Spyke
blender·Blenderbynemopy

[NPR] Material Lighting Nodes - Feedback

In this devtalk thread, Blender dev pragma37 requests feedback from NPR artists about a new lights and lighting experimental feature (targeting 5.3).

The way to help is to download the experimental build mentioned in the thread and play with it, if you have your own style or a style pipeline at work, test it and provide feedback in the thread. What's missing, what would be improved and what blocks you from achieving your desired result.

More info in the devtalk thread link provided and its associated example blend file.

[NPR] Material Lighting Nodes - Feedbackhttps://devtalk.blender.org/t/material-lighting-nodes-feedback/45695Open linkView original on lemmy.zip
10
blender·Blenderbynemopy

Feedback Needed: Android Tablet GPU support

In the official devtalk forum, core developer Jeoren Bakker asked Android users to support Blender's Android port with a playstore app (no Fdroid that I found) named 'Vulkan Caps Viewer'.

I believe Lemmy to be specially of interest due to the possibly higher percentage of more niche phones.

How to:

  1. Install the app
  2. Check the top to find a green text 'Device already present in database'
  3. If it says so, there's nothing to be done, you can uninstall the app. No need for you to do steps 4, 5 nor 6
  4. Otherwise, I believe it is needed for you to upload the GPU compatibility with the top leftmost button (I did not have the option so I'm not sure) (also I see people also sharing a link to their specs, so not sure)
  5. Then, after that sign up / log in to the devtalk forum and publish a comment stating your phone brand and model, and if given, the link with the info
  6. Then you can uninstall the app

More info in the official link provided.

If I got any of the steps wrong, please do correct me.

Feedback Needed: Android Tablet GPU supporthttps://devtalk.blender.org/t/feedback-needed-android-tablet-gpu-support/45611Open linkView original on lemmy.zip
13

Ghost models in viewport

Blender 5.2.0, Linux Debian 13, KDE Plasma 6.3.6. Render settings for solid view and wireframe are the default.

I'm working on a scene with a handful of objects, and rendering keeps bugging out. Sometimes when i try to use wireframe mode, sometimes for no reason at all.

Anyone know what causes this or how i can fix it? This screenshot was taken right after switching from wireframe to solid view, and then enabling the icosohedron visible at the top.

View original on lemmy.world
14
blender·Blenderbydil

I love opensource because over the last 2 years using Blender, all bugs I submitted were worked on and resolved.

Corporations only care about corporate clients and don't give a sht when I report bugs. They get put on the backburner, meanwhile with Blender I get an instant response everytime. I'm not used to reporting bugs and actually getting results. It makes me more confident and excited to use the software knowing any issues I face will prob be fixed if I report them.

View original on piefed.zip
220

[UPDATE #2] How do I get good at lighting

::: spoiler Original Post
So this is one of my attempts at lighting.
It looks awful.

The skyscrapers here are lighted form inside with a point light, since they are hollow.
I am using a sun light too to make the general scene brighter, its too dim without one.

finally, one spot light that is linked to the humanoid (i.e it only applies to the humanoid) to give the humanoid more highlight.

oh forgot to mention there is a slight fog to dim the background, using a cube with volume scatter
:::

::: spoiler Update 1
So after following some of your tips and suggestions, I have achieved the following result:

What I did:

  • Use an HDRI as a base
  • Change sun position to make shadows visible
  • lower sun strength
  • change the light color of the skyscraper behind the humanoid
  • change the highlights position and color to match the skyscrapers around
  • modified the fog, increased its visibility and changed its color and density

Although it doesnt look perfect nor great, I am very happy with how it turned out , and that is thanks to everyone here.

I am planning to make more changes, based on the other comments, like that comment that suggested bloom, so expect another update inshallah 😄

Anyway, really like the new render, thank you lemmings 🤍
:::

Update 2

I have added bloom, with few lightning tweaks.
Its time to move on to the next render, this will be the last update. Thank you everyone!

View original on piefed.social
47

Brand New Material Assets in Blender 5.2 LTS

tl;dw

  • Blender now have online material assets for download and accessible through asset browser.
  • Initial set have useful basic materials with more coming in the future.
  • All procedural and very customizable (need to make local similar to linked data block).
  • Default mapped to UV on 1x1 meter scale.
  • Categorized under "Essential" library, some are bundled, some require online access permission to be visible and download.
View original on discuss.tchncs.de
24
blender·Blenderbyerayerdin

Weird Bone Interpolation during Pose-to-pose Animation

The video is self-explanatory, but here is some additional info:

  • The poses are, as can be inferred, in the pose library.
  • I think the problem is this: When I saved hand-on-hip pose, I only saved upper and lower arm bones, which only saved the transformation of those bones and not the hand itself. So, during interpolation, hand naturally interpolates to default standing pose.
Weird Bone Interpolation during Pose-to-pose Animationhttps://streamable.com/ojidocOpen linkView original on lemmy.world
11

Why am I getting seams on my normals?

Some spots are fine, others have seams. There are marked seams on the mesh, but the UV map is seamless, and removing the marked seams seems to have no impact.

Edit: No seam visible when looking at normals or tangent via a geometry node, nor when looking at the UV map applied to the model as color. I'm pretty sure it has to be something to do with the UV mapping node.

Edit 2: I've uploaded the file here.

View original on piefed.ca
38