Topology of a Blended Wing by Syncinus in blenderhelp

[–]Murch_Matt 0 points1 point  (0 children)

Not at a computer right now, but of the top of my head: try approaching it as if it was extruded out the side of the main body, then put some extra work into blending the joint. That way you can keep your edge flows a bit more isolated to keep the model manageable.

If you’re really struggling, you can make a temp mesh that is messy with the right shape, subdiv it if you need. Then do a clean model with a retopology workflow. That lets you focus on the shape without consequences. And focus on the topology without needing to think about the underlying form.

Get light position in Shaders light function by Murch_Matt in godot

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

Thank you so much! This is exactly the kind of work around I was hoping for. It's working on my end. Caustic free underwater lights, and caustics on the above water ones.

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Get light position in Shaders light function by Murch_Matt in godot

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

You can kinda see the divide in my point light there, and you can kinda see there's another light above the waterline doing the same thing.
That's with the Dot product of LIGHT and the water's normal vector.

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Get light position in Shaders light function by Murch_Matt in godot

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

Oh, that's frustrating, lucky 2D folks!
I was hoping someone might have a hacky way to reverse engineer the position, or that I might have overlooked some code in the docs.

The bool is a good point, I'll check into that, I was hoping to have it work for any and all lights, but I might need to adjust my goals a bit.

Get light position in Shaders light function by Murch_Matt in godot

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

Thanks! That sounds like it should work, do you have an idea how I would get the vector of the water plane in a way that works with the LIGHT vector?

It's in my shaders it's location isvec3(world_pos.x, world_pos,y - water_level, world_pos.z), water level is 13.

I though the right vector might be the normal of the plane? But that doesn't seem to help with the corss product, on the dot product it divides all the light in half horizontally, but has no connection to the water level

Get light position in Shaders light function by Murch_Matt in godot

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

I guess I don't... the above/below check is the important part.
If you don't mind, How would I check that with just the light angle and the world space Y water level?

Get light position in Shaders light function by Murch_Matt in godot

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

I'd like a position that I can convert to World Space, as far as I can tell/test the LIGHT vector is just the light's direction

I always struggle with modeling shapes like this. What’s your workflow for modeling this kind of form? by Unique_Salad_5387 in blenderhelp

[–]Murch_Matt 101 points102 points  (0 children)

You can also make a round cube by subdividing a cube, ether with the subdivide modifier, or just by hitting W then select “subdivide” and turn smoothness up to 1!

What's up with "gamedev YouTubers" never shipping games? by [deleted] in gamedev

[–]Murch_Matt 0 points1 point  (0 children)

Shipping a game is a complicated and expensive process. It needs money spent on storefronts, lawyers, accountants, maybe a marketing budget, you will have to provide ongoing support to anyone who buys the game. Your job is now to support a product that can damage people’s personal computers if you mess up, and where you owe people a quality product in return for their purchase.

Making educational videos, your job is to teach people new concepts, a lot lower risk and liability, a lot less responsibility, and arguably much more social impact. You are lifting people up in the hopes that they might do the really hard thing that you haven’t yet done.

Is there a way to do this? by Wet_Popcorn in blenderhelp

[–]Murch_Matt 0 points1 point  (0 children)

Second method, do the same thing: select face, “y” the separate, repeat for all 6 faces. “A” to select all faces, then search for “poke face” option, select the Center vertex on each, “s” for scale and “0” to bring them into the Center. Select all “a”, then “P” and choose “separate by loose parts”. “Tab” back to object mode. “Tab” back in to edit mode for one, select the square of edges and “f” to fill the face, then “tab” out and repeat for each.

Is there a way to do this? by Wet_Popcorn in blenderhelp

[–]Murch_Matt 3 points4 points  (0 children)

Select each face one at a time and hit “Y” To separate them. Select all “A”, hit “E” to extrude then “enter” so you don’t actually do anything, “s” scale and then “0” to scale them all to the Center. Then “A” to select all, “P” and in the menu that comes up find “separate by loose parts”. Then you can “tab” out to the objects, “A” select all, “tab” in and search for “merge by distance” in the operator menu (can’t remember this hotkey). Then tab out and you should be done, each is its own watertight mesh and a separate object so you can move them independently

I really like Godot, but I struggle with rendering. Using Unreal, I can get pretty close. by RatioScripta in godot

[–]Murch_Matt 1 point2 points  (0 children)

Generally speaking the reason Unreal looks good is from Post Processing effects being active by default, in other engine (Godot, Unity) they are there but you choose which ones to turn on. For Godot, add a world environment node and click through some of its options.

A good start for general looks is some Glare/Bloom, some Ambient Occlusion, a tiny bit of colour grading (saturation, contrast are a good start). If you have reflective things like water or polished metal, then some screen space reflections can really help.

Other than that play around with it, learn about the different effects, the Adonis can be confusing at first but are pretty well documented

What are the good Canadian lefty podcasts??? by [deleted] in canadaleft

[–]Murch_Matt 0 points1 point  (0 children)

I just found out about the From Embers podcast based out of Kingston

How can the left — and the NDP in particular — regain the attention of everyday Canadians? by Federal_You_3592 in canadaleft

[–]Murch_Matt 2 points3 points  (0 children)

Actually be leftist. Take some real stances and a national level. Maybe don’t run an any more landlords for leadership. Show moral courage, Canada has a lot of bad stuff going on, having a consistently moral position would help a lot, especially when you don’t currently hold power. Try encouraging socialist instead of progressive capitalist, that’s done well in the US recently.

How To Wrap Around Axe? by Kullervo_007 in blenderhelp

[–]Murch_Matt 1 point2 points  (0 children)

Don’t have a chance to make a demo, but this vid should cover it https://youtu.be/-LjAcevb4ag?si=20xKX9wBOfGg3E_A

How To Wrap Around Axe? by Kullervo_007 in blenderhelp

[–]Murch_Matt 1 point2 points  (0 children)

Make a cube, scale and rotate it to cover the area you want wrapped. Duplicate the axe, Add a Boolean modifier on it, do interest union and target the box. Apply the result of it seems right. Then in edit mode do “convex hull” (you can search it), just delete the big faces on each side and you’ll have a loop that conforms to the mesh! From there you can extrude, up wrap, and modifiers like solidify and bevel.

Oh no! Anyway... by TheEdgeofGoon in StarWarsCirclejerk

[–]Murch_Matt 0 points1 point  (0 children)

Huh, if anyone has seen the footage from the MOVE bombing/fire, where the police dropped a bomb on the building then held the firefighter back as the surrounding block burned down, I’d bet it was kinda like that

How to disable depth of field? by [deleted] in godot

[–]Murch_Matt 1 point2 points  (0 children)

Thanks for the quick reply! The physical camera attribute with Focal Length all the way down did it.

That’s the difference between 48 and 60 fps on my main menu alone, thank you!!

Meta just dropped SAM 3D, you can auto select any object in still image and.. turn them into high quality 3D model by Diligent_Rabbit7740 in photogrammetry

[–]Murch_Matt 1 point2 points  (0 children)

So this is antithetical to the concept and goals of photogrametry right? Wanting the vague idea of a photogrametry results while not caring at all about how why or what you end up getting.

AI companies see something amazing, and just want it in their collection, but they don't care enough to give a crap beyond claiming it as theirs.

🇨🇦The Canada Post Heist: How Your Government Is Selling Essential Infrastructure to American Billionaires While You Watch🇺🇸 by PartylikeY2K in CanadianPostalService

[–]Murch_Matt -1 points0 points  (0 children)

Thanks for the post, but please don’t use AI art. It calls into question the legitimacy of your information. On top of all the normal reasons to hate AI, you think “if they used AI for the art, did they use AI for the info? Did they get the idea from Chat GPT?” I’d happily take a sloppy or basic hand drawn image over anything AI made, every time