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   February 11, 2020  
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[00:00:27] <linuxmint> I need to keep top view, to view the orthogonal view of squares, to measure up my 2nd object, by counting the squares.
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[00:01:28] <linuxmint> Hi, I'm trying to move the viewport grid up, whilst in top view mode?
[00:01:28] <linuxmint> I zoom in very close to the objects, so the 2nd object is below the 0,0 axis and is offscreen.
[00:01:28] <linuxmint> I need to keep top view, to view the orthogonal view of squares, to measure up my 2nd object, by counting the squares.
[00:01:39] <linuxmint> Oops.
[00:02:14] <ze> if you're just trying to pan around without breaking the orthographic view, shift middle-click-drag
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[00:03:36] <linuxmint> ze: ah, thank you. I can Shift+middle scroll.
[00:04:32] <linuxmint> Maybe not, my middle click is kind of broken.
[00:05:01] <ze> scrollwheel-as-a-button is annoying :(
[00:05:04] <linuxmint> Not working now, might need a new mouse.
[00:05:24] <Aritodo> there is an 'emulate three button mouse' option in the settings
[00:05:32] <ze> but shift-scroll does nothing for me anyway
[00:05:59] <Aritodo> input tab
[00:06:26] <linuxmint> Aritodo: hmm, I might have to change it to Shift+rmb+drag. Scroll is temperamental.
[00:06:50] <Aritodo> basically hold the alt key+left mouse to make a middle mouse click
[00:08:49] <linuxmint> Aritodo: that moves my object, however I would like my object to remain at the 0,0 axis, then move the grid to the edge of my object.
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[00:11:29] <Aritodo> what?
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[00:11:49] <linuxmint> Aritodo: I am trying to move the grid.
[00:11:55] <linuxmint> whilst in top view.
[00:12:17] <Aritodo> left click should only move your object in certain conditions, and middle mouse click should never move it
[00:12:30] <Aritodo> you cant move the grid, its always at 0,0
[00:13:03] <linuxmint> that's no good. When I zoom in to count the squares on the grid, I can't see the edge of my object.
[00:13:15] <Aritodo> are you trying to pan the view? shift+middlemouse, or shift+alt+leftmouse if you have the emulate 3button mouse on
[00:13:32] <sst66> Why count squares?
[00:13:38] <linuxmint> Zoom in works by scrolling the mouse (keypad +).
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[00:13:59] <Aritodo> zoom is also ctrl+middlemouse
[00:14:19] <linuxmint> sst66: To check the size of my object. I used the ruler, however if the grid is correct, this is easier for me to work with as a background.
[00:14:42] <linuxmint> Aritodo: no Ctrl needed for me, just scroll for zoom.
[00:14:50] <linuxmint> Blender v2.79.
[00:15:07] <Aritodo> yes, scroll wheel works as well
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[00:15:20] <Aritodo> but ctrl+middlemouse drag does as well
[00:15:34] <linuxmint> I prefer to use whatever the easiest is.
[00:15:40] <Aritodo> and offeres more precision
[00:16:18] <linuxmint> I see no difference. Ctrl is snap isn't it?
[00:16:29] <linuxmint> Anyway, my point is, I need to move the grid.
[00:16:34] <Aritodo> when you are moving the object, yes
[00:16:58] <Aritodo> again, you cant move the grid
[00:17:08] <Aritodo> and again, <Aritodo> are you trying to pan the view? shift+middlemouse, or shift+alt+leftmouse if you have the emulate 3button mouse on
[00:19:12] <linuxmint> Aritodo: ah, it is Shift+middleMouse+scroll. The moves the grid up and down. Left and right?
[00:20:27] <linuxmint> *that
[00:20:58] <Aritodo> it will not move the grid, it will change where the viewport is pointing, your grid will stay in line with the objects
[00:21:30] <linuxmint> Aritodo: my bad, I need to move the viewport left and right now please.
[00:21:40] <Aritodo> huh?
[00:21:45] <Aritodo> just drag it left or right...
[00:22:20] <linuxmint> that moves the objects, not the viewport.
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[00:22:58] <Aritodo> hold shift. click and drag the middle mouse button left or right, or up or down.
[00:24:40] <linuxmint> Shift+middleMouse+drag does nothing. Shift+middleMouse+scroll moves viewport up and down.
[00:26:52] <Aritodo> i dont know what you are talking about with the shift+scroll, that does nothing on my setup. regardless, it sounds like something is messed up with your middle mouse button, have you enabled the emulate three button mouse option like i suggested?
[00:27:59] <Aritodo> if you have, then shift+alt+leftmouse will pan the viewport in all directions
[00:28:37] <linuxmint> ok, let me read back how to change to emulation.
[00:29:41] <Aritodo> hmm, you said you were using 2.79? i dont recall where it was on the old versions
[00:30:16] <linuxmint> thanks, researching.
[00:32:11] <Aritodo> may i ask why you are using 2.79?
[00:32:56] <linuxmint> Linux Mint hasn't approved a later version yet.
[00:33:20] <linuxmint> Not available in the Software Manager.
[00:33:30] <Aritodo> hmm, you shouldnt be using the repo versions anyway, they often have odd bugs
[00:33:39] <Aritodo> much better to use the official version from blender.org
[00:34:03] <linuxmint> Linux Mint advise to use the Software Manager. I can download stuff from the internets, but things can break.
[00:34:05] <ze> i feel like i saw a tutorial on one of those weird procedural material sorts of tricks that make a plain low-poly surface look like it has detailed dimensional geometry and depth... specifically something that was kinda fuzzy tangled threads or something... anyone know of a setup like that?
[00:35:13] <linuxmint> Thanks all, will research and try again later.
[00:35:21] <Aritodo> yeah well, linux mint doesnt know what they are talking about in this case, heh
[00:35:32] <linuxmint> I see.
[00:35:52] <Aritodo> same thing as microsoft trying to convince people to use the windows app store tho, really
[00:36:08] <linuxmint> I beg to differ.
[00:36:13] <Aritodo> its safer in general, and they can control what the users install
[00:36:23] <ze> things may break other things in one direction or another, go with whichever way is less broken in each case ;)
[00:36:32] <Aritodo> or google saying you shouldnt install stuff from outside the play store
[00:36:59] <stiv> blender does not need to be installed to run. just download, unpack and run
[00:37:03] <linuxmint> I beg to differ. This is off topic for me, and I need to work on other things. This could be a big discussion.
[00:37:11] <linuxmint> Bye for now :-)
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[10:26:00] <gordo> Hi
[10:27:54] <gordo> I use left click under 2.8. Since yesterday, when 'i'm in EDIT MODE, it doesn't work anymore : left clicking just centers the 3d cursor. I can only select my vertexes with shift+left click. right click moves the 3d cursor too.
[10:27:56] <gordo> any idea
[10:27:57] <gordo> ?
[10:30:13] <Yaniel> check in input settings that you haven't accidentally changed anything=
[10:30:33] <Yaniel> or delete your user configuration if you don't have much custom stuff in there
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[11:15:48] <gordo> Yaniel: preferences > load factory preferences does not work
[11:15:53] <gordo> still can't select
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[12:48:20] <seseri> in the T panel is a select mode and an origin mode, maybe changing it helps?
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[12:55:25] <jaggz> sounds like something to run by coders in #blendercoders and/or blender.chat site
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[14:38:12] <Assault> hi, has anyone here used the new XR Interaction Toolkit?
[14:38:37] <Assault> Im unsure what packages I need...like do I still need to install Oculus Integration if I use XR Interaction Toolkit etc?
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[15:49:56] <portnov> https://www.reddit.com/r/blender/comments/f28ahp/differential_line_growth_models_in_grasshopper/ "look where that got us"
[15:50:19] <portnov> is blender more popular than rhino?... :)
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[15:56:55] <day> popular in what regard?
[15:59:53] <Yaniel> I have heard that blender is in fact, way more popular than its reputation indicates
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[16:10:50] <swordsmanz> Yaniel: blender has a really good reputation ...
[16:12:35] <swordsmanz> infact in honestlin the industry .. ether you shell out for maya or houndini ... or you use blander
[16:12:40] <Yaniel> but not exactly a "twice the userbase of autodesk"-reputation
[16:12:51] <Yaniel> https://valdyas.org/fading/hacking/krita-hacking/back-from-the-blender-conference-2019/
[16:12:59] <swordsmanz> like it is "up there" witht he best apps
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[16:15:16] <swordsmanz> Yaniel: actually i would disagree .. ppol that work on games or movies are more likely to want mayha modo or houndini ... but at the same time .. blender
[16:15:29] <swordsmanz> + 3d coat + substance suite
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[16:15:41] <swordsmanz> is still a really professional option
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[16:17:08] <swordsmanz> onme of the things that makes it a bit harder to diferentiate .. is unlike 2d design tasks where there are only 1 or two competent apps .. with 3d stuff we have like.. 10 or so competent and industry standard apps per task
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[16:20:09] <mescalin_> why I can't import this glTF animation in blender? http://www.coppeliarobotics.com/files/contributions/robotCollaboration.gltf.gz it loads fine in BabylonJS viewer or other web viewers, but in Blender everything moves randomly
[16:20:16] <mescalin_> is there something I have to do after importing it?
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[16:23:14] <Yaniel> I'm not seeing anything in web viewers
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[16:23:36] <mescalin_> Yaniel: try this one? https://sandbox.babylonjs.com
[16:23:46] <mescalin_> Yaniel: did you ungzip the file?
[16:23:51] <portnov> Yaniel: well, it worths to note that "number of installations" doesn't mean "number of professional users". One who needs some 3d app to make money (for commercial cinema, for example) will probably prefer Autodesk software just for commercial support...
[16:24:34] <Yaniel> "3d app of choice when you need it to make money" is a big factor for reputation though
[16:24:39] <Yaniel> mescalin_: I did
[16:24:41] <portnov> so those millions of blender users are probably just not a market for autodesk
[16:24:43] <Yaniel> and that one seems to work
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[16:25:29] <portnov> for example, I use blender mostly for fun & art; I wouldn't pay for any 3d app...
[16:25:40] <Yaniel> mescalin_: and blender imports it fine too
[16:25:44] <Yaniel> including animations
[16:25:56] <portnov> I suspect I'm not alone there :)
[16:26:09] <mescalin_> Yaniel: what do you do to see the animation in blender?
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[16:26:15] <mescalin_> the main timeline shows random motion
[16:26:21] <Yaniel> just hit space
[16:26:27] <Yaniel> and look at the 3d view
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[16:27:27] <portnov> https://user-images.githubusercontent.com/284644/74250736-debb8900-4d0c-11ea-966a-fd9dd8a9a646.png
[16:27:29] <mescalin_> for me all the objects are in a wrong pose also before playing the animation...
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[16:28:16] <Yaniel> 2.81a here btw
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[16:28:42] <Yaniel> if you are on an older version, I think the gltf importer has got a lot of love in the meantime
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[16:29:19] <mescalin_> Yaniel: oh... I still have 2.80.. I'll try to update, thanks
[16:29:21] <swordsmanz> Yaniel: what someone needs to make money and what they are goping to choose is highly variable like if yu work in an advewrtiseing agency that mostly dose tv adds, then you might spends 99% of your time just in afterefects hitfilm or resolve, and you might just want something like silo or cheetah 3d for doing title models, if you prodominately make game assets then you might want to go for blene
[16:29:24] <swordsmanz> r or modo
[16:29:52] <swordsmanz> like every aplication is going to have 32d software that is more or less suited to it
[16:30:01] <Yaniel> or maya
[16:30:16] <Yaniel> considering how many games have that autodesk logo on their splash screen
[16:30:23] <swordsmanz> like blender maya and houndini go into the good all rounders catagory
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[16:33:22] <swordsmanz> Yaniel: if you wanted to do visual effects for film makeing tho , or desgin actual animations ... blender would really come into its own and always has been , dont forget where blewnder started, it was one of the standard pack in aplications on sgi irix compositing and editing stations back in the day ... and when sgi stopped being used so much the company takened.. butthe devs and users liked
[16:33:42] <swordsmanz> blender so much that they bruaght out the licence from the company and ikept it going on a free for everyone model
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[16:34:30] <swordsmanz> liuke there has never been a point in the apast 20 ytears where blender has not been seen as a full professional suite
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[16:39:53] <Arche_Studios> Does anyone know if .sbrar files can be used in Blender? In relation to texturing models.
[16:40:18] <Arche_Studios> .sbsar*
[16:41:16] <Arche_Studios> Also, how is everyone doing?
[16:41:49] <swordsmanz> Yaniel: also most comonly poroberbly .. blender will be usewd in the same pipeline along with other apps .. so you might have 5 seats of a maya licence .. for rendering and your best modelers, but then you might fill up with an aditional 10 serats of blender or other for getting all the smaller models built and onto the servers
[16:42:43] <swordsmanz> Arche_Studios: doing good , and no you cant use those with blender.. infact the only thin they really work with is substancepainter
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[16:42:49] <pedja> Arche_Studios, afaict, there is a paid addon to do that on gumroad
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[16:43:01] <pedja> how well it works, idk
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[16:43:17] <swordsmanz> proberbly not well
[16:43:33] <Arche_Studios> Yeah, not really looking to pay for much lol
[16:43:53] <swordsmanz> its better to set up a png output file for your project and then write / buy a blender pbr import script anyway
[16:44:00] <Arche_Studios> I can figure out something different for texture
[16:44:22] <pedja> it's a wrapper around some sdk, from what I can tell
[16:44:50] <Arche_Studios> What would be the benefit of using an import script?
[16:45:24] <swordsmanz> Arche_Studios: really the reason its a bad idea is that .. inter4ms of normals and roughness mapping .. blender and substance have diferent display tolarances for displacement too .. so our gonna want a thing that adds in multiplys and stuff for you to adjust per texture
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[16:46:14] <swordsmanz> Arche_Studios: the advantage is you can set up a bunch of pbrs with one operation and keep them better sinked
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[16:49:00] <Arche_Studios> Cant I just use texture maps and the node editor to make semi-photorealistic textures and lighting?
[16:49:47] <swordsmanz> you can but im asumeing if you want to do sbar then you have a substance designer setup
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[16:51:00] <Arche_Studios> No, was just grabbing a texture and didn't realize it was sbar. Hadn't seen it before
[16:52:07] <swordsmanz> ahh the yah your mjust gonna want to grab the non sbar and set it up normally
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[16:53:39] <Arche_Studios> Haven't quite yet got to the point of texturing yet. I think
[16:54:17] <Arche_Studios> I'm basically trying to make a white cotton tshirt for the manuel bastioni lab character that I made
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[16:57:11] <swordsmanz> ahh hmm
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[16:57:24] <swordsmanz> if i was doing that i w ould do some form of texurte painting
[16:57:48] <Arche_Studios> So I just noticed a bit of an issue with the tshirt, I have the shrink wrap modifier on it as well as a multires modifier and in solid view it sits above the character model nicely, but when I switch to look dev, the shirt phases through the chest
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[16:58:35] <swordsmanz> Arche_Studios: add a solidify to giver it some depth between the shrinkwrap and the multires
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[17:01:01] <Arche_Studios> I added a solidify modifier but it still phases through when switching views, I'm gonna try and tweak around with the mod settings and see if that helps
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[17:02:34] <swordsmanz> Arche_Studios: you can add an offset tot he shrinkwrap too i think
[17:03:16] <Arche_Studios> I have an offset to it. I just realized what it was. the offset was set small enough so that it just overs above the mesh, but it does actually phase through the breasts
[17:03:51] <Arche_Studios> Just harder to see in solid. I'll attach the file so you can take a look at it if you want
[17:04:33] <swordsmanz> kk
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[17:05:19] <Arche_Studios> its too large a file
[17:05:44] <swordsmanz> just screenie and imgur it
[17:07:52] <Arche_Studios> Gimme a minute, at work lol
[17:10:06] <Arche_Studios> http://pasteall.org/pic/a49900c02623c26d0e4db8d7fccf0ced
[17:12:06] <Arche_Studios> Oh jeeze, the mesh in edit mode looks atrocious
[17:13:48] <swordsmanz> Arche_Studios: hmm for a simple tshirt i think you mgiht be going about it not the best way ...
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[17:16:20] <Arche_Studios> Well, I'm hoping to go for realism with it.
[17:16:27] <Arche_Studios> How would you suggest I go about it?
[17:16:46] <Arche_Studios> And this is from me trying to follow some tutorials lol
[17:17:08] * swordsmanz really should make a tutorial on the sane way to do this
[17:21:06] <swordsmanz> Arche_Studios: ok start with you base mesh and make a selection like this (pic to follow )
[17:21:41] <swordsmanz> Arche_Studios: https://i.imgur.com/SfoeXug.png
[17:22:09] <swordsmanz> then shift D to splicate and p selection
[17:22:17] <swordsmanz> to turn that into its own mesh
[17:23:34] <swordsmanz> Arche_Studios: then alt S to scale along normals like this
[17:23:43] <swordsmanz> and add a solidify
[17:24:43] <swordsmanz> https://i.imgur.com/s1Lc9LK.png Arche_Studios: wich should givve you this
[17:27:03] <Arche_Studios> I'll give it a whirl
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[17:29:52] <swordsmanz> Arche_Studios: then tweek the dress to fit tab over into sculpting mode and smoothout the tits a bit like this https://i.imgur.com/xhCneZx.png
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[17:32:43] <swordsmanz> Arche_Studios: apply the solidify and add in some insets for hems and do any ripping to the cloth you need before hat
[17:32:51] <swordsmanz> screenshot to follow
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[17:35:11] * swordsmanz did lazxy ngons here for demo becouse he forgot to show how to rip before appling https://i.imgur.com/6NEIAl9.png
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[17:36:41] <Arche_Studios> alt s cleared the scaling
[17:37:21] <swordsmanz> Arche_Studios: sometimes when the curser goes off the edge of the screen it can zero out and yu need to be doing it in edit mode
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[17:39:52] <Arche_Studios> Yeah, so I don't know what you mean scaling along normals
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[17:40:14] <Arche_Studios> alt s is shrink/flatten
[17:40:21] <Arche_Studios> in edit mode
[17:40:24] <swordsmanz> Arche_Studios: you just select all the virts and do alts and it should scale proportinally to thee bodymesh
[17:40:59] <Arche_Studios> like I said, alt s is shrink flatten, so it definitely does not scale proportionally lol
[17:42:47] <swordsmanz> Arche_Studios: no just s is what you use to shrink/flatten things . alt+ s scales along the normal direction
[17:43:20] <Arche_Studios> No just s is scale
[17:43:46] <Arche_Studios> Apparently your settings are backwards from mine as far as that goes
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[17:44:16] <Arche_Studios> but my just s scale doesn't scale alone the normals
[17:44:21] <swordsmanz> Arche_Studios: shortcuts in editmode are diferent from in sculpting mode
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[17:46:02] <Arche_Studios> Nobody said anything about sculpting mode my guy. I'm in edit mode. Pressing "s" activates the scale tool, and "alt+s" activates the shrink/flatten tool
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[17:47:28] <Arche_Studios> im in 2.8, not 2.81 if that makes any difference
[17:48:50] <swordsmanz> holdon ima send you a video for you to check you do ing exactly what im doing
[17:51:27] <swordsmanz> Arche_Studios: https://youtu.be/FrUiWZwOD1g is this what you are doing ?
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[17:53:12] <Arche_Studios> Yeah, it says shrink flatten when you were doing that, however mine when I try gets distorted
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[17:54:02] <swordsmanz> Arche_Studios: ok if its getting distorted then you need to trey shift + n to recalculate the normals
[17:54:05] <paul424> hello, how do I do boolean union on several objects ?
[17:54:52] <Arche_Studios> yeah, recalculating normals didn't help. still distorts
[17:54:55] <swordsmanz> Arche_Studios: after doing shift + n it should work .. if not f3 - serch remove doubles
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[17:56:33] <Arche_Studios> remove doubles wasnt an option
[17:57:04] <swordsmanz> Arche_Studios: wait merge by distance instead .. the name changed like 2 releases ago
[17:57:14] <swordsmanz> serch for that you will ge the same funtion
[17:58:32] <Arche_Studios> I had proportional editing on...
[17:58:53] <swordsmanz> aghh well yah that would fuck thing up lol
[18:03:47] <Arche_Studios> i forget about it from time to time
[18:04:07] <swordsmanz> oh yah we all do
[18:04:21] <Arche_Studios> Thanks for the assist, this is looking much better now. Just duplicated and enlarged it then put a shrinkwrap and multires on it
[18:04:27] <swordsmanz> i wish it had a fast toggle that io knew tbh
[18:04:36] <Arche_Studios> Set the distance above one mark and it fits wonderfully
[18:04:45] <Arche_Studios> shortcut is "o"
[18:04:53] <swordsmanz> Arche_Studios: make sure to add a solidify everything neds depth
[18:05:03] <swordsmanz> ooh good to know
[18:05:24] <Arche_Studios> You wouldn't use solidify on a character mesh though right?
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[18:07:33] <swordsmanz> depends on how you are setting it up .. if you want the clkoth to bee a dynamic seperate object tthatt reats to he enviroment (think asessins creed style voths) then yes or you might want to put it at the end of he chain .. that all depends on how you plan to rig and animate thing .. if you plan to at all
[18:08:28] <Arche_Studios> Oh, I definitely plan on rigging and animating
[18:09:02] <Arche_Studios> I think that's actually the point i'm at now is making the cloth actually act like cloth
[18:09:21] <Arche_Studios> and interact with the model
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[18:11:41] <Arche_Studios> Do you have to apply modifiers?
[18:17:36] <swordsmanz> WETHER YOU WANT THEM AP[PLIED OR NO REALLY DEPENDS
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[18:17:49] <swordsmanz> oops caps i would leave them modular for now
[18:19:27] <swordsmanz> Arche_Studios: learning to rig clohing is proberbly going to tkae you a day or two
[18:19:48] <swordsmanz> like there are lots of ways to do it.. bu they al involve contraints armatures and pinning
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[18:23:44] <Arche_Studios> You can't animate the cloth using particle physics and what not?
[18:24:26] <swordsmanz> you can it will jut look really crappy unless you add he rest to it too
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[18:27:31] <Arche_Studios> http://pasteall.org/pic/84b67434af3b5efdb785f51afb998a3e
[18:27:58] <Arche_Studios> Shirts looking a lot better now, however I want it to look more thin and wrinkled and not so tight to the body in shape
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[18:30:22] <swordsmanz> Arche_Studios: waching this thru proberbly explains more than i could over irc about setting up a good cloth rig https://www.youtube.com/watch?v=YPC-T9l1wE8
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[20:29:53] <paul424> hello, hello, I have a wall in my game like that : https://imgur.com/HSEcOZC
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[20:30:51] <paul424> How do I make it less "boring" and "repeative" ... How would you add a loose brick here and there to a Tile mesh ?
[20:31:23] <paul424> donno how to work with textures and materials ... I can do boolean union or differ but what's next ?
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[20:33:18] <stiv> learning how to do textures and materials would be *very* useful for making game assets
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[21:08:35] <Arche_Studios> Once an animation finishes playing through, does it play through more clearly when played again? Or do you have to manually cache the frames somehow so they load in without lag
[21:10:55] <swordsmanz> Arche_Studios: both
[21:11:45] <swordsmanz> in the side panel there are bakers for all the physics animation .. but if you don use a baker tthen it bakes on first play thru and cashes that till something changes
[21:11:49] <Arche_Studios> Well, I tried using collision and cloth physics on the shirt I had going, but it acts weird and also takes FOREVER to get to a rest position
[21:12:37] <swordsmanz> Arche_Studios: less polys more pins
[21:12:45] <Arche_Studios> I think I need to adjust the base mesh because of crowded vertices
[21:12:49] <Arche_Studios> more pins?
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[21:25:27] <swordsmanz> Arche_Studios: ok so the basic workflow is yu need to make a rig on you main chars body.. add the clohs on top ... add those to the same amature and ge them deforming righ .. then you add in the cloth physics.. and use pined vertesies to define what parts of the cloth are going to armature deform and what parts are going to be cloth simulated
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[21:26:04] <swordsmanz> again tho there are lots and lots of ways to do it
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[21:31:48] <Arche_Studios> How do I view normals in blender 2.8?
[21:32:04] <Arche_Studios> I dont see it in the viewport overlays
[21:32:22] <swordsmanz> https://www.youtube.com/watch?v=ctXn0YdqkqI Arche_Studios: this is proberbly the bet basic tute
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[21:35:31] <swordsmanz> Arche_Studios: at the top thiere is a box called overlays
[21:35:43] <swordsmanz> click that and you will get a massive view menu
[21:38:56] <jaggz> normals are way down in that
[21:39:54] <swordsmanz> honestly i recomend as well that you learn to do cloathing the standard cartoonish deformation way before you try to do a cloth sim rig
[21:40:13] <swordsmanz> becouse otherwise its just going to be impossible
[21:40:36] <jaggz> you can also just say "AI: enable normals. Vertex normals. verr. tecks. normals. .. Start over. AI. enable Ver Tecks Normals. V.. Start over. AI: Enable face normals."
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[21:41:21] <swordsmanz> jaggz: bl;ender has an ai now ? lol
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[21:42:03] <jaggz> "NO don't kill everyone!"
[21:42:04] <jaggz> stupid ai
[21:42:25] <jaggz> no not yet
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[21:42:32] <jaggz> when we have good ai we won't need vertex normals
[21:42:34] <Arche_Studios> I literally just said that I dont see it in my viewport overlays
[21:42:38] <jaggz> I mean.. normals.
[21:43:08] <jaggz> Arche_Studios, dude.. just google images for "blender 2.8 normals"
[21:43:24] <swordsmanz> Arche_Studios: look for the blue bar at the berry bottom and the buttons to the side .. i can asure you it is there
[21:44:04] <jaggz> Arche_Studios, https://blenderartists.org/uploads/default/optimized/4X/f/c/b/fcb9cca490e45700921c1f9c83f8f0c3fd8ffaed_2_1035x559.jpg
[21:45:09] <jaggz> when google fails, I immediately come to irc. when irc fails, I go to google.
[21:45:32] * swordsmanz just uses irc mostly
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[21:45:41] <jaggz> I was about to say something like that :)
[21:46:04] <swordsmanz> unless i need a tutorial on something complex.. then yousually youtube is the order of the day
[21:46:27] <Arche_Studios> http://pasteall.org/pic/4fd2d71c8a1b25bac4c1649de9c20ce8
[21:46:35] <Arche_Studios> This is what I see when I use the overlay button
[21:46:53] <swordsmanz> upi nmeed to be in edit mode
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[21:47:40] <Arche_Studios> well ****
[21:48:23] <jaggz> heh
[21:50:31] <swordsmanz> Arche_Studios: did you ever rig anything befoer?
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[21:59:26] <Arche_Studios> I have, I'm just incredibly rusty
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[22:01:34] <throwthecheese> Is there an option to speed Texture and Material modes up?
[22:01:55] <throwthecheese> They are unbearably slow and clunky on my Atom rig
[22:02:58] <seseri> best is to use 2.79 because that is not using eevee
[22:03:09] <throwthecheese> Solid and Wireframe works fine but Blender gets really lazy if I enable Texture or Material mode
[22:03:26] <throwthecheese> I'm using 2.79
[22:03:31] <throwthecheese> On that rig
[22:03:37] <seseri> oh
[22:04:27] <throwthecheese> 2.8 would crash right away
[22:05:25] <throwthecheese> Any ideas to make Material mode faster?
[22:06:27] <throwthecheese> Metasequoia had a low-quality software GL option for viewport rendering that didn't have the idiocy Solid mode has
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[22:08:45] <throwthecheese> Also, how do I color shading on Eevee?
[22:09:16] <Yaniel> there is a dropdown for changing where it takes colors from
[22:10:16] <throwthecheese> I want to create a material with pink-colored (tinted) shadows
[22:12:47] <ze> if shadow's are tinted a color it's generally either because shadow is on something that color, or there's that color of dimmer light shining on the areas shadowed by a brighter other-colored light
[22:13:25] <Yaniel> or because the object casting the shadow is transparent
[22:13:51] <ze> ah right, it's hard for me to think of that as a shadow, but it is
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[22:14:40] <ze> sorry if i didn't read enough scrollback to see what was relevant :p
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[22:16:05] <throwthecheese> Simply put, I don't want desaturated tones on a peach-colored material for example
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[22:19:08] <Yaniel> sounds like a color grading problem tbh
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[22:21:23] <throwthecheese> I could set up a toon shader and a color ramp to create softer shaders under Internal
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[22:22:35] <Yaniel> softer shaders?
[22:22:46] <Yaniel> you can use nodes to do pretty much anything in eevee/cycles
[22:24:12] <ze> random ot realism observation: one of the mistakes i see people make in chasing realism is making the realistic subtle details noticable instead of only visible if you look for them... subtley is difficult to master but essential in the quality of so many things
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[22:25:27] <ze> it's hard to wanna put in the work on something knowing nobody'll ever see it unless they scrutinize looking for it, but a lot of unnoticable details add up to a whole different impression anyway
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[22:31:19] <throwthecheese> Combining a Diffuse BSDF with an emission seems to work
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[22:34:56] <throwthecheese> Problem is that the resulting shader glows in the dark
[22:37:00] <ze> it'll still have an equal and opposite side-effect, but might be a less objectionable side-effect: what if you make it emissive with a negative strength in the complimentary color (i.e. hue rotated 180°)?
[22:37:37] <ze> still, if you achieve something by unrealistic means, you'll have unrealistic effects for it
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[22:38:27] <ze> i know realism isn't the goal in a lot of things, but there are always aspects of it being represented somehow in representing something and sometimes you need it in some respects even while avoiding it in others
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[22:40:38] <throwthecheese> Another question
[22:41:18] <throwthecheese> How do I make an indirect light scatter in water?
[22:41:34] <throwthecheese> Under Eevee of course, because Cycles is slow
[22:42:01] <Yaniel> something something emissive volumetrics
[22:42:33] <Yaniel> for the shadow thing I'm fairly sure color grading would fix it quite elegantly
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[22:53:03] <Arche_Studios> So, I think I have the cloth simulation down pretty well now
[22:53:54] <Arche_Studios> However, once the cloth is at its resting position, is it possible to have the animation start at the resting position so that when the rigged mesh is animated the cloth moves with it from its normal rest position
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[23:04:31] <ze> Arche_Studios: i think there's a few ways to go about that, but the most elegant imo might be to just 'apply' the cloth modifier once it's settled, and then re-create the same cloth sim on the result... that way the model becomes baked into the 'settled in place' starting point, but then it still behaves as the same cloth from then on
[23:04:56] <Arche_Studios> Duly noted
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[23:24:22] <intrac> tonight's doodle: https://i.imgur.com/uJ3hqVm.jpg
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[23:35:45] <sst66> Looks like it's flown through trees
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[23:41:33] <intrac> https://arc-anglerfish-arc2-prod-bonnier.s3.amazonaws.com/public/SCQ4JVL43C2SJ4VFF5RNMBP5JA.jpg
[23:41:41] <intrac> often scratched and grubby
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[23:42:55] <intrac> https://arc-anglerfish-arc2-prod-bonnier.s3.amazonaws.com/public/CBSCJWH3GTY63O3P6NTHLPYILI.jpg
[23:43:25] <intrac> https://www.homecockpits.fr/img/c/122.jpg
[23:45:04] <Aritodo> hmm, i like the metal plate itself, but i feel like the musgrave texture on the panel its attached to is too regular. also, a texture to modify the paint saturation might help give it a bit more of a faded/used look
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[23:47:54] <intrac> Aritodo: yep. also the larger scratches are too random
[23:48:10] <intrac> if they're caused by some repeated action, they're likely to be concentrated in a few areas
[23:48:15] <intrac> less so in others
[23:48:20] <Aritodo> true
[23:48:47] <ze> nice references... the ones that have the most scratches tend to have them in a spot where something probably gets put often, and a distribution surrounding... similarly, most scratches follow some movement pattern relative to the gear
[23:49:26] <ze> yeah and like the saturation thing, a lot of scratches only scuff off the surface of the paint and don't get to the metal, while some go through deeper to the metal
[23:49:33] <ze> some scratches are also much wider scuffs
[23:50:22] <ze> and like multiple lines ofvarying width in one go are fairly common, especially with such wider scuffs
[23:51:04] <ze> cool though, nice doodle
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   February 11, 2020  
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