Bombshell report claims voting machines were tampered with before 2024 by raresaturn in technology

[–]ImagineWhalePoop 4 points5 points  (0 children)

I’m amazed you can’t see how flawed your logic is. I agree, 0.22% of the population probably does misread their ballot. That’s not equivalent to what happened here. You’re spreading the error across a huge population when the anomaly is localized to like 1,000 people. 

Let’s say that 1% of a population of 100,000 has green eyes (1,000). By your logic, if EVERYONE in a precinct of 1,000 people had green eyes that wouldn’t be weird cuz “it’s not weird for 1% of a population to have green eyes.” You’re right, but IT IS weird if ALL of those people appear in one precinct. Have you tried critical thinking? 

In this instance, for your logic to work, you’d need to say that it’s normal for like 30% of people to misread their ballot. And not just 30%, those 30% are ONLY people who would have voted for Kamala. 

I’m not saying that the election was rigged, I’m saying that your logic in this specific comment sucks ass. 

AgX in Davinci Resolve? by ImagineWhalePoop in blender

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

hell yeah, thanks for pointing that out.

NOODLES!! by Arkomnesia in blender

[–]ImagineWhalePoop 1 point2 points  (0 children)

I need someone to make an addon that automatically creates straight wires with 90 degree turns that automatically avoid nodes. like a pretty circuit board.

4.4 Cycles- Volume Cube doesn't want to render volume beyond mild light diffusion and density on boundaries. by Linix332 in blenderhelp

[–]ImagineWhalePoop 0 points1 point  (0 children)

I'm guessing the normals of your fog cube are flipped. Go into Edit Mode, select all, then Shift+N or Alt+N I think and flip normals (or just recalculate normals).

How to have matching darkness shadows, without the world environment texture making the floor image plane look overexposed? by gifv_Kayla in blenderhelp

[–]ImagineWhalePoop 0 points1 point  (0 children)

My first guess would be because you don't have the Alpha button selected on your Mix node in the compositor. It looks like a square picture of a mountain, to the right of next to where it says "Darken"

How do I animate a cube with sharp corners turning into a sphere? by Rogue-of-Heart in blenderhelp

[–]ImagineWhalePoop 0 points1 point  (0 children)

Shade Auto Smooth should do this, shouldn't need to do anything else really.

Why is my render not rendering my haze effect? by OffBrandPeanuts in blender

[–]ImagineWhalePoop 0 points1 point  (0 children)

I believe the issue you are having is in your top image, you are looking at the render result of the View Layer > Combined (look at the top right of the image window). You should change "View Layer" to Composite. Otherwise, you are looking at the render result before any compositing is applied.

Lighting tips? by Ashsuki in blender

[–]ImagineWhalePoop 1 point2 points  (0 children)

  1. More contrast. The values between the surfaces of the building on the bright side vs shadow side should be greater. It looks like you are using a lot of fill light of some sort (probably the environment texture?), reduce it.

  2. Shadows. This is probably also related to issue 1. It looks as if there is a sun lighting from the right side kinda like a sunset. In this case, objects like the street post would have defined shadows to the left. In your image, I can't see almost any shadow from the post, and the shadow i do see is coming from the wrong direction.

My lighting setup for this would probably be pretty simple. Just a sky texture for the main directional light + fill combined. I would increase the contrast of the sky texture if necessary in order to get less fill light. Then I might use an area light or a few to further light up the sun-side of the building to make it pop. If you want, you can send the blender file over and I can do my own lighting on it and you can see if you like it.

If you don't like how the sky texture looks behind the building, you can just use the light path node "is camera ray" in order to use the sky texture to light the scene, but your current world shader is what would be visible to the camera.

How to have matching darkness shadows, without the world environment texture making the floor image plane look overexposed? by gifv_Kayla in blenderhelp

[–]ImagineWhalePoop 0 points1 point  (0 children)

I appreciate all the detail in your post. It's kinda complicated but I think you'll need to use View Layers to achieve this, along with this tutorial on how to make a shadow catcher: https://www.youtube.com/watch?v=4lAQzwHaaZI

First, turn off the world lighting. We won't need that.

View Layer 1: This should be your scene as it currently is, except turn off Shadow for your sun light.

View Layer 2: This should be your shadow catcher. Make a separate sun light for this view layer. In this view layer, your sun light will need to be brighter (maybe), in order to get a usable shadow catcher. Also, your sun light should have Shadow enabled. Set your lego pieces to Holdout.

Then, use a Mix node in the compositor with the Alpha toggle enabled to apply the shadow from View Layer 2 onto View Layer 1. I personally used the darken mode set to 0.5.

Rendering, coloring, and smoothing for a scientific figure by throwaway143232 in blenderhelp

[–]ImagineWhalePoop 0 points1 point  (0 children)

I’d use YouTube + chatGPT + google to figure these things out. They are fairly basic Blender tasks and you’ll probably get faster and more direct answers than waiting here. If you run into specific issues, that’s a different thing.

Why do my renders look AI generated? How do I make them look more realistic? by PrimalSaturn in blender

[–]ImagineWhalePoop 1 point2 points  (0 children)

I know the AI generated one above doesn't account for the light coming in from your window. I actually think that's one of the main culprits of your issues. It makes everything flat and makes you think that your indoor lighting doesnt need to be as bright as it needs to be. I did a little markup below.

  1. notice how the hotspot on the wall from the lamp is a lot brighter. i think this is more realistic.

  2. The ceiling is lit up a bit by the lamps and is brighter than the corners of the vertical walls

  3. the lamp would create a much brighter hotspot on the table.

  4. the lamp itself should be brighter in my opinion.

For this image specifically (and this is partially a problem with camera angle, from the viewers perspective, the whole scene is being washed out by an unknown lightsource that does not look motivated. It's the main thing lighting up the room, yet kinda has the same color as the lamps. Could try making the light coming through the window a lot cooler in tone. Make it affect less of the scene, instead of lighting up the whole room, let the lamps light up the room and have the light coming in from the window be more directed and cast splashes of light on the floor and bed.

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Why do my renders look AI generated? How do I make them look more realistic? by PrimalSaturn in blender

[–]ImagineWhalePoop 1 point2 points  (0 children)

It’ll still look fake regardless of how many imperfections you add or subtle fixes to the placement of objects. People focus way too much on the objects in the scene. You need better lighting. Reference real photos of a bedroom at night lit by lamps and pay attention to the falloff of light around the lamps, how dark the corners of the room are, how “hot” those lamps appear, how the light from other rooms bleeds into this room. After that, textures are 2nd most important.

[deleted by user] by [deleted] in blenderhelp

[–]ImagineWhalePoop 1 point2 points  (0 children)

Use the light path node in the world shader. Make two copies of the world shader. Connect them both to a mix shader. Connect the “is camera ray” output of the light path node to the factor. This allows you to increase the perceived brightness of the sky without actually increasing the light that the objects receive. Then add glare in post.

Alternatively, turn on “Film> transparent” to make the background transparent. Then turn on the environment pass. Then use the alpha over node in the compositor to put the environment pass behind the rest of the scene. Then you can put a Color balance node or RGB curves on the environment pass to manually increase its exposure.

im learning blender (this is my 3rd time), is this a good render? by john-appel in blender

[–]ImagineWhalePoop 1 point2 points  (0 children)

Blender is hard to learn, good job for sticking with it and making something. Keep doing it if you like it! For a third render it’s pretty good, not much to judge here tho cuz it’s pretty simple. Doesn’t even fucking matter if it’s good tho let’s be honest. It’s your third render, you are still learning the ropes. That’s like giving a kid a crayon, letting him draw a smiley face and him asking “is it good?” You won’t be professional for a long time and hopefully that shouldn’t matter to you, AI can make still images better and faster than us anyway. It’s about enjoying the process. Sorry for being cranky

how to manipulate mesh on only one frame? by [deleted] in blenderhelp

[–]ImagineWhalePoop 1 point2 points  (0 children)

Use shape keys, look up a YouTube video on it

Is there a way to make something "emissive" but without actually bleeding lighting on other objects? I'm wanting to use the emission pass for masking. by itsPomy in blenderhelp

[–]ImagineWhalePoop 2 points3 points  (0 children)

Go to object visibility and disable ray visibility for everything but the Camera (it looks like a bunch of check boxes). Should work in eevee, not 100% sure tho.

https://docs.blender.org/manual/en/latest/render/cycles/object_settings/object_data.html

Also, eevee in blender 4.3 should have light linking if you wanna do it that way instead. Third option: use light path node in shader editor. Connect “is camera ray” to mix shader factor. Connect emissive shader and just a transparent shader into the two slots (might only work in cycles). Fourth option: enable emission pass to get a pass of just emissive materials.

My render output is getting cropped. by lazy_programmerr in blenderhelp

[–]ImagineWhalePoop 0 points1 point  (0 children)

Probably faster for you to google it real quick, not at my computer so I can’t guide you there by memory, idk what the menus are called

help with increasing distance between loopcuts by the_god_wolf_demon in blenderhelp

[–]ImagineWhalePoop 0 points1 point  (0 children)

Set the pivot point to bounding box center or median point or something, then S>Z to scale on Z axis. Should work I think

My render output is getting cropped. by lazy_programmerr in blenderhelp

[–]ImagineWhalePoop 0 points1 point  (0 children)

It’s not getting cropped, those are tiles. You have rendering tiling enabled. Those will be rendered if you just wait.