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.

Rules:

  1. Be nice
  2. Constructive Criticism only
  3. If a render is photo realistic, please provide a wireframe or clay render

founded 2 years ago
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download model here if you want (it is bad): https://cloud.disroot.org/s/KNsMZY2GMrJpZSc

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A scene i'm trying to make includes a hole in the sky that i'd like to have disintegrating edges, as shown here. I should only need one angle on this scene so i don't need something that's pretty from every angle.

Here's what the scene looks like currently, with a filled black circle for the hole.

And here's roughly what it should look like.

I used GIMP's pick and blur filters to do this, but i'm curious to know if there's a good way to get this same effect straight from Blender. What are my options here besides editing the picture every time i update the scene?

Thanks in advance.

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I'm working on a sculpt of a toy for my nephew and I want to do 2 different 3d prints. One of the hair with black filament and one with the head in a skin color.

It 3d prints fine if it's the head and hair together, but it's not a great sculpt with the normals and edges when separated. I can't boolean because of this. I have no idea how to do it because it doesn't want to be an exact positive negative to glue the hair on.

Think Lego or Play Mobil hair snapping on to the head. It has a positive and negative. Any suggestions would be greatly appreciated.

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I felt inspired by animusic animations and decided to try to do it myself.

I made the song only using the default plugins from LMMS. I transformed it to MIDI using this converter.

I then converted MIDI to a JSON that contains only what I need using a program in my Github repo (see below). And I import this generated JSON into blender animations using an extension (same Github repo).

Once I have the animations, I used drivers to get the animated values inside geometry nodes to launch and simulate the balls, vibrate the xylophone/marimba, oscillate bass strings and scale trumpets. The hi-hat, snare, drumstick and trombone were animated through drivers in properties GUI.

Rendered with cycles, all materials are the default material, I just changed color, metallic and roughness values, as I decided I didn't want to spend more time into this.

Source for MIDI to JSON converter and blender extension: https://github.com/alansartorio/Music3DAnimation (disclaimer: not documented)

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Handsome Beanward the Beansiah beacons the moths of Lemmy to join him in the BeanRooms and brings an offering of Lamp!

Made with Blender and no Ai!

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I successfully created a map from osm using blosm addon and wanted to transform it so that all buildings had a medieval style. I'm trying to obtain it with the help of AI but I was wondering if something was already done. It could be futuristic, post apocalyptic, or whatever.

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Is there any way to move an object directly toward or away from the camera while scaling it to preserve its apparent size, so it doesn't look like it's moving or scaling? I don't think this is very useful, but it could be good for condensing a distant landscape to be visible with realistic looking scales while not requiring a huge rendering distance.

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I'd like to be able to use vector rather than raster textures, mostly because raster images take up a lot of space. I'm pretty sure Blender doesn't support this natively, and the only extension i can find for it is Vectex, which hasn't been updated since 2012.

Does anything for newer versions exist, even just for use within Blender? Is there a better way to have detailed textures without huge texture files?

Thanks in advance.

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

I'm getting these bald spots on the back of my separate scalp mesh. The hair is not combed behind the scalp, it's just not there at all. Weight painting is totally red for both density and length, and I've tried disabling modifiers like frizz and noise, and every other one. Does my model just have bad genes?

UPDATE: The shader was the culprit! The missing hair was simply transparent, but I've switched the short hair to a simple node, and it's all a lot smoother. The complex setup is still on the longer hair.

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A post on reddit mentioned it, https://www.reddit.com/r/blender/s/x5spMcUxoS I also had a 1 star review removed for saying a different addon wasn't compatible with linux when most blender addons are and no where in their description do they specify that. (different addon, same marketplace, they didn't change the description after my review was removed either)

Seems like they remove all 1 star reviews to artificially inflate the value of everything on their site since they make a profit off anything sold. It seems they also take a large cut out of any sale.

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I made this fan animation for a game called THE FINALS and I thought I'd share it here. This is my first real blender project, and it helped me learn quite a bit about blender

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Tap for spoilerI secretly own three.

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16384 samples on this render eight flat triangles with a copy rotation constraint pointed at the circle for the aperture orthographic side view of the camera lens in wireframe mode normal render of what the camera is pointed at

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

I have a human character with hair and facial hair (beard, eyelashes eyebrows) made with curves from separate meshes like a scalp. I am attempting to rig my character, but when I select automatic weights for the base meshes, the hair doesn't move at all, and the hair itself can only be parented to a bone. This is fine for the head hair, but not so much for the rest.

Is it possible to achieve rig deformation with curve hair?

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Blender 4.4 - Showcase Reel (videos.abnormalbeings.space)
submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
 
 
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