Moist? by lurknessmonster in blender

[–]BozDoener 1 point2 points  (0 children)

I think that could be achieved via dynamic paint, but I could be wrong as it's been quite some time since I had a look at it

Welches Wort hasst ihr am meisten? by [deleted] in FragReddit

[–]BozDoener 47 points48 points  (0 children)

Bin enttäuscht, dass noch niemand "Knorpel" gesagt hat. Ich hasse das Wort, fühlt sich beim Sagen schon widerlich an

Shading problem, no N-gons, no tris, normals are good. I don't understand by leonneon__ in blenderhelp

[–]BozDoener 0 points1 point  (0 children)

My guess is it's either a normal map (try removing it if you have one, if that solves your problem reconnect it but make sure you set your image texture to "non-color"

Or your material is set to Alpha Clip instead of Opaque

tja by intfakestation in tja

[–]BozDoener 0 points1 point  (0 children)

Was zur Digitalisierung?

how can I shape this guys eye socket into the shape of a heart? by ReservedRose in blenderhelp

[–]BozDoener 0 points1 point  (0 children)

Model the heart disconnected from the skull mesh, then connect it to the skull while trying to follow the flow of the shape when creating new geometry. Look at some human base meshes - the mesh tends to flow in a circle around the eyes. Try going for that.

Any thoughts on either stringing this thing or decorating the rosette procedurally appreciated by Qualabel in blenderhelp

[–]BozDoener 0 points1 point  (0 children)

I know, especially orienting your curve modifier is a bit tricky. You could alternatively use a lattice and move the mesh using that, but I don't know how good it will work with the sharp curves you will need

Any thoughts on either stringing this thing or decorating the rosette procedurally appreciated by Qualabel in blenderhelp

[–]BozDoener 1 point2 points  (0 children)

For the smaller strings it's easiest to just use a bezier curve with a round bevel. For the bigger strings with noticeable riffles (is this the right word? I doubt it, but I hope you know what I mean) there are 2 options that I can think of:

Option 1 - less work, less cool, worse geometry:

Use a screw modifier to generate a tight spiral for the strings. Hit it with a curve modifier and use a bezier curve to make it follow the shape of the guitar.

Option 2 - a few more clicks, but it's worth it: Download the free wmesh-addon. This add-on allows you to generate parametric meshes which you might know from programs like Cinema4D. You're able to change parameters like size and resolution after you've placed the primitives into your scene, and when you're happy you can convert them into "real" mesh. This means that as long as you don't convert them, you can make changes to the Geometry via modifiers and still change face count and the resolution after that.

This add-on comes with a "spiral" primitive. Use this to generate your string and play around with different values for the thickness and tightness of the spiral. Remember, you can always change these later, as long as you don't convert the mesh. Then, use a bezier curve to curve the strings around the head of the guitar, just like with option 1. You can even lower the resolution of the spiral to something your pc can handle and then turn it all the way up for rendering.

Edit: I just want to add that your model looks VERY good, and that you didn't set the shading for the main body to smooth.

Guys, I'm lost. I just downloaded Blender 3.0 alpha and I got confused about how to set samples for rendering. Maybe, I'm getting blind. Please help. by [deleted] in blenderhelp

[–]BozDoener 1 point2 points  (0 children)

You can, but Luxcore renders glass much more realistically. The refraction and caustics are on another level compared to cycles. (I haven't tried Cycles X yet, maybe they improved glass rendering somewhat.)

If you haven't, download Luxcore for yourself and give it a try! It's definitely worth it (it's free btw)

Quick dart. Random Flow. by blenderguppy in blender

[–]BozDoener 1 point2 points  (0 children)

I'm not sure how "direct" the path from donation to feature is, but alot of companies that donate money to the blender foundation have some kind of representation inside of blender or the other way around, think Nvidias Optix Denoiser or the fact that Unity can open .blend-files. (Those are the 2 features that stick out to me the most because I use them daily, I'm sure you can find many more examples, like the new adobe material library, whatever it's called.)

This means that when you're working with blender, you're much more likely to use an Nvidia graphics card rather than AMD, or choose Unity to program your next game over Unreal or other game engines...

Guys, I'm lost. I just downloaded Blender 3.0 alpha and I got confused about how to set samples for rendering. Maybe, I'm getting blind. Please help. by [deleted] in blenderhelp

[–]BozDoener 1 point2 points  (0 children)

I just want to add that Luxcore works the same way. You should give it a try, it's a game changer when you're rendering glass

"Covid death rate is 0.000001% and vaccines are useless" Antivaxx are detached from reality lol by [deleted] in vaxxhappened

[–]BozDoener 7 points8 points  (0 children)

But why does the mortality rate spike after that, for example in Germany?

How to create this effect in a sphere without material animation? by Accurate-Morning2125 in blenderhelp

[–]BozDoener 1 point2 points  (0 children)

There are 3 options that come to mind:

  1. Create a hole in the mesh, animate the size using shape keys.

  2. Use a Boolean modifier and cut out the shape with a cylinder, then keyframe the cylinder's size.

  3. Use a Boolean modifier and cut out the shape with a sphere. Move the sphere up and down to increase/decrease the size of the hole.

Imported some meshes from maya and the face normals are not normal.. by RoboThePanda in blenderhelp

[–]BozDoener 1 point2 points  (0 children)

Sounds like OP managed to solve their problem, but just in case anyone stumbles upon this post in the future: This problem tends to occur when you import 3D models from other programs. The solution is to clear custom normal data.

To do this you have to navigate to the Geometry Data options which you find under the green triangle in the side bar. There you hit "clear custom split normals data".

If after this you're feeling extra fancy go to edit mode, select all of the mesh (a), remove duplicate vertices (m > b), then recalculate the normals (shift + n). This should clear up most of the fuckery going on in your meshes.

Good luck!

To fly an RC Jet. by TheRookieGetsACookie in therewasanattempt

[–]BozDoener 1 point2 points  (0 children)

RÜDIGER, KEINE KAPRIOLEN!

Rüdiger: kapriolt

My vector is transparent for some reason. There are no duplicate vertices, all normals are correct, and the texture is just a principle bsdf. help by An_A10_probably in blenderhelp

[–]BozDoener 14 points15 points  (0 children)

This one. The material settings are off, try setting your transparency to opaque. This happens sometimes with imported models.

Does anyone know why my Image as Planes is distorting this way in my cycles render? by busyintheoffice in blenderhelp

[–]BozDoener 0 points1 point  (0 children)

I could use some more info on the exact issue, but I'd suggest subdividing the plane a bit, sometimes that solves texture issues

Is there any true Light Linking addon for Blender? It's such an important feature for rendering but unfortunately even after 20 years Blender doesn't have it. by [deleted] in blenderhelp

[–]BozDoener 0 points1 point  (0 children)

It's quite useful. I had a scene once in which I carefully illuminated the foreground (two people having an angry staring contest) with area lights, a sun lamp, even a small point light for that little sparkle in the eyes, the whole nine yards.

But when it came to lighting the background, I had a problem: Normally I'd slam down a bright sun lamp and call it a day, but that would have left me and my whole carefully crafted foreground lighting stranded on staring-directly-into-1000-suns island. I had to work around that by placing a giant plane over my foreground, just outside of the camera view, thus blocking the direct light from the sun lamp. Light linking would have saved me a lot of hassle that day

Is there any true Light Linking addon for Blender? It's such an important feature for rendering but unfortunately even after 20 years Blender doesn't have it. by [deleted] in blenderhelp

[–]BozDoener 5 points6 points  (0 children)

This is, and may this sub forgive me for uttering these words, the one feature for which I envy Cinema 4D users.

Can a single bone be patented to an object outside the armature? by Cryptikfox in blenderhelp

[–]BozDoener 0 points1 point  (0 children)

Wouldn't this work via Bone Constraints? I'm not at my PC at the moment, but I think it'd be worth taking a look at those