Blender Mega Thread

Replies

  • f1r3w4rr10r
    Offline / Send Message
    f1r3w4rr10r polycounter lvl 7
    @pior I suspect that this would probably take more than just one call. First you would have to get the material by name I guess. Also what is PME?
  • rollin
    Offline / Send Message
    rollin greentooth
    @pior Hey you can select every object one by one and choose the material in the object's material dropdown :trollface:

    Sorry hat to give the old blenderfanboy answer ;)

    Ok, if you want to script this (and it's no one-liner) you would have to do something similar to that (not tested) but this would work best in some kind of pior's-personal-tools-panel where you put it on a button and maybe an option to "remember" a certain material:

    import bpy
    objs = bpy.context.selected_objects
    
    # Your material
    mat = bpy.data.materials.get("My Material")
    
    # assign
    if None != mat:
    	for obj in objs:	
    		if obj.data.materials:		
    			obj.data.materials[0] = mat
    		else:			
    			obj.data.materials.append(mat)
  • pior
    Offline / Send Message
    pior insane polycounter
    Hey @rollin ! Well, I can certainly confirm that this code here totally works. Excellent, thanks !

    Now I just need to dig a bit deeper into what it takes for PME to call full on python scripts, as I find that manually creating UI panels is just too cumbersome. Totally doable mind you, but just not fluidly enough imho - as everytime I find myself doing so to neatly store useful little presets and shortcuts I always end up reverting to PME, for its ease of use and speed. Looks like it does need to be an external .py for it to call it though, so I suppose it has to be formatted like any other addon. But hey at the very least it will save me the hassle of creating a panel :)
  • another caveman
    Offline / Send Message
    another caveman polycounter lvl 6
    What's the best way to share the same configs, addons, UI, preferences.. between two PCs?
    If I'm right many of this is stored within the .blender file, how about the rest?
    Thanks!


  • pior
    Offline / Send Message
    pior insane polycounter
    @another caveman : blender files will store up what is shown in various UI panels, as well as things like the currently active viewport mode, embedded textures, and so on. Everything else (keymap, user preferences, addons...) is all stored in : 

    C:\Users\[username]\AppData\Roaming\Blender Foundation\Blender\2.8

    This single folder is all you need to carry from one computer to another. Along with the fact that Blender doesn't require any installation, one can literally be up and running in seconds.

  • another caveman
    Offline / Send Message
    another caveman polycounter lvl 6
    Great.! That folder is getting a sync with google drive then ! Thanks for fast answer.
  • rollin
    Offline / Send Message
    rollin greentooth
    pior said:
    Hey @rollin ! Well, I can certainly confirm that this code here totally works. Excellent, thanks !

    Now I just need to dig a bit deeper into what it takes for PME to call full on python scripts, as I find that manually creating UI panels is just too cumbersome. Totally doable mind you, but just not fluidly enough imho - as everytime I find myself doing so to neatly store useful little presets and shortcuts I always end up reverting to PME, for its ease of use and speed. Looks like it does need to be an external .py for it to call it though, so I suppose it has to be formatted like any other addon. But hey at the very least it will save me the hassle of creating a panel :)
    It actually works? Lucky me ;)

    But I can just urge everyone to setup a personal panel-addon. The process is really simple and if you use Visual Studio Code + Blender dev addon the time you loose is neglectable but you gain the option to quickly throw small code snipets you find somewhere on a button.

    I can recommend this tut (not even 5 min) and overall he's doing a great job with his videos getting you started

  • f1r3w4rr10r
    Offline / Send Message
    f1r3w4rr10r polycounter lvl 7
    Just for completeness' sake, the path on Linux systems is most likely ~/.config/blender

    (Also second try to edit this on mobile. The editor is a pain on mobile...)
  • pior
    Offline / Send Message
    pior insane polycounter
    @rollin : well, I wouldn't really call that "really simple" :D Even just now, following the official docs I am running into some trouble wrapping the code above into an addon that registers properly ... even though that's something I definitely did in the past :D Not giving up though.
  • rollin
    Offline / Send Message
    rollin greentooth
    pior said:
    @rollin : well, I wouldn't really call that "really simple" :D Even just now, following the official docs I am running into some trouble wrapping the code above into an addon that registers properly ... even though that's something I definitely did in the past :D Not giving up though.
    Compared to getting more complex stuff running it is really simple. Usually I keep on finding stuff I didn't wanted from an API version I wasn't looking for... And from time to time I find some page wanting to sell me actual blender from amazon -.-

    Btw: I had similar registering issues first as I was happily renaming stuff.
    I ended up matching the folder where my script(s) are located and the name of
    bl_info = {
    "name" : "<same-as-folder>",
    ...

    Not sure if this was just imagination but I had issues before doing so
  • pior
    Offline / Send Message
    pior insane polycounter
    Yeah, this is where I am stumbling as well, I just need to dig a little deeper and dedicate more time to that :) Thanks for the code itself though ! That's a fantastic start.
  • Justo
    Offline / Send Message
    Justo interpolator
    Great.! That folder is getting a sync with google drive then ! Thanks for fast answer.
    I suggest you though to not sync the bookmarks.txt and recent-files.txt inside the Config folder, so that you can navigate faster in each PC :) its your choice though, ofc
  • LuisCherubini
    Online / Send Message
    LuisCherubini greentooth
    A revisit on the UVpackmaster2 addon by Glukoz! Now with some neat features including "Draw Packing Box" and UDIMs:

  • wazou
    Online / Send Message
    wazou polycounter lvl 4
    Speedflow Basics - 13 - Mini Tank Part 2 is available on Youtube!

  • another caveman
    Offline / Send Message
    another caveman polycounter lvl 6
    @Justo also noted! thx.

    Is there a way -through some code maybe?- to fix the extra windows not being on top when the main one is?
    Thanks
    So far I'm plugging them on the side of the main window and extending it. But when you restart Blender it's back to being on one monitor only, so I gotta reposition it again every time.

    Also did you guys see this? Not as full as the other softwares houdini engines but it's a few first steps I guess? https://github.com/eliemichel/HoudiniEngineForBlender
    I really believe in Blendini...cant wait..
  • f1r3w4rr10r
    Offline / Send Message
    f1r3w4rr10r polycounter lvl 7
    I can almost see the lawyers come running... But I guess if you paid for a license and have access to the library already, why not?
  • Filip5
    Offline / Send Message
    Filip5 polycounter lvl 4
    Hey guys, I came across support loops recently and how some people use them and some dont. Someties you need them, mainly before subdividing mesh etc. But this left me with questions, why do you use them or dont, what are the cases ?
  • SnowInChina
    Offline / Send Message
    SnowInChina polycounter lvl 10
    support loops simply define the hardness of the edge they are supporting (well, they are also used to have a consistent loop around edges, so it looks nice and has no smoothing artefacts)
    sometimes you don't need them because there`s already geometry in place that acts as a support edge, or you want the edge to be super soft
    some poeple also work with edgecrease in blender, which is basicly the same and replaces supportloops, but has some drawbacks
  • Filip5
    Offline / Send Message
    Filip5 polycounter lvl 4
    support loops simply define the hardness of the edge they are supporting (well, they are also used to have a consistent loop around edges, so it looks nice and has no smoothing artefacts)
    sometimes you don't need them because there`s already geometry in place that acts as a support edge, or you want the edge to be super soft
    some poeple also work with edgecrease in blender, which is basicly the same and replaces supportloops, but has some drawbacks
    you need an edge to be super soft - I guess you speak about a ase in which you are further going to smooth mesh either by subdividing or working with it. But I also saw using support loops on a geometry that wont be touched - why ? In that case I find it useless to have it there,if topology is ok.
  • SnowInChina
    Offline / Send Message
    SnowInChina polycounter lvl 10
    post a screenshot
  • RN
    Offline / Send Message
    RN polycounter
    "Support loops" is terminology, so it might mean different things to different people.
    In the context of the Subdivision Surface modifier -- in Catmull-Clark mode, engineered by Pixar -- the position of an original vertex (one of the vertices of the mesh before it is sent to the modifier) becomes a weighted average of the positions of its surrounding vertices.

    This means that the closer together the vertices are, the more their output averaged positions are going to look like their input positions. 
    That is, the original vertices of the mesh move less in areas where they are closer together.



    So "support loop" in this sense means that you the artist is adding extra geometry to control this averaging.
    And if you don't want the vertices to move at all you can set their edges as creased. There's some other info in the Blender manual too: https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/subdivision_surface.html#edge-loops
  • Zablorg
    Offline / Send Message
    Zablorg polycounter lvl 4
    https://blenderartists.org/t/mandelbox-volumetric-shader/625751?fbclid=IwAR1Ak2S0Gxuy6y19kgr-almgxhP37RgMkNBLta_YIRVxa9HkagcpNo3QejY

    Anyone know why this shader fails to compile? Line 16 has a "<=" that appears to have been incorrectly formatted as a "&lt;" in the forum's text box, but once that's been sorted out I just get reports of a syntax error at an unspecified location.
  • rollin
    Offline / Send Message
    rollin greentooth
    Today a Monday material question:
    Node graphs are nice for custom or complex materials. But if I just want to setup the good old basic inputs (diffuse, normal, roughness, happiness) adding the same nodes over and over again is unnecessary time consuming. I don't want to waste time deciding where the nodes are places and if the uv data is routed correctly through. 
    What's the go-to workflow for this?

    edit: I guess what I like to do is use an existing material-node-graph and create instances from it and just change the linked textures
  • Tiles
    Offline / Send Message
    Tiles polycounter lvl 7
    You could enable the materials library VX addon that comes with Blender. You can also insert your own libaries and materials here. That way you can store your often used setup :)



  • RN
    Offline / Send Message
    RN polycounter
    I'm lazy and want to keep add-ons to a minimum, so if it were me, I would create a node group in a blank material, then save the scene to a .blend file so it can be linked / appended as a template, where you import that blank material and have instant access to that preset node group from any material in your scene.
  • f1r3w4rr10r
    Offline / Send Message
    f1r3w4rr10r polycounter lvl 7
    @RN I think you can actually link/append node groups without the material it is used in. But I would have to check again and I can't do that right now.
  • RN
    Offline / Send Message
    RN polycounter
    @f1r3w4rr10r that's cool, can confirm it, you import the group itself as a node tree:


    Importing the material seems to import all node groups used by it, so you can use the material as a container of all your preset groups, as well as being able to import individual groups.
  • ant1fact
    Offline / Send Message
    ant1fact polycounter lvl 6
    @Justo also noted! thx.

    Is there a way -through some code maybe?- to fix the extra windows not being on top when the main one is?
    Thanks
    So far I'm plugging them on the side of the main window and extending it. But when you restart Blender it's back to being on one monitor only, so I gotta reposition it again every time.

    Also did you guys see this? Not as full as the other softwares houdini engines but it's a few first steps I guess? https://github.com/eliemichel/HoudiniEngineForBlender
    I really believe in Blendini...cant wait..
    Actually this is huge. This way you can have a (very expensive) Merge modifier @wazou
    Being able to use the GameDev tools as well, sweet Jeeesus
  • tynew
    Offline / Send Message
    tynew polycounter lvl 6
    Can anyone give me a quick rundown on what Blender does faster than max modeling wise? One thing I'm interested in is the fact you can work without the gizmo. It seems slightly faster than having to snipe axis clicks on the max gizmo. In max you can't rotate/scale without the gizmo tool as well. Really all I care about is how streamlined the tools are with modeling and if there is any clear advantage over max. 
  • f1r3w4rr10r
    Offline / Send Message
    f1r3w4rr10r polycounter lvl 7
    @tynew most of it pretty much comes down to what you already said. Hotkeys make a lot of things faster and the fact, that you do not have to care where in your viewport your mouse is, when you activate a transform that way.
    Add to that, that most other modeling operations are also just a hotkey away, and I would say you already have a solid groundwork for being faster.

    In my experience, a lot of it comes down to learning the hotkeys and using them.
  • Justo
    Offline / Send Message
    Justo interpolator
    @tynew personally I really like how Blender breaks down the Pivot types, origins and orientation. I don't recall if Max can replicate all of them, and if it does, I think it's hidden away in a more convoluted UI. There are a lot of cool things to play with, but you will probably find Blender's spline modeling tools lacking compared to Max', in case you used those a lot (I didn't).
  • m00k
    Offline / Send Message
    m00k polygon
    Bcon 2019 nerds get hyped! 

    *edit*  11:15 brings a blenderman like me a tear to my eye
  • Zablorg
    Offline / Send Message
    Zablorg polycounter lvl 4
    Can anyone tell me how Diffuse BSDF and Gloss BSDF shader nodes relate to the values one tweaks in a Principled BSDF? Diffuse and Gloss have roughness values that are handled differently, for one thing. Is the amount of glossiness instead handled by the "Specular" principled value?

    Also, has anyone had a crack at my previous post?
  • another caveman
    Offline / Send Message
    another caveman polycounter lvl 6
    No idea about shaders sorry.
    Any alternative for UVs right now? TexTools  works really bad on my 2.8 right now for some reasons...?
    Thanks

  • ant1fact
    Offline / Send Message
    ant1fact polycounter lvl 6
    No idea about shaders sorry.
    Any alternative for UVs right now? TexTools  works really bad on my 2.8 right now for some reasons...?
    Thanks
    It works bad because it's not being actively developed.

    These 2 addons are phenomenal:
    Texel Density Checker 2:
    UVPackmaster 2 PRO:

    If you are still missing some stuff, there is UV Toolkit
    https://gumroad.com/alexbel#NbMya

    Otherwise have a look around in:
    https://blenderartists.org/t/list-of-addons-that-work-with-2-8/1132912#heading--UV-Editing



  • wazou
    Online / Send Message
    wazou polycounter lvl 4
    Hey guys, Speedretopo has been updated for Blender 2.8!

  • tynew
    Offline / Send Message
    tynew polycounter lvl 6
    @f1r3w4rr10r
    Is there anything else for you that comes to mind? 99% of my modeling is already done in max with hotkey smart function scripts and stuff like keyhydra. I almost never touch the command panel or menu items for modeling already. Even have my tab and caps lock keys rebound to 50 or so functions. I'm looking in terms of unique features, such as working without a gizmo. 

    @Justo
    Interesting, could you elaborate more on the pivots/orientation? Specifically a use case where you can't achieve it in max?
  • Udjani
    Offline / Send Message
    Udjani polycounter lvl 2
    @tynew some max users complain about the bevel/chamfer in blender for not being as ''smart'' as in 3ds max, you should test a bit the bevel modifier workflow and see how it is in comparison with the smoothing groups and quad chamfer.
  • f1r3w4rr10r
    Offline / Send Message
    f1r3w4rr10r polycounter lvl 7
    @tynew. I have started out my 3d modeling with Max, but that was a really long time ago. So my memory of it is a bit foggy. What @Justo meant is that it is easy in Blender to change you pivot point. You can choose among different presets like object origin, individual object origins, median point or go fully custom with the 3d cursor. Since 2.8 this one also supports orientation, not just position.
  • pior
    Offline / Send Message
    pior insane polycounter
    @tynew : working without a gizmo is probably the biggest (and positive) paradigm shift indeed. There are a couple more things too : 

    • Off-hand transformation (there is no official name for that, that's just what i call it). The idea is that on top of not having to grab any onscreen gizmo, there is also no need to grab onto the active object or component(s), as your mouse cursor can be anywhere in the viewport at the time of, say, move or rotate being activated. The transformation is done according to the on-screen relationship between object and mouse cursor (with a little dashed line visualizing the link), also with shift key acting as .2 multiplier (I think ?)  reducing the effect. It is somewhat similar in concept to the Zbrush transpose line but much, much better in its implementation. It becomes second nature very quickly and once you go there all other 3D programs and level editors start feeling like outdated antiques :)

    • Pure modeling won't be much different from Max as the tools/features are similar. Skin weighting and morph target handling is an order of magnitude more powerful than Max though, as the data is stored very cleanly (vertex groups) and doesn't get destroyed when editing a model/splitting/merging parts. Huge time saver.

    • The 3D cursor, not only as a way to set custom transformation centers on the fly but also as an aid to viewport navigation - by having it snap to surfaces and then pressing a key to focus to cursor. Navigating inside nostrils has never been easier ! But more seriously this is great and completely eliminates 3D viewport motion sickness.

    • Overall (a little less true in 2.8 than 2.78/2.79, but still valid compared to Max) : the UI is way more responsive than Max/Maya (or at least the last few versions I've tried). Buttons don't have any micro stutter, UI elements are rock solid and never glitch in/out, panel resizing is butter smooth, and so on. There is just less "crap built over old crap" and it makes for a very responsive and robust experience.

    • Updates/installation management is a breeze. No need for any installer, user preferences are all stored in a folder, and so on. Meaning that testing out new features will never feel like a drag - it's a matter of minutes.

    • Now I would say that the biggest downside is scene undo, which is objectively broken (extremely slow) at this time.

    • Also, while the new viewport is extremely powerful, overall all viewports (even raw shading) tend to refresh mush slower than previous versions when working with animated skeletal meshes - which imho makes 2.8 not suitable at all for animators at this time.
  • Blaizer
    Offline / Send Message
    Blaizer polycounter lvl 14
    My unique real gripe with Blender 2.8 / 2.81 is the poor perfomance with subdivision modelling. 

    I miss some modifiers from Max or Maya, but i think it's a matter of changuing the modelling philosophy. I remember when i started using modo 1.0, i missed all from Max. Right now i do things in a different way.

    I'm heavy customed to press space in order to drop tools in modo, and "alt" + Ctrl or Shift to control Viewports. In modo i can do what i call poly-sculpting, i don't use a mouse with modo. I mean, using the sculpting tools, i don't need to use any gizmo or anything, just some key shortcuts and that's all. with Blender i'm still having issues to work as fast as in modo + Cintiq.

    Do you guys use Blender with a cintiq/Intuos for modelling? I do, and i'm having a hard time :angry:
  • tynew
    Offline / Send Message
    tynew polycounter lvl 6
    @Udjani
    I definitely will try it out. Currently the chamfer mod in max 2020.2 is seemingly the best out of any DCC app right now. Although I don't mind moving to blender for its other features. 

    @pior
    Fantastic thank you for the write-up. Handling transformation like that definitely feels more fluid for a 3D app. Anything relating to sniping clicks/elements and forcing UI popups/spinners can really break the flow when you work. For example using the mouse wheel in blender to dynamically add chamfer segments or loops. This sort of stuff should really be native in max by now.

    Yeah I saw your cool post on copying half a head and still having it animate! Very cool.

    Hopefully, the viewport performance improves, I generally deal with 4+ mil items with hard surface work. I'm definitely excited to learn blender considering how well it's supported and has a very active community. Plus having a single program that can do a majority of tasks reasonably well, eg sculpting and animating makes it a very convincing option. 
  • Justo
    Offline / Send Message
    Justo interpolator
    If I wanted free rigged models to start a sculpt in Blender, what options are there? I was looking for something that looked simple and clean, since the sculpt I was planning to do was a very minimalistic, stylized kid.
  • RN
    Offline / Send Message
    RN polycounter
    Zablorg said:
    Anyone know why this shader fails to compile? Line 16 has a "<=" that appears to have been incorrectly formatted as a "&lt;"
    @Zablorg &lt; is the HTML entity for "<" (less-than), no equal. So replacing that piece with less-than and refreshing the script in the Script node makes it run (screen from 2.79):


  • RN
    Offline / Send Message
    RN polycounter
    @Justo unless you're pressed for time, I personally feel that modeling and rigging your own base meshes is way too educational to skip on it.
    You should really make your own, if you can.

    Besides topology reference images, you can also have reference models such as the "build-a-bod" models (which are Blender-friendly rips of Daz3D Genesis models, anatomically complete and accurate), and those from the fork of that Manuel Bastioni Lab thing.
    But you use these just as reference: you'd make your own from scratch with box-modeling or sculpting-retopo.
  • Michael Knubben
    rollin said:
    Today a Monday material question:
    Node graphs are nice for custom or complex materials. But if I just want to setup the good old basic inputs (diffuse, normal, roughness, happiness) adding the same nodes over and over again is unnecessary time consuming. I don't want to waste time deciding where the nodes are places and if the uv data is routed correctly through. 
    What's the go-to workflow for this?

    edit: I guess what I like to do is use an existing material-node-graph and create instances from it and just change the linked textures
    If you're using nodes at all, look into 'Node Wrangler', an official, included-by-default addon. It adds a lot, but most importantly for you: a hotkey (shift-ctrl-T) and menu-item that allow one-click setup of PBR materials.
  • Michael Knubben
    pior said:
    Hey @rollin ! Well, I can certainly confirm that this code here totally works. Excellent, thanks !

    Now I just need to dig a bit deeper into what it takes for PME to call full on python scripts, as I find that manually creating UI panels is just too cumbersome. Totally doable mind you, but just not fluidly enough imho - as everytime I find myself doing so to neatly store useful little presets and shortcuts I always end up reverting to PME, for its ease of use and speed. Looks like it does need to be an external .py for it to call it though, so I suppose it has to be formatted like any other addon. But hey at the very least it will save me the hassle of creating a panel :)
    You'll be glad to hear that external scripts in PME don't need all of the addon boilerplate stuff, they just need the lines that do the actual work.
  • Michael Knubben
    Going through the Blender Conference videos now (they're all up on the Youtube account!), and I was wondering if anyone could explain how this (and the next example) is done?

    I understand that the DataTransfer modifier is probably involved, but I was hoping for some more specific instructions to help me out
  • SnowInChina
    Offline / Send Message
    SnowInChina polycounter lvl 10
    timestamp would be cool
  • Michael Knubben
    timestamp would be cool
    It's there, but apparently the embed strips that out! Here it is as a link
Sign In or Register to comment.