The dof is not blurring the BG because I cut it out in photoshop xD, lol. the dof is associated to the active camera, that means that it works seamless between viewport and render. the focuse basically is made using an empty (null) object. For the AA, is not in the viewport yet, but you can force by your videocard and it…
I've been using Blender as sort of a glue program around Maya LT. (The only reason being a fluid transition to full Maya when work requires it.) Sometimes Blender does something better, or if I need to render a nice still or animation but don't want to pay the extra overhead, Blender usually fills the gaps.
Anyone here that has worked extensively with exporting cameras from Blender to other apps? I'm particularly interested in Keyshot and UE4. I was curious if it was possible to arrange a scene in Blender (meshes posed and a camera shot created) and be able to export it somewhere else to be able to render the exact same…
BTW, speaking of user prefs - adding extra preview HDRIs is pretty straightforward, it's a matter a creating a new folder called "datafiles" next to "config" and "scripts", and then putting any .hdr into : datafiles > studiolights > world Then restart. On the next startup, 2.8 will add it to the list of preview envs (note…
Is there some easy way to set up way in Blender 2.82/ Eevee to create a shadow catcher (material)? I found a tutorial on youtube that requires a complex material setup for this, and only works if there is a sunlight in the scene set to a certain intensity (really?), so not usable for me. It works pretty easily in Cycles,…
Does anyone know how to toggle the visibility of the top bar (containing File, Edit, Render, etc...) and the bottom one (containing mesh info, mouse and tool controls), individually? The screen.screen_full_area command hides everything so it's useless to pinpoint specific panels. There's…
Thanks a lot guys. This was helpful. Yes I was trying to use maya logic. I somehow made it work by using the "material specials button" > copy and then paste (didnt understand what was going on, but it worked). I followed both your suggestions today. So the confusion is somewhat cleared. Thanks once again. Trying out…
@wilson66 That's why I also described the path where you can find the entries in the keybind menu. And my bet for the maps is, that your roughness is too high. At least it sounds like it, if you are actually looking at it in Look Dev or Rendered mode. Ifyou are looking at it in Solid mode, then you have to change the…
Not really sure where to post this. But should be useful for those of you who do Non-real time rendering. It is also still experimental. Just an FYI. :) https://www.youtube.com/watch?v=WDB7x35Cda4 https://www.youtube.com/watch?v=I1pC7dNS0hs Mod edit: moved this in here, let me know if you'd prefer to keep it in a separate…
You can't paint vertex alpha but you can paint a vertex group and use that as an alpha. It's a known limitation and I hope they get rid of it but it shouldn't keep you from doing anything especially if you're using any render system that makes use of nodes where you can get any vertex group weight you want.