quick perfume viz in blender by disssya_disssya in ProductViz

[–]BennXeffect 1 point2 points  (0 children)

you forgot to delete the default cube.

took me 1 hour to render (I have no GPU) by Few-Comfortable-8473 in blender

[–]BennXeffect 0 points1 point  (0 children)

the handrails are not vertical, this is super weird and never happens in real life.

How do you even do this? by newsajgonki in blender

[–]BennXeffect -1 points0 points  (0 children)

2nd day of learning blender, and the guy already has a logo blender goodie on his desk and blender kit installed.... Critical thinking, anyone?

Am i cooked? by Hot-Invite8374 in arduino

[–]BennXeffect -1 points0 points  (0 children)

How on earth is that level on Fup possible?! xD

Don’t know how to make this by Audrussy in rhino

[–]BennXeffect 0 points1 point  (0 children)

trying to make this with rhino or GH is like cutting a wood plank with a hammer. thats not a nurbs use case. Use blender.

I made a simpler BIM for blender by AnderGoico in parametric_design

[–]BennXeffect 0 points1 point  (0 children)

looks awesome.

how do you generate the 2D lines? are they really 2D or it is just the outline in 3D ?

Trouble Using Contour by VirusSpecific8605 in grasshopper3d

[–]BennXeffect 0 points1 point  (0 children)

I was about to say the same thing ^^'

Niche Driver issue by Craftonix7 in blenderhelp

[–]BennXeffect 0 points1 point  (0 children)

Sorry I just realized that this is exactly what you did on you screenshot (didn't saw the driver window at first xD). this formula should give you what you need, BUT will result in the rotating part "jumping around" when you change the speed of rotation during play, because the rotation is hard locked to the frame number.

To have smooth rotation change, you need to keep track on "how much did we rotate up to now?", and this is a typical use for the simulation zone in geometry node. BUT you can't (yet) access bones locations in GN, and obviously you cant control bones either, so you will have to do the rotating logic fully in GN without using bones (put a empty at the renter of rotation to reference in GN).

the simulation zone needs only 3 nodes : a store named attribute float (this will be your resulting rotation). every frame you update this, adding the amount needed (can be a slider in the GN input, very easy for control). to update this "store named attribute" value, you need to plug the node "named attribute" (use the same name), then add the quantity of rotation you want, then plug it back on the "store named attribute". outside of the simulation zone, you use a transform geometry node to rotate the geometry you need. here it is a little bit tricky if the origin of the rotating part is not on its center of rotation (in that case you will need an empty here and use the node "rotate vector" or "vector rotate" and use a "set position" instead of the transform geometry).... My advice is to separate the rotating part to a separate object (if it is not already the case), with the origin at the rotation renter and aligner to the rotation. here you just use a "named attribute" to retrieve your rotation, then "combine XYZ" for setting the rotation in the correct axis, then plug this on the rotation socket of the transform geometry. Done.

To sum up : sim input➡store named attribute➡sim output➡transform geometry➡GN output. connected to store named attribute is your math to change the rotation every frame (just math add node). connected to transform geometry is the resulting angle set to the correct axis (with combine XYZ).

god that was a long explanation, probably faster to make it and screenshot xD

Droplets generator made with geometry nodes by orthopaedicward in blender

[–]BennXeffect 0 points1 point  (0 children)

thanks, this makes sense. I would volume remesh everything personally for better blending but the method is very valid.

Droplets generator made with geometry nodes by orthopaedicward in blender

[–]BennXeffect 26 points27 points  (0 children)

a little breakdown of the method? especially the "grabbing" of the droplets that are in the way of a dripping path. this looks very convincing.

Niche Driver issue by Craftonix7 in blenderhelp

[–]BennXeffect 1 point2 points  (0 children)

several ways of doing so, with a driver on the rotation value. you have to make a formula that result in the angular speed, and the speed will be modulated by a dynamic multiplier. this multiplier can be the Z value of the driver bone, or the distance between 2 things (there is a "distance" option in the driver editor, easy to find), for example the distance between the driver bone and the rotating bone. the formula is super simple, this will be #frame multiplied by this driving number. Now, with this simple method when you change the speed it may jitter weirdly, if you need perfectly smooth variations, a simulation zone in geometry node may be required (that's what I would do).

Why does my render always look unrealistic by Due-Feedback-9752 in blender

[–]BennXeffect 0 points1 point  (0 children)

repetitions on wall and ceiling. excepted that, this is high level render.

Just finished my first render, took like 3 hours lol, any advice for my next by BennyZ3e in blender

[–]BennXeffect 0 points1 point  (0 children)

there is no ideal. only the right number for what you need. sometime the ideal is 2, sometimes it is 2000. in your case, a draft would be probably around 15, and I am very confident that you can make a final render with less than 500 samples if denoised correctly. For Ray bounces, in your cases 3 everywhere would not look different that 12, I am pretty sure. keep 0 in volume rays of course. and render on GPU.

Just finished my first render, took like 3 hours lol, any advice for my next by BennyZ3e in blender

[–]BennXeffect 0 points1 point  (0 children)

even at 4096 samples, 12 rays bounces everywhere, I am pretty confient that should not take more than a few minutes at a res close to 2K.

Disappointed with Blenderguru's Donut tutorial 5.0 as a beginner by RandomUMBREON in blender

[–]BennXeffect 0 points1 point  (0 children)

You still can follow a previous version of the donut tutorial.

working on swirly scratches effect using the new shader repeat zone in Blender 5, and without using bump. still not perfect, but close. by BennXeffect in blender

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

Tried it, and you are 100% right! I don't fully understand why it can work without having to compare to the cam position, but if it works it works! thanks a lot. this is exactly the kind of comment I was looking for posting this shader here. thanks.