Blender

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A community for users of the awesome, open source, free, animation, modeling, procedural generating, sculpting, texturing, compositing, and rendering software; Blender.

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I have an object and points (point cloud). I would like to modify the named attribute of the nearest vertex to each point. How to do this?

I tried using the "sample nearest" node, but I couldn't make a selection out of the output. Then I tried it with the "sample index" node, and it seemed like it was modifying the named attribute for all vertices for each point, or the "sample nearest" node used the source object's location instead of the point cloud.

I would appreciate some help

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cross-posted from: https://sopuli.xyz/post/18243654

Up until I saw the person I couldn't even tell this was 3d which is saying something because the vast majority of 3d trying to emulate 2d I have seen has a weird plastic look to them.

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This is a simple shader node group that breaks up the visual repetition of tiled textures. It uses a Voronoi texture's cell colors to apply a random translation and/or rotation to an image texture's vector input to produce an irregular pattern.

I primarily made it for landscape materials. The cells' borders are still sharp, so certain materials, like bricks, wood, or fabric, will not look good.

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spaceship! (lemmy.blahaj.zone)
submitted 2 weeks ago by [email protected] to c/[email protected]
 
 
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I recently came across a Japanese animation and love the way it looks and want to replicate the shader style and animation style

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Recently I've been planning on designing some optics, nothing fancy just for a projector system that I'm messing around with. Anyway I got this idea that I could basically model the optics in blender using lux core to simulate the light path as it bounces the mirrors and passes through the lenses.

So I am able to create lenses and parts of any kind O can think of but I would love to be able to control the parts after I've created them via parameters like radius of curvature for example for a mirror.

Is that possible using a python script? Like somehow keep the script that created the geometry somehow linked to the geometry in such a way that I can come back to the script and change it later or maybe even change it using the timeline and key frames?

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Hi

So, the thing I want to accomplish is to add .png images, compile them and then transform the compiled montrosity (move/scale, etc).

But the thing is, if I “alphaover” the images with some offset, for example:

the image laid over the other cuts off, as the overlay can’t reach outside the dimensions of the underlaying one.

I know I can just:

  • use eg. gimp and combine the images there, but I’d rather have my workflow entirely in blender.
  • add transparent padding for ~billion pixels around the decal as a workaround, but that sounds silly and “bruteforcing” the concept.

How would I go about getting all overlaid images to display in full in such case? I’ve tried different options on the “alpha over” and “color mix” -nodes without results, but entirely possible that I just missed some critical combination.

So, thoughts?

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This is a remake of one of my first nature scenes; it's always so satisfying to look back and see how far I've come since then. All made in Blender, rendered with Cycles.

Let me know what you think!

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cross-posted from: https://sh.itjust.works/post/24674915

Sourced from this article about Blender's history, which interviews Ton Roosendaal, the creator.

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I personally find this addon quite innovative. To me it looks like a 2d drawing toolset inside of 3d program that is more powerful and has unique 2d drawing features absent in actual state-of-art 2d drawing programs like CSP and Krita!

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
 
 

(also; an album: https://imgur.com/a/H4EZCdV - changed the topic link to show the render, for obvious visibility. Album includes node-setups for geonodes and the gist of what I use for most materials)

Hi all, I'm an on/off blender hobbyist, started this "project" as a friend of mine baited me a bit to this, so I went with it. The idea is to make a "music video" of sorts. Gloomy music, camera fly/walkhrough of a spoopy house, all that cheesy stuff.

It started basically with the geonodes (as shown in the imgur album) - basically it's a simple thing that generates walls/floorlists around a floor-mesh and applies given materials to them, nothing fancy but it allows me to quickly prototype the building layout.

The scene uses some assets from blendswap:

  • https://blendswap.com/blend/14139 - furniture, redid the materials as they were way too bright for the direction I intended to go. But the modeling on the furniture is top notch, if a bit lowpoly but nothing a subsurf mod. can't fix.
  • https://blendswap.com/blend/25115 - the dinner on the table. Also tweaked the material quite a bit, the initial one was way too shiny and lacked SSS.

Thanks to the authors of these blendswaps <3

edit: the images on paintings on the wall are some spooky paintings I found on google image search, but damn it I can't recall the search term to give props. I'm a failure.

The source for the wall/floor textures are lost to time, I've had these like a decade on my stash. Wish I could make these on my own :/

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Good morning,

Hope this is not a stupid question, I am very new to Blender. So, my setup is:

  • 3d env built from iPad photogrammetry

  • we insert some lasers (a simple cylinder with emission node)

  • we control the lasers using QLC+ --> artnet --> BlenderDMX and a python expression that modulates the emission color for every laser from a separate dmx channel.

We would now love to be able to store the dmx animation directly in blender as keyframes in order to export the animation and put it back on the iPad for AR simulation. Is there any way to record the driver data in real time?

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 
 

My wife just finished playground asset pack for our life simulation game :)

Here are the renders in Blender:

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 
 

I've often seen this sort of thing in videos advertising GI in minecraft shaders, and tried it out in blender.

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Currently the elbows are pointing in vaguely the right direction but they are somewhat off. I have checked that they have the right target bone selected. I have a feeling that this is due to some of the rotations of the bones in edit mode... Can someone help me with this?

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I have a bone that's rotated 180 degrees on the y axis from where it's supposed to be. I wish I could simply press a button to unlock the axis, rotate the axis 180 degrees without physically rotating the bone and be done with it.

Unfortunately, I'm trying to figure this out and the only results are people talking about going into edit mode, selecting all the vertices and then rotating them. That's great and all BUT I'M TRYING TO ROTATE A BONE not a mesh. Bones don't have vertices so this won't work. I really really really don't want to delete the bone, make a new one and re-weight it, so how tf do I do this? I used autodesk 3ds max in like 2007 and the button to do this was front and center and one of the few things I actually knew how to do.

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Been playing with more space stuff. Trying to cook up a TOS style Miranda class ship. I dont have the panelling where I want it but I'm pretty happy so far. Next step is animating some of the ship details like the bussard collectors and anti-colission strobes, etc.

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I couldn’t find any good examples of threads generated with geometry nodes, so I made my own following the ISO metric screw thread specifications.

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I couldn’t find any good examples of threads generated with geometry nodes, so I made my own following the ISO metric screw thread specifications.

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For instance, when setting render samples, noise threshold, or domain resolution I set it at 128, 256, etc. I've just done it this way ever since I learned Blender, but does this acutally do anything?

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