I've stopped using Modifier List because it often lags behind current releases, and breaks in significant ways. I loved it, but just can't rely on it :/
When color picking in 3D texture paint mode, is there a way to have the color picker source color from the actual raw pixel data from the current texture, even though the full result of the shading is being displayed (shader + viewport color management) ?
Note that I am not just talking about avoiding the influence of viewport color management here, or even just avoiding the influence of the 3d shading of the model - as I believe these two aspects have been adressed at some point in recent releases, at least partially. What I mean is, for instance, being able to color pick and paint the white and black of a a texture mask while displaying the result of the whole shader ; or, color picking from and painting on a RGB texture even though its display may be affected by a hue shift node somewhere in the shader.
I hope this makes sense somehow :D FWIW I am using 3.1.0.
Yeah I guess if you try to stay current then you're in far worse a spot than I am since I'm only updating my production setup like once or twice a year. Still looking at replacing Pie Menu Editor witha custom solution longer term here though since that one to me is just far too crucial to be able to use the software at all. I'm so lost when I do a quick test install without it. 😂
This addon adds the usual skinning tools you can get elsewhere like value set/copy/paste and mirror but also offers what I think is the first implementation in Blender of a skinning workflow that I missed dearly from 3ds max that allows you to skin a low poly mesh and transfer/interpolate the weights onto a higher res one. In Max that's done with the Skinwrap modifier, here it's called 'Wrap Weight' - 0:58 into the video:
In Max I used to stack like three models deep for skinning - very basic proxy like shown in this video, driving a low poly but articulated mesh with simple fingers and proper joint topology - and the actual model driven by that. This way I was mostly just editing the weights on the skinning proxies instead of having to deal with skinning higher res geometry.
Of course skinning in Max was also a total disgrace by comparison so it was more essential to work this way than in Blender to stay sane but still. Looking forward to giving this a spin with my new work.
Unless I am mistaken, isn't this just a button calling a weight transfer operation (with the appropriate setting for source changed from the default "active layer" to "name") ? Transferring weights that way from and to models of varied densities has been possible for a long while now. Would you mind describing a practical use case of such transfer that would not be achievable using the default toolset ?
On a different topic : after years of writing off the Blender implementation of Metaballs as unusable because of the seemingly non-sensical way it handles negative shapes (as opposed to how other software does it), I've finally made sense of it. Nothing in the UI suggests it : Blender metaballs have a concept of "stacked value", using hidden positive and negative numbers and resulting in a behavior quite differently from that of Booleans.
- If two positive Metaballs objects overlap, the common volume hidden inside the resulting volume (which would be called the intersection in Boolean terms) is now a "double positive". - When a Metaball gets set as "negative" in the Metaball properies panel, it is set as "single negative". You see where this is going ... - ... this means that bringing a subtractive Metaball over two positively blended Metaballs will *not* remove the volume where the two original volumes intersect. - To get rid of it, the subtractive Metaball needs to be duplicated, for the resulting negative volume to reach a value of -2.
Like so :
I for sure have never ever seen this explained anywhere, and I don't think this is self evident to anyone - and this unusual behavior (compared to other Metaball systems relying on an outliner/relationship tree) is what led me to write off this tool as unpredictable originally. I hope this helps !
Yeah, they're quite powerful, just a pain to use! I'm looking forward to more SDF features being implemented, as some have recently landed in master. Not exactly the same, but the same kind of application and results (when turned into polygons).
Following up on this topic (metaballs, remeshing, SDFs) : what are the options currently available beyond the default metaballs and the remesh modifier ?
The remesh modifier could be great, but the fact that it cannot be applied to multiple objects at once makes it hardly usable ... Sure enough there has to be some clever workaround making the continuous remesh of multiple objects possible ? Like running a script manually to fetch a bunch of objects from a list, and making a merged duplicate of them as one single mesh ready for remesh. This would be a rather viable semi-realtime solution ...
The remesh modifier could be great, but the fact that it cannot be applied to multiple objects at once makes it hardly usable ... Sure enough there has to be some clever workaround making the continuous remesh of multiple objects possible ?
oh there is a very easy solution to this, you can just put your parts into a collection, then instance this collection into a geometry nodes graph (maybe needs realize instances) and then you can add this graph to a placeholder object, add the remesh modifier after the geometry nodes modifier and voila.
Well @kio , I must say I wasn't expecting it to work *that* well ! Excellent stuff, and so simple. Much thanks !
Is there some clever way to mute the "Realize Instances" node directly from the 3D viewport (to act as a final preview toggle, allowing to work on the assembly at full performance without the remesh slowdown) ?
pior said: Is there some clever way to mute the "Realize Instances" node directly from the 3D viewport (to act as a final preview toggle, allowing to work on the assembly at full performance without the remesh slowdown) ?
Well dont think so - just the usual turn off the modifier for the time being. But it would be trivial to write a little operator which toggles all the modifers on the selected object or something like that.
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Hey! Thought I would share my addon with this crowd. It’s primarily for “hardening” your vertex colors, giving you that “polygonal illustration” look, but I also threw in a few utility functions I like having in my day to day as an environment artist. For instance, blender doesn’t have a built-in way to invert a single color channel (or alpha!) but I often need to do just that when using vert colors to blend textures, so I added a button for it. It’s also nice being able to set vert colors directly from edit mode rather than dropping into vertex paint mode all the time.
Replies
I've stopped using Modifier List because it often lags behind current releases, and breaks in significant ways. I loved it, but just can't rely on it :/
Hello all,
When color picking in 3D texture paint mode, is there a way to have the color picker source color from the actual raw pixel data from the current texture, even though the full result of the shading is being displayed (shader + viewport color management) ?
Note that I am not just talking about avoiding the influence of viewport color management here, or even just avoiding the influence of the 3d shading of the model - as I believe these two aspects have been adressed at some point in recent releases, at least partially. What I mean is, for instance, being able to color pick and paint the white and black of a a texture mask while displaying the result of the whole shader ; or, color picking from and painting on a RGB texture even though its display may be affected by a hue shift node somewhere in the shader.
I hope this makes sense somehow :D FWIW I am using 3.1.0.
Yeah I guess if you try to stay current then you're in far worse a spot than I am since I'm only updating my production setup like once or twice a year. Still looking at replacing Pie Menu Editor witha custom solution longer term here though since that one to me is just far too crucial to be able to use the software at all. I'm so lost when I do a quick test install without it. 😂
Here's something neat: https://blenderartists.org/t/weighttoolbox-addon/1460981
This addon adds the usual skinning tools you can get elsewhere like value set/copy/paste and mirror but also offers what I think is the first implementation in Blender of a skinning workflow that I missed dearly from 3ds max that allows you to skin a low poly mesh and transfer/interpolate the weights onto a higher res one. In Max that's done with the Skinwrap modifier, here it's called 'Wrap Weight' - 0:58 into the video:
In Max I used to stack like three models deep for skinning - very basic proxy like shown in this video, driving a low poly but articulated mesh with simple fingers and proper joint topology - and the actual model driven by that. This way I was mostly just editing the weights on the skinning proxies instead of having to deal with skinning higher res geometry.
Of course skinning in Max was also a total disgrace by comparison so it was more essential to work this way than in Blender to stay sane but still. Looking forward to giving this a spin with my new work.
- If two positive Metaballs objects overlap, the common volume hidden inside the resulting volume (which would be called the intersection in Boolean terms) is now a "double positive".
- When a Metaball gets set as "negative" in the Metaball properies panel, it is set as "single negative". You see where this is going ...
- ... this means that bringing a subtractive Metaball over two positively blended Metaballs will *not* remove the volume where the two original volumes intersect.
- To get rid of it, the subtractive Metaball needs to be duplicated, for the resulting negative volume to reach a value of -2.
Like so :
I for sure have never ever seen this explained anywhere, and I don't think this is self evident to anyone - and this unusual behavior (compared to other Metaball systems relying on an outliner/relationship tree) is what led me to write off this tool as unpredictable originally.
I hope this helps !
The remesh modifier could be great, but the fact that it cannot be applied to multiple objects at once makes it hardly usable ... Sure enough there has to be some clever workaround making the continuous remesh of multiple objects possible ? Like running a script manually to fetch a bunch of objects from a list, and making a merged duplicate of them as one single mesh ready for remesh. This would be a rather viable semi-realtime solution ...
Is there some clever way to mute the "Realize Instances" node directly from the 3D viewport (to act as a final preview toggle, allowing to work on the assembly at full performance without the remesh slowdown) ?
Well dont think so - just the usual turn off the modifier for the time being. But it would be trivial to write a little operator which toggles all the modifers on the selected object or something like that.
Introducing Baked Blender Pro Suite: Elevate Your Digital Art Workflow!
Hey fellow artists and Blender enthusiasts!
I'm thrilled to announce the launch of Baked Blender Pro Suite, a Blender plug-in designed to make your digital art creation process a little bit more fun. Whether you're a seasoned artist or just getting started, this plug-in is packed with features to take your Blender experience to the next level.
With Baked Blender Pro Suite, you can:
Access a vast library of high-quality assets, including models, materials, and geometry node setups, to enhance your projects.
Drag and drop usability
Regularly updated with new assets, providing fresh inspiration and expanding your creative possibilities.
Engage with our vibrant community, share your work, and exchange ideas, tips, and tricks.
We believe in the power of collaboration and continuous improvement, so we invite you to try out Baked Blender Pro Suite and provide us with your valuable feedback. We're committed to refining and expanding our offerings based on user input.
Visit our gumroad
to download the plug-in and explore the free assets.
Join us on this exciting journey and let's shape the future of digital art together!
Download link: https://bakeduniverse.gumroad.com/l/bbps
YouTube: https://youtube.com/@bakeduniverse
Discord: https://discord.gg/bakeduniverse
https://github.com/pixelbutterfly/vertex_color_stylizer