.jesus
>>963846Got inspired by Protoss architecture?
>>962608that will break the skin modifier
>>964957This was the trick, many thanks anon, you saved me a ton of pain
>tfw no slugcat gf
Why is UV mapping pain, anons?
>>965038Sure thing, but if you're having trouble with this, then I think you really should refresh yourself on the basics. I wouldn't call this advanced, this like the bare minimum of how to set up a material, and something you'll be doing constantly.
>blender now using cloudflare Its fucking over.
>>965103>blender.org apparently legitimate exe's have been replaced with spoof'd, redirected malware from custom builds of blender for days nowIf you didnt get it from Steam your computer is basically done for
where is gather for ambient occlusion in 2.93? i cant find it anywhere
I don't know what to do here, this model keeps having that weird leg down there and it never goes away no matter if I remake the topology or anything
>spend an hour trying to track down why mesh element selection overlay isn't working in weight paint mode>open the file without "load ui" and it worksanother internal change ignored by compatibility versioning
>>965209I will probably not use v4 until at least 4.2 gets released
>blender.chat is down>AGAIN!
>geometry generated by geometry nodes can't be assigned to a vertex group>explanation from a bug report last year: vertex groups will be deprecated someday
>>965389>vertex groups will be deprecated somedayAnd replaced with what? More GN hoops to jump through? There's nothing wrong with vertex groups as a concept and it's integral to so much it just doesn't make sense to get rid of them when there's nothing better to replace it with.
>>965389I lold in pain
If I start using Blender today should I start with 3.6 LTS or 4.0?
Ill wake up tomorrow and the bake node will be in alpha
If i have model with hair (mesh not particles) and i want to tie a bandage around the head what is the best way to flatten the hear under the bandage so it looks realistic?
>>965481might as well 4.0it's got some rough edges but you'll sidestep the breaking changes between 3.x and 4.x and can get familiar with how things will work in the next LTS by the time it releases
>>965389>vertex groups will be deprecated somedaythat better be a jokei literally use them all the time for everything
>>965543don't freak out dude, we've got 16 new nodes in blender 5.2 that will replace the need for vertex groups altogether. when combined with powerful simulation nodes called "for loops", you'll have the power to make incredible procedural trees and youtube channel intro particle effects like you've never seen before.
>>965389I get why this board hates blender now. I am going to pirate my way to a better software as soon as I get enough experience from this shitstorm.
>>965411>>965543the dev implied that attributes will take the place of vertex groups when modifiers are replaced by geometry nodes, which they've been talking about since 2.8 but have made next to no progress on.
also i notice the animation 2̶0̶2̶0̶ 2022 project has become animation 2025
>>965589>but have made next to no progress onYou dont consider geo nodes in grease pencil and GIZMOS progress???? Well golly gee wizz I just dont think there is anything that could satisfy you!!!
Could you cite one valid reason why there should be Hide and Viewport Hide? They serve exactly the same purpose and Viewport Hide is slightly better because it can be Keyframed, while regular Hide can't. If anything, I'd rather have Hide hidden by default and Viewport Hide being the default alongside Render Hide.
i see blender 4 is out, but is it a good idea to install it? I heard that pretty much all models made for blender 3 are kill since they changed rigs alot in blender 4
>>965610>since they changed rigs alot in blender 4Wait what? Why? I wanted to do "The Art of Effective Rigging" course, but if you can't use old rigs in Blender 4 then what's the point? Does Blender 4 even render faster than Blender 3?
>>965589>when modifiers are replaced by geometry nodesGod I fucking hope not.Don't get me wrong, GN are cool and useful, but god damn I don't want to jump through a million fucking hoops just to put a mirror modifier on something. Geo nodes have their place, but they shouldn't be a replacement to what's there, it should complement it. Why the Blender devs don't get that, I don't understand, but they're the retards that ask "why would you want to do that?" without understanding what people want.Also, fuck attributes. They're useful, but they're not vertex groups.I'm saying all this, but I also could be pleasantly surprised (I doubt it), at first the thought of replacing those little layer boxes with collections pissed me off, and I hated it, but now I think the old system is archaic and backwards as fuck. I doubt the swap to GN everything and attributes would be the same, but who knows.To me "everything nodes" didn't mean "replace everything with nodes", it meant that everything you could do normally was accessible by them. Guess that didn't quite translate from Dutch to English I guess.
>>965604I use both all the time.Regular hide for short term and temporary visibility, like "oh this shit is in the way, of what I'm working on, but I'll come back to it in a second". Viewport hide for long term visibility and organizational purposes, like if I'm working on chunks of a scene. Say I'm working on the environment, and I have a city in the background, a bunch of characters in the foreground, viewport hide works better than just hide, since it's like I'm taking those chunks and putting them away instead of just moving them to the side.Though I don't use the hide button in the outliner, rather just press "H". So maybe that has a big factor on how I interpret the use for it.
>>965628only thing that stuck out to me was bone layers and bone groups got nuked in favor of bone collections. the auto-conversion of old armatures is sort of ugly and needed manual cleanup, but no breakage so far.idk about rigify, i abandoned it when they went off the rails with using materials for bone colors and etc a few years back.
Guys... can these blender tools... solve the problem?
I wonder what the blender devs will work on this week? I hope it is more node tools and gizmos. :)
I think I may be retarded. I have a skeleton + hands and feet .fbx from the metahuman, and a random mesh from sketchfab I want to attach to it. Theyre not in the same pose. What do I move to get them to line up without fucking everything up? I just move the hands in pose mode and then do slight adjustments to the mesh in edit mode after parenting with auto weights, because nobody sees this except my buddies who dont give a fuck if its a little wonky, but there's gotta be a proper way to do this.
>>966060make sure neither the mesh objects nor the armature have object-level transforms, and then edit the mesh in edit mode so it matches the skeleton's rest pose before parenting with auto weights
>>966073Fuck, thats probably the hardest solution. Ah well. Thanks for the tip.
what is this simulation node shit? i just barely managed to learn the particle system and now you are telling me that shit is being deprecated by simulation geometry nodes? that is super gay
>Can easily follow a lot of tutorials>Can't make stuff on my ownIt's over...
>geometry nodes can generate UVs, using an edge-domain boolean attribute for seams>"mark edge as seam" is NOT accessible as an attribute; solution: use "mark edge as sharp," which IS accessible as an attribute