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File: rentaneko3d_1.mp4 (2.58 MB, 720x1280)
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Previous: >>1021529
DLSS Edition
Someone needs to leak that build
>>
>>1025688
bad bake
>>
>>1025688
>Fake Ai video
Get that Ai vid out of here, only real artist post in /3/
>>
>>1025688
I don't get why people keep posting that. DLSS will never find its way into official Blender due to unsolvable license incompatibilities.
>>
>>1025699
wrong
it won't get implemented due to strong lobbying against by BIG EEVEE
>>
*Cultist general
Blender sucks
>>
>>1025688
>Someone needs to leak that build
Literally first result on google.

https://projects.blender.org/blender/blender/pulls/153077
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>>1025699
Can't it be released as a third-party add-on?
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>>1025711
autodesk should release maya as a blender add-on so cultists can stop seething about it
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>>1025688
does this look good in motion or does it get those edge artifacts and lighting ghosting that dlss gets in games?
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>>1025739
honestly, I don't care at all if those are preset. if it's as smooth as these goyslop videos show, it's a massive stride for working within the viewport. I don't need pixel perfect shit in motion, I just want a fast live render view. the final render is what matters anyways
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>>1025750
yeah the viewport is great, i was just wondering if you can conceivably use it for the final render itself. probably not for anything meaningful
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File: real blenderguru.png (138 KB, 441x375)
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https://www.youtube.com/watch?v=kSzGkF65YVI
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goldmine of seething retards in comments
https://www.youtube.com/watch?v=nlc44Tsd_bM
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>>1025791
>NOOOOOO my heckin creative works
No one cares about "creative minds" from the third world like all of them are, 3D is oversaturated anyways and it's time to cull a big population from it with their shitty generic mediocore work. AI is the test if you get filtered or not, basically if you're low value shit.
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>>1025799
>t.
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>>1025688
Dogshit. You can literally see a reduction in detail through this shitty kilabyte bitrate video. Who dont you post a 4k version at lossless quality and see how eell that goes.
"Muh shimmering hurts my eyes". No.
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>>1025688
so in order to use this we have to compile it ourselves?
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I’m trying to turn a character model I captured from a PS1 game screenshot into a proper 3D model. The original mesh had holes in the head that I repaired, but now those areas are discolored. I’m wondering if that’s because the repaired faces aren’t properly mapped on the UV layout. If so, what’s the best way to fix this kind of broken texture? I also want to rig the model with a skeleton, but I’ve been told that doing so isn’t ideal because the character isn’t in a T-pose or A-pose. How difficult or time-consuming would it be to reposition the model into a proper pose? Is it really so bad that I’d be better off continuing to spend hours trying to rip the original model correctly or even just rebuilding the model myself from scratch?
>>
>>1025979
Some o5her models from the game are on models resource so just compare their setup to yours. As for t-posing at that low level of complexity it's a 30 minutes job max
>>
>>1025791
clickbait nothing here is about ai
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>>1025791
slowly but surely every creative will use AI
he's a pussy though, his audience is already dragging him in the comments

on a long enough timeline every artist will abandon their luddite ways
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>>1026005
Yeah, I think Panta would be the better when it comes to "retard's first model into VRchat & Garry's mod" because I gave the model to a guy who put it through a program called "Rigify" or something and this happened though I do have some questions about that...
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File: Panta error1.png (1.57 MB, 2526x1318)
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>>1026022
I'm trying to follow a guide to port this guy into source but I can't follow the guide because of this error It's due to a modifier I think, but that modifier is there to keep his backpack attached onto him. Is there a better way to make it attached to him?
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>>1025688
I don't use denoising
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>if you want weight painting to be practical, you have to go to Tools > Options > enable Auto-Normalize
I just found this out. Idk if this is a Blender specific issue but this is why 3D modeling is kinda pissing me off. Like in other artforms it's about how you USE the tools. In 3D modeling it's more about FINDING the tools. Like "Oh you didn't know about this secret hidden option that can save you 10 hours? teehee XD". I've watched like 5 rigging videos and only through some random youtube short did I find this. This isn't the first time something like this happened.
>>
is there a way to array an object along a spline without it deforming?
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>>1026038
Have you tried googling it?
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>>1026034
Depends on your workflow. The armature modifier will always normalize the weights on the fly so it kinda depends on the effect you want your brush to have. With it on paiting weight will take away from other bones, otherwise it will not.

A typical use case is using auto-normalize on the basic skinning but turning it off when weight painting corrective bones, which are typically gonna have very small weights "on top" of the basic skinning.
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>>1026038
Yeah, create a line mesh and deform that, then in the object tab set up vertex instancing, then parent the object you wanna "array" to the line mesh.
Then if you really wanna control it with a curve add the curve modifier to the line mesh
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>>1026043
Although you may want to use a ribbon mesh instead and instance on faces because that'll give you better control over the instances' orientations
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>>1026045
Ah yeah that's pretty nice. Used a plane array as the face instancing source
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do you guys use bforartists? is it a meme
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>>1026084
>bforartists
it has some cool things but all the tutorials are made for the default interface so it is better to use that instead.
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>>1026034
every software has this exact problem. 3DSmax and Maya have an insane constraints system that effectively requires coding to get it to play nice, on top of functions requiring dummy objects to make the bones follow constraints (they can't reference another bone, you see!)
Blender's constraints are honestly the best, and even then they're not great. I'd prefer them to ever going back to Autodesk though.
>>
>>1026084
Two reasons why I'm not interested
1) I've been using Blender for years and its UI feels intuitive to me, there is a logic to it
2) I don't like using forks that might get discontinued
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>>1025688
Add primitive tool in sculpt mode is in main now, we could have it in the 5.2 beta tomorrow.
https://projects.blender.org/blender/blender/issues/149216
https://projects.blender.org/blender/blender/pulls/152856
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>>1026113
Circularize operator from "Loop Tools" in main too.
https://projects.blender.org/blender/blender/pulls/151642
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>>1026113
I would need to try it, I like keeping objects separate when blocking out but this looks ergonomic
>>
Any tehcnic one can learn or read up to do walk cycle, or idles, or even sequences, and all three inbetweened, procedurally, maybe using just simple flash/2d timeline or in http://tululoo.com/ with simple objects, events, +-/ maths
>>
Is there a reason a lot of the crap I find on the internet has this sort of bone layout, and is there a way to convert it to tip to tail connections so I can use IK? I just put a new armature on it if I need to actually animate it, but I feel like theres a better way.
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>>1026173
Select all, rotate locally by 90° to realign them. Show axes to find which axis to rotate around, will be the same for all bones. Ripping program merely used different axes
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>>1026067
ty
>>1026041
rope faggot
>>
>>1026201
More or less how you do it. I've had to do this a few times myself. It also helps if you use the cursor and "Selection to Cursor" on each of the bones' heads to make sure the bones are properly aligned with each other, especially where the fingers are concerned.

It's time consuming, but it's easy to get the rhythm of after a few times.
>>
Sculpt: Scene Project Brush merged today!
>>
>>1026354
https://projects.blender.org/blender/blender/pulls/136342
>>
>>1026354
NICE.
I've been wanting something like that for awhile but didn't know there was someone was working on it.
>>
Im trying to learn how to animated an would like some help with how workflow. I want to used the WASD navigation, set camera location, and then key frame it. I usually then move the keyframe around depending if its too fast or slow between parts. I need to get used to camera navigation if anyone has any tips, thx
>>
I'm having a major issue with Blender. Randomly it will cause massive slow-downs on my system. Sometimes I can fix it by tabbing out of Blender but most of the time I have to restart my PC. Nothing else causes this, only Blender. I don't remember this happening a couple of months ago.
Could outdated plugins be the problem? Please help a retard out, I just want to continue modeling my shitty robot.
>>
>>1026425
If it's really extensions you can try disabling them in turn, but I'd sooner suspect a driver update
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>>1025688
ahh man I really love me some poopy fart butt smears all over my renders! gotta love that Nvidia slop!
>>
I'm so close to figuring something out. But it feels like I'm reaching the limit of my ability to comprehend. I know how it should be done, but at the same time, I can't put the pieces together. I'm excited to show you guys, but I'm also unable to finish it. Very frustrating. If only I was a little smarter.
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i have no idea what i am doing
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How much vram is needed to work comfortably with Blender? I'm buying a mobile workstation (post-display or leasing) and either I will get 4GB (T1000 or T2000) or 6GB(Quadro RTX3000).
I'm willing to use older version if needed.
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>>1026667
4.5 was working fine for me with a 15 years old quadro 2000 so you really won't have any trouble
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File: Untitled.png (187 KB, 476x643)
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is this good? I'm trying to make a low-poly "segmented" mesh where each limb is a separate object for easy animation without worrying about weight painting and stuff.
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>>1026668
Nice thanks!
Were you making a lot of stuff? I would like to know the scope of projects so I don't end up suddenly hitting a wall.
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>>1026666
>>
>>1026670
Well it's not bad.
I would only say to maybe taper his ankles, and the wrists of his hand segments.
His child bearing hips are low key giving femboy fetish. Take that as you will.
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>>1025688
Fucking ew.

DLSS looks better, but the compression is still shit.
>>
I still get excited to update blender, there's always at least one feature or improvement that's useful to me
>>
File: HOW THE ACTUAL SHIT (1).mp4 (1.03 MB, 1026x800)
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>>1025688
WHY DOES AUTOMATIC WEIGHTS CHOOSE TO DO THIS?
IT LITERALLY NEVER DID ANYTHING LIKE THIS BEFORE
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>>1026711
Nevermind. Forgot to invert normals
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>>1026354
Did they remove it? I don't see it on release notes for 5.2
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>>1026767
>>
Is Apple M5 Pro (20-core GPU) good enough for rendering? Or at least for doing work, but rendering on some other machine?
>>
>>1026880
yes
>>
>>1026634
I pushed through. Check this out. Delaunay triangulation. My very own custom Delaunay triangulation node. Technically, the fill curve node already has a hidden Delaunay triangulation function. So making my own is redundant. So why make it? Well... This is just the beginning. I'm trying to comprehend how voronoi meshes are made, so I can make one in 3D. One that I *control*. That's key. I don't want to just have random points scattered, and make the voronoi mesh off of those. I want to control the points, and make the voronoi mesh based on positions I choose.

Anyway, understanding 2D voronoi is a stepping stone to understanding 3D voronoi. So this is a step closer to the goal.
>>
>>1026897
Here's a comparison of Blender's fill curve delaunay triangulation with my version of delaunay triangulation. Blender's version is the one with the boarder, and mine is without the boarder. They are identical. Blender version is way faster though. I mean, I thought mine was fast when I was testing only about 16 points. But it starts getting clunky around the 200-300 point range. While Blender's version can do 10,000 points in an instant.

But that's ok. I'm just happy that my version technically works. It doesn't have to be the fastest for now.
>>
>>1026897
>>1026901
Well, if that makes you happy
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>>1026904
It does. There's a purpose for this. When I reach the end goal, it will be glorious. You will see.
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>>1026901
Creating the 3D version was easier than I thought. Though, I didn't really solve the math portion. I was just lucky that someone already created a node that finds the circumsphere of a tetrahedron. All I needed to do was plug that into what I already had and make a few adjustments to account for a 4th vertex. Now check it out.
>>
>>1026946
I changed the method slightly, which sped up the node about 3x. Now it reaches about 1,000 points before it starts to chug. I do want to make it faster, because ultimately, I want it to be able to triangulate between thousands of points. Maybe if I coded this instead of used node, then it would be faster. But I don't know how to code.

Anyway, I also figured out how to convert the triangles into voronoi cells. Like actual voronoi and not dual mesh approximation. Pretty neat, right?
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>>1027003
Having a bit of fun, and moving a point inside of the voronoi cells.
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>>1026634
>>1026897
>>1026901
>>1026946
>>1027003
>>1027007
Looks great, anon. Especially the last video looks fun to play around with.
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>>1027003
If you want this to be fast it needs to be coded in C with space partitioning and threading. Cool student project though.
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>>1027034
Chud
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>>1027008
Thanks.

>>1027034
You're probably right. I dunno. I don't know what space partitioning and threading is. But what I suspect is holding back my node from being faster, is 2 things.
1, the repeat node is just slow in general. It would struggle to repeat *any* function 1,000 times. I suspect that repeating is faster when it's actual code and not nodes.

2, When storing values, there's an option to only store selected values. So say you have 100 values you want to store, you can select to only store 20 out of those 100 values. But even though the option to do that is there, I suspect that blender nodes are still checking all 100 values, and then deciding to only change 20. And by checking all 100 values, it's still doing the work. I suspect that in coding, if you only want to store 20 of 100 values, then it will actually only check the 20 and ignore the rest.

And if my suspicions are true, then the process I'm using would speed up immensely. Because I could tell it to only check the circumcircles/circumspheres of a few triangles/tetrahedrons per iteration.
As it is now, it's checking all existing triangles/tetrahedrons per iteration.

So yeah, maybe coding would make this way faster. I dunno for sure though. Still, the "project" doesn't end here. When you see what applications I actually have in store for this, you'll be amazed. I can still demonstrate the application, even if the speed of the node limits how far I can take it. Maybe after people see what I'm creating, then they'll be motivated to develop it properly.
>>
>>1027038
A modifier needs to be as fast as possible, if you want to use it for procedural workflows, animations etc. Though, if you intend to use it as a tool that you tweak once and then apply to your geometry, for example a remember, then longer slower processing is fine. Not ideal, of course, but you could get away with it, depending on the particular usecase you have in mind.
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>>1027057
>A remember
*A remesher. Thanks autocorrect ...
>>
>>1026946
Phew. It took a lot of trial and error. But I finally figured out a way to use the speedier method for 3D Delaunay triangulation. It's still not as fast as I want. But it scales up a lot better than the previous method. In the previous method, it took 5 seconds to create 200 tetrahedrons. And trying to push it to 300, it just made my PC stutter for a couple minutes before I forcibly shut down Blender.
The current method takes a little under half a second to create 300 cells.

It's kind of difficult to see the tetrahedrons when they're all packed together, so here's a video of them breaking up.

>>1027057
I want to use it for animation and procedural stuff.
>>
>>1027099
Turned the 3D tetrahedrons into 3D voronoi cells. The transformation adds 50ms. So now 300 cells takes a full half second, instead of under a half second. Not too bad.

I still don't know how to make the triangulation conform to a boundary mesh. Most voronoi demonstrations show a neat little box broken up into cells. But I don't know how to make it conform to a box yet. It'll look more impressive when I figure that out.
>>
Modeling hair is painful
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>>1027123
This is neat, but how is it going to help you make anime titties?
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>>1027131
The most advanced algorithm for breast bounce simulation, finite elements modeling, relies on having the breasts turned into a 3d delaunay triangulation
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>>1026354
I take it this could be useful for clothing?
>>
I discovered an error with the triangulation node. I'm not sure what's causing it. But sometimes the position of the points causes it to create more faces than intended, and the extra faces intersect. It's something I need to fix before moving on, so I probably won't have any cool triangulation updates for a while, until I identify and solve this problem. Honestly, it was a miracle that in the span of just a couple weeks, I went from unable to build the node, to having a functioning node with speed improvements, and being able to transform it into voronoi cells too. The progress has been explosive. But that kind of progress is something that I can't always expect to have. Oh well, I hope I fix the problem sooner than later.

>>1027131
Delaunay Triangulation can be used to calculate volume. Which will help with physics.

>>1027133
>finite elements modeling
I didn't know that term existed. Interesting.
>>
Total beginner here, still learning. Can anyone help me attempt to T-Pose this model? Appending it to a scene get me 90% there, but the main body has a weird issue where it turns to a flat plane. Any advice would be appreciated.

DL: https://tstorage.info/rbw5iykgmcj7
Password is 77840
>>
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Has anyone made a plugin or a geometry nodes setup that approximate 'loop subdivision'?
I want to use it to smooth out a bunch of old game models that are already triangulated.
Normal subd looks ass on them and their topology can't just be converted to quads.



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