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Not blender but I don't know what other thread I'd post this in. The "RTX On" meme is now 100% real: https://www.youtube.com/watch?v=bUX3u1iD0jM
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# ? Sep 26, 2022 05:15 |
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# ? May 24, 2024 03:18 |
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Sailor Dave posted:You can do basically the same thing much easier from the outliner by disabling it in the viewport instead of just hiding it (you can make this option visible from the little funnel filter thing at the top right) I wonder what is going on here under the hood. Visibility isn't it so it's not rendering. Not even having any viewports open doesn't help. But then globally disabling it (as opposed to hiding in a viewport) does work. e: I have augmented the cube. It doesn't quite work right yet but basically I've got a script that looks at how an object is moving and fires thrusters as if it was in space obeying physics. Someone had this really smart idea that instead of looking at how the object is moving, look at how each individual thruster is moving. Is the thruster accelerating in a way that it can usefully contribute to its current acceleration vector? Take the dot product of the acceleration vector and the direction it's facing to work that out. If yes, fire thruster. In theory this should account for all kinds of movement, whether rotation or translation. Elukka fucked around with this message at 11:33 on Sep 26, 2022 |
# ? Sep 26, 2022 09:09 |
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yeah, dot product = "sameness" of two vectors. if you use unit vectors, then 1 = the vectors are identical, 0 = the vectors are perpendicular, -1 = the vectors are exactly opposite
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# ? Sep 26, 2022 15:23 |
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heck yea look at my cube https://thumbs.gfycat.com/UncommonClearBird-mobile.mp4 https://thumbs.gfycat.com/DefenselessAppropriateAmazonparrot-mobile.mp4 The movement of the cube is keyframed but the script makes the thrusters fire appropriately.
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# ? Sep 26, 2022 21:44 |
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its a cube! look at it go! wahoo!
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# ? Sep 26, 2022 21:45 |
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Elukka posted:heck yea look at my cube You need to make it so that if the rotation (second vid) stops, it reverses the thrusters too
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# ? Sep 26, 2022 23:12 |
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Laserjet 4P posted:You need to make it so that if the rotation (second vid) stops, it reverses the thrusters too
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# ? Sep 26, 2022 23:22 |
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Bluemillion posted:Not blender but I don't know what other thread I'd post this in. The "RTX On" meme is now 100% real: I'll bet you could take morrowind, lightly upscale still images to look photorealistic, cut out sections of the images as samples, reverse engineer samples into textures, then reapply those textures to the models themselves, basically doing a pretty decent pass of hd upscaling textures in a single walkthrough
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# ? Sep 27, 2022 01:41 |
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Elukka posted:heck yea look at my cube That's a fine cube you have, sir.
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# ? Sep 27, 2022 01:43 |
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Elukka posted:heck yea look at my cube cool work!
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# ? Sep 27, 2022 02:58 |
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This guy implemented a steering algorithm so you can give it viewpoints and it'll seek those while respecting a given acceleration and cruise velocity and then you can pile my RCS script on top to get the thrusters. (this is lit in glorious missing HDRI magenta) https://www.youtube.com/watch?v=4hcgoocLzNU The RCS script is not perfect, there are edge cases where it kinda breaks, but I think it's good enough for what I want. Elukka fucked around with this message at 19:46 on Sep 27, 2022 |
# ? Sep 27, 2022 17:59 |
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The ocean modifier is really cool, makes it very easy to get something that looks 90% good enough
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# ? Sep 29, 2022 13:33 |
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https://giant.gfycat.com/SafeLateHoverfly.mp4
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# ? Sep 30, 2022 02:09 |
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this is basically the art thread, so here's an art i made:
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# ? Sep 30, 2022 02:16 |
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It's been a hot moment what with moving house from a mold-infested cardboard box to something actually livable, but here's an update on my animation. We've finally gotten to the point I can move forward so this month's mostly been about loving with a shovel. Some moments might not make sense until I get VFX/Sound and add facial expressions and eye movement in, but once again everything is subject to change so vv Basically Driver gets his leg stabbed, he's injured Monster with the sawblade to the point that its leg is useless now, so both of them have to figure out a way to make up for their movement deficits https://www.youtube.com/watch?v=l0ksQOlIMFs and as always here's the scene (and a little after) pre-polish: https://www.youtube.com/watch?v=DLRFR1qaQkc
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# ? Oct 1, 2022 14:56 |
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echinopsis posted:https://www.reddit.com/r/blender/comments/xapo8g/stable_diffusion_builtin_to_the_blender_shader/ i got this set up and running today and played around a bit in a quick test scene based on a room in my apartment
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# ? Oct 8, 2022 12:56 |
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basically i modeled out the room as normal but used the ai crap to generate seamless tiling images for all the textures i applied. 3 different wood textures, a plaster wall texture, and a painted metal texture for the windowframe. i ran the images through some color ramps to make roughness and bump maps
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# ? Oct 8, 2022 12:57 |
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does your real-life apartment have blue mold growing on the walls too seriously tho the wall textures look really good
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# ? Oct 8, 2022 13:24 |
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Jabor posted:does your real-life apartment have blue mold growing on the walls too no it has some spots with chipped paint but they arent blue like that. idk its just what the ai envisioned for me i guess also had it generate a texture for some picture frames, and 2 pictures. the one on the wall is "sci fi concept art fart simpson" and the one on the table is "photograph medium shot dutch angle polaroid fast shutter speed fart simpson" both of those are presets in the addon, other than the "fart simpson" part ofc
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# ? Oct 8, 2022 13:55 |
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from playing with it for a bit, it's pretty good at plaster, concrete, and wood textures. it's extremely bad at doing any sort of metal or brushed metal texture. it's also bad at trying to do plastic textures. every plastic prompt i tried came out looking like weird wood. the picture frames are "plastic" and like the 5th attempt at it
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# ? Oct 8, 2022 13:56 |
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I guess that the most interesting applications are for weird niche texture, most normal ones have plenty of existing texture packs available. Like "sci fi biotechnology pipework" or something
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# ? Oct 8, 2022 19:04 |
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fart simpson posted:i got this set up and running today and played around a bit in a quick test scene based on a room in my apartment I like the paint flecks around the skirting boards
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# ? Oct 9, 2022 11:30 |
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Songbearer posted:I like the paint flecks around the skirting boards that was pure nodes on my part, the ai didn’t do it. my real apartment looks like that lol fart simpson fucked around with this message at 13:13 on Oct 9, 2022 |
# ? Oct 9, 2022 13:11 |
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nice detail
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# ? Oct 9, 2022 13:27 |
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it’s pretty easy, just a mix shader between the two materials with the factor being dot product of the normal and 0,0,1 multiplied by some noise. and this time i threw in a geometry proximity node to the wall itself for a bit more
fart simpson fucked around with this message at 13:34 on Oct 9, 2022 |
# ? Oct 9, 2022 13:31 |
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i stumbled across this guys blog https://nickmcd.me/2019/10/30/markov-chains-for-procedural-buildings/ and now ive spent a bunch of the day trying to implement some of that stuff in geo nodes. right now im 12,000+ nodes deep into making this markov chain monte carlo thing. i just finished it and all it does is automatically move two grids around until the edges touch each other. is there a word for post nut clarity but about nodes e: post node clarity. it was right there.
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# ? Oct 13, 2022 10:34 |
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# ? Oct 13, 2022 10:36 |
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fart simpson posted:post node clarity. it was right there. this post gave me post node clarititties
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# ? Oct 13, 2022 11:06 |
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They should create a new type of node graph to procedurally generate other node graphs
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# ? Oct 13, 2022 11:38 |
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lol Zlodo posted:They should create a new type of node graph to procedurally generate other node graphs https://twitter.com/cmzw_/status/1563851729094881280?s=46&t=iBh9G-13E1mgC6j1AcMcUQ
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# ? Oct 13, 2022 13:31 |
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fart simpson posted:right now im 12,000+ nodes deep into making this markov chain monte carlo thing
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# ? Oct 13, 2022 17:58 |
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Never stop posting.
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# ? Oct 13, 2022 22:45 |
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FalseNegative posted:Never stop posting. spooky
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# ? Oct 14, 2022 13:46 |
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FalseNegative posted:Never stop posting. hell yeah
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# ? Oct 14, 2022 15:27 |
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FalseNegative posted:Never stop posting. nice. i'm still trying to use blender, but it feels overly complicated to me. is there like a cheat sheet? most of the in app descriptions are awful and give zero information
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# ? Oct 15, 2022 00:19 |
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Stereotype posted:nice. here, this should help
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# ? Oct 15, 2022 00:34 |
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FalseNegative posted:Never stop posting.
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# ? Oct 15, 2022 00:38 |
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Sagebrush posted:here, this should help this is unironically useful
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# ? Oct 15, 2022 00:50 |
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Overwhelming but actually really useful looking. There's a version with better colours and updated for 3.3 here https://giudansky.com/illustration/infographics/blender-map
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# ? Oct 15, 2022 09:49 |
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# ? May 24, 2024 03:18 |
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https://metahuman.unrealengine.com/ the unreal meta human creator is now a live webpage and you just need a epic games account I think anyway it's pretty incredible, if you like being impressed by shiny toys you should check it out
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# ? Oct 15, 2022 13:51 |