[quote=SonicBlue;2225734 I have to test your configuration better, as for now, the 2.72 is giving me some problems: This by RMB and selecting Loopcut, is it intended? [/quote] That is part of the Wazou RMB Pie. I guess he made the operator do that. If you change the Smoothness back to Zero (you will find that setting at…
Personally, I don't use sharp edges (aka hard edges or smoothing groups) anymore. I pretty much always use more geometry, and bevel my low poly models, and if I want to further improve their shading, I'll use face weighted vertex normals. We're living in 2020, triangle count isn't THAT demanding anymore on current…
@m00k there's the Input -> Geometry[Position] node. It's the world-space location of the surface point as an XYZ vector. Since the values can go way beyond [0.0, 1.0] as it's 3D units, to map that position with a color I'd use the Color -> RGB Curves node (or Vector -> Vector Curves, which is very similar but requires more…
"Support loops" is terminology, so it might mean different things to different people. In the context of the Subdivision Surface modifier -- in Catmull-Clark mode, engineered by Pixar -- the position of an original vertex (one of the vertices of the mesh before it is sent to the modifier) becomes a weighted average of the…
@LuisCherubini hey nice little demo of the addon. There is a 2.8 branch on github you can check - I haven't updated it in a while, so I dont know if it works with the current 2.8 builds.. as I havent had the time to actually really use it myself :expressionless: There is some work to be done, and I had some errors I wanted…
Prime8 said: the geometry you get out of CAD tools is really a pain if you need to work with it later on and don't even talk about unwraping this mess in blender, unless you're happy with either tweaking your butt off for hours or just slapping triplanar on everything CAD data has custom vertex normals, calculated from the…
You can transfer from any polycount to any polycount with the Data Transfer modifier :) Think of that thread about Guilty Gear Xrd and how they made giant balloon pants to transfer the normals from onto the guy's in-game pants. Using this modifier you can make the low-poly look quite a bit closer to the high-poly model at…
@gnoop : I have to agree, I too find the new collections to be a big step back. They "make sense" in theory , but in practice the old system was imho way more elegant... This might help : https://blendermarket.com/products/collection-grid • Unrelated : is there a way to somehow convert Face Set data into something that can…
@Zeist thank you for the detailed response. I switched to using the OSL shader via script and set my render settings as said, but I didn't understand how to setup the edited normals you talked about. Should I just apply a "Weighted Normal" modifier, and set the Weighting Mode to "Face Area" without altering anything else?…
I wonder will bevel shader will make it into blender 2.79? Anyway some updates on my Hair Tool addon: Update 1.3: * added 'Randomize Tilt' operator * added 'Smooth Tilt' operator * added 'Randomize Spacing' option when generating curve hairs from surface Update 1.4: * added ability to attach curves as particle hair system…