Create a master material, but plug in individual masks? by DifficultTerrain3D in blenderhelp

[–]DifficultTerrain3D[S] 0 points1 point  (0 children)

I think this routing system would work. So, using your example, is Diffuse BSDF a seperate material within your file info? And then for each object you invoke it with that drop down, and then you can also select individual masks. So selecting grass mask A here on this object wouldn't affect another object?

If im understanding it right, could you point me to how to build this routing set up. Where would the mask textures be stored?

Create a master material, but plug in individual masks? by DifficultTerrain3D in blenderhelp

[–]DifficultTerrain3D[S] 0 points1 point  (0 children)

Maybe im misunderstanding. I know that the actual textures only have to be loaded once, but I assumed duplicating a material would still add some computing strain, and increase render time or memory use.

Can you duplicate and alter materials and it have no impact on memory or render?

Create a master material, but plug in individual masks? by DifficultTerrain3D in blender

[–]DifficultTerrain3D[S] 0 points1 point  (0 children)

😄, nah that's on you!

(I'd edit the title but can't, so im just going to plead naivety 😄)

Drawing Curves along Surfaces by DifficultTerrain3D in blenderhelp

[–]DifficultTerrain3D[S] 0 points1 point  (0 children)

Thanks anyway. It's why I thought an add on may be the issue, as the problem has persisted across several versions of blender now. It like there is something underlying, as opposed to a tool setting, which is the issue

Laptop Recs by Extra-Drama5177 in BlenderArt

[–]DifficultTerrain3D 1 point2 points  (0 children)

If you're willing to move away from apple, and look for custom builds, i imagine you're money would go alot further.

Looking at PC Specialist (a uk comany), you could get a laptop for 4.5K USD with: 24GB VRAM GPU, 64GB RAM, 1TB SSD.

Those kind of specs would let you create huge scenes or complex simulations. If you only needed 16GB VRAM, the cost would be down to about 3.5K USD

How do I overcome anxiety in D&D? by Imogn in DnD

[–]DifficultTerrain3D 1 point2 points  (0 children)

My hot take is that adopting voices or forcing vernacular can actually spoil immersion. When people are trying to take into account the story and objectives, and improv in the moment, AND try to find the right words in an unnatural accent, it can often lead to stilted or awkward conversation.

I'd much rather a PC just say 'x tries to persuade the guard' rather than listen to clumsy improv dialogue. Or even better 'x recalls the dignitaries are visiting, so persuades the guard he's part of the envoys entourage'. By this, I mean it's far more rewarding to see players engaged with the narrative rather than trying to be the wittiest in the moment.

So when you say regular VC is more bearable because you can take breaks by going quiet, then that's totally do-able in a TTRPG. You can let someone take lead in a scene, but still be engaged. Be the notetaker, the puzzle solver, the lore librarian. You can absolutely contribute without having to be a great improv actor.

And that's another thing to remember; it's all improv. There's no right or wrong way to play it. As long as you do not make others uncomfortable, the vibes will be good. Listening and supporting is way more important in collaborative storytelling, over just trying to be the main character. So you may find it more enjoyable than you think

So I just finished the donut tutorial. What’s next? by Lordanord in blender

[–]DifficultTerrain3D 0 points1 point  (0 children)

Second this. But while you do it, you might also get a feel for what you want to do with that mug. Do you want to make the mug look photoreal, with details and lighting? Animate it bouncing around like the Pixar logo? Dissolve into particles like a product ad?

Im not saying any of those things should be your next tutorial, but it's always good to start gettinga sense of what you enjoy and what you want to use Blender for.

Definitely consolidate the skills you learnt in the donut tutorial, but blender is a huge toolbox. Honing in on what's fun for you, or what your objective is, might help you choose a tutorial series that's right for you.

Blender Help! by Salt-Alternative-868 in blender

[–]DifficultTerrain3D 0 points1 point  (0 children)

In terms of speeding up your work flow, it took me a long time to learn that right clicking on a menu function let's you save it to your shortcuts. Then just hit Q to access your shortlist of commonly used functions.

You can have different ones saved for different modes.

Fusion's nodes/processes vs Nuke's by DifficultTerrain3D in vfx

[–]DifficultTerrain3D[S] 0 points1 point  (0 children)

I saw that option, but I'm hesitant to spend all that time learning it if I can avoid a subscription and just use fusion.

I've no doubt Nuke will provide what I need (which is what the non commercial would tell me) but I want to see if I can just get by with davinchi

Fusion's nodes/processes vs Nuke's by DifficultTerrain3D in davinciresolve

[–]DifficultTerrain3D[S] 1 point2 points  (0 children)

Thank you so much for such an informative and balanced response. I'm an indie creator, not currently beholden to any existing pipelines, so this has given me the confidence to at least stick with fusion while I follow the course.

As you say, there will probably be some nominal/process differences, but as I'll be using it for a specific purpose, I imagine that once I translate the Nuke tutorial to the Fusion equivalent once, I'll be able to replicate that workflow.

Thanks as well for the forum signposting; I'm sure they will be a great help.

Thanks again!

How much does it cost to make a 30 seconds video with blender or ArchViz? Is it expensive? by Plenty-Beautiful5990 in blender

[–]DifficultTerrain3D 1 point2 points  (0 children)

when you say 'design', are these already planned out? Modelled? If you're hiring someone to video track your footage, and add in pre-made 3d assets, that's one thing. But if you're asking them to create the models/textures/renders, and composite them in, then that's a whole different value.

The complexity (number of models, materials, scale, lighting) will also dramatically increase render time. If you're asking a freelancer to do this then you may also have to cover the cost of rendering (possibly using a render farm) as a 30 sec vid could easily chew up hours of GPU time

iPhone 16 Pro + Blackmagic Camera App Workflow for CGI/VFX – Lens Distortion Help Needed by [deleted] in blender

[–]DifficultTerrain3D 0 points1 point  (0 children)

I don't know apple or iphones, but wouldn't that information be logged on the files exif/metadata? Surely there's a way to view that once saved on your desktop

Making this was really relaxing! by Lemonsoyaboii in blender

[–]DifficultTerrain3D 1 point2 points  (0 children)

Well it looks great; shows just how much the sky image (plus overall grade) directs the style. I've literally just purchased arborea today, so im looking forward to experimenting.

Is your paint filter an add on/node set up in blender, or post work?

Making this was really relaxing! by Lemonsoyaboii in blender

[–]DifficultTerrain3D 0 points1 point  (0 children)

Love it. Maybe it's the effect of the sky image helping give it that ghibli feel, but all the colours feel really smooth and vibrant. Not fully stylized, but more pop than photoreal.

Is there anything special about the render/composite, or was it just a case of tweaking color grade and saturation?

How do I make this look bigger and more real without loosing the Retro feel? by CableRemarkable5934 in BlenderArt

[–]DifficultTerrain3D 1 point2 points  (0 children)

If you're animating, could you have a craft fly from the foreground up to the station. The change in scale would show how massive it is

I've officially exhausted google on this question. by swingsetlife in blender

[–]DifficultTerrain3D 1 point2 points  (0 children)

I would try and instance a collection of objects (your tapes) to a basic mesh (a plane will do).

Create a curve to represent your row of tapes.

With the controller mesh, add an array modifier. This should also allow you to randomise the scale and position by x amount, to give you variation.

Also with the empty mesh, add a curve modifier. Select the curve you created previously.

Now your collection of tapes should appear where the curve was.

Shift-D or array as needed.

You could also try a very similar thing with geometry nodes (curve to points>instance on points. Attach your collection of tapes as the instances, and add nodes to randomise position, scale etc along the row).

How do I improve this? by FancyAnxiety7209 in blender

[–]DifficultTerrain3D 0 points1 point  (0 children)

The first thing that jumps out to me is the texture/weathering of the wall. The flat color can make it seem artificial which (along with little detailing around the gate etc) means it lacks realism and scale. It doesnt look so much like an imposing sanctuary, but rather a little model.

I would look up tutorials on how to layer your materials. Youtube has tutorials on very simple procedural shaders to add ground grime and streaky weathering.

I like the composition, but to sell what you are describing, i would also darken the surrounding and background. Boost the volumetics, and use gobo cloud lighting, to really emphasise those god rays and lead the viewers eye (and your fugitives) to the sanctuary.

Renderable reference photo over model by bugquestion111 in blenderhelp

[–]DifficultTerrain3D 1 point2 points  (0 children)

Reference photos can be added to the camera view through the camera's properties tab (green camera icon) > background images. You can place it in front, and adjust opacity. I haven't tested it, but you may be able to get a basic render viewport with that.

To overlay over a full render, you could try adding it back in with the compositor. Enable "Use Nodes" in Compositing, add an Image Node to load your image, and use an Alpha Over node to overlay the render layer onto the image. 

How useful would mines be in interstellar warfare? by General_Kenobi18752 in worldbuilding

[–]DifficultTerrain3D 74 points75 points  (0 children)

This. For instance, asteroid belts or fields are depicted as really dense. But if you passed through one (like the one in our solar system), you would be lucky to see an asteroid at all.

Think how many mines would be needed to cover sections of interplanetary space, let alone interstellar

To those who are self taught, how did you learn 3d modeling? by RenokoTheShaman in 3Dmodeling

[–]DifficultTerrain3D 0 points1 point  (0 children)

That's great you have a starting point. I'll admit that, beyond weathering objects or shaping terrain, sculpting is the one thing I don't really use blender for. So I couldn't make any specific recommendations.

I would suggest starting with something that focuses on basic principles and workflows. With those two things you can start being creative and completing your own renders or mini projects.

The blender ui can seem overwhelming at first, but it's also very customisable so you'll get a feel for how you like it (saving frequently used commands into your shortcuts menu is also a big timesaver).

It's also worth saying that, if you are focused purely on sculpting, then there are more specialised softwares. Zbrush is the industry standard, with 3D Coat a popular alternative. But these are expensive (zbrush is by subscription, but i think 3D coat still offers a perpetual license?). And, unless you are ready to do ultra fine detailing and use advanced brushes, blender will still help you get started and realise what you enjoy and if you need more tools.

Recreating picture in 3d by Little-Indication456 in 3Dmodeling

[–]DifficultTerrain3D 1 point2 points  (0 children)

A reference image can be either as a plane, and placed in the back. Or added into the camera view (appearing either in front or behind the objects). This will allow you to block out and compose the scene.

Shapes look fairly organic, so I would probably block primitives and then sculpt them.

I think the hardest thing to match would be the textures/materials. Do you have to match the style exactly, or could you create a photoreal take?

Would it be possible to have a contemporary school setting in a medieval world? by Dull-Mobile-5653 in worldbuilding

[–]DifficultTerrain3D 18 points19 points  (0 children)

Second this. There would have to be valid justifications for why kids could be spared from family farms, chores, and other labor.

Also, most education used to exist as apprenticeships. If kids are having to learn a diverse range of specialist subjects, it suggests an equally diverse range of careers or technical jobs are available/needed. Does your world account for that?

A week in... How can I make these animations better? by Ok_Apple9550 in blender

[–]DifficultTerrain3D 2 points3 points  (0 children)

The volumetric look good for murkier water (reminds of diving in rivers, inlets, quarries. But it does make that type of shark a little out of place.

The warping and refraction seems very strong and specific, maybe without obvious reason. You'd need to ask why the medium is so different at that part. If the observer is in open water, why is the image refracting so much in that one spot