Blender Mega Thread

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  • rollin
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    rollin polycounter lvl 14
    ant1fact

    I'm quoting myself, quoting myself:

    rollin said:
    rollin said:
    I have the problem where I can't do anything in the viewport. 
    The outliner does not react except the eye-icons work.
    Keymap in the preferences is an empty screen.
    Hovering over one of the buttons on the right screen gives "Internal Error" Toolttips
    The remaining interface seems to work normally but I haven't thoroughly checked.

    Testing with  Rc2 atm.

    Anyone had similar stuff happening?
    Hello me,
    so your problem is that your python install(ations) are bit strange and blender 2.8 is using the wrong one.
    The reason the debug batch files (like 'blender_debug_gpu_glitchworkaround.cmd') is because they clear the windows 'PYTHONPATH=' variable.
    So I made a minimum batch file which does just that and allows to be called with parameters which will get forwarded to blender

    @echo off
    echo Starting blender with PYTHONPATH=''
    set PYTHONPATH=
    %~dp0\blender %*


    Also I want to add:
    batch file to assosiate *.blend files with the above batch file (here it's called 'mgto_startblender.cmd')
    @echo off
    
    rem get file type
    assoc .blend=blendfile
    
    rem assign file type and, forward the file which should open (%1) and any possible further arguemnts (%*)
    rem Note: as this runs from a batch file we need to use %%1 instead of %1
    ftype blendfile=cmd /c call "%~dp0mgto_startblender.cmd" "%%1" %%*
    
    pause

  • Auldbenkenobi
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    Auldbenkenobi polycounter lvl 7
    @Justo

    Yeah that's the impression I got too I just didn't want to seem like I was coming across as rude because I really do think the tools are fantastic. I just find his videos hard to absorb for some reason. I'll do some more digging.

    Also, I've no idea why I can escape this quote box, could anyone enlighten me?
  • ant1fact
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    ant1fact polycounter lvl 6
    @rollin interesting stuff, thanks for that
  • pior
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    pior insane polycounter
    If anything the safest is probably to not bother with the installer to begin with. What's the point of it anyways ? The zip version works very well, creates the same preferences folder on startup, and doesn't mess up anything system-wise.
  • rollin
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    rollin polycounter lvl 14
    @pior
    I'm only using the zip versions. But blender seems to use your manually installed python version (via PYTHONPATH=) by default and only uses the internal one if there is no python version installed in your system. 
    Imo it should be the other way round and require a user action to NOT use the internally supplied version. 
    Maybe I'm just not getting the point though..  
  • Justo
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    Justo greentooth
    pior said:
     @Justo : if toggling between Evee and Cycles renderers seemingly does nothing, that means that you are currently in the third viewport state (I personally call it "Toolbag style") rather than the last (which becomes an actual path traced Keyshot-like renderer if and only if Cycles is selected in the render tab).


    Amazing! I am understanding so much more thanks to your comment Pior! So LookDev really is something like a Toolbag Style preview, and has its options in the Viewport Shading menu. And yeah, switching to Rendered view displayed different images when switching render engines, just like you said.

    LookDev looks so...simple and good...Might not put out the most accurate images, but dang it looks pretty. 


    I suppose achieving the same results as LookDev AND being more accurate is always possible in Cycles, it's just a matter of knowing where to tweak things?

    Some Qs regarding LookDev: 
    -As soon as I found out how to switch HDRIs, the first thing I looked for was how to easily rotate it, blur it, and darken/brighten its effects on objects. The rotation is in the Viewport Shading menu and there's even an addon to make it easier. I wasn't able to find how to blur it - or even show it in the background! Background is just a solid color...but I did notice if I switch my viewport tab to Shading, this is there by default, and blurred too! So it must be possible somehow. Where can I show the HDRI bg and alter its bluriness? As for brightening/darkening its effects on objects, I have no clue either. 
    -Those preview spheres in the shading viewport look like they could be useful too. Where can I toggle those on/off?
  • FourtyNights
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    FourtyNights greentooth
    LookDev is basically Eevee, but with instant HDRIs built-in for faster material, reflections etc. viewing. Once you enable both "Scene Lights" and "Scene World", it's identical to "Rendered" which is Eevee if you have Eevee selected instead of Cycles.

    Also, if you're working with a heavy scene with lots of caclulated lights, soft shadows, volumetrics etc. in Eevee (not Cycles), switching to LookDev is like Marmoset's "Rocket" setting. To speed up the viewport's perormance while panning, rotating and zooming in the scene.

    Speaking of Eevee in general, even though it's awesome in many ways, it's still missing important real-time features, such as proper ambient occlusion map input, or parallax occlusion mapping for faking the depth of pupil/iris. That's why I prefer either Marmoset or UE4 atm.

    I'm sorry if I'm derailing a bit, but here's how I see the "full featureness" of each package's current state in a simplified way:

    1. UE 4.23:
    - PROS: Has literally everything a game artist ever needs for FREE, even real-time raytracing and additional path tracing (the path tracing is a good option for those who don't own RTX cards)

    - CONS: Huge install of the engine itself, somewhat complex to use, and slow to open projects. Too big just for small to medium portfolio pieces.

    2. Marmoset Toolbag 3.08:

    - PROS: Versatile enough for game artists by having the most crucial features needed by prop and character artists. Environment artists too, but with an addon to add vertex blending materials though. Has the best texture baker, ever. An easy, fast and lightweight software.

    - CONS: No node-based material system, relies on baked textures with only minimal tileability on some areas, like detail normal mapping. Since there's no nodes, proper masking, tiling and procedurality isn't an option. No real-time ray tracing capabilities.

    3. Blender 2.8's Eevee:

    - PROS: Has a node-based material system. Looks almost as good as Marmoset or UE4. Easy and fast to use. Also the whole Blender is lightweight software as well. Cycles as an additional renderer for more precise realism is great.

    - CONS: The node-based material system isn't up to the bar of UE4's, in a game art workflow way. Some simple things need a "node spaghetti" setup, like simple normal mapping with Y-channel flipping (also a normal map node to get normal maps to work in the first place). No input for ambient occlusion textures in the Principled BSDF. No support for parallax occlusion mapping. No real-time raytracing with Eevee.

    I may have forgotten something, but those are my immediate thought for the comparisons.

    EDIT: All of these softwares are updating more or less frequently, and all of them are more or less open about their current development. Blender being the most active with bug fixes, newly added features and improvement. UE4 too, but not as fast as Blender's development. Marmoset's development is in the darkness between versions, so it's not known in public what comes to 3.09 next.

    For example, Eevee's developer, Clément Foucault has already added "Parallax Occlusion Mapping" to the todo list of his: https://developer.blender.org/T68477

    So, Blender's development has a pretty constantly bright future. ;)

  • pior
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    pior insane polycounter
    On Eevee/Cycles : to be fair, once carefully tuned (same environment image and both taking the same lighting into account) the consistency between the two is great - quite remarkable even. It really allows for previz in the true sense of the word, it's a pleasure to work with imho.



    Although I am seemingly not getting screen-space object reflections in Eevee at this time (left), not sure why.
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 6
    pior said:
    Although I am seemingly not getting screen-space object reflections in Eevee at this time (left), not sure why.

    You need to add reflection probes in order for that to work in evee.

  • pior
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    pior insane polycounter
    Ha, interesting - never looked that deeply into that.
    Unfortunately neither Reflection Cubemap or Irradiance Volume seem to do anything for me -  so I suppose that there is some required pre-processing involved. The Reflection Plane does work though (creates a mirror), but that's about it.
  • MACHIN3
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    MACHIN3 sublime tool
    pior said:
    Ha, interesting - never looked that deeply into that.
    Unfortunately neither Reflection Cubemap or Irradiance Volume seem to do anything for me -  so I suppose that there is some required pre-processing involved. The Reflection Plane does work though (creates a mirror), but that's about it.

    You defintiely don't need reflection probes. You just need to turn on SSR's in the eevee render settings and dial in the thickness value. IF you have DECALmachine, open the Asset Example in the Help panel, it has it already set up.
  • pior
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    pior insane polycounter
    Ha that makes more sense, thanks ! Well, that makes more sense, now I see where all the Eevee viewport settings from the pre 2.8 have gone. Although the way it is organized really is awful UX wise - there's basically no way to access these settings at all if one is using Eevee for preview and Cycles for render, since the render panel would then only show the Cycles settings :D Hopefully that will get sorted out eventually, that's as bacwards as it gets - all these options should just be up there right under Scene Lights/Scene World. Oh well !


  • MACHIN3
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    MACHIN3 sublime tool
    pior said:
    Although the way it is organized really is awful UX wise - there's basically no way to access these settings at all if one is using Eevee for preview and Cycles for render, since the render panel would then only show the Cycles settings :D 


    I agree, I have put the most importnat ones in the shading pie in MACHIN3tools for that reason. I like using eevee via lookdev, while having the renderer set to cycles. Using the shading pie, I can still adjust the eevee settings.



  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 6
    Yeah you are right, I got that mixed up. The cubemaps are actually the less precise alternative to screen space reflections.
  • Justo
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    Justo greentooth
    @MACHIN3   Looking forward to the day this is updated then ;D 



  • MACHIN3
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    MACHIN3 sublime tool
    Yes, MACHIN3tools has taken a bit of a back seat, while I'm trying to get DECALmachine to the next level. Even MESHmachine has. I will get DECALmachine 2.0 out, then MESHmachine 0.7, then get to start working on art again and expand onf MACHIN3tools.
  • Justo
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    Justo greentooth
    No worries Machine, take it easy. You're the top one-man-army content creator in the Blender community afaik, I wouldn't want you to overwork yourself.

    By the way, is there a setting somewhere in Blender, or in your plugin code scripts, in which I can set the pie menus (or some of them) not to disappear after the first click? For example in the Shading Pie, it's a bit annoying how if I want to open the Ambient Occlusion tab, the menu will disappear and I'll need to re-open it again to access the newly revealed settings.

    Nothing too troublesome, of course. Just curious if I'm missing anything obvious.
  • RN
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    RN polycounter
    On EEVEE vs Cycles, someone tried to port a scene from the Spring short film so it could be rendered on both engines, for comparing (there's an animated comparison in the link below as well)



    https://www.blendernation.com/2019/07/20/spring-comparing-eevee-to-cycles/
  • Justo
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    Justo greentooth
    Joined a gamejam last weekend and proposed myself to only use Blender for my main 3D needs. Glad to say I was able to accomplish this! 

    One thing I wish I had during the competition, was a one-click way to set the origin of an object to its bottom Z location (preferably wherever the origin may be before executing this). 

    import bpy
    from mathutils import Vector
    import bmesh
    
    context = bpy.context
    
    def origin_to_bottom(obj):
        mw = obj.matrix_world
        local_verts = [Vector(v[:]) for v in obj.bound_box]
        bm = bmesh.new()
        bm.from_mesh(obj.data)
        x, y, z = 0, 0, 0
    
        l = len(local_verts)
        '''
        # will give a modified center
        # eg if array modifier will be centre of array
        y = sum([v.y for v in local_verts]) / l
        x = sum([v.x for v in local_verts]) / l
        '''
        z = min([v.z for v in local_verts])
    
        local_origin = Vector((x, y, z))
        global_origin = mw * local_origin
    
        for v in bm.verts:
            v.co = v.co - local_origin
    
        bm.to_mesh(obj.data)
    
        #move the mesh back
    
        mw.translation = global_origin
    
    #test
    
    mesh_objs = [mo for mo in context.selected_objects if mo.type == 'MESH']
    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
    
    for o in mesh_objs:
        origin_to_bottom(o)


    I found some answers here. This one works for 2.76 apparently, but I cannot make it run in 2.8 (nor can I post in that site because of reputation levels or even send a message to OP...). This script should be setting the origin to the lowest center Z coordinate. Something about an incorrect multiplication between a Matrix and a Vector, at "global_origin = mw * local_origin"...Does anyone know how to fix this? 

    Also, is there no way to search for posts in this specific thread? Tried using the forums' search function to look in the thread titled "Blender Mega Thread", yet nothing came up.
  • sinhead
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    sinhead polycounter lvl 4
    I cant move vertices/ edges in the "Transform Orientations" > local, but can move them In Global. any suggestions on this?


    .

    I have subscribed to Blender cloud and gone through the series "From maya, max to Blender". This has been really helpful in clearing a lot of my beginner doubts. :)
  • darkmag07
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    darkmag07 polycounter lvl 7
    @sinhead ;If you are looking to have it move along the direction of the edge, try using the normal transform orientation rather than local.

    If you rotated the plane in edit mode so it doesn't align with the initial object axes then your local transform will no longer align the way you are probably expecting.
  • RN
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    RN polycounter
    Also, I've no idea why I can escape this quote box, could anyone enlighten me?
    @Auldbenkenobi Click the "Toggle HTML View" button (looks like </> ) on the post toolbar, write anything and the end of all that text, then press that button again. That text will be outside all quotes and you can change it to what you actually want.
    Justo said:
    Also, is there no way to search for posts in this specific thread? Tried using the forums' search function to look in the thread titled "Blender Mega Thread", yet nothing came up.
    I would try a "site:" google search, but it's hit and miss:
    https://www.google.com/search?q="escape+this+quote+box"+site:https://polycount.com/discussion/72805/blender-mega-thread

  • Shadowstep
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    Shadowstep polycounter lvl 6
    RN said:
    Justo said:
    Also, is there no way to search for posts in this specific thread? Tried using the forums' search function to look in the thread titled "Blender Mega Thread", yet nothing came up.
    I would try a "site:" google search, but it's hit and miss:
    https://www.google.com/search?q="escape+this+quote+box"+site:https://polycount.com/discussion/72805/blender-mega-thread

    Next to the page numbers at the top/bottom of any page, there's a search button for searching just the current thread.


  • RN
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    RN polycounter
    @Shadowstep oh cool, thanks for the tip! We should ask @Eric Chadwick if it can be added to that PSA thread.
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