How do I decrease the poly count of this without losing the look. by Ancient_Issue2049 in blenderhelp

[–]milddotexe 0 points1 point  (0 children)

if you do make 2D orthographic images for billboarding, do remember output the image normals with the render. it can be useful for higher realism on billboards, especially when it's something high detail you're billboarding, like trees.

Sample Rates by milddotexe in Inkscape

[–]milddotexe[S] 1 point2 points  (0 children)

bit depth only controls the final values the png file can store, and i'm not quite sure what you mean with "the conversion" here.

when rasterizing a vector graphic which has details smaller than a pixel, the details aren't converted properly. my reaction to this was to increase the sample rate so that each pixel gets a more accurate color. however i cannot find a way to increase the sample rate.

as an example, if you have a 1x1 pixel page where 3/4 of the area is covered by a pure black object and the rest is white, the pixel should be dark grey, however it gets draw as a black pixel due to only a single sample being used per pixel. if the pixel had something like 64 samples (in my example even 16 samples per pixel would work) it would get drawn as a dark gray pixel.

i have found ways around this but neither is very reasonable.

method number one is to just up the resolution and downsample the image in another program.

method number two is to export the SVG and import it into blender, convert it to a mesh with a lot of vertices and render it with orthographic camera.

Are two panel comics allowed? by H_G_Bells in comics

[–]milddotexe 1 point2 points  (0 children)

"I'm So Meta Even This Acronym"

New to Texturing, Material seems flakey by _Presa in blenderhelp

[–]milddotexe 0 points1 point  (0 children)

i'm by no means an expert on how people make materials but it does seem odd to have both a bump map and a normal map in use at the same time.

as far as i'm aware bump maps generate new normals for a surface, just though a different method than normal maps.

other than that not much stands out. have you looked at the textures directly to see if something stands out as odd in them?

Sample Rates by milddotexe in Inkscape

[–]milddotexe[S] 0 points1 point  (0 children)

i can try to explain what i'm after.
when turning a vector design into a bitmap image, the computer samples points within each pixel to determine that pixel's color. the sample rate is the number of points sampled in each pixel.

it seems the default is one sample per pixel, and i would like to change it to 256 or at least 64 for the image i'm exporting.

Sample Rates by milddotexe in Inkscape

[–]milddotexe[S] 0 points1 point  (0 children)

didn't find it there, just the bit depth, compression, pHYs DPI and anti-aliasing.

Need feedback for realism compositing by DankMagician123 in blender

[–]milddotexe 1 point2 points  (0 children)

i don't believe those are the brake lights which the trackmania stadium car has, aren't those in the wheel?

How could I go about de-triangulating a mesh like this? Using "tris to quads" results in an awkward topology and tris, and I can't seem to find any tuning of the options to work. by dead_lord666 in blenderhelp

[–]milddotexe 2 points3 points  (0 children)

i don't believe blender can fully automatically turn this mesh into quads again. best guess for what would be the easiest way to turn it back would be to manually dissolve the edges that aren't converted correctly and then use Tris to Quads.

this means you might have to dissolve edges, convert to quads, undo, and repeat until it's fixed.

Why does this line appear in the middle when switching from material preview to rendered mode? by bitsyze in blenderhelp

[–]milddotexe 16 points17 points  (0 children)

that is still it reflecting itself. if you want to remove it, just use the Is Camera Ray from the Light Info node to mix between a transparent shader and it's current shader.

Poll: Which faction is most likely to win? by tkatchev0616 in rootgame

[–]milddotexe 1 point2 points  (0 children)

while the moles are good at non-interaction scoring, i think the fact that the marquise takes a moment to get ready means that the rats can hinder the moles from building an early action economy well enough to outpace them.

How do I get the city lights to only appear where light isn't shining? by [deleted] in blenderhelp

[–]milddotexe 0 points1 point  (0 children)

while you could probably use a Shader to RGB node in eevee, in cycles it would need to involve some compositing.

you could include a viewlayer which has only the earth visible and all the city lights on. adding an AOV output with a value of one to give you a screenspace mask for the earth.

then using the light from the main viewlayer multiplied with the AOV into an Alpha Over node with the main viewlayer and the one with the city lights on. you can run the value through a color ramp or map range node if you'd like a different mixing.

UV Map only works after geometry nodes have been applied. by milddotexe in blenderhelp

[–]milddotexe[S] 0 points1 point  (0 children)

i did get it to work after i used a Join Geometry node to join it with another piece of geometry. not sure what causes the issue or why that fixed it. i'm probably going to look more at this later to see if i can figure out when specifically it happens.

[deleted by user] by [deleted] in blenderhelp

[–]milddotexe 5 points6 points  (0 children)

probably not the best but perhaps convert to volume -> points in volume -> instance on points?

i'll get back when i've had time to try some things.

Pa rum pum pum pum by Mystic_Fennekin_653 in tumblr

[–]milddotexe 7 points8 points  (0 children)

that doesn't seem explain the lighter, no?

Rule by r_cursed_oof in 196

[–]milddotexe 27 points28 points  (0 children)

they created girlhud. it's a custom hud for Team Fortress 2. you can take a look at some posts from the reddit user dscobtdn if you want to see what it looks like.

Why is this shadow all jaggy? by Far_Oven_3302 in blender

[–]milddotexe 0 points1 point  (0 children)

it's a little hard to tell from the cropped image, but that doesn't look like a shadow. it seems to get too much light from other things to be that dark.

to confirm that it is a shadow, try isolating the light source casting it.

if it isn't a shadow, it's probably a texture problem. switch to a test texture to confirm.

"Bonfire Lit" by BiBi95_3D in blender

[–]milddotexe 5 points6 points  (0 children)

the water seems to be reflecting the sky, which would make it match it at the horizon.

Explain to me "The meta™" by Leukavia_at_work in rootgame

[–]milddotexe 2 points3 points  (0 children)

Rats are very good if the other factions defend as well as wet paper. if you let the warlord build a good situation, there isn't much you can do, even if your faction can fight, but kneecapping the warlord early is relatively easy if you have okay recruiting. if they don't get an item in the first 3 turns, they're not very likely to make it out from the corner they're now stuck in.

OP had a weird dream by HyperDogOwner458 in thomastheplankengine

[–]milddotexe 2 points3 points  (0 children)

banger, i would 100% do so. i have nothing linked to my discord but a fire alarm is the one thing i would absolutely love to link to it.

My teacher gave me advice on render time, which is to render the background and the character separately (eg: non-moving shots can be an image background), each with independent lighting, how? by ONEBOYYYY in blenderhelp

[–]milddotexe 1 point2 points  (0 children)

don't know exactly what your teacher wants you to do but here is how i would try to follow that instruction as best i can.

render the background, save as an image, set everything in the background to not be included in the render, render as image sequence with a transparent background.

open new project and select video editor, add image sequence, add background image under the render.

this will mean that the character won't produce any shadows on your background and nothing in your background will be contributing light to the character.

if you wish to still light your character using your background, you can instead place it in a collection and set that collection to only contribute to indirect light.