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Previous thread: >>706591
>>
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just found this procedural snow. breddy neat
https://twitter.com/izutionix/status/1191849979188432896
>>
Whats good material to read/listen to that will help me progress from bumbling retard to actually competent?
>>
>>708632
borncg channel, there is a playlist for beginners.
once you are past the camera settings phase, everything is cake.
don't be lazy and actually learn the controls, otherwise modeling and animating will be painful
>>
>>708632
Grand Abbitt has a comfy tutorial channel: https://www.youtube.com/user/mediagabbitt
Also, CGCookie is still preddy gud.

Apart from that, the biggest things that get you forward are just keeping it going, don't start way too big projects that you can't chew yet to avoid frustration that would fuck up your drive to dive further into the matter and well, overall just learning by doing while having fun after you got the basics down.
>>
>>708632
Houdini
>>
>>708636
Huehuehue
>>
>>708629
I've seen better
>>
Dumb beginner question, but where can I download models of characters from games for blender?
>>
>>708629
That takes 10 minutes in Substance Designer. You can then tessellate it and render, or export a heightmap and deform in a modeling program.
>>
>>708679
ok
>>
>>708678
Model rips is the term you're looking for. Find model ripping sites (found one called The VG Resource during a quick search), get ripping tools and learn to use them for the ones you can't find.
>>
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>>708635
>don't start way too big projects that you can't chew
Not the bro that you are replying to, but I am trying to solo game dev. I am a programmer with zero art skills. So I am literally fucking myself in the ass with trying to art, but I want to learn and I kinda enjoy doing it.
>>
>>708689
Can anyone tell me what those controls are called in the image or point me towards how to set them up?
>>
stop suggesting to use other software
this is a blender thread

yes i'm looking at you substance and houdini nerds, go eat a pile of corporate shit

i repeat
THIS IS A BLENDER THREAD
>>
>>708693
>muh safe space
>>
>>708693
>he doesn't want to be the best artist he can be
>YOU'RE ONLY ALLOWED TO DRAW WITH PENS, NOT PENCILS, CHARCOAL OR ANY OTHER MEDIUM I DON'T APPROVE OF
>>
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>>708693
No, that's fine.
They're obviously interested in Blender so much that they post in these threads, so let them be.
>>
>>708690
I think it's the default blender rig(not model). There should be a video about it on their official YT channel.
Speaking of rigging, best rigging course for blender has been leaked recently on peers. I'd check it out.
>>
>>708693
Seeing your writing style your probably the cunt who wrote this also, >>708547
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>>708693
You're only hurting yourself and others by refusing to use substance.
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>>708693

The eternal blendlet.
>>
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>>708694
>>708695
>>708724
>>708725
>>708733
>>
>>708737
oy vey gevalt anadda shoa
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>>708635
>Grand Abbitt has a comfy tutorial channel
thanks for this. I'm not the guy that asked but I was looking for the same thing and I'm doing some of this tutorials now. It really is comfy.
>>
It is fucking aggravating.
After all these years and posts on forums everywhere (a quick google search brings up lots of this shit) and there's still NO FUCKING WAY TO JUST FUCKING LOCK VERTICES IN PLACE.
>hurrdurr in blendur u jus hide dem :DDD
This is fucking ridiculous.
You want to fucking see the whole thing when you're working on it most of the times. WHERE IS THE FUCKING PROBLEM? WHY IS IT NOT POSSIBLE TO JUST PIN THEM AS SIMPLE AS YOU CAN HIDE THEM?
The fucking hoops with creating vertex groups and assigning shit to it bla bla is bullshit too and should not be necessary if you just want to temporary pin vertices and unpin them just as quickly once you're done. Other software does this shit for decades.
>>
>>708771
>https://blender.stackexchange.com/questions/148831/blender-2-8-locking-vertices-in-place
>73 views
>there's no demand for this
lmao
>>
>>708772
https://blender.community/c/rightclickselect/1Dcbbc/
Also didn't get anywhere
>ask the community they said
>the community will fix it they said
>>
>>708771

Same for multi-object editing. It took the donut foundation 10 freaking years to implement this basic function.
>>
>>708771
Addon "Ctools" has exactly that as part of its feature set BUT OF COURSE it got abandoned, the dev account got closed, then it got reuploaded by some other guy AND ABANDONED AGAIN SINCE 2017. No 2.8x version of it for you, heh nothing personell.
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I can't get rid of the fireflies
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>>708787
I think that's just regular noise. otherwise you could try using (I think it was) clamping in the render settings
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>>708790
Tried clamping, it helped but it's dimming the flame
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>>708787
Try increasing the sampling rate for the subsurface component.
>>
>>708787
turn on denoising
>>
>>708787
brute-force your way out of it
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>>708776
mask isn't working does it should? but this works, it is a piece of shit but anyhow:

Add vertex group of all the geometry to want to modify (excluding the geometry you want to lock)
Add two shape keys, a Basis and a shape key. Set the Value of the shape key to 1 and do your modeling sculpting etc.
Set the Blend group to your "modifiable" group. Now only the modifiable geometry will be moved to the new shapekey position, the rest will remain in the Basis position:
>>
>>708802
Yeah there are quite a few "workarounds" that take several steps for something so absurdly simple
>>
>>708804
Anyhow try to repot it as papercut https://devtalk.blender.org/t/blender-ui-paper-cuts/2596 sometimes they do these as minitasks and it shouldn't be hard to code, just tell them that you want to see the mesh instead of hide to lock a vertex.
>>
>>708698
Link?
>>
>>708812
https://www.youtube.com/watch?v=rKGzBzgOy1E&feature=youtu.be
>>
>>708815
Actually no, that's not it. Leaked would mean it the course not the trailer for the course
>>
Where's the setting for showing key presses?
>>
>>708698
Figured it out. It's a generated Rigify add-on rig
>>
How the fuck do you render an image added to an empty? Trying to back a background image for my render
>>
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Hey, I am trying to add displacement to my object but I also have normal map already applied and it does not allow both to be used at the same time. Any idea how to use displacement and normals at the same time? Pic is my node configuration.
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When I try to union these two HR meshes, the circle ring and the main stone were seperate peices, 1/4 of the circle just vanishes

ignore the rough sculpting i was just following a tutorial and got stuck on this bit, he unions them no problem and my meshes have roughly the same resolution as his.

any ideas whats the happs with this?

why on earth would it just delete 1/4 of the circle mesh?
>>
>>708844
There is an option in the material's settings to turn on both displacement and bump. Or are you saying that doesn't work?

If you aren't using actual displacement (geometry), I think you can also plug the normal map node into the normal input of the displacement node. Though maybe that's only when combining bump and normal, I can't really remember but you can google it.
>>
>>708853
Oh yeah that did the trick, thanks anon
>>
>>708804
done, now let's wait
https://devtalk.blender.org/t/blender-ui-paper-cuts/2596/3502
>>
>>708817
Yes lad I was talking about the course, that's why I posted the trailer, that was upload to cgpeers 2 days ago
>>
>>708852
you don't have to boolean objects together for retopo and baking.
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>>708865
cgpeers... "You must login to view this", "registration closed"

great. So helpful.
>>
>>708895
Open registrations days 1 and 15 every month, it isn't that hard, you can ask for an invite here too but I don't have one, sadly
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>>708899
cgpeer's registration date is a great filter for retards. keeps the trash out.
>>
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>>708679
>you can hand paint [thing] in [program]
The point is that it's procedural, you idiot
>>
始まります。
>>
>>708951
>>
>>708951
>>708953
go back to your containment board
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>>708940
You don't know what Substance Designer is. Do you?
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>>708953
Cute monkey
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>>708955
is it proprietary? then i don't care. go shill elsewhere
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>>708957
>inb4 that anon replies to himself again, taunting his post this time
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>SOFTWRAP ADDON IS RELEASED
oh fuck yes, that's awes-

>aaaaand it's 40 fucking dollars
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>>708940
>hand painting in substance designer
fucking blendlets I swear
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>>708959
what the fuck, you can do that? I've been using Blender for 12 years now, goddamn
>>
>>708984
that's the thing with blender.
often it lacks some functionality that you'd expect it to have but at the same time you can discover functionality you didn't knew it had literally every day.

being able to put in formulas is especially handy if you're too lazy to convert/calculate shit in your head or outside and just let blender do the chores.
>>
>>708973
Just go to the Github page and download it for free brainlet, this is how all Blender plugins work

https://github.com/jeacom25b/Softwrap
>>
>>708890
huh
wait so can SP take mutiple HR peices to bake into a single LP?never knew that

anyway i ended up just using it 3/4 circle and sculpting so it looked like the top quarter had been destroyed
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>>709007
You can bake a bunch of separate HR pieces onto a low poly in SP.
That's part of how you make trim-sheets and stuff.
Like taking a fuck ton of bricks and stone, and baking it all onto a single plane.

I do have to mention though that you're not allowed to use Substance Painter if you're using Blender, as that's cheating, and that one anon won't approve of it. :^)
>>
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>>708973
>>
I have old clunky dells that I use to help render stuff faster, but how can I use them to help bake faster as well? should I just bake as I render, or can I only prebake in a single computer before rendering?
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>>708629
I'm sad that we don't have decent volume snow yet.
Imitating it with SSC looks decent though.
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>>709000
404'd
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>>709000
>this is how all Blender plugins work
>404
pottery
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Anyone know what the fuck is wrong with the model? It keeps glitching out like that whenever play the animation.
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>>709093
Nevermind, restarting my pc solved it. It probably was something with drivers I guess
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>>709096
>>709093
don't want to worry you but that's oftentimes how it starts with faulty gpus
>>
Does anyone know what's going on here? >>709106
>>
>>709107
Have you confirmed that the UVs are fine in previous versions of Blender? Have you checked to make sure that there are no other UV maps for that model that it may have switched to?

If yes to both you should probably send in a bug report.
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Made some microbial default cubes under a electron microscope. Spent more time having blender crash constantly then I did making the actually scene wtf
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>>708973
>it's 40 fucking dollars
>Blender is free
>freeeeeeeeeeeeeeee... but the actual good stuff that makes it work
If you´re going to pirate anyway, do pirate Maya and 3ds Max.
>>
>>709110
when you "pirate" some Blender add-on, you're not really pirating, you're just not paying the author

it's the GPL, friend
>>
>>709110
>pirate Maya and 3ds Max
i would if they had something like grease pencil
>>
how do I move an objects origin point without affecting child objects?
>>
Is height-based vertex painting possible in Blender? I can paint multiple textures just fine, but blending is not nice.
>>
>>709187
https://www.youtube.com/watch?v=dtm8znSWxSg
>>
>>709189
I don't think you understood - I basically want to this in Blender:

https://www.youtube.com/watch?v=dghCetkArJI
>>
is looking at topology pics and trying to imitate or "copy" it in blender or other modeling programs a good way to learn? I got bretty gud at drawing that way. Does 3d work the same?
>>
>>709222
It's handy to see how other people handle their topology, yeah, but it's also important to know WHY they're making the decisions they're making.

As an example:
You might be copying the topology of a mesh that has to move a certain way and compromises in different areas, and you'd copy that onto your own model without having those restrictions.
So say an artist has to make a leg move a certain way, and you don't. You copy that topology that the other artist made specifically to get that leg to work for that model, but it's useless for yours since you don't need it to. So the model might have wonky topology there for no reason when you could have had something cleaner that works for you.

Use other peoples topo as a reference, but know where to deviate and adapt for your own use.
>>
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I have a problem with accidentally adding in extra edges and vertex on top of existing ones and then it causes issues later. Like when I go to move an edge there will be an edge on top of it already and i end up grabbing that one instead of the one i want or subsurf doesnt work becuase there is wierd lines everywhere. I dont know if this is because i'm hitting extrude on accident or what. I tried the mesh cleanup but idk if thats the right tool for getting rid of all these accidental extra lines and crap i keep doing. Wtf is giong on?
>>
>>709305
I think there are times where aborting does only abort your action but does not remove what was created. For example, if you extrude an edge but abort, it seems like everything is normal but if you inspect the mesh, there are now 2 edges taking the same space.
Not sure if that is still the case with current Blender versions though.
>>
>>709310
>but does not remove what was created
yeah i'm sure thats what i'm doing when I forget my hotkeys and accidentally hit the wrong one. I have found that hitting alt-m for merge and then doing merge by distance helps clean this up. Though I was trying this yesterday on a complex item and it didnt seem to always work but idk. I'm still a scrub tho and have lots to learn
>>
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I am a beginner. I mean that absolutely. I started blendering without tutorials and only looked up stuff when I got stuck on fixing an issue. I don't state this to brag I state this because I mean it when I say I don't really have a clue as to what I'm doing even from a novice perspective and that I would REALLY love some help/criticism/advice from more advanced user.

So I'm making this oblivion gate and I would like some ideas or tips on how to make it look just better in general. The portal is supposed to be asymmetrical, the stone walk up platform it floats above is going to be molten which I've slowly added a melted rock look to on the sides. (you can KIND OF see the effect on the left side of pic barely) I am sculpting this one and I'm experimenting with all the standard brushes (are there downloadable ones I should be using???) and atm besides using snakehook and grab to create molten rock geometry to the base I am trying to use Crease to create definition between larger slabs of rock that I can bake into a texture.

idk.. anything for info is appreciated thanks in advance
>>
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>>709352
I just messed around with brushes and trying out new ways to make the rock look like it's hardened lava flow and here is the result! I think it came out pretty solid. I could always do more but I'm satisfied for now. (compare to previous and I think it looks like a fleshed out sculpt versus whatever the fuck I thought was ok before)
>>
>>709374
>trying out new ways to make the rock look like it's hardened lava flow
Hardened lava isn't wavy like that, it's more like layers of droop that have folds and creases.
>>
>>709374
It helps to look at the real world from time to time
>>
>>709387
This.
It should not only help, but it's mandatory (same as for an reasoned veteran).
Use references.
Tons of them. Create a mood board. Use a tool like Pure Ref.
>>
>>709111
It’s so nice that the authors are such idiots that they spend months of their life building great addons that can be shared for free and get absolutely nothing for their hard work.
>>
2.81 may possibly release this or next week
https://devtalk.blender.org/t/11-november-2019/10372
>Tomorrow 12/11 would be nice to have a final call on whether there are any show stoppers.
>If none, Wednesday (13/11) Nathan Letwory will tag, update splash and call ahoy in time for a release on Thursday. If there are any issues the release moves to Monday most likely (no releases on Friday!).

https://lists.blender.org/pipermail/bf-committers/2019-November/050308.html
>If things go as planned we will have a smooth release by the end of next week/begin of "other-other" week.
>>
>>709417
>2.81 may possibly release this or next week
Does that mean another wave of Blender fanboys is coming?
>>
>forget to set rotation modes
>try to animate character
>every single bone gimbal locks
AAAAAAAAHHHHHHHH
>>
https://www.udemy.com/blendertutorial/
Is this good?
I'm not an artist and I want to make a 3D game alone, so I need at least *some* art skills.
>>
working on some big files lately and these autosaves are getting big, cthey have saved my life a few times but clogging up my SSD

anyone know how to change the autosave location? i cant see the option anywhere i would expect to
>>
>>709521
No, avoid those two like the plague. CGCookie has good courses. If you don't have the money, wait to register for CGPeers (on the 15th) and get them there.
>>
>>709557
I thought it would be good because their Godot course was nice, but it's a different subject so I understand if their 3DCG course is shit.
I had no idea there was a private tracker for CG, thankfully I'm already a member of AB, Redacted, PTP, OT and others so I'll get accepted easily.
>>
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I wanted to do this with texturing but I guess I can try to sculpt the flow. Just a test. I don't know if I want to do smaller layers or bigger.
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pablomon at it again

https://twitter.com/pablodp606/status/1194364883594297344
>>
>>709604
Nice.
Coming from a traditional backround, I was always getting tripped up from stuff like this when digitally sculpting. Material doesn't build up the right way.

Won't this mess up people that know how to sculpt digitally now though?
>>
How do you get good at making attractive character faces? Every face I model looks like uncanny garbage and it feels like I'm not getting any better from more practice.
>>
>>709612
Use references
>>
>>709606
>Won't this mess up people that know how to sculpt digitally now though?
Well it will just be another brush (set of brushes?) so they can choose how they want to knead shit
>>
>>709635
>including new ones that simulate material accumulation...
I guess I had thought that all the brushes were being re-worked to support accumulation like that. My bad.
Still should be interesting. It probably won't be something super widely used by people who sculpt digitally, but it should be interesting to see how it might shift those people's perspectives when it comes to sculpting. Seeing how they'd have to approach it slightly differently.

I'm thinking it would be super cool to use it for that claymation look. Where it looks really hand manipulated due to all the thumby "artifacts" and stuff.
>>
>>709676
>I guess I had thought that all the brushes were being re-worked
Well you were kinda right.
Currently, that dev really is reworking all this BUT most changes are more on the subtle side (like way nicer falloffs by default, nippier reaction times, new additional features etc) and the really hugely different things are usually additional and not completely replacing shit.
Personally I think the clay simulation is kinda neat but will get old fast and most will go back to the normal tools.
>>
Is there a smooth option for normals? I don't mean the normals themselves, I mean, move the selected verts until they're smooth with the adjacent vert normals.
>>
>>709704
I don't know if this is what you mean, but try the "Weighted Normals" modifier. It won't actually move verts, but it should do some magic to smooth over the normals based on faces or some shit. I don't actually know how it works, but it might work in your case.
>>
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>80 million polygons in Blender sculpt mode

https://www.youtube.com/watch?v=0x9pL1SEW-o
>>
>>709737
I'm pretty sure that's enough to kill not only blender and your pc, but all of existence.
>>
>>709737
The performance increase for sculpting in 2.82 is pretty crazy. I got a 960m. In 2.8 I can barely go above 2mil but with 2.82 I can sculpt similar performance at around 20mil.
>>
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>>709742
>I got a 960m
>yfw you accidentally switch from blazing fast sculpting mode into edit mode at 960m
>>
>>709754
>>709742
Oh wait, you mean your GPU.
I thought you got it up to 960 million polygons.
>>
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i've got a symmetrical character mesh with shapekeys.
if i duplicate the object, delete one half, add a mirror modifier and change the topology, i can't apply the mirror modifier without deleting the shape keys.
is there a way to transfer or recover the (symmetrical) shape keys from the old mesh?
>>
>>709873
>recover
The auto-save?
>>
Is there a way to bump UVs incrementally in the x axis when using the array modifier in 2.79? I'd rather everything looked slightly different.

>>709873
Can't you just not use the mirror modifier, and use the mirror object button in the object menu next to the mode selector instead? You'd have to flip normals after rejoining them, though.
>>
>>709933
>is there a way to bump a
Never mind, I loaded 2.8, opened it up, used that version's array modifier, and copied it back with the fucked up material.
>>
>>709933
I know I'm too late, but isn't there just the U silder and V slider at the bottom of the modifier? Just move that.
It shifts them based on the value.
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>>709941
That isn't there in 2.79, that's why I used 2.8.
>>
Hello friends.
>>
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I made two tutorials from youtube - CGBoost and BlenderGuru, where should I go next?
Here are my results.
>>
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Donut tutorial result.
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>>709971
I guess they didn't cover render settings in said tutorial.
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>>709956
sup
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>>709985
What's wrong with my render settings?
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>>709988
everything
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>>709993
Please explain.
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God I wish I had talent.
>>
>>710007
Talent is not what you are looking for.
Children have talent.

What you are looking for is skill.
And skill comes with hard practice.
And if you practice right and gain skill you will surpass those with talent, who may not even do things the right way, or won't reach the top.

If you want to become really good, put a lot of effort and practice in it to get skilled.
>>
>>710009
God I wish I had skill.

But seriously, how do I practice right?
>>
>>710010
https://www.google.de/search?q=how+to+learn+the+right+way&oq=how+to+learn+the+right+way

https://www.verywellmind.com/how-to-become-a-more-effective-learner-2795162

https://www.youtube.com/watch?v=5rtc6iYp6Qk

it's important to get your hands dirty.
If you follow guides, do it practically, not just watch or listen.
Repeat it on your own afterwards and deviate - try what you learned on something else.
And repeat, repeat a LOT.
>>
Let's say I want to use Marvelous Designer for a cloth simulation on a character I've sculpted assymetrically "in pose" in Blender. I would use a rigged base mesh to set up the pose and then sculpt. How would I create the animation that is needed for the cloth simulation in MD so that it still deforrmes to the new geometry in the assymetric sculpt?
>>
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I'm new to 3D but want to make short cartoons/animations. How difficult would it be for a total beginner to learn how to make cartoony models maybe something like pic related?
>>
>>710028
no one can give you an answer to that.
It really depends on you as a person, how fast you pick up knowledge, what kind of person you are as in, are you able to visualize things in 3D in your head easily? and a lot more.
For the average human I'd say that's decent entry-mid level quality you want. But do not underestimate the amount of work for animation.

>modeling
>texturing/materials
>rigging
>animation itself

depending on you as a person, the first quick thing can be done in a day,a week, or month, also depending on the quality you'll be okay with.

About "How difficult would it be":
It'll be as difficult for you as learning other geometry and computer related topics in your life is to you.
>>
>>710033
Thanks Anon, I already make 2D hand-drawn cartoons and just looking at Blender I already can tell it's a whole different set of skills.

Also one more question, should I use SFM to animate or is there another better program to do that in?
>>
>>709949
Sheeeeeeit, I had no idea, I've been using 2.8 for so long. My bad man.
>>
Any pythonbros here?
I'm trying to make edits to a mesh by directly setting vertex coordinates, however the edits don't seem to show up in the viewport unless I manually enter edit mode.
I'd rather not use operators if at all possible. I tried object.data.update() but it doesn't seem to do anything.
>>
trying to get into sculpting
how do i stop my masks from going through to the other side of the mesh?
theres so many different scene Vs view options i really dont get which setup i should be using
this was done by using a image and masking with the anchor brush but i dont see a way to not make it hit the other side
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>>710160
forgot pic
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>>710087
bmesh, son
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r8 my cum donut oWo
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>>710184
Wait. Aren't you the guy who made that asshole gif of some shape that are about to fall in place but then don't and taunt the viewer for wasting his time?
>>
>>710186
no I literally started like a month ago and just finished the donut tutrial yesterday
>>
>>710160
>>710162

uhhh i really need hlep with this guys
theres no way to stop the masking from hitting faces behind it?
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>>710351
Pretty sure you forgot to click a constrain selection to view button
I'm on my phone or I'd post a pic, anyway just google it
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Testing Some Dither.
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>>710365
>.gif
why? use webm for retards
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>>710371
>use webm for retards
Or render directly to webm
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>>710387
Never do that, nooblet
>>
>>710387
4chan doesn't support VP9.
Nice try.
>>
Are there any good places where I can learn more about how various things affect render times? I'd like to inform myself so I know what would be viable to do for a short film (up to 1 min.) that I would be rendering on my own PC.

E.g. I know volumes take a lot of time, so that might mean I should try to avoid having my film take place in misty environments (correct me if I'm wrong and I shouldn't immediately discard that option). Effects like smoke, fire etc. are also probably heavy. From what I've read, lots of (small) light sources and interiors (because of lots of light bounces) are also slow to render. Same for scenes with lots of foliage and complex shaders.

Does that mean an animation taking place in e.g. a sunny exterior scene, like ruins in a sand desert, could take much less time to render than a scene set inside of a dark room with windows looking at a foggy town (considering amount of polygons, materials and overall complexity of the environment are more or less the same)? Or am I way off and it doesn't work like that at all?
>>
>>710505
Complexity and quality = time. I know it sounds a like a no-answer but that's what it really comes down to.
>>
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I'm trying to make like a 1920s Mickey Mouse style character so I thought he'd be pretty easy to make but I was wrong.
Is everyone's first attempt at making something about the same level as this?
>>
help an annon here, is there any way to add an VFX of for example a bullet to a video and put it werever you want and re size it ? cuz I can;t do it, What cn i do is everything else from chroma key or keyering and everything. but can't resize nor move the mini green screen video, and I have tried other programs that are just way too easy like grab and drop and just size it with the mouse
>>
I have a VII that I can let people use to render their stuff for free. Can render anything for you guys, hell even doughnuts too. Just wondering if anyone would be interested in wanting such thing
>>
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>>710578
Do you mean first attempt or "first" attempt? If the former try making barrels and crates and shit, learning the basics. Any character is going to bring about some intermediate challenges.

Avoid smashing geo together, as you've done with the hands. The whole body should be one mesh, especially if you intend to add a rig later.

And for God's sake man, do some tutorials! Good luck.
>>
>>710646
>The whole body should be one mesh, especially if you intend to add a rig later
Not that guy. Plenty of old-school, low-poly models use intersecting floating meshes
>>
>>709305
Merge by distance
>>
https://blendermarket.com/products/physical-starlight-and-atmosphere

Does anyone have this?
>>
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whats the process of turning a 2d image like pic related into this https://sketchfab.com/3d-models/nefaria-dragalialost-cf146dc997c6494e8e9d70509543d872
do i need to get good at drawing anime to make a reference sheet to model on then pose the charterer or is it done some other way.
also what learning tutorials or anything to learn this stuff. i've made some donuts before
>>
>>710754
I really hope you aren’t only doing the donut tutorials.... just search and practice random character ones, there’s even tutorials on how to do anime chicks. I’d practice those before even attempting to do something like that.
>>
Why is it taking so long for Cycles' shadowcatcher to be fixed?
>>
>>710763
its ok i only made 2.. and an icecream.
guess i will follow that one popular SAO anime modeling tutorial from youtube or some other stylized character tutorial
>>
>>710754
>how to turn a 2D anime character into 3D model
build a generic anime base to your liking first.
most important is a front view of the 2D character. If the 2D sideview looks totally different model that first and overwrite it with the frontal view. In many drawings proportions are incredibly wrong, just approximate it.
>do i need to get good at drawing anime to make a reference sheet to model on then pose the charterer or is it done some other way.
No, for anime style characters get anime-style models you like and study how they turned these over stylized drawings into 3D models.
>what learning tutorials or anything to learn this stuff.
There is in principal no big difference between regular box modeling of a realistic character and animu.

Things to look up tutorials for:
Box-modelling, Topology and basic rigging (only enough to pose the character).
>>
>pablomon said he wants krita and substance painter together in blender

holy fuck, judging by his work he's done so far this might turn out really cool
>>
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>>710840
>raster 2D frame-by-frame animation
>lazybrush/colorize mask
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Am I gonna make it bros?
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>>710907
>>
>>710907
>>710908
You have indeed made that model, anon.
>>
>>710937
Am I gonna make it in life?
>>
>>710941
I don’t know what you’re asking for specifically. If you’re wondering about how realistic the models are, currently the dinosaurs remind me of the clay dinosaurs I made in elementary school which I painted with some sort of glossy paint for a diorama. You’ll need to adjust how the light is hitting the scales, maybe reduce reflection. The eyes and teeth look the most fake because the scales reflect so much light in comparison. If you’re aiming to get a 3D related job in the future, just don’t give up on modelling amd you’ll get there eventually.
>>
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>>710952
is this an improvement?
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I still haven't figured this one yet: is it possible to somehow blend materials based on a height when vertex painting multiple materials?

See the example, compare the transitions - the bottom one is a part of the texture, and you can see sharp transition, while the vertex blended one on the top is super soft and looks wrong. That's because it isn't blending based on height atm.
>>
>>710907
Is that a picture off your screen? You somehow managed to get a perfect 90's magazine article about cgi look to it
>>
>>710751
bamp
>>
Would would be more efficient if I want to create some distant fog? To use principled volume or to add it in post in After Effects?
>>
>>710982
post is always more efficient since volume rendering is fucking slow
>>
>>710969
Never used Blender, but what you're asking is achieved by multiplying the mask vertex color channel with a heightmap.
>>
>>710963
Yeah, looks a lot better, good job
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newfriend here, what is causing different parts of this mesh to have different shading?
>>
>>711010
flipped normals, doubled vertices, fucked up custom normals, non-manifold geometry. Probably something else but my brain is foggy atm.
>>
>start to learn blender
>become better at it
>now have an urge to buy a triple monitor setup cuz my single 1080p monitor is too small for blender
This is hell.
>>
>>711010
are all of the faces set to shade smooth except the new ones?
>>
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>>710997
Sweet, thanks. I'll have to play with this more, but I think it's improved now.
>>
>>710840
Did he tweet that, or did he say that somewhere else.
>>
>>711057
He said it in the Spanish version of BlenderToday where he was guest a while ago. The other Pablo mentioned it in the English BT this Monday.
>>
>>711088
Cool.
>>
>>711015
Doing anything on a computer usually leads to the realisation that you need multiple 4K monitors.
>>
When did they aim to releas 2.81? Was it today or tomorrow? or some other date?
>>
What's the point of Blender being free if the add-ons cost money?
>>
Can I make decals in Blender work like they do in UE4? Or is there at least a non-painful way of setting them up and easily controlling their opacity and blending with the surface they're on?

Please straight answers, I already went through lots of pain with this and feel like crying. Why is everything so much more complicated than in game engines? :( Wtf is this shrinkwrap nonsense which just creates issues with overlaps and then I have to offset it and have a hole between a decal and geo? Come on, man...
>>
>>711174
https://filedn.com/lLMW4jXsJqxXkRYjd1UCoKL/DefiniteEEVEE/DONOTMOVE/DecalsKPACK.zip
https://www.youtube.com/watch?v=U0ZJyKyAzlA
>>
>>711183
Tell me bout Chipp, why does he wear the wig?
>>
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I have a mesh imported from a game, it has a basic biped armature with vertex groups and I want to apply Rigify IKs to it, more or less like the Source Filmmaker Auto-Rigger script.
How the fuck do I do this without destroying the existing weight paints or the non-biped bones?
>>
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Why does this squishing in the unwrap happen and what can i do about it?
sides are equal, they were originally mirrored
>>
>>711197
Noooooo not chippy not our boomerino not the daiper wearing fatty nooo
>>
>>711227
more seams or project from view.
>>
>>711227
Blenders unwrap algorithm is pretty shitty and does stuff like this occasionally.
>>
>>711230
Any suggestions on where to place more seams?
The raised bits are all gonna be the same materials, lower bits same material
>>
>>711236
any corner could do, using project from view combined with pinning gives you the best results.
>>
Vertex color are not listed in the nodes. Is this a bug?
>>
>>711256
no it's a feature.
Use an attribute node and put the name of your vertex color channel in it. Usually it's "Col".
>>
>>711256
>>711282
There is actually a vertex color node in 2.81, which should be out later today.
>>
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I did the donut now i'm doing the apples(WIP)

When do I quit tutorials and just make my own shit? Or should I just keep grinding tutorials.The reason I ask is because I feel like when I make my own shit I am going about things wrong and lack knowledge and go about things all wrong.

Baby needs spoon feeding
>>
>>708628
who's doing Motion Design in Blender?
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>>711294
>I did the donut now i'm doing the apples
Why, they tackle the same shit anyway. Do Grant Abbit's low-poly well tutorial, then move to sea-shack, and move to doing stuff yourself.
Grant's tutorial helped me to start doing my own shit a low more than donuts and apples.
>>
Is out
Release notes
https://www.blender.org/download/releases/2-81/
Downloads
https://www.blender.org/download/
>>
>>711316
Neat. Still no UDIM though.
>>
>>711344
so? do we have to copy every crappy technology Maya comes up with?
>>
>>711316
Apparrently they added a remesher
anyone tried that?
>>
>>711377
most blender enthusiasts had 2.81 running for months by now, so yes
>>
>>711370

I am so ashamed of being a blender user when I read stupid shit like this.
>>
Nice
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>>711309
>Why, they tackle the same shit anyway.
True it's similar but apple man actually covers a lot more than donut man and goes in depth a bit more on some things, plus I really like the way the Apple scene looks. I've been doing a lot of Grant Abbit already actually. Specifically his beginner exercises. They have been teaching me new stuff and it's like a brain teaser because he encourages you to attempt the shape before he tells you how.
>>
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>pablo commits topo slide/relax to master
>build breaks
>commits fix
>build still broken
>>
So 2.81 went live today and I was expecting UDIMs
So how do I use UDIMs in blender?
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>>711414
They've been pushed back to .82, maybe later, maybe never.
>>
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I'm working on the apple tutorial too. I swear, I followed the instructions for the water material correctly but it ends up being dark for some reason. Some comments I read underneath the video suggested to turn off the screen space refraction on the apple but it doesn't seem to do much for me. Does anyone else have any ideas?
>>
>>711392
did you do it?
>>
what a machine
>>
>>711438
He does a lot of work for a guy who hates programming.
>>
>>711436
higher sample rate.
>>
>>711443
a man has to eat
>>
>>711436
I think there is some lightpaths setting that might fuck with the results
>>
>>711437
but why? new sculpt mode tools seem to be available and working without reset.

I don't wanna reset everything..
>>
what is the best cpu/gpu combo currently for blender that gets me the most bang for my buck?
>>
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>>708628
How do I model this neck part of a Les Paul guitar?
>>
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What are courses that take me through the entire process of creating detailed characters fit for a video game? Sculpting, retopo, textures, materials, rigging, animating, and whatever step I don't know about.
I'm confused because I've heard I'm approaching sculpting wrong with dyntopo but then I also hear topology doesn't matter in the sculpting process since you're gonna retopo anyway.
>>
>>711462
Nothing wrong with using dynatopo
Biggest gain from dynatopo especially in blender is not having to subd the whole model extra times for that fine detail in areas you want.

So, that said I mean I only use dynatopo for fine detail after the main sculpt is done

Regarding tutorials for creating a character for a vidoe game, I'd suggest you instead look at multiple shorter tutorials in which people do a full workflow of simpler game assets. Lots of barrel ones on YT, crates, swords etc tutorials that all cover the whole process baking the high poly to Low and how to paint it and how to get it into X game engine but with a simpler model.
Then, you can simply apply those techniques to your character that you learned how to model and rig from character creation tutorials.
>>
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>>711453
>but why?
Think about it for a moment.
Blender keeps getting developed further literally every day with sometimes big changes under the hood. Then you keep using all your months or even years old settings you set in a very old version and the program gets told to use these on all the changed infrastructure.

It CAN work perfectly fine and usually does but there's no guarantee and especially since you complained about shit being broken. Don't come here complaining if you're not even willing to do the basic precautions or tests like resetting everything to see if your stoneage settings fuck with things.
Also, it's easy to just backup your whole profile since it's just a folder that can be easily copied back after you finished testing with everything completely reset and wanting your old state back.
>>
>>711475
To clarify, the configuration folder should be in Yourdamnusername\AppData\Roaming\Blender Foundation\Blender\

And each version has its own folder there which you can just backup and copy back later
>>
>>711438
>bitches don't know about my git rebase
>>
When making your inverse kinematics should you link the hand to the upper arm bone or to the clavicle
>>
>>711370
Please end your existence.
>>
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>>711459
Here's some pointers on topology, you need face loops going like this to harden up those edges. It should also be a separate mesh from the rest of the body judging by that seam between the two.
>>
>>711392
needed to download new libraries win64_vc15 and nuke the entire cmake build folder
>>
I wonder if the pablomon is lurking here sometimes
>>
Why does it feel like the flipped normals guys actually hate blender and reluctantly use it as marketing decision?
>>
>>711624
Because they're bad at camouflaging it
>>
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I feel like a retard but I get great joy just watching rag doll figures being thrown about
>>
Any tips on avoiding making the light too flat in eevee?
>>
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https://github.com/Pullusb/GP_brush_fill
unf
>>
How do I make a light attach to an object that is being animated? I've tried parenting it but it doesn't move with the object.
>>
>>711654
can you use constraints somehow? choose the light then go into the properties panel. Full disclosure, I am still learning to use blender
>>
>>711654
You could make the light a child of an empty, then parent the empty to a vertex on your model. So the empty follows the vert, and the light follows the empty.
Constraints work too, and are probably a better option.
>>
>>711658
I manage to find out that you can make a bone to the armature where you want the light to be, then parent the light to the bone. This feels inefficient so I will also try your method, thanks!
>>
>>711654
Is there anything else going on? Parenting a light to an animated object makes it move with it as expected for me. Any chance of any interfering effects beyond the case where you create a new cube, a new light, parent the light to the cube and then make the cube move around?
>>
>>711666
Yeah it works with parenting and constraints. I'm fucking retarded, I tried to parent the light to the damn mesh, not the armature, that's why it wasn't working.
>>
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What's the best focal length for sculpting?
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>>711686
Orthographic.
>>
I feel like I am actually learning.
>>
>>711757
Very cool, keep going Anon. We believe in you.
>>
>>711686
For me it's whatever makes the object look natural, as if I had it in front of me. Typically 70-90 mm but it depends on its size and at which (virtual) distance you like to work.
>>
>>711686
Are you trying to 1:1 copy something from some reference images without really understanding what you're looking at?
Try to match the perspective / lens settings / camera position of the reference images, this will require you to doodle some red lines and do a little math / eyeballing during the block out phase
Common lens settings include 35mm, 50mm, 90mm, 120mm

Do you have an understanding of what you're sculpting and a clear mental image, with reference images helping you to stay on target and add in details you might be lacking from your mental image?
Orthographic
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Beginner retard here.

How can I select all the borders around a cylinder without having to do it manually? I know there is a key for this specific purpose, but I have forgotten it.
>>
>>711775
You mean 'a'?
>>
>>711776
Yes, that selects ALL the edges, but I only wish to select only the ones as in my pic.
>>
>>711775
Alt click
>>
>>711778
THANK YOU.
>>
>>711775
The term for the lines in blender is edges. Not trying to be a prick just so in the future if you need to look up something it's easier with the correct name.
What you are doing when you alt+click is doing a loop select.
>>
>>711780
You are correct. I still haven't learned the proper lingo yet. I was attempting to create a clinder with some lightly smoother bottom and top as you see here when I realized I forgot how to select the edges correctly.
>>
>>711783
Isn't there like an option to do this automatically for you? I'm pretty sure I remember that.
>>
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>>711757
Don't do this. Ever.
Keep quads as close to flat as you can get them, otherwise you'll get fucked shading.
Make your pointy bits another way.
>>
>>711788
Not him, but what about diamond quads etc.? I learned about them recently and I'm a bit confused as to what I should do or avoid sometimes.
>>
>>711788
Is there an example of what fucked up shading looks like?
>>
>>711686
120mm
>>
>>711707
>>711764
What happens if you don't switch to Orthographic? Will it cause distortions down the line?
>>
The new mesh analysis is pretty sweet
I can quickly see and fix non-planars now
>>
>>711800
Honestly you shouldn't be stuck in stone for sculpting.
If you are going from a ref and trying to get that base outline you are gonna be doing it almost exclusively in Ortho but once you have that done you gotta be always checking the perspective view to see how it looks.

>>711827
What is this feature? Or where is it
>>
>>711834
Sure seems relevant to this thread.
>>
>eevee looks cool and maya runs like garbage on my travel laptop
>decide to try out blender
>don't want to do a basic tutorial so watch the 'switching to blender' tutorial by flipped normals
>mfw all these new shortcuts in such a condensed amount of time

my brain feels like it's on fire. at least it's not zbrush crazy.
>>
>>711850
Teeth are really hard to make them look normal.
>>
>>711856
arvid schneider has a good tuto on mouth + teeth shading on his youtube. it's done in arnold, but should be easy enough to translate to any pathtracer.
>>
>>711856
Teeth are complex multi-layered structures. They are never perfectly white, but rather scatter the light into bluish and reddish tones.
>>
>>711850
here. lads, is there an equivalent crash course in cycles + eevee + the shader editor for people moving to blender from other render engines?


also, a few shading questions:

the shader editor seems to make a distinction b/w vector data (purple) and RGB data (yellow). am i getting this wrong?

subsurface radius has a vector (purple) input, but i'm unable to drive it with an RGB node. what node am i expected to use instead to easily set vector 3 values?

gray inputs look like they're designed to take float or integer values, but i can plug the yellow (RGB) output from a noise node into specular roughness and it's happy to accept it. is blender automatically just ignoring 2 channels and using just a single channel from the input?

tyvm
>>
>>711878
First off, you've got color blindness. Sorry to break it to ya.
Vector is purple
RGB is green
Gray are float

You can plug gray into rgb, rgb into gray (but it only uses one channel). You can use a split rgb to pick what channel you want, or if you want them all, do some node math with the math node to combine them all into one.
For subsurface radius, look into the "vector" section and see if things work there (most likely the "vector" node itself will work, or a mapping node). Alternatively, if you're using a texture, make sure to set it to "non color" in the texture node's settings.
>>
I think I may the only one who thinks animating is blender is far easier than in sfm.
>>
>>711903
tyvm. i'm guessing there's no real rationale for not treating RGB data as a vec3?

also, is there an addon node that just generates random vector data to use as a seed for the procedural noises? i've seen a couple of workarounds but i'm hoping there's a shading utility node that does this?
>>
how would you go about animating wind for poly grass? or how would you animate poly grass in general?
>>
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>>711910
>is there an addon node that just generates random vector data to use as a seed for the procedural noises?
I'm not entirely sure what you mean. But I can think of two things that might get you going.
You can take the texture coordinate node, and plug it into a mix rgb node, with the other input being an "object info" node. Each instance of the object will now use a random seed. Pic related.

You can do something similar as well and plug in any texture before the mapping node to fuck around with it and distort it in all kinds of ways. So for example, you can plug in a musgrave texture into the mapping node of a wave texture to get all kinds off cool lines and stuff.
>>
Is there a decently comprehensive blender beginner guide/tutorial/whatever that actually uses current version?

Last time I tried learning Blender all the recommended materials out there used some outdated version that had half the fucking options in different places so you spent more time looking for them than actually doing shit.
>>
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I accidentally the hand and leg of this fella, and now it leaves a hole that just fuck things up
How do i patch it up? I tried the symmetrize thing in dyntopo but it only fixed the leg (and end up cutting off both hands for some reason)
>>
>>711937
thanks, i've seen that random seed workaround.
i was hoping someone had made a random vector generator node. is there an easy way to store common node setups like that as presets for easy recall?

i don't want to be 'that guy' who jumps into blender and immediately starts criticising it, but the lack of a seed parameter on the noise nodes is a bit of an oversight imo. hardly a dealbreaker or anything - just a bit weird to see it missing.
>>
Can anyone recommend some tutorials that kinda cover a workflow for tileable assets?
Like, Im getting on with it, but need some inspiration when I'm taking a break
>>
is there a shader/node tree for an effect where a character presses their hams against a glass panel and the color of the mesh in contact with the glass changes appropriately?

asking for a friend
>>
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>>708628
I want to use blender to block out 3D scenes of rooms and buildings, that hopefully later a professional artist can make into 2D backgrounds for a game I'm making. The only 3D experience I have was fucking around with 3D programs back ~2005. I've downloaded blender, can someone tell me what I should learn, and which resources to use?
>>
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>>712055
Learn the basic navigation and editing shortcuts, should be enough to get you where you want to be in a couple of hours.
https://www.youtube.com/watch?v=MF1qEhBSfq4&list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6&index=1
>>
>>711987
It's not meant to be a workaround. It's on purpose that the noise doesn't have a specific seed. I don't remember why, but there was a specific reason for it.
As for saving setups like this, I just group them and save them as part of the startup file. In your startup file, just make a material that gets saved even if there aren't users, put all your node groups that you use onto it, then just save the startup file (delete the object too if you want).
At any time you can just call up whatever groups in the editor by going to the groups section of the add menu.

When you group them, you can customize the inputs and outputs, so it's like a "custom node" that you can just plug in without caring. Just know that when you use it on multiple things, if you go into the group and change shit around, it'll do it to all of them. Kinda like how materials work. If you want to change just one, you'll just have to make it a single user.
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Could someone explain to my why keyframes for nodes value don't appear in the timeline or the graph editor? They only appear in the dope sheet, I want to edit the curve for an emission node.
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>>712072
Have the emission node selected.
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how do I show all bones on blender 2.8 dopesheet?
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>>711981
cut the foot off into a new object, scale x -1 to flip it to the other side, cut the body in half, mirror modifier both objects, and voxel remesh both objects back together
or, you know, just start the fuck over
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>>712111
Unfortunately that doesn't work.
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Is there a way to add a mesh to the end of other meshes? I want to add identical hairclips to the ends of hairs with the same topology but different shape.

Array modifier doesn't seem to do something that specific, in 2.79 or 2.8. Any ideas? By the time you reply, I'll have done it manually, but I'm still very interested in learning a way to automate something like this.
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>>711975
The official blender one on youtube.
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>>711788
>Keep quads as close to flat as you can get them
So I've been thinking about this and, I don't really know how feasible this is when trying to keep low poly. Maybe, I just suck.
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>>712222
Use triangles then dum dum.
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Post specs. I need to see what the average Blender user puts into their computer so I know my budget
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>2.8
What the fuck
undo
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where the FUCK ARE MY HOTKEYS
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>>712274
>have GTX 1080 Ti
>it still takes a second to render a basic cube in Blender
What the hell man?
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New >>712286
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>>712274
R5 2600, 16G of RAM, 1TB NVMe SSD and RTX 2060
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>>712274
GTX 960 2GB, 16gb RAM (had 8 until recently and Blender worked perfectly with that amount), i5-4430.



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