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The BRAWL² Tournament Challenge has been announced!

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https://polycount.com/discussion/237047/the-brawl²-tournament

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  • Fabi_G
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    Fabi_G veteran polycounter
    @Udjani Ah true, depending on hardware and mesh density it can get laggy.
  • Rima
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    Rima polycounter
    I assume this is the correct place to ask. I don't have a technical question or modeling problem right now. I was just thinking, what's Blender's standing like these days?I remember that it seemed to be mocked quite a bit in the past, and generally considered quite inferior. With things like the sculpt mode changes and EEVEE, UI changes and general improvements, I wondered if views have changed.
  • kanga
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    kanga hero character
    Rima: I wondered if views have changed.

    Yes, views have changed, the software hasn't. All the furor has disappeared. We got other stuff to worry about, and both sides have no time for fan boys or haters. I think folks are busy makin' stuff.
  • Alemja
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    Alemja polycount lvl 666

    Generally yes, Blender is a very competent modeling package these days, I use it as well as several other artists I work with. I've switched off 3DS max completely, but still use Maya for work. The only real complaint myself and a lot of other people seem to have is the UV editor needing some love so it's less obtuse and quirky out-of-the-box. Add-ons somewhat solve it, but I would like to see Blender actually give it a pass like it has given other interfaces.
  • Michael Knubben
    Udjani said:
    Fabi_G said:
    I unwrap such objects in Blender selecting edges using shortest path, then convert selection to seams. Goes fairly quick imo.
    That's the method im currently using, but I think my cpu is a bit outdated because most of the time unwrapping this way goes to lag and freeze  :#

    @Michael Knubben Going to try it, looks great!


    https://www.uv-packer.com/ Here's another option. Standalone version of UV-Packer that seems to work well with large meshes


  • exZY1
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    exZY1 polycounter lvl 3
    It's possible make orbit around selection only in sculpting regime?

  • okidoki
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    okidoki greentooth
    exZY1 said:
    It's possible make orbit around selection only in sculpting regime?

    I'm not sure what you mean by this.. maybe have a look here:


  • exZY1
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    exZY1 polycounter lvl 3
    okidoki said:
    exZY1 said:
    It's possible make orbit around selection only in sculpting regime?

    I'm not sure what you mean by this.. maybe have a look here:


    Yes this, but only in sculpting

  • thomasp
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    thomasp hero character
    I suppose you could create a toggle for this option and map that onto a hotkey, put it into a sculpting pie menu or execute it as a script that runs when you activate sculpt mode as well as untoggle it again on exit?

    If you activate 'Developer Extras' 'Python tooltips' from the 'Interface' page of the preferences you can see the python command for 'Orbit Around Selection'.
  • okidoki
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    okidoki greentooth
    exZY1 said:
    Yes this, but only in sculpting

    Ups.. now i understand what you meant :sweat_smile:

  • exZY1
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    exZY1 polycounter lvl 3
    Well, I find add-on that let OASelection add to quick fav or assign shortcut https://github.com/Englisabeth/LizAddons/tree/master

  • SnowInChina
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    SnowInChina interpolator
    is there any way to "fix" the bool tool, or an addon with a properly working bool tool ?

    the blender bool tool just makes a lot of mistakes, especially on more complex geometry and if i do the exact same bool in maya, with the same geometrys, i get perfect results


  • Prime8
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    Prime8 interpolator
    Do you have the same issue using the modifier?
    I only use the bool modifier with Exact solver, as long as self Intersection and Hole Tolerent is checked, I don't have any issues.
    Not using it often recently but usually on quite messy geometry like Text.
  • Udjani
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    Udjani interpolator
    Is there any addon to traighten UV's that's not Textools or uvsquare? I think both of them started giving me bad results lately, they work like 50% of the time


  • SnowInChina
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    SnowInChina interpolator
    textools

    but you have to look for the updated version on github
  • Oaken
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    Oaken polycounter lvl 11
    @Udjani That topology looks perfect for "Follow active quad" which comes with blender
  • Michael Knubben
    Sadly it's been abandoned, but it still works for me, and someone's forked it: https://github.com/oRazeD/UVToolkit





  • Udjani
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    Udjani interpolator
    @SnowInChina That did it, probably something broke with updates

    @Oaken Didn't know blender had this now
  • okidoki
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    okidoki greentooth
    Udjani said:

    @Oaken Didn't know blender had this now
    Follow Active Quads ?? Since 2.83 LTS (June 2020)

    https://docs.blender.org/manual/en/2.83/modeling/meshes/editing/uv.html#follow-active-quads
  • Udjani
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    Udjani interpolator
    okidoki said:
    Udjani said:

    @Oaken Didn't know blender had this now
    Follow Active Quads ?? Since 2.83 LTS (June 2020)

    https://docs.blender.org/manual/en/2.83/modeling/meshes/editing/uv.html#follow-active-quads
    lmao, maybe a saw it a some point and forgot about?, I pretty much only use unwrap and unwrap from view so I never really paid attention to the other stuff on the unrwap menu
  • Udjani
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    Udjani interpolator
    May have missed this too, but is there any build in solution now to edit primitives like cylinder even after you moved and/or applied transform? 
  • Tiles
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    Tiles interpolator
    Not that i know of. This would be against the design of the adjust last operation panel down left. Transform is already the next operation. And overrides the creation operation.

    But the adjust last operation panel contains also a transform section when you create a primitive. Which you can adjust as long as you haven't started another operation. 


  • VIVIVICG
    Udjani said:
    May have missed this too, but is there any build in solution now to edit primitives like cylinder even after you moved and/or applied transform? 

    There are approaches that are less intuitive. You can use a GeometryNodes Modifier in the configuration below:


    This allows you to adjust primitive specific features non-destructively. When you're looking to commit to your geometry, apply the modifier.

  • okidoki
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    okidoki greentooth
    There is also https://github.com/WiresoulStudio/W_Mesh_28x ( originally  Wonder Mesh for 2.79, but this version) still working in 3.6   and https://github.com/NevilArt/BsMax .. in both you can change the parameters after moving, rotating.. etc..
  • ITZSABO
    Hi, how do I make the corners sharp without affecting the shading?
    Note: The shape is curved

  • okidoki
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    okidoki greentooth
    As mentioned in the other (F...) thread.. if not using  blender specific tricks (creased edges).. then more control loops..
  • MarcClintDion
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    MarcClintDion polycounter lvl 10
    What's up Blender people? Heard the news?

    and then there's this:

    [Moderator note: images removed, inflammatory content that has no place here]
  • Tiles
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    Tiles interpolator
    Seems that somebody is not happy about how Blender is managed. But that's nothing new.

    Open Source development will always remain a big compromise. The old dilemma of too many cooks but only one stove. There simply can just be one direction. And this direction is given by the responsible people, even when they are completely wrong. Software development is never democratic, like it or not. This is by the way one of the reasons why Sergej cannot finish his pet project. If Boss says do that, then he has to, since he is paid for it. And in general Blender does everything right. Even with all these "wrong" details. Else it would not have become a this big success over the years.

    Can Blender be improved? Absolutely. Do i wish that the Blender developers would have a bit more common sense and a look at the whole instead of only looking through the programmer glasses? Definitely. But bitching , insulting and accusing the Blender developers in the public is imho the wrong way to deal with your unhappiness. Especially these sexual accusations makes you the bad person. Not them. I would remove them. Immediately.

    When you experience unfriendly behaviour from the developers, and cannot solve it personally, then talk with Ton. He is from experience very helpful in this regards. I never saw him acting rude. Not even once.

    And when the whole situation really makes you so unhappy, then let it go. There are other projects where you could loose your heart at. Our Blender UI UX fork Bforartists for example. This is what happens when i am unhappy with decisions. We had left click select already back in 2015. And icon buttons in the tool shelf shortly after. We always search for volunteers and helpful hands :)

    https://www.bforartists.de

    But please notice that bad behaviour is not tolerated in our project. This might be the first thing that you want to work at.




  • okidoki
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    okidoki greentooth
    Because you gave no further context:
    This seems to be the same post you did on BlenderArtists and  why you earned yourself a suspension there ? And now disguise this as "news" ??
    Well.. if you choose to act like a d.. 

    Never mind. Good luck.
  • Neox
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    Neox grand marshal polycounter
    stuff that happened 8+ years ago is news?
  • thomasp
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    thomasp hero character
    To me this reads like a drunken midnight rant. For all I know there might be some truth in there but the way its wrapped doesn't exactly sell it.
    Who wrote this anyway - are you the author @MarcClintDion ?


    In other news I have an issue with Blender where it sometimes (a few times during a work day) just crashes to desktop on fairly simple operations in eevee with the Windows event viewer listing an "NVidia OpenGL driver error 3 subcode 7" and tells me "Unable to recover from a kernel exception. the application must close."

    Updated the driver to a recent Studio one, updated my LTS version of Blender 3.3 to the most recent release and set the graphics driver to maximum performance mode which is what the web recommended to solve this error. No difference. The only thing that seems to greatly reduce the number of crashes is to start Blender with the flag --debug-gpu-force-workarounds . That keeps things workable for now. Just wondering if disabling GPU extensions is a concern for features and reduces performance measurably?

    I'm not even sure how I picked this up - stepping through the versions Blender used to be rock solid for a good few of years, on this machine as well. And the configuration didn't change, only Blender got moody. Can't get other applications that tax the GPU to crash either (so far).

  • Tiles
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    Tiles interpolator
    Current Eevee is a new engine. With new bugs. The old version gots removed. Report it if you can reproduce.
    EDIT, ah i have read it wrong sorry. I have read 4.3. 3.3 is the old eevee engine still. So i have unfortunately no advice here.
  • thomasp
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    thomasp hero character
    Tiles said:
    Current Eeevee is a new engine. The old version gots removed. Report it if you can reproduce.
    Yeah I read about that. The one I'm using is of course the old variant. 

    Sadly I cannot update beyond 3.3 - one major addon I'm using is not running well in neweest versions of Blender and one I completely rely on was updated for newer releases to use a completely different creation/editing method, messing with my workflow. Oh and I would have to adjust my own custom scripts too, not keen on digging through Python stuff again.

    I'm close to just getting a new GPU solely to see if that solves the problem.

    But yeah, will reproduce and post.

  • Frenki_B
    I had a similar problem with the crash and maybe it's because I have a gtx 1050 and the scene I was making was pretty heavy. Although it rendered quickly on the processor. Blender 4.3
  • Frenki_B
    Udjani said:
    Is there any addon to traighten UV's that's not Textools or uvsquare? I think both of them started giving me bad results lately, they work like 50% of the time


    Try this extension: https://extensions.blender.org/add-ons/mio3-uv/
  • Ruz
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    Ruz insane polycounter
    didn't realise that blender now has an 'edit mesh' modifier, that will make my life a bit easier :)
    @Udkani - there is a bug where if you have the shader window open and also the material window open on the right , then Blender crawls to a halt
    not sure of that is related
  • Eric Chadwick
    This looks really neat, a free layer-based painting system. Curious if anyone has any experience with it?
    https://80.lv/articles/a-free-blender-add-on-for-painting-on-3d-objects-like-photoshop-layers/
  • okidoki
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    okidoki greentooth
    That's interesting.. not using a layered painter addon  by my myself in blender .. i knew at least about this one https://github.com/joshuaKnauber/layer_painter with initial release from 2021.. of course there are also some newer one like https://github.com/Hirourk/HASPaintLayers or maybe more known https://github.com/ucupumar/ucupaint (at least for me reading this thread on BlenderArtists  https://blenderartists.org/t/addon-ucupaint-tool-to-manage-texture-layers-for-eevee-and-cycles/1390056?u=okidoki ).. or
     this older one from seven years ago (for blender 2.79  https://github.com/David-DiGioia/blender-paint-layers  ;) ).. 

    ( Shamelessly "advertising" for BA because i often link to PolyCount in particular to the HowTheF..DoYouModelThis-thread or the Wiki..  :)   )

  • Michael Knubben
    @Eric Chadwick  I'd recommend Ucupaint over that. The anime girls it's often advertised with don't paint (hah) the full picture, it's really quite capable for all sorts of texturing!
  • pior
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    pior grand marshal polycounter
    Wow, Ucupaint is indeed quite nice, and very to pick up and use (just tried it now). Thanks for mentionning it !
    I also just tried the Sunflower one and ... got a near instant crash after a few strokes. That about settles it :D
  • Ruz
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    Ruz insane polycounter
    does anyone use renderman for blender? I am not sure how to make a shadow catcher/ it's pretty straighforward in cycles, but there is no proper
    documentation on how to do it with Renderman.
    I want to see the shadow catcher in the IPR viewport, not have to fully render it out

    I am really digging renderman - creates really nice images , like Vray on steroids :)
  • Aerashi
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    Aerashi polycounter lvl 12
    Finally trying the Blender bevel shader workflow and I've gotten to the baking phase and it looks like I'm going to need to manually explode things to get clean bakes. SimplyBake can do multiple high polys to a single low poly, but not multiple highs to multiple lows, as I'm used to in SP. Anyone know of a baking solution that will do the job?
  • Celosia
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    Celosia triangle
    I don't know if this is common knowledge, with the enshittification of search engines finding information on the internet is becoming increasingly hard and I couldn't find any specifics about this, but I just stumbled upon a baking issue (and how to avoid it):

    When baking Blender seems to process all render-enabled objects in the scene. Meaning that if you're baking an emission map from a high poly to a low poly and happen to have some other completely unrelated object with, let's say, multires, 100m from them Blender will still soak up RAM to process that object and all its modifiers... failing to recognize it's not part of the baking selection and that it can't affect the chosen bake type at all.

    The quickest way avoid the issue is to stuff everything you're not baking into a collection and disable it. So if you're running into OOM issues or long bake times, try this because the performance hit can be absurd.

    This seems an old issue. I found a several years old unresolved report about subsurf affecting baking of all other objects that sounds like this same issue. They just didn't realize it's not about subsurf itself.
  • sacboi
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    sacboi veteran polycounter
    Celosia said:
    [snip] The quickest way avoid the issue is to stuff everything you're not baking into a collection and disable it. So if you're running into OOM issues or long bake times, try this because the performance hit can be absurd.

    This seems an old issue. I found a several years old unresolved report about subsurf affecting baking of all other objects that sounds like this same issue. They just didn't realize it's not about subsurf itself.

    Yup agreed  :+1:

    I'd even tried a spiffy li'l 'match by name' addon in hopes might streamline the process a bit when baking large complex HS objects but nope, sill gotta go thru the same f...ing hassle.
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