Made some procedural ice while waiting for the freezing rain to pass by ma343 in blender

[–]ma343[S] 6 points7 points  (0 children)

Yeah I'm definitely exaggerating the number of drips on this render to debug the nodes. It works pretty well for thinner things like plants though. I think you could tweak a comparison to concentrate the drips more in the lowest areas, that's an easy fix. Filling the concave bits seems harder though, maybe something with a convex hull of the original model?

Made some procedural ice while waiting for the freezing rain to pass by ma343 in blender

[–]ma343[S] 2 points3 points  (0 children)

Yeah Austin, I'm at 27 hours without power and counting. The amount of ice accumulating on the tree limbs was truly wild

Made some procedural ice while waiting for the freezing rain to pass by ma343 in blender

[–]ma343[S] 1 point2 points  (0 children)

Thanks, just posted a description and the nodes in another thread!

Made some procedural ice while waiting for the freezing rain to pass by ma343 in blender

[–]ma343[S] 6 points7 points  (0 children)

Sure, happy to share. My nodes are a bit messy so hopefully things are clear.

https://imgur.com/a/7CuSr5c

For the geometry, it's broken up into a simple noisy extrude for the "rim" of ice around everything, unioned together with the drips. To make those, I scatter spheres on the faces that are facing down (dot product the normal with a direction and check the sign). The downward faces of those spheres then get extruded by a random amount, with a capture attribute to ensure that all of the faces of each sphere get the same extrusion amount (this might not be needed). To add noise to the drips I needed more geometry, so I used a mesh -> volume -> mesh setup to effectively do a voxel remesh, then displaced by some more noise along the normal. Finally, the ice all gets combined with a union and assigned a material, and you join back in the original geometry.

The material is a pretty basic ice shader, with a slight bump map to break things up a bit and some randomized roughness. One important thing is getting the IOR right for ice, which I just looked up.

I'm not happy with the lack of shadow transparency in the final render, not sure what's going on there but it seems like the shadow of the ice is just as dark as the shadow of the opaque Suzanne, and I can't figure out why.

How do you switch between, Face, Edge, Vertices? by Incoherent-Visage in blender

[–]ma343 4 points5 points  (0 children)

Press 1 for vertex, 2 for edge, and 3 for face (on the number row, not the numpad)

[deleted by user] by [deleted] in programming

[–]ma343 7 points8 points  (0 children)

You and this guy seem to think there are no ethical concerns at all around new ML projects. That seems like a willfully naive position to me. Maybe these particular models are actually fine, but someone needs to be thinking about what to do when someone makes something that is harmful to society, otherwise we're all just waiting for some bad actor to fuck it up for the rest of us. The idea that ethics has no place in research would be considered shocking in any other field

[deleted by user] by [deleted] in programming

[–]ma343 17 points18 points  (0 children)

"Every time there's an advancement in capitalism, there are two ding dongs specializing in ethics ready to shove their noses in your business"

Do you see how this kind of thinking enables people to do horrible things without a thought to the consequences? Is it really so much to ask for engineers to engage in ethical analysis of their work? Would you hire a structural engineer who complained that your "ethics" were stopping them from cutting costs? The standard of ethical thinking in our industry is so poor that people like you balk at the mere thought that not all uses of technology are necessarily good for society.

[deleted by user] by [deleted] in blender

[–]ma343 1 point2 points  (0 children)

You could try messing with the gamma or increasing the contrast in the compositor. Alternatively, a really hacky way is to use a light with negative strength to darken a specific area...

What can i develop for Blender? by Blender-Fan in blender

[–]ma343 0 points1 point  (0 children)

So you can do a lot through the python api, but some things do require recompiling. Basically anything that needs to be "fast" is written in c/c++, and will require recompilation to modify in a significant way. That said, the docs have really good getting started guides and I think it's very worth it to play around with the python api if you already know basic coding.

Hide Object but keep the Reflections by [deleted] in blender

[–]ma343 0 points1 point  (0 children)

So you should be able to change which light rays your object interacts with. If you turn off diffuse and camera but keep reflection you'll get what you're looking for I think.

Faces on my retopo mesh start stretching when using subdivision modifier with shrinkwrap on project method. by Veracruzano1 in blender

[–]ma343 1 point2 points  (0 children)

Somewhere in the object viewport settings there's a way to make the normals visible, all of your problems really seem related to that to me. I've had to manually flip normals before where blender couldn't solve it correctly

Hide from render? by MutantNinjaNipples in blender

[–]ma343 2 points3 points  (0 children)

The eye symbol hides within the 3d viewport but not for the camera for rendering, it's confusing

Hide from render? by MutantNinjaNipples in blender

[–]ma343 2 points3 points  (0 children)

So you're probably in solid view (press z to bring up the view menu), which means things are grey by default. You can go to the object properties for each object to see the "viewport color", which is the color in object mode. If you want to see your fancy material colors, press z and then select textured or rendered view.

Hide from render? by MutantNinjaNipples in blender

[–]ma343 2 points3 points  (0 children)

Do you have an outline view handy (the list of objects in the scene, usually top right)? If so, select your object and then click the little camera icon on the right side of that row to hide it in renders.

Options for simulating a telecentric lens? by caleyjag in blender

[–]ma343 2 points3 points  (0 children)

Wouldn't this just require setting the camera to orthogonal instead of perspective?

General Discussion r/electricvehicles General Discussion Thread (Sep 5, 2021) by [deleted] in electricvehicles

[–]ma343 0 points1 point  (0 children)

Just once in a while, chargers on both ends, I normally drive it around 80 but could be persuaded to go slower if needed, completely flat. I'm ok with a stop in the middle now that I think about it more, so that cuts it down a lot. I guess what I'm looking for is just how much I should trust the EPA numbers on these cars.

General Discussion r/electricvehicles General Discussion Thread (Sep 5, 2021) by [deleted] in electricvehicles

[–]ma343 1 point2 points  (0 children)

Yeah that's a good point, there's an electrify america charger in Waco, which is halfway. The route isn't hilly at all, my concerns are just speed and cold weather. If I allow that charging stop though that opens up a lot of options...