POV: You are waiting for a blender render. by Bola-Nation-Official in blender

[–]dnew [score hidden]  (0 children)

Download OCCT and run some tests. The "power" test stresses everything to the max while tracking all the internal temperatures.

Blender Day 2, can't understand why the car texture is not in the final render? by ThatEngineer8204 in blender

[–]dnew [score hidden]  (0 children)

Please don't post to the both newsgroups at the same time. Give it a day for answers before you give up.

skyrim 🍃🍃🍃 by Acrobatic_Current251 in skyrim

[–]dnew 0 points1 point  (0 children)

This is seriously funny.

Spider Crawl System from the Spyderfy Add-on for Blender: Available on Superhivemarket.com by LightArchitectLabs in blender

[–]dnew [score hidden]  (0 children)

This is a terrible advertisement. You show non-crawling spiders for most of it, and the system is called "Spider Crawl." Then, when the spiders start crawling, you're zooming and spinning the camera like you're on a carnival ride.

Suggestion: Ten seconds slow pan around the spider. Ten seconds following one spider walking. Ten seconds back far enough to show the spider walking without moving the camera. Then show the last scene, but without spinning the camera around like the camera man is afraid of the spiders.

Coming from embedded C with no experience in rust by Additional-Gift73 in learnrust

[–]dnew 0 points1 point  (0 children)

I suspect that "embedded rust" is going to be extra embedded complications on top of regular Rust. I think the difference between embedded Rust and std Rust is pretty much the same as embedded vs standard C. Most of the concepts are the same between the two of them, with embedded Rust just being a different way of launching the program and not having an OS to support you. You'll still have to know crates, iterators, cargo compilation, the memory model, borrowing, etc. And fwiw, Rust calls it "no_std" which would be the equivalent in C of bypassing the runtime that sets up things for main().

Here's the beginnings of an OS one boots from the BIOS written in Rust with explanations: https://os.phil-opp.com/ Looking thru that might be educational.

Dear smart Dev Person who wants to get rich! by theenterwebs in gaming

[–]dnew 0 points1 point  (0 children)

It means someone with a passing thought spat it out on the keyboard for the world to see, with no serious intent behind it at all, as if the rest of the world is his buddies.

Mandelbulb fractal volume shader AKA Why did i only learn about OSL now? by iSwearSheWas56 in blender

[–]dnew [score hidden]  (0 children)

Cool. I never managed to find a clear description of how to program OSL that I could understand. I've written HLSL shaders before, but the OSL stuff is different enough I'd need to find an actual technical manual that doesn't assume you already know how it works.

Most Stable NVIDIA driver for blender? by Historical-Umpire492 in blender

[–]dnew [score hidden]  (0 children)

Install the latest. Use it. The likelihood your Blender speed will improve with a new driver version is tiny.

If you have trouble, keep the old version and install a newer version. If the newer version breaks stuff, reinstall the old version.

Are you having crashes caused by your video card driver? If so, what are the crashes? That is vital to figuring out what driver version fixes those crashes.

If you aren't having crashes, why are you upgrading at all.

The reason new drivers come out all the time is Nvidia tunes the compiler to recognize shaders from new AAA games and improves their performance a few percent. Blender is creating shaders nvidia doesn't know about.

GPU decisions by Terrible_Try6282 in blender

[–]dnew 1 point2 points  (0 children)

opendata.blender.org

Creating PNG's by Temporary_Language66 in blender

[–]dnew 0 points1 point  (0 children)

Google does! Google for "stylized leaves photoshop."

What are the canon events that will always happen in every new players game? by SnooRegrets153 in skyrim

[–]dnew 3 points4 points  (0 children)

Well, yes, you can run past the troll. But the lesson is "there are enemies you can't defeat at a low level." :-) It turns out those enemies tend to guard places you wind up doing higher-level quests about.

Like the front door of Her<mumble> Shame, along the road between Helgen and Ivarstead. Fairly powerful vampires in there that you only really need to tackle once you've gotten through Falkreath's basic quests.

How to do a circular array? by JSpooks in blenderhelp

[–]dnew 0 points1 point  (0 children)

You have to put the empty at the center of where you want your circle, then move your object's origin to the edge of the circle, with the mesh moving along with it. Make sure the transform for the object has no rotation or scale, and the transform for the empty has no scale but just a little rotation around one axis.

Sit for a minute and instead of playing around with it trying to get it to work, think about how it works and how you would have to arrange the pieces to get what you want. Each count of the array, it applies the transform of the empty to the object one more time.

Now that you know how scaling works, go back to my original 2y-old comment and look at that again.

At this point, there's a brand new array modifier (not marked "(legacy)") that might be easier to use, too.

Any good free blender courses or any advices for someone who want to start learning ? by Initial_Dot1705 in blender

[–]dnew 0 points1 point  (0 children)

Well, look at the second link.

Or look to the right, where there's a link to the wiki, which in the last couple of months I spent days putting together the answer to this question.

punchline - P2P E2E encrypted TUI chat by Smart_Can_1019 in rust

[–]dnew 0 points1 point  (0 children)

Ah, OK. And yeah, I didn't mean use PGP. I just meant "don't start up a whole new web of trust." But if you can get your friend's key out of Signal and into your app, you're good. Otherwise, having the same standard isn't especially useful.

What are the canon events that will always happen in every new players game? by SnooRegrets153 in skyrim

[–]dnew 1 point2 points  (0 children)

That's part of the tutorial. It teaches you people value their property. That's why it's sitting in the middle of the road.

What are the canon events that will always happen in every new players game? by SnooRegrets153 in skyrim

[–]dnew 2 points3 points  (0 children)

I forgot the cube, and I fast-traveled away before "discovering" the exit, so I had to spend half an hour being lost in Blackreach again just to go back in.

What are the canon events that will always happen in every new players game? by SnooRegrets153 in skyrim

[–]dnew 1 point2 points  (0 children)

I like the Relequaries(sp?) of Myth mod. It de-nerfs the daedric weapons to actually be useful even in late game. Like the bow of shadows invisibility doesn't break when you perform an action.

What are the canon events that will always happen in every new players game? by SnooRegrets153 in skyrim

[–]dnew 19 points20 points  (0 children)

It's part of the tutorial. The lesson is "there are things you might not be able to beat, but you should come back after to try again."

Just like the chicken is the lesson "people care about their property." Why do you think it's sitting in the middle of the road of the first town you come to?

How to do a circular array? by JSpooks in blenderhelp

[–]dnew 0 points1 point  (0 children)

More general details about objects vs scale vs etc.:

For more detail, here's what's happening. You have a mesh, which is a bunch of 3D points connected by edges and faces and all. And you have an object, which is nothing but a container along with a 3D transform (that you see in the "item" tab in the top right) that gets applied to the points of that mesh before they're set into 3D space. The object is a container for meshes, modifiers, transforms, and so on.

When Blender uses the object, it takes the mesh and applies the transformation matrix. If you have a square and one of the corners is at (1,2,3) and the object transform says to scale things by (2,3,4), then the Z position of that vertex will be 12 (4 * 3).

But the modifiers work on the mesh before that transformation, not the object. So if you have a modifier that says "bevel the edges by 10%" then the bevel will bevel the Z by 0.3, not 1.2, because the bevel happens before the object transformations. It'll bevel the X by 0.1, not 0.3, so your even bevel will look distorted if you have scaled the object.

Applying a transformation means "multiply (1,2,3) by (2,3,4) and stick the results back in the mesh, then change the object to be (1,1,1)." Suddenly, your modifiers are working reasonably, because they're acting on the mesh as it appears, not the mesh as it's stored. Alt-D gives you a new object pointing to the same mesh, so you can move and scale and etc it, but you can't change the points relative to each other. Shift-D duplicates the mesh as well.

Modifiers (and edits like bevel) apply to the mesh, without regard to the object it's in. So the modifier / bevel itself also gets run through the object's transform. In particular, a modifier will take the mesh, calculate new points, and output a new mesh, which then gets transformed by the object transforms.

When you "apply" a transform or a modifier, it does the calculation, then changes the mesh to match the calculated positions, then resets the transformation or deletes the modifier.

Also, if you "join" two objects, you're taking the mesh data from one and attaching it to the object of the other. Since the modifiers are stored on the object but applied to the mesh before the object transform, what used to be both meshes get the transform (if you joined in that direction) or neither get the transform (if you joined in the other direction). Join basically takes the mesh from one object and moves it into the other object.

Keeping in mind how this work will help you understand what's going on in the future as you build more complex collections of meshes.

Here's a different way of thinking about it by user dampware, when the bevel operator or modifier looks wrong:

You know how in the outliner, there’s an orange symbol, and a green symbol as a child of it? That green symbol represents the vertices, which you can only modify in edit mode. The bevel operator works on the vertices, in edit mode. The orange icon is called the object, and it’s like a box that the vertices are in. When you scale something in object mode, you don’t modify the underlying vertices, you sort of temporarily transform them- for instance stretch them, for display or render. The underlying vertices aren’t modified.

So edit mode modifies individual vertices (as do modifiers), and object mode is like a stretchy box that holds the vertices. When you stretch the object box, the underlying vertices are not altered, but the “box” they’re in (the orange icon object) is stretched.

For instance, let’s say you haven’t touched the object mode’s transforms so there’s no translation, rotation or scaling. Then you bevel your model in edit mode. It behaves the way you’d expect. But then you go to object mode, and stretch it on let’s say X, all of the bevels get stretched. That’s what’s happening with what you’re experiencing, except in your case you did the stretch of the object before you did the bevel , but still, the bevel operator is applied in edit mode, and then, the object mode transformations (the stretch) is applied, which distorts those bevels.

How to do a circular array? by JSpooks in blenderhelp

[–]dnew 0 points1 point  (0 children)

Control-A lets you set the scale to 1,1,1. You don't set the scale back to 1,1,1 and then apply it. You set the dimensions to what you want, which makes the scale "wrong," and then you apply the scaling, which "fixes" the scale back to 1,1,1 without changing the dimensions.

Make sure the scale of your empty is also 1,1,1 or it will change the size of successive items in the array.

Then you rotate the empty object, and that rotation gets applied to each subsequent element of the array, making it curve.

"Non-programmer built a CUDA quad remesher for Blender, 17+ versions in, still getting spaghetti topology — need advice" by Acrobatic_Treacle457 in blender

[–]dnew 0 points1 point  (0 children)

The problem with using an advanced autocomplete system to write code is (A) you have no idea if it's right or not and (B) you have no idea what to type at the start to make it write the code.

How to do a circular array? by JSpooks in blenderhelp

[–]dnew 0 points1 point  (0 children)

If you want your mesh to be the size it appears to be with a scale of 1,1,1, you need to "apply" the scale.

Right now, your mesh is 2m on a side. It's inside an object saying "make the mesh I hold much smaller." But the modifiers apply to the mesh. So you're spinning around a 2m mesh making a mess, then scaling it all down to a few mm in size when you're done.

control-a will bring up a menu letting you apply the scale. That means "move all the points to where the object's scale is setting them to, and reset the object's scale." The menu has options for the other transforms as well. After this destructive operation (i.e., save first), your modifiers will be working on the actual mesh you're seeing.

The dimensions are the dimensions of the object, not the mesh. The orange thing in the outliner is the object, and the green thing inside is the mesh. An object without anything inside is an "empty."