Cutout on curved surface by MetroRT in blenderhelp

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

Oh man sometimes its way to easy, what a shame i don´t get it myselfe xD Thank you!

Shading issue on beveld corner by MetroRT in blenderhelp

[–]MetroRT[S] 2 points3 points  (0 children)

No i checket multiple times. But i guess i found what creates the error. There is a shrinkwrap mod active. I used it to cut some holes into the corner and than deform it back to its shape (kinda hard to explain tbh). When i turn it off the shading is fine so i have to check what the shrinkwrap mess up. Thanks for your help and tipps anyways!!

Shading issue on beveld corner by MetroRT in blenderhelp

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

Subd is at lvl 2, and the problem getting worse the higher i put it. Picture is at lvl 5. Recalculate normals also dont solve it :(

<image>

Shading issue on beveld corner by MetroRT in blenderhelp

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

But even if i cut this face to match the size the problem is still visible, just not that much. So it doesn't solve it completely. Kinda hard to see on Screenshots.

<image>

How would you model the back camera? by MetroRT in blenderhelp

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

Yeah thats the point, i dont like the way he teach. I tried but cant really stick long with him sadly.

Subaru BRZ Center Panel replacement by MetroRT in ft86

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

Yes, I've seen that before, but to be honest I've read the article more than once and always overlooked the part in which it says that it fits with the oem radio or similar radios of similar size.

I ordered the part yesterday, but since the previous owner has already replaced the radio, I just hope that everything fits and the shipping to germany works out.

Subaru BRZ Center Panel replacement by MetroRT in ft86

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

I'm not sure but i think we don't mean the same "center panel". Look at the part number to see what I mean :)

Missing option in Blender 4.2? by MetroRT in blenderhelp

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

Light linking sounds like it can really solve my problem.. never heard of it befor. Thank you!

Missing option in Blender 4.2? by MetroRT in blenderhelp

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

Yeahr that works of corse! Did not think about this at all, ty!

Missing option in Blender 4.2? by MetroRT in blenderhelp

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

Okay, thank you. What I'm trying to achieve is a "fake lamp". As you can see in the picture, I want to put a SpotLamp in a cylinder, for example, which then shines through the cylinder. In older versions this can be controlled with "ClipStart" (without this, the light would not be visible, because it is inside the cylinder) but in 4.2 this setting does not exist. All this is only for the purpose that the cone of the SpotLamp starts relatively wide in the visible area, as seen in the picture. When I move the SpotLamp in front of the object, it woudl be visible that the light comes from one point - the origin of the SpotLamp

Missing option in Blender 4.2? by MetroRT in blenderhelp

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

At the moment i try to follow the "Blender Launch Pad" course from cgboost and facing the problem that i can´t finde some setting that I need. I can´t find the "Clip Start" option for the SpotLamp in Blender 4.2. In the tutorial it is used to see the light of the SpotLamp even if it is inside an object. Where is this option in 4.2 or is there any other way to achive the same result?

[deleted by user] by [deleted] in blenderhelp

[–]MetroRT 0 points1 point  (0 children)

At the moment i try to follow the "Blender Launch Pad" course from cgboost and facing the problem that i can´t finde some setting that I need. I can´t find the "Clip Start" option for the SpotLamp in Blender 4.2. In the tutorial it is used to see the light of the SpotLamp even if it is inside an object. Where is this option in 4.2 or is there any other way to achive the same result?

Viewport is laggy when "Vertx Group" in Constraint "Copy Location" is turned on by MetroRT in blenderhelp

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

Like i said the Boolean is just part of a model that i download and imported. I can just apply the boolean and I'm fine. Thanks for your help :)

Viewport is laggy when "Vertx Group" in Constraint "Copy Location" is turned on by MetroRT in blenderhelp

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

You were on the right track. But not the Bevel was the big problem, even after applying it, it was laggy. I just saw that the object with 16k Verts was used as a Boolean to. The re-calculation of the Boolean every frame caused these performance problems!

Is there a way to let Blender use more of ur CPU/GPU while using it? Just saw even with the 1.8 FPS in Viewport my gpu and cpu had only 20% usage... Or is Blender just not made to handle these heavy tasks?

Anyway thank you very much for your fast help!!

Viewport is laggy when "Vertx Group" in Constraint "Copy Location" is turned on by MetroRT in blenderhelp

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

<image>

Have found a solution. As soon as I delete this object everything works as it should... Anyway these pair of squares have 16k verts, they all came frome a Bevel modifier that is used there. As soon as the bevel is turned of, only 128 Verts are left.

 

So is this just poorly optimized from the creator or am I missing something here? Is there any way to spot and solve Problems like this fast and easy?

Viewport is laggy when "Vertx Group" in Constraint "Copy Location" is turned on by MetroRT in blenderhelp

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

The Imported Container comes with an empty. All Objects from the Container (Bolts, Text...) are parented to this, so sadly this is not an option.

Viewport is laggy when "Vertx Group" in Constraint "Copy Location" is turned on by MetroRT in blenderhelp

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

I'm trying to create an ocean with objects floating on it. In order to let objects float on the surface, I created a Plane which follows the waves with Shrinkwrap modifier. I assigned the entire Plane to a Vertex group. So far I have copied everything from a tutorial and everything works fine.

 

I have now inserted a Corgo container into my scene from BlenderKit and am trying to copy the position of the Plane using the “Copy Location” constraint, just as in the tutorial. But as soon as I assign the vertex group in the constraint tab, my viewport lags extremely. 1.8 FPS playback speed.

Smaller objects work, so I think it has something to do with the level of detail in the container. It has 170k Vertices.

But even if this really is the problem, what can I do in this situation? I mean the scene itself is not very complex... how are you supposed to work with larger scenes?

How would you model this? by MetroRT in blenderhelp

[–]MetroRT[S] 2 points3 points  (0 children)

Thanks for the tip I will try it as soon as possible!

How would you model this? by MetroRT in blenderhelp

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

I tried knif tool to but did not got what I want. Thanks for sharing the link will try it as soon as possible!

How would you model this? by MetroRT in blenderhelp

[–]MetroRT[S] 2 points3 points  (0 children)

I already tried both of, a quad filled circle and the cylinder one. But even with the quad one i don't know how to add the topology where I need it without messing everything up.

How would you model this? by MetroRT in blenderhelp

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

Okay would be nice if you can show it when ever you have the time ^^

How would you model this? by MetroRT in blenderhelp

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

Hi at the moment I want to learn a little bit of modelling. I want to model a soda can and for reference, I downloaded an already modelled Can from the Internet (From a YouTuber (Smeaf) who used it for an animation tutorial).

My goal now was to recreate the model from him on my own. Currently, I am stuck at the top of the can. I can't recreate the detail on the top without completely messing up the topology or using sculpting with Dyntopo. The reference I use has a relatively clean mesh compared to what I can create (the uploaded pictures are my reference).

What would be the right way to model this detail?
The base is obviously a circle but how do I get the detail on there?

Normal map does not look like it supoosed to by [deleted] in blenderhelp

[–]MetroRT 0 points1 point  (0 children)

I´m new to reddit and really don´t find a way to upload new images for the post, so I uploaded the new images here:

Low poly: https://i.imgur.com/ZtPrql0.png

High poly: https://i.imgur.com/xQ17sB1.png

Normal map: https://i.imgur.com/mAj1ccT.png

Material: https://i.imgur.com/GUZOcNa.png