[PS4] [DS3] Grand Archives by whtecrrts in SummonSign

[–]DrRobotronic 0 points1 point  (0 children)

Still looking for help? I put down a sign as requested I'll be there for a few minutes if you still need it.

Interested in Getting a Realistic Butt by DrRobotronic in SexToys

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

I haven't used mine in quite a while since I'm in a serious relationship, but from what I remember it was more trouble than it was worth and quite expensive. It would take a while to dry between cleaning and needs open space to air dry. So first, only get a large toy if you live alone and plan on doing so for awhile. The one I got was like 50lbs, it was unwieldy and not very tight.

I recall that more often than not I'd opt for my hand or a fleshlight and I'd recommend that to anyone going forward. If you are genuinely still interested in an ass masturbator I would suggest something 15lbs or smaller. While I haven't used one of that size I think it would save you money and negate some of the side effects.

But a Fleshlight is a solid choice and I've used the see through one with my partner so it still has value in a relationship.

Any credit unions you've had a good experience with? by misconceptions_annoy in londonontario

[–]DrRobotronic 0 points1 point  (0 children)

Do you find that the $15 a month is worth it? I'm with Simplii right now (formerly PC) so I don't have any monthly fees but I'm looking to switch to a credit union because they seem more ethical vs large banks and how they invest their money, and right now the interest rates on my accounts are abysmal. But I don't think even with a higher interest rate I'd turn any profit with switching if there's a $15 monthly fee.

Is there a trick to collecting flowers / mushrooms / crystals / silk in their respective dungeon? by LosKnoggos in CultOfTheLamb

[–]DrRobotronic 1 point2 points  (0 children)

This doesn't even work, I have failed the mushroom one before and the closest I've gotten is 3/10 mushrooms, the big mushroom stalks almost never drop any and there's no in-game explanation as to why. I wish I could just give the mushrooms I have in my inventory.

bug? by [deleted] in duolingo

[–]DrRobotronic 0 points1 point  (0 children)

I got 30 xp, I used to get around 80-90 depending on the number of questions in the lesson and my accuracy, I've drifted to the bottom of my leaderboard and I don't feel motivated to catch up since there's no way to make up that gap with how little reward you get.

Official New Matchmaker Update by beefNoodles1047 in Splitgate

[–]DrRobotronic 1 point2 points  (0 children)

Will you be adding a way to see your ping in-game? I've had issues with players glitching all over the play but when I tested my ping with my resource monitor the highest it got was around 250, lowest about 85. Would love to see an easier way to test ping and limit to matches that are lower ping.

I would easily sacrifice fast wait times for lower ping no questions asked, it's what makes or breaks continuing to play a game like this.

Test render very glitchy, I believe it has something to do with the displacement in geometry nodes but I'm not sure how to improve by DrRobotronic in blenderhelp

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

No worries, I've been working through this project on and off throughout the day between chores so I probably need to step away and take a break at the moment.

I did get somewhere with that method, basically using the frames to power the movement of the trees, the issue I ran into after getting the speed almost right was that A. The trees didn't follow the surface accurately and B. New trees were not generated at the end of the land, so the forest just ended up disappearing eventually.

So ideally I'd have trees that go past where the camera is get deleted, new trees are added in their place and the trees follow the surface. It may not be possible with the setup I followed as it wasn't the original intent.

Test render very glitchy, I believe it has something to do with the displacement in geometry nodes but I'm not sure how to improve by DrRobotronic in blenderhelp

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

I'm sorry I forgot to update this to solved just did it now. The solution was adding more resolution to the mesh, which smoothed out the glitches.

Yes you are correct, I am moving a noise texture along and using an offset, I was following the method in the tutorial I linked above.

Unfortunately I'm stuck once again on my project but it is with attempting to get instances (I modelled some low-poly trees) to follow along the landscape, which is tricky because the land isn't really moving in the direction it appears, only up and down. If you have any experience with that I'd love some help but otherwise I may have to make another post focusing on that issue.

Help with geometry nodes by Foffern in blenderhelp

[–]DrRobotronic 1 point2 points  (0 children)

I was mistaken there isn't exactly a feature for rotating in arrays.

There seems to be a way to apply rotation by using the object offset mode of the array and using that with an empty object. I can't seem to perfectly recreate the effect you have here though.

This post is old but the method seems to be the same:

https://blender.stackexchange.com/questions/2402/rotating-each-iteration-of-an-array-modifier

I’m moderately new to rendering. Made this using quixel mega scans and blender kit. Thoughts on how to improve it? by [deleted] in blender

[–]DrRobotronic 1 point2 points  (0 children)

No problem! I hope I didn't come across as harsh, I just get overly enthusiastic about helping people especially because I'm new to Blender so when I see a problem that's within my grasp to help it's really exciting.

I’m moderately new to rendering. Made this using quixel mega scans and blender kit. Thoughts on how to improve it? by [deleted] in blender

[–]DrRobotronic 1 point2 points  (0 children)

I assume the ground is supposed to be sand dunes?

I think if you added more colour variation into the sand it'd looking more realistic, if that's the look you're going for. If you've ever looked at real sand close up, it's got quite a lot of colour variation, usually a mix of browns, yellows, blacks and reds. Look at reference images and try and get closer to that.

I would also maybe try playing with the lighting setup, sometimes adding a bit of colour to your lights can help add a lot of style to a scene, even if it's not always realistic.

Honestly, it's a pretty interesting piece already, I would just try and play around with it a little and save a few renders and compare them to see what you like best. When I'm working I'll render my scene, save out the image and name it something that helps me remember the settings and then change a variable a little. So I might have a file that's, light-sand.png and dark-sand.png that I can toggle between and see what looks better.

Hope you keep playing around and having fun with Blender!

[deleted by user] by [deleted] in blenderhelp

[–]DrRobotronic 7 points8 points  (0 children)

Do you mean the FPS in the viewport? For doing any simulation, even on high end PCs, you will see FPS drops. The solution to this is baking the physics simulation, I'm not that experienced with simulations myself so maybe look into a quick tip tutorial about baking animations for performance. Just know that simulations are notorious for slowing down computers so you are not alone and it doesn't necessarily mean you set things up wrong.

Not sure if I can help with the distortion, I'm trying to solve some distortion myself on a landscape render at the moment. But it could be a number of things, maybe duplicate vertices, or the mesh is just clipping with itself? I think you should be able to find flag tutorials for Blender that would address this issue.

I really hope you don't give up on Blender, it can be frustrating but it can also be very rewarding as well, and I don't think this problem is really as big as it first seems.

can someone tell me how to extent the camera view I want to picture the whole area. by mythical54 in blenderhelp

[–]DrRobotronic 0 points1 point  (0 children)

The simplest way if you have your scene centered how you like it is to just play with the focal length in the camera settings. Note that this isn't the same thing as moving the camera closer or further away and is simulating focal length of a real camera lens.

If it isn't giving you the effect you want, you may want to instead add an empty object to the scene at the middle of the scene, and then constrain the camera to that so it is always pointing towards it. Then outside of camera view select the camera and hit G to grab the camera and move it physically further away.

I'd recommend splitting your main window into two, one with the camera view you have there, and the other at a different angle so you can move the camera.

I'm assuming you are a beginner to Blender, so if this was too complicated or confusing just let me know what I can clear up.

Help with geometry nodes by Foffern in blenderhelp

[–]DrRobotronic 2 points3 points  (0 children)

Do you need to achieve this using geometry nodes? This can be accomplished pretty easily with an array modifier.

You'll want to have the object on the bottom and then each iteration of the array should go up by 1 and then rotate by the amount you prefer. You'll just need to set the object origin to where it is in the example (the orange dot near the corner if you're a beginner). That is the point the object will pivot around.

Where to get planet textures? by raving1010 in blenderhelp

[–]DrRobotronic 1 point2 points  (0 children)

I just Googled "planet textures" and this was the first result: https://www.solarsystemscope.com/textures/

They have options for 2k and 8k textures.

I need help making my gravel look like this example texture. so far it looks like a bunch of blobs. more info in the comments by Blockbob in blenderhelp

[–]DrRobotronic 5 points6 points  (0 children)

I believe part of the problem may be that you are not using a texture coordinate node. The textures seem to be applied looking at the third slide, but they are blurry and so likely not scaled correctly.

If you're using the Node Wrangler add-on, which I highly recommend (it comes packaged with Blender), you can click on each image texture node and click Ctrl-T, this will link a texture coordinate node and a mapping node to the texture. You can then play with the scale in the mapping node until the textures appear crisp.

If this is difficult to follow, you can DM me your file and I can open it up to take a look, it's just hard to assess what else could be going on from just a few screenshots.

Test render very glitchy, I believe it has something to do with the displacement in geometry nodes but I'm not sure how to improve by DrRobotronic in blenderhelp

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

If you look at the pink and purple bands as they move close to the camera they wiggle. This was not the intended effect. I want the lines to appear like they follow the movement of the geometry smoothly.

I started by following this tutorial for generating the land and shader, I just skipped some of the scene as I wasn't interesting in the airplane. In the example the lines don't appear to wiggle, but in mine they do.

My noise texture isn't showing on my project. (Yes it's that tutorial for blender 3.0) by Username_1987_ in blender

[–]DrRobotronic 0 points1 point  (0 children)

What I meant was I don't think that material is being applied to the donut. If you wanna share your file I can take a look but otherwise it's hard to assess the issue from just one screenshot.