I guess you're right - maybe it's just the timelapse making it look fluid :) Or maybe it's just the somewhat carefree approach that makes it look a bit more precise that what it really is. Good stuff but nothing special indeed (explained a bit more detail in an other video - wOjPUiDIAG8). Just need to macro it to make a…
Checking out Blender's sculpting tools, I see that my brushes seem to have Unified Size set to On by default. In other words, whatever size I use for one brush, is transferred over to the next one I use, which is a behaviour I do not want. AFAIK this option had been removed, yet my version of Blender seems to have it on by…
Yeah well it's not like 2.79 and 2.8 are so alike you can just switch back and forth on the same project - materials require different settings to display as intended in the viewports and for the stuff I do even the way curves are being rendered as geometry in the viewport has changed. I definitely am considering to move…
Thanks, I will look into it. Doesn't seem like Blender can do the exact same though unfortunately. Different question: is it somehow possible to model symmetrically in Blender? Meaning, if I e.g. insert an edge using the knife tool on one side of the object, it will automatically insert an edge on the other side? I can of…
@Justo By normal i meant just the bevel shader node without any custom stuff like the OSL. I tested now with OSL and is working too, changed two things on render settings but they are not related to this problem, one was the green channel to Y+ so i could preview in eevee and also changed the ray distance to something…
With sculpting I find that hiding vertices is quicker than using the masking brush. So you tab into Edit mode, select vertices, hide them, then tab back into Sculpt mode: only the visible vertices will be affected. Some relevant default keys for Edit mode:* H = hide selected * Shift + H = hide UNselected * Alt + H = unhide…
sverchok is for 2.79 only if I'm not mistaken I suggest an easier solution below but there are certain cases where particle systems are the way to go because it allows for more options at the expense of a more complicated setup in the beginning This is how I would do it: Create a control plane, cut it up to be the pattern…
@RN I mean being a one way street is what is pretty much true for all formats that are not the native scene files of the corresponding application I think. Just that some formats support more, some less. Most formats can not save procedural generation parameters like modifier stacks and I am not even speaking of moving…
Co-planer intersecting edges will (can) cause problems with Blender's Boolean tools. Switching the solver from BMesh to Carve usually solves the problem but if you use a lot of Boolean modifiers you'll see intermittent issues. *Edit* This error is error is reproducible in Blender 2.8: Under certain circumstances the…
1- If you put a geometry modifier, it will update (you just have to find the one that doesn't deform the mesh such as a triangulate or decimate with factor 1) Probably a bug though. 2- BI does that quite well with its Light node, for cycles I don't know, last time I checked it wasn't possible :/ 3- As for the hatch effect…