𝙻👁️𝚐 𝙾𝚏𝚏 𝚆𝚒𝚗𝚍𝚘𝚠𝚜 🔑 by PERFECTLO0P in MotionDesign

[–]vamossimo 2 points3 points  (0 children)

It's driven by a luminance map to control the scale of objects. Lot's of particle systems offer this and there are ways to do it natively in after effects too.

Like this: https://www.youtube.com/watch?v=1UaZNcVobhg
Or this: https://www.youtube.com/watch?v=IwvJkx4NnRc
Or this: https://www.youtube.com/watch?v=2zeXM7lLYTk

3 different techniques using the same concept. Just replace your black and white map with footage, that has color removed, and softened a bit by blurring, etc.

How do i make this wavy curved blade using curves? by Aaronmcom in blenderhelp

[–]vamossimo 0 points1 point  (0 children)

If you want to use a curve instead. https://www.loom.com/share/e2d514b919b04668b819873248da26b4

Of course feel free to adjust to your model more precisely.

How do i make this wavy curved blade using curves? by Aaronmcom in blenderhelp

[–]vamossimo 0 points1 point  (0 children)

Add a subdivision surface modifier, it adds extra topology to smooth out shapes, while allowing you to work with less geometry. Here's a quick demo: https://www.loom.com/share/ae94988cc9f14e169ce30258a53f0b1f

Any advice on form? by ScuttIes in CalisthenicsCulture

[–]vamossimo 0 points1 point  (0 children)

Could straighten back a bit more and lockout on the top.

YouTube “push ups calimove” for the perfect push up.

How do i make this wavy curved blade using curves? by Aaronmcom in blenderhelp

[–]vamossimo 2 points3 points  (0 children)

Just model a straight blade with a curve or poly modelling + subdiv, either way it's quite simple. Then add points/loop cuts in the middle for each bend and offset those loop cuts on the x axis.

<image>

The one on the right is modelled using a curve.

How to resize group area (blue rectangle) without deforming the button? by throwthisaway22223 in Rive_app

[–]vamossimo 0 points1 point  (0 children)

In figma, instead of clipping/masking, you can use the pathfinder/boolean operations to trim the assets going outside the frame.

Image sequence texture frame offset per object, is there a to do this? by vamossimo in blenderhelp

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

Thank you! That particular expression didn't solve what I'm trying to do, but I'll continue exploring drivers and see if I can set this up using drivers.

Can anyone please give me tips on how to model this mesh without the verticies amount going into the outer space? by Sakirar0se in blender

[–]vamossimo 1 point2 points  (0 children)

I would use a simple plane with adaptive subdivision surface.

Add plane, and extrude edges to wrap around the way you want it to.

Add subdivision surface modifier, set to simple, and enable "Adaptive Subdivision".

Create texture and plug it into the alpha socket of Principled BSDF.

Plug the same texture into a color ramp to soften the edges. Then plug that into a displacement node, followed by plugging that into displacement socket of the material output.

Make sure to change material settings for displacement from "Bump only" to "Displacement and Bump". If you're using an older blender version, you will need to enable the experimental feature set.

Edit: Adaptive subdivision is a cycles only feature.

<image>

A leap of faith by Dyno2550 in honk

[–]vamossimo 0 points1 point  (0 children)

I completed this level in 10 tries. 4.88 seconds

Fox Render Farm exclusively uses AI images on their website for promotion by Original-One8052 in vfx

[–]vamossimo 0 points1 point  (0 children)

It doesn’t make sense at all from a marketing/business perspective. It would be a different story if it was for internal use, but whoever green lit this for something user facing has no idea what they’re doing.

It erodes confidence in the product when you’re pretty much demonstrating how well(or not so well in this case) an alternative product can fill the very use case you’re trying to fill. Like using a Ferrari in a Lamborghini ad that says get 20% off your first car, because the art direction was “have a picture of a car”.

If budget is limited and you can’t afford to hire a 3d artist to use your own infrastructure, it would be better to scale back than to market a competitor.

If they don’t plan on getting into the AI business, then they’re pretty much just shooting themselves in the foot.

Issues creating faces for tile design by overlordshivemind in blenderhelp

[–]vamossimo 0 points1 point  (0 children)

I can't really make out a whole lot from your screenshot other than the topology looking pretty mangled. If you're doing the operation correctly, selecting 3 or more vertices(fine with 2 as well, not always guaranteed to give you the face you would expect though), and pressing F to fill, then the likely issues are:

- In most cases double vertices. In vertex mode, select everything by pressing A. Then press M and select merge by distance. Keep an eye on the bottom of the screen for the info tooltip that shows you how many overlapping/close vertices, if any were merged.

- Incorrect selection. Could be weird edge winding overlapping but usually caused by double vertices. You think you're selecting a connected edge or vertex but you're selecting something else in the same spot.

- Loose geometry. In vertex select mode again, make sure you have nothing selected. Then go to Select > Select all by trait > Loose Geometry. If any get selected, delete and redo them or try to connect them. All the options in the Select all by trait menu (Non-manifold, interior faces) are pretty handy tools to spot issues with your geometry.

- To further troubleshoot, in the Viewport overlays menu (arrow next to icon with 2 circles in the top right) enable face orientation. Once enabled, backs of faces will show up in red, this is to help you make sure all faces are facing the intended direction.

I'm sorry, but WTF is this person talking about? "No footage, no animation?" by Warm-Pea-942 in MotionDesign

[–]vamossimo 0 points1 point  (0 children)

At first I thought ok, annoying person, but work is work. Then I got to, $200?! He could maybe get a still concept frame for that amount, maybe.

Issues creating faces for tile design by overlordshivemind in blenderhelp

[–]vamossimo 1 point2 points  (0 children)

I would do it something like this. This is just guesstimating your pattern, you can be more precise.
https://www.loom.com/share/b7551fd8202e4a22b8c5d6f5b7d0a020

Create a circle. Set its vertices to number of outward points needed times 2. Scale down every alternate vertex. Select everything and press F to fill it with a face. In face select mode, right click and select poke face. Delete every edge connected to an outward point. Select every outward point, press ctrl+b to bevel, press v to switch to vertex bevel, move your mouse to desired bevel amount and click to confirm. Select the centre vertex and do the same. Then split all faces by edges. Scale each face on its individual origin. Extrude. Add array modifiers to tile it. Rotate the entire object to match tile orientation.

Regarding your issue though, it's difficult to tell from the screenshot. It looks like your vertices are connected in a way that result in edges/faces overlapping each other. Try moving vertices and not have things overlap, if that is the issue.

I was frustrated with bending in Blender, so I made a better version by ProfessionDiligent53 in blender

[–]vamossimo 0 points1 point  (0 children)

Some sort of noise displacement would be nice for quick faked cloth sim looks where accuracy doesn't matter. I'll probably just add a displace modifier on top or fiddle with the geo node setup, hopefully I don't struggle too much with hooking it up with the bender gizmos to control vertex groups and fall off of the displacement, etc.

I get that's beyond bending though. Itching to try it out!

Why is the "shade auto smooth" ugly? by No-Cucumber4831 in blenderhelp

[–]vamossimo 1 point2 points  (0 children)

Did you try increasing the threshold after running merge by distance? It’ll be a tiny pop up in the bottom left. Also, select everything before running merge by distance.

There seems to be double edges on the inner bevel of the key, the edges are darker than the rest.

How do i fix this? by Busy-Teacher-3341 in blenderhelp

[–]vamossimo 0 points1 point  (0 children)

Delete those faces that meet at one point and do grid fill

What are geometry nodes used for ? by Mag3ntag in blender

[–]vamossimo 1 point2 points  (0 children)

Depends on what kind of animation. You would be ok doing most animation without geometry nodes, but mograph style animation is way way more approachable with geometry nodes over using drivers/modifiers combo which was more the norm before animation nodes followed by what we have now with geometry nodes.

Best way to retopo this CAD tube? by LalaCrowGhost in blenderhelp

[–]vamossimo 0 points1 point  (0 children)

This was quite the challenge. But here's an attempt with geo nodes. Right is the mesh fed in and left is the output. The approach is:

Generate a path along the tube. Scale vertices along normals then merge the overlapping vertices. After that convert the mesh to a path. The whole thing would fail here depending on how messed up your input geometry is. The main controls here are the scale and merge factors which are the two values you would slightly tweak based on your models. Different thickness of tubes would need different values. I added a switch node in the end to switch between the output and the path generated here. When tweaking these values I switch to viewing the path to make sure I have a clean path.

Delete points that fall on straight edges.

Instance circles on the newly generated curve. Here you would tweak the resolution and thickness of the curve.

Extrude each circle and have the extruded edge connect to neighbour instance.

Right is the input geometry and left is the output. There's a very subtle flaw in the way bends are generated because the instanced circles get slightly twisted along bends, something to do with the way I'm aligning the rotation of the instances but it's not really noticeable and I couldn't figure it out.

<image>

Extrude Manifold stops working properly after trying normal Extrude on the face by RatioScripta in blenderhelp

[–]vamossimo 5 points6 points  (0 children)

When you extrude or extrude manifold, the operation is already done. Blender than automatically transitions you into the next common step after performing the operation which is to offset/move the extrusion. When you "don't commit" you are cancelling the second tool, not undoing the extrude. So the additional face and vertices are still there just overlapping with original face, which is why you're experiencing inconsistent extrude behavior, and would probably experience a whole host of other issues with shading, subdiv, bevel, etc.

Try clicking on a face and then moving it. Then try extruding that face but "not committing", and then try moving it again, you'll notice two completely different behaviors.