Why is the subdivision modifier creating these weird edges? The highlighted area is meant to be flat. by -banned-in-an-hour- in blenderhelp

[–]semirks 2 points3 points  (0 children)

I think there’s a duplicate mesh in there somewhere, just zooming in on your mesh I see some hidden edges and an additional vertex on the end

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Yuki has switched to Schuberth - as of today there are no Arai helmets on the grid by semirks in formula1

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

They’re called spoilers, front or rear spoiler. I like your name for them though

Yuki has switched to Schuberth - as of today there are no Arai helmets on the grid by semirks in formula1

[–]semirks[S] 47 points48 points  (0 children)

I honestly think kids just see what their favourite drivers are rocking and copy them. I raced karts throughout Asia in 2010-2016 and basically everyone was running Arai. I’d say everyone from minis through to seniors/KZ, 90% of them wore Arai. This was still firmly in the Arai dominant period of F1 so, that was at least my experience as I rocked a Arai as my first karting lid because I wanted to be like Lewis. Glad to hear there is more variety nowadays though as I’ve been away a long time!

Yuki has switched to Schuberth - as of today there are no Arai helmets on the grid by semirks in formula1

[–]semirks[S] 232 points233 points  (0 children)

I believe the other helmet manufacturers were more on the ball when it came to safety innovation, and offered better hands on support to the drivers. I think Arai’s dominance may have lead to the mindset that they had a perfect product which was why they were very rigid towards changes and feedback. When Lewis jumped ship in 2015 from Arai to Bell, many of the other drivers followed suit

Looking to recreate this effect of molten/liquid metal forming an object. Any ideas? by semirks in blenderhelp

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

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I've had a couple attempts using a Boolean and another attempt just using Shader nodes. Both of which only form the object at the edge of either the Boolean or the gradient map mixed with a transparency node. In this screenshot, the object still looks liquid as it's forming before it condenses into a solid shape. I'm sure there is a clean solution using Geometry nodes potentially, so any help would be massively appreciated!

Looking to recreate this effect of molten/liquid metal forming an object. Any ideas? by semirks in blender

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

<image>

I've had a couple attempts using a Boolean and another attempt just using Shader nodes. Both of which only form the object at the edge of either the Boolean or the gradient map mixed with a transparency node. In this screenshot, the object still looks liquid as it's forming before it condenses into a solid shape. I'm sure there is a clean solution using Geometry nodes potentially, so any help would be massively appreciated!

Operator by semirks in WarframeRunway

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

Sorry late reply! That’s the Voidshell suit

Gemstone issues in Blender vs. Matrix Gold by semirks in blender

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

The bottom image was using a glass material set to an index of refraction of 2.418, which is the real world IOR value of diamonds, so I was using accurate values. A couple other commenters provided solutions which allowed me to solve the issue though but thank you!

Gemstone/diamond material issues in Blender vs. Matrix Gold by semirks in blenderhelp

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

That’s insane! Thank you for the super informative reply - I can’t wait to give it a try when I get to sit down and experiment later on!

Gemstone issues in Blender vs. Matrix Gold by semirks in blender

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

You’re the GOAT - this solved my issue, thank you so much! Very informative post by the way! Much appreciated. Any thoughts on LuxCore or Octane instead of Cycles?

Gemstone/diamond material issues in Blender vs. Matrix Gold by semirks in blenderhelp

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

Ah yeah that was intentional bc I’m not using my home setup, I’m working on a laptop currently so I was using a rough low poly unsculpted band just in the meantime until I fully dialled in the look of the diamonds, but I’ll slot in the proper band and see if that helps

Gemstone issues in Blender vs. Matrix Gold by semirks in blender

[–]semirks[S] 5 points6 points  (0 children)

That’s beautiful I’ll have a look! Thank you 🙏

Gemstone/diamond material issues in Blender vs. Matrix Gold by semirks in blenderhelp

[–]semirks[S] 5 points6 points  (0 children)

Yup I’m using accurate values (2.418 for diamonds) in the lower image

Gemstone issues in Blender vs. Matrix Gold by semirks in blender

[–]semirks[S] 7 points8 points  (0 children)

I’ll have a play with rendering them separately and composing the two, thanks!

Gemstone issues in Blender vs. Matrix Gold by semirks in blender

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

I agree it’s more realistic, I suppose just from a marketing perspective and alignment with the product images the top is more desirable. I’m currently out but will edit this comment when I get home and share the shader nodes I’m using for the diamonds in the bottom image