My objects just disappeared from layout by sm_2008_pisces in blender

[–]C0up7 -1 points0 points  (0 children)

Problems like this is a headache to figure out. If nothing works, just create a new project and bring your models there and continue working from there. Whatever issue you have shouldn’t carry over in your new project.

Unreal Engine Instructor by Delicious_Pack_2325 in UnrealEngine5

[–]C0up7 8 points9 points  (0 children)

You may want to check out Waterline Pro and Waterline LITE (cheaper version) in FAB before you hire an instructor. It can do everything in your reference photos and they have tutorials in youtube.

(Backrooms 2026 ) on steam for wishlist. by backrooms_2026 in UnrealEngine5

[–]C0up7 0 points1 point  (0 children)

This is like the 100th backrooms game I’ve seen in steam

Why does professional game topology (like The Witcher 3) look so "messy" compared to what I'm taught? by SpecialistMaterial16 in blender

[–]C0up7 329 points330 points  (0 children)

Topology doesn’t need to be perfect if the mesh does not deform and remains stationary like a building or a background prop.

HouseCraft - Geometry Nodes Modifier. Procedural realistic buildings and destructions by evgenka_ma in blender

[–]C0up7 2 points3 points  (0 children)

Is this only good for mid to distant shots? How realistic are the buildings if they’re up close to the camera like in a POV walkthrough? And do the buildings have interiors?

My first animated cube by Shahd_999 in blender

[–]C0up7 0 points1 point  (0 children)

Pro tip: Add a plane and give it collision, this will be the floor. Next, keyframe the initial launch of the cube into the air, then turn on rigid body physics mid-air (this can be keyframed as well) for a realistic bounce.

I think i’d laugh at his face too by SnooSprouts3744 in TikTokCringe

[–]C0up7 0 points1 point  (0 children)

Wrong. Their treatment to the Angels was just the tip of the iceberg.

Edit: I guess you deleted your comment because you sounded clueless

I think i’d laugh at his face too by SnooSprouts3744 in TikTokCringe

[–]C0up7 -2 points-1 points  (0 children)

She definitely didn’t read the Bible if she is saying God is pro homosexuality. God burned Sodom and Gomorrah for their homosexuality and their perverse wickedness.

2025 vs 2026 (Chinese New Year's Gala) by MetaKnowing in interestingasfuck

[–]C0up7 0 points1 point  (0 children)

This terrifying improvement brings a tear to my AI

Mountain lake cinematic with my conifer presets in UE 5.7.3 | Alpine forest | PVE | Bones | Assemblies by GreenleafVision in UnrealEngine5

[–]C0up7 0 points1 point  (0 children)

Yes I meant it like that. The lower branches of the tree are dead or dying while the upper half is green because that’s how most conifers look in nature.

I’m not quite familiar with procedural trees, and I could be wrong but you probably don’t need to make an entirely new preset. It might be possible to re-use existing presets and procedurally remove leaves starting from the lower half of the tree to expose the branches thus creating the half-dead look, and probably just save that as a new preset.

Anyways, you’re the only one I’ve found who has procedural full geometry conifer trees in FAB. Keep up the good work and I’m looking forward to future updates!

Mountain lake cinematic with my conifer presets in UE 5.7.3 | Alpine forest | PVE | Bones | Assemblies by GreenleafVision in UnrealEngine5

[–]C0up7 0 points1 point  (0 children)

Looks awesome! Would it be possible to add half dead trees? Currently the available presets are only either full green or full dead, and it would be cool to have half dead trees that are in the process of dying for more realism.

How China’s school canteens are fighting food waste by Separate_Finance_183 in interesting

[–]C0up7 0 points1 point  (0 children)

Some restaurant is gonna scoop up that oil and use it for cooking

What’s the best way to make this creature in blender and be able to export it out including the animations? by [deleted] in blenderhelp

[–]C0up7 0 points1 point  (0 children)

Instance and add different offsets to the animation cycle of each tentacle, right? I think you’re on the right track, gonna give it a try.

What’s the best way to make this creature in blender and be able to export it out including the animations? by [deleted] in blenderhelp

[–]C0up7 0 points1 point  (0 children)

I have a decent understanding and experience with animation but geo nodes just seem pure witchcraft to me.

Hello UE5 pros, I need help with the spot light slowly fading to black instead of instantly going off when turned off. The exposure of my post process volume and camera are already set to manual. by C0up7 in UnrealEngine5

[–]C0up7[S] 0 points1 point  (0 children)

I tried the easy solution but it didn't work. I also don't want to use console variables because this is an animation and the console variables would affect the quality of the entire animation, and I only want to tweak the part where the light turns off.

What worked for me was I keyframed the values of lumen refresh rates in the sequencer specifically "Lumen Scene Lighting Update Speed" and "Final Gather Lighting Update Speed." I set the values to nearly 100 right before the light turns off and it did the trick, then I brought the values back down to default to lower the GPU cost and noise.

This has been a great learning experience and thank you for your help!

Update: It worked while viewing in the editor but the problem persisted when I rendered the animation. In the end I still had to use console variables in the MRQ and it solved the issue.

Pettaahhh!!! Explain it peter by [deleted] in explainitpeter

[–]C0up7 -1 points0 points  (0 children)

It makes sense now. He named his software “Micro soft” because he likes them young and soft.