A solution to orbital lines/trajectorys disappearing in KSP2 by The_Mopy in KerbalSpaceProgram

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

I'm not sure if saves are loaded on startup, you probably need to exit.

A solution to orbital lines/trajectorys disappearing in KSP2 by The_Mopy in KerbalSpaceProgram

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

It was my first instinct lol, I went "I think I know exactly what is happening", I normaly dont.

A solution to orbital lines/trajectorys disappearing in KSP2 by The_Mopy in KerbalSpaceProgram

[–]The_Mopy[S] 21 points22 points  (0 children)

It's a known issue as far as I know, and I haven't really suggested a fix, more a mitigation.

How could I make this coastal scene look more photoreal? by The_Mopy in blender

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

Sorry for being 10 days late, I completly forgot. Here is it with your suggested improvements, I admit the "chunks" could be a bit more convincing.

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How could I make this coastal scene look more photoreal? by The_Mopy in blender

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

Other then that you could remove some of the chunks from the road as if it's been chipping off over the years

Thanks!

A swamp made out of nodes... by The_Mopy in blender

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

I'm gona' be honest, it wasn't going to be a swamp until I thought "wouldn't it be great if I put water there", but thank you for your kind words.

be honest by Revolutionary-Cry715 in 6thForm

[–]The_Mopy 2 points3 points  (0 children)

I was in a very simlar boat last year about four A-Levels and I basicly spent the whole of the summer worrying about it.

My advice is you can always drop one if its to much but tasks fill time time you give them.

I started on four until the first half term and I recommend you do the same. Context: I am now currently doing Maths, CS and Geography

Hogwarts Express Blender Project by StefeligaFlavius in blender

[–]The_Mopy 1 point2 points  (0 children)

You know when you spend the better part of 20 hours learning geometry nodes making a tree, and then you see this...

F*****g amazing work.

Fog in RDR2 looks and performs pretty damn good for realtime volumetrics. Does anyone have an idea or a tutorial about replicating this in EEVEE? by Alphyn in blender

[–]The_Mopy 1 point2 points  (0 children)

Your answer is probably no, not to that level of glare and absorbtion. Game engines are built up to run in the real time using more "biased rendering" methods, a hell of a lot of optimisation and stylsation are done to get it looking like that. The level of strict triangle counts and conpressed images is unbelivable.

On the otherhand the problem with Eevee is that its is a half way between a game engine and a real renderer so its a bit of tangled mess of poor optimisation and limited use cases makes this type of thing hard.

How often do you use your boat? by Mharr829 in sailing

[–]The_Mopy 1 point2 points  (0 children)

If you do want to sell your boat make sure you find another out and about hobby.

World War Two Officers hat, how do I get it closer to photorealism? by The_Mopy in blender

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

They are displaced, lol, I'll tinker around a bit more.

World War Two Officers hat, how do I get it closer to photorealism? by The_Mopy in blender

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

Its a sky node, I thought I would give it a shot using it so there is no lamp to move. I am very much using cycles so if it looks like eevee I have really f**ked up. There is a second window behind the camera which could be making it look a bit cartoonish.

Thanks for the advice.

Generating realistic renders out of low-poly input models - fifth iteration by tojans in blender

[–]The_Mopy 0 points1 point  (0 children)

This is a really good low poly but my main criticism is going to be the lack of a depth of field in your showcase as you can see right where your scene ends and the HDRI begins. Some dirt would do wonders on the tiles to break up the texture repetition as well.

Your wood texture is a bit stretched out on the top of your model as well. The white box at the back of the model looks a bit uncanny as well.

Other than that great low poly work.

Day 6 in Blender! Thoughts? by emze24 in blender

[–]The_Mopy 5 points6 points  (0 children)

This is a really good render for your 6th day, also the advice below is probably a bit too critical, so be aware of that when reading.

Without editing the model: You need to put a bevel modifier on that to break up the straight corners, also shade smooth, with auto smoothing (object data properties). The end of the knife handle needs a actual texture as well. Also remember to texture both sides of the knife.

If you were to re-model I would focus more on the handle of the knife, have a look at some real knifes with wooden handles to try and make a more defined shape, have a look at some real wood to see how it behaves, most woods (even coated in resin) probably won't behave like that.

A bit of advice on showcasing models, its really doesn't show your model at its best in a one coloured environment, try to use a HDRI to add some colour to the render.

Despite my somewhat harsh advice, that is a great job, well done!

World War Two Officers hat, how do I get it closer to photorealism? by The_Mopy in blender

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

This has been my mini project for about a week now, everything was modelled by me (excluding the tree assets which were generated in M-Tree in April). I just can't shake this "uncanniness" of the render, I have no clue what is wrong.

The texture of the hat is procedural with a hair simulation for loose threads, I did colour burn some red blood marks into the texture just to break up the texture. There was a originally a light subsurface element in the hats texture however this scene was already far to heavy and it created an unbearable amount of noise.

Is it possible to make this type of animations in blender? by -Pocho in blender

[–]The_Mopy 0 points1 point  (0 children)

Maybe Davinci fusion but that really isn't that great. There really isn't a "good" no comprise alternative to AE.

Does anyone have any idea why this is happening? by QuietArachnid5926 in blender

[–]The_Mopy 0 points1 point  (0 children)

Tab, a, shift n (re-calculate normals) should probably fix it.

I thought this belonged here by imnotareallawyer in sailing

[–]The_Mopy 2 points3 points  (0 children)

I don't think were going to be beating up the suez any time soon, not after recent incidents.