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File: file.png (299 KB, 616x257)
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Previous >>1030378
Large dog edition
>News: DLSS denoiser is finally in 5.3 Alpha
>>
What's the best AI to ask how to use Blender?
>>
>>1032633
it's called urbrain
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>>1032650
Where do I subscribe for Urbrain AI?
>>
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P2D's got a fresh new course, an advanced rigify one
https://www.youtube.com/watch?v=VfjWP-2LXkQ
>>
>>1032633
I don't know if it's the best, but I've found Claude Sonnet 5 to be perfectly adequate for everything I have wanted to learn so far.
>>
>>1032633
Claude, apparently. I don't use AI to model so I can't recommend anything.
>>
Whoever is making the Cycle benchmark files for blender is a fucking retard, most of them are broken or badly optimized
>>
Is this site any good for free assets?
https://www.rawcatalog.com
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>>1032718
it's fine for non-commerical
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>>1032758
Sorry, wrong thread.
>>
I've been using blender to export srt files to make subtitles, but right now the option is greyed out for some reason. I've been looking around and in the manuals, but does anyone know how to make it available? It's never been greyed out before all the other times I used it. I am using 4.1 if that helps.
>>
>>1032789
It solved itself somehow.
>>
>>1032789
>>1032790
Such a cool way to bump a dead thread.
>>
Thanks to addon compatibility memes I had to do business in an ancient version of Blender and apparently you cannot Shift+click to select a list of items in the outliner. You just can't. It has the same behavior as Ctrl+click where individual items are added to the selection. Wait, what does Ctrl+click itself do, you ask? It is the rename function. I'm glad they've wisened up and hired a UI designer after 3 versions but also every bit of hate this program got in the past is justified
>>
guys i fucking
i fucking
i stopped a render halfway so i could finish the other half, and when i came back i forgot to set it to the last frame of the completed render and i only remembered when it got to the point i left it at
>>
>>1032654
Midway through this, it has been super interesting. AOER was all about making full tailored rigs from scratch, this onr is about understanding rogify and using every trick to bring the generated output to the same level as a custom rig while keeping everything easily and quickly reusable. Really good stuff in there
>>
File: Hemispherical Turret.png (257 KB, 714x636)
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I want to make a shape like pic related, but with good topology (i.e. without the fan of triangles on the side). The sides of the 'trench' need to be parallel. How do I go about modelling it so the sides are nice quads rather than tapering segments? I thought about using a spherised cube but the lines pinch where I need them to be straight.
>>
>>1032654
kek just buy auto rig pro
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>>1032822
>spherised cube but the lines pinch where I need them to be straight.
Stupid solution, but maybe just subsurf+apply put a cast modifier set to sphere and scale each edge loop to zero on the appropriate axes. The places where the corners meet up you won't be able to scale to zero, but I'm sure you could finesse them to be straight enough, or just leave them. Such is the price to be paid with all quads.
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>>1032840
Naturally all the refinements explained in the course can be similarly used to enhance ARP rigs.
>>
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>>1032844
I used looptools flatten rather than scaling, which worked out well.
>>
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>*record scratch* *freeze frame* Yep, that's me. You're probably wondering how I ended up in this situation…and you know what, I am too…
>>
>>1032855
Still pissed that they dropped the Ipad build without releasing anything.
>>
how does someone who quit blender for 10 years gets back to it and learn all the new shit?
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>>1032862
Claude
>>
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>>1032864
The only thing it's really good for is writing py scripts and extensions. I have one that lets me render and save the output with a single click so I can get test renders out faster. It gives each file incremental names, and keep track of the scene's progress. so I can compare the changes I've made and see if I like them or not kinda like how you see timelapses of scene builds
>>1032862
Personally I don't really care whether I know it all or not... but make your goal more clear and achievable. There's tons of free and paid tutorials available, but I recommend following a full course on the workflow you'd like to learn whether it be modelling or animating or whatever. At the end of the day it will require studying for whatever niche you'd like to specialize in. Also, if why you wanted to get back into Blender was that you wanted to have fun learning 3d then you wouldn't be worried about the how because you'd be too busy asking why not
>>
>>1032862
Depends on how far along you were in the first place. If you were decent, it's just like riding a bike. Some new shit here and there but mostly the same.
Personally, I'd just learn the new shit the same way I learned everything else in the first place. Just do projects, and when you come up against something that gives you a little resistance you look it up, or you go out of your way to try something new that you haven't before. A lot of the new shit is QoL or workflow changing shit, so most of the time any solutions you come across online will end up using those new features. Otherwise you'll just naturally work them into your project because they're self explanatory, like the new Array Modifier including different array types like radial (where before you had to use object offsets).

If you weren't really far into it 10 years ago, then it really doesn't make much difference.
>>
>>1032862
You make something in it
>>
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Installing Blender on CachyOS. AMD GPU/CPU.
Should I checkbox all of these?
>>
>>
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>>1033165
Wow. Is this all physics? Does that body have any bones or is it just soft-body? Can you do a tutorial or guide or something?
>>
>>1033173
Probably done with this
https://github.com/st-tech/ppf-contact-solver

The problem is while the underlying graphics paper it's based on is good the addon itself is vibecoded slop.
So it's full of half finished features and unexpected bug that pop up across different versions.
>>
>>1032654
Does anyone know where I could pirate this course? I love Pierrick and his educational content but $89 is a bit steep for me...
>>
File: Teapot.jpg (2.89 MB, 3840x2160)
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She U on my Tah till I Tea in her Pot. Utah Teapot render I slapped together a few weeks back because a friend kept bugging me about wanting to see my renders, (Which are 98.5% nsfw, so it's not happening.) Just posting this guy here so he can see the light of day instead of rotting in a folder waiting to be deleted.
>>
>>1033178
Looks very retro 'Y2K' somehow.
Feels like it could be improved a lot with better composition and some colour theory.
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>>1033173
As you can see on the right, it's using simplicage and soft body
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File: Teapot Example 01.png (3.78 MB, 3078x1821)
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>>1033178
Having it right in the middle of the composition, and being the only object in focus, and being in the middle of a spotlight, and the source of the steam effect, and being an extremely bright colour is probably more than you need to draw attention to the teapot. You can dial back all of those things a lot and still have it stand out as the most important thing in the image.
>>
>>1033173
>>1033174
>>1033180
Its an unreleased FEM solver being developed by "morecode". He's the guy who developed Simplicage and other blender add ons. More is posted on the smutbase discord. You should go there and show him some support if you are interested.
>https://files.catbox.moe/xp1u9u.webm
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>>1033165
Amazing.
>>
>>1033193
>Simplicage
qrd?
>>
>>1033220
google it or ask your mom
>>
I want to be a cool guy who makes powerful blender addons. I'm experienced with coding (NOT just AI slop) but I'm a novice at blender. How should I find things to work on?
>>
>>1033303
Find something you want to code, that doesn't have an add-on yet.
Likely it's something you frequently need to do and what to automate. But for that you'll have to learn and practice Blender first, so do that.
>>
>>1032629
https://www.youtube.com/shorts/4pzM6QR6h4A
>>
If Im just baking textures from a high poly mesh, is there any reason not to use lightmap pack?
>>
>>1033321
explain better
>>
>>1033304
okay I came up with an idea
>>
>>1033323
anon wants to bake textures from a high poly mesh to his target mesh and he's asking if he should just use a "lightmap pack" uv unwrap on the target mesh

I don't really know the answer desu, i don't think lightmap pack is the best solution but i guess it depends on what you're doing
>>
I want to fina lay start to learn how to 3D model and animate 3D models after years of saying I would. Are there any must-watch YouTube guides you anons would recommend?
Is Blender the best modeling program to start with? Or are there other programs better suited if I also want to 3D print and animate 3D stuff?
>>
>>1033329
>>1011039
>>
>>1033328
>i don't think lightmap pack is the best solution
Why
>>
>>1033323
It seems as if that just maximizes usage of the texture. Don't see any seams or stretching when I animated the low poly mesh. Won't be able to edit the texture in photoshop or whatever, but its already done. Just never heard of anybody doing it like this instead of a proper unwrap so Im wondering if they know something I dont.
>>
>>1033337
I suppose unwrapping 'properly' allows you to use procedural textures better and fix minor issues with raster editing, etc. so it just becomes habit to do it like that all the time. If you're doing nothing except baking, use the method which packs faces most efficiently, which is lightmap.
>>
>>1033303
Probably gotta get good at Blender first to identify real problems legitimately skilled people have, or be a math PHD and make some crazy physics sim shit, because I think the market for neat little addons is going to be obliterated by AI soon. I got this one for like $15 years ago that automatically handles body roll, tire movement, etc for a car going along a spline, decided to see if the bot could do something like that for a jet fighter thingy I was making. Assumed I'd have enough time to make a coffee and play chess for an hour before it finished but it was done before the mug cooled. I spent more time sperging out about plane dynamics and all the sliders I needed than I did waiting.
>>
>>1033337
lightmap pack creates much more distortion, so it's useful for baking stuff but kinda useless for stuff you're gonna draw on. Also it doesn't care about seams, it'll consider faces individually, because baking will take care of discontinuities.
>>
5.3 is in beta, any feature piques your interest?
https://developer.blender.org/docs/release_notes/5.3/
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>>1033349
I think the only thing I care about is the geometry nodes curve to mesh and curve to tube getting the mitre option so I don't have to fuck around with fixing all the corners.
>>
guys, i wanna get into 3d modeling (i literally don't know anything about it other than what ive read in the pinned thread), am i gonna need a tablet for this?
>>
>>1033352
I think so too, there are a couple other improvements, but otherwise nothing major for me
>>
>>1033356
no
>>
>>1033358
will i need it eventually? should i avoid buying one for now until i figure out exactly what im gonna be doing?
>>
>>1033359
What are you modelling for ?
videogames ? renders ? films ?
Only real use for a wacom is sculpting but that's advanced. First learn the basics with a mouse.
>>
>>1033360
okay nice
well im kind of embarrassed but my original idea was to make erotic animations and stuff like that to open a patreon, but the more i learn about this stuff the more i like it, I'd love to do a vtuber model (and the rigging) at one point
>>
How would I go about making a flexible hat brim? Like someone pulling down on the brim and folding the brim downwards?
>>
>>1033366
Seems like a job for bendy bones.
>>
>>1032629
I built my gaming Linux rig to use AMD CPU and GPU.
Is it gonna suck for Blender though?
GPU is a AMD Radeon RX 7800 XT.
CPU is AMD Ryzen 9 7900X
>>
>>1033370
Blender can use AMD GPUs via HIP, so you should be fine.
Obviously it's easy to overwhelm any computer if you are sloppy enough with your polygon count, samples, etc. while careful optimisation can get good performance out of even low-end systems, but generally speaking any 'gaming' PC should be able to run Blender well.
>>
>>1033369
nothing that wouldn't require weight painting?
>>
>>1033378
You can use a lattice but you may have to weight paint the lattice
>>
>>1033349
Personally, interested in the new shader nodes for facilitating cel shading, also nice that we're finally getting panoramic rendering in Eevee
>>
Any AMD Chad's here ? How is blender treating you these days?

>>1033370
Nvidia is faster in cycles rendering. That doesn't mean you can't use AMD its just that it will be slower. You can also render in EEVEE and it would be faster , Im in a similar predicament. I would love to replace my 3060ti with a 9070 gre, although the 9070gre is a newer card and would be better for gaming. It would actually be worse in cycles rendering kek.

>>1033356
Look up grant abbitt on YouTube. He makes good tutorials for beginners.
>>
>>1033381
I love NPR, but I'm not clear exactly what the new nodes add to the toolbox. I guess we will see a lot more people experimenting with them in the near future and learn what they can do.
>>
>>1033372
>>1033385
Thanks guys!
By weird chance does using a Linux system because they tend to be less bloated than Windows actually make Blender's functions go faster by a significant percentage? Just a guess. Probably not true but I am curious.

I remember installing Blender on my CachyOS build and it had a lot of extra things to download on the "shelly function."
Let's say I installed something I should not have. Is that going to cause problems or is it okay?
I somewhat remember some of the functions being support for Intel and AMD and Nvidia hardware. I selected the ones for AMD if I recall correctly.

I've recovered from a computer problem where I thought my hardware was failing but it turned out it was a failing surge protector. So I am a tad bit paranoid of messing up my PC.
>>
File: 2a.png (1.45 MB, 2911x1976)
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any idea how I can get an effect similar to the one on the right? closest I got is using a color ramp
messed with the compositor to apply dithering but it wasn't too helpful since there's still too many colors, and when I limit the colors it doesn't follow the ones in the ramp

https://kureca8.github.io/Pommidore64/
>>
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>>1033425
To get that look you need a very limited palette and careful dithering control.
First generate a black-to-white gradient using a diffuse shader fed into shader to RGB or whatever.
Then you need to split the values of that shader into bands. If using 5.3 you can use math and an index switch to handle this, otherwise you need a bunch of stacked masks.
Then you need a pattern of dots for each band. These are basically just unrandomised voronoi textures layered and offset. Make the dots smaller or larger using greater than or ramps or map range or whatever.
If that is too much work, make one pattern of voronoi dots which have a gradient from dark to white, then use the gradient of the actual surface lighting to do a greater / less than and make the dots shrink / grow in lighter / darker areas.
Replace black and white with two other colours.
Do the whole process again to add a third colour for the deep shadows.
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>>1033428
it's never simple huh? thanks broheim
>>
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my all bone for deformations retardation is getting somewhere
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>>1033434
That looks really clean. What's the armature like?
>>
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>>1033443
a mess of bones but it works somehow, just need to finish up the spine, i tried vibe scripting and the plan is to have a script that places these bones where they are, luckily most are just placed at the base of 1 bone and heading to an easily specified location on another bone. otherwise i think i can specify the location and direction as a ratio between 2 bones
>>
>>1033447
That's incredibly nice deformation by any standards, especially impressive without resorting to any 'trickery' with shape keys and suchlike.
Are these bendy bones? Are they following the lines of the muscles?
>>
since MPC is all the rage, should I learn Blender or Houdini?
I can just tell AI, do this, do that.
>>
>>1033454
it's mcp and just use blender
i say this as a houdini user
the labs are training on blender
the models can do shit in houdini, but they work like aliens and you need to know what you're doing already to keep them from turning things into a mess

also geo nodes are good enough for most people's use cases and within 12 months there'll be enough vibeslopped sim stuff in blender that houdini won't be needed outside of edge cases
>>
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>>1033453
its just normal bones and they are overlapped, they use a let of references so here for example the green are the standard basic deformation bones, the yellows are the extra ones, and the others are just references so that the yellows can get a little extra help to reference a rotation or scale. the tiny red/purples here are just to measure which direction the leg moves in relation to the hips and then that is copied to the yellows a small amount, X Y or Z, theres a lot of double references so Z on the back and Z when moving forward from the 2 purple bones facing each other, its almost like a bendy bone but its just a lot of constraints instead. no drivers or shapekeys just constraints
>>
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How hardware intensive is blender?
I try to avoid stressing my laptop and anything that makes my fans blow too hard has no use for me.
>>
>>1033504
It's free so just try it
>>
>>1033504
as long as you don't do physics or cycles rendering its alright for most things, currently i am using less memory rigging a 70k vert object than Brave watching a YouTube video
>>
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guys, i wanna build a new pc but the ddr5 prices are fucked so i have to build an am4 one. how much will that hold me back since the best cpu I'll have access to is a 5800xt?
btw im a beginner, im mostly interested in doing animations and modeling my own characters
>>
>>1032629
this https://www.youtube.com/shorts/xJZ-nxZvyo0
>>
>>1033518
wont be a problem, runs perfectly fine on my 3700x
>>
>>1033518
Yall bitch about RAM but there have been several works of art made on less powerful computers.
The N64 had 4MB but Ocarina of Time is still considered the GOAT.

Instead of making over rendered slop, focus on the basics first. Then you may buy more ram.
>>
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>>1033523
thanks!
>>1033524
i wanna make high quality porn animations, not assets for a n64 graphics inspired indie game
>>
>>1033525
Then you're putting the cart before the horse.
Almost none of the NSFW animations you see on the internet require renderfarms or top of the line machines.

And the ones who do go above and beyond with their animations always had strong foundational art skills from the start.
>>
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>>1033526
that's actually really nice to know
>>
>>1033527
I'm just using basic logics.
How is having a gazillion RAM meant to improve your life if the anatomy and composition still look weird?

Learn art fundamentals first, show people your work, then demonstrate why a more powerful rig is needed.
>>
>>1033507
I don't want to waste my time.
>>1033517
>cycles rendering
??
>i am using less memory rigging a 70k vert object than Brave watching a YouTube video
outstanding.
>>
>>1033569
>??
Blender has multiple render engines. Cycles is the most realistic and by far the most demanding. It is usually only used when you want to do fancy stuff with volumetrics (clouds of visible vapour, dust, etc.), complex shadows, or light passing through objects because it is slow even on powerful computers.
The most commonly used render engine (for final renders; modelling is usually done in workbench) is Eevee, which can handle most things and allows non-realistic effects like toon shading (but you can generally use the compositor to add those to cycles renders anyway). Eevee uses far less memory and processor time, usually running in real-time on modest hardware unless you have a lot of very high poly models in the scene.
>>
>>1033569
>>1033572
You also probably want to set your GPU to render cycles anyways. Assuming you are on a desktop cause of the CPU model which doesn't do integrated graphics.



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