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Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

echinopsis posted:

kind of proud actually how this one came out. not the animation per se, but the bubble effect. the animation just emphasises it
https://giant.gfycat.com/EmbellishedForcefulHarvestmen.mp4

i really like this one

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Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
i haven't really been modelling anything lately, i have mostly just been practicing character rigging with ripped game models from models-resource and the more "technical" side of animation/rigging, drivers and such

i have some projects in mind though

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

echinopsis posted:

is there a place to give constructive usability critcism for blender or is it arrogant for me to assume my opinion matters

I think there is some "papercuts" thread in thr blender forums

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
I have another one: why is uv unwrapping so bad and also why are the tools for rearranging/cleaning uv maps also bad?

I unwrap the roundish area around a character's eyes and it becomes weirdly unevenly skewed, and also rotated like 197.4 degrees (i.e. not by some amount that makes sense). Also if it gets any excuse, it will make the uv map overlap.

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

Reported

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
i think this video came up in my youtube ecommendations when i watched some caustics videos

https://www.youtube.com/watch?v=-UjJqwwMJc8

if you use affinity photo, you can get the filmic look with the macros linked in this video while having the option of making adjustments using the full dymamic range:

https://www.youtube.com/watch?v=FeTP7WHnQaw

and i'm sure that there are options for other software too, but i didn't go looking

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

Post the hot dog stand blender

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

that's super cool

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
math has its moments

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

Jenny Agutter posted:

eevee isn't the greatest engine ever but i think it could be used for real-time music visualization for ex what i whipped up using animation nodes
https://i.imgur.com/xeKS4vA.mp4

that's a realtime screen recording not a render

if you still have the scene file, try adding a reflection plane just barely above the floor

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
like so

https://i.imgur.com/ogPeD0F.mp4

you can see the effect of hiding and unhiding the reflection plane in the end where the bottom faces of the cube disappear from the reflection

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

distortion park posted:

(displacement doesn't seem to effect occlusion of whatever's behind the object).

Displacement modifier uses the actual geometry of the object, so if you have something that is basically a cube (8 vertices), it won't do much.

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
i guess i could make an improved version of this

https://www.youtube.com/watch?v=eJ2qBlrW9vw

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
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

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

distortion park posted:

Does anyone have a tutorial rec for volumetric lighting (especially uneven fog/smoke and dust in the air?). wanted to add it to my nodevemeber thing but couldn't find anything good and quick. I think i might be searching for the wrong thing.

https://www.youtube.com/watch?v=tLhPhscC4F4

at 0:50: "make a cube with an emission texture plugged into the volume, you've got a foggy morning with quick render times"

edit: and i bet you can plug a noise texture into the strength input to make variable density fog

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

Argue posted:

Not sure if it'd be easy to rig this to show emotions since I sculpted all the skin apart from ears as one mass; the eyelids aren't really flaps and the mouth is solid.

Generally you retopologize your sculpt so that it has geometry better suited for animation.

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

Archduke Frantz Fanon posted:

Paths for hair is fun as hell. I'm still trying to figure out an easy way to do them into braids.

i think this video tutorial was fairly comprehensive from what i remember
https://www.youtube.com/watch?v=xyUXfjBtanA

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
i'm pretty sure it is not possible to render a camera in the scene as a texture on... a display screen texture for example. but i guess simulation nodes with their inter-frame dependencies could enabole adding that feature

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

Rocko Bonaparte posted:

Jesus Christ you all are incredible. And here I'm trying to add a butt to my Blender Guru donut:



I've tried just subdividing in the given area and then sculpting, but the result's been terrible. I figure what I basically need is to proportionately press in the curve of the donut in one spot with added geometry so the whole thing doesn't deform, but I have no idea if that's even a thing.

"O" enables proportional editing or you can click on this icon in the viewport

then you can do the edit operation you're doing (here i'm grabbing a single vertex) and it will propagate to the surrounding vertices



then while you're doing the operation, you can use the scrollwheel to change the size of the fallof



if you want to move the vertices along the normal (have the surface "puff up" or "collapse"), use alt-S



Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
or, if you're in sculpt mode, use the grab brush (G) and change its size (F) or strength (shift-F). or possibly the inflate brush (I) and then click to inflate an area of the mesh or ctrl-click to deflate an area. shift-click will smooth the area under the brush

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
https://i.imgur.com/lLPAJPu.mp4

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
i made it using geometry nodes and drivers

here is how the rig looks


to generate the trail, you need to use the good old "x = x0 + v0t + ½at2" formula:

first part:

final formula:


then you need points, so here is a mesh line, whose positions are set according to the formula (the t variable is the index of the point from 0 to `trail length`):


then you instance some geometry on the points, but you have to delete all faces so that the preview geometry doesn't emit fluid. the actual emitter is a tiny triangle (radius 0.01) whose normal is aligned toward the fluid target. you can make it bigger if you want and you can add more points, as long as it has at least 1 actual face.


here is the whole node tree


these are the settings in the preview generator's fluid simulation tab. "planar" is set (that's the tiny emitter triangle), "initial velocity" is set, but "source" is 0, and initial X, Y and Z have drivers on them:


the drivers are all basically the same, except the path fopr the input variable is location[1] for the Y coordinate and location[2] for the Z coordinate. i also have a separate multiplier that isn't really needed and you can ignore it.


finally there is the line that goes from the inflow preview generator to the fluid target. it's a mesh with 2 points and an edge between them, lying on the globa Y-axis. it has these constraints on it:



for the animation, i imported this image as a plane


then i traced the strokes adding 4 keyframes on every letter, every 15 frames (so every letter takes 1 second at 60fps). then i looked at where the preview trail intersected the plane every frame and if it deviated too much, i added some an extra keyframe between two existing keyframes.

i simulated the fluid and generated the mesh for the fluid. i subdivided the plane so it had "enough" geometry.

i made the plane a dynamic paint canvas and i made the fluid a dynamic paint brush. i baked the paintmap and wetmap as vertex colors on the plane and then used them in the shader: wetmap to drive the color and roughness and paintmap as the displacement map.

Wheany fucked around with this message at 16:02 on May 6, 2023

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
because i can set the length of the preview trail, i made a Multiple Rounds Simultaneous Impact animation, with fluids.

this was kind of a pain in the rear end because i wanted the initial velocity to match the angle of the barrel.

i thought i could just make an armature that has a bone for the barrel and child bone that is constrained so it can only move on its local Y-axis. then add a copy location constraint to the generator targeting the tail of the "barrel bone" and another copy location constraint for the target empty, targeting the child bone.

it works for the preview generator, but the driver that actually sets the initial velocity of the fluid inside the fluid simulation is evaluated before the constraints so it only dripped the fluid staight down because it didn't see the actual world location of the elements.

i ended up adding keyframes for the "visual location" of the generator and target for the 8 frames the inflow is active and that worked.

here's the bone setup


and this is the result
https://i.imgur.com/rGAXiZt.mp4

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
i'm trying to figure out how to do bilinear filtering with the blender shader nodes and i cannot wrap my head around it.

making a pixelated texture is easy, just use a snap node on the uv. but that makes your textures look like (perspective correct, well lit) playstation textures.

but sampling the texture at discrete points and then interpolating between them is too hard for my tiny brain.

i know how to do bilinear filtering in java, for example. but wrangling the node graph is such a different paradigm that it gets too complicated too quickly.

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
i could post the formulas, but here they are: https://en.wikipedia.org/wiki/Bilinear_interpolation :effort:

it has this neat graph though.


and yes, with image textures you can resize the images outside bolender and then by default blender uses bilinear filtering when doing texture mapping. but procedural textures have "infinite" resolution. if you're going for a low poly (but not playstation 1) look, both infinitely sharp and perfectly pixelated textures look out of place. one trick is to modifyu the uv with noise. that blurs procedural textures using antialiasing since sub-pixel samples are taken at different uv coordinates. but it looks like poo poo, imo, and is also not deterministic

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
procedural quadratic curve: easy



pixelated procedural quadratic curve: easy, add a snap node



pixelated, linearly interpolated quadratic curve: my brane hurts

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
after making an incorrect implementation and really having a :thunk: about it, i figured it out

i was inerpolating between snap (current position - 1) and snap (current position + 1), when i should have been inrepolating between snap(current position) and snap(current position + 1)

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

edit: and the quadratic function:

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

Wheany fucked around with this message at 11:51 on May 22, 2023

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

fart simpson posted:

did u use the map range node

no, i did in fact recreate the formula from the wikipedia page:

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
yeah, i guess some parts could be simplified now that i know the effect itself is possible

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
here it is
https://i.imgur.com/f8siy79.mp4

here is a closeup still

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
that's pretty cool looking

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

I do not like the pube donut

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

fart simpson posted:

its coming along. gotta figure out how to make it not so flickery and jittery in animations. imo.

https://cdn.discordapp.com/attachments/734779371549753364/1120582612545708063/0001-0048.mp4

the obra dinn devs posted something about keeping their dithering stable and "attached" to the models, maybe that could help

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
blender 3.6 was released

https://www.youtube.com/watch?v=0-LiGWgKRgk

simulation nodes, baby

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
i think the index in your case refers to the index of the curve circle. i added a instance on points to your nodes:



and in any case, you're selecting in the point domain, but material is set in the face domain, that probably causes some issues

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

Bluemillion posted:

I was trying to get only one face selected with an index value from the circle.

well in that case my guess is that you need to select 2 points on the circle and then if you literally want just a single face selected, i guess you need to select some range along the curve, so spline parameter, factor between N and M???

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
well that didn't work the way i expected:




e: i thought only the face common to the 4 points where the icosphere are would be selected and turned pink

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
oh yeah, it was the float/integer thing. that was an error, the capture attribute node and less than were supposed to use integer

Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope

Bluemillion posted:

I've seen that option but never actually understood it.

poisson disk is a random distribution that guarantees that no 2 points are closer than [some distance that you set] to each other

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Wheany
Mar 17, 2006

Spinyahahahahahahahahahahahaha!

Doctor Rope
the latest blender today video released a few days ago showed a new iteration zone node, which is similar to a simulation zone except it evaluates a fixed number of steps within one frame

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