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nodevember is coming up https://i.imgur.com/ZPuQUMV.mp4 https://i.imgur.com/XeBtHUl.mp4 |
# ? Oct 21, 2020 06:29 |
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# ? Apr 29, 2024 10:00 |
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RazzleDazzleHour posted:
very cozy feels |
# ? Oct 21, 2020 06:32 |
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This looks like a crabstick
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# ? Oct 21, 2020 12:19 |
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whoa https://www.youtube.com/watch?v=e_zA5DGev-4 --- nice work, but also Chewbecca posted:This looks like a crabstick lol Jenny Agutter posted:nodevember is coming up are those procedural? nice job if so! |
# ? Oct 21, 2020 20:55 |
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yeah, those are 100% procedural |
# ? Oct 22, 2020 01:37 |
good dogge edit: oh, clicked the banner ad for this thread and necroquoted an old post. still good dogge personal blender news: I am once again dancing around making my 3d goblin despite making probably okay progress so far? either way, im working on this for now: making this in 3d, just an illustration i did that i liked that seems pretty simple but also gives me a chance to play with some materials and stuff. doubt i'll be able to animate a full loop/rotation of it, but will probably play with that at some point. step 1 will be making grass, tree, and rock particles for the appropriate hex planes. This much I know how to do. step 2 will be figuring out some clouds that are a balance of cartoony and realistic. im thinking i will just put them way in the distance over a big blue sky plane... but that makes me locked into one cam view which is a bummer. IS there some way to like... idk, turn the center hex into a "portal" of some kind that shows a cloudy sky through it, from another area or something? step 3 figuring out how to make a meaty flesh yground texture for the bones to poke out of. step 4, figure out how to make a watery hex with spikes pokin up. umm, my idea here is just make a waterdomain the same shape as that hex and sim some water in it once ive modeled spikes? gotta be a better way that doesnt require a sim, which wont look like how i drew it anyway i reckon Khanstant fucked around with this message at 17:59 on Oct 22, 2020 |
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# ? Oct 22, 2020 17:43 |
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hi i';m a big dumb idiot that still wants to learn blender but i just do not do video tutorials well at all are there any good text based tutorials i can look at out there? i finally got a working 3d printer again so i wanna be able to make my own junk without having to code it in openscad like some kind of ultra nerd |
# ? Oct 22, 2020 20:39 |
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food court bailiff posted:hi i';m a big dumb idiot that still wants to learn blender but i just do not do video tutorials well at all good question. I will take a look, it might be a bit of a tall order but who knows? |
# ? Oct 22, 2020 20:45 |
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I can't vouch for these but they seem to be along the lines of what you want: http://getblended.org/written-tutorials/ also there is the manual which I think you might find useful, however the manual can be . . . sparse compared to what you get in an actual tutorial showing you how to use the tools to perform a task: https://docs.blender.org/manual/en/latest/ there is some overview stuff there with might be very helpful. there are also videos put out by the blender foundation itself that introduce the interface without being tutorials per se, perhaps those videos might be more helpful to you? https://www.youtube.com/playlist?list=PLa1F2ddGya_-UvuAqHAksYnB0qL9yWDO6 e: I don't think you need to follow along with a video tutorial for it to be of value. just watching what they do, what parts of the interface they use to do various things, will provide a lot of help. I'm not sure what the specific issue with video tutorials is for you, but if the text stuff above doesn't help, maybe watching some just to see what they're doing may give you some pointers? Manifisto fucked around with this message at 22:05 on Oct 22, 2020
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# ? Oct 22, 2020 20:52 |
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Khanstant posted:
i don't think you can make a viewport in blender, but you could render a video "offline" and set it as a texture on an object, or you could render clouds as textures and layer them with mixRGB nodes in a shader using different UV coordinate offsets something like this then you could just adjust that first coordinate add node to move the clouds around |
# ? Oct 23, 2020 01:37 |
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Khanstant posted:step 2 will be figuring out some clouds that are a balance of cartoony and realistic. im thinking i will just put them way in the distance over a big blue sky plane... but that makes me locked into one cam view which is a bummer. IS there some way to like... idk, turn the center hex into a "portal" of some kind that shows a cloudy sky through it, from another area or something? I'd probably just leave the center hex empty and turn transparent backgrounds on. Render the outer hexes animation as PNGs (don't forget color type RGBa). Then after that's done make your sky hex background and animate that how you please, render sky animation PNG's to a separate folder. Then stack them in the video sequencer. vanisher fucked around with this message at 02:00 on Oct 23, 2020
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# ? Oct 23, 2020 01:43 |
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https://i.imgur.com/utLCh0M.mp4 hello and happy halloween, blender thrad |
# ? Oct 24, 2020 02:24 |
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Sloane posted:https://i.imgur.com/utLCh0M.mp4 great time lapse! welcome to the blender boffins (working title)
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# ? Oct 24, 2020 02:30 |
Sloane posted:https://i.imgur.com/utLCh0M.mp4 this donut spooky good |
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# ? Oct 24, 2020 06:01 |
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Sloane posted:https://i.imgur.com/utLCh0M.mp4 really good job friend!!
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# ? Oct 24, 2020 07:15 |
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View Layers to the rescue! If you want to create a portal effect there are a million ways to do it, but it is possible to create a "true" portal effect all within the same Blender scene. First, create a collection with everything that should be visible outside the portal. Next, create another collection with everything that is visible inside the portal. Click on the view layers menu in the upper right corner and create a new view layer. Check the checkboxes on the left side of the collections (not to be confused with the other render/view toggles on the right side) so that each view layer only has one portal collection visible. Now go to the Film settings and check "Transparent" to enable a transparent background. Make a new material for the portal surface and add a Holdout node to make those pixels transparent. Now add nodes in the compositor to blend the different view layers together. You can select render layers from the bottom text box. One more optional step: If you have anything passing in front of the portal you may need to add a boolean modifier along the portal plane. This almost works, but it shows a few weird artifacts. The Mix node only seems to use the alpha from the first input, so I hacked around it by adding the alpha values together. Now there's still a bit of the portal interior showing through in the background, but I fixed it by adding a fake sky in front of it. Voila! Portals in Blender without having to save external files |
# ? Oct 24, 2020 07:54 |
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thanks for the tutorial, that is truly awesome |
# ? Oct 24, 2020 07:56 |
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Agreed. Very cool and thanks. |
# ? Oct 24, 2020 08:21 |
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wow cool tutorial
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# ? Oct 24, 2020 08:23 |
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Blender has a bunch of really cool things you can do with camera render nodes. One particularly helpful thing is the series of glass hacks in the BlenderGuru archvis tutorials where you can make it so that glass will render reflections, but not light refraction which will add a million years to your render times |
# ? Oct 25, 2020 00:28 |
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same
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# ? Oct 25, 2020 02:26 |
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Sloane posted:https://i.imgur.com/utLCh0M.mp4 greetings good donut |
# ? Oct 25, 2020 02:42 |
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hope nobody minds my extremely stupid renders https://i.imgur.com/gkloZSZ.mp4 with sound |
# ? Oct 27, 2020 06:10 |
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Jenny Agutter posted:hope nobody minds my extremely stupid renders ooh no I do not mind them at all! I like that I also like that I can share my stupid render of the day too https://gfycat.com/horriblelongbedbug.webm owlhawk911 wanted to know whether blender can import files designed for 3d printing (it can) and things devolved towards a glowing rotating skull for no particular reason besides, hey, glowing skull, why not |
# ? Oct 27, 2020 06:24 |
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Manifisto posted:ooh no I do not mind them at all! I like that hell yes, skull season |
# ? Oct 27, 2020 06:25 |
Thank you for that sweet portal tutorial! I'm making a little city scene right now, I wonder if this portal thing would be a cool way to make one interior scene and use portals to make the windows/doors show that interior. Hmmm, not there yet to try it out, just thinking out loud.Jenny Agutter posted:hope nobody minds my extremely stupid renders I will always upclick posts with butthole surfers Last night I worked on making the interior for this building. I was originally trying to make the interior be part of the same mesh, but I had my geometry too complicated by then to make a solidify modifier work the way I needed it too. Next time I will set my cube up to have a thicc interior to work from before I start messing with the silhouette and geometry of the exterior. Did experiment some with the vertex group options in solidify modifier, ultimately werent able to do what i wanted in this situation, but good stuff to know. One weird trick I've done a few times: copy/pasting coordinates of vertex, then duping a vert and moving it to that point in space to make stuff align or build out the way I want. One weird trick I don't know: How to automatically making stuff clip when I'm working on the interior of a building. I know I can just hide bits of mesh, but id rather not do that any time i need to see something upclose, "inside" a space. here's my building so far, or, the inside shot anyway. here's the texture i drew for myself to use as a shop display case thing. Looks like poo poo up close but works for being in the back of this place, probably won't even be visible. Actually, I should probably not go hog wild with interiors until I know if it will be visible at all. for that matter, my original intention was to make all these assets just to make myself a really cool city scene to draw from, so i probably shouldnt be bother lighting and texturing all this stuff... but i also probably will keep doing it anyway hmmm. edit: oh yeah, i also made a tileable scratchy texture for myself, but it's not up to snuff. Tiny pixely lines become weird looking mega-bumps once added to a bump map but for some uses its working okay for me once i blurred the texture a little. my goal was to make some textures that dont look realistic, but like my linework when I "texture" a surface in a drawing Khanstant fucked around with this message at 19:11 on Oct 28, 2020 |
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# ? Oct 28, 2020 19:08 |
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wow you've been busy!Khanstant posted:One weird trick I don't know: How to automatically making stuff clip when I'm working on the interior of a building. I know I can just hide bits of mesh, but id rather not do that any time i need to see something upclose, "inside" a space. this may not do exactly what you want, but when you are working with one mesh and don't want to see anything else, just hit "/" on the num pad bam, you're viewing the object in isolation. hit it again to undo it. it's so easy and convenient. to make an object the center of the 3d viewport focus, select it and type period on the num pad you can do this for a vertex/vertices in edit mode too. it's a quick way to see and work with something you've selected. finally, if you select your building and in the Object Properties tab, under Viewport Display, you set the "Display as" to "wire" the building will display as a wireframe. which is nice because you can select through it.
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# ? Oct 28, 2020 20:18 |
Manifisto posted:wow you've been busy! oh i use numpad period all the time, but didnt know the / trick. alt h will isolate an object but when yoou unhide, it unhides EVERything, which is annoying you need some stuff to stay hidden for a while. ill try the object properties thing, cool if true to have some stay wires while everything else b regular. |
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# ? Oct 28, 2020 22:39 |
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I clicked the ad hoping that someone would show me how to bake/fry/boil(?) donuts. |
# ? Oct 29, 2020 17:57 |
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TV Zombie posted:I clicked the ad hoping that someone would show me how to bake/fry/boil(?) donuts. welcome 2 blender thrad! sorry the donuts are digital, as is the coffee. but everything's free, including the software!
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# ? Oct 29, 2020 18:41 |
TV Zombie posted:I clicked the ad hoping that someone would show me how to bake/fry/boil(?) donuts. someone the other day in discord did talk a lot time about making doughnuts or bagels or something irl, idk who it was tho sorry |
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# ? Oct 29, 2020 18:45 |
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Khanstant posted:someone the other day in discord did talk a lot time about making doughnuts or bagels or something irl, idk who it was tho sorry perhaps you are referring to pretzelchat
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# ? Oct 29, 2020 19:01 |
im breadist, its all the same to me | |
# ? Oct 29, 2020 20:11 |
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TV Zombie posted:I clicked the ad hoping that someone would show me how to bake/fry/boil(?) donuts. What if I told you with the skills you develop you could make your own fryer (also in blender) |
# ? Oct 29, 2020 20:36 |
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Something Awful Ad: "make your own FREE GOLD COINS*" |
# ? Oct 29, 2020 20:37 |
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made a nodevember thread for all blender boffins https://forums.somethingawful.com/showthread.php?threadid=3946165 |
# ? Oct 31, 2020 19:16 |
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Jenny Agutter posted:made a nodevember thread for all blender boffins https://forums.somethingawful.com/showthread.php?threadid=3946165 thanks for posting this! I am nothing but blown away by the stuff people do in nodevember. for some of them it would probably take me the whole month to approximate just one of the prompts. I may try my hand at a couple of the prompts though just to get my feet wet with procedural stuff. (if you read it a certain way, it sounds like "no devember!" lol. while I do not know what "devember" is I assume it must be pretty bad)
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# ? Oct 31, 2020 19:31 |
devember is when u make an app, stick to blender imo
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# ? Oct 31, 2020 19:41 |
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vector displacement ftw https://i.imgur.com/kTzYGkK.mp4 |
# ? Nov 2, 2020 21:56 |
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# ? Apr 29, 2024 10:00 |
was the banana displaced into bloated orb or the other way round? | |
# ? Nov 2, 2020 21:57 |