Blender Mega Thread

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  • MmAaXx
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    MmAaXx polycounter lvl 4
    yeah,  dupli stuff is very useful but totally unconsidered by the most, so this kind of glithces are common.
    try with particles.
  • kio
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    kio polycounter lvl 10
    you can always give animation nodes a try for this kinda stuff, you can do so much more with it.

    http://animation-nodes-manual.readthedocs.io/en/latest/

  • Prime8
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    Prime8 polycounter lvl 3
    MmAaXx said:
    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.
  • thinkinmonkey
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    thinkinmonkey polycounter lvl 9
    Jakro said:
    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:

    https://gumroad.com/l/TzCnR#


  • FourtyNights
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    FourtyNights polycounter lvl 4
    @thinkinmonkey
    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."



  • thinkinmonkey
  • Prime8
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    Prime8 polycounter lvl 3
    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.
  • Peris
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    Peris polycounter lvl 11
    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 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!

  • stilobique
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    stilobique polycounter lvl 6
    Hi @Peris, really great tool ! Why not use a github account ? More simply to update the code and share it. I'm try it this week, thanks for your job :) .
  • Michael Knubben
    Nice stuff Peris!
    Nice to get an alternate take on the way Magic UV implemented it. This looks nicer to use to me!
  • Peris
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    Peris polycounter lvl 11
    @stilobique yeah I probably should set up a github account. I'm pretty new to sharing my scripts in any organized way :p
  • Fuiosg
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    Fuiosg polycounter lvl 5
    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.
  • derphouse
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    derphouse polycounter lvl 3
    Fuiosg said:
    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 ;)
  • Peris
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    Peris polycounter lvl 11
    I finally set up a github account for my UV scripts:
    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
  • derphouse
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    derphouse polycounter lvl 3
    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. :smile:
  • Peris
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    Peris polycounter lvl 11
    @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.
  • Linko
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    Linko polycounter lvl 5
    Game Asset Generator Beta

    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:





  • Peris
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    Peris polycounter lvl 11
    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
  • melviso
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    melviso polycounter lvl 6
    @Linko ;
    Nice work!! Does this addon allow vertex paint bake to texture?
  • Peris
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    Peris polycounter lvl 11
    I consolidated my UV tools into one python file and added tool panel buttons for easy installation. Also did a bunch of usability improvements:

  • Linko
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    Linko polycounter lvl 5
    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.
  • chemikhazi
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    chemikhazi triangle
    I forked @Peris UV tools to add stuff I want for my work flow, like pixel snapping and view oriented translation





    Open source is <3, thanks for making it public domain again, Peris.

  • Fuiosg
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    Fuiosg polycounter lvl 5
    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?


  • derphouse
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    derphouse polycounter lvl 3
    @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.
  • joebount
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    joebount polycounter lvl 6
    I just wanted to share my new addon for hair making (for $) - Hair Tool (maybe I will think of better name in future :) )


    I know I it bit expensive, but I will make some discounts for black fridays. Hope u like it.
    Looks sweet. Is it only for the low poly generation (no hair baking)?
  • JoseConseco
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    JoseConseco polycounter lvl 7
    It can be used for spline generation and then baking in cycles (but addon itself is not about baking):

    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:

  • thomasp
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    thomasp polycounter
    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.
  • Peris
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    Peris polycounter lvl 11
    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. 

    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!
  • JFinn_UK
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    JFinn_UK polycounter lvl 7
    Peris said:
    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. 

    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!
    Sweet jimney cricket I wish I had this before I did the geo on my current photogrammetry project. Looks excellent
  • JoseConseco
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    JoseConseco polycounter lvl 7
    thomasp said:
    just wondering if your tool has any options to adjust the number of control points on the guide curves after they've been created?
    That depends what you mean. If you want to simplify curves you can use blender buildin -simplify curves addon. 
    I could also write custom function for that,  in HairTool I guess.  But for now I have to find way to align spline point to surface normal.
    About build in surface sketching - I was trying it, but it was usually lot of work to manually tweak all the handpainted curves after they were made.  It was cool for making hair for cartoony character though.
  • thinkinmonkey
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    thinkinmonkey polycounter lvl 9
    mrjimmy said:
    Peris said:
    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. 

    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!
    Sweet jimney cricket I wish I had this before I did the geo on my current photogrammetry project. Looks excellent
    Hi,
    I suppose you know there's this wonderful, free tool to do some operations on heavy/scanned mesh: http://www.meshlab.net/
    Nothing to say against the great script of Peris, just to let you know.
    Cheers
  • thomasp
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    thomasp polycounter
    That depends what you mean. If you want to simplify curves you can use blender buildin -simplify curves addon. 
    I could also write custom function for that,  in HairTool I guess.  But for now I have to find way to align spline point to surface normal.

    About build in surface sketching - I was trying it, but it was usually lot of work to manually tweak all the handpainted curves after they were made.  It was cool for making hair for cartoony character though.

    yeah i know simplify curves but from my experience this here is the king of the hill: http://www.scriptspot.com/3ds-max/scripts/normalize-spline
    the important bit: "normalizes a spline by number of segments instead of the segments length."

    as for sketching curves and then tweaking them i was thinking if you let the user draw as many curves in the shape they like and then offer quick variation of these via sliders they'd be off to a much better start. i find these generators make it all look so generic for a start and then you're pulling sliders for root and tip splay to offset your clumping settings... not very artsy. ;)

    personally i draw mine in a vectorgraphics program and import them into blender. i find it doesn't have to look all that cartoony though. just depends what you do with it in the shader: https://cdna.artstation.com/p/assets/images/images/006/697/124/large/thomas-pecht-2017-07-20.jpg?1500555209

    anyway, good luck with the toolset, the (cg)world needs more of these for certain! :)



  • Peris
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    Peris polycounter lvl 11
    mrjimmy said:
    Peris said:
    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. 

    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!
    Sweet jimney cricket I wish I had this before I did the geo on my current photogrammetry project. Looks excellent
    Hi,
    I suppose you know there's this wonderful, free tool to do some operations on heavy/scanned mesh: http://www.meshlab.net/
    Nothing to say against the great script of Peris, just to let you know.
    Cheers
    Yeah meshlab is awesome, I wouldn't recommend my script for any big repair work :).
    I made the script because I wanted something quick and easy to work with inside Blender, similar to using zremesher passes in zbrush.
  • pior
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    pior hero character
    Lots of fantastic stuff happening ! Can't wait to try it all out.

    - - - - -

    [Edit] @Linko : Just tried your new tool, it is extremely interesting and also very straightforward, that's great. If that is of any help there is one thing that I think would be very useful. At the moment the tools does :

    Input : dense model + diffuse color texture applied as Cycles Diffuse BSDF Color.
    Output : a decimated model with auto UVs and advanced materials and textures, applied and displayed in the realtime Blender/Game viewport with a special Blender Game material with Albedo, Normal, and so on.

    Something useful would be to have another option (maybe a second button ?) doing :
    Input : dense model + diffuse color texture applied as Cycles Diffuse BSDF Color.
    Output : decimated model with auto UVs, but just a diffuse color texture (maybe with all the special edge detection and AO effects, but that's not necessarily needed), also applied as Cycles Diffuse BSDF Color.

    This would allowing for an uninterrupted workflow : Sculpt, paint, tweak (mesh editing, booleans) > Remesh > Repeat. All without leaving the Cycles Render viewport mode, which is the only mode suited for heavy modeling work (sculpting, high poly modeling).

    Also, when attempting such a workflow I am getting this after trying to process an asset for the second time : 



    I can process this asset just fine if I copy/paste it into another Blender session - but if I do that, the texture input gets ignored/lost.

    To sum it up : I think it would be great if the addon had an option that "just worked" to simply process a painted model as many times as necessary.
    - - - - -
    TLDR : the tool seems very powerful, but would benefit from having a "simple reduce" option, doing mesh decimation and automatic UVs, but no complex material creation.
    I hope this helps !
  • Linko
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    Linko polycounter lvl 5
    Hi, thank you for the feedback. We plan to create Cycles/EEVEE material using the Principled BSDF, we will do that this week.

    About the iterative modeling this could be useful because of dyntopo that destroys the UVs but the shape will be modified to much to allow the cage and the generated textures to bake a good texture. But it can now read the material color applied as an ID map to speed the texturing process:

    Game Asset Materials is now available
    Download: https://drive.google.com/file/d/0B1wP1Y8dmh8admY1bmpuRkxRVHc/view?usp=sharing
     
    Srđan Ignjatović worked hard on this new feature. During the game asset generation a new map is baked called game_asset_mask it will allow to pick the color of your image as a mask and apply a material on it. For example here i have added Suzanne in my scene with two diffuse colors:

    Click image for larger versionNamesuzanne two materialpngViews1Size2275 KBID494131

    Then i click on Generate asset. The asset will then be compatible with the Game Asset Materials tool. To use it choose a material on clicking on the suzanne material, you can choose from almost 50 materials right now.

    Click image for larger versionNamematerial choicepngViews2Size2579 KBID494133

    For example to replace the orange part by lava, i select lava then i click on Add. Then i click on the mask button (it can be turned off to be applied on the entire asset). To display the mask i must Ctrl + left click, then i pick a color.
    For the eyes i do the same process, i pick a material rock cobblestone, i click on add, i enable the masking or i will overwritte the lava. I select put the blue color of the eye to use as mask. You can edit a material added by selecting it, then pick a new to replace it and click update.

    Once you are done click on Generate textures, your materials will be automatically displayed and the new albedo will be saved:


    Click image for larger versionNamematerial appliedpngViews1Size5731 KBID494132

    Some changes:
    - the curvature isn't imported anymore since the albedo uses it to generate the material (so we don't need to use two)
    - the textures are now all generate in 32 bit Float, the normal map and curvature will look much better (no compression effect like on .jpg)
    - 256 and 512 texture resolution available



  • melviso
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    melviso polycounter lvl 6
    @Linko  
    Hi I am trying your addon, Is there a way I can specify using the tab to bake specific maps? Lets say I want to bake only a normal and diffuse map from vertex color.. It would be nice to have a tab, where you could just tick the maps you want to bake and specify the directory and file format. This was possible with the former addon version you had like some time ago.

  • Jakro
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    Jakro polycounter lvl 2
    With the help of @Frankie and @derphouse I've made some tools to speed up the process of renaming objects, specifically for 'Match by name' baking in Substance Painter.  



    This next script is for deleting suffixes. It will check if the suffix is '_high' if it is it will delete the last 5 characters of the name. If _high isn't the suffix then it will just delete the last 4 characters which will delete '_low' or '.001'. 

  • Linko
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    Linko polycounter lvl 5
    @melviso
    Yes we plan to add what you said this week.
    Right now we are trying to improve the textures (32 bit Float raw then converting them in TGA with dithering, normal to cavity overlayed on top of the curvature, roughness pattern procedurally generated) and are working on Cycles/EEVEE Principled BSDF shader generated automatically.
  • kio
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    kio polycounter lvl 10
    picked up blender again, and got annoyed by the transform tools. so I started creating a workplane addon.
    it can set transform orientations and auto plane constraints from view. The move/rotate/scale commands just wrap the default ones and set the constraints on it. If not in workplane mode the commands fall back to the default behaviour, so In theory they can just be switched out.

    Still needs some more work as it misses a few things - for ex. the workplane grid is still pretty static, one can just move away from it. And have not testet in 2.79..

    will upload it to github or so, once im happy with it.

    created a small gif:

     





  • thomasp
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    thomasp polycounter
    2.79 release candidate is available now. release notes are here - https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.79

    which triggers a question - is there a more comprehensive breakdown of features and fixes? ideally i'd like to know more details about what's included in those "100s of bug fixes and other improvements!" and the "Various small new tools and options.".




  • Yadoob
  • melviso
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    melviso polycounter lvl 6
    Linko said:
    @melviso
    Yes we plan to add what you said this week.
    Right now we are trying to improve the textures (32 bit Float raw then converting them in TGA with dithering, normal to cavity overlayed on top of the curvature, roughness pattern procedurally generated) and are working on Cycles/EEVEE Principled BSDF shader generated automatically.
    Ok. Thanks. That's good news. Looking forward to when it gets added.
  • Linko
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    Linko polycounter lvl 5
    melviso: the addon is updated you can now choose which texture to bake. We have added three new textures: Bent, Gradient and Opacity.

    pior: you can now switch between Blender Render and Cycles version.

    You will need Blender 2.79 to use the addon (it uses the principled BSDF).

    Some textures are now saved in Linear color space.


  • melviso
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    melviso polycounter lvl 6
    @Linko

    Many thanks, mate :)   Going to test this out. 
  • kio
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    kio polycounter lvl 10
    just added my small workplane addon to github:
    https://github.com/BenjaminSauder/Workplane

    Lets hope it has not too many issues...and still not tested with 2.79

    Basically it just finds out which two of the axis you see the most and uses them as constraints in the translate/rotate/scale operations.
    Here is a super minimalistic example:




  • jpthrash
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    jpthrash polycounter lvl 2
    @kio
    Thanks a lot! this is something I really missed from Modo. 

    In other news, it seems we might be getting Edge Bevel Shader for 2.79?
    https://developer.blender.org/D2803
  • pior
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    pior hero character
    @kio : FYI, the zip as downloaded from Github errors out when checking the tickbox after installing from file.



    @Linko : I tried the recent version of your reducing/baking solution and ran into various UX issues. The main ones were :

    - The tool bringing up a file browser right when pressing the "Generate Asset" button should be avoided, because there is no information given to the user as to the purpose of this prompt. At the very least it should be explained in plain text ; but the best would be to have a separate button for that purpose, simply labelled "pick output location".

    - There is a warning sign by default saying "the material isn't compatible", without any explanation as to why that is, or how to fix it. This goes against core UX design fundamentals for two reasons. 1, there should be no error when the tool starts, because the user *literally* did nothing wrong. And 2, if you display a warning/error, then you need to also give explanations on how to fix it.

    - The tool should not delete the source high poly object.

     Overall this addon has great potential but I personally don't find it useable in its current state, because it tries to do too many things at once and therefore runs into too many exceptions/unexpected scenarios ; and the fact that it deletes the highpoly source altogether makes it unfit for safe production use. Having a light version that simply duplicates the high and then performs polygon reduction and auto UVs would be great (since 99.99% of users would not need the bakes anyways). The addon also needs solid documentation.

    - - - - -

    Really happy to see a built-in round edge shader solution taking shape ! I've been using the CPU-based one someone put together a little while ago, but of course nowhere near as useful as what a fully supported one could be like. Very cool stuff :)
  • kio
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    kio polycounter lvl 10
    @pior ups, never tried to install from zip myself - solution is pretty easy, just rename the zip to workplane, or go to <user>appdata/roaming/blender foundation/blender/version/scripts/addons and rename the folder "Workplane-master" to workplane.
  • pior
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    pior hero character
    Heya @kio - indeed, that's similar to what I had to do with another addon recently.

    That said in the case of this workplane addon the error remains even after renaming the zip and/or the installation folder and/or the folder name inside the zip. I would suggest you to provide a direct link to a foolproof zip somewhere in your description page (since merely downloading the Github zip and renaming it does not rename the internal folder). After all one of the fantastic things about Blender addons is how smooth and straightforward they are to install in the first place :)

    (And in case that is relevant, I am attempting to use it with 2.78)

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