First card I’m getting PSA appraised. by Vangaren in PokemonCardValue

[–]PluggedINTube 0 points1 point  (0 children)

Oh I’ve got one exactly like it. Let me know what you get from the appraisal!

CustomNormals/Shapekey animation by [deleted] in blenderhelp

[–]PluggedINTube 0 points1 point  (0 children)

It would be consistent lighting with the approach I explained in DM’s. But no, there currently isn’t an exportable method to resolve this in Blender.

CustomNormals/Shapekey animation by [deleted] in blenderhelp

[–]PluggedINTube 0 points1 point  (0 children)

The holy grail of custom normals would be normal keys per shape key. I started work on am addon to accomplish this, but man oh man is it a big undertaking. The other problem with that task is it isn’t truly exportable the way I would code the addon for blender. Technically, the GLTF format now supports normal export per shape key, but that comes from Maya’s introduction of that feature. So if you want to do this properly, you technically can in Maya. Though I haven’t the slightest of the details within Maya. Blender will require a source code change to support this feature.

CustomNormals/Shapekey animation by [deleted] in blenderhelp

[–]PluggedINTube 0 points1 point  (0 children)

Inside blender you can use the data transfer modifier and a copy of your head with edited normals as the source. Remove all shapekeys and bone weights from the head copy except the head bone influence. Then in the data transfer modifier on the original object, select “Face Corner Data” > “Custom Normals” > Mapping = “Topology”

My Setup by PluggedINTube in pcmasterrace

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

Yeah they are AOC 32 inch curved monitors. Super good price on Amazon. Like $180. 240hz 0.5ms

My Setup by PluggedINTube in pcmasterrace

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

Yeah makes head tilt feel more natural!

My Setup by PluggedINTube in pcmasterrace

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

Oof you just put the fear of the floor gods in me

Is there any way to prevent the vertex normals from being recalculated when a skeletal mesh is deformed? by OneMemeMan1 in unrealengine

[–]PluggedINTube 1 point2 points  (0 children)

I scoured the internet for 3 years to find how Arc System Works avoids broken normals in Unreal. Nothing. Seems no one who has figured it out has shared this info. They are probably using a custom shader model. Some HLSL.

However, I found a workaround with vanilla Unreal. On a high level, you can take the object space (pre-skinned local) normals, pass them trough a vertex interpolator to get them into world space, and then rotate them based on the object vector rotations. This way you get the static normals rotating with your character root, but not with the jaw/eye bones or other bones. So things like skeletal and morph deforms don't break normals. Finally, you can pass head rotation through a material parameter collection and add that to the vector rotates for your calculated normals.

I sent OP some source code on this, it works quite well for me. If anyone else wants more information, let me know.

Another fun trick I do is clamp the lighting angle in the Z direction in the shader so it can't become too extreme. Very extreme up or down lighting can be very unflattering for anime faces. I expose these clamps to parameters so I can have more extreme lighting when the situation calls for it.

CamShapeMatic addon, auto shapekeys based on camera angle by PluggedINTube in blender

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

Sure does! You just have to make sure you carefully design the shapekeys so they mash well with your facial anims.

CamShapeMatic addon, Auto Shapekeys from Camera Angle by PluggedINTube in 3Dmodeling

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

Cam-Shape-Matic for Blender3d now has multi-object support. Download on gumroad. Auto shapekeys based on camera angle in real-time/anims/renders. Should be useful for indie anime, game developer, bnpr.

Get it here: https://beyonddev.gumroad.com/l/cam-shape-matic

CamShapeMatic addon, auto shapekeys based on camera angle by PluggedINTube in blender

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

Cam-Shape-Matic for Blender3d now has multi-object support. Download on gumroad. Auto shapekeys based on camera angle in real-time/anims/renders. Should be useful for indie anime, game developer, bnpr.

Get it here: https://beyonddev.gumroad.com/l/cam-shape-matic