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Bluemillion
Aug 18, 2008

I got your dispensers
right here

Songbearer posted:

Took a little break from my doom n' gloomery of the Ghastly Martin and whipped this up in about an hour

https://i.imgur.com/oIxdQDZ.mp4

A bouncy bull (But it can be a bunch of quadrupeds I guess)

Just started playing in my head:
https://www.youtube.com/watch?v=au3-hk-pXsM

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echinopsis
Apr 13, 2004

by Fluffdaddy
https://twitter.com/rodtronics/status/1388254995972243462?s=20

powerful stuff

Neon Noodle
Nov 11, 2016

there's nothing wrong here in montana
I did this for my book, it destroyed my GPU, can’t get a new GPU, gently caress crypto, whatever

https://twitter.com/_MagicScience_/status/1388182206615539715?s=20

echinopsis
Apr 13, 2004

by Fluffdaddy
tfw you get a hold of underwater hdrs

https://twitter.com/rodtronics/status/1389112942306660352?s=20

also peole never forget the yoscord blender channel exists and occasionally has posts

Jenny Agutter
Mar 18, 2009

Neon Noodle posted:

I did this for my book, it destroyed my GPU, can’t get a new GPU, gently caress crypto, whatever

https://twitter.com/_MagicScience_/status/1388182206615539715?s=20

fav'd and rted

echinopsis posted:

tfw you get a hold of underwater hdrs

https://twitter.com/rodtronics/status/1389112942306660352?s=20

also peole never forget the yoscord blender channel exists and occasionally has posts

no idea what the yospos discord address is

Songbearer
Jul 12, 2007




Fuck you say?


Slow and steady progress on the Ghastly Martin scene. I'm not much one for landscapes and architecture so maintaining momentum is harder on this one, I'm more about vehicles and gizmos and creatures, but it's off to a decent start. Learning about hair particles to make grass and disperse trees across a plane, as well as vertex groups to block places off and make it so leaves only came out of the tree branches was fun and interesting. Particle objects are gonna be a ton of fun when I start making abstract things again.

No idea what I'm gonna do for the Ghastly Martin, whether I'll have a driver or just leave it to be self animated. Modelling weird creatures is one thing, but modelling and animating a person seems like it'd be so easy to gently caress up. I want to do everything myself rather than downloading other peoples models, and I've managed well so far, so we'll see if I can rise to the challenge. For now I think I'm well on my way to having a place my little car can show off its stuff.

Jenny Agutter
Mar 18, 2009

blender devs are wizards
https://www.youtube.com/watch?v=HgXX3bA0LRI

Songbearer
Jul 12, 2007




Fuck you say?
Honestly having Cycles finish rendering four seconds earlier would make me happy

Sagebrush
Feb 26, 2012


is this the same guy

echinopsis
Apr 13, 2004

by Fluffdaddy

Jenny Agutter posted:

fav'd and rted


no idea what the yospos discord address is

https://discord.gg/8qwahvKg

week long invite get it while it’s hot

echinopsis
Apr 13, 2004

by Fluffdaddy
https://twitter.com/rodtronics/status/1389309877428830210?s=20

it's not the most challenging of tasks but getting those uvs so I only rotate it a 1/3 of a turn and yet it's seamless was something I wouldnt have been able to do a few years ago but it didn't take long at all this time around.

echinopsis
Apr 13, 2004

by Fluffdaddy
https://twitter.com/rodtronics/status/1389345567713763337?s=20

tfw when fisheye equisolid

Songbearer
Jul 12, 2007




Fuck you say?
How necessary is it to bevel like, everything? What should I be looking for when it comes to bevelling? I get that sharp angles with no bevel tend to shade incorrectly and look weird, but when I apply bevel modifiers it screws the hell out of my UVs and working around them is a pain in the rear end. I feel like I'm missing something and I'm not sure what

I could make buildings and scenery real fast but throwing a bevel on there tends to make tiny bits and bobs that are almost imperceptible but if they screw the seams they're a nightmare to resolve

echinopsis
Apr 13, 2004

by Fluffdaddy
the sad answer is there’s usually no easy automatic way to just universally do it.

i don’t know how to use vertex groups but I believe you should use vertex groups and so have different bevel modifiers working on different parts of the mesh. and some parts just won’t work well at all

hopefully someone with real advice pipes up

Corla Plankun
May 8, 2007

improve the lives of everyone
i think cgmatter usually bevels specific edges in edit mode instead of using the modifier or vertex groups, which might help?

i was able to almost immediately create floating garbage by accidentally bevelling twice but other than that it seems good

Bluemillion
Aug 18, 2008

I got your dispensers
right here

Songbearer posted:

How necessary is it to bevel like, everything? What should I be looking for when it comes to bevelling? I get that sharp angles with no bevel tend to shade incorrectly and look weird, but when I apply bevel modifiers it screws the hell out of my UVs and working around them is a pain in the rear end. I feel like I'm missing something and I'm not sure what

I could make buildings and scenery real fast but throwing a bevel on there tends to make tiny bits and bobs that are almost imperceptible but if they screw the seams they're a nightmare to resolve

If you need a really tiny bevel with no geometry, try using a bevel node in the shader to fake it.

Jenny Agutter
Mar 18, 2009

loving around with animation nodes. is there a vanilla way to assign an animation loop to an object, then copy the object a bunch but offset the animation on each copy?
https://i.imgur.com/VFVoUZd.mp4

Sagebrush
Feb 26, 2012

ian hubert does it somehow in these two tutorials

https://www.youtube.com/watch?v=xWq-ZPMhai8

https://www.youtube.com/watch?v=58lc8sLpJzY

Jenny Agutter
Mar 18, 2009

ha i just went back and watched the crowd one, all of the crowd collections are actually on the same cycle. vertex displacement via sin-wave texture might work tho...

Zlodo
Nov 25, 2006

Jenny Agutter posted:

loving around with animation nodes. is there a vanilla way to assign an animation loop to an object, then copy the object a bunch but offset the animation on each copy?
https://i.imgur.com/VFVoUZd.mp4

do you have access to the object's position as input?

Jenny Agutter
Mar 18, 2009

here's a quick and dirty try with texture-based displacement. you can't weight it as far as I can tell so to do something with multiple joints you would need a bunch of modifiers with different offsets for each vertex group. also the built-in textures didn't work well so i had to make my own texture and import it. all in all not a very elegant way to do it, but the plus side is this is just one object with an array and mirror modifier on it
https://i.imgur.com/ay8XGoB.mp4

Jenny Agutter
Mar 18, 2009

Zlodo posted:

do you have access to the object's position as input?

hmm use the position as a driver into an f-curve, that's not a bad idea. i've only ever used "frame" as a driver but I assume it can be done

Sagebrush
Feb 26, 2012

this is probably a pretty simple question but: what is the proper way to layer multiple materials on top of one another?

like let's say i have a soda can and i want a base aluminum material, and also a printed-on label. i want the aluminum to have some scratches and noise in it, with one set of uv maps for positioning that texture. i want the label printing to look like paint or plastic, and be mapped only around the center of the can, so it has a different material and its own set of uv maps. finally i want there to be some knockout holes in the label where the metal shows through, which i assume i can do with the alpha channels.

been poking around in the shader editor for a couple of days but i think i'm missing something. how?

Zlodo
Nov 25, 2006

Sagebrush posted:

this is probably a pretty simple question but: what is the proper way to layer multiple materials on top of one another?

like let's say i have a soda can and i want a base aluminum material, and also a printed-on label. i want the aluminum to have some scratches and noise in it, with one set of uv maps for positioning that texture. i want the label printing to look like paint or plastic, and be mapped only around the center of the can, so it has a different material and its own set of uv maps. finally i want there to be some knockout holes in the label where the metal shows through, which i assume i can do with the alpha channels.

been poking around in the shader editor for a couple of days but i think i'm missing something. how?

i think you just create multiple uv maps on your object in "object data properties" then use multiple UV map input nodes to get each of them and plug them into their respective texture, and the rest is just node fuckery to blend things the way you want

edit: some good ideas in that lazy tutorial for the damaged sticker https://www.youtube.com/watch?v=BeeVYZsBAYE

Zlodo fucked around with this message at 23:55 on May 5, 2021

Bluemillion
Aug 18, 2008

I got your dispensers
right here

Sagebrush posted:

this is probably a pretty simple question but: what is the proper way to layer multiple materials on top of one another?

like let's say i have a soda can and i want a base aluminum material, and also a printed-on label. i want the aluminum to have some scratches and noise in it, with one set of uv maps for positioning that texture. i want the label printing to look like paint or plastic, and be mapped only around the center of the can, so it has a different material and its own set of uv maps. finally i want there to be some knockout holes in the label where the metal shows through, which i assume i can do with the alpha channels.

been poking around in the shader editor for a couple of days but i think i'm missing something. how?

Rather than using multiple materials, it would probably be simpler to just copy and paste everything into one material and using mix shader nodes to combine everything.
You can have a principled BDSF for your aluminum going into one node of the mix shader, and one for your label going into the other. Also, you can use the same UVs for both materials, and use a mapping node to adjust the size and position of your label instead of screwing with separate UVs.

code:
Texture coordinate set to UV > Mapping Node for Aluminum > Texture for aluminum > Principled BSDF for Aluminum ............>
                              > Mapping node for Label > Texture for label > Principled BSDF for Label .........................> Mix Shader >  Material Output Surface Node

Bluemillion fucked around with this message at 01:27 on May 6, 2021

echinopsis
Apr 13, 2004

by Fluffdaddy
I'd never looked before to see if/how you could use multiple UVs but it's not difficult.
Make a new set of UVs under object data / UVs, and in the shader editor there is a UV Map node which lets you choose a UV and outputs a vector. I see Zlodo just said all of this

I'm kind of surprised you can't work out how to do it sagebrush, because I know you more than know how all the aspects of what you're trying to do work, and conceptually this isn't a difficult task. I don't mean this to sound insulting.

I'm wondering if you're just unsure about the best specific way to combine those things in Blender?

I would have thought MixRGB nodes, and generate masks with math nodes if necessary, and use the MixRGB nodes so the top most surface you want to show off comes through. Use the principled shader like Bluemillion says

you could MixShaders and that would work but seems like more efficient to just blend/mix textures on one Principled Shader

Bluemillion
Aug 18, 2008

I got your dispensers
right here

echinopsis posted:

I'd never looked before to see if/how you could use multiple UVs but it's not difficult.
Make a new set of UVs under object data / UVs, and in the shader editor there is a UV Map node which lets you choose a UV and outputs a vector. I see Zlodo just said all of this

I'm kind of surprised you can't work out how to do it sagebrush, because I know you more than know how all the aspects of what you're trying to do work, and conceptually this isn't a difficult task. I don't mean this to sound insulting.

I'm wondering if you're just unsure about the best specific way to combine those things in Blender?

I would have thought MixRGB nodes, and generate masks with math nodes if necessary, and use the MixRGB nodes so the top most surface you want to show off comes through. Use the principled shader like Bluemillion says

you could MixShaders and that would work but seems like more efficient to just blend/mix textures on one Principled Shader

The can is metallic, the label isn't. That's why I was suggesting two shaders.

echinopsis
Apr 13, 2004

by Fluffdaddy

Bluemillion posted:

The can is metallic, the label isn't. That's why I was suggesting two shaders.

aren’t you NOT suggesting this? and suggesting using principled and then a mask on the metallic channel? or am I missing something

Trabisnikof
Dec 24, 2005

echinopsis posted:

aren’t you NOT suggesting this? and suggesting using principled and then a mask on the metallic channel? or am I missing something

I think they’re talking setting up each shader node for the metal, label, then using masks and mixshader to stick them together

echinopsis
Apr 13, 2004

by Fluffdaddy
oh yeah I kept rereading it to see if thats what was being said or not

but there's no reason to mixshader vs mixing textures except for tidinss in the shader editor


going back multiple steps, sagebrushs original question talked about stacking/blending materials themselves, i dont think thats possible at all.

Bluemillion
Aug 18, 2008

I got your dispensers
right here
Oh wait, you could just feed the label alpha/mask into the metallic node. My bad.

Bluemillion
Aug 18, 2008

I got your dispensers
right here
Photosensitive persons should not watch this:
https://i.imgur.com/iUHeovt.mp4

Jenny Agutter
Mar 18, 2009

https://i.imgur.com/5ITJ73Z.mp4

Friend
Aug 3, 2008

Bluemillion posted:

Photosensitive persons should not watch this:
https://i.imgur.com/iUHeovt.mp4

If I saw this in the wild I would assume someone saw the image below and said "I'll give those non-colorblind bastards a seizure!"



(very fun and cool though)

Friend fucked around with this message at 15:44 on May 6, 2021

Warbird
May 23, 2012

America's Favorite Dumbass

folks I vaguely recall cgmatter/defaultcube, IanHubert, or one of the "fast Blender tutorials" crowd doing a walkthrough a bit ago on how to do one of the "took a photo every day" deals where you could have blender auto track on the subject's on the subject's eyes and center them or something. Mrs. Burd is hilariously pregnant and I'd like to do "one of those" using the pictures I've been taking for the last 9 months or so. Can anyone point me in the direction of that video? I can't for the life of me find it and the terms aren't particularly google friendly.

Corla Plankun
May 8, 2007

improve the lives of everyone
https://www.youtube.com/watch?v=hoFlBC3NkJc

Warbird
May 23, 2012

America's Favorite Dumbass

perfect, thank you

Bluemillion
Aug 18, 2008

I got your dispensers
right here
How the heck did I miss this? Worthikids with more of that stop motion style:
https://www.youtube.com/watch?v=l-TJm7HkzkQ

Jenny Agutter
Mar 18, 2009

finally figureing out geometry nodes
https://i.imgur.com/LPPvvlw.mp4

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Bluemillion
Aug 18, 2008

I got your dispensers
right here

Jenny Agutter posted:

finally figureing out geometry nodes
https://i.imgur.com/LPPvvlw.mp4

Lemme know if you find a way to do geometry nodes on things generated by geometry nodes.

Something simple for tonight:

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