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Friend posted:Anyone ever do any photogrammetry? I kinda got into it when I got my new Samsung phone, it has a TOF sensor that does some basic 3D scanning. That led me to downloading Meshroom and having fun with that. Most of it turns out garbage, but it's still pretty neat. I wonder if you could use that software on footage from films and TV to build 3d models of locations they were filmed at? You'd need lots of shots, or the camera to be moving around a decent amount, but would be insanely cool if it was possible.
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# ¿ Dec 11, 2020 01:14 |
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# ¿ May 9, 2024 21:27 |
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echinopsis posted:I wonder if it’s efficient at all to take a video, moving very slowly, and extract the frames as for what to scan go and find an old building and do some urbex! oops lol thought you were still taking about photogrammetry
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# ¿ Dec 12, 2020 00:15 |
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man thats beautiful ive not touched 3d modelling since I was a teenager screwing around with Infini-D, but this thread is so insanely inspiring. So I've downloaded Blender and I'm trying to model a nut... I tried doing it as a cylinder sculpted into the right sort of dome-y shape, and then tried to use the Boolean modifier with a hexagonal cylinder to cut the edges off. The shape is about right, but you can see all sorts of grot and weirdness around the edges. Is there a better way to create this sort of thing?
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# ¿ Jan 16, 2021 18:48 |
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Holy crap, thanks, the auto-smooth normals fixed it perfectly!
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# ¿ Jan 16, 2021 20:48 |
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Doc Block posted:when you cut into a smooth, rounded surface like that, you wind up with small, weirdly shaped faces. glad that auto-smooth normals helped (you should always turn it on for hard surface models) but a lot of the time it isn't enough, like Bluemillion said, so you wind up having to go in and manually add/move/dissolve vertices and edges. especially if you add a bevel. Another question - if I scale say a cube out to a long thin rectangle, and then do e.g a bevel, it does it proportionally so the bevelling looks stretched too. Is there a way to get the bevel to be kinda uniform across the object? I thought fixing the x/y/z scale to be 1/1/1 would fix it but it doesn't also wow shaders are fun, I just made the most luxurious cloth to balance my tutorial donut on
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# ¿ Jan 16, 2021 22:56 |
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No reason why Cycles wouldn't fly on ARM Macs if it got ported to Metal and if GPU performance in AS iMacs/Mac Pros is as much of a leap forward as the M1 was in CPU speed. That's a bunch of ifs though and PC's would probably still be cheaper.
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# ¿ Jan 19, 2021 00:10 |
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Doc Block posted:First time animating anything with bones. Tentacle? Cucumber from Hell? You decide.
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# ¿ Jan 23, 2021 14:03 |
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those are extremely rad
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# ¿ Jan 23, 2021 19:31 |
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I made a chair... There's plenty wrong with it, like the ridiculous screws, and the cloth texture looks dumb as heck, but I'm pretty chuffed!
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# ¿ Jan 30, 2021 01:16 |
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cheers!Doc Block posted:Overall it looks nice. Those look like UV mapping problems on the cushions. The screws look ok, even if they're too big.
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# ¿ Jan 30, 2021 17:40 |
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Sagebrush posted:no, it's got a bunch of faces on it. this is the rhino autogen quad mesh. is this mesh maybe not suitable for auto-beveling? I made another chair, the camera angle makes the proportions look a bit funny, but it really is that ugly in real life. I want to do this one next, but I've got no idea how to do the pinchy back bit
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# ¿ Feb 2, 2021 21:31 |
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is there a way in Blender to use modifiers on groups of objects? I'm trying to create a symmetrical collection of parent-child objects - the 'mirror' modifier almost does it but it only applies the duplication and transform to the parent, not it's children (it also doesn't do rotational symmetry either, which is what I really need)...is there another way to do this?
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# ¿ Apr 13, 2021 15:30 |
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bagh, that works perfectly for a regular array, but doesn't seem to work for Mirror - it dupes the whole collection into the right place but they don't get flipped/rotated, even if I set Mirror to flip. Maybe I need to do something with how I parent stuff?
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# ¿ Apr 14, 2021 19:06 |
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that looks rad and you did a good job on the character animations, but the lack of easing on the camera moves is a bit jarring, and it seems like everything happens a bit too quickly to get an idea of whats going on...mebe have a couple different shots of the car accelerating to give more context or have part of the jump in slo-mo or something?
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# ¿ Jun 29, 2021 14:32 |
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looks like icicles hope this isn't poisoning your ideas well but can you do one where the letters are a fluid with one viscosity but they interact with a body with a different viscosity?
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# ¿ Sep 21, 2021 18:58 |
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thats fkin beautiful how does ray/path tracing simulate subsurface scattering (or any volume scattering really) ? Is there some sort of pre-processing you can do on a volume and do some sort of analytical thing? Or do you basically just have to sample a whole load of randomly bouncing around rays?
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# ¿ Oct 4, 2021 22:58 |
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Corla Plankun posted:when i learned how to use "spin" in 3dsmax in like 1999 when i was taking a technology class in middle school I was so god drat amazed. I couldn't believe everyone wasn't constantly talking about it because it was the most impressive thing I had ever seen at that point
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# ¿ Dec 16, 2021 19:04 |
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Jimmy Carter posted:new alpha build is now out that can actually use the GPU on macs.
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# ¿ Dec 17, 2021 23:41 |
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that looks really cool! can you 'cheat' with geometry nodes?
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# ¿ Jan 29, 2022 18:12 |
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nice! that's basically exactly how I did my Minecraft-style terrain generator for Nodevember, except I didn't think of using metaballs to make it look better.
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# ¿ Feb 6, 2022 15:47 |
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fart simpson posted:heck yeah math owns. i love math now
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# ¿ Apr 28, 2022 13:43 |
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fart simpson posted:is that a mandelbulb? looks cool op and im curious how you did it. mine only used 1gb of vram but it takes 10 seconds per frame just to calculate the geo nodes
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# ¿ May 6, 2022 18:52 |
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edit: ^ drat, that's beautiful. And yeah I noticed that when I tried to do Minecraft in Blender for Nodevember 2021, was really frustrating. ...also do strange attractors next!
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# ¿ May 6, 2022 18:57 |
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fart simpson posted:i dont even know what those are. time to read wikipedia They're not as complex as regular fractals, but generating the geometry should be way quicker because every iteration gives you a new point on the surface, and there's loads of potential for animations.
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# ¿ May 7, 2022 11:11 |
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distortion park posted:Not an interesting composition or good execution but it's neat that doing the "physical" thing of putting a distorted mesh inside the glass sphere just works and gives a serviceable (if render time expensive) result Has anyone had any joy modelling the swirly textures inside bowling balls? I tried for ages during Nodevember and basically had no luck, using a swirly-noise distorted sphere with a metallic & pearlescent texture, inside a plastic sphere, but it wasn't quite right. It's almost like you want a principled volume but rather than diffusing or scattering it's sort of metallic
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# ¿ Jun 29, 2022 19:26 |
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echinopsis posted:maybe this might help https://twitter.com/simonthommes/status/1268266569890705408?s=21&t=lHvUAvY0b7xxSwXFnTzfnw
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# ¿ Jun 29, 2022 22:58 |
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you've got way less of those 'only possible with CGI' swooping camera movements in that vid, and it looks soooo much better for it! Your modelling and animation has been solid for ages, but your 'direction' I guess you could call it, camera work and editing and whatnot, has really come on loads the last few vids.
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# ¿ Jan 31, 2023 19:16 |
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fart simpson posted:its coming along. gotta figure out how to make it not so flickery and jittery in animations. imo.
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# ¿ Jun 20, 2023 19:56 |
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man I can't wait for Nodevember I think I'm gonna have to take the whole month off work to do it justice
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# ¿ Jul 24, 2023 19:26 |
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that's cool as hell. how does the rewriting get done? Do you have a script that runs for a given seed and number of iterations and then spits out all the symbols? apologies if you explained and I just didn't get it L-Systems are loads of fun
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# ¿ Jul 29, 2023 18:40 |
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fart simpson posted:lol literally replaced all that crap with just this
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# ¿ Jul 30, 2023 10:23 |
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fart simpson posted:any suggestions? i think it looks merely ok so far. all ive been doing is reading wikipedia and a blog about how real film works and trying to estimate how i'd recreate the effects of it in compositor nodes It can also look neat to rotate-180 -> threshold -> blur -> additive the image too (possibly multiple times!) for lens-flare type effects You can also simulate TV crappiness using a horizontal blur that has some 'resonance' but I'm not sure how you'd do that in Blender.
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# ¿ Aug 1, 2023 19:42 |
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fart simpson posted:coolest thing is you can literally just feed in a mesh and the algorithm fills up the available space I want to figure out enough simulation nodes knowledge to do diffusion limited aggregation now
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# ¿ Aug 14, 2023 17:30 |
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Wheany posted:I watched a video presentation about minecraft world generation and it's basically 5 noise maps with some curves to shape the noise and i thought that it should be doable with geo nodes was just regular noise, but with a high-based threshold gradient so you got hills/mountains rather than holey cheese (not that there's anything wrong with holey cheese) the voxels are low res because generation was super slow, but with all the new volume stuff it should be way simpler and faster toiletbrush fucked around with this message at 20:08 on Aug 23, 2023 |
# ¿ Aug 23, 2023 20:05 |
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fart simpson posted:works w/ grass good too is each plant unique?
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# ¿ Aug 27, 2023 18:36 |
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fart simpson posted:had a new idea. i know from previous experience with strange attractors that certain points do not get attracted, they just shoot off to infinity. what if i create a bigass volume of points, run a lorenz attractor for a while, and then delete the points that are further away than some set distance from 0,0,0 after like, 500 steps of simulation through the attractor equations
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# ¿ Mar 7, 2024 22:46 |
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fart simpson posted:have you ever seen that before? i searched around and tried finding similar stuff but didn’t. it was just an idea that popped into my head at lunchtime quote:it’s basically the mandelbrot set process but with the lorenz equations i guess toiletbrush fucked around with this message at 11:08 on Mar 9, 2024 |
# ¿ Mar 9, 2024 11:05 |
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# ¿ May 9, 2024 21:27 |
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I'm immediately thinking fractal and non-euclidian geometry
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# ¿ May 7, 2024 18:44 |