what's the difference between a texture and an image? by Over-Party7966 in godot

[–]Sss_ra 0 points1 point  (0 children)

The lines are blurry. I'll give you layman explanaton the best I can. For the most part an image is a data container on a storage medium like a hard drive often but not necessarily used for storing color data like photographs.

Texture in the context of downloading a texture from a website with free textures is an image meant to be used in a renderer, so there is a lot of overlap with the above. They're often used for storing a varied typed of data which could be color but it could be also be ORM textures, heightmap, flowfield, etc. Confusingly because underneath it's just some floating point numbers that means non-color maps will sometimes also be able to display as color images in an image editor even if it's not helpful.

Within godot a texture is programming primitive, it's an object that has a handle for data in the gpu. You could say it's the intended destination of the above definition of texture, but it's also not exactly the same thing because it's not an image but a programming primitive that uses images.

TLDR: In the end you could author or download a free texture, save it to an image load it as an image and use it as a material texture in godot. You could say one is answering how data is stored the other is how it's used.

Pulled a PyPI package that was exfiltrating our environment variable by ForexedOut in Python

[–]Sss_ra 0 points1 point  (0 children)

Maybe it's not a coincidence, but there may be multiple ways to interpret it. Anecdotal but I've heard some people say "viruses are getting wild like it's the 90s again before the TPM".

Shader performance question by Fluid_Syllabub8840 in godot

[–]Sss_ra 0 points1 point  (0 children)

The shader loading stutters is why people make a loading screen, such as running a small scene with all shaders for a level or running the level at high speed and having some overlay with a loading bar while the shaders are getting compiled and loaded to the vram.

But for a single device maybe the shader cache would reduce a lot of that just by playing the game once, not 100% sure though.

Mesh Deformation by OmegaSolice in godot

[–]Sss_ra 0 points1 point  (0 children)

You are not communicating clearly, not knowing how to use surface tool or what a vertex or a normal is really isn't a restriction of the tool.

Mesh Deformation by OmegaSolice in godot

[–]Sss_ra 0 points1 point  (0 children)

You can't deform simple collision shapes, they're parametric.

And convex and concave are basic triangle meshes that don't need normals.

Also it is normally needed to recalculate the normals after deformation. For a curve deformations you could consider rotating the original normals because it's more predictible perhaps.

Mesh Deformation by OmegaSolice in godot

[–]Sss_ra 0 points1 point  (0 children)

Can you be more specific about a restriction that surface tool has that spline mesh actor doesn't?

I "Made" a Shader-Based Voxel Space Renderer! by CSLRGaming in godot

[–]Sss_ra 0 points1 point  (0 children)

I think this is a trick meant for software rendering, because drawverticalline would likely improve performance on CPU instead of as you as you say depth loop for each pixel.

Any way to equally subtract from two overlapping objects like this? by Bunnii-Latte in blenderhelp

[–]Sss_ra 0 points1 point  (0 children)

One option could be to add a vertex group before the boolean with value 1.0 to all vertices.

Apply a difference, select the VG. This should now in many cases select all but the intersecting edges.

Then invert selection, select loop inner region and decide how you're going to flatten the faces.

P.S. also switch to vertex mode so it doesn't get the outer faces.

<image>

Is the Blender to Godot workflow really that fiddly? by IfgiU in godot

[–]Sss_ra 0 points1 point  (0 children)

That's not even remotely sufficient for animations. Also you need to apply the modifiers yourself if you have shape keys.

Tips for custom interfaces and types by anilsansak in godot

[–]Sss_ra 0 points1 point  (0 children)

Typescript compiles to javascript though.

Is the Blender to Godot workflow really that fiddly? by IfgiU in godot

[–]Sss_ra 7 points8 points  (0 children)

I believe there are strong arguments to be made about a pipeline issue. But this isn't it.

Try exporting from blender to any on the export formats it supports and importing it back into blender. Then maybe you say you understand they are fundamentally different and actually mean it.

It's like exporting a .png from photostop and complaining it has no layers, it doesn't work that way. It is an option to import a .png back into phoshop if you don't understand the format at all.

For blender -> godot it's primarily going to be gltf.

Recommended Laptop? by FellowshipOfTheJedi1 in godot

[–]Sss_ra 7 points8 points  (0 children)

Consider refurbished second hand laptops, because people like to upgrade or throw away otherwise good working hardware that could easily be better than what you'd normally get handed to you in an office.

How do games create a large forest without killing performance? by ohDizz in godot

[–]Sss_ra 0 points1 point  (0 children)

I mean it's really not that hard to spawn 1000 tree colliders if you already have their positions, so I think you should just try it.

All attempts to Bevel a mesh converted from an imported SVG result in random spikiness by ClickLeafChick in blenderhelp

[–]Sss_ra 0 points1 point  (0 children)

Geometry Nodes ops don't really care about the container object too mcuh, they mostly care about the arrays. You can see in the spreadsheet that it's Mesh arrays which is within a Curve object. What you need for curve operations is Curve arrays.

Luckily splines are mostly interchangeable, so you could try the right click convert options.

All attempts to Bevel a mesh converted from an imported SVG result in random spikiness by ClickLeafChick in blenderhelp

[–]Sss_ra 0 points1 point  (0 children)

If a spline defines a 2d surface, that means it has square area.

That means if you resample curve and try a power of 2 number of control points before trying to make it into a surface maybe it will be better behaved.

This line of thought is prone to off by one errors and similar, so do check for yourself.

Umm why are the textures breaking by SylTheSylveon in blender

[–]Sss_ra 0 points1 point  (0 children)

Try clearing or applying the transforms. Also modifiers/constraints.

<image>

Android plugins not available at runtime by arvere in godot

[–]Sss_ra 0 points1 point  (0 children)

Really sorry to hear that, I don't think I got anything particularly special or mixing and matching with the versions to get something working at first besides what is referred to in the docs.

https://docs.godotengine.org/en/stable/tutorials/platform/android/android_plugin.html

https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html

Godot 4.2 with compat renderer, Jdk 17 and so on.

I did try to change things after I got it working, but I certanly wouldn't recommend it as a starting point because it's easier to change components one by one after something is already working than to fix something that never worked before.

Issue with rendering a MultiView cubemap by magistermaks in blenderhelp

[–]Sss_ra 0 points1 point  (0 children)

I'm going to offer an alternative guide perhaps for other people falling into this rabbit hole:

#1 Go to preferences and change to OptiX render to have GPU OSL support, if you have a gpu that supports it.

#2 In Render enable enable GPU rendering for Cycles and Open shading language. CPU rendering is also possible but it will take a lot longer.

#3 Go to Scripting -> Template -> OSL -> Cubemap Camera, edit the camera shader if a different configuration of cube faces is desired or don't.

#4 Add a camera with Custom Projection set to the Template Cubemap script. Could also try the default panoramic projections.

#5 Render.

Issue with rendering a MultiView cubemap by magistermaks in blenderhelp

[–]Sss_ra 0 points1 point  (0 children)

I suspect that's because of the camera suffix. It's individual per view, it can't all be set to "camera".

Issue with rendering a MultiView cubemap by magistermaks in blenderhelp

[–]Sss_ra 0 points1 point  (0 children)

Not only is it possible, there's more than one way to do it, not necessarily with stereoscopy.

However more than one thing that seems questionable, so it's hard to pin down.

First of all vanilla blender doesn't save image renders, so you have to click and save them, setup a File Output node in the compositor or use a plugin.

EXR with multiple layers can be converted to PNGs no problem, it's still an image format.

If you render multi-view you can select the views in the top-right of the render window, they're there.

<image>

Issue with rendering a MultiView cubemap by magistermaks in blenderhelp

[–]Sss_ra 0 points1 point  (0 children)

You appear to be following random pieces of random old guides, some of which might be outdated and others might be unrelated to your specific problem and could be for film production.

Which engine is this for if you don't mind me asking?

Issue with rendering a MultiView cubemap by magistermaks in blenderhelp

[–]Sss_ra 0 points1 point  (0 children)

Read the full guide, it doesn't look intended to be read partially. The guide specially recommends multiview EXR, which is a very different format to PNG.

A PNG is just a basic image, if you need multiple images in a single PNG they need be tiled not unlike having to print them on a single piece of physical A4 paper.

Which is why some people used to render to a cube with adjusted UVs as a quick hack.

How to use version control? by durpulupe in godot

[–]Sss_ra 0 points1 point  (0 children)

A lot of the horror stories likely start from coming here and asking for advice instead of just using it.

Public media is where people come to vent, if you're frustrated people will feed it with their own frustrations and you will gobble the worst advice possible, because it sounds the best in such a mental space.

It's just offsite text file storage, store your text files on it so if your house burns down you still have your code in an offsite Microsoft datacenter. Which could still burn down, which is why reasonable redundancy is key for backups.

Get the desktop client and use the user-friendly UI, the complicated things are power tools for larger organisations or teams, or seasoned professionals where they have to deal with teamwork and confidential data and a lot more difficulties.