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File: Longdog.jpg (1.45 MB, 1500x1500)
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Previous thread: >>973562
>>
In Blender, is there a command/plugin/script that can correctly fuse all submesh of a rigged model, and atlas the textures properly?
It's to export to a game engine, and just Ctrl+J doesn't cut it.
>>
Blender destroyed my texture AGAIN
FUCK
>>
Is it true that using blender turns you gay?
>>
>>980383
You're already a faggot, so you don't need to worry about that.
>>
Are there any good retopology addons? I’m looking at retopology but the price they’re asking for is kind of ridiculous…
>>
Can any of you think of a way of dynamically assigning vertices in a mesh A that exist inside the inner space of a mesh B to a desired vertex group of mesh A? For example, if the head part of a figure mesh were surrounded by a second sphere mesh, I want the vertices that exist inside the space of the sphere mesh (the head area of the figure mesh) to be assigned to a vertex group in the figure mesh.

I want to do this so I can sculpt (using dynatopo) on the figure mesh without having to worry about vertex group information being destroyed, among other things I want to use such a functionality for
>>
>>980467
Forgot to add, the closest solution I've been able to come up with to do this involves using proximity between the vertices of two meshes, but this really doesn't get the same results as actually testing to which (if any) vertices of a given mesh exist inside the space of a second mesh. The more dissimilar the meshes are, the worse the results wind up being
>>
>>980336
i don't know about the texture whatever they hell you're talking about but try the weld modifier

https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/weld.html
>>
Anyone know where to get the kitbash3d kits for blender?
Tried outright buying but apparently my bank doesn't wanna
>>
>>980425
retopoflow is free ....
https://github.com/CGCookie/retopoflow
>>
File: jelly donuts1.png (2.71 MB, 1920x1080)
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I made some fresh donuts, with jelly !
>>
What's the most efficient/automated way to replicate the panning background effect of 2D animation when animating in 3D? The obvious answer is to render it in perspective and use that as a texture, but is there a way this could be automated?

If you're not familiar with background panning, look at any old Hanna-Barbera show like this:
https://youtu.be/8hV8zKL8bys?t=68
>>
>>980538
move the entire background using keyframes
>>
File: Neo Tokyo.jpg (2.2 MB, 2384x1943)
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>>980514
Yeah, I "acquired them" and took a look at them for research purposes a year or so ago.
They're not bad if you need some buildings, and they're about as low poly as you'd expect, but I prefer doing it myself.
I did take shit like rooftop AC and antennae to use for my own though. The buildings would probably be recognizable if I used them for a project, but who the fuck is going to know about some sattelite dishes or AC units.

As for where to get em, CGPeers has most of the good ones up there I think. If you know which one you need, I can probably give you a link if you're not on CGP.
>>
>>980538
Dumb idea, but maybe just array the entire scene so it repeats. You'd only need to array it about 3 times, move it left/right find the loop point, keyframe it, and then throw a cycles modifier on the animation curve to repeat it.
It's something I've done quite a few times to make looping animations.
Here's an example >>979941 , the city is only moving for the "size" of the loop, and then a cycle modifier on the f-curve keeps it going.
If you use motion blur it could cause a problem when it snaps back, but you can usually fix that by changing the type to start/end on frame instead of centered.
>>
>>980586
I looked into CGPeers but registration is closed
I just want the assets for hobby stuff rather than actual commercial work so I don't mind quality not being particularly high
I would really appreciate links, thanks
>>
I'll ask again in the proper thread. How do I go about making this kind of skin? That slight translucency is something I never quite learned.
>>
>>980304
Former snoofa poster here. I consider every snoofa poster a friend. Incredibly based.
>>
>>980592
That looks like light use of subsurface scattering to me, nothing particularly complex
>>
>>980589
Specifically I'm looking for
steampunk
goliath
shogun
brutalist
colonial
art deco
and I think there was a weapons pack?
>>
>>980572
>>980588
Sorry, I was tired and did a shit job of explaining. What I'm looking for is a way to project the view from a camera onto a plane with the least time & effort. (I don't need it to loop. That was a poor example.)

The best I've come up with is having multiple cameras render consistent filenames and using those as textures. However, I'm not sure how to automate this or ensure consistency when shit changes (e.g. add/remove cameras, props, etc.). I'm open to other ideas.
>>
>>980358
What happened?
>>
>>980618
Maybe try panoramic rendering to render out a single looong image. I don't think you necessarily NEED to have it be like an IRL panorama where you turn the camera, and can have it render a large area flat. Equirectangular should do something for ya.
>>
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>>980625
That's the part I already understood. Slap a wide/tall texture on a plane and translate that or the camera on a single axis. (For my project I don't need a long image yet, but I felt that would convey the idea.) My issue was rendering each camera with consistent filenames in just a few clicks each time I change the background. Here's the solution I have now for anyone else wanting to do something similar, or just fuckabout with multiple cameras.

>enable Stereoscopy in Output, switch it to multi-view.
>untick left & right, add a view for each shot, fill in the Camera Suffix field (e.g. _A, _B, etc.)
>name each camera object Camera_suffix, names like WideCameraExterior_suffix won't work
>rendering makes filename_suffix for each selected view

I'll probably handle this with two project files, one for the views and the other for the animations.
Note that all cameras will render in the scene's resolution. If you want cameras to have different resolution/ratio use linked scenes or something. For very long/panoramic shots, like a scrolling walk backdrop, I'd probably render multiple vertical slices and have it stitched together automatically in something like photoshop
>>
>>980686
On second thought for super wide or looping backdrops it might be better to make the scene in as a circle around the camera.
>>
>>980686
Honestly, I'm still having a hell of a time even knowing what you're trying to do and what you want the final output to look like.
While you've found a solution, I can't help but think there's an extremely simple way of doing what you need, if I knew what the fuck it was.
>>
I'm gonna be honest here.
I really miss the Blender Today show.
>>
>>980690
I want to map the view from a camera onto a mesh (i.e. plane). I would like to avoid wasting compute time re-rendering that view every frame.
>>
>two years later
>the shader rgb node is still broken (on purpose]
Evil fucking company.
>>
File: Setup.jpg (1.85 MB, 2986x1798)
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Building anon here.
Trying to get advertisements on the buildings, but I'm running into trouble.
I'm placing faces at the spots I want an ad to generate, with the idea that I could align the instanced object to the normal of that face. I'm using a vertex group to tell it to instance on that face as well.
Trouble is, I don't really know how I can get the normal of that face to align the billboards to it. I can get the normals of like the object and stuff, but I don't know how to get it from the face the instance is being instanced from. If that makes sense.

Pic related is my current setup. It's extremely basic. I use the vertex group to grab the faces I want to instance on, turn em into points and instance on them. I have another attribute on the object that I can set in edit mode on those faces that controls the layout of the billboard, and another that controls the scale. The instances are realized so they can go across mirror modifiers and the like.
=The bit at the bottom was how I was going about the rotation, which worked for one building, but none of the others, so I don't think it's gonna fly.

So yeah, any help? I feel like 90% of the GN shit I've "outsourced" to the people here, but I think I'm starting to pick things up a bit.
>>
in weight painting, is there some way to use the weights -> smooth on a group of vertex groups instead of all of them? when i use it i get a deform pose bones option too but i can't find what it does, and i don't want to go through every vertex group one by one
>>
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>>980734
That's what these 2 icons are for.
Select the verts you need, enable the vertex selection/isolation in the weight paint and do what you need.
Though I doubt it'd work over all vertex groups at the same time. Might be something you could script though. If you can't script, you might be able to cobble something together with ChatGPT if you tell it exactly what you want.
>>
File: oomc.png (1.78 MB, 2790x1228)
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1. is there a way to use triplanar mapping / box projection and have it transfer over to the UV 0-1 space? similar to baking, maybe. I have it hooked from UV to vector but that seems to be the only way to get it to work. it seems unaffected by whatever I do to the UV anyway
2. is using seamless textures and scaling outside of the UV space bad practice? I'm trying to recreate the early 00s game look (something like Max Payne, VtMB), but I'd rather be authentic in technique
3. do either of these methods even work outside of blender?
>>
>>980731
Maybe something like this?
>>
I have many years of experience with animation.
I want to try out a new software, blender looking like the winner right now due to all of the community made tutorials.
Yeh nah?
>>
>>980620
If you don't save your texture into a separate file or 'pack' it into the blend file then blender may arbitrarily garbage-collect it and then regenerate it from the initial arguments next time it's needed.
>>
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Im drawing a blank on how i would go about making a planetary ring for my background, any advice? is it more mesh or shaders, i'd like something like pic related but procedural
>>
>>980794
I'd go procedural.
Grab a circle with an ngon face, inset it to make the entire area of the ring, add a seam on one of the inner segments to chop it in half, and unwrap. UV will probably be curved, so straighten one of the faces out in the UV, select that face and hit "U>Follow active quads" which will straighten em all up.
So now you got a ring with a straight horizontal UV map that you can put whatever on and it'll follow the curve.
Fuck around with the wave texture node and layer up some noise to make the rings (should be the same process of making a procedural gas planet texture, just with some alpha thrown in the mix). Badda-bing badda-boom, you got some planet rings. There also should be existing textures for that same UV layout that you could find online too.

>>980749
Just give it a go? How much experience with 3d animation do you have? If none, Blender might be fine or it might be a nightmare.
>>
>>980794
I'd use a plane where the ring texture would be.
Make sure the object origin is at the center of the plane (or the uv is mapped across -1/-1 to +1/+1)
Then use the position vector's length to get the circle. use a float curve or color gradient to set the ring intensity.
Rest is just getting the shader right.
Use normal map and low roughness to get a glittering effect, a little bit of metallic may work too.
If you want it really realistic you'd need a volumetric atmosphere since the ring would cast a volumetric shadow (god rays).
>>
File: ads.jpg (1.83 MB, 2789x1798)
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>>980741
That did the trick, thanks. Had to adjust it a little bit though since they were all offset by 90 degrees. Why adding 1.57 degrees fixes it, I've got no fucking clue.
Ads are just AI-Genned placeholders for now, just to test out the texture atlas.
Thanks again.
>>
File: Packing.jpg (640 KB, 1479x1728)
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Another night, another question.
I am once again asking for help with GN issues.
I'm at the stage now where I want to instance all of the buildings in their proper places. I've been building them such that they fit into a specific footprint for their size category, and I want to use those footprints to instance the full buildings. The idea being that the footprints will give each building some breathing room.

Pic related is kinda what I want to do, essentially taking a collection with differently sized planes (which the buildings will instance from), and packing them neatly into an area. Special note goes to the planes being from a collection, and not generated though GN. Once again, I've arrived at some kind of solution, but it's definitely not the correct one (as it doesn't preserve the scale of the source objects, and it's a bit too neatly packed). I think it's enough though to give a picture of ultimately what I'm going for, though ideally it'd be a bit more random and not packing things efficiently.
I guess it helps to think of it like making a mosaic with preset-sized squares.

I had come up with something a few weeks back using the accumulate field, but I was only able to do a single line of them in the X and Y directions (making an "L" shape, but was unable to fill in the area in between.
Any help? I'll keep fucking around with it on my end, but as mentioned a dozen times by now, I'm out of my element with GN.
>>
I'm kind of surprised at the lack of tutorials I'm finding on rigging a character model outside of the very basics. Am I missing something about this?
>>
>>980887
>Am I missing something about this?
90% of the retards on YT making tutorials only know the very basics.
>>
>>980895
I'm fine with paid programs too, but nothing seems really any good in that either? There's an animation track on cg cookie that might be good(?) but it doesn't advertise itself as particularly interesting, and even then the animation stuff seems to suggest you're working with already rigged models.
>>
>>980900
have you seen the ones from the blender studio? some of the videos are free, I suppose you can find the courses on cgpeers.
https://studio.blender.org/training/humane-rigging/
https://studio.blender.org/training/blender-studio-rigging-tools/
https://studio.blender.org/training/blenrig/
>>
>>980904
Thanks, I will look at these.
>>
File: jeet.png (21 KB, 433x208)
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>pour my heart and soul and hours upon hours into a simple animation
>my first real animation that isn't just moving a camera around to show off some objects I've modeled
>learn tons of new techniques and start over 4 times before nailing down a final version
>no detail is left untouched
>finally finish, it's not perfect but I've given it my absolute best effort
>upload to my yt
>"dude are you a porn artist?"
im still super new to this, is there a... reputation? I'm well aware the 3d porn industry is fucking massive but do people automatically make these assumptions or is this a one off thing? kinda disheartening honestly. picrel is a pajeet but there were a couple other comments like that too, despite there being absolutely nothing sexual about the animation at all. not even any jiggle physics. like am I automatically branded as a pornographer if I upload an animation featuring a female? I have a reputation to uphold here and want to eventually pursue employment in this.
>>
>>980908
https://www.youtube.com/watch?v=TXPC2HXjrYU
>>
>>980908
First day on the internet? Uninformed bystanders offer ignorant opinions almost as a rule. They probably mean well but the internet is also full of genuine porn addicts and I mean that in the sense that there are people out there who jerk off for 8 hours a day not just that they like hot girls. I would just take this sort of stuff as a compliment and move on.

>like am I automatically branded as a pornographer if I upload an animation featuring a female?
Only way to know is if you post the animation. Might not be sexual to you but without seeing it I can't say for sure. If you're worried about your reputation just know that comments like that have zero bearing on your employability.
>>
>>980862
Something like this might work for you. Here, the meshes in the collection all have equal base sizes, but they are ordered from largest to smallest in the sense that largest grid squares get the first meshes.
>>
File: rig.png (486 KB, 2704x1109)
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>>980917
i mean im not gonna post my shit now that it's publicly out there. but if you find picrel even remotely sexual then maybe you really do have a problem.
>>
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>>980920
Thanks for the help. Doesn't seem to be working on my end though.
For the record, I don't need the buildings themselves to instance in this setup, I just need the planes to arrange themselves. I'd like to avoid touching the scales of them completely, since they're already at the size they should be (along with the buildings).
>>
File: L shape.jpg (1.7 MB, 3509x1938)
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>>980920
>>980927
For posterity, here's that "L" shaped solution I had come up with a while back. I think I might have been on to something with it, but I couldn't figure out how to get it to actually fill out.
I guess if I can somehow manage to generate a line of them, get the bounding box of that and use it as a way to move another set of points, until it makes a bunch of rows, that could work.
>>
>>980922
>i mean im not gonna post my shit now that it's publicly out there.
That's fine I'll do it for you
https://www.youtube.com/watch?v=2gO76iPzrQc
>>
>>980908
Well since that anon posted yer anim. I'll say it, you're better than 90% of porn animators, so there's that. Best they can do is lerp 2 models together in the most unattractive way possible.
Keep it up anon.
>>
I'm new to Blender and have a bunch of stupid technical questions, can I post them in this thread or is there a better board/thread for that kind of stuff?
>>
>>980935
Try here: https://nohello.net/en/
>>
thats significantly better than anything I can produce
>uploaded 9 months ago
>not that channels first animation
>not a simple animation
doesn't even meet the description of what I posted. definitely something I'd like to learn to make but that's a different matter altogether
>>
>>980939
The question was "is this thread okay for stupid Blender questions or is there a better place for it?", but I guess your desire to be a fucking asshole took away your reading comprehension?
>>
>>980942
You could have asked your technical questions in two different messages by now, and you'd have received two thoughtful answers from me and possibly others by now. Instead, you chose to be a retard twice and a cunt once, so yes, it's better that you just fuck off. Clearly your questions would be retarded and useless time-wasters for anyone in any case.
>>
has anyone done Pierrick Picaut/p2design's recent rigging course? how deep does it go? is it worth the price?
>>
File: file.png (1.31 MB, 856x1256)
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How to fix this?
I have this kind of force field effect in cycles that renders correctly all the way around, but when I export it one corner disappears completely as seen at the bottom of picrel. How can I export exactly what I see in the render window?
>>
>>980599
Guess I'm not getting those model packs lmao
>>
>>981104
Shit man, my bad. I never actually got a notification even though I got a (you).
Here's a zip of the .torrent files.
https://files.catbox.moe/lahcem.zip
Whether or not they have seeds, I didn't really look. Also some of them contain ALL the formats (C4D, Blend, 3ds, etc.), so you'll have to pick and choose the folders for those ones so you don't download all of them.
>>
>>981107
Yea it seems they got seeds and are doing well enough, thanks chief
>>
File: 1691468266007981.png (591 KB, 960x1280)
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I need some tutorials on creating Blender plugins. Beginner but also in-depth documentation if available.

Additionally I'd like to see how advanced can you get with plugins, as far as things like UI, rendering 2D graphics etc. go.
>>
>>981115
There is official blender documentation, but I feel like it's best to learn from examples. You can open in-built example scripts in the blender text editor by clicking Templates -> Python. Also, you can see how actual add-ons are made by just checking the scripts/addons folder in your blender installation directory.

You can do pretty much whatever you want on the level of meshes. Editing the UI is a lot more limited.
>>
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>>980304
returning user here, did they finally add anything for the sculpting/rigging/animation modules?
or are they still catering for the Houdini audience?
>>
>>981158
catering to*
>>
>>980908
>>980922
that model has seen some action tbdesu
>>
>>981158
In animation/rigging you can check the 2025 page https://code.blender.org/2022/11/the-future-of-character-animation-rigging/ and to test the new datablock layer system, experimental, I think they want to integrate Rigging Nodes, the guy updated the addon you can get it here https://gitlab.com/x190/rigging-nodes-blender-4 , as for the sculpt they are integrating all the dyntopo shit from the last 2 years, working on the brush refactor, sculpt texture paint, in experimental, and the asset browser, they have a guy working on the trim tools so we could drop boxcutter and hardops in the future maybe, and they'll work on the multires this year eventually (layers, paint, performance).
>>
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>>981167
rigging nodes look great but the fact that they still haven't implemented even the Bmesh refactor by now is concerning... and I wouldn't hold my breath on the state of trim tools.
still using it tho, and thanks a lot for the quick response anon!
>>
>>981167
>and they'll work on the multires this year
not this shit again
>>
Anyone else using Blender for video editing?
I mostly use it for fun gaming capture video edits and it's actually working incredibly well and quick for what I'm doing. Kinda like a Notepad.exe for video editing.
>>
File: cube animation0001-0260.webm (2.52 MB, 1920x1080)
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my first blender animation
>>
>>981225
Now THAT is a default cube with an attitude!
>>
>>981225
look at how smug he is about being a flat fuck in the end. the hubris.
>>
File: Squiggly Hell.png (1 MB, 785x535)
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This problem has been driving me up the wall for the past 6 hours or so.
I'm working on an overhaul of a model and I'm trying to integrate a new a normal map into the shader but I can't for the love of god get it to work without some wack shading issue.

Inputing a "Normal Map" Node with the default color (RGB 0.5, 0.5, 1) is perfectly fine. Trying to apply ANY SORT of Normal map to it?

I'm left with some unslightly squiggly lines. It doesn't matter what map it is, hell, it might not even actually be intended for the model. But there's always those fucking squiggly lines.
It happens when I change the shader as a whole to a completely normal Principled BSDF as well.

The effect is there regardless of the strength of light, but it is most visible when the light is positioned dead center on the model, size 1m, 0.15m away, 1.4 W, pure white light.

I have triple checked that the normal maps are accurate, they are all set to "Non-Color"
It doesn't matter, as long as there is an image associated with the normal map node it just shits itself.
>>
>>981242
Post node graph?
>>
File: Node Tree 4Chan.png (305 KB, 1203x1148)
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>>981245
The base color/roughness node has diddly squat do do with this particular project. I can remove em completely and the effect still occurs. It's only the normals that are of concern here.
>>
>>981247
Why are you putting the Normal output through the Bump node?
Just send it directly to the Normal slot of the BSDF.
(Image->Normal node -> BSDF)
AFAIK the bump node essentially runs an edge detection filter on its input image and will generate weird stuff if you pipe a normal map through it.
>>
>>981252
actually nvm, I guess that can't be the problem. Without a height input the bump node is a no-op
>>
>>981252
Removing the bump node does nothing unfortunately
>>
>>981242
Maybe your UV-map has overlapping areas.
>>
>>981257
You know what, that is exactly what it is.
I'm a fucking idiot and don't know how UVs work.
>>
>>981257
>>981258
Never mind, it didn't fix anything, but now my UVs look cleaner at least...
>>
File: V_Micro_Skin_01.png (677 KB, 512x512)
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Here's the file I use for the first set of Micro normals. Do they look fine or is there something inherently fucked with these?
>>
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>>981261
Second Normal Map used for Micro
>>
>>981217
>Anyone else using Blender for video editing?
Yeah I do.
>a Notepad.exe for video editing.
This is exactly how I use it as well.
I do some actual video editing of animations with it as well, and for cutting and putting clips together it works perfectly fine. Anything more advanced than that, I'd probably use something else, but to be honest I've never had to. Like I've been meaning to learn Resolve, but I really don't see the point of going through the hassle of exporting shit to work with it when I can get everything working in Blender just fine without issue.

>>981242
Not sure what squiggly lines you're talking about, but if the model has custom split normals, try removing those. It'd be in the mesh tab near the bottom.
>>
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>>981067
Anyone has any idea what can be causing this?
This is the node setup for the force field material
>>
>>981263
Didn't help, but thanks for taking time to suggest it.

The lines I am talking about are the darker areas on the body along with the two dots in the middle. Those are not a part of any texture, any image or ANYTHING really. They just, show up if the input going into the "Normal" part of the BSDF isn't a PERFECT default Normal Color: RGB (0.5, 0,5, 1.0)
If there's even the SLIGHTEST variation, these fucking marks just show up. It could be
(0.503, 0.5, 1.0) and the marks would STILL appear.
The UVs are fine, the normals are facing outward, the image is set to non-color
I don't understand what creates this fucking pattern.
>>
>>981263
>Like I've been meaning to learn Resolve, but I really don't see the point of going through the hassle of exporting shit to work with it when I can get everything working in Blender just fine without issue.

Kek, post could have been mine, same exact situation. I even installed Resolve at some point but always postponed diving into it since I got stuff done in Blender.
There's a video editing project I want to do that involves some extensive re-timing fuckery of footage I have and I'm sure I'd rip my hair out if I tried to do that with Blender so I guess once I get to do that project I will have to check Resolve out for it.

Also, Blender video editor even supports dragging in GIFs since 4.1 or so which really adds to the silly fun because I still have tons of GIFs laying around and for meme video usage that's perfectly fine to use as source material to sprinkle in.
>>
>>981261
>>981262
Looks fine, you can blend between them with a mix node and a vertex paint attribute, or if you like have a weight for each of them.
Voronoi with the new detail slider into a bump node also works well for skin detail but is slow.
>>
>>981067
I think you just have some object casting a shadow that's invisible in the viewport but visible in render.
>>981265
Seems ok
>>
Can I use geo nodes to make non destructive roads that generate from a spline and also adapt to a terrain?
Something like this: https://www.youtube.com/shorts/dRbgOtnwbhg
Would be pretty useful if it could automatically handle intersections.
I'm not asking for a solution, just want to know if its possible before I spend my time fucking around with it.
>>
>>981279
Oh yeah, you can do that.
I think the terrain part of it might give you a bit of trouble though. Because you'll need to flatten out the areas on the terrain where the road is. It's not too bad, but I know a lot of people like Geo Nodes shit to be contained all in one GN setup, but this is something you'd need 2 for. One for the road on the spline, and one to flatten out the ground underneath it for the terrain.
But can you do it? Hell yeah.
>>
>>980304
Where can I find a 3D model of "Doctor" from Arknights? For some reason I can't find any models online
>>
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Does anyone know what can cause Mesh to not move with armature when bones are manipulated manually? During the animations, mesh moves perfectly fine, but for some reason (regardless of mesh/skeleton and rest/pose alike) I can't move the damn thing myself.
I think I enabled some weird shit on accident but have no clue what could that be.
>>
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>>981394
Neeevermind, was trying to use edit mode like a retard. I blame the captcha.
>>
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What could be causing this viewport cancer?
>>
is there some way to know which vertices are going to be merged by merge by distance? like being able to select them instead before merging
>>
>>981401
>What could be causing this
Blender.
The texture paint mode is stuck in 2005 and despite being one integral part of 3D work it apparently is on the bottom of their priority list.
I guess they just expect everyone to JUST use Substance Painter.
>>
>>981242
I solved this
I deleted all the materials affecting the body and the issue was still present.
I then went ahead and deleted all the materials in the file on by one, and suddenly the markings disappeared. I double checked and found that the offending material was the one used for the models eye's.
I went in and unhooked each node working my way backwards until I found the culprit.
Turns out it was a pair of "Emission" nodes used for the eyes to make them glow.

Any Emission that hits the model has the same effect, it is a lot more observable at low emissive levels. Is there a reason for this? Normal light does not cause the same issue, just emissive properties. Thanks.
>>
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>>981406
It fucked itself again.
If I have more than a single light source, this problem occurs.
In this case there's a light positioned directly at the model and one behind it to it's right. I can't fathom the reason for this to occur.
>>
>>981401
>>981404
I am NOT paying adobe for my shitty adhd outlet.
Turns out it was my 'mistake' again. Didn't save the texture as a copy before attempting to paint it. Or it could be the .dds format (which I had to change to .png when saving).
>>
>>981410
Just pirate it
>>
>>981411
Oh, that's not what I meant, I just don't actually need it. Maybe if things get bad once I actually get to proper texturing, but even then I'd look for fos programs first.
>>
>>981407
I found what caused the problem.
Using more than one area light causes weird shadows to occur.
I replicated the effect on a lot of other models, that all ended up looking weird under multiple area lights.

Point lights work fine, but area lights cause the pattern to appear.
I have no clue why, but I guess I just won't work with Area lights going forward.
>>
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Is there a way to snap muptiple vertices in UV editor? I have two meshes that aren't identical (symmetrized one, have to remap it now) and couldn't find anything that would automate the proces. Magic UV just shat itself altogether.
>>
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anyone else having problems with the scale tool in sculpt mode? it even crashes with the basic box, quite scary
>>
>>981438
i got problems when being in sculpt mode too long and switching to Dynotopo mode. to avoid a crash i have to go into object mode and then back into sculpt, maybe thats the same issue
>>
>>981414
Never once had that issue and I use area lights 90% of the time.
>>
Hi! I'm new to shader work, but I'm steadily learning.
The model I am working on has it's body parts split up into multiple material selections.
Each material has it's own shader and texture file associated, as well as it's own normal map.

E.G: One for the legs, one for the claws and arms and one for the body.

I'm working on getting a roughness map going so I can control how wet the creature looks.
The problem is this as follows. I have a raindrop/water texture I want to apply to each material, but I want them to perfectly blend together at the seams.
Applying the texture to each part still leaves visible seams, I knew that this would happen. Same happens with a Voronoi Texture.

What I'm thinking then is that I need to go in and create a separate texture for all the material selections, and painstakingly manually draw the raindrops on the body myself instead of using my already existing texture. That feels like a lot of work.

I'm wondering, is there a way for me to apply the raindrop/wet effect on the entire body, then export the result to several textures that I apply to each body part which would then create a seamless effect?
>>
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>>981482
Object/generated texture coordinates don't have seams between materials and are independent of UVs, you can use that node to map a seamless pattern, then bake it later on if you're exporting out of blender. (if it gets annoying trying to keep the settings of the noise texture synced across multiple materials, put it in a Node Group and have it linked across all the materials)
>>
>>981486
THANK YOU! That's exactly what I was looking for, I guess I wasn't using the Voronoi Texture properly. You made my day!
>>
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Niko's latest course looks awesome
>>
>>981445
nope, like just using the scale tool stops the program while two cores still work at 100% until it crashes. I can use the program just fine otherwise, even "high poly" (for blender) sculpting
>>981438
so no idea? google isn't giving me anything
>>
>>981561
>so no idea? google isn't giving me anything
Works on my machine. Try reinstalling blender, try a different version of blender, and post the stack trace if it keeps happening.
>>
>>981494
thank you niko! hes streams are so good
>>
>search for how to make X in blender
>top ten addons to optimize your X workflow (never X the same way again!)
>Making studio ghibli style X in blender!
>Maya pro tries to make X for the first time in blender!
>best courses for making X in blender!
>how I make $2000 per month selling X in blender!
>>
>>981561
i just had a repeated crash and then Blender stopped working altogether, was ok after a restart, have you tried restarting your PC yet?
>>
Hello lads, I've rigged a char in blender with rigify but it's eventually going to end up in Houdini

Exporting as fbx works, animation and rig come through fine

But, I would like to retarget some mocap anims onto the rig inside Houdini (and also make minor tweaks when necessary)

Only problem is the exported rig seems to make no sense. The DEF bone that should be the root isn't the parent of a lot of stuff and similarly I can't find the DEF bone that the face rig is parented to. Is this a known issue when exporting rigify rigs and do I have to do something to make the exports work a bit more sensibly?
>>
>>981786
nvm ended up using game rig tools and this problem appears to have been solved.
i'd figure out what's actually being fixed here, but i don't have time and i'm not a rigger.
>>
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Dog (prairie)
>>
>>981813
very nice fur shader
yours?
>>
how to change fps in blender without speeding things up or slowing them down?
>>
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>>981815
Use the time Stretching setting. Near the place you change the FPS.
It's a bit weird to fuck around with though, it's a ratio/fraction. 100:100 means 100% of the current frame rate, 100:200, means you're halving the frame rate (because it simplifies to 1/2), 200:100 doubles it (because it simplifies to 2/1). In fact, you don't even technically NEED to use 100:100 in the inputs, and can just use simplified fractions if you're doing something like doubling/halving the frame rate.
So say you want to go from 30fps to 60fps, without the speed of the animation changing, you'd change the fps to 60, and change the time stretching value to 100:200 (or 1:2). Or inverse if you want to go from 60fps to 30fps.

Do take note though, when you're using the time stretching feature, the little line in the timeline separates from the numbers (because they're moving at different rates). The line corresponds to how it runs at the current frame rate without the stretching, while the number at the top is what the remapped values run at. So you'll need to adjust your timeline's start/end point to compensate for the faster or slower speed. You won't need to adjust keyframes since they're remapped, but just the timeline start/end.
So if you have an animation that ran for 100 frames (1-100) @60fps, and you halved the speed to 30fps, you'd need to adjust your start/end to 1-200 to compensate. If that makes sense.

I probably over-explained things and made it more complex than it needed to be, but just fuck around with it and you'll see what I mean, and hopefully what I've written will start to make a bit more sense.
>>
>>981817
makes enough sense i guess. does it just interpolate the extra frames then
>>
>>980304
programmer 3d modelling noob here - just started playing around with blender procedural materials. holy shit it is so fun. i was surprised to find sculpting super fun but playing with procedural materials is so stimulating. still can't get them to look as pretty on gltf export to godot thoughever
>>
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Did anyone ever figure out how the fuck ArcSys gets these clean ass shapes for everything?

Specifically hair?

Like I'm toying with curves and shit but I can't find a seamless way to extrude or duplicate them while making them not just clip into one another so crudely.
>>
>>981840
i have no idea but very cool anon i like that picture
>>
>>981840
seconding this request, hair has me so stuck and no youtube tutorial has been helpful
>>
>>981822
Yeah. Since keyframes are just math (do X at Y), you can interpolate them without issue to any frame rate as long as you remap it properly. It's kinda just like subframes if that makes sense.
>>
>>981840
I have no clue how they do it so well. Pic related took me a few days to get right and its still looks a bit shitty.
>>
>>981856
the main problem there is that the strands are too thin
https://youtu.be/YwAJXa1pZPM?t=892
https://www.youtube.com/watch?v=Ng8FbOHvsLQ
>>
>>981840
>>981856
https://youtu.be/fR2-iEUgyVQ?feature=shared

idk tho. i figured youd make one good strand, duplicate it, then make minor adjustmants. As for adding volume, duplicate again, move it under it then merge edge verts to make it a fat strand. laying it out on a uv editor you can just plop them all on top pf each other since theyll all unwrap to a similar shape.
>>
>>980304
Retarded question, how do I give MB models clothing?
>>
>>981856
Yeah, what other anon said. Strands are thin, but they're not all bad, its just that they are all the same size. Like a womans hair who just got out of the shower. Get rid of a few of them in the back by making one or two larger. In essence, you're missing the forest for the trees. Look at the object as a whole.
>>
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>>981814
I made it using the hair tool addon. It looks good from the front, but odd from the back. Idk how to make good looking puffy fur. I works very well if the fur is combed against the mesh.
>>
>>981870
>detailed anus
Anon, we need to talk.
>>
How do I get this layout? I know how to make the 4 viewports but how does he get the ui all clean like that. I can almost get there but not quite, still a few buttons for me.
>>
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>>981902
I swear I attached this, I blame moot
>>
>>981902
>>981903
also is there a way to onion skin or like lock a frame in a certain window or things like that?
>>
I want to bring a character from maya into blender. obviously I can't bring the rig over and will have to re rig it, but is there anything else I need to do in either program to prevent shenanigans?
>>
>>981912
Why can't you bring the rig over? I've seen people use Maya rigs in Blender.
>>
new blender user here - is it normal to crash ~5 times per day? been working on my models for like 8 hours and been crashing about that many times, consistently every day. often in sculpt mode.
>>
>>980304

is there any way to change object scaling from "global" to absolute sizes? am beginner and i just learned that the default cube is actually 2 meters, but the scale says 1.000

turns out that the scaling is relative to itself. it's a nightmare doing all of the calculations to ensure that i change it to an exact size (am making small boltgun, i need the handle to fit a human hand, so small).
>>
>>981921

blender recommends 32 GB ram, i bought a faggy gaming computer covered in LED accents just to do this as a hobby. i had the same issue with a basic PC, i think any 4th generation GPU would be needed for textures.
>>
>>981924
gotcha ill just save a schizophrenic amount
>>
>>981922
Yeah, you can change the units in the scene tab. It's good for when you want to model using real-world scale, but can be kid of a pain in the ass because you'll still have to type m/cm/in/ft when entering values if you want to mix them (like 1 ft, 7in), and you can't specify the units until you confirm the action (or press the = sign during the transformation to type it in).
Like it's fine when you're using one unit like feet, but it's a pain when you want to mix in inches. Though I guess using meters would be less of a pain since centimeters divide by 100, so 1.1m would just be 1 meter 10cm.
Fuck, now I'm starting to lean towards jumping on the metric train.
>>
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>>981922
>>981927
Fuck. I forgot to attach the image because I was ranting.
>>
What are the best resources to get started with geo nodes Blenderbros?
>>
>>981947
the ones from Canopy Games seems to be the most popular on cgpeers, just download the 2 of them.
>B-but i don't have an account
just ask for the magnets on the torrent thread.
>>
>>981870
ah, i only have limited vfx style groom experience - correct solution there is to just crank up the hair count.
maybe get the dot product b/w the fwd direction of the animal and the direction of the camera and plug that into something that makes it shade a bit nicer
>>
Any decent looking anime shader that work with godot?
>>
>>981959
>anime
the ""anime shader"" is done with the normals, can you do this?
https://www.youtube.com/watch?v=oKfFi1MpO9c
>>
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Im using the polybuild tool but when i hold ctrl to make a quad i only get tris. my create quads box is checked so I dont know why this is happening. any solutions?
>>
>>981922
Just keep the scale at 1 by applying the scale, and match sizes based on object dimensions.
>>
>>981998
maybe im retarded but those look like quads?
>>
>>982101
Quads are the ones with 3 sides no?
>>
>>982102
quad = square/rectangle = 4
tri = triangle = 3
>>
>>982106
I've honestly never seen someone attempt 3d graphics without first understanding what a triangle is, this is one for the books
>>
>>982107
they might be an esl, but i am a little baffled too
>>
>>982107
Sorry I'm new, I'm still learning
>>
>>982110
this isn't a 3D thing, this is basic english anon...
>>
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>>982101
>>982102
>>982106
>>982107
>>982108
>>982110
>>982111
this is what i mean. I hold ctrl to create a quad but im only getting tris in between the verteces
>>
>>982111
I'm not American, I'm still learning that too
>>
>>982118
extrude from an edge not a point
>>
>>982123
i just saw you were using polybuild. i never use it so i have no clue kek good luck
>>
>>982118
I never use polybuild because you can literally ctrl+click to extrude vertices or edges, and the f2 addon makes connecting faces extremely fast.
I'm skeptical that the poly tool can possibly be as fast, it feels really awkward to me.
>>
>>981902
did you mean you manually split the viewport into 4 smaller windows or did you go to
top menu "View > Area > Toggle quad view" ?
>>
>>981840
retopo the hair, let it clip and retopo on top of that
>>
>>982150
Why so many retopos? Would not be bet
>>
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how is it looking lads, please be brutal
>>
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I followed this tutorial to make a toon shader. https://www.youtube.com/watch?v=4yWIUM3jWMo
It appears to only work with the diffuse texture. is it possible to add normal, roughness, specular, etc? Nothing seems to work.
>>
How can I make a light trailing effect in composite?
Basically I want all the lights AND reflections to leave trails. Just going overboard with motion blur makes the whole scene blurry. I only want the lights to leave trails
>>
>>982193
I wish that the squirrel's body followed more of an arc shape while jumping (like if you traced that movement with a ribbon, but the whole squirrel is the ribbon), instead of just kinda springing into a jump like a rabbit, but what you're doing already is probably more accurate to life. I think the skittery movements are done well though, if a bit slightly linear feeling.

>>982207
Render another pass with just the lights and crank the moblur up really high? Make sure to change the blur type to "end on frame".
There's also probably some vector shenanigans you can do in compositing with the vector blur node if you render out a vector pass (though motion blur has to be turned off to use it).
>>
>>982193
Honestly pretty good. The landing is a bit abrupt and stiff, and you could do some more micro anticipations and overshoots to make it feel a bit more "alive". However, based on what you have, I'd say you're good to move on to the next part. You could spend more time polishing it up, but I'm not sure how useful you'd find it.
>>
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If I'm rendering out a 360 degree animation, can I render it out at 30 fps or does it have to be 60? I tried rendering it out at 24 fps but it seemed kinda laggy? Like, if I wasn't moving the camera in the video player, it looked fine. But as soon as I moved to track an orbiting object it got jittery. I don't know why. 60 fps is a lot of fucking frames per second, and would dramatically increase render times.
>>
>>982213
>can I render it out at 30 fps
Yes.
>>
>>982211
>>982212
thanks, I'll keep at it a bit more. the transition to and from the jump has definitely been the hardest part so I'll focus there before moving on.
>>
>>982200
That's something I wanted to figure out myself. Helping you presents an opportunity to work out the problem. So here's what I got.

I already knew about this layer weight trick, where it automatically calculates what value is facing the camera. It's just like if you did a dot product between the camera and the shader. You slap that node on there, and it creates an effect that is very similar to specular light. Adjusting the blend up and down will adjust how big or small the specular coverage is. But I found it very imbalanced. So I attached the float curve on it to even it out.

The map range node does essentially the same thing as the color ramp node. I just prefer to use it. Notice it's set to "stepped linear" and the steps are set down to 1

The subtract math node is there to ensure that the highlights only show where the direct light touches. Specular light shouldn't go into indirect light. So that subtract node is essentially masking.

Then, you take the resulting specular light and multiply it with your texture. Why? It's not really necessary. But if you adjust the factor, you'll notice that the specular light takes on the color aspect of either the light or the texture. So it's essentially a tint controller. I set it down to zero, in order to get the full color aspect of the light.

Then, this is the most important step: take an add shader node, and combine the results of the direct light and the specular light. You can use more add shader nodes to stack results together.

Side note: I set the light to a bright pink, in order to demonstrate how the color of the textures are affected by light. And fun fact: if you set a sun light to have the power of pi, then it will *perfectly* ramp the values of the diffuse node. Just remember to set the diffuse node color to white. Because by default, it's slightly below white.
>>
>>982193
Nice j
>>
>>982266
>>982200
I'm already finding problems with my solution. I should have done mix shader instead of add shader. Anyway, I don't feel like fixing it all now. Maybe you can figure it out.
>>
one day Pablo will come back and make blender sculpting great again
>>
>>982269
what did you meme by this
>>
>animate on twos
>faster motions on ones
so how does one define a fast motion then? where is the threshold?
>>
>>982301
>where is the threshold?
When an action on twos has absolutely no in-betweens before the start/end, it'd probably be a good idea to switch to ones.
Likewise, when an action needs a bit more to sell it, like with some extra anticipation/easing and you can't quite make it flow right on twos, use ones.
There's not a hard threshold, you just know it when you need it. As shitty an answer as that is.

>>982287
Doubt it. He's busy doing dumb shit with iPads. I don't see a reason that he'd come back. Nor do I really think he should.
>>
>>982211
Ooo nice tips, thank you
>>
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can i get a qrd on topology edge loop shit as it relates to animation? picrel from blender's human base mesh. I understand that it is not necessarily desirable but I don't understand WHY it is not desirable.
>>
>>982193
Dont use linear keyframes for organic movement
>>
>>982334
I've been wondering this myself. The conclusion I've drawn(and this is just personal observation talking) is that those long self-intersecting loops don't matter. They're not bad. Edge loop rules are more localized. They're important when deciding how to transition from one part to another part. Your goal is topology that 1, moves well with joints. 2, contours to the shape of the part, so the shading is clean. And 3, unwraps nicely for UVs.
So it's mostly stuff like making sure the join between arm and shoulder is clean. The join between hips and thighs are clean. The transition between cheek to eye socket are clean. Cheek to nose. Cheek to lips. Etc. Local cleanliness. If, for whatever reason, some loops happen to join in some way that it snakes around the entire body, that's no matter. Just an interesting coincidence is all.
>>
>>982334
i dont think this is what is meant by it, its more that you will have loops where there is deformation, so for example, where a limb is attacked to the body you want loops around the base where it is attached so that deformation will happen cleaner that way
>>
>>982377
>>982378
that sounds sensible, thanks for the help
>>
>>982379
i found these images by some guy on artstation to be the best reference for what you need to do, it isnt necessary to copy this 1/1. some basic things i learned after doing my own style based on this
https://www.artstation.com/artwork/eNq43
more here
>loops around the major points of deformation
>clean planes with all quads to fill the areas between loops
>where you have 3 edges connect to one vertices (planes converging from different directions like a cube) you will end up with a 5 edge connection close by
>dont go over 5, creates too much stress, this is achievable
>VERY IMPORTANT: do not create loops with odd number of vertices,
now what I mean by this is that if a loop exists on a shoulder and the loop at the wrist, you are going from a large area to a small dense area, you will need to reduce the density of the faces and verts, this is achievable with clean topology but only if you dont go from even to odd numbers or vice versa. If you 32 verts in a loop around a thick thigh, but go down to say 16 verts around the knee, it will be possible to connect them with all quads using some 5 edged vertices, this also is relevant with shoulders and hands/wrists where you might end up with 1 vertices left that you cant connect cleanly if you dont have even to even loops. i hope that makes sense
>ALSO IMPORTANT: do not create vertices with more than perfect squares around the center of the body
make sure there is only one "horizontal" edge going to the center verts, if you have two converging edges going into a center vert it will create a "spider web" effect when you mirror it and end up with 6 verts connecting into the center verts
I hope all of that makes sense
>>
>>982382
>>982379
heres what i mean by reducing topology from a large are to a small area, you can see that it where you have 8 to 6 verts, or 5 to 3, or 10 to 8. its just easier that way
>>
>>982383
>>982382
>>982379
shouldve also said that its because when doing fingers you will probably do like 6 or 8 vertices loops, to get a nice equal amount of deformation, and texture size, etc. so the rest of the body will need even numbers too
>>
>>982382
>>982383
saved and screencapped, thanks
>>
>>980304

is there any way to select multiple vertices or faces by just clicking on the ones i want to select?

i hate using the selection box, which grabs every vertex in the general area, but i also want to select more than one at a time.
>>
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the power of blender
>>
>>982450
shift+click??? or maybe click on one int he center of the area you want and use "+" to expand selection?
>>
>my colors are dull
>fuck it, copy some textures from a different model i downloaded that has very bright colors
>colors are still dull
what am I doing wrong
>>
>>982456
my guess is wrong gamma setup
>>
>>982457
>>982456
>but how
idk lol, but I've seen it before
>>
>>982453

thank you for your assistance, the shift-click works.
>>
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r8 my fleshlight
>>
>>982475
circumcision/10
>>
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what's the secret to getting good cycles visuals like the good artists?
>>
Alternatives to substance painter that are better than the horrific shader nodes that can run on an integrated gpu?

(I assume for game assets I'd do everything except texturing in blender)
>>
>>982494
Quixel Mixer.
>>
i havent been paying attention, are animation layers coming in 4.2 or nah
>>
>>982504
system requirements demanded 2gb ram where my igpu only has 128mb but I guess I can give it a try..
>>
>check 2024 roadmap
>no sculpting improvements in sight
that's it bros, im taking the zbrush pill
>>
every time I scale a masked object in sculpt mode it stretches far out out and distorts crazy how do I scale normally in sculpt mode
>>
>>982494
i want you to try mari just for a laugh
it might actually be okay - it's incredibly performant compared with substance painter
they have a free version with some limits, but it should be fine for you
>>
>>982515
You'll need a program to bake maps too (AO, curvature, normals and all that crap) Mixer doesn't do that, xNormal is your best option.
>>
>>982516
>no sculpting improvements in sight
>>981167
>>981167
>>
>>982531
Oh nice, thanks anon
>>
>>982492
Light your scene like a movie, I guess. There's a difference between realistic lighting and film lighting. Typically it's done with a 3 light set up. You have the main light that hits the parts you want to show off. Then a counter light that hits the opposite side. And then some low level indirect lighting to give the space atmosphere. A lot of the time when you see a light in the scene, it's actually just a low-lit visual to trick the viewer into thinking the room has a light source. While the real light is positioned somewhere else entirely.

Also, for blender, you want to go into the "world" menu, then "Surface", then change the color to black.
The reason for this, is that by default it's set to gray. And that gray is going to act as a sort of worldwide light. Always adding itself to your shadows, making your shadows look shallow and dull. So by setting it to black, you get those deep pure shadows required to actually control the lighting of your scene.
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>>982457
>>982458
i figured it out but the solution was so embarassingly simple I'm afraid to admit it even on an anonymous imageboard. thank you for your help regardless.
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>>982504
Can you even paint in Mixer? Last I checked Mixer was closer to Substance B2M than Painter. Like they weren't even remotely the same thing.

>>982513
Not a chance. I don't even think they're going to do those anytime soon, if at all.
>>
imported a model from maya to blender via obj, and it has this weird metallic sheen to it. what do?
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>>982539
I'm guessing you were editing the wrong material/didn't apply the new material to your object
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>>982545
>Can you even paint in Mixer?
Yes it is basically the same shit, without baking and they have less smart materials.
https://www.youtube.com/watch?v=kRtXIj6ENT4
https://www.youtube.com/watch?v=Yt78oTprWjY
https://www.youtube.com/watch?v=9pFjAlU2gQw
https://www.youtube.com/watch?v=8XEOdlGC5yw
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>>982553
i was in filmic instead of standard. probably the first thing I should have checked. that is equally retarded and equally likely though as I have definitely done that before too. I will absolutely do this again.
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think im done with this one for now. learned a lot. gonna start over with the new things in mind, and maybe include a face this time. ideas evolved throughout. I think I'll also do the old way of not having limbs attached to each other and just float around. also i hate rigify, the final final version is gonna be rigged the hard way regardless of how long it takes me
>>
Is there an image file format optimized for photos with transparency that's NOT PNG?
PNG is so fucking terrible for anything but graphics, and anything more than a few colors.
Don't get me wrong, for graphics PNG is fucking king, but anything like a photo makes PNG shit the bed and make file-sizes balloon to retarded portions (even at 100% compression). TIFF also has transparency, but also runs into the issue of large file sizes around the same as PNG. Like you'd think that including an extra grayscale channel wouldn't contribute that much to file size.

It looks like Blender supports webp now, but I hate dealing with webp as it has flaky support in a lot of software.
I'm just lookin to have some image sequences with transparency that don't run several hundred mb for 3-4s of animation.
Seems like transparent image formats haven't progressed passed the early 2000s.
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>>982560
TIFF is like industry standard ain't it?
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>>982562
>TIFF is like industry standard ain't it?
Yeah, that's what I've been using. It just seems like less because it's good for that task, and more just people stuck in their laurels.
Like I said, TIFF ends up being the same size as PNG (if not more in some cases), so I'd hardly consider it efficient. It's lossless, sure, but it's not as if every task specifically needs a lossless transparent format. I'd be just fine with transparent jpgs if that were a thing.
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>>980589
CGpeers being closed forever is such a faggot move. Thank god i have an account tho.
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>>982560
>for graphics PNG is fucking king
lol

https://derflow.medium.com/why-you-should-not-use-png-files-for-image-sequences-27f453dde0c0

never use png for anything
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>>982616
I'm talking actual GRAPHICS. You know, what PNG was made for?
Logos, clip art, shit like that, GRAPHIC design shit. PNG is optimized for areas of flat color and for that it's optimized as fuck. But throw more than it can handle, like the retards who save photos as PNG because "it's lossless lol", and then you start going into retarded file size territory.

I called out PNG specifically because I didn't want those people ignorant about file formats to come out of the woodwork and tell me to use it.
So like you, basically. Seeing as you can't tell the difference between a graphic and a photo.
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for lineart, grease pencil or solidify modifier?

>it's situational!
if so, when to use one over the other?
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>>982638
Solidify is way faster, GP Lineart modifier looks better and you can do a lot more with it but you have to bake it to use it in the viewport and render.
So yeah, it is situational. What situation do you want to use it in? What look are you going for? What do you want your lines to look like?
No one knows what "situation" you're in.
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Dumb beginner question.
I have an object made out of two brick-shaped polygons rotated and placed as you see in pic related, with 4 faces connecting them in the middle (object to the right).
How do I make those 4 middle faces curve inwards, kinda like the object on the left (where it's just a loop cut with the vertices subsequently resized)?
I guess I could just do a large number of loop cuts and inset them manually, but I'd prefer to use something that curves them all at once, for the time savings, but mostly because I wouldn't be able to make it look right.

I realize that this is a spoonfeeding request that could be solved by learning the basics (I used to be able to do it when I followed the donut tutorial years ago but I forgot). However, I don't need to know anything other than to know how to make these faces curve, and going through a beginner tutorial again isn't worth the time.
I don't want an explanation, I just need a couple of terms to google.

Thanks in advance for your patience.
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Okay, maybe you guys can help me. I'm sort of a beginner here so bare with me.

I'm trying to get peter here to have an anime/toon style shader, similar to the large sphere you see next to him. I followed tutorials on making outlines and anime style shading and was able to make that sphere. However applying it to peter is proving difficult. I'm more used to cinema 4d where making materials and applying them is way more simple, at least for me. The textures for this model seem to be under some modifier attached to the mesh itself. I don't know who the fuck came up with this dumb naming convention with eggs and bacon and zebra's and shit but it's confusing. There's all of these different materials because all of the textures are split up into different body parts. There's a head texture, a body texture, and a face texture. I can only apply the shader to one at a time because I can only add one image texture to the shader. So I can't just do all of these different textures at once. And once I do that it affects the texture on the sphere as well which I don't want.

I just want to be able to save the anime shader and apply it to whatever model I want. I want to apply it to the whole model. The way this is set up I don't know how to do this shit without it without changing the shader itself which I don't want to do because I want to apply it to different things. I can't animate scenes like this. The shader nodes are at the bottom.

Help me.
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>>982646
Sounds to me like you want to use proportional editing.
Press "O", or click the icon in pic related. The dropdown to the right changes the falloff type. In your case, you'll want to click the dropdown, set it to "connected faces", make a few loop cuts, select the center one and then scale/adjust it as necessary. Scrolling the scroll wheel while editing lets you adjust the falloff distance on the fly.
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>>982652
This definitely achieves what I asked, so thank you very much, but I guess I didn't describe it very well.
I want the curve to be in the other direction at the point where it touches the original horizontal edges (see the red lines for a shitty but hopefully explanatory example).
Also, is there a way to make the vertical edges rounded too?
I basically want the whole middle section to be completely smooth like in parametric architecture, if that makes sense.
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>>982652
>>982653
It should basically look like this from the side (upside down if you're looking at it from the other angle)
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>>982653
>>982654
Yeah prop editing isn't doing you any favors. Though I'm still not quite sure what shape you're trying to make exactly.
Have you tried just beveling the middle loop in >>982646 and turning up the count?
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>>982661
Beveling with 2 segments then 7 resulted in this, which looks terrible and isn't exactly how I envisioned it, but is more than good enough for what I need it for (just have a visual representation of an idea I'm saving for the future).
Thank you very much.
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>>982619
photos are graphics but for real life
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>>982666
I mean yeah, sure, but you wouldn't call "graphic design" "taking photos".
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>>982665
I don't know what to tell you anon, mine works. If I'm understanding what you want correctly.
All you do is connect the two boxes, add a loopcut in the middle, scale it down for the general taper, and then bevel it.
It looks like you beveled the corners and not the loop. You only need to bevel the selected loop.
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>>982761
I did the same thing and it came out like in your pic. I then experimented a bit and did it in the two steps I described, in order to also make the vertical edges round.
It's pretty much exactly what I wanted from the start, just done in a low quality way (which is as good as I can hope to achieve with my skill level).
I might decide to actually (re)learn Blender and make it look pretty, but for now I'm satisfied.
That "thank you very much" at the end wasn't sarcastic lol.
>>
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>how to create an amazing XYZ in blender!
>it's just a 15 minute long addon showcase, in which 10 of those minutes is spent detailing how to install addons
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Okay guys, how would I go about animating a man transforming into a woman like pic related. How do I morph one model into another.
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>>982784
model a man -> add new shapekey -> use sculpt tools to inflate boob and invert bepis etc. -> animate the shapekey
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>>982787
Is there a way to get some function perhaps that can animate one model turning into another.

Let's say I have two models, I could set one model to "start" and the other model to "end" and the program would fill in the in between of those the start model being shifted into the end model. I feel like that could exist in theory but it may not be a thing currently.
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he come to town :)
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>>982787
What would be the best way to go about animating thinks like eyes turning into female eyes and other textures changing.

I guess I would have to have the female model I want as well. To use after the transformation.

Any tutorials of modeling a female body hut starting with a male one as the base?
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>blend file can have multiple scenes, each with its own timeline and camera
>these scenes can be sequenced as strips directly in the vse
>however, a character rig setup using link collection -> make library override has a single animation datablock per blend file
>workaround is to use separate files for each scene
you have got to be fucking kidding me
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>>982796
You can duplicate the overridden character, and it can have its own animation data. It will maintain all the linked data from the source file, just like the first time you do the library override.
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>>982775
That's because the talentless hacks making YT tutorials can't do much else. They don't actually know anything or how to model anything. They're perpetual beginners like the people that jump into making porn animations without any animation skills whatsoever.
>>
So I am able to use the line cutting tool in cinema 4D, does blender have an equivalent?
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>>982826
this?
https://www.youtube.com/watch?v=N3H5GQ6wVkM
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>>982803
duplicating the overridden collection seems to work, but since you can't rename the duplicated collections/sub-collections it breaks the complex lineart modifier setup i'm using.
it's a start
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>>982808
>They're perpetual beginners like the people that jump into making porn animations without any animation skills whatsoever.
im shit at animating and actively trying to learn right now, but this shit ruined 3d porn for me. after I learned the absolute basics, it's unwatchable. glaring fucking mistakes, even from the big well known guys that have been around forever. you'd think they'd learn something after a decade. blows my mind how some of these retards are able to make a living doing it. I'm absolutely dunning-krugering right now but goddamn.
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Whats your opinion im pretty new to blender. I wish i could model something simpler to learn but it gets boring.
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>>982855
i know the topology on the forehead is fucked. I'll need to redo it. still proud of myself.
>>
genuine question - why does animating on 2s/3s/4s look so much smoother and almost unnoticeable in 2d unless you're paying attention, meanwhile 3d it's immediately apparent when you're not on 1s even to the normie eye
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>>982849
The best part is when you call them out for blatant mistakes, like people floating (don't even get me started on some more risque fun times with woman's best friend), deflating tits that cave in, or fucked up joints, and you get hordes of perpetual gooners forming a criticism-shield wall. It's like damn, you fucks could reach the stage you're defending in a weekend if you stopped jerking it to this shit.
I was never into 3d porn since I kinda started 3d before it really took off, and I can't not see fuckups, but some people are okay and actually give a shit about what they're doing. They're not quite up to my astronomically high standards, but I can respect the craft and tell effort that they're putting in.
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>>982866
Probably because there's a lot of tricks used in 2d animation, like smears, that help your brain to fill in those gaps to make it smooth.
Motion blur can help to a degree, but there's not really any substitute for smears and good timing.
There's also a lot of shortcuts used in 2d that aren't really used in 3d. Like if you watch an anime, they linger as long as they can on still frames, people hardly move, most movement is extremely short, and camera movements are mainly just pans of still frames. Cartoons are pretty similar as well.
When you're watching it, you don't notice the frame rate, because there's not enough moving to really tell.

Of course, if you're animating on 2s/3s/4s in 3d and using interpolation, it's more or less like animating on 1s. It only looks choppy when you set it to constant interpolation. Not to mention, when you're animating on 2s @24fps you're essentially halving your frame rate to 12fps, but using that extra 12 for things like animating on 1s.
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>>982869
>but there's not really any substitute for smears and good timing.
I mean that, most 3d animations animating on 2s don't use smears. Not that you can't do them in 3d. You absolutely can, most people just don't for some reason.
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>>982841
It just sounds like your lineart is set up incorrectly, nothing should be strictly dependent on the 'names' of collections. When you duplicate the overridden collection, any modifier that was referencing a collection will get a new reference to the newly duplicated collection. If you're comfortable with sharing your problem in more specifics, please do.
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>>982869
i hate to bring up spiderverse but that's kind of what i was referring to. using constant interpolation in 3d. they used plenty of smears and tricks there too but it still was immediately apparent they're mostly running at 12 fps. don't get me started on one guy i know who wanted a refund because he thought the theater was broken because "it wasn't running at 60fps like other movies"

but even action sequences in 2d feel smoother than 3d. are our brains just conditioned for it or something? am i just a retard?
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>>982868
most of the time they do the bare minimum and rely on simulations to do the heavy lifting too
>>
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Anyone here know shit about rigging? I'm stock on a bit of a puzzle here and I'm not even sure where to start on setting this up, so I made a little MS paint doodle to try to explain what I'm after here.

Basically, I have a rope, the red circle represents the root, black lines are bones.
I want a sort of IK setup where I can move the blue node (end of the rope) around and the rope bends so both ends of the rope are where the red and blue circles are, which is easy enough, basic IK chain stuff anyone could do.
Problem is, I want an additional control for the middle of the rope, represented by the green circle here. The end result I want is that I can fix the two ends of the rope in place, and then shift the "loop" where the rope bends back in the middle around as I please.
Not really sure where to even start or what to even look up to try to figure this out.
>>
Is there a reason to create clothes separate from body mesh if you don't plan to have swappable clothes?

And if you want to animate armor but not have it twist around the body like it's cloth, you have to create a new armature and animate it separately from the body, correct?
>>982526
Mari free is noncommercial so I don't wanna bother with it because I intend to learn long term commercial skills
>>
Particle hair in this shit still makes me want to kms
what are better alternatives? to do hairstyles
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>>982896
This is exactly how you'd set up a bendy bone rig.
https://youtu.be/5YT3Ocxeawo?si=fXHY4Lewc27ESQpn
I don't think you can export bendy bones to other programs, but I think baking and exporting should work fine.
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>>982912
Geometry nodes hair is the way right now I think. check out official demo files, looks pretty cool, at least for non real time, though if I were you i'd just do haircards manually
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>>982943
I tried it
imo it's definitely not there yet, even for my use (still renders) it's as effort intensive as particles and even less flexible (the nodes can't replace grooming for small touches)
And i already thought particle grooming was like a more cumbersome sculpting
I did hair cards for my first project and swore i'd never do it again, imo it's even more of a hassle
>>
>graswald becomes free
>doesnt work with the newest version of blender
>distribute the assets myself but it's a pain
Anybody in the same situation? I just want to make nature shit
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>>982939
Thank you
>>
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30 or 24?
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>>983049
Without sounding like a complete fart sniffer, I actually kinda prefer 24. It's got a bit of extra chunkiness that compliments the robot. It's subtle as fuck though, and I'm sure motion blur would smooth a lot of that out anyway.
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>>983059
>>983049
Agree.
The 30 one just looks like the robot is walking really slow, but doesn't feel very natural.
The 24 one looks really, really slow in comparison to the 30 one, but it just adds to the clunkiness one would expect from such a mecha. It reminds us of Robocop.
>>
>>983049
No mater, the animation is boring. What about gravity center shift? What are you learning in school these days?
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>>980304
Blunder?
>>
it's over
https://youtu.be/-Xb3Kk3HhIw
>>
>>983059
>>983062
yeah i think i like the general vibe with 24 a bit more too, gonna stick with it going forward. idk if i'm just seeing things but i swear it feels heavier in 24. even after messing with the curve a bit more today somehow it loses some impact when changing the fps.

>>983068
its online course and i'm not even halfway through the mech project, doing the body movement today relax lil bro just wanted some opinions on fps before moving forward
>>
I really wish I could take a sphere and sculpt it into anything, but it always feels easier and more natural to polymodel it first..
>>
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if i wanted to have the eye holes behind a helmets visor glowing would i need to make the helmet hollow or can it be placed on the indented surface of the helmet? pic related is where i want it to glow blue.
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how do I properly modify curves? when I select all and apply a modifier, it gets applied to all of them. but when I attempt to adjust the modifier in any way, it only affects the one curve I had selected previously before selecting everything.
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Okay, I don't know what the problem is, but I'm trying to use rigify to rig up peter here. I moved the skeleton and bones into the right positions as best I could. When I went to generate the rig for this it only generates the face you see there to the left of peter. Does anyone know what could be causing this issue?
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Any help on recreating that kindom hearts 1.5 feel?
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this chapter had a lot of messing around with empties and constraints etc to get the follow up motion for the body, guns, etc. I did all that and got pretty fast with it as I went on but didn't fully explain or understand why I would do that instead of just copy pasting stuff from the graph editor. i know there's a reason but can't quite figure it out but there's a reason the guy is teaching the course and not me so i probably shouldn't question it. anyways heres final result. not 100% perfect but honestly I learned a shitload from this chapter.
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>>983217
>empties and constraints etc to get the follow up motion for the body, guns, etc.
Never heard of that.
There used to be a feature in blender called "slow parent", which in addition to making the parent retarded (I'm joking), it also made the child follow the movements just slightly slower. Which gave secondary motion for free, kinda.

They removed it, obviously, and haven't made anything like it since.
>>
>>983244
had to look back to get the name he called it. space switching. grabbed an empty and constrained it to a bone, baked the action, constrained the bone back to the empty, offset the empty's shit in the graph editor, baked the bones action, clean the graph editor as needed, boom easy follow up. then repeated the process with some slight changes to get rotation as needed. for bones that didn't have any animation already like the one controlling that middle body section above the hips or the antennas. kinda answered my own question rewatching it though. dont think copy pasting the original motion and offsetting it on its own would have looked good in the long run.

haven't started the human locomotion part of the course yet but he said he'd do the same technique a lot there. that part im more confused about, having done a bunch of walk cycles at this point i don't see how I would make use of this in that context but I'm sure i will be proven wrong shortly. all part of the fun
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>>983166
Is there an error message when you generate the rig?
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Is there a way to just fucking shorten an Fcurve? Like essentially just grabbing the handle and moving it along its normal. I can't for the life of me find it in Blender, and searching brings up retarded results about curve modifiers.
You'd think this is something that would be simple to do.
All I want to do is the equivalent of edge sliding the outer handle closer to the middle one without fucking up the orientation.
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>>983264
I have NO idea how that interface works. But have you tried scaling the handles? Press S, and moving them closer together? That tends to work on most things in blender.

Maybe if you set the center point as the pivot, then the handle will scale toward it.
>>
>>983268
Yeah, tried that. Unfortunately it moves both handles. Putting the cursor to the center point works though.
Don't know why Blender doesn't have an "active element" pivot point in the F-Curve view though. In the other modes, when you have multiple objects selected, the last selected object is the "active element", and you can optionally use that as a pivot point. Why that's not an option in the curve editor, I've got no fucking clue.
Still, thanks for setting me on the right path. Scaling seemed off radar for me, like there was a higher, more purposeful function to do what I needed.



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