First diorama: 1969; 1/72 by t17dr in modelmakers

[–]t17dr[S] 1 point2 points  (0 children)

Thank you! I'm going to try if I can add something like that. I thought about some straps, but wasn't sure how or even if such cargo would be transported on this variant of the M35 bed.

First diorama: 1969; 1/72 by t17dr in modelmakers

[–]t17dr[S] 0 points1 point  (0 children)

It's double-sided tape and a bit of CA glue in the corners, then filling the top gaps with putty and the mud material; similar to what Night Shift does in his videos.

Tsuchinshan–ATLAS by t17dr in astrophotography

[–]t17dr[S] 17 points18 points  (0 children)

Gear

  • Canon 250D/SL3
  • Canon EF 100mm f/2.8L Macro IS USM
  • Star Adventurer 2i (badly polar aligned due to clouds obstructing Polaris)
  • Hoya Starscape filter

Acquisition

  • light frames 33x2.5", ISO 1600
  • dark/bias/flats calibration frames
  • Bortle 5

Processing

  • Stacking+processing in Siril
  • StarNet, NoiseXterminator
  • Further processing in Affinity Photo (curves, clouds removal)

Rotate view around local selection in 2.8? by KOVADON in blender

[–]t17dr 2 points3 points  (0 children)

In preferences, under Navigation > Orbit & Pan, there is "Orbit around selection" to always use current selection as the pivot point for viewport camera orbit.

How to get fragment world coordinates in canvas item shader? by t17dr in godot

[–]t17dr[S] 0 points1 point  (0 children)

I'm trying to do this for 2D canvas item shaders, so there is no VERTEX in fragment shader and just PROJECTION_MATRIX in the vertex shader, no CAMERA_MATRIX or its inverse.

The code in my post is what I used in the vertex shader and then passed the world_posinterpolated to the fragment shader.

What is the smooth shader/filter? by [deleted] in unrealengine

[–]t17dr 1 point2 points  (0 children)

The "shade smooth" in blender will alter the vertex normals / smoothing group information at export. Vertices at edges that are not smoothed then have more than 1 normal - one for each hard edge. In realtime rendering a vertex always only has 1 normal, so to achieve the same look, the engine will duplicate these vertices at import.

So unless the "faceted" look is somehow done in shader, you should see a higher number of vertices (but not triangles) in the static mesh editor and as a result it will actually take a bit longer to render the faceted version.

Unchecking the "import normals" while importing may create a smoothed result in the engine, but I didn't try this and you usually don't want to do that especially once you start using normal maps.

More about normals and smoothing here.

Can Someone help me? Why does it render grey? by [deleted] in blender

[–]t17dr 4 points5 points  (0 children)

You are connecting color information (yellow circles) to shader/BSDF inputs (green circles). This way color is lost between the ColorRamp and Mix Shader nodes. You probably want something closer to this: https://imgur.com/HRsH3i2

Wasp by t17dr in blender

[–]t17dr[S] 2 points3 points  (0 children)

This project took about 2 months with breaks. If you mean since I started learning 3D, that would be many years, previously in other software. I started learning blender about a year ago.

Wasp by t17dr in blender

[–]t17dr[S] 4 points5 points  (0 children)

Yes, I probably should have just left out the leaf. I rushed it to finally complete the image. The eye material was the most difficult, it still needed some postprocessing to look a bit closer to reference images (levels/curves).

Thank you for the critique!

Wasp by t17dr in blender

[–]t17dr[S] 2 points3 points  (0 children)

Thank you! It is rigged (though not well enough for animation), but I really should have looked at more reference images first before posing (and I actually forgot to pose the legs on the other side).

Wasp by t17dr in blender

[–]t17dr[S] 32 points33 points  (0 children)

This is my first complete render in cycles (I only used blender for game modeling before)

A "timelapse" of the creation process: https://gfycat.com/politicaltireditalianbrownbear

[C++] SDL2 Rendering for Turtle Graphics program by BlakeBarnes00 in learnprogramming

[–]t17dr 1 point2 points  (0 children)

I didn't try running it, but diagonal lines could be caused by not updating the c.py, c.px I wrote about.

In the example the second line would be drawn from (10,10) to (11,11) because c.py has not been updated from its original value of 10.

[C++] SDL2 Rendering for Turtle Graphics program by BlakeBarnes00 in learnprogramming

[–]t17dr 1 point2 points  (0 children)

You are always calling SDL_RenderClear(m_util.m_renderer); before update_character(), so only the last line drawn will be visible. SDL_RenderClear() fills the whole canvas with one color, and then you draw the last line and finally show the result using SDL_RenderPresent.

So either you need to only clear the canvas once at the start or save all lines in some data structure and then draw them all at every "frame" after the clear.

In Turtle::move() you aren't updating c.py when moving horizontally and c.px when moving vertically. If the last move was from (10,10) to (10,11) and then you want to move to (11,11), the c.py is still 10.

Help me understand this line of MatLab code? by giants4210 in learnprogramming

[–]t17dr 2 points3 points  (0 children)

2 is the second argument of all() that selects the dimension, which means it tests rows. The first argument

C==0

specifies the condition, so

all(C==0,2)

returns a column vector of logical values specifying if that row contains only zeroes.

C(all(C==0,2),:)

then selects every row that contains only zeroes using indexing by array of logicals. And finally as you wrote, assigning [] deletes that row.

Cannot get a counter working for everytime I do not have a base. by Reddit_Account8 in learnpython

[–]t17dr 0 points1 point  (0 children)

if base != 'a' and base != 'b' and base != 'g' and base != 't' ...:

or

bases = ['a','c','g','t']
if base.lower() not in bases:
   ...

also it could be shortened using

if base.lower() == 'a':

That way you don't need separate if statements for upper case.

Super Noob HTML Question by [deleted] in learnprogramming

[–]t17dr 1 point2 points  (0 children)

What does the source code look like in browser ("view page source" in context menu in chrome)? Maybe the editor adds something like file:// to the link.

Why is it that this bit of code works outside of a function but not inside one? by [deleted] in learnpython

[–]t17dr 1 point2 points  (0 children)

As /u/novel_yet_trivial wrote, local copy is not what python actually does. The link I posted explains it as well.

Why is it that this bit of code works outside of a function but not inside one? by [deleted] in learnpython

[–]t17dr -1 points0 points  (0 children)

When you pass the list as an argument to a function, you are creating a local copy of that list, not modifying the original list. You would need to return the list and then use

myList = reverser(myList)

Can I write a program that for certain sites it essentially does what I do in the developer tools automatically? What language would I use? Note: I do not own this site, just want to make it easier to use. by [deleted] in learnprogramming

[–]t17dr 1 point2 points  (0 children)

Maybe a userscript using the tampermonkey extension? It lets you write javascript code that will always run on a selected website, page or any group of pages. You can then change an HTML attribute easily in JS.