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in honor of the new upcoming release, another help/wip thread
>>
>>629171
>Extra Easy Virtual Environment Engine
That's not what Eevee legitimately stands for, right? What a terrible backronym.
>>
>>629172
Nope, Eevee is a Pokemon name. I suppose it belongs to Nintendo?
>>
>>629172
They just made it up.
https://twitter.com/tonroosendaal/status/809474433903722496
>>
>>629174
based blendlets trying to ruin pokemons
>>
>>629171
>upcoming
Will take at least one whole year until you can use it reliably
>>
>>629224
And when that happens, all other commercial products will have better viewports than Eevee.
>>
>>629224
>>629238
why do you throw around random dates and numbers?
>>
>>629171
will this software ever be worth the time or effort?
>>
>>629242
if they fix the core issues then why not

it will be like c4d esque kind of software. not very good at anything but fun to use
>>
>>629259

It's very good at poly modeling but sucks at everything else.
>>
>>629265
its good at alot of things actually.
i never saw a person whom abandoned blender and then started to kick ass with 3ds or maya. this would have been the ultimate proof that blender sucks but there is no such evidence
>>
>>629238
>And when that happens, all other commercial products will have better viewports than Eevee.
How is this relevant?
Free of charge is free of charge. If it's sufficient for your needs then it doesn't matter if the program that costs thousands can do it better
>hurrdurr I ged audodesk sofwar for fre XXDDDDDDDDDDDDDDDDDDDDDD

Only babbies pirate nowadays with all those good deals for students available and free alternatives.
>>
>>629276
>i'm so salty my software can't compare with the industry standard so i'm gonna brag about piracy.
>>
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>>629277
good goy
>>
>>629279
you are being the good goy here shaming piracy
>>
>>629279
I'm betting that sim was done in Blender.
>>
>>629282
i don't shame piracy you fucking retard
>>
>>629277
your mom is industrial grade cum machine with 6 figure salary and company car
>>
How can I manage animations in a blender file? I want to:

1. Name the animations so I don't have to search the whole timeline everytime I want to watch the idle or the walk anims.

2. Organize them in some way that I don't have to manually type the start and end frames to watch them

3. Be able to export them to, let's say, Sketchfab and play the animations on their player by name.

Are any of those possible?
>>
>>629540
yes. its in the action editor

first, open a dopesheet port in blender. next, change from dopesheet to action edtior. then you will have a name tab and an X and F button.
the X doesn't mean delete, it means i want to edit a new animation.
F means this animation will be saved as a datablock and can never be deleted, click that.
finally, export as .FBX
>>
>>629269
Actually I came from 3dsmax and C4D and prefer Blender for almost everything.
"Software X sucks" is almost always coming from prejudiced fanboys, rarely from people with experience. Those with experience will say "I prefer X because it does this thing better than Y, but I use Y for that other thing."

I've never seen someone with ACTUAL experience bash a whole application without being able to discuss the finer parts.
>>
>>629571
People are trapped in singular or dualistic thinking.
I myself are multi-program master race because of what you said.
I prefer X because its better than Y, but if Z turns out to be better than both, i am on Z in a heartbeat.
My loyalty is to my art and not to a program. Everything that helps me make better art or do it faster is welcome.
>>
>>629287
hey look someone is saying that sharing software is the moral equivalent of attacking ships
>>
>>629547
Thank you anon! That's what I needed.
>>
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This has been plaguing me since I started, although probably because this is my first model. I have a character who has a long shirt that goes over a skirt. I've tried many, many different solutions for getting it to work right, but the two layers of cloth interacting always causes it to go crazy. The shirt and skirt both worked fine on their own, but never together. Does anyone know a solution?
>>
>>629589
it needs to have a little bit of thickness
>>
>>629592
The shirt or the skirt?
>>
>>629594
well i think i understand your problem now.

i looked all over and i couldn't find a solution. as there is no auto collision for animated objects.
but if you paint both clothing items in the same weight values they should move in tendum and not intersect.
if not try to use constraints or even mask the intersection using a mask modifier
>>
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>>629171
I rarely sculpt in blender because its always incredibly infuriating but I'm doing something for a joke for a friend. He's a furfag and sent me a pic of a white gold and diamond pendant someone had made of their sona (wtf) so I was gonna make one for him in blender.

So I outlined it with bezier curves, used alt+c to make a mesh, and then extruded it a bit for thickness (not shown) but I can't fucking sculpt on it for the life of me it keeps tearing. doesnt matter if I subdivision surface it before hand or use the snake hook vertices trick, everything just fucks it up. How should I go about this anons?
>>
>>629611
try this

https://www.youtube.com/watch?v=imhTnlKrTOY
>>
>>629621
works fine in dynatopo with 40res constant
a word of caution, don't sculpt on edges, it will quickly collapse them
>>
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>>629623
Unfortunately enabling dynotop triangulates the surface and creates this fucking mess that is impossible to sculpt on. I'm thinking I'm gonna have to redo the basic outline by sculpting it out which means I'll just sculpt the whole thing. Any tips on how I'd do the hair/fur would be appreciated though.
>>
>>629626
m8 i sculpted that writing on a 1 polygon plane, why did you subdivide that shit? watch some tutorials for pete's sake
>>
>>629631
I'm saying I didnt, you cant dynotop on an ngon so it triangulates it.
>>
>>629634
and why does it matter?
sculpting is not supposed to be super clean, you ar supposed to optimize it later
>>
Why did they have to go and add this new shit. I JUST got used to cycles.
>>
>>629676
You don't have to use Eevee at all, Anon. It's completely different from Cycles anyway.
>>
>>629677
So is blender internal deprecated now?
>>
>>629684
Blender internal is gone.
>>
>>629684
Actually, all of Blender is deprecated.

But who doesn't feel nostalgic every once in a while? I, too, use Blender.
>>
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Post your modifier stacks, lads
>>
>>629761
what is the weight modifier for?
>>
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>>629769
First one sets vertex weights from a texture and the others get rid of any weights less than 1 per vertex group (which you get after subdividing). I'm trying to come up with an easy non-destructive way of making sci-fi panels but, as you can see, i'm still having some problems with displacing on the normals when those normals have already been displaced. also the quantitized noise texture looks shitty.
i guess i could just combine all the vertex weights into a single group with python and displace that.
>>
>>629776
so i understand that you are trying to create surfaces with manipulating normals. i personally prefer kitbashing because its more transferable.
i haven't tried either of the two yet. but looks cool.
>>
>>629224
>Will take at least one whole year
they'll release the 2.8 in the first week of August for the Siggraph, will be a piece of shit full of bugs and it will works in linux only just like the first blender 2.5 ...
>>
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>>629792
im excited for 2.8. but i feel like 2.79b does the job very well,im happy with it. i do anything from modeling to simulations and i don't feel like anything should be improved (other than the baker, and some UI elements)
>>
>>629786
i was just playing to see if i could "reset" the normals after each displacement so that each subsequent one only pushes outwards from the object center, but combining quantitized vertex groups with a "vertex weights mix" modifier and then doing a single displace seems to be a lot more sane.
i saw a video in my youtube the other day with some links to some decent free kits though so will check that out at some point. thanks.
>>
>>629799
try out this guy's plugin

https://www.youtube.com/watch?v=C0uA14jUz30
>>
>>629798
Some workflows are shit in Blender, 2.8 will try to fix that I suppose, I'm only interested in UDIM and the particle nodes
>>
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Whats the best video tut for advanced modeling techniques? I can do all the basic shit.
>>
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The Outliner is pissing me off to no end.

WHY THE FUCK
>Can't I just hold shift click the top item of the list and then one down the list to select both and all in between?
>Do I have to fucking use B to "box select" the items or hold shift and click EACH ONE INDIVIDUALLY and THEN right click and click "select" to select? Not even possible to hold shift and pull down the list to select them or something.

There is literally no fucking reason at all for this bullshit to not just doing it like every other fucking software with listed items. It's just another fucking autistic shit just to be "different". The right click select faggotry at least can be swapped but the Outliner is a fucking MESS.
>>
>>629876
Watch some speed modelling videos. Sculpting retopology is a big one I've found to really improve my models. Check out masterxeon1001's videos on youtube
>>
>>629893
Fucking this is the reason why using groups and parent hierarchies are so fucking useless. Hell the LEAST I can expect is to have everything move when I rotate, scale, or translate the root object but fucking nothing happens. This shit is fucking retarded.
>>
>>629876
https://www.youtube.com/watch?v=KcCXM5zCuc0
>>
>>629893
put your items in a group then go to the outliner select groups and then select that group

requires some forward thinking but in the end it makes it easier
>>
>>629893
>>629915
select the parent item, press shift-g, select "children". you can select siblings, parents, and group members the same way.
>>629913
but scale/rotate/translate on the parent object does apply to child objects, anon. perhaps you're transforming a child or sibling?
>>
>>629916
also, in the outliner you can right-click a parent item and choose "select hierarchy" if you're not into keyboard shortcuts.
>>
>>629285
I'm betting any sim looks bad in any software if the user doesn't know how to properly setup a simulation.
>>
>>629927
took me 2 minutes to do this
>>
>>629930
To do what? Did your Blender crash and corrupt your file again?
>>
Just curious, does anyone know how I can change blender's viewport lighting etc. to resemble zbrush's?

I just feel like the shape of my meshes is so much clearer and better defined in zbrush
>>
>>629980
User Preferences > Themes and change the 3d viewport background color.
In the same menu, you can access OpenGL lighting under System to reconfigure the three lamps to your liking.
If not, the menu on the right, under Shading, tick Matcap, choose which one you want.
>>
>>629981
add.
Blender has individual material settings that allow you to modify the viewport color, specularity and transparency of each material. Just another FYI.
>>
>>629954
>Projecting this hard
Calm down there, autocuck.
>>
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anyone interested in testing a script and giving me some feedback? it non-destructively turns any object with enough geometry into a basic tech/sci-fi panel using a vertex group and a displacement modifier.
you can grab it from here: https://pastebin.com/NNs16g6F
to use it:
>add an object, subdivide and apply. ideally you want squarish faces so make sure you grid fill cylinder ends. uv spheres don't work well - subdivide smooth a cube instead.
>open a text editor panel and paste the script
>make sure your object is active in the viewport and press "run script" in the text editor
results will be different every time. sometimes a negative displacement strength looks better.
>>
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I have a wierd problem:
I am trying to crop this 4k video to portrait format. So I set the export video to 1080x1920 import it and enable "image offset" so it doesn't squeeze the entire video into the frame. then I add a transformation strip and use uniform scale to zoom out a bit to use the full 2160 pixels of vertical real estate but it pretends like the video ends off out of the viewport. This also happens when adjusting offset in the transformation strip. When adjusting offset in the video strip itself rather than the transformation strip, it works just fine, but the video strip doesn't have uniform scale.
This is also true with images. I guess I could just use import as planes and film it with a virtual camera inside the studio but that takes so freaking long and doing it for every cropped video or image would just annihilate my rendering speed.
>>
>>630052
How about using a proper NLE and not Blender.
>>
>>630052
I've never done any video editing in blender but I think you could do this in the compositor. Delete the render output node and use a movie/image sequence node as your input.
>>
>>630052
As capable as Blender's compositor is, I'd suggest you try something like Fusion. It would make your life way easier. On it, for example, cropping is a matter of laying a couple nodes, essentially an input -> crop -> output line.
>>
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>>630067
I tried this with DaVinciResolve and I just can't get all the nodes right, it refuses to work problery. And for some reason, resizing it into the portrait mode and then changing the aspect to 1.77777:1 does not give the image its proper proportion, the subject is still mushed
>>630070
I tried, In the Sequence Editor it doesn't work, just like with the transformation strip and in the Node Editor I can't find a node that would allow me to do this.
>>
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>>630076
>And for some reason, resizing it into the portrait mode and then changing the aspect to 1.77777:1 does not give the image its proper proportion, the subject is still mushed
I'm not sure I follow. Just a crop with offsetting of the image should be enough. Pic related?
>>
>>630076
>>630078
BTW, I'm using Fusion standalone, there may be some differences with the Fusion included in Resolve Beta.
>>
>>630078
The issue is that I want a 1920x1080 video with 1920 taking the height of the image (downsampled from the UHD 2160). Your solution would be a 1920x1080 video (because free version can't do UHD) with massive letterboxes left and right

I still don't get why using a ratio of 1.77777 doesnt work.
>>
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>>630080
No, this is what I get, 1080x1920, no letterboxes.
>>
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>>630001
pls
i've updated the script and added another two - one to combine weights from vertex groups and another to mark sharp edges on the internal and external boundaries of each weight level. i guess i should look into making an installable addon at some point.
changeable variables are in uppercase at the top of each script: https://github.com/johnakki/blender-displacement-scripts
>>
>>630082
That's a jpg, not a video.
I guess I can't define custom resolutions in Davinci, so I guess I'
ll turn it on its side and the smartphone i do it for lets me view it in portrait position fullscreen.
>>
>>630085
>>630082
Okay, I cant rotate the video after rendering it, but I managed to get the result I want by rendering the sclaed footage as 1920x108 with the footage rotated 90° and then rendering it again in blender's compositor rotated by 270°.
Complicated but it worked.

Thanks anyways for the tips.
>>
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>>630088
I'm afraid you're making it too convoluted. See the pic. The crop node is as I put it earlier in Fusion.
>>
>>630091
You're still exporting to 1920x1080
I tried that. It still letterboxes in the file. It still compresses the height of 1920 down to 1080.
>>
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>>630093
Okay, now I see it. I've played around a bit with the project settings (setting the timeline resolution) and *perhaps* it can be done, but I got annoyed with it and decided to try again in Fusion. Using the same settings as mentioned above, I could crop a 2160p into 1080x1920. Webm attached.
>>
>>630095
PS. From what I saw, Resolve internally "resizes" the media and scales/crops it as if it were 1080x1920, with the obvious loss in quality, while Fusion keeps the original resolution intact during internal processing, even though both are set up with the same nodes.
>>
>>629621
if you want to quickly remove all the unnecessary edges then select all in edit mode>x>limit dissolve.
>>
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>>630084
wrote another script which extrudes on vertex normals by quantitized vertex weights from the first script so there's no more distortion around the displacement
>>
>>630105
Better open a thread on Blenderartist, they maybe bully you because isn't a paid addon from blendermarket, I'm not in my computer, sorry
>>
>>630105
Give me a moment, Anon. I'll test it for you. What do you need tested?
>>
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>>630105
worked on linux
>>
>>630052
iv read this several times and i still can't understand what ur trying to do
>>
>>630123
>they maybe bully you because isn't a paid addon from blendermarket,
What? There's an entire subforum dedicated to experimenting / messing around that has nothing to do with paid addons
>>
>>630123
i'm bored of it now but i will do when i pick it back up again!
>>630124
>>630128
thanks. apart from the obvious lack of a ui, anything i could do to improve it? i selected the vertex group, inverted, shrunk and selected boundary loops and then assigned those vertices to another group which i used to place rivets with a particle system on this: https://youtu.be/6LW3J4h2jVM
do you think it's worth adding to the scripts?
>>
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I was able to get pretty close to the DBFZ style using Blender internal, however I've gotten requests for a cycles/eevee version.

It seems that unlike BI which you can use the vector from a light source to control the normals for the lighting, Cycles and Eevee require you to do manual drivers. Anyone have any tips on how to translate?
>>
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>>630259
This is what eevee gets me using a similar node set up. Any tipz?
>>
>>630259
this is honestly very good but the colors are too hard and the lines are too thin.
>>630260
alot of it determined by normal direction, did u try blend4web plugin for custom normals?
>>
>>630262
blender 4 web doesn't work in 2.8
>>
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>>630259
>vector from a light source
Not too sure if it works exactly the same way, but try taking a Texture Coordinate node, plugging in the Generated output and using a scene lamp as an object to control the vector.
>pic related, the colours on the ball are being controlled by an area lamp coming in from the right (see: the orange line on the opengl rendering)
>>
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What render settings do I need to render a video with a transparent background that I can import into premiere?
>>
>>630311
In the render settings, under Film, click the Transparent box. Jeez, Anon. Just google it next time. You'd get the answer in seconds.
>>
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>>630312
Already done that.
Does it matter what the world background is set to?
What should I put for these settings?
>>
>>630313
i think the only thing that matters is how much light the world emits (and its reflections)
>>
>>630313
>Does it matter what the world background is set to?
Nope. Transparency automatically alphas all your backgrounds.
>>
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>>630315
>>630317
Another question. Is there anyway to stop blender from automatically smoothing animations?
>>
>>630318
Key > interpolation > linear
>>
have you guys seen this?

https://www.youtube.com/watch?v=r-17DWIueoI
>>
>>630326
With this much eye-candy, Blender is going to become the 3D gateway drug for kids.
>>
I have a technical question about some calculations in cycles. Google didn't do any good.

In the documentation it is said that sun lamps are infinitely far away (which is also the case for the world background):
>Sun lamps emit light in a given direction. Their position is not taken into account; they are always located outside of the scene, infinitely far away, and will not result in any distance falloff.
But how can that be? How can you program something to be infinitely far away? As far as I know that can't be possible.

Any help on it?
>>
>>630365
Simple, the angle is always the same, no matter how much you move in your scene.
>>
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i have several thousand objects all using the same procedural materal. the material uses the object location as the vector for multiple noise textures with different scales to generate lots of random values per object which are fed into colours, roughness, bump etc. each object is just a stretched cube and is not animated.
it works fine in cycles but it seems like eevee just displays pink once you hit a certain number of nodes in your material, so i guess i need to bake it to image textures.
i tried copying all the objects, merging the copies and then baking selected to active but after nearly an hour it wasn't even 10% done on the diffuse colour at 1k (i thought it would be a "quick" test because pic related rendered in 90 seconds).
i will suck the penis of any anon who can tell me how to bake faster.
>>630318
>>630320
or if you prefer shortcuts:
A (all), B (box) or C (circle) to select the keyframe handles
V (set handle type)
V (vector)
>>630365
>take the code for a regular lamp
>delete all the distance falloff calculations and just return the lamp's brightness
>delete all the vector offset calculations and return the same thing for all objects
>>
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i wish i was dead
>>
>>629622
This was the video I was gonna post, it's a great technique. I recommend using it on the shirt (the object overlaying). Good luck!
>>
>>630376
baking in blender sucks ass. Absolutely terrible.
Eevee's still pretty heavy in development, it'll probably get updated soon enough to support as complex node setups some day.
>>
>>630365
its a boxed world light in a sense.
but if you hook up lightfall off node, the distance matters
>>
>>630423
damn, i figured as much. thanks anyway.
>>
>>630423
blender internal baker is better than cycles one, i don't know why but it seems to be the case.
it also got alot more options.
>>
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Could someone just tell me what clamp values to use?
>>
>>630437
in the render?
direct 1 and indirect 3
>>
>>630437
>>630439
you might want to go a bit higher with direct, especially if you're using filmic colour space. clamping is great for reducing fireflies but it can sometimes give you dark areas and make your lighting look weird.
easiest thing is to temporarily drop your render resolution to 25%, samples to 30, denoising off and then do a few quick renders to compare clamping values. find the settings which give the fewest fireflies without making the lighting look wrong.
>>
how do i efficently get the correct texture that came from downloaded model ? is there a way not to slect everything one by one and looking for one image texture out of 10 in the node tree? cant i just export images to blender so he got them ?
>>
>>630448
if its obj you can bind the texture to the .mtl file
i think you should just rename the texture to the material and internal will automatically load it.
don't rely on it tho
>>
>>630456
what if its a blend file
>>
>>630458
File -> external data -> pack into .blend file
>>
>>630469
thankz this what i needed
>>
Is there a reason my particle system tab makes blender lag? The PS itself doesn't seem to have any trouble; I can start animation playback and get about 17 fps, which is typical even before I added the PS. But if I click on an element in the PS tab UI, it just starts loading, incredibly slow, changing a value from 1 to 2 literally takes 20/30 seconds.
>>
>>630491
Try loading factory settings (your user settings will come back after restarting blender as long as you don't go into settings and click save) and see if the problem is still there. If that fixes it then it's probably caused by an addon.
>>
What's a good textbook for learning blender? One with chapters, exercises, etc, like a regular school textbook
>>
>>630502
I bought "Character Development in Blender 2.5" way back then and it was really good. Probably fairly outdated now.
>>
I was working in blender today and sometimes it wouldn't control z.
even pressed the undo button and nothing happened.
>>
>>630507
go to the history stack
>>
>>630507
Is f6 not working too? Check undo history length and max memory in your user settings.
>>
>>629171
I want to have a reference image open in a separate panel. I have a UV/Image panel open with the reference image in it. But every time I add a new shape the UV/Image panel changes to a blank image. Is there any way to keep this reference image open at all times?
>>
>>630534
click this little pin
>>
>>630491
if you particle sim is too big you can simply hide it by the modifier or bake the simulation
>>
>>630496
Well it doesn't seem to happen with any other file so far. It's just on a particular mesh I was rigging. I was using Blenrig. So it could be a problem with either the mesh or blenrig? But I've used BR before, never with this issue, and the mesh is like 30k tris, not high poly.

>>630537
It's not the size of the PS, I don't think. It just happens when I switch the emitter to hair. I can turn it down to where I have a single hair, and I get exactly the same lag. If I then click on the viewport, and hit animate, it'll fall down, with all the physics, steady 17fps, no problem. But as soon as I click on a UI element while the PS tab is active, it's unbearably laggy.
>>
I have an almost symmetrical mesh. I want to use X mirror. Blender docs say I activate snap to symmetry. This is in edit mode, in the 'mesh' menu. I don't know what that last part means. Where is this mesh menu?
>>
I have a character model in FBX format. The character model has an armature, bones already connected, and materials/textures. My problem is that the armature isn't correctly scaled however everything looks to be connected properly.

Are there any problems with simply rescaling the armature to fit the character model? I noticed this could be done without disconnect/deparent the armature and removing the armature modifier?
>>
>>630558
then its not the hair that's lagging

copy to clipboard and paste on a new blender document and try it again
>>
>>630562
>>
If I have a mesh object that I moved and rotated and placed in my scene. How would I edit that mesh as if it were at the origin point again? It's hard to edit it while it's rotated, but I don't want to have to position it again.
>>
>>630572
Bind it to an Empty and use said Empty to control its position, scale and rotation.
>>
>>630558
well try factory settings then to rule your addons in or out... >>630496
>>630572
some other options too:
* keyframe the current location and rotation, go to frame 0 press alt+g, alt+r to reset location and rotation and insert another keyframe. now you can edit it on frame 0.
* alt+d to duplicate the object with linked mesh data and alt+g, alt+r the duplicate. now mesh edits to either object are reflected in both. because your mesh is now multi-user, you won't be able to apply modifiers without pressing u->object & data to "unlink" it.
>>
>>630523
>>630531
global undo was unchecked in user settings.
don't know what difference that makes but it seems working for now.
>>
>>630594
it did it again. the undo history disappeared.
but then came back again later.
2.79b may be a bug.
>>
Is there anything like the auto-rigger in SFM for Blender? I tried googling but much of it is paid stuff and the rigfy addon doesn't work. Whenever I try to generate on the armature I just get a random circle on the ground. I got a character model with like 100 bones but they're just connected
>>
>>630652
autorig pro.
it costs 40 bucks but i actually have it somewhere on my computer?
post your discord
>>
>>630683
can you post a mega or something? other anons would appreciate it too.
>>
>>630685
https://pastebin.com/z5JL8i8L
>>
Yo how can I get two soft bodies to collide with eachother?
>>
>>630687
>pastebin link leading to fairly suspicious download site
but why
>>
>>630696
>filedropper
>suspicious
>>
just out of curiosity, did anyone use multiple scenes in blender for animation purposes?
i just never seen anyone use it
>>
>>630692
Gentle reminder that search engines and YouTube exist.
>>630696
Get in the habit of uploading anything potentially dodgy to VirusTotal just to be safe. There's a very small VirusTotal Uploader on their website which makes it very easy.
>>630709
Literally never. I suppose if you want one huge .blend which takes forever to save and lags horrendously then it's a better option than using file appends.
>>
>>630710
i searched for a good hour and found people talking about everything else other that soft on soft collisions... but i ended up figuring it out myself
>>
>>629172
I think it's because they are Unity's bitch and Unity is implementing ADAM so Adam and Evee.
>>
>>630715
It's generally worth watching a YouTube tutorial and then having a play yourself to figure out exactly how things work. Documentation on the Blender website can sometimes be surprisingly helpful although other times it literally says "TODO". Old posts on BlenderArtists can be good for more complex questions but they do sometimes go unanswered. Whenever I figure out something that I'd been struggling with, I make a point of saving a copy of the blend file with a helpful name so that I can easily refer to it in future.
>>630717
Mind blown.
>>
>>630692
benis in bagina
>>
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guys, is blender rendering an image in this order ? (top to down list)

or is blender rendering in some other order? i need to know.
>>
I'm new to 3d modeling, but why does everyone rag on blender on htis board is it really as bad as everyone says?
>>
>>630740
Short answer: it's not bad at all and it's just a /3/ meme to call it so.

Long answer:
It's just typical to not see Blender in a good light because while it does "everything" (quotations so an anon won't point out some oddly hyper-specific thing Blender can't do), it does it in a just-okay way. It can sculpt, but Zbrush does it better. It can animate, but Maya does it better. It can simulate, but Houdini does it better. It can render, but [every "industry standard" renderer] does it better. The list goes on and on. Its only real strength it has over other 3DCG software is its poly-modelling suite (and that's debatable at best), and its only real strength in the real world is that it's completely free as compared to the maybe thousands you'd spend on legitimate software like those cited above.
>>
>>630743
Adding on: At the end of the day, it boils down to personal preference on whether Blender is for you or not. Some are able to do everything in Blender and produce genuinely impressive results, while others just incorporate it in their workflows. It works well as a middleman, compiling your results from other software into your final scene, doing touch-ups like modelling additional props, and finally exporting to a standalone render engine (or even just using Cycles itself).
>>
>>630738
I have no idea but I'm interested in why the order is important to you?
>>
>>629171
How do you attach clothes and weapons on characters? Just extruding them looks ugly, and creating a separate object leaves spaces.
>>
>>630746
so i can know which maps should i paint first in 2d.
>>
>>630750
now i've got even less idea of what you're trying to do.
the compositor runs once all the render passes for the frame are rendered so i don't understand why the order they're rendered in matters to you? did you think that the blender runs the animation through separately for each render pass?
>>
>>630752
just tell me the order anon and nobody gets hurt.
>>
>>630754
reverse alphabetical
>>
>>630754
it only matters if you have render layers.
render engines do tiles,not objects or textures.
all of your shit is pre-cached before the render starts
>>
I have a bunch of shape keys I'm using for body morphs. I've got a character rigged in blenrig. The shape keys work fine in the default pose, but if I move rotate the character, they begin to mess up. Like if I rotate her to face the floor, either via root bone, hips, whatever, then the morphs that affect the moved parts will change their orientation, rather than keeping in 'local space', so to speak. Is this normal, and is there a way I can fix it?
>>
>>629171
Is there a way to constrain a bone where it takes the angle of another bone and simply adds 90 degrees to the angle it has retrieved along the x-axis. I'm not looking to limit the angle, I only want it to copy the angle +90 degs for any formation the bone takes.
>>
>>630764
sounds like an import issue. all models and rig should be reset to 0,0,0 world coordinates before any work is done. just to avoid stuff like this later.
if the character was moved from another file or software, then it probably used the former global coordinates. if not, then it must be the plugin that you use
>>
>>630788
So what do I actually do?
>>
>>630808
You google shit so you don't have to ask stupid questions again.
>>
We in 2.80 Alpha now!
>>
>>630837
It's not too late to stop it from happening.
>>
>>630839
Why the hell would you do that?
>>
>>630840
Because for every good thing they're adding, they're ruining it by putting 3 gay 'features'.
>>
>>630842
Such as?
>>
>>630843
minimalistic/apple-like crap everywhere.
>>
>>630808
well.... is the model imported or done within blender?
usually something like this can be solved.. in some ways
>>
>>630842
Let's test your theory. I'll list some good features and you should be able to list three times as many gay ones.
>EEVEE
>Viewport ovlerlays
>Viewport lighting
>Collections
>Clean user interface
>>
>>630859
I imported it from sfm format, then rigged it myself.
>>
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i have a premade model that has all it's textures on one single texture sheet, but i need the textures to all be their own separate image. is there any quick and easy way to do this without having to retexture the entire thing?
>>
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the flatty dark blueberry theme from 2.8 works in 2.79, my guys. you can install it from \2.80\scripts\presets\interface_theme\flatty_dark_blueberry.xml
it's not in their git for whatever reason https://git.blender.org/gitweb/gitweb.cgi/blender.git/tree/refs/heads/blender2.8:/release/scripts/presets/interface_theme but you can grab it from here if you don't already have a recent version of 2.8 installed: https://mega.nz/#!XzADHQAY!bwfr9eNViE4QvVGO2_EaEzx4an_ixDlSb_cGBDQHLH8
>>630890
why do you want to split the texture up, anon? your uv dictates which part of the texture image is used on which part of the geometry. i would guess that your uv is messed up somehow. under "UV Maps" on the object data tab of the object properties, do you see multiple uvs or just one?
>>
>>630891
the uv's are fine, but it's the fact it's textured like that that's the problem. I'm working on experimenting with rom hacking and I've gotten models to import just fine. the issue is it takes that one huge .png with all the textures and has to compress it to 64x64 resolution, which in turn makes all the textures like a single pixel stretched over.
>>
>>630880
it explains the problem perfectly my dude.

the global coordinates of EVERY 3d package are different.
i recommend to clear all dependencies and parents, and reset your model to 0,0,0 world space (in global, not local)
>>
>>630890
why not use different uv channels?
>>
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>>630893
>>630897
this is how you use different uv maps in the same material btw. i think you might have to split the mesh up into separate objects though if you want to bake to separate textures.
>>
>>630899
no point in using cycles when you work on ps1 models
>>
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>>630903
true but i don't know how to use multiple uv maps in bi
>>
>>630907
something like that
>>
>>630895
>i recommend to clear all dependencies and parents, and reset your model to 0,0,0 world space (in global, not local)

I'm not clear what you mean by this? I've reset the lotrotscale of the imported mesh?
>>
>>630890
I've actually done this with spyro models before. I basically used a tool to split the images into individual 64x64 textures then reassigned the UV's from the big texture to each individual one. This is really easy to do if you use the keep UV and mesh in sync, then you can select the faces for each individual texture and regroup them
>>
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blender can also do motion graphics or whatever the fuck you call this sort of thing.
>>630908
thanks dude. it's rare that i use bi but it's always good to have another weapon in your arsenal
>>630916
that was in the material node editor - in layman's terms it's the "advanced" material editor. it's available for cycles (the newer photorealistic renderer) and the older one which you're using, called "blender render" (sometimes called "blender internal" or just "bi").
blender render is fine for what you're doing but it doesn't support the "uv map" node, so you'll need to use multiple uvs this way>>630908
do you know what you're doing with baking?
>>
When I import a character under Blender render I got a ton more options like opacity and the option to disable speculars etc. When changing to Cycles render they're all gone? When opening up the node view there's nothing in there that lets me control the material/textures like Blender render did.

Is there any way to get the control over the materials/textures like in Blender render? I have a pair of stockings I wish to make totally invisible but hiding the texture or removing it simply creates a white layer on the model. I tried looking into adding a transparency and a mix node but nothing is working
>>
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>>630954
The easiest thing to do is use the Principled shader. You can do a lot more with it if you learn how to use the material node editor. You'll definitely be able to find some tutorials on YouTube.
>>
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>>630961
So I assume there's no way to get pic related in cycles render for easy of use?
>>
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>>630962
Here's a simple PBR setup in Cycles. Notice how all image textures except the diffuse colour are set to "Non-Color Data" and that normal maps need to go through a "Normal Map" node.
Try plugging your Opacity texture into the Transmission socket and put it through an "Invert" node if you need to (white = 1 = transparent, black = 0 = opaque).
Specular Color is a bit different because the color is the color in Cycles - you control how flat or shiny it is with Roughness (generally you'll leave Specular at 0.5 if you want a realistic look). If you want the material to be equally shiny everywhere, set the Roughness directly on the Principled shader and don't bother loading the Specular Color texture.
>>
>>630966
When I imported my model with the textures you saw above, Blender created like 15 different nodes. Majority of them literally does nothing when changed or deleted.

I'll try what you wrote while watching tutorials on Principled shader. Seems most go through that one instead of the cluttery mess I had.

Thanks a lot
>>
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>>630966
Your method is only altering the a part of the texture. I'm not sure if it's even making anything transparent it seems to just shift colors between black and white. It's not making the entire texture transparent/invisible like the >>630961 opacity setting here does
>>
>>630987
Opacity in this >>630962 picture, my mistake
>>
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When I try to import anything into 2.8 alpha, I always get this traceback error. What can I do? I downloaded and unzipped the 2.8 package, opened the exe and saved as a new file. I guess Blender doesn't require installation anymore but I can't even tell, forgot how it worked before. Wondering if that might be the cause of the problem...
>>
>>630988
Yes - it will only affect part of the texture because the Underwear_Opacity.tga texture has different opacity levels in different areas. If you want the same level of opacity across the entire material, just disconnect the image texture from the Transmission socket and set a value close to 1.00 directly on the Transmission node.
>>630989
You've got an addon enabled which isn't compatible with 2.8 - see where it tells you the file where the error occurred? You can either disable the addon or, ideally, load factory settings and just change the bits that you need. Your 2.79 and 2.8 settings are stored separately so you don't need to worry about losing your addons etc.
>>
>>630992
Hm, okay, but I don't know what that io_scene_obj is. This is a freshly downloaded package, and from what I see all the custom addons I downloaded in the past are turned off. I don't think there are any custom settings imported here. In fact, I just applied factory settings and I still have the same problem.
>>
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>>630993
It's this addon which is built-in and enabled by default. It's working fine for me - I even just rebuilt from source to see if recently got broken but it's still all good.
Are you using the latest buildbot version (I think they do them daily now) or did you build from source etc?
>>
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>>630992
That doesn't work for me either. That does what you said, however the material still doesn't turn invisible/transparent. It just shifts between light to black/dark.

However I looked around and pic related seems to do exactly what I want. By changing the fac in mix shader node I can change from no transparency to a fully transparent texture.
>>
literally the dumbest idiot on the planet completely new to blender, how do i get these two objects to line up perfectly?
>>
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>>631001
further proving my idiocy, i forgot the fucking image
>>
>>630997
Hm, I just downloaded the lastest 2.8 [new compiler] from here https://builder.blender.org/download/, unzipped and opened it up. Didn't build anything. Do I have to??

That being said, how can I import obj then, if I disable that plugin?
>>
>>631005
>Didn't build anything. Do I have to??
No. "New compiler" just means that they used a different compiler to create the binary.

>That being said, how can I import obj then, if I disable that plugin?
I've just read in the Code Quest notes that plug-ins are or will be disabled while the Python API doesn't stabilize. If that's the case, just import your OBJ with Blender 2.79b, save the scene file, and open it in Blender 2.8.

Note that 2.8 it's experimental and not suited for production use. Always make backups and always use a condom.
>>
>>631006
Yep, thanks, I'll need to do that. Although, I experienced a lot of hardcore crashes with 2.8 today, so I'm not sure that I'll be able to use it at all unfortunately.
>>
Are there any rigify tutorials for the facial rig? I have the body covered but am lost at the face.
>>
How do I actually apply a rest pose? Everytime I hit ctrl A, apply pose as rest pose, it shoots back to what the rest pose was originally, and nothing has changed.
>>
>>631026
You didn't apply the armature modifier.
>>
>>631002
snapping tool
>>
so who thought it would be a good idea to let people charge for python scripts?

so now only richfags can use features that would probably have been available to everybody.
if you do buy script, you have to go back and wait for the creator to update every
time a new release stops it from working.
>>
Is it possible for blender to remember render result after I quit the program?
>>
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I imported a character from another game and everything worked out fine except for the character's scalp. The character has a separate texture for the hair and scalp.

Left is with the scalp enabled and right is without the scalp. The scalp texture is grayish to begin with so why is the texture shown as black? The scalp material only came with a diffuse and I'm using a standard image > principled > output node line. I can almost be sure the scalp is there to mask the horrible hair edges.

Any help or tips appreciated
>>
>>631181
Are you sure that the scalp texture had no associated alpha?
>>
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>>631182
Never mind, I'm dumb. I forgot the texture had alpha that needed to go through a mix/transparent node. However even with the scalp it looks like shit. I'm not sure if it's the hair that needs to be positioned or scaled. The original character looks nothing like that with the scalp.
>>
>>631186
Weird. What game did it come from? I don't know much about this but maybe the ugly hair edges were hidden by precision errors or the low resolution on the original hardware?
>>
>>631187
It's from World of warcraft
>>
>>631179
Fix it yourself - Python is designed to be easy to use. Are you after a specific addon or just venting?
>>631180
Save it?
>>
>>631186
you might be missing a texture or extra mesh.
i think the artist left it open to accommodate a crown or something else
>>
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>>631230
Nope, the original character has nothing on the head.
>>
>>631225
after i save it and return the render result is gone.i dont mean jpg i want it in the program to be there when i return to be able to use composition nodes on it etc.
>>
>>631246
Ah got you. You can use it in the compositor with an image sequence node, but I don't think you can get it back into the render slot directly.
>>
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What is this blue outline and how do I get it to include the third finger, as it seems to be key to mirroring weights?
I've done this a few times before but this suddenly became a new problem.
>>
How to connect a cubemap/envmap to a texture with a diffuse and normal?
>>
>>631296
looks like smoothing groups
should be in object data, if you see auto-smooth enabled its that.
you can include it using CTRL+E -- mark sharp
>>
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WHO'S EXCITED FOR AIDY BURROWS AND GLOB'S (dae rubber ducks and coffee LOL i'm so rAnDNoM xd) HARDSURFACE COURSE? https://www.youtube.com/watch?v=gtZ_qpmIf84
>>
>>632017
His accent and attitude is driving me up the wall.
It is simply not watchable for me, no matter how hard I try.
>>
>>632018
i understand completely.. i get the feeling that he's only involved because he's "youtube famous" to an extent and that anything of value in the course will be coming from aidy.
>>
>>632020
gleb has done some really nice work considering he's using Blender
>>
I hate the new eevee interface it looks like paidshit interfaces and is annoying, I can't even press space to look up tools anymore and you have to press alt+a to deselect all.
>>
>>632017
ill watch it just to see how they accomplished all of this without any external plugins (which is impressive)
>>
>>632029
you can just rebind the shortcut. I use custom shortcuts anyway for most stuff
>>
>>632031
the tools menu doesn't even exist to the left anymore for scultping/etc, I don't know where the fuck that went.
>>
>>632032
If you don't like testing and experimentation, you probably shouldn't be using pre-alpha.
>>
>>632034
I tested it and I don't like all that.
Love the real time rendering stuff though.
>>
>>632035
the realtime rendering is a breakthrough in terms of animation. no more 2000 samples + denoiser for animations
>>
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Dumb question: is there a fast way to make a hole the exact size into the back face (make a hole in the middle to be exact) without using subdivide boolean?
>>
>>632042
>subdivide boolean
Holy fuck I'm retarded, I meant difference boolean.
>>
>>632042
yes. extrude that circular face through the back where you want to make a hole, press CTRL and "+" on your numpad to expand selection, CTRL and F for the "faces" menu and choose "Intersect Boolean". You can also use "Intersect (Knife)" on the same menu but you'll have to delete the faces you don't want afterwords.
>>
>>632048
Yeah, that worked. Thanks!
>>
>>632042
https://docs.blender.org/manual/en/dev/modeling/meshes/editing/edges.html#bridge-edge-loops
>>
>>632022
oh i'm not denying that he's great at texturing, lighting and all the artistic stuff. i just don't think he models a lot. for example, this https://www.artstation.com/artwork/8NG5E doesn't look like the work of someone who i would want to teach me how to hardsurface model or even texture.
>>
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rate my topology
>>
>>631311
Turns out I just fucked up the weight map somewhere along the way, I don't know what I did to apply the weight of one side to the other but that was a bitch to fix.
>>
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What is this bullshit. I want to be able to select the mesh inside the UV editor to see which parts belongs where, so I have the sync mode off but pressing L on the mesh gives me this error. I was able to do this before but now I don't know why it is happening.
>>
>>632147
>so I have the sync mode off
you need it on.
>>
>>632017
Honestly this sounds great. Perfect for a hardsurface brainlet like me.
I have qualms about the tutorial experience itself though, followed their Space VFX course a while back and while I did learn from it, what they presented was very lacking. Aidy's side was fine, albeit his entire side of the course was at a lower quality for some reason (all 720p videos compared to Gleb's 1080p). And overall the course demonstrated a surprisingly low amount of theory. It was all "do it because it looks cool xddd" and nothing really accurate to actual planets and all. Well, they are artists after all and that's just me being nitpicky, but I was very disappointed with how little they knew about space itself given they were doing a space-related course.
Then there's the usual complaints. Gleb's accent that while I did get used to, the amount of jokes he would make were a bit too excessive, and they were all hit-and-miss for the most part.
Guess I'll end up getting it off CGPeers or something.
>>
So I have this hair material in Cycles. I have it's diffuse and an alpha texture (they are seperate). How do I have the material render with the diffuse, and with the alpha texture still being applied?
>>
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>>632152
Yeah I have similar reservations. I've watched quite a few of Gleb's tuts on youtube and, while the content is generally very good, I can really only manage him in small doses and it's probably not something I'd want to pay for. It seems like all the Blender hardsurface tuts on CGP are on freeleech at the moment so they might be worth a look.

>>632153
here are three basic setups. have a play and see which effect you prefer.
>>
>>632161
hoh shit, i skimmed the thread before, but is the principled shader the new meme now?

right now the diffuse is a tga with an alpha channel, but i'd rather have things be separated, ty for this, i'll see what works
>>
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>>632162
woops, forgot image; check this spaghetti of nodes that works... okay?
>>
>>632162
>is the principled shader the new meme now?
?
It's a very handy all-in-one PBR solution. Works incredible for realistic materials. It's not really a meme when it improves on predecessors and does what its supposed to. You can still use the old shaders if you're looking to bruteforce certain looks, otherwise the principled just saves a ton of time and gives nicer results than all the mix shader and fresnel node shenanigans. I mean, even Disney does most of its stuff with just different permutations of the principled node (well it is their tech so it is expected).
>>632163
Anyway, yeah, your node set-up is about the standard stuff. Even with the principled, it's best to mix it with a transparent node with your alpha as the factor input. Plugging it into transmission just makes the transparent parts become glass.
>>
>>632166
big thanks, really. by "meme" i meant as in its the hot thing to do. seems good so far tho, very convienent.
>>
>>632167
Ah, got it. It's just pretty standard to see "meme" with more derogatory connotations nowadays.
If you're planning to move to a principled shader setup, it's a pretty similar concept. Rather than plugging your textures into factors of mix nodes, just plug them right into the inputs of the principled. Depending on your source texture, you'll probably have to make them less intense. Use a ColorRamp or Math node set to Divide for tuning the contrast settings.
>>
>>632168
im not very well versed in PBR, this is all still very new, im used to working with the source engine. what would a "glossy" texture translate to in PBR terms?
>>
How can I change the colour of individual faces in solid mode? If I try to change one, it changes everything that's connected to that mesh.
>>
>>632152
gleb tutorials are half serious, he doesn't really know whats behind the functions because hes an artist and not a TD.
have you checked out kenan profitt? he knows more about vfx imo

https://www.youtube.com/user/ChannelNews0/videos
>>
>>632169
roughness/metallic.
roughness is like glossy and metallic is for none dielectrics.
basically metal = anything that lets electricity through
dielectric = anything that blocks electricity
>>
>>632173
thanks again. although i've hit another bump in the road. using this set up, all my textures come out very dark... i'm not sure if I cocked up somewhere or if it's a bug
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>>632174
show your nodegroup + textures
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>>632175
nodes; i had to invert the color ramp for the alpha, because following the example ended up with the alpha texture being inverted (e.g. the black was opaque and the white was transparent) i'll upload the textures next
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>>632176
textures for the hair, it's very dark in the renders and previews -- yes i have proper lighting.
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>>632169
That's where it gets a little complex.
The PBR workflow is pretty different from more traditional texturing setups.
In more traditional workflows, you just have a diffuse, gloss and spec map.
In PBR, you now have a diffuse, roughness and metallic map instead.
Metallic is binary. It's either 0 or 1. (due to it being an emulation you can go halfway, but then it doesn't become "realistic" anymore).
Roughness is more traditional, it's like the roughness slider on your diffuse & glossy shaders. 0 - 0.500 is like 0 - 1 on a glossy roughness, and the 0.501 - 1.000 is your diffuse roughness.
Now, as for translating between PBR and old methods, you have to first determine if it's a metal or not. If it is, metallic all the way to 1. If it's a plastic/organic material, keep it at 0.
Typically your gloss map goes directly into your roughness input, but since the roughness input spans a larger range now, you'll have to tweak some stuff like I said in my earlier post.
Spec maps just go into the specular input as per usual, but I find specular to not do much in principled. It just controls intensity of reflected light.

>>632176
Could be because you're missing out a normal map node. Principled isn't a fully contained solution, you still need your normal map node.
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>>632178
wow, i'm retarded. cant believe i forgot the normal map node. thanks. but yeah, anyways thanks, and wow PBR is great but OOF what a transition
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>>632178
>since the roughness input spans a larger range now
Wut? Roughness = 1 - Glossiness.
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>>632172
Oh if you like Kenan's VFX stuff then I've got to shill Darkfall Media: https://www.youtube.com/channel/UCOUWVGNhcHEICE8AjR8up3g/videos

In fact can anyone recommend any other good VFX tutorial focused channels? Doesn't have to be specifically Blender.
>>
Does anyone know if there are any good plugins for the gpen? Really all I want to do is model the large masses, then draw the details on them for animation, but the gpen took can be pretty rough to work with. 2.8 looks to have better features, but my plugin to get the rendered outlines to gpen doesn’t work at all with the alpha/beta builds.
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>>632191
this is pretty good for getting to know VFX basics.
i still need to watch it, hes a great teacher

https://www.youtube.com/watch?v=gYfP357K4y8&list=PLda3VoSoc_TQQYZfHuzWtEjh11OTEKXBK
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>>632192
there's actually a greasepencil-object branch on the blender git which is very active at the moment. have you played with that or just "regular" 2.8?
it's actually pretty straightforward to bulid from source if you can just follow instructions.
https://wiki.blender.org/wiki/Building_Blender
https://git.blender.org/gitweb/gitweb.cgi/blender.git/heads
>>632195
ah nice, thanks. i really wish youtube would let you group channels together so that you can find them again later. i have hundreds of subscriptions and stuff just gets buried if they don't upload all the time.
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>>632197
It’s hard to say, a lot of this stuff goes right over my head. I found the gpen build of Blender 2.8 and messed around with it a bit useing the plungin from https://m.youtube.com/watch?v=eAT4AMkJNls, but when I went to render the freestyle lines (which in turn would generate gpen lines) it crashed it outright. I almost wonder if it would be worth taking the time to learn Python so I could develop a couple of tools to make blender more useful for a traditional like animation workflow rather than frankensteining something together... though it would be better if I could just get the current gpen tools to work with this plugin.
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>>632198
wow that's amazing! i really love how people are always coming up with novel ways of doing things in blender.
no promises but i might have a go at getting that addon withing with 2.8 as it seems interesting.
i've got a windows x64 build of greasepencil from a few days ago too if you want to try it: https://mega.nz/#!napCVQJB!AQDHNUzeX-Vb_xKyi0hEr9tpRkLoKtf2XDFSLH-xEOg
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>>632203
I appreciate you giving it a go. I’ll go ahead and download that version for now too. If you get it working that’ll overcome my biggest hurdle. It’d be nice to finally move away from flash, even something simple like this took me twice as long as it would with that blender method.
>>
>>632086
nice john mccain model
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>>632205
when 2.8 hits im sure alot of folkes will program for the new gpencil.
im not big on 2D stuff, but its nice to see some krita-esq tools being brought in
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>>632213
Really, the gpen tools just need to be competent for this method to be viable. For a 2D animator like me who has lightly dabbled in 3D it would be a God send. All a traditional animator would need to do is make a simple model with the general form and proportions of the character they want to animate once, then it would be a matter of knowing spacing and timing. You wouldn’t have to worry about proper perspective or form between the frames any more which would allow you to focus directly on the motion, action, and detail work. The only downside to this method is you could grow rusty in your traditional art as most of the work is done for you.
>>
>>632216
i thought the usual route for 2d animators is
1. do the poses in something like sketchbook or sai
2. use spline to rig and animate
3. export the animation as a character sheet or in animation file
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>>632217
Spline is more digital animation, the nice thing about this Blender method is you could easily emulate traditional animation and get something closer to the new Guilty Gear/Dragon Ball Fighterz but you’d have even more control over the models with the addition of the freestyle/gpen lines.

Basically you’d have the exact same workflow with traditional animation. You would first disable blender’s auto-tween then You’d pose your model in the key frames(instead of drawing them), go back and repose them for the inbetweens, and one you had the whole action you would render out the freestyle lines to gpen, so now you have auto generated lineart you can edit, draw, or paint over which saves you as an animator the work of drawing all those frames and figuring out if they look correct. On top of that if you color the model you save yourself the work of having to go back and shade/color the model for every frame and only have to worry about coloring/shading the tiny details.
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>>632222
i know that internal and cycles have the same toon shader with the same basic controls. i wish there was a a better toonshader that lets you pick profiles for different styles of 2D
>>
>>632223
There’s some pretty simple stuff you can do in the node editor to get various different 2d styles, hell, a big thing is just being able to choose the color of your shading on individual models, which the node editor allows you to do.
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>>632205
i only "discovered" freestyle a couple of days ago but i love it so much!
with this quick animation, would you bake every frame to individual greasepencil layers or would you just bake every n'th and (somehow) animate the actual greasepencil strokes? i just want to understand the workflow properly before i try to get the addon working in 2.8.
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>>632242
The way it works is that you initially have to create a gpen layer(which just clicking on the tool would be enough, if you don’t it crashes the software when you try and render it), after that you’d turn on the freestyle, and freestyle to grease pencil in your render options. Once that’s done whatever will render the freestyle lines will work(such as shift+z or F12), and those lines should become a single layer in the gpencil.

So you’ll have a single gpencil layer across multiple frames. You aren’t animating the lines, but the freestyle lines are becoming gpencil lines on multiple frames meaning you can effectively edit what would have been your freestyle line around the model. Another nice perk about this is you can change the line color to, say, red and the linework on all the frames will change to that color.
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>>632244
And mind you, you wouldn’t want to use this method with tweened motion. You’re going to want to disable that and pose and time the action yourself for every frame. If you want a smooth tweened motion it’s going to be way more trouble than it’s worth, but if you space, time, and pose the model for the animation yourself it should create a really nice effect that will mimick very close to traditional animation (like the earlier video I posted). You’ll be able to remove the lines you don’t like, or draw in ones you do which should make up for any stiffness in the models motion.
>>
>>632244
>>632245
ah ok, i understand. am i right in thinking that the only way to render gp is with opengl? would you then composite the greasepencil render over parts of your original render layers or would you do all the coloring in greasepencil?
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>>632246
I believe so, and that’s up to you. I’d say it would be quite a bit easier to just give the model it’s primary colors with vertex paint, give it a proper shader with the nodes, then just render the lines over it and add in any extra color or detail with gpen.

https://www.dropbox.com/s/f9kiu5shgdxum7c/kungfu.blend?dl=0

Also, if you’re still confused here’s the .blend for the animation in that video. Pay attention to the dope sheet for the grease pencil, and the grease pencil layer in the side menu (accessed with the “T” key).
>>
>>632247
that .blend took me longer to get my head around than i'd care to admit but i've got it now, so thanks for being patient with me. i never even realised there was a grease pencil mode in the dope sheet!

it seems that enabling greasepencil with eevee just renders a black image, but it still works with cycles so i'll try and get the addon working with it too.
>>
>>632247
well i was able to get the addon to enable in "regular" 2.8 with just a couple of minor changes, but i can't get greasepenci to draw or display at all.
the "greasepencil" branch of 2.8 has changed a lot of the way that gp actually works so porting the addon won't be as straightforward. i'm probably going to wait until they merge all the new greasepencil stuff into "regular" 2.8 before i try to get it working but i'll post it on here and fork the addon it so that you see it as a repo on my github https://github.com/johnakki (no bulli)
>>
>>632263
Yeh, I’m not surprised, the new gpen seems to be a massive overhaul so I imagine that addon will need a lot of work (or to be completely rewritten) I appreciate you tinkering with it though, and I’ll keep an eye on your github.

Thanks again.
>>
Just gonna crosspost my post from the questions thread since it's related to Blender: >>632338
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>>632048
>intersect boolean
anon, you just helped me find a feature I have been wanting for years, but I didn't know the name of. Thank you very much.
>>
I'm looking for a way to smooth out my mesh. For instance, after making a load of edits, all the quads are of slightly different sizes/placements. It looks nothing like it would on a proper mesh. Is the only way to get this looking even to manually move them around until it looks right? That seems a bit unlikely.

Also, as a related but different question, when I have a mesh that is actually bumpy, as opposed to just quads being the wrong sizes, is there a way I can sort of bring them all to roughly the same 'level'? I've tried the smooth brush in sculpt mode but it has very unpredictable results on low/mid poly mesh.
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>>632546
>I'm looking for a way to smooth out my mesh.
Try making a duplicate of your mesh, using it as the projection target of a Shrinkwrap modifier for your unsmoothed mesh, and then select the regions you want to smooth, and use W -> Smooth on them with as many iterations as you deem acceptable.

In pic related, the left one was smoothed. It shows more clearly on the region around the mouth.

>Also, as a related but different question, when I have a mesh that is actually bumpy, as opposed to just quads being the wrong sizes, is there a way I can sort of bring them all to roughly the same 'level'?
Haven't tried this, but... Select the region in question, make a local coordinate basis for it, and them scale all the elements down to zero along the Z axis on that basis.
>>
wow that new blender build is awful.

reminds me of silo. its like theyre simplifying it to baby level.
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>>632596
>baby level UI for baby level functionality
It all works out well in the end.
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>>632601
for modeling blender beats all the others for tools to help you do the job.
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>>632604
>le blender top modeling tool
Good meme, I smirk every time.
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>>632017
>$54
being a poorfag sucks my dudes.
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>>632596

It looks much better than before. No more clusterfuck.
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>>632621

KEK. I love how your hatred for Virtual Donut Bakery is almost a passion.
>>
>>632596

It actually looks cleaner, more professionnal and less intimidating. Hell I might even give it a try in production when it becomes more stable, and this comes from a guy who alays hated blender.
>>
why do they hate us bros? what does blender lack on the modelling side? is it because you need to know some hotkeys? is that all?

shitty dyntopo, sure. crappy procedural materials compared to Substance, sure, obviously... grainy render, ok, maybe

but modelling is Blender's ace, right?
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>>632646
yes.. if you aren't a shitter
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I'm trying to get an indent in this rounded shape bit it's not turning out the way I want. All I want is an oval depression, kind of like if you have a sheet of dough and put a cup on it - a sharp, round edge - but I can't figure out how to do it. Right now I just have a Displacement modifier and Subdivision turned up to 6 (!) and it is very rough around the edges. Any suggestions on how I could do it better? I'm at a loss.
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>>632660
what are you trying to accomplish? give proper context
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>>632660
Yo you gotta retopo that thing mane, that'll give you clean edges
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>>632639
>give it a try in production
it was an in house production tool, that why it didn't need baby interface.

>>632605
name something that's better then?
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>>632197
is there any explanation of what the new grease pencil will actually do?
I cannot into building blender to find out
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pic related is my very first render with Blender, didn't quite manage to get the rope thinner but hey...it took me long enough to get this far

What do you think?
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>>632688
Looks flat but that's okay since it's your first render.
Time to learn about lighting, cloth simulations, textures and compositing.
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>>632682
>name something that's better then?
For organic, Maya. For very high-poly organic and hard-surface, ZBrush. For non-destructive/procedural hard-surface and organic, Houdini.
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>>632667
>what are you trying to accomplish
...to inset an oval into the larger shape, that's the overall goal here

>>632671
I'm stuck on how to do that - I've seen other people do similar things and manage to have the edge loops like I've crappily marked here, but I don't know how to go about doing that or making it so that it's round.
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>>632746
displacement can only ever give you clean edges if the displacement texture aligns with the geometry or you use adaptive subdivision (which is only good for rendering).
you might be able to get away with selecting the region you want to inset, W -> L -> C (specials, loop tools, circle - you need the loop tools addon enabled), some edge slides (GG) with proportional editing enabled and then extruding and beveling like pic related. you could even use a boolean if topo doesn't matter. this if not: >>632671
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When removing double vertices to smooth the mesh, sometimes it ends up removing shit you don't want.
Is there a way to add the double vertices back again selectively though? So I only target the part that was lost, considering selectively removing double vertices in the first place is a pain so I'd rather remove all, then add back the small parts that were lost.
>>
Or to select all, then select the parts you don't want it to remove while keeping the rest selected?
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>>632774
>>632776
How about decreasing the space it considers a double vertex? The context menu at the bottom left allows you to change it, I think the default is 0.00001 units
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Having a weird issue with curves - I've got an object arrayed and want it to follow a curve with deformation, but it's deforming slightly in the wrong direction. The curve is going "through" the screen so it's not visible here, but the issue is that the object on the left curves into the shape on the right. Any idea why? It's a sort of cup shape.
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If I put a flat bottom on this box, what would the "proper" topology look like?
>>
I want to make a butterfly light method on my character(ive read about lighting method in some photography sources). what should i use to reflect a bit of light on the bottom ? just a smaller strenght lamp ?




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