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without being at pc to work out if this works make proper curve.. convert to poly .. and the use snapping tools?? you may have to join the objects so within edit you have access to both things maybe i’m misunderstanding
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# ? Feb 23, 2024 20:13 |
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# ? May 27, 2024 03:42 |
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yeah I’ll try to explain better later, was sorta just thinking about it and wondering if anyone knew what I was talkin about I think I sorta answered my own question though, I’lol try it out later but, I’m guessing ppl work with a low geometry model & let subdivide do the work making smooth curves. but also I was trying to snap to a Bézier curve but it wouldn’t work, but I think it was because I hadn’t joined the objects. I will try that
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# ? Feb 23, 2024 20:18 |
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echinopsis posted:without being at pc to work out if this works Looks like you don't need to join it, but yeah, this seems to be the simplest way. Gotta convert the curve to a mesh.
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# ? Feb 23, 2024 20:40 |
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ohhhhhhhhh because it needs vertices to snap to and a curve doesn’t have any until it’s converted that’s why it didn’t work
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# ? Feb 23, 2024 20:59 |
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Silver Alicorn posted:ohhhhhhhhh because it needs vertices to snap to and a curve doesn’t have any until it’s converted You can use edge snapping.
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# ? Feb 23, 2024 20:59 |
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i merely lurk this thread but i thought yall might enjoy this (notmine) https://www.youtube.com/watch?v=0sfZvjs5nNM
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# ? Feb 23, 2024 23:38 |
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Silver Alicorn posted:hey blenderers, maybe this is a total noob question but I’m having trouble finding an answer that works with the current version of blender. (also it sucks that searching for blender stuff often digs up stackexchange posts from 10 years ago that aren’t relevant) i can think of how to do this using some extreme nodeing
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# ? Feb 24, 2024 00:28 |
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yeah so as far as I can tell, you do have to convert the curves to meshes to be able to snap to them, but it's a really good build aid. it's not perfect but these curves look so much better.
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# ? Feb 24, 2024 03:23 |
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Silver Alicorn posted:
btw this would be a very good use case for v simple geometry nodes. instead of converting the curve to a mesh as normal, you could throw a geometry node on there with the curve to mesh as the only node and then you’d have a nondestructive modifier that you can go back and edit the base curve or change the curve to mesh settings or something later
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# ? Feb 24, 2024 05:03 |
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yeah... I really should learn nodes
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# ? Feb 24, 2024 05:58 |
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Silver Alicorn posted:yeah... I really should learn nodes just something like this should work
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# ? Feb 24, 2024 06:14 |
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Might be wrong but you could also extrude the curve a little ( not at my pc, but doesn't offset give you a flat plane instead of a tube ) and then use snap to surface on it. Though what FS posted is probably the better idea for what you want. Been messing with a rending style to blow off steam after work, still a couple things I wanna do to it but it's almost there.
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# ? Feb 24, 2024 12:06 |
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Keket posted:Might be wrong but you could also extrude the curve a little ( not at my pc, but doesn't offset give you a flat plane instead of a tube ) and then use snap to surface on it. Though what FS posted is probably the better idea for what you want. hell yeah is that grease pencil or something else
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# ? Feb 24, 2024 12:39 |
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hwoof I spent a while playing around with vertex/edge snapping and I figured out a way to do what I was going for. I'm making nice smooth convex geometry now
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# ? Feb 24, 2024 15:05 |
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# ? Feb 24, 2024 15:43 |
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oh oops oh jeez I saved over my file with all the modifiers still split, good thing this is low poly so it won't be hard to fix!
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# ? Feb 24, 2024 16:28 |
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fart simpson posted:just something like this should work yeah, this definitely works. go to the modifier panel when the curve is selected then open a geometry node editor, click on "new" and then right click on the node editor and the two nodes you need are here one other option is to just draw a reference image in some other software, then add an empty, make it an image empty, open the image you want to use as a reference and just eyeball it.
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# ? Feb 24, 2024 17:19 |
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Silver Alicorn posted:oh oops oh jeez I saved over my file with all the modifiers still split, good thing this is low poly so it won't be hard to fix! auto saves??
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# ? Feb 24, 2024 21:14 |
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fart simpson posted:hell yeah is that grease pencil or something else Yeah pretty much using the line art modifier pointed at a collection, then noise on the resulting lines and a basic cell shader. Friend slung me some assets from a ue5 scene he's working on so I put them together, only problem is the lightingn control on the shader isn't as robust as I want so there's the next hill.
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# ? Feb 24, 2024 21:24 |
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echinopsis posted:auto saves?? too old!
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# ? Feb 24, 2024 21:45 |
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it's ok I can just cut it in half and mirror everything again
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# ? Feb 24, 2024 21:45 |
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Silver Alicorn posted:too old! don’t talk about yourself like that! you’re young in my heart
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# ? Feb 25, 2024 00:37 |
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https://www.youtube.com/watch?v=iqz5ESk7cB0 when it finishes uploading you can view this its long I used a lightpath node so the rodtronics logo only shows up if its not a camera lightpath, so it only shows up under the water, not above it. like the rising water is revearling it good poo poo
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# ? Feb 25, 2024 02:49 |
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echinopsis posted:https://www.youtube.com/watch?v=iqz5ESk7cB0 yes
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# ? Feb 25, 2024 02:51 |
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also I invented a new trick I don’t really like the end result of noise reduced, looks a bit burns-victim. the noisy image looks sharper but .. noisy so in compositor I mix 50/50 the noisy and noise reduced image, and so at 64 samples I get an image I am very content with with few samples and quick render
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# ? Feb 25, 2024 08:16 |
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one thing that could work is rendering the animation at a higher resolution with a higher noise threshold and then scaling it down to reduce the noise (or sharpen the result if you use denoising at the higher res)
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# ? Feb 25, 2024 12:54 |
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really good tutorial about uv unwrapping in blender. there's more to it than just marking seams, unwrapping and then cursing about the distorted uv maps. you can actually improve the result! https://www.youtube.com/watch?v=eTnErh6p6Nc
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# ? Feb 25, 2024 22:02 |
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echinopsis posted:https://www.youtube.com/watch?v=iqz5ESk7cB0 i did a much lower resolution simulation using the builtin fluidsim, my idea was to use the fluid as a dynamic paint brush and the skull as a dynamic paint canvas and add clearcoat on the skull according to the wet map, and also make the color darker and more saturated, but the effect ended up being way too suble to see in the render https://i.imgur.com/4rWflx2.mp4 if i really crank up the clearcoat and make the underlying color super dark, you can kind of see it here, mainly through the liquid where the skull is 100% wet
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# ? Feb 25, 2024 22:49 |
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mate I didn't even know wetmap was a thing. I love it also loving the bubonics
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# ? Feb 26, 2024 07:18 |
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well, if it wasn't obvious, the search term is "dynamic paint". it's pretty easy to understand. you can use either an uv map and and 2 image sequence or vertex colors on the canvas to store the color and wetness information
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# ? Feb 26, 2024 07:41 |
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I’ll look into it, thanks. and no it wasn’t obvious. wonder if it works with with my fluid also anyone dm me if they wanna try out a demo of the fluid sim i’m using
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# ? Feb 26, 2024 07:44 |
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echinopsis posted:I’ll look into it, thanks. and no it wasn’t obvious. wonder if it works with with my fluid you can use any mesh to paint any other mesh, it's a separate process and not related to fluid sims: https://i.imgur.com/s2OpAzB.mp4
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# ? Feb 26, 2024 08:32 |
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in that case the monkey is the canvas and the cube and ball are brushes. the cube's paint color has been set to blue (this is not related to the cube's material color, which is also blue). the ball's paint color has been set to red. the monkey's material uses the color from the color map to drive the base color of the material and the inverse of the wetmap to drive roughness, that is maximum wetness = minimum roughness. dripping has been enabled on the paint, but gravity's influence has been reduced to .25 the initial color on the monkey has been set to white, the paint settings have been set so that the paint dries over 120 frames with an exponential fallof ("slow" checkbox under the "dry" setting)
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# ? Feb 26, 2024 08:37 |
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canvas paint is pretty cool, I used it for a couple of my ball renders from that thread a few years back
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# ? Feb 26, 2024 13:38 |
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good thread that
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# ? Feb 26, 2024 14:52 |
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https://www.youtube.com/watch?v=Zk6LnlcotHE cvolourful
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# ? Feb 26, 2024 19:14 |
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anyone have a link to the last yospos logo/ident thread?
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# ? Feb 28, 2024 17:26 |
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Got my frames down to ~2min render times if busy and <30s when quiet Using meshes instead of transparent .pngs for my grass really helped a lot, enabling camera culling on everything was the real secret sauce and basically halved render times before optimisation. Distance culling on the grass planes and homogenising a few volumetrics, then reducing the bounces on some lights and just spending ages tinkering with render bounce values got me into a really nice place with no real loss of quality or needing to get my hands dirty manually reducing texture sizes. Now it's actually feasable for me to be able to render this myself - did almost 2k out of the 15k frames in half a day. Thanks once again to everyone in this thread for helping, the assistance has been invaluable
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# ? Feb 28, 2024 18:10 |
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Jenny Agutter posted:anyone have a link to the last yospos logo/ident thread? https://forums.somethingawful.com/showthread.php?threadid=3967496
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# ? Feb 29, 2024 01:21 |
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# ? May 27, 2024 03:42 |
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Songbearer posted:Got my frames down to ~2min render times if busy and <30s when quiet you mean the grass being real geometry instead of img on plane actually sped up renders? thats weird
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# ? Feb 29, 2024 01:46 |