I got a nasty coloured (white by default, but I can change the color in the Transparent BSDF node) border on the transitions between opaque and transparent areas. Especially visible when meshes are top on each other (sorting). Tried different blend modes. Some of them had even harsher borders and some slightly bearable.
are you by any chance using PNG or have a white background in your texture?
are you by any chance using PNG or have a white background in your texture?
I'm using .png. The transparency shows up as white with the basic Window's image viewer for some reason (limitations I guess), but it's transparent in PS. I think I'm gonna try with .tga now.
how is your texture looking in photoshop? usually you'd want a padded or color filled background that gets cut away with alpha. which is something that png just doesnt offer. but tga should work.
Oh, you have two image textures there along with normals. The right is the albedo (diffuse) connecting to the Diffuse BSDF, right? And the left one is... alpha? as a separate texture? Yellow color output connecting to the grey factor input?
I tried something similar and got a coloured border on the viewport, Blender 2.78c. Transparency is in the diffuse image:
Now, if I use this other network then it looks great in the viewport, but it won't render with transparency of course:
The only reason why it's transparent is because of that Viewport Alpha option in the material settings. The default is 'Opaque'. Then you change the display mode from "Solid" or "Texture" to "Material", which tries its best to represent your cycles material on the viewport in real-time.
Oh I totally understand the mechanics - my confusion came from the odd shorthand of omitting "operator". Technical topics are only made more complicated when the terms used to describe them are not quite proper english
Ehhh, well a modal in UI terms is some-type of self-contained interface for handling the operation or editing of an object or form. A modal operator is very explicit, since modal broadly refers to the widget or interface used in controlling something. For instance, as an applications developer you might use modals for editing fields, such as something like this - https://v4-alpha.getbootstrap.com/components/modal/
But this extends to any area... I think it's proper English, just a lack of ..? Googling?
@RN : Cool ! Will try that asap. I used whatever worked for my needs (which was simply to be able to preview the transparency in the viewport, with this colored edge not being an issue hence I did not bother trying to find a way to fix it) but it's great to see that even that can be made better. Sweet !
@cookedpeanut : sure, but it is still odd to me to see the same word being used interchangeably as a noun and as an adjective from one sentence to another. It may be accepted practice in the coding world as a shorthand, but it's definitely odd from a syntax perspective, and definitely makes things weird for someone just getting into it. It's as if I were to explain to someone new to painting the he should use "a large". A large what ? Oh, a large brush of course
Anyways ! Enough linguistics, back to cool Blender stuff
Does anyone know of a quick way to move around your object origin that isn't "move to cursor position"? I find myself doing this a lot with modular sets of assets, and it's getting annoying . I'd love to find a way to move quickly it around using the manipulator, or move shortcut. And snap it to the grid. If nothing exists this may end up being the first custom tool I'll be making for blender
You can do it in 2 clicks if there's a vertex you want as the origin.
3d cursor Active or Selected (shift + S)
Set Origin to 3d Cursor (Ctrl + shift+ alt + c)
I use these Pie Menus so you can do it with just (shift + S)
You can snap an objects to the grid by enabling snapping (the magnet) set it to "increments" and click the grid button, more on that from the blender manual
thanks, but those are the steps that I was already doing and which were getting frustrating haha. However after making a snap cursor to grid shortcut and installing the Enhanced 3D cursor script to be able to drag it around (with grid snapping turned on), I have a workflow that feels nice. I can just quickly drag it to anywhere on the grid that I want.
It does make me wish the 3D cursor in blender felt more like a secondary manipulator, with proper manipulator handles and movement controls similar to how you move/rotate any other object. The cursor could really be so much better .
@LOckeness it looks like that just moves the 3d cursor to selection, and then snaps the origin to it? Seems like a bit too simple for an addon haha, unless I'm missing something.
I hope it's okay to ask this here, I've been checking out Blender and today I thought I'd give hand painting a shot, only be put on a hold by an annoying issue. The paint goes through the mesh and paints the opposite side as well and my google fu is leaving me down, anyone know the solution to this problem ?
Found some strange behaviour when using DupliFaces. When switching normal direction of the face, with mirror modifier for or manual for example, the dupli object is rotated 90 degrees on the Z axis. That is pretty annoying. Anyone aware of a workaround or any other method to avoid adjusting mirrored faces?
Face with changed normal direction on the right sight, arrow points down.
yeah, dupli stuff is very useful but totally unconsidered by the most, so this kind of glithces are common. try with particles.
I like to work with duplifaces, except this one issue they are awesome, not sure how to reach the level of control for placement, size and rotation when using particles. One workaround I have now, mirror in edit mode and rotate individuals around normal x or y axis, but works only for symmetric disconnected faces. Applying the duplis and mirror afterwards works too, but just a workaround as well.
I've been toying with deforming geo through modifier stacks.The end result looks very convincing and the process is completely non-destructive due to it's procedural nature Here's how I'm using the technique
Thank you for sharing.
I was wondering if it's possible to do this in Blender, ie. using UV coordinates to deform geometry as shown in this tutorial for Max:
"The second script let's you create a flattened version of your mesh
similar to UV unwrapping. It works great with the surface follow script
for placing or deforming objects along the surface of a complex shape."
Does anyone know a way how to export duplivert objects without the parent mesh? Even better combining them into one mesh. Of course "make real" works, but to use that you need to apply all modifiers on the child object first, which is a bit annoying.
Hey guys, I'm working on a set of scripts that allow for UV manipulation directly in the viewport. They are very WIP but already quite usable! I put them here: http://www.brameulaers.net/blender/addons/WIP/
I've never had a version of blender crash more than 2.78c; can I work on newer .blend files on an older version? Had no issues with 2.77.
Yeah Blender is quite flexible like that, so it really just depends on the specific features you're using. Unless you used something that specifically came in 2.78, you should be fine in earlier versions. Even if you used something from 2.78, there's a good chance that blender will try to make it work best as possible; obviously with the potential of crashing though
Ah that's quite cool @Peris! I actually have some code on a project where I hook onto the grab/rotate/scale keys, so they get invoked without needing a menu. If you'd want it to work like that, let me know and I can share it. Of course there'd have to be some sort of 'state change' from object edit to uv edit.
@derphouse Ah that's cool! The menu is just my own, using it for personal tools/testing. The scripts are all separate so you can just add them individually and assign them to hotkeys or wherever you want.
Personally I prefer it this way so you can set things to your own preference. I prefer smaller individual scripts to larger script/tool packs - though I may set it up so all 3 scripts can be loaded as a single addon.. need to figure that out.
Very awesome @Linko Are you finding the Blender decimate working well enough for this? I always end up having to fix up parts whenever I use it, but maybe I'm missing a setting somewhere
The decimation modifier works fine for static meshes without too much tiny separated parts. It is better than retopology because when you set your polycount it keeps the same level of details everywhere and you get exactly the number of triangles you want. It works with vertex paint, you will have to apply a diffuse with a Col attribute for the high poly to bake it.
Vague question for animators. I've found that it's much easier to animate certain things if I don't apply scale/rotation, for instance an eyelid. If I take a sphere and squish it, I can rotate the eyelid/iris perfectly around it. I'm not really sure if I could use this for game animations though, since blender always wants you to set scale/rotations. Is it possible, preferably with bones?
@Fuiosg You should be able to do exactly what you want simply through parenting? And if it needs to be more flexible then the different transform contraint tools should do the trick. I'm not exactly sure what it is you want to do, but considering you can get any bone to inherit e.g. scale on Y axis only, from another bone, I'm sure your answer lies there somewhere.
I'm not sure why, but usually I get way better result if I hand paint texture for hairs that bake it.
because then you are in control, not the sliders. perhaps you could have a look at blender's builtin curve sketching module (the one that lets you draw across surfaces) to see if it can be tailored to become part of your toolset? felt quite natural last time i tried it. then vary that result with sliders, taper the curves, create curls along curve and so on, or something along those lines.
just wondering if your tool has any options to adjust the number of control points on the guide curves after they've been created? i find that is hugely timeconsuming to work with if you end up with too many of those.
I made a script (more of a big macro really) that will clean up bad geo that's often created by the remesh modifier. I'm finding it very useful for preparing geo for sculpting, and setting it up for clean and easy decimation.
I made a script (more of a big macro really) that will clean up bad geo that's often created by the remesh modifier. I'm finding it very useful for preparing geo for sculpting, and setting it up for clean and easy decimation.
Replies
EDIT: Nope, .tga didn't have any effect.
Oh, you mean like some sort of average color of the hair in the background?
Something like this how our member tits did with her Ellie project?
http://i.imgur.com/06FQLAi.jpg
http://i.imgur.com/akF9tXs.jpg
(Changing the black color in the Transparent BSDF node does affect the edge of transparent parts).
Oh, you have two image textures there along with normals. The right is the albedo (diffuse) connecting to the Diffuse BSDF, right? And the left one is... alpha? as a separate texture? Yellow color output connecting to the grey factor input?
Transparency is in the diffuse image:
Now, if I use this other network then it looks great in the viewport, but it won't render with transparency of course:
The only reason why it's transparent is because of that Viewport Alpha option in the material settings. The default is 'Opaque'.
Then you change the display mode from "Solid" or "Texture" to "Material", which tries its best to represent your cycles material on the viewport in real-time.
But this extends to any area... I think it's proper English, just a lack of ..? Googling?
@cookedpeanut : sure, but it is still odd to me to see the same word being used interchangeably as a noun and as an adjective from one sentence to another. It may be accepted practice in the coding world as a shorthand, but it's definitely odd from a syntax perspective, and definitely makes things weird for someone just getting into it. It's as if I were to explain to someone new to painting the he should use "a large". A large what ? Oh, a large brush of course
Anyways ! Enough linguistics, back to cool Blender stuff
If nothing exists this may end up being the first custom tool I'll be making for blender
EDIT: this script works pretty well! A bit too many features for my liking though, as I'll probably only use the movement part.. https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Enhanced_3D_Cursor
You can do it in 2 clicks if there's a vertex you want as the origin.
I use these Pie Menus so you can do it with just (shift + S)
You can snap an objects to the grid by enabling snapping (the magnet) set it to "increments" and click the grid button, more on that from the blender manual
Hope it helps
thanks, but those are the steps that I was already doing and which were getting frustrating haha. However after making a snap cursor to grid shortcut and installing the Enhanced 3D cursor script to be able to drag it around (with grid snapping turned on), I have a workflow that feels nice. I can just quickly drag it to anywhere on the grid that I want.
It does make me wish the 3D cursor in blender felt more like a secondary manipulator, with proper manipulator handles and movement controls similar to how you move/rotate any other object. The cursor could really be so much better .
@LOckeness it looks like that just moves the 3d cursor to selection, and then snaps the origin to it? Seems like a bit too simple for an addon haha, unless I'm missing something.
https://www.youtube.com/watch?v=4H5W6C_Mbck
maybe with the new system it will be easier to transfer materials from different apps to blender
When switching normal direction of the face, with mirror modifier for or manual for example, the dupli object is rotated 90 degrees on the Z axis. That is pretty annoying.
Anyone aware of a workaround or any other method to avoid adjusting mirrored faces?
Face with changed normal direction on the right sight, arrow points down.
try with particles.
http://animation-nodes-manual.readthedocs.io/en/latest/
One workaround I have now, mirror in edit mode and rotate individuals around normal x or y axis, but works only for symmetric disconnected faces.
Applying the duplis and mirror afterwards works too, but just a workaround as well.
I was wondering if it's possible to do this in Blender, ie. using UV coordinates to deform geometry as shown in this tutorial for Max:
https://gumroad.com/l/TzCnR#
Yes there is, "Surface Follow" addon for Blender by Rich Colburn
https://blenderartists.org/forum/showthread.php?412706-Surface-Follow-from-2016-Blender-Conference
Link to download the addon: https://github.com/the3dadvantage/BlenderSurfaceFollow
"The second script let's you create a flattened version of your mesh similar to UV unwrapping. It works great with the surface follow script for placing or deforming objects along the surface of a complex shape."
thank you very much, that was I need.
Of course "make real" works, but to use that you need to apply all modifiers on the child object first, which is a bit annoying.
http://www.brameulaers.net/blender/addons/WIP/
I put a video of it in action on my twitter:
Just enable to addons and tie the commands (brm.uvtranslateview , brm.uvscaleview , brm.uvrotateview) to a hotkey or whatever you use.
Enjoy!
Nice to get an alternate take on the way Magic UV implemented it. This looks nicer to use to me!
https://github.com/leukbaars/Blender
I also added more functionality to the scripts, trying to replicate the Blender move/translate/scale model as much as possible
precision mode and axis constraints:
stepped mode:
mod edit: added image for front page
Ah that's cool! The menu is just my own, using it for personal tools/testing. The scripts are all separate so you can just add them individually and assign them to hotkeys or wherever you want.
Personally I prefer it this way so you can set things to your own preference. I prefer smaller individual scripts to larger script/tool packs - though I may set it up so all 3 scripts can be loaded as a single addon.. need to figure that out.
I am making with another developper a tool to generate game assets in one click and a set of useful tools for game artists.
The addon is available here it's still a beta, we will soon open a github page: https://drive.google.com/file/d/0B1wP1Y8dmh8admY1bmpuRkxRVHc/view?usp=sharing
It looks like that:
I have tested it on scanned 3D meshes from blendswap i get that in one click:
Are you finding the Blender decimate working well enough for this? I always end up having to fix up parts whenever I use it, but maybe I'm missing a setting somewhere
Nice work!! Does this addon allow vertex paint bake to texture?
Open source is , thanks for making it public domain again, Peris.
I know I it bit expensive, but I will make some discounts for black fridays. Hope u like it.
I'm not sure why, but usually I get way better result if I hand paint texture for hairs that bake it.
After bit of tweaking:
perhaps you could have a look at blender's builtin curve sketching module (the one that lets you draw across surfaces) to see if it can be tailored to become part of your toolset? felt quite natural last time i tried it. then vary that result with sliders, taper the curves, create curls along curve and so on, or something along those lines.
just wondering if your tool has any options to adjust the number of control points on the guide curves after they've been created? i find that is hugely timeconsuming to work with if you end up with too many of those.
https://github.com/leukbaars/BRM-Remesh-Cleanup
It's still pretty WIP, still testing lots of edge cases. If anyone knows of any other nice mesh cleanup techniques or scripts, I'd love to know!