Blender Mega Thread

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  • pior
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    pior high dynamic range
    Well, by default the tab/mode toggle action actually *is* on press :D Maybe you changed it in the past ?
    But yeah regardless, the result is probably a similar feel. Hey, if anything that does spreads awareness :)
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    Might be that it was OnRelease before, but moving the mouse while keeping it pressed changing the behaviour is definitely new I think. They also did that with the Z key for the render modes.
  • thomasp
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    thomasp sublime tool
    On the subject of 3D texture painting inside Blender - is anybody using it for that proper?

    At least 4K texture resolution- and UDIM support, performance that holds up with a few assets and texture-layers in the scene. Guided/lazy/smooth strokes, a paint engine with at least basic brush dynamics, stencils, stamps, clone tool and image projection/paint through, symmetrical paint-mirroring. Ideally ability to snap the brush to curves.

    Most importantly: flawless handling of texture seams. Basically Mudbox' paint toolset is all I need but I'll gladly take that PBR viewport - am I looking at the right tool or would I be better off to finally investigate 3D coat (unfortunately the Doc said I tested allergic to Substance Painter, so that one's out).

  • melviso
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    melviso polycounter lvl 8
    Is there anything like Bercon maps for Blender 2.8?
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @thomasp Blender has at least some basic functionality for texture painting that you could use. I might be missing one or two of the things you missed, but it costs nothing to try it.

    @melviso If by that you mean procedural texture generators, Blender has those. Had those even before 2.8. There is no ready made generator for wood, but you can easily build one yourself with nodes. I built this myself for example:

  • melviso
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    melviso polycounter lvl 8
    @f1r3w4rr10r Nice work. Wood is the hardest to get right procedurally because of how unique its patterns are. I am yet to see really good looking wood patterns created with substance tbh.
    I am looking for how to do this in Blender:

    Creating the textures are easy but how to randomly put them per uv tile is the issue. This is where Bercon tiles come in.
    Or this method:

    Using Blender eevee.
    Is this possible with OSL shaders?
  • JoseConseco
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    JoseConseco greentooth
    Hi guys, just wanted to share new addon for redoing already existing bevels on mesh: https://gumroad.com/l/rebevel
    Hotkey is alt+B.
  • Justo
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    Justo interpolator
    Hi guys, just wanted to share new addon for redoing already existing bevels on mesh: https://gumroad.com/l/rebevel
    Hotkey is alt+B.
    Nice. It is the same thing found in the MeshMachine addon though, right? Nothing different? Besides the price, of course.
  • JoseConseco
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    JoseConseco greentooth
    It is kind of similar but I wanted simpler workflow (fuse, refuse, unbeve, unfuse , change width - it was to complicated for me, and I could never remember which operator works with  what kind of selection).
    In rebevel there is only alt+B and it can change all bevel properties (width, segments count or delete bevel by merging bevel verts). And it operates always on one type of selection - bevel ring edges (I added 'Loop Ring Select' addon to make it easy to grow, shrink, select range of  rings/loops - this way selecting bevel should be fast). 
  • Mad_Llama
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    Mad_Llama polycounter lvl 2
    @JoseConseco It's nice to have an alternative to meshmachine. Can you provide more examples in the gumroad page? MeshMachine works pretty poorly for me honestly, whenever I test it, it's great but when I actually need to get something done it's always conflicting with whatever I have, either it's cyclical, it considers my bevel to have ngons for some reason or something else entirely.

    It'd be nice to see more examples :) If it's more reliable and easier to use I'd gladly buy it too!
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @melviso It is possible, but you would not use textures in Blender, if you can avoid it. You would use noise/texture generators, that generate an output for a point on a surface in 3D space, based on it's location in said space.
    Have a look at this talk, which thought me a lot (and that I linked for the third time already in this thread, I think. :D)


  • JoseConseco
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    JoseConseco greentooth
    @Mad_Llama i just finished 1.2 update and here is demo of some ReBevel:

    I can give you refund if you wont like it (but I think I solved most of the corner cases)
  • MrNinjutsu
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    MrNinjutsu polycounter lvl 8
    @JoseConseco
    that looks really nice! Good job dude! 
  • melviso
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    melviso polycounter lvl 8
    @f1r3w4rr10r Thanks for the link. Unfortunately, I have to work with textures  as those nodes would be specific to only Blender. So there isn't any plugin in Blender that can randomly assign a number of textures to a numbe of uv tiles?

    EDIT:
    I remember this:

    Definitely going to try it out.
  • Mad_Llama
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    Mad_Llama polycounter lvl 2
    @JoseConseco nIce! Does it work on curved surfaces? I'm wondering if it'll be difficult to adapt this (or mesh machine) to bevel profiles
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @melviso When I think about it for a moment, you can probably do that with image textures, if you just keep yourself to 2D surfaces and are not trying to create something cohesive across a whole 3D object like single blocks of wood. I mean manipulating UV coordinate vectors is pretty much the core of what happens in the video I linked and probably also what the Scattr node group does. You can then use that to feed either noise generators or just image textures. Here is another video that also does this:


  • melviso
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    melviso polycounter lvl 8
    @f1r3w4rr10r Thanks for the vid. That UberMapping node is dope but it still creates seams which is not ideal. The unreal engine method is what I am looking for as its real time for eevee.Bercon tiles to dope as well. What we need is a node that can randomly assign a group of textures or parts of a texture to uv tiles.
    I will keep on looking into it.

  • ScottHoneycutt
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    ScottHoneycutt polycounter lvl 10
    Anyone know what causes this, or a quick remedy (other than re scaling and eyeballing it)? At first I was only having the floor mesh constantly scale in like this over and over for some reason. Today, after I exported .fbx files of the scene for Unreal, I saved the scene. It looked fine. I open it later, and everything is squeezed in. The scale x=1 for everything. 

    ?


  • FrankPolygon
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    FrankPolygon interpolator

    The X scale is set to 1 but the Y and Z scales are set to 5.264 so the objects don't have a uniform scale. Try changing the X scale to 5.264 or the Y and Z scales to 1.00 and that should resolve the scaling issues. (The transform tab works with copy paste if you have to make a lot of changes and there are ways to make bulk changes to object scale.)

    The objects change scale on opening because it looks like all of the mesh objects in your scene have transform animation data. Any changes to this object transform animation that isn't manually saved will be reverted when the frame changes or when the file is re-loaded. To clear the transform animations, select all of the mesh objects, open the command search menu and type "Remove Animation" and run the command.

    Depending on how the transform animations were setup and what changes were made to the mesh objects you might have to adjust the scale on a few objects or on all of them. If the correct object scale is 1 then you could use a command like Clear Scale to reset all of the objects. If the scale is something other than 1 you'll have to find out what the correct scale is for each object. Once everything is correctly scaled you can use Apply Object Transform to keep the changes and set the scale to 1 again.

    If I had to take a guess at what caused this: something was probably scaled in object mode and then the scene was modeled and at some point the Loc Scale command was used and it added the transform animation data to all of the mesh objects that were selected. After scaling in object mode it's a good idea to apply the scale transformation before editing in mesh mode.
  • melviso
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    melviso polycounter lvl 8
    @RN
    Thanks so much, mate. Really appreciate the help. Thank u !!!
    Any chance u could pls pls share the blend file if u can so ppl can append the node tree to their projects. If u can't that is okay.
    I am wondering if there is a way to just expose the uv map, CELLS and RANDOM nodes as parameters in one node. All u need to do then is just plug that one node to the texture.
    Again, thank u, mate !!
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @melviso You should easily be able to do that with another node group.
  • melviso
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    melviso polycounter lvl 8
  • xrg
  • ScottHoneycutt
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    ScottHoneycutt polycounter lvl 10
    @FrankPolygon Thanks! That's twice this thread has really helped me out since moving to Blender recently. You were correct, I somehow accidentally added a key frame transformation on frame 3. Once I applied all transformations, it finally stayed in place after reopening the file.
  • RN
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    RN polycounter
    @melviso you said you're not that familiar with the node editor, so it would be a great way to learn if you tried to recreate that node tree by following the images.
    This is a 7 min tutorial on some basics:


    Additional things you need to know:
    - Shift + A to get the menu with all the node types to add.
    - Shift + Right-click + drag on a noodle (the gray lines connecting nodes) to create a Reroute Node, a little dot node that lets you organize the lines so they don't look like spaghetti.
    - Select one or more nodes and press Ctrl + G to create a Group Node with them inside. Press Tab to go in and out of editing that group, and connect sockets to the start and end nodes to create group inputs / outputs.

    Node types used on that tree, left to right, repeats not mentioned:
    • Input -> UV Map
    • Converter -> Separate XYZ
    • Input -> Value
    • Group -> [Name of your Group Node]
    • (Inside the group) Converter -> Math
    • Converter -> Combine XYZ
    • Texture -> Noise Texture
    • Color -> Bright/Contrast
    • Converter -> Separate RGB
    • Texture -> Image Texture
    • Output -> Material Output
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    A good explanation why I still use right click select:

  • melviso
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    melviso polycounter lvl 8
    @RN Thanks. It works:

    Any chance the white border lines between the cells can be removed? It would break the seamless look of the textures when randomised. I included a second box to show the texture when mapped normally.
    Also, how do I exposed the nodes ''CELLS'' and ''RANDOM'' as parameters u can tweak in a new node group? I can't plug them to the Group node input as they are using the Vaule node which has no input socket.
    Also someone from Blenderartists method:
    link

  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @melviso The first issue is probably caused because of rounding errors. Check the math that separates the UV into squares.

    As for the inputs, you would disconnect the noodles from the value nodes and instead put them into the node group input. You can then set default values for them.
  • melviso
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    melviso polycounter lvl 8
    @f1r3w4rr10r  Thanks a lot, the node set up worked.
    To elimnate the white border lines, in the image texture node set it from linear to closest.
  • Prime8
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    Prime8 greentooth
    I just realized that the "Vector Math" node in 2.8 changed and the "Average" mode has been removed.
    That function can be useful to blending normal maps for example, like described in a previous post.
    Fortunately it's very simple to be replaced by adding and normalizing the vectors.


  • Linko
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    Linko polycounter lvl 7
    @MrNinjutsu this is a game changer, the brush not only creates the folds but has material presets and it pulls the geometry like if the cloth simulation was running but with much better performances and it is easier to use without the gravity, It doesn't require pinning points like Marvelous Designer.
    Also it can be combined with the auto edge masking revealed earlier to simulate pinning by keeping the borders.
  • MrNinjutsu
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    MrNinjutsu polycounter lvl 8
    @Linko Yea h exactly, super hyped for this. I don't think I've seen something like this before. Got to be a catalyst for other sim brushes. 
  • melviso
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    melviso polycounter lvl 8
    Can someone pls shed more light on why there is still no bake displacement map option in Blender for Cycles? I know there are some sort of workarounds and how long will it take before its added.
  • GlowingPotato
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    GlowingPotato polycounter lvl 5
    Hi,

    I'm new to blender. How can I set edges to be hard/soft like in maya ? How to do this on UV borders?

    EDIT: I think I figured it out. 
    1. Viewport need to be shade smooth 
    2. Auto Smooth On
    3. Select edges and set Mark Sharp

    ...and for uv borders, at UV editing panel UV> seams from island (with all edges/faces selected)

    Is that right ? 
    How you speed up this workflow for baking in painter and importing to UE4 ?


  • FrankPolygon
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    FrankPolygon interpolator

    Smoothing can be controlled with the mark sharp / clear sharp commands in the edge menus. If the mesh has UV seams then the quickest way to add sharp edges over them is to go into edge select mode, select one of the seam edges and use the select similar > seam command to select all edge seams and apply mark sharp.


    If the mesh is already unwrapped but the seam data has been cleared then you'll have to go into the UV editor and use the seams from islands command and use the same process from above to mark sharp.


    There may be some plugins that speed up this kind of work. Anyone have recommendations?
  • GlowingPotato
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    GlowingPotato polycounter lvl 5
    @FrankPolygon
    Thanks for replying.

    I just learned that i don't need the viewport on shade smooth.

    I can leave it at flat shading then select my faces ALT+N and select merge or split to have smooth or hard edges. almost the same as Maya.
  • eltarbos
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    eltarbos polycounter lvl 4
    @GlowingPotato and @FrankPolygon
    You should consider buying Hardops. It's really convenient for marking your edges. That way, it will be closer to the way you work in maya and even better. You can check the doc here:

    It will also improve the workflow with booleans and give a better access to modifiers.
    It's a bit expensive but I think modeling in blender wouldn't be so good without it.

    There's probably some free add-ons that could help you but I don't think they will be as good as hardops.




  • Justo
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    Justo interpolator
    Hardops really is worth it if you can afford it :) 

    I haven't delved too deep into Blender's UV tools yet. What's their current state? afaik, UVing in Blender is kinda f*ed when compared to Maya or Max' native tools, unless you have plugins that get you almost up to the same level. Is this correct? Is there anything concrete in the roadmap for its growth?
  • Auldbenkenobi
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    Auldbenkenobi polycounter lvl 7
    After giving the UV tools a try and spending an afternoon or two really going over them, I really enjoy using them now. They're definitely not as in depth as Max or Maya can be, but they're certainly useable. 

    I found this video particularly useful in understanding how it works in Blender: 

    https://www.youtube.com/watch?v=L3654VGZObg
  • thomasp
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    thomasp sublime tool
    Unwrap functionality seems fine enough in the UV editor. But having to toggle sync mode all the time to access functionality or make it behave like in other apps (aka common sense) and having no UV layout visible in object mode just kills it for me. Plenty of other apps to edit UVs in that I'm far more compatible with.

    Had a go at texture painting inside Blender and without addons it appears there's no layer functionality out of the box? The Photoshop bridge functionality was also a bit of a letdown. Still paint feeling as such was nice enough, I could definitely get used to that. Looks like an area that could become useful with a few fixes and a custom layout for the brush settings/presets.
    I ran into a few basic issues regarding projection and paint bleeding on simple models that made me back off for now though.

    That sculpt branch containing the cloth brush is not downloadable anywhere yet as a build, correct?

  • FourtyNights
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    FourtyNights greentooth
    The only UV tools I've used outside Blender was "Roadkill UV Tool" at school years back, but that was just based on Blender's unwrap algorithm anyway, but with a clunky UI and tools.

    I still don't get the dislike of Blender's UV tools. I find them great as they are. I started using TexTools and Magic UV addons once they got released, and I didn't find them lifesaving or groundbreaking. Nice little extra additions on top of the vanilla tools, but I could survive Blender's native UV tools anyday without addons though.
  • eltarbos
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    eltarbos polycounter lvl 4
    Coming from Maya, I find the UV editing in Blender quite effective but a lot is still missing:

    For example, in version 2.81, there is no grid. In version 2.82, the grid is available to be able to view the different UDIMs, but the number of subdivisions cannot be changed. There is also no way to snap uvs on the grid.

    There's no simple uv shading. To have shading you must activate the visualization of stretching. No dimming of the background textures either. No possibility to see the border edges unless you mark the seams from the islands.

    The unfold is very good but why does it have to be used on the whole displayed uvs and not on the selection only ( fortunatly, uvToolKit can do it).

    No manipulators in the UV editor in 2.81 but it's coming in 2.82 or 2.83.

    I also really miss the constraint unfold from maya that allows you to unfold on U or on V. The constraint unfold from magicUV doesn't give me good results.

    But as I said earlier, despite all this, UV editing is surprisingly effective most of the time thanks to the very good unfold algorithm and the help of UVpackmaster.
  • m00k
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    m00k keyframe
    I don't get the hate on blenders uv editing either. Although i learned unwrapping in blender so bare that in mind. What does maya's uving system have that blender does not for instance. I'm having to learn maya at the moment and I find the unwrapping quite clunky I just want to mark edges and unwrap that since that's how I learned it. A lot of maya ppl use those cylinder and cube projections etc. I find those really fucking annoying since I have to keep adjusting the tool parameters which is my biggest gripe with maya overall.

    In blender I just mark edges with the edge angle detection algorithm and go from there, and it works great.
  • xrg
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    xrg polycounter lvl 8
    It looks like Epic is making an addon for Blender -> Unreal. It'll be nice if it inspires others to support Blender in a more first class way.


  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    Oh finally! Although in my opinion it would be even better if unreal would just be able to parse blend files like unity already does.
  • wirrexx
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    wirrexx greentooth
    Qucik question, i am quite annoyed with how blender handles moving objects. When creating a cylinder for example, if i move it, transform it or scale it, i loose the ability to decrease or increase segments. any ways around it?
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    Do you mean to say "lose" instead of "use"? In that case you always lose the ability to make changes to the primitive operator.

    A way to work around this is, that you set the 3D cursor to the origin of the moved object, delete the object and then add the object back in with the operator.
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