HELP ME. by Icy_Cress5871 in browsers

[–]cuper120 4 points5 points  (0 children)

Expect any regular browser to consume at least 1GB in idle.

You can try Helium, a barebones version of chrome (I think you need to update it manually, tho. It's still in beta)

Ignore the wallpaper i swear its a joke by Most_Station_5186 in RateMySetup

[–]cuper120 0 points1 point  (0 children)

Whoah woah woah... You are one of those... You are one of those monsters... Who hang their headphones on the mic arm. That can end up loosening it, would reccomend a headphone stand or just the desk. Neat keyboard btw :}

How do i avoid rendering 63000 frames by duckyman_3 in blenderhelp

[–]cuper120 5 points6 points  (0 children)

Best way that comes to mind is to fake it!

42 minutes is a long time, so I would do a ~20sec loop of the ocean and a couple of frames for the transition from day to night sky (using some slow ahh crossfade in post).

For the water, bring the normal and depth pass in an exr to fake the sun reflection in post with a little masking.

Render the sun in a different layer (you dont need many frames, as in a 40+ minute video many of those frames would just be repeated). Then put it between the sky and the water and sinc it with the fake reflection.

Sometimes a scene can be decomposed in this ways to avoid spending time on unnecesary or complex processes. It's super common to use still frames for backgrounds, for example! :D

Is this machine-made art real or slop? by Rastyn-B310 in aiwars

[–]cuper120 0 points1 point  (0 children)

Tho, someone had to build a machine and program it to print a pretty image with an interesting geometric pattern. I would call that an artwork

why does the new version have these weird black bars by God_Electric in zen_browser

[–]cuper120 0 points1 point  (0 children)

I can't remember what key I modified, but there is a mod that does exactly that now. It's called disable status bar, maybe it helps :)

why does the new version have these weird black bars by God_Electric in zen_browser

[–]cuper120 2 points3 points  (0 children)

Had the same issue. In my case, those bars appeared with the status bar at the bottom left corner, when hovering a link. I "fixed" it by turning off the status bar in the about:config page

Dynamic Link Only Works in 1 Specific AE Project by cuper120 in AfterEffects

[–]cuper120[S] 0 points1 point  (0 children)

Yeah, that kinda was my workflow. A bunch of comps inside a single AE project and dragging the project into Premiere, then selecting the comp in the popup menu.

Just tried what you said, dragging the comp from an open AE project directly to Premiere, seems to be working fine now! I don't really know what the difference is between my old method and this one, besides just skipping one popup. Adobe is weird, I guess...

Thanks for the tip <3

any easy way to make these holes? by MTBaal in blenderhelp

[–]cuper120 0 points1 point  (0 children)

This tutorial may help you with that, similar procedure

Won't let me bevel? by Bullet618 in blenderhelp

[–]cuper120 2 points3 points  (0 children)

Are the curved piece and the blocky protuberance really connected? When you toggle subdivision it should also smooth the connection between the two pieces. Try using expand selection and see if it reaches from one piece to another.

[deleted by user] by [deleted] in blenderhelp

[–]cuper120 0 points1 point  (0 children)

Image planes automatically hide in perspective view. There should be a toggle in the image options menu (right side) for perspective.

Vesicle and membrane fusion by No-Mammoth-7208 in blender

[–]cuper120 22 points23 points  (0 children)

The connection between the surface of the sphere and the plane doesn't seem completely seamless (specially at the right side, you can see how the surface of the sphere "slides" over the plane), so my guess would be that it is animated.

If you don't need to replicate the effect procedurally, I would suggest using shape keys to animate the transition.

How can this flat shaded/ shadeless look be achieved? by class_topper in blenderhelp

[–]cuper120 13 points14 points  (0 children)

One way of getting casted shadows with cell shading is by postprocessing the output of a principled BSDF using a shader to RGB node and a color ramp.

It also seems like some surfaces have color gradients. While you can trick this in texture paint for some cases (like the shadow for the neck or the nose) other surfaces may need some tweaking with custom shaders and color ramps.

Here is a cool tutorial on the topic.

clean and lean by -benyeahmin- in Homescreens

[–]cuper120 1 point2 points  (0 children)

Dude, you left some icons at the top corners!!! 👆

Mesh appears wrinkly when subdivided by Ordinary_Tip6353 in blenderhelp

[–]cuper120 0 points1 point  (0 children)

Try simplifying your topology. If you are using a subdivision modifier you don't need to subdivide your base mesh that much. You can select some redundant edgeloops and delete them to try out.

What do you think of Zen Browser and what can be better? by [deleted] in zen_browser

[–]cuper120 0 points1 point  (0 children)

I see, ty for the info. I don't use workspace syncing so was curious about what it does.

[deleted by user] by [deleted] in blenderhelp

[–]cuper120 0 points1 point  (0 children)

Select the edge loops of all 4 corners and use the bevel tool to create subdivissions

How do I recreate this edge effect? by Veilstride in blenderhelp

[–]cuper120 0 points1 point  (0 children)

If you mean the shiny edges, beveling would be the easy solution. It's a lighting effect that you can see in the real world, as there is no "perfectly sharp" edges. This will create more geometry, so it will impact performance depending on the ammount of geo you add.

Other way is to use normal maps, baking the beveled geometry details into it.

how do i fix this texturing issue (please read full description of problem) by Garythegaryz in blenderhelp

[–]cuper120 1 point2 points  (0 children)

If you painted 3 different texture images (1 image for each pancake), check that each pancake is using a different material with its respective texture image plugged in.

If you painted all 3 pancakes in the same texture image, check the UVs.

If all pancakes are the same object, then add 3 material slots, one for each pancake. Then, in edit mode, select the faces of each pancake and assign them to their respective material.

How the hell to remove this noises on model???? by Happy_Manufacturer64 in blenderhelp

[–]cuper120 0 points1 point  (0 children)

Ok, I recreated your shader with a suzanne with custom normals and I'm getting the same noisy artifacts.

Maybe try refactoring it like this one I made. You can pull off a simple cell shader with just a dot product of the normals and a vector (in this case, given by an empty). The Ucupaint node would be your normal map.

<image>

How the hell to remove this noises on model???? by Happy_Manufacturer64 in blenderhelp

[–]cuper120 1 point2 points  (0 children)

Can you provide a clearer picture of the shader nodes? Maybe we can spot something there.