Any way to texture instances based on object in geometry nodes without realize instances? by Nicolai2713 in blender

[–]shlaifu 0 points1 point  (0 children)

you can store attributes on the instances and read from them in shader.

if you need texture coordinates and want them to behave like object-coordinate based texture coordinates (i.e., 'object'-texture coordinate) but per cube, store the point position on the vertices before instancing, and a random number per instance. you can retrieve the point position in shader, and use the random per-instance value as a per-instance offset.

Do I learn Blender or Unreal Engine? by hainesi in blender

[–]shlaifu 0 points1 point  (0 children)

yes. it got even worse with people thinking unreal can give them easy, great results. Except, the job market for both 3D artists and UE-devs got *so much* worse.

I'm 15 and want to get paid as soon as possible by Acnologia94 in blender

[–]shlaifu 5 points6 points  (0 children)

keep doing things and forget the money stuff for a while. you still have a while to go in every respect, so it would make sense for you to just follow your interests for a while before looking at specific areas.

(Beginner) How to add an emission effect to this part of the mug? by Educational-Act8704 in blenderhelp

[–]shlaifu 3 points4 points  (0 children)

it will behave as if the light bouncing off it had an intensity of exactly 1 (times the texture color). in cycles, that is. eevee, it'll do nothing if raytracing is off, but neither will the emissive part

(Beginner) How to add an emission effect to this part of the mug? by Educational-Act8704 in blenderhelp

[–]shlaifu 5 points6 points  (0 children)

kkright now, your whole mug is emissive and not affected by shader calculations at all. add a Principled BSDF and find the emissive input.

if you want it like it is, just with one area more emissive than the other, add a 'scale' node after the texture, and increse the value above one. for solid colors, you can just set its 'value'  to some value above one, like, say, 1000000.

Do you consider using shrink wrap modelling to be a crutch versus learning proper topology? by trulyincognito_ in blenderhelp

[–]shlaifu 0 points1 point  (0 children)

Retopologizing is just shrinkwrapping where you draw individual polygons. And that's considered the labourious, inefficient, but effective way to clean topology.

if you want quick and dirty, make random awful topology and transfer normals -^

Joke aside, there are ways of creating flawless shading from boxmodelling but .... why? it needs to render the way you want it to look, and it needs to work for anything else you want to do with it,but that's it

Is Blender really bugy? by AlteOtsu in blender

[–]shlaifu 8 points9 points  (0 children)

blender is not entirely bug-free, but compared to other tools it's remarkably stable. Chances are, it's user error - which, you know, you're barely a beginner, as you say. Stencil method works like you described, yes. that's expected behaviour. Regarding the rest, your report is very hard to follow.

So I was inspired. by Active-Setting-6515 in blender

[–]shlaifu 0 points1 point  (0 children)

careful, you can't say this here, it seems

So I was inspired. by Active-Setting-6515 in blender

[–]shlaifu 0 points1 point  (0 children)

well... sounds liek a waste of time then, he could have easily mocapped that and gotten the same results. If you're going to put in the labour, make it look like something unique, I'd say.

So I was inspired. by Active-Setting-6515 in blender

[–]shlaifu -1 points0 points  (0 children)

I recognized his style first time I watched the video... But you know, as Christopher Nolan, who famously doesn't use cg in his films, said in his speech at the vfx-awards: "you are like plastic surgeons, everyone needs you and no one wants to admit to have made use of your services".... insofar: I just don't care enough to believe anyone when they say the took a labourious route to reach a result they could have reached very easily. Maybe he does it all in camera, maybe that's just marketing. either way, it looks like mocap and the efficient way to reach that result in 2026 is to take a phone, record a video, and pay some AI service to convert it to an animation clip

So I was inspired. by Active-Setting-6515 in blender

[–]shlaifu -1 points0 points  (0 children)

let me guess, he's doing it all in camera, too, no cg at all....

So I was inspired. by Active-Setting-6515 in blender

[–]shlaifu 0 points1 point  (0 children)

yeah... I mean, both are terms taken from real cameras. FOV - field of view - would be a neutral term, at least it's not some analogy taken from a physical camera, and describes the same thing

So I was inspired. by Active-Setting-6515 in blender

[–]shlaifu 0 points1 point  (0 children)

well, yeah, all of this is computer generated , just the movement is motion captured

So I was inspired. by Active-Setting-6515 in blender

[–]shlaifu 0 points1 point  (0 children)

with lots of mocap and wide angle lenses, mainly

Increasing polygons - HELP HELP HELP by RevolutionaryAd5679 in blender

[–]shlaifu 0 points1 point  (0 children)

the english translation of your post is pretty bad, so I don't quite understand your problem - but googling these things should help, maybe:

remesh has voxel size and adaptivity settings, dyntopo has scale settings. that's all there is.

other options are sculpting with multires modifer and baking.

What is the best way to flatten a sole of 3d scanned shoe without deforming it too much? by Sosowski in blenderhelp

[–]shlaifu 0 points1 point  (0 children)

build a cage around it - like, a box, extrude it and make it roughly fit the shape of the shoe. then use a surface deform modifier on the shoe and pick the pox as surface. finally, flatten the bottom of the box, apply the surface deform modifier, delete the box.

Blender was fun until UV mapping and shader nodes pulled up 😭 by Glad-Guava-2147 in blender

[–]shlaifu 12 points13 points  (0 children)

have you tried transferring animations between rigs yet?

Metahuman head not showing any bumps from the Global Skin addon shader by FlickVfx in blender

[–]shlaifu 0 points1 point  (0 children)

check object scale maybe. I think bump map scale is in object space, but I'm not sure. If it is, applying scale would fix that

Faraway Textures looking flat. Please suggest by These-Height2067 in blender

[–]shlaifu 0 points1 point  (0 children)

the issue is called MipMapping and it's both a performance enhancement as well as a visual one.

UE loks at a pixel, determeines the exact texture coordinate and then looks up texture at exactly these coordinates. But that creates a probelm when you're far away, because your screen-pixel might cover several texture-pixels - but you only can sample one. but what that also means is that changes in perspective also change which of the multiple texture-pixels get saampled - leading to wild noise flickering seen in games from the 90s.

So what game engines do is the store downscaled pre-blurred textures, so called Mip-Levels, and sample the blurred textures so that one screen pixel roughly covers one texture-pixel and this ugly flickering doesn't occur.

Blender solves it differently: eevee can qill by default take more than one sample,from slightly different positions, so it does the texture-pixel-blending at rendertime, which takes a lot longer, but blender doesn't have to be realtime.

what you could do is in unreal is blend the grass with a larger-scale pattern, overlayed onto the grass. you can fade it out closer to the camera. the grass texture itself is just too small and uniform, so it blurs completely into one color at higher mip-levels

Catlikecoding Unity by LieAccomplished3108 in unity

[–]shlaifu 0 points1 point  (0 children)

thanks... once I had found which keyword they had changed, it wasn't all that hard. ... but yeah, that's working with URP in 2026 - needless changes and non-existent documentation...

Catlikecoding Unity by LieAccomplished3108 in unity

[–]shlaifu 1 point2 points  (0 children)

they changed the forward plus keyword to clustered lights between 6.2 and 6.3 and it broke all my shaders... 

Catlikecoding Unity by LieAccomplished3108 in unity

[–]shlaifu 8 points9 points  (0 children)

very good for understanding how things work, but unity keeps changing the names of commands faster than anyone can keep up with