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Blender Mega Thread

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  • gnoop
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    gnoop greentooth
    pior said:
    So, it's been more than a year since 2.8 and I personally still find the new Collections to be very annoying and a waste of time.


    I hate new collection system too.  it's a perfect example of  "better is enemy of good"

    I found  those two panels helpful although


    That QCD panel appears with check box checked in   in preferences>addons>collection manager 
    It works close to old Blender layers.
    Still those two are totally not in sync  since top one does on/off  for check boxes of collections
    and bottom  one   do it  only for  "eye"  

     You are consonantly puzzled anyway
  • pior
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    pior veteran polycounter
    Yeah, as said on my end I've decided to just always name them according to their internal number (hence forcing proper alphabetical order everywhere) ; and also using the RN addon for the dots (same functionality as the Collection Manager widget, just better looking imho :))



    - - - - -

    Another question : at this time, what is the best/most efficient way to quickly create strips of polygons on a surface ? Similarly to what Retopoflow does here : 
    https://s3.amazonaws.com/markets-rails/uploads/1533048649070-rf-2.0_polystrips.gif

    I've had bad experience with this addon in the past so I'd like to find another, more reliable way of doing just that (doesn't need to be tweakable after the fact). Thanks !



  • birb
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    birb keyframe
    pior said:
    *snip*

    Another question : at this time, what is the best/most efficient way to quickly create strips of polygons on a surface ? Similarly to what Retopoflow does here : 
    https://s3.amazonaws.com/markets-rails/uploads/1533048649070-rf-2.0_polystrips.gif

    I've had bad experience with this addon in the past so I'd like to find another, more reliable way of doing just that (doesn't need to be tweakable after the fact). Thanks !
    The fastest way I can think of is:

    1. Add a curve, go into edit mode, delete it.
    2. Set an Extrude distance in the Geometry panel.
    3. Select draw tool, set Projection Depth to Surface and draw your path.
    4. Tilt it to better fit the underlying geometry.

    But it can look stinky if you don't fiddle with settings to configure the stroke as it'll catch any trembling of hand, and the auto generated planes may not stick well to the underlying geometry. Poly type is precise but beaks into too many planes, bezier is smoother but doesn't work very well on highly curved surfaces. Doing Draw in Poly > Bezier Conversion > Decimate has a higher fidelity but adds steps. This is more like the (vanilla) poor man's alternative to that addon.
  • Justo
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    Justo interpolator
    @pior Perhaps Polyquilt suits your needs?
  • pior
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    pior veteran polycounter
    Hey @birb , that's actually very cool ! I tend to like raw polygons most of the time, but here the Decimate and Twist tools make the spline approach very much worth it. And combined with the Draw tool it's all quite fluid really. Thanks !

    @Justo : some interesting things in there for sure, but not quite what I am after. Thanks though !

  • guitarguy00
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    guitarguy00 polycounter lvl 3
    Any idea why I am getting a seam here in the gold section? I am using tri-planar projection in Painter and I hardened that edge in Blender. The UV is a perfect even strip also. Is there a setting in blender that I am forgetting to apply before export? 




    It doesn't show up in the immediate bake in Toolbag:

    Any help would be very much appreciated.
  • birb
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    birb keyframe
    @guitarguy00 Did you bake and export any normals in Blender? If yes check the Y direction.
  • guitarguy00
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    guitarguy00 polycounter lvl 3
    birb said:
    @guitarguy00 Did you bake and export any normals in Blender? If yes check the Y direction.
    Hey there! No, I baked it out in Marmoset. I triangulated the Low Poly meshes on export, selected "Tangent Space" and exported. Smoothing set to "Normals Only". Am I missing something? Could the Autosmooth settings be wrong?

    I have taken the Mesh into 3DS and applied Smoothing Groups to UVs via Textools and I can see some shading changes in that area. 
  • pior
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    pior veteran polycounter
    "I hardened that edge"
    Why would you put a hard edge (the harshest, most abrupt change of shading possible) in the middle of a perfectly smooth surface ? You're basically asking for a low res texture to compensate for an infinitely sharp shading discontinuity. There is zero reason to do that.

    "... and applied Smoothing Groups to UVs"
    Just because there are tools to do that, doesn't mean that you should.
  • gnoop
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    gnoop greentooth
    Did  somebody manage to  install  Sverchok  addon on 2.9?    I have it working on my ancient MAc but not Win10?

  • guitarguy00
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    guitarguy00 polycounter lvl 3
    pior said:
    "I hardened that edge"
    Why would you put a hard edge (the harshest, most abrupt change of shading possible) in the middle of a perfectly smooth surface ? You're basically asking for a low res texture to compensate for an infinitely sharp shading discontinuity. There is zero reason to do that.

    "... and applied Smoothing Groups to UVs"
    Just because there are tools to do that, doesn't mean that you should.
    I hardened that edge because that is where the uv seam is. Should i only harden(make sharp) edges that are only above 70degree angles? 
  • Mad_Llama
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    Mad_Llama polycounter lvl 3
    @pior makes a lot of sense here, not just that the sharpness isn't always necessary at UV seams but each sharp edge will double the geometry in game engine even if you just mark the edges as sharp (without using edgesplit modifier) as that's just how things are rendered in engines. So suggesting to mark all the UV seams as sharp is a really bad idea for performance reasons too :) 
  • gnoop
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    gnoop greentooth
    Any UV seam would double vertexes too, prevent tri-stripping,   not only sharp edges.     So performances wise  there is no difference.     Just not necessary to always make hard edge where UV seams are for  nm baking
  • Mad_Llama
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    Mad_Llama polycounter lvl 3
    @gnoop
     I stand corrected, just tested that out. UVs and sharp edges both have the same impact on the geo count. I previously thought that UVs are stored separately from regular geo and this wouldn't have an impact on actual rendered geo count but I was wrong. Thanks!
  • FourtyNights
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    FourtyNights greentooth
    Personally, I don't use sharp edges (aka hard edges or smoothing groups) anymore. I pretty much always use more geometry, and bevel my low poly models, and if I want to further improve their shading, I'll use face weighted vertex normals.

    We're living in 2020, triangle count isn't THAT demanding anymore on current hardware, that you need to make so crazy optimized low poly models, with hard edges. At least not on the actual hand-made LOD0. But generally speaking, optimizing is important for reducing unnecessary polygons from flat surfaces and areas where they don't have an effect on the HP silhouette.

    Of course triangle count matters depending on the game project, but especially IMO, portfolio pieces can have nicer-looking low poly models with more geo.
  • gnoop
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    gnoop greentooth
    it's still very much matter on anything repeating itself gazillion time in a frame 
  • MrNinjutsu
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    MrNinjutsu polycounter lvl 9
    Personally, I don't use sharp edges (aka hard edges or smoothing groups) anymore. I pretty much always use more geometry, and bevel my low poly models, and if I want to further improve their shading, I'll use face weighted vertex normals.

    We're living in 2020, triangle count isn't THAT demanding anymore on current hardware, that you need to make so crazy optimized low poly models, with hard edges. At least not on the actual hand-made LOD0. But generally speaking, optimizing is important for reducing unnecessary polygons from flat surfaces and areas where they don't have an effect on the HP silhouette.

    Of course triangle count matters depending on the game project, but especially IMO, portfolio pieces can have nicer-looking low poly models with more geo.
    Portfolio pieces, sure why not but when developing assets for pc games, you can't really rely solely on more geometry because 2020. Developing Rust for example, there is an abundance of people who don't have current hardware, it's incredibly varied. Optimizing, in any way, is still completely necessary. 
  • pior
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    pior veteran polycounter
    I hate to be nitpicky (or do I ?) but : hard edges are very much relevant now. Simply because there are scenarios when some parts will just connect sharply (for instance an arm sticking out from a shoulder sleeve). In such cases, hard edges are not about some nebulous performance savings bur rather all about clean execution - like they've always been really. Similarly some artists may not care about precisely matching edges of parts wedged into each other, while some will care and make things snap perfectly clean.

    Now this may sound like not much in the grand scheme of things but when an artist  doesn't know how to deal with these things then it can mean hours of wasted time, maybe having to rebake parts altogether, and so on. And imho the most high-end games with the best visuals tend to be the ones where this sort of care is indeed given to the execution.

    Anyways, all this is hardly related to Blender :D
  • wilson66
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    wilson66 polycounter lvl 5
    I know I've asked this before, but can't find the answer now. Again:

    I'm using Blender to model assets, and export them in OBJ format to texture them in Substance Painter. The problem is that Blender does not export the object names correctly in OBJ format (or any other export format I have tested). This is a problem because Substance Painter uses the _exact_ names of the objects to determine which objects influence each other in the baking process and which don't.

    When I have a mesh object in Blender e.g. named 'part_001_low', export that in OBJ format, then import that OBJ into another application (e.g. Modo), that same object is now named 'part_001_part_001_low'. Blender simply seems to attach the mesh name to the object name upon export.

    Which is, of course, utter nonesense. When I need to bake using the object names in Substance Painter, I always need to import the OBJs into Modo, create the correct object (mesh) names there, and export again. Otherwise, the OBJ is unusable in Painter.

    I would like to use Blender only though. Can I somehow tell Blender to use the MESH names only when exporting? It must not attach the mesh names to the object names, it destroys the workflow entirely.
  • RN
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    RN sublime tool
    @wilson66 the lines that format the object name appear to be these:

    According to that, if you name the container object the same as its data ("part_001_low" for both the Object and the Mesh data), then it will use a single name like you want.
  • wilson66
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    wilson66 polycounter lvl 5
    Hey, that worked! Thanks a lot, you really helped me out here.
  • V!nc3r
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    V!nc3r polycounter lvl 6
    In my .glTF workflow I had a similar issue about naming, so maybe the "transfer name" of my ReTiCo addon could help you.
  • stilobique
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    stilobique polycounter lvl 8
    wilson66 said:
    [...]

    I would like to use Blender only though. Can I somehow tell Blender to use the MESH names only when exporting? It must not attach the mesh names to the object names, it destroys the workflow entirely.

    I'm make an bridge between blender and painter. I don't take the time to update-it with all new release, but you can try if you wan't.

  • wilson66
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    wilson66 polycounter lvl 5
    wilson66 said:
    [...]

    I would like to use Blender only though. Can I somehow tell Blender to use the MESH names only when exporting? It must not attach the mesh names to the object names, it destroys the workflow entirely.

    I'm make an bridge between blender and painter. I don't take the time to update-it with all new release, but you can try if you wan't.

    Thanks, I will take a look at it!
  • pior
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    pior veteran polycounter
    A new question for you all. While in sculpt mode, is there any way to apply a global Sculpt Filter effect without having to select the filter tool and filter type themselves ? And maybe even without having to click drag in the viewport. For instance being able to apply a global Smooth or Inflate of a given strength in one click or button press (basically a filter flood) while sculpting.

    The current workflow of selecting the tool and type and clickdown-drag to apply it is okay-ish, but it is constantly interrupting the flow of sculpting, I think.
  • Udjani
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    Udjani greentooth
    I added 2 options from the object viewport display and made the material display properties more compact since the last time I posted. This addon also allows you to remove and add materials and slots without having to get out of edit mode.

    The button "X" remove materials from the object and delete them from the library, so if you just want to remove it from an object use the "minus button". Debating if i should remove the "X" button.

    You need to use "popup.dc_materials" to create the shortcut.


  • wilson66
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    wilson66 polycounter lvl 5
    V!nc3r said:
    In my .glTF workflow I had a similar issue about naming, so maybe the "transfer name" of my ReTiCo addon could help you.
    Hey, just tried your addon. Works great for my purpose, its a real time saver for me. Thank you!
  • melviso
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    melviso polycounter lvl 9
    Anyone knows if you can bake to udims now? I know we can paint udims in Blender currently. Any news about this and when it might be implemented? 
    EDIT: No baking to udims yet: https://developer.blender.org/T72390
  • pior
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    pior veteran polycounter
    @Udjani
    "Debating if i should remove the "X" button."

    If you mean removing your custom round X button that nukes the material from the file, FWIW I personally find it very useful since there seems to be no intuitive way of doing that by default (besides manually deleting orphan materials from the scene). Might just need some clearer explanation as to what it does, or an icon that differenciates it more from the "regular" X ? Trashcan maybe ?
  • Udjani
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    Udjani greentooth
    @pior I like the trash can suggestion, I think it makes more sense this way? Better to have it separated since you would have to do some ctrl+z if you missclick the delete button. 

     
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 8
    This looks really cool:

  • thomasp
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    thomasp ngon master
    Just wondering - I can't be the only one who gets really mad at Blender when it's time to render something out and the result includes all sorts of elements that are actually hidden in the viewport?

    Is there any quick way to only render visible objects instead of having to go through the scene basically object by object and exclude them from render? Mine are full of nested collections and hair emitters which come with their own visibility settings. Argh.

  • Tiles
  • rollin
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    rollin interpolator
    This looks really cool: 

    OUTLINEEEEEERRR
  • Udjani
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    Udjani greentooth
    Does anyone here likes that the "Local View / Isolate" also does "Auto Focus" on the selected object instead of just keeping the view in the same place?
  • Justo
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    Justo interpolator
    @Udjani
     Personally I toggled that option off. Mimics the behaviour of the Isolate function in other DCC apps I use, so brownie points to that.
  • pior
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    pior veteran polycounter
    Wow, had no idea it was even possible to disable that haha :D I would have never thought of looking into the keymap for something like that , but I guess it makes sense huh ...



  • Udjani
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    Udjani greentooth
    @Udjani I can't believe that it was optional already, goddammit.
  • oraeles77
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    oraeles77 polycounter lvl 3
    as of september 2020, are there any addons which make animations much much easier to do/understand, either making a load of animations for a single model for exporting, and ways of show casing the different animations for that model,

    or way of compiling a load of animations, different objects in one large scene? cause currently doing either is too confusing for me!
  • thomasp
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    thomasp ngon master
    Tiles said:
    Thank you! That looks like it may restore some sanity for me. :)

  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 8
    @oraeles77 You should first read up on the action stash, NLA and force user. To me that sounds like it would already help you with managing multiple animations and playing them consecutively.
  • pior
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    pior veteran polycounter
    Hello all -

    Is there any way to tell the app to absolutely / without fail / definitely save (pack) all currently unsaved edited textures ?
    And by that I mean, *not* having to rely on the prompt for unsaved content on exit.

    In other words : I am looking for an equivalent to ctrl-S, but for all textures. So that I never end up with this after a ctrl-S : 



    It boggles my mind that even though there is now a prompt for unsaved textures on exit, there seems to be no way to proactively save them all. Meaning that if I ctrl-S right before a crash I would *still* lose my work. Madness ...
  • oraeles77
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    oraeles77 polycounter lvl 3
    @oraeles77 You should first read up on the action stash, NLA and force user. To me that sounds like it would already help you with managing multiple animations and playing them consecutively.

    trust me, I've been 'reading up' on these things for the last 6 or 7 years and Im able to add a keyframe and move something about and press play etc, but anything more complex and the entire NLA/Dopesheet/Action Editor all bcome confusing and i get lost easily.

    sometimes things aren't meant for us.

  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 8
    Pablo is doing some really nice job with sculpting:
  • RN
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    RN sublime tool
    pior said:
    In other words : I am looking for an equivalent to ctrl-S, but for all textures. So that I never end up with this after a ctrl-S
    @pior I can't attest to how well it works since I don't use it, but there's the command Image > Save All Images on the UV / Image editor header. To add it to custom menus, the operator name is "bpy.ops.image.save_dirty".

    oraeles77 said:
    trust me, I've been 'reading up' on these things for the last 6 or 7 years and Im able to add a keyframe and move something about and press play etc, but anything more complex and the entire NLA/Dopesheet/Action Editor all bcome confusing and i get lost easily.

    sometimes things aren't meant for us.
    This course here can help regarding advanced character animation using Blender: 

    - Block poses on the Dopesheet alone using just stepped (aka constant) keyframes, worrying only about pose timing;
    - When you're finished with the above the animation has a beginning and end but it's still rough, so set keyframes to Bézier interpolation and then on the Graph editor polish the keyframe curves by adding proper easing between those poses, as well as more keyframes to break down the movements more. 
    This is the pose-to-pose principle.
  • pior
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    pior veteran polycounter
    Well, that seems to do the trick @RN - thanks a a bunch !

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