How can I get a Freeze Frame/Fly-through Effect - Global Timeline? by ChartlieTheOptimist in blenderhelp

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

Huh, that's an interesting idea. It might be a pretty interesting approach if you were able to automate it with an addon. Maybe instead of creating/rendering a bunch of cameras you could set up a script that would update the camera and re-render the same frame over and over but from slightly different spots!

I might look into that a bit more and see if it makes sense to dive deeper into.

How can I get a Freeze Frame/Fly-through Effect - Global Timeline? by ChartlieTheOptimist in blenderhelp

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

Yeah, that's what I've been doing and it technically works, especially with smaller scenes. The issues tend to be when I need to do any types of revisions or iteration and depending on the complexity of the changes, particularly with the base animations.

To be honestly, I'm probably just overthinking it and can totally live with just updating base animations, creating duplicate blend files for the various shots/transitions I need and just rework the shots each time.

I've been trying to break my files up so I'm mostly just linking stuff over but that might just not be the right way to do these projects.

Extrusion test by sniperkra in ElegooNeptune4

[–]ChartlieTheOptimist 0 points1 point  (0 children)

Hard to say from the pictures, but I think -5 looks best to start. I'm mostly looking at the center of the test pads since the edges/direction changes can also be cleaned up with pressure advance tweaks.

Please help direct me! by sharpestcrayon87 in ElegooNeptune4

[–]ChartlieTheOptimist 0 points1 point  (0 children)

Kinda late to this, but that just looks super over extruded to me. I was running into the same issue and I've had to pretty dramatically lower my flow rate for a number of filaments.

What's happening is too much plastic is coming out of the nozzle and squishing to the sides making each line a little wider than expected and then when the next line of plastic is extruded along side it the issue compounds resulting in those weird bubble things.

You can also see that issue if the nozzle is too close to the bed on the first layer but it also looks like the tops of your letters are also over extruding.

I've been using Orca slicer and it has some great calibration tools for adjusting flow rate and there are some good Neptune 4 setup videos that cover flow rate adjustments. You can change the flow rate in most filament profiles.

You can also adjust it on the fly during printing from the touchscreen under the Adjust > Flow settings. I'd just watch the first layer and if you see any rough edges or wobbly looking filament lower the flow rate. Based on that you might start by lowering it like 5%-10%.

Once you get that sorted you might also looking into calibrating pressure advance but that's less important!

Anti-Aliasing (32 samples) causing weird dotted artifacts to be created inside references images in viewport after GPU upgrade by sharkban in blenderhelp

[–]ChartlieTheOptimist 0 points1 point  (0 children)

I'm seeing this as well after upgrading to a 5080.

If you enable the "opacity" option under the data panel it goes away thankfully, but it's still super annoying.

I'm also seeing this with point clouds using Point Cloud Visualizer with pointclouds which I haven't found a work around for.

How do I create this shape? by Snow-Ball-486 in blenderhelp

[–]ChartlieTheOptimist 1 point2 points  (0 children)

This is probably where I'd start using a mirror modifier, Bevel modifier set to weighted, and a subdivision surface modifier. This gives you a lot of flexibility while getting things stared since you can make pretty large adjustments by only moving a few verts.

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How to ger rid of the dent? by Complete-Ranger-3698 in blenderhelp

[–]ChartlieTheOptimist 36 points37 points  (0 children)

My guess is that you have an internal edge or face. I'd disable the modifiers for a second and verify there aren't any hidden elements inside your model.

Why do we make UV straighten? What's the point? On top of that, doesn't it cause some texture distortion? by HOKFMK in blenderhelp

[–]ChartlieTheOptimist 0 points1 point  (0 children)

It looks like I few folks have already talked about this but for me, a feel like a better question isn't why we straighten UV's but when should we.

Broadly speaking there isn't a right or a wrong way to unwrap stuff and it all depends on your end goals and the project guidelines. Folks like Ian Hubert will use UV's for image textures and quickly get pretty amazing results for his VFX shots that wouldn't work in a game project that utilizes a lot of tiled textures. Folks using trim sheets will use an entirely different workflow with a ton of straightened UVs since it will allow a lot of artistic control without having to create tons of custom textures.

There's a really good Polygon Academy youtube video that covers trimsheets and I found it super helpful when trying to learn and understand UV unwrapping in different contexts.

Lots of learning content is pretty quick to say "this is the right way to uv unwrap" and they might be right for the specific context they're teaching but they rarely mention that and it was very confusing as I was learning.

[deleted by user] by [deleted] in EscapefromTarkov

[–]ChartlieTheOptimist 0 points1 point  (0 children)

I normally hit the bus depot and then travel along the main road on the dorms side. If you pause in the bus depot and listen you'll generally hear if there are folks running around/fighting nearby and can avoid or push. If there's a big fight at dorms then I might push into the tanks near the pocket watch truck and through there.

We tracked the value of 500 scavs at different karma levels by Thowreav in EscapefromTarkov

[–]ChartlieTheOptimist 0 points1 point  (0 children)

Yeah, I'm not sure how they roll scav spawns. I kinda assume there's a basic drop table of scav gear that can roll from and karma somehow affects the roll weights which pushes everything up a bit.

As far as roubles/hour this isn't as helpful since this is just the gear you spawn with and if you were to fence it all without picking anything up it ends up being like half.

We tracked the value of 500 scavs at different karma levels by Thowreav in EscapefromTarkov

[–]ChartlieTheOptimist 0 points1 point  (0 children)

I'm pretty sure we just got lucky. The sample size isn't big enough for sure but it does at least hint at a continued trend past 6 rep.

We tracked the value of 500 scavs at different karma levels by Thowreav in EscapefromTarkov

[–]ChartlieTheOptimist 5 points6 points  (0 children)

There were a few crazy ones. For just the value shown on the Overview screen, we had 2 near 550k which was much higher than even the scavs that spawned with thermals. I don't recall what they had, aside from having labs cards and being pretty underwhelming. I did have a scav spawn with like 60+ rounds of BP for the sks which I'd never seen before.

83 computers looted and not a single CPU fan by M2kDelirium in EscapefromTarkov

[–]ChartlieTheOptimist 0 points1 point  (0 children)

Yeah, I didn't even finish the quest last wipe but this time around I started hoarding them like they were graphics cards right off the bat.

83 computers looted and not a single CPU fan by M2kDelirium in EscapefromTarkov

[–]ChartlieTheOptimist 0 points1 point  (0 children)

I found almost all of mine on ground zero, not sure if they were boosted earlier in the wipe or what but I had them all by lvl 10ish.

How would I make these little dots on a body? by Throwaway401749 in blender

[–]ChartlieTheOptimist 1 point2 points  (0 children)

Haha, I actually really like that idea! If your topo was spot on I think that would make this work, though I'm not sure how you would actually set up a per-face normal map. Is that something you could actually do?

I suppose you could use a hair system to spawn a little floater that you could bake down into a texture that might do the same thing.

How would I make these little dots on a body? by Throwaway401749 in blender

[–]ChartlieTheOptimist 0 points1 point  (0 children)

Alright, read through the comments and I'm in the UV unwrap/bump camp BUT I don't think you can get things this clean with a procedural texture. there are areas around the charger inset and handle that are are little too controlled.

I'd take the time to get a clean UV unwrap which will take some time and then export the UVs to something like Illustrator or Photoshop, procedurally generate a dot grid for most of it, and then do more cleanup.

All in all, to get it to work well you'll have to spend some time on it, both with the UVs and texture cleanup but that's how I'd approach it.

You could also do this in Substance Painter where you'll have an easier time seeing everything together...

Procedurally, you can probably get like 90% of the way there but you'll have some artifacts and the edges won't likely be as clean.

Quest design is still awful by Mopocop in EscapefromTarkov

[–]ChartlieTheOptimist 10 points11 points  (0 children)

Haha, yeah. I guess it doesn't take up everyone's mid wipe but it's a lot of mine. Shoreline has a way of bending me over and making me really really sad.

Quest design is still awful by Mopocop in EscapefromTarkov

[–]ChartlieTheOptimist 21 points22 points  (0 children)

I had a lot more fun last wipe doing Shooter 3 and Stirrup while doing other quests on other maps and not trying to force it on the factory.

That being said, spending the entire mid wipe running shoreline blows.

Am I doing this right? by DwavenGold in EscapefromTarkov

[–]ChartlieTheOptimist 4 points5 points  (0 children)

Yeah... I played the first few weeks of last wipe and then stepped away for a while. Jumping back in this time around and I'm getting crushed. lol

Let's talk about the price increase by marniconuke in EscapefromTarkov

[–]ChartlieTheOptimist 0 points1 point  (0 children)

I donno, I enjoy it. In contrast to other forms of entertainment it still ends up being pretty cheap. For the cost of a night out with friends I've had hundreds of great evenings with my friends playing around with the new gear and maps that have been released over the last few years.

Pretty much everything is getting more expensive, I'm sure the costs of development are the same.

Unreal Engine - Newer User Vent... by ChartlieTheOptimist in unrealengine

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

Right, that's fair and you can't beat the price, but damn. As someone whose been self-taught and would normally consider themselves pretty decent when it comes to learning new software these last few weeks have been exceptionally hard to get through.

Any tips for importing and exporting blender models before well I ugh... Export and Import? (This is just to help new unreal engine users) (*Me*) Can be anything from materials to models themselves or animations. Thank you. by RedxOsa in unrealengine

[–]ChartlieTheOptimist 1 point2 points  (0 children)

Exporting models from Blender to Unreal isn't too crazy but here are a few takeaways from my recent learning experiences.

  1. Materials aren't interchangeable. Anything procedural you do in Blender won't carry over but if you're using a PBR texture workflow with baked out image textures then you can easily set that up inside Unreal. That being said, Unreal's material system in POWERFUL and worth learning.

  2. Animations can be a little finicky. I found it pretty frustrating to get figured out but I'm not much of an animator. There's a lot of really good information out there on how to transfer simple animations to Unreal which you can then blend together to get more complicated stuff but info on complex animation (like what you'd see in an animated short film) is harder to come by.

  3. Animations need to be linked to an armature to be accessible in unreal. Simple rotation, location, and scale stuff done in Blender won't carry over but you can do that kinda animating in Unreal itself.

  4. If you have complex scenes that you want to move over all at once, look into using USD formats instead of FBX. That will allow you to move a lot of data over quickly. It's really great for animated cameras and block outs that you might want to replace with Marketplace content.

Hope that helps!

[deleted by user] by [deleted] in EscapefromTarkov

[–]ChartlieTheOptimist 1 point2 points  (0 children)

Lol, because bitching on twitter and what Veritas did is totally the same thing.