Blender Mega Thread

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  • ant1fact
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    ant1fact polycounter lvl 6
    kwyjibo said:
    @wilson66 

    This would be very easy to do using the Sverchok node based geometry addon. This can be used to generate a unique transform matrix with slight randomization to place each paving stone, not to mention a lot of options for randomizing the stones themselves. Creating the array could be done within sverchok using a grid node or use the scene geometry in node to take in a geometry from your scene (this could be a plane or a single vert acted on by an array modifier).
    sverchok is for 2.79 only if I'm not mistaken

    Prime8 said:
    You can try to use your array as an emitter and use the stones as particles.
    Might sound a bit over complicated, but give you a lot of randomisation options.
    The array geometry can be a single vertex or face and the emitter has to be setup accordingly to assure that you get one stone per face/vertex.
    I suggest an easier solution below but there are certain cases where particle systems are the way to go because it allows for more options at the expense of a more complicated setup in the beginning
    wilson66 said:
    Thanks guys for your answers.

    Different question: I'm building a parking lot right now, and have made a couple of paving stones that I created paving from using multiple arrays. It works great, but now I'd like to randomize the transforms of each individual paving stone so the pavement looks more natural, especially when looking at it from some distance above.
    I'm aware of the Object -> Transform -> Randomize Transform feature. That requires though to first apply the array modifiers, producing lots and lots of geometry.
    Is it somehow possible to randomize transforms while keeping the array modifiers alive? Can I e.g. map a noise texture to a displace modifier, then tell the modifier to not displace vertices, but just transform entire connected geometry?
    This is how I would do it: Create a control plane, cut it up to be the pattern you want your stones to have. Create a single stone block then parent this to the plane. In the object settings for the plane enable instancing and then add a displace modifier to the plane with a noise. In 2.7 this feature was called duplifaces.

    https://drive.google.com/open?id=1T_PNbMfDHDpHwIqEdC1DFbjIp2ucYw0E

  • kwyjibo
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    kwyjibo polycounter lvl 3
    @ant1fact 


    There is a sverchok branch for 2.8 available on the sverchok GitHub. 
    But your method seems good too. Didn't know about duplifaces feature. Good to know.
  • Prime8
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    Prime8 greentooth
    ant1fact said:
    ...
    This is how I would do it: Create a control plane, cut it up to be the pattern you want your stones to have. Create a single stone block then parent this to the plane. In the object settings for the plane enable instancing and then add a displace modifier to the plane with a noise. In 2.7 this feature was called duplifaces.

    https://drive.google.com/open?id=1T_PNbMfDHDpHwIqEdC1DFbjIp2ucYw0E

    Sure duplifaces/-verts works as well, you can use it with an array as well, no need to create the pattern by hand.
  • ant1fact
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    ant1fact polycounter lvl 6
    @Prime8
    I meant that in case you have something like this:
    http://www.paversearch.com/images/portfolio/big/menu_pavingstone04.jpg

    Of course you dont need it for a simple grid
  • wilson66
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    wilson66 polycounter lvl 4
    ant1fact said:
    wilson66 said:
    Thanks guys for your answers.

    Different question: I'm building a parking lot right now, and have made a couple of paving stones that I created paving from using multiple arrays. It works great, but now I'd like to randomize the transforms of each individual paving stone so the pavement looks more natural, especially when looking at it from some distance above.
    I'm aware of the Object -> Transform -> Randomize Transform feature. That requires though to first apply the array modifiers, producing lots and lots of geometry.
    Is it somehow possible to randomize transforms while keeping the array modifiers alive? Can I e.g. map a noise texture to a displace modifier, then tell the modifier to not displace vertices, but just transform entire connected geometry?
    This is how I would do it: Create a control plane, cut it up to be the pattern you want your stones to have. Create a single stone block then parent this to the plane. In the object settings for the plane enable instancing and then add a displace modifier to the plane with a noise. In 2.7 this feature was called duplifaces.

    https://drive.google.com/open?id=1T_PNbMfDHDpHwIqEdC1DFbjIp2ucYw0E

    Wow, thanks for your effort! I have already reproduced this, works really well. I think this will be the way to go here.

    I have come across another little problem in the meantime. I have bought the Fluent/ Speedflow hard surface modeling plugins a while ago, and have used the 'tubify' feature to create a frame for a sign board. The tube it created can be adjusted in the 'Object Data Properties' tab (preview resolution, extrude and bevel depth ect).

    How do I create actual geometry/ polygons from this? There are no modifiers that could be applied.

    EDIT:

    I actually found the solution myself. I can do this with Object -> Apply -> Visual Geometry to Mesh.
  • Prime8
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    Prime8 greentooth
    ant1fact said:
    @Prime8
    I meant that in case you have something like this:
    http://www.paversearch.com/images/portfolio/big/menu_pavingstone04.jpg

    Of course you dont need it for a simple grid
    @ant1fact
    Oh, for that kind of pattern it will get tricky, wouldn't you actually need 3 different duplimeshes one for each of the stone sizes? I think I would have to test a bit before I could approach this kind of irregular patterns.
  • Ruz
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    Ruz interpolator
    is there anyway to export blender corves( 2.80) to maya curves. I have hit a brick wall here, nothing seems to work
  • kio
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    kio polycounter lvl 11
    @Ruz maybe via svg? have not tried this but at least google mentions some tooling for this

  • ant1fact
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    ant1fact polycounter lvl 6
    Prime8 said:
    Oh, for that kind of pattern it will get tricky, wouldn't you actually need 3 different duplimeshes one for each of the stone sizes? I think I would have to test a bit before I could approach this kind of irregular patterns.
    I think you probably would :)
  • Ruz
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    Ruz interpolator
    Kio - yeah I tried svg and it seems to export, but then maya will not read tthe curves
  • thomasp
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    thomasp sublime tool
    Curves can be transferred via OBJ. Need to be NURBS inside Blender and have the NURBS write option in the OBJ exporter checked.
  • Justo
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    Justo interpolator
    @thomasp I'm curious to ask - I know you adopted Blender a few years ago, mainly interested for hair stuff, I think. Do you use Blender nowadays fulltime for professional work (in conjuction with ZBrush I assume), or do you find yourself going back to Max/Maya to do certain tasks?
  • Ruz
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    Ruz interpolator
    cheers thomasp. that works fine.

    still trickier to convert my nice blender  hair to a final hair cards version, but am working on it

    The problem with blender is that there is no quick way to align the hair cards to the hair cap. xgen has 'align to surface' using the  twist brush

    blender has minimum, tangent and z-up, none of which provide good results
    you can manually twist the orientation of  the  hair cards but when you have quite a lot of them, it beomes a real pain

    Currently blender has only a partial solution, unless you want to place all the cards manually.

    nice addon called hair tool i think it was , but it costs money :)


  • thomasp
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    thomasp sublime tool
    @Ruz I think you will find that Hair Tool solves that issue and saves you the roundtrip and probably then some. Then again I have never looked at xGen at all, wouldn't know how it compares. In Blender you have orientation and 'scale' on the CV level and at least as a former longtime Max user (does that answer your question @Justo ?) these work a million times better for me than anything I ever had access to to make hair geo. Also totally reliable in comparison and whatever I set for the CVs stays consistent even if separated from or attached to another curve.
    I am on 2.79 though. If you have 100's or in some cases 1000's of curves in the scene I don't find 2.8 useable at this point.

    The complexity I work on these days while relying on Hair Tool, I would have totally given up on in the past and if you sat me in front of another software I would honestly not have the faintest idea how to approach the job and definitely no way of changing things after the fact.

  • Ruz
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    Ruz interpolator
    I am tempted to buy that hair tool add on, looks pretty good. i think the same guy has done a blender cloth simulator, which is looking really good
    re  xgen, its nice, but its the buggiest  crash fest i have ever used. It does do the job though if you can keep maya working long enough to convert whatever curves you have from either zbrush or blender.
    scupting in xgen is ok also, but you get lots of inter penetration which takes time to iron out. hell maybe i am just using it wrong I don 't know

    I think the reason I shy off buying 3rd party software like hair tool is that they might stop supporting it in future, but in this case Its proabably worth it.
    Trying to place hair cards manually is just a real pain in the bum, even with good controls, like tilt or twist/orientation
  • FourtyNights
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    FourtyNights greentooth
    @thomasp If you're still on 2.79, the problem is that most of Jose's tool, including the hair tool is out of date, since he's only updating his addons to 2.80 and onwards. Same with other addon developers in these days. 2.79 is still great, I admit that, and I use it from time to time. Mostly finishing some older projects with it at the moment.

    Still I've adapted 2.80 pretty smoothly... after configuring it to resemble 2.79 all the way from the shortcuts though.
  • Eric Chadwick
    Not sure if mentioned yet, but I thought this was neat

  • guitarguy00
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    guitarguy00 polycounter lvl 2
    Have they added 'constrain to face' option in 2.81? I am almost ready to jump onto Blender if that is the case.
  • sinhead
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    sinhead polycounter lvl 5
    Hi, I need a suggestion for addons for Boolean and for Remesh or quick Retopo for hard surface models (blender 2.8).  Not for sci-fi modelling or modelling for games, but mainly for automotive modelling -> quick visualisation and to see some design elements eg - various versions of holes/slats  on a fender, gills, some interesting bumper holes etc and then to create a clean mesh.

      To create these holes (in the image) I used Bool-Tools.  If I want to try various options for these holes - the number of holes, orientation, 2 Rows of holes etc, Will an addon like Box-cutter be faster. Any other free addons I could consider? 

    I was considering box-cutter. But I see that Fluent has 2 features - 1) a grid on which we can draw a shape. 2) adding support loops around the boolen/ hole. Box cutter doesn’t have these features i think. But it has been around for long so I assume overall it works smoothly and has less bugs.

    For Clean mesh - I used Quad-Remesh trial version. Works well but it is expensive for me right now. I'll need a suggestion for this too.



  • kanga
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    kanga polycounter
    Not sure if mentioned yet, but I thought this was neat

    ..
    Bloody awesome !!!!
  • melviso
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    melviso polycounter lvl 8
    Does Blender have a way u can use the clone brush to sample a part of a pbr material and paint on another area of a mesh? Not texture.
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    Have they added 'constrain to face' option in 2.81? I am almost ready to jump onto Blender if that is the case.
    What exactly do you mean by constrain to face?
    melviso said:
    Does Blender have a way u can use the clone brush to sample a part of a pbr material and paint on another area of a mesh? Not texture.
    Usually you do not draw materials. You would just assign the same material to the faces where you want to have it. Go into edit mode for the mesh and open the Material context in the Properties editor. Then select the faces where you want to have the material applied, select the material you want in the material list in the properties editor and then click Assign below the list.
  • wilson66
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    wilson66 polycounter lvl 4
    I have imported a FBX file into Blender (exported from Maya). All objects in the scene are parented to a null object (locator, empty object), the null is rotated 90 degrees in X and scaled down to a factor of 0.02 (probably to compensate the fact that in Maya Y is up, and in Blender Z is up).

    I'd like to unparent all the objects from that null, while retaining the correct scale and orientation (should just stay as is in the Blender viewport). When I drag-and-drop all items into a new collection outside of the null, the items stay as they are, but the object names parented to the null are grayed out in the item list. When I delete the null object, the entire scene scales way up (from factor 0.02 to 1 probably), and rotates 90 degrees in X.

    What steps do I need to take to unparent the objects from the null, but have the objects stay in place exactly as they were before unparenting them?
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @wilson66 Don't use the outliner for parenting operations. Instead select the objects you want to unparent and then press Alt+P. Then select Unparent and keep Transform.
  • wilson66
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    wilson66 polycounter lvl 4
    @wilson66 Don't use the outliner for parenting operations. Instead select the objects you want to unparent and then press Alt+P. Then select Unparent and keep Transform.
    Thanks! Shortcut didn't work (probably because I use 'Industry Compatible' keymap), but I found the option in the menu (Object -> Parent -> Clear and keep Transformation).

    Thanks for your help!
  • wilson66
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    wilson66 polycounter lvl 4
    New question (sorry!). In that same FBX I imported I can see an image in the reflections of materials. This must be an environment map defined somewhere obviously, but I cannot find the location where this is actually loaded in. An environment map can be imported in the 'World Properties' -> Color slot, but no map is defined there, and if I load a different one into that slot, nothing changes in the reflections in the viewport.

    Is there a different location where an environment map could be loaded in?
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @wilson66 that depends on where you see it. If you see it in rendered view, then it is the one in the world settings. If you see it in lookdev, then you can change it with the viewport settings. Click on the shading drop-down arrow in the top right of your viewport and then on the cog next to the HDRi sphere.
  • wilson66
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    wilson66 polycounter lvl 4
    I see, thanks again for your time!
  • sinhead
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    sinhead polycounter lvl 5
    I scaled up, the car to real world dimensions, and I get these artifacts on the mesh. These are not there if the model is scaled down and the size is kept small.
    (I changed the xyz Dimensions in the n-panel,   This was a mesh imported as fbx )

  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @sinhead I think those are related to the Z-Buffer of the viewport camera. I get those as well, if clip start of the view is really small. (< 1mm). You check/change that in the right hand shelf of the viewport. (N)

    Edit: Actually I am not 100% sure if it's just a small clip start or a large range of start to end.
  • sinhead
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    sinhead polycounter lvl 5
    Thanks :) that solved it. I had set the clip start to 0.001. At 1 it is perfect.
  • SnowInChina
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    SnowInChina polycounter lvl 10
    i finally had some time to really work with 2.8
    damn, its sexy and has a lot of new features i like
    will take some time to loose the muscle memory from some of the old shortcuts though
  • Gmanx
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    Gmanx polycounter lvl 15
    As a long time Blender user (about 15 years) the move to 2.8 has been difficult for me - quite a sea-change -  but I've been having great fun with the Grease Pencil tools and I'm loving the ease and speed of view-port rendering with Eevee.
  • kanga
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    kanga polycounter
    2.82 Anyone figured out how to make grease pencil strokesi into editable elements? The convert menu items dont seem to be working.
  • wilson66
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    wilson66 polycounter lvl 4
    Stupid question. I am looking for a keyboard shortcut for Select -> Select More/ Less -> Next Active. I use this functionality quite a lot (coming from Modo). I can select a single polygon, then select the one next to it, then press 'next active', and it will just select each subsequent polygon each time I press the shortcut. Nice to select patterns also.

    I am unable to find a keyboard shortcut for that in the Preferences though. Is there one? There is a shortcut for Mesh -> 'Select More' which just expands the selection in all directions (up arrow), but I'd like to define a shortcut for 'next active'. 

    I'd also be nice to make edge selections more visible. Selected edges are barely noticable at all. As I have read though nothing seems to be planned in that direction unfortunately...
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @wilson66 That's actually a feature request @Justo linked two pages ago. There is no such functionality in Blender right now as far as I am aware. Here is the link again: https://blender.community/c/rightclickselect/zXcbbc/

    As for the width of the edge selections I can't find any settings from having a quick look.
  • wilson66
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    wilson66 polycounter lvl 4
    @wilson66 That's actually a feature request @Justo linked two pages ago. There is no such functionality in Blender right now as far as I am aware. Here is the link again: https://blender.community/c/rightclickselect/zXcbbc/
    Ok, thanks. Having this kind of functionality in a sub-menu only doesn't make a whole lot of sense obviously, this calls for a shortcut that can be pressed in quick succession. Lets hope it will be fixed.
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @wilson66 why do you mean submenu and "fixed"? It's a feature that just doesn't exist yet and is suggested to be included. The suggestion even lists keyboard shortcuts. Or do you mean the plug-in that was linked for 2.7X in the comments?
  • wilson66
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    wilson66 polycounter lvl 4
    The feature itself exists (in the newest Alpha I am using), it is usable via sub-menu with Select -> Select More/Less -> Next Active. It works by clicking this menu-item. There just isn't a shortcut for this listed in the Preferences, or I was unable to find it. It might just be missing due to the fact its still an alpha version of course.

    It doesn't make sense to click this sub-menu each time to select the next polygon. It works, but it'd be faster to just select the polygons manually right now, especially because the menu closes each time I click it. I would like to be able to define a shortcut, then press that shortcut to select the rows of polygons faster.
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @wilson66 OK man you got me good. Two things:
    1: I did not even know this existed. This is awesome! :D
    2: For me it is already showing shortcuts in the menu. With the default layout it is Shift + Ctrl + Numpad +/-

    And lastly with that combo I was able to find it in the preferences. It is under Mesh -> Select Next/Previous Element.

    Hey @Justo one of your feature requests is already halfway included. :D
  • Justo
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    Justo interpolator
    @f1r3w4rr10r guten tag good sir. What feature do you mean? I checked both requests and didn't notice any change, unless I'm reading it wrong or not aware of something else posted elsewhere.
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @Justo I just mean that the expand selection along edge feature already exists in Blender. Granted it only expands in one direction where the feature request expands in both and you have to select two edges along the ring/loop beforehand, but I think that is already fairly usable.


    Also see a few of my previous posts.

  • sinhead
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    sinhead polycounter lvl 5
    @wilson66 - the shortcut mentioned by flr3w4 is working for me too - Blender 2.81 latest build. 
  • xrg
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    xrg polycounter lvl 8
    Custom bevel profiles committed for 2.82 (2.81 should be officially released today).


  • wilson66
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    wilson66 polycounter lvl 4
    sinhead said:
    @wilson66 - the shortcut mentioned by flr3w4 is working for me too - Blender 2.81 latest build. 
    Shortcuts don't work for me because I use the 'Industry Standard' keymap (Maya style navigation ect). It changes the shortcuts.

    Another quick question: I have textured a couple of assets with Substance Painter, and assembled a fairly large scene in Blender using those assets (and a lot of Collection instances).

    I have plugged all the maps exported from Painter (basecolor, metallic, normal, roughness) myself (Principled BSDF).

    The textures show up ok in the viewport (Eevee), the only problem is that metallic materials don't look metallic at all (completely dull, no reflectivity at all). Maps for the metallic attribute of the shader seem ok. What do I need to do to have metallic materials where the metallic attribute is controlled by a black-and-white image map actually be displayed like metal in the viewport?
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @wilson66 That's why I also described the path where you can find the entries in the keybind menu.

    And my bet for the maps is, that your roughness is too high. At least it sounds like it, if you are actually looking at it in Look Dev or Rendered mode.
    Ifyou are looking at it in Solid mode, then you have to change the appearance in the Viewport Display settings of the material properties.
  • wilson66
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    wilson66 polycounter lvl 4
    Any way to quickly invert a grayscale image (roughness image) in the Shader Editor? There is an invert node, but it seems to output color.

    Anyhow, there seems to be something awry here (with my simple shader setup). It doesn't work if I just invert the roughness in Photoshop. 

    If I plug the metallic map into the shader, the entire asset simply displays as metallic. It ignores the areas defined on the map. Not sure what I might be doing wrong here.
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @wilson66 screenshots would probably help more at this point. Of the shader mostly, but the viewport couldn't hurt either.
  • xrg
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    xrg polycounter lvl 8

    This video is a pretty good crash course on new stuff:





  • pior
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    pior high dynamic range
    @wilson66
    On the topic of Eevee/principled shader not displaying pbr content correctly : if I am not mistaken, merely plugging the maps into the default slots will not work - or at best things will be plugged, but with the wrong settings. However if you go into the node editor and set things up correctly there (non-color data for metalness and roughness, and so on) things will behave as expected, with good parity with Toolbag and UE.

    This behavior led me to believe that the principled shader was unfinished for the longest time, even though everything seems to be there and functioning.
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