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   February 17, 2020  
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[00:17:27] <Guest30193> Good Afternoon
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[00:19:00] <ze> nice of them to drop by and say so
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[00:22:02] <ze> how would you setup nodes to alter a parameter based on how far the object rotates away from the z axis
[00:23:23] <ze> the tangent node seems to get me a vector that varies by the rotation, but i don't know vector maths and how to get that magnitude or whatever in the way i want
[00:24:00] <ze> not even sure what terms to search for, or if this node is really giving me what i need for it
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[01:13:17] <jaggz> I hate not having value diagnoses nodes
[01:13:45] <jaggz> a statistics node that shows what it's received.. avg.. rms.. maybe a histogram..
[01:14:23] <jaggz> ze, material?
[01:14:54] <jaggz> i end up piping values to the material.. you can see the colors or greys and figure things out
[01:16:18] <jaggz> then you can use another node.. like world coordinate stuff, and know the vector stuff for it.. google for: calculate angle between unit vectors
[01:16:50] <jaggz> calculate angle between unit vectors 2d
[01:17:36] <jaggz> 1,0 0,1 would be 90 degrees, or pi/2 radians
[01:18:06] <danilo82> i wasted my life learning about blender 3d, i can't make anything, i don't have a single bit of creativity to make anything, 7 years learning, and i don't have a single picture to show
[01:18:19] <danilo82> learning and learning, testing and testing
[01:19:03] <jaggz> 8 years is when it kicks in. keep up the good work.
[01:19:14] <danilo82> fuck you
[01:19:30] <jaggz> no foul language in this channel
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[01:24:10] <intrac> charming fellow.
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[01:25:03] <jaggz> I thought I was helping
[01:26:13] <intrac> I doubt he'll come back but if he does, any more attitude like that will be a ban
[01:26:59] <ze> dang
[01:28:10] <ze> i was gonna suggest focusing on procedural/sim stuff and/or taking some time to find inspiration and develop ideas and preferences to work by
[01:28:48] <ze> all technical and no artistic practice makes for a dull and frustrating experience :/
[01:29:10] <intrac> yep
[01:29:42] <ze> i personally feel like artistic development should be the foremost focus, it's often less obvious and more elusive and can easily get warped by the technical developments which are the straightforward part in comparison
[01:30:39] <ze> not that such warpage is bad in and of itself, it can be a part of your work's character, but there's common patterns to it that become a bit overdone :P
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[01:31:22] <ze> i find, for example, that technically proficient musicians seem to impress mostly each other, much of the time
[01:31:24] <ze> :p
[01:31:43] <ze> or they'll impress anybody but not necessarily with what you'll tend to wanna listen to
[01:32:30] <ze> unless you share their technical ear to appreciate what they're doing
[01:32:39] <ze> anyway *shrug*
[01:32:48] <intrac> it's also easy to focus on amazing technique and completely lack feel or sensitivity
[01:33:21] <ze> ah yeah
[01:34:12] <ze> like players who have good speed and precision and can play complicated stuff but it's almost like a flat midi
[01:34:14] <ze> heh
[01:34:42] <intrac_> Exactly
[01:35:19] <intrac_> Or play very precisely but with brash dynamics.
[01:35:57] <ze> yeah
[01:39:12] <ze> arts are generally about expression, usually of (or at least including) feelings in particular, so it's important to always frame the how in terms of the what and why, and take as much time with culture and nature and contemplation to develop feelings and ideas to pursue
[01:40:19] <ze> and tailor the technique you're developing to whatever aesthetic/mood/message you're also developing
[01:40:21] <ze> hehe
[01:42:05] <ze> man it's hard to tell if animating the normals on my micropolygonal displacement hill is affecting things how i'm hoping i can get it to :P
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[01:42:48] <ze> hey how'd the node get disconnected, no wonder i'm not seeing anything :P
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[01:43:45] <ze> oh hmm i probably want to hook it to the displacement map's normal instead of the shader's anyway
[01:44:34] <intrac_> Mm, I'm not near my desktop so I can't check.
[01:45:24] <ze> i'm rendering little test regions :)
[01:46:03] <intrac_> But there will be a precise and arcane order to the node connections.
[01:46:49] <ze> i wonder if it'll be too much for it to be affecting the whole blend of noise textures going into the single displacement map, like bumps on the hill waving and not just the finer vegetation parts :P
[01:47:23] <ze> sure but it's also somewhat up to what you're trying to achieve
[01:47:41] <ze> for some effects it should probably go to the shader and for others to the displacement
[01:47:48] <larry_B> (I wish I had 8 years experience with Blender... Creativity is easier than learning this beast). I'm getting back into blender after a while break and amazed at how much did stick though
[01:47:57] <ze> hehe
[01:51:11] <ze> i barely dabbled in previous versions a handful of times over the years, but getting started with 2.80 i still managed to try to right click to select or space to add about 3% of the time for a while :P
[01:52:12] <ze> that was still far less annoying that trying to left click select 90% of the time in those previous dabblings
[01:52:29] <ze> and i adapted much quicker :p
[01:52:31] <larry_B> ze, I gret stuck with the photoshop's MOVE tool (press SPACE and click-drag instead of SHIFT click-drag
[01:52:42] <ze> heheh
[01:53:55] <larry_B> or.. even better, Linux shortcuts that conflict with blenders. Press a blender combo-- Linux does something funny to my blender window
[01:55:29] <larry_B> well, I need a gear. These should be quite fun to model http://www.memorymaze.com/images/12%20x%2012%20cogs%20sm.jpg
[01:55:33] <ze> i went through my window manager's configuration and rebound things that're alt-<whatever> to super-<whatever> (i.e. the windows key)
[01:56:02] <ze> since everything else wants alt-combos and meanwhile almost nothing i've encountered uses super for anything, and come on it's labeled as a key for working windows... :P
[01:56:09] <ze> working with* windows
[01:56:59] <ze> hmm is there a gear addon :p
[01:57:11] <larry_B> it was till Linux called it "super" and keyboard manufacturers made it look like a windows keyuld make my own yey image to paint on the keyboard to remove more of microsoft imagery form my pc)
[01:57:14] <ze> a well designed one could procedurally generate any of those
[01:57:44] <ze> hehe
[01:57:50] <larry_B> true.. This is where I need our buddy with the 8 years of experience to come back. He'd likely be abl eto hammer them gears out
[01:58:07] <ze> :p
[01:59:14] <larry_B> I'm thinking maybe make the outers (teeth) and empty core. Maybe create the inners and just overlay the mesh so it interesects. (probably not perfessional, but it will work)
[02:00:00] <larry_B> Is there a method that will take an image and lay mesh?
[02:00:22] <ze> hmm
[02:00:34] <larry_B> I can alwasy extrude/bevel later and have the flat 2-d complex part made
[02:00:36] <ze> can you reverse bake geometry from a hightmap
[02:00:38] <ze> :p
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[02:01:27] <larry_B> Not sure. I remember I started off with Animation Master (Martin Hash) back in 2000. they seemed to have a tool that would take a b&w and create mesh from the image
[02:01:56] <ze> i was thinking of someone demonstrating the remesh modifier on text to get a usable topology... if you can get mesh from a displacement/height map then maybe you could get a clean topology from remeshing and get something ok out of it?
[02:01:58] <ze> heh
[02:04:15] <sst66> Add Mesh: Extra Objects addon, it has gears
[02:04:54] <larry_B> Thanks sst66. watching this (uses SVG, Curves.. stil watching) https://www.youtube.com/watch?v=6sqmLFfydiA
[02:06:03] <ze> oh yeah i forgot about svg, you could always use a vector trace util on a bitmap and then import and extrude from the vectors... but you could probably also find plenty of gears in vector already
[02:06:26] <ze> i mean i think you can, i haven't imported vectors before :p
[02:07:12] <ze> you can bring them in as curves or points/lines or something at least, right? i hope
[02:07:13] <ze> :p
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[02:09:44] <ze> jaggz: https://blender.stackexchange.com/questions/23605/how-to-visualize-a-value-resulted-from-math-node i just bookmarked it, haven't really tried it or even looked too in depth, but it looks like people have come up with a few options, including some outright value readouts and graphs and stuff, for visualizing nodes! i dunno how current or presently functional it is, but looks useful
[02:12:07] <larry_B> um. What was the shortcut to SHIFT + C (centeR) then snap selected objects to the cursor point?
[02:14:12] <ze> https://www.giudansky.com/downloads/learnwithaposter/blender-poster-infographic/blender-infographic-SM-2500.png i dunno, is it on here? :p
[02:14:47] <larry_B> yikes! wheres the treasure located? (looks complex. like a map to gold)
[02:15:18] <ze> the trick is everything on the map is a treasure, it's just a matter of which one you're hunting
[02:17:43] <ze> take a little time to look around and familiarize yourself and it starts making sense, it's all basically grouped by relatedness, and you'll probably pick up a thing or two like "oh i didn't know, or wondered about, that!" while you're at it
[02:17:45] <ze> :p
[02:18:06] <larry_B> xthanks
[02:22:59] <larry_B> well, so far i crashed inkscape and blender. let's try this again
[02:24:03] <ze> save often :)
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[02:25:02] <larry_B> yup... and from animation master: SAVE IN VERSIONS (the year I started was the buggiest version release that they put out)
[02:25:15] <ze> definitely
[02:25:26] <larry_B> I think 5 clicks crashed it
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[02:25:33] <ze> in fact i hit save as and click that + so much i feel like it should have its own shortcut
[02:25:58] <ze> "save as +" key
[02:26:00] <ze> hehe
[02:26:18] <larry_B> I think there was a shortcut key for that. probably some pbscure one
[02:26:28] <ze> i haven't looked for it, would be nice to find
[02:26:40] <ze> the keymap in preferences is more exhaustive and searchable
[02:26:42] <ze> hehe
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[02:28:11] <larry_B> There ya go ZE!
[02:28:24] <larry_B> press <F2> (save) then press '+'
[02:28:37] <ze> hehe cool
[02:28:41] <larry_B> (or multiple times to jump by a few numbers
[02:29:19] <larry_B> blender loves shortcuts
[02:29:20] <ze> hmm F2 asks for an object name here
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[02:29:22] <ze> hehe
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[02:30:01] <larry_B> (ctrl + s does same)
[02:31:14] <ze> hmm ctrl-s just saves the current name
[02:32:38] <larry_B> look under [FILE] menu to see what the save shortcut (or save as) is
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[02:33:43] <larry_B> ok i found it (move object) ctrl C, then object/transform/object to ...
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[02:37:09] <larry_B> um.. importing my gears, bevreling now mate them look like imported cookies
[02:37:20] <larry_B> hmm. i might figur ethis out one day
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[02:42:04] <larry_B> https://pasteboard.co/IV1RYOg.png
[02:42:09] <larry_B> see what I mean?
[02:42:13] <larry_B> nice gears eh?
[02:42:37] <ze> well sometimes :p
[02:43:14] <ze> what about solidify or skin
[02:43:30] <ze> or just extrude in edit mode
[02:43:34] <larry_B> im thinking convert curve to mesh then extrude and selectivly bevel
[02:43:50] <ze> ok
[02:43:51] <ze> hehe
[02:44:05] <larry_B> but those puff pasteries lookd good
[02:44:14] <ze> :P
[02:44:16] <ze> yeah
[02:44:27] <ze> baked them too close together though ;p
[02:46:53] <larry_B> yup. I think I'll jsut model these. convert to mesh then looking at how it made the gears... all vertical lines and not the niocest geometry face-placing
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[02:47:46] <larry_B> a circle, select every other control point (Verticy) and scale in/ou dhould do the teeth
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[03:05:58] <larry_B> do you know the shortcut to flip all my nor,mals the same way? i have some this and some that way and hoping I can select all adn command flip normals so of they are backlkwards to go right (and not swap the oithers tri inverse)
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[03:06:49] <larry_B> n/m easier way to use face select and select the ones needed
[03:06:59] <ze> i know theres calculate outside, and calculate inside, but i don't know shortcuts for it
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[03:34:12] <larry_B> Evenin Fleeky
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[03:38:40] <larry_B> ok :( I am stuck :'( ... https://pasteboard.co/IV2eArh.png I want to take these three scale them proportionatly (not to scale out to make bigger, but to scale them in a circular motion to make the outer points line up with the black gear image in the background)
[03:38:43] <larry_B> is this possible?
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[03:43:43] <ze> hmm can you just move each set along their individual normals?
[03:44:32] <ze> (how do you move along a normal? :P)
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[03:47:02] <hmw[at]> hi
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[03:47:14] <ze> hey hmw[at]
[03:47:50] <hmw[at]> My WebGL program is turning into a small Game Engine/3D Editor... :)
[03:48:01] <hmw[at]> I am a bit afraid of making a Blender import, though
[03:48:08] <ze> hehehe fun
[03:48:12] <ze> heh
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[03:49:12] <larry_B> oh, why not select the outer left 3 adn rotate bu degree. then the other outers to rotate by -degree
[03:49:55] <larry_B> there. perfect
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[04:34:41] <ze> "The Sun appears about 400000 times brighter than the full moon." https://en.wikipedia.org/wiki/Apparent_magnitude#Example:_Sun_and_Moon
[04:35:08] <larry_B> how do you s4elect edge loop again?
[04:35:45] <ze> i was thinking i could do 2 sun lamps, one with a moon color and brightness while the other had sun-like qualities, but that brightness ratio seems extreme :P
[04:36:27] <larry_B> ahh, jsut use a blue filter for moonscaping
[04:36:39] <ze> hehe
[04:36:47] <larry_B> and a red filter for sun
[04:37:04] <ze> i like setting my sun color by the blackbody node
[04:37:11] <ze> a lot of lighting colors really
[04:38:31] <ze> but yeah it's clear a moonlamp would contribute effectively nothing to a scene with a sunlamp in it :p
[04:38:51] <ze> i think
[04:41:26] <ze> i guess if the sun lamp's strength was like 3, which is what my scene is atm i think, that would make the moon lamp's strength 0.0000075
[04:41:57] <ze> could you light a scene with a lamp that strength?
[04:42:25] <ze> i think i need to try some exposure tests
[04:42:25] <ze> hehe
[04:43:24] <larry_B> Well, here it is: https://pasteboard.co/IV2F726.png and wireframe showing the simplistic beauty of meshland: https://pasteboard.co/IV2FeMN.png
[04:44:22] <ze> hehe nice
[04:44:38] <ze> hmm i don't see a way to animate exposure
[04:45:04] <ze> how are you supposed to go from a candlelit room through a doorway into daylight and exposure-adjust the transition
[04:45:36] <larry_B> I'm only on year 2. Isn;t that a year 7 thing.
[04:46:00] <ze> :P
[04:46:30] <larry_B> ze, 2 scenes. Scene 1, a candle lit room wiht a "door to heaven" (you know, the bright white rays over exposed brightness from a light form outdside)
[04:46:56] <larry_B> THEN scene 2, re-exposure and position jsut outside the candle-room to the new scene. Stitch them together agfter
[04:47:32] <ze> that's not pbr
[04:47:34] <ze> ;p
[04:47:38] <larry_B> Openshot for linux (and windows) should help. however I hear blender can merge videos too
[04:47:41] <ze> or hdri
[04:48:03] <larry_B> pbr/, HDRI is probably a year 5 thing
[04:48:23] <larry_B> (I'm only on year 2 or 3)
[04:50:18] <ze> i did this at least by 2007, apparently https://i.imgur.com/tP1RxNl.jpg so that puts me at least at year 13 ;p
[04:54:02] <ze> of course it was like i'd get that far and be tired of fiddling with easy stuff and fighting everything else and give up for a while, and do that a few times over the years, so in cumulative active time, i'm still in year 1 :P
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[05:15:18] <coolyo> hey, i want to create a 'glow' of somesort based on fscale, any suggestionns, the easiest way to implement is best, even if it doens't look the best
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[05:25:39] <larry_B> 131133coolyo, you're beyond my level. sorry I can;t help ya
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[05:44:17] <coolyo> in blender you can have multiple screens, but can you have modelinng display and layout display up?
[05:44:22] <coolyo> there are different controls
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[08:13:38] <ze> finally set the next fluid anim to render, almost 2d estimate if i go the full 250 frames... too bad about the X but eh https://i.imgur.com/0itKBeY.png
[08:13:39] <ze> :p
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[08:17:08] <ze> this displacement texture doesn't look as good at 1080, though maybe scaling it down some in compensation would help, and/or some depth of field to defocus it... but also it took 1.5h to render that way plus ate all of my ram in the process :p https://i.imgur.com/7WfJA1L.jpg
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[08:34:08] <Beam_Inn> is there some kind of offtopic where people talk about editing videos?
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[08:44:20] <Beam_Inn> Can't you edit videos in blender now?
[08:45:03] <ze> for a long time i thought?
[08:45:12] <ze> vse or video sequence editor as it's been known
[08:45:50] <ze> i think it's the video sequencer pane type
[08:46:09] <ze> and there's a video editor layout preset in the plus sign if not already on a tab
[08:46:49] <ze> i haven't really messed around with it :p
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[08:50:29] <Beam_Inn> i think you need to do a lot of steps to get it set up like aim a camera at a video on a blank plane
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[08:51:15] <ze> hmm i dunno about that
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[10:36:57] <intrac> Beam_Inn: I'm not sure what you mean about camera + blank plane, but Blender has an integrated video editor (VSE)
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[12:47:41] <j23> Hi2all, Can I get wireframe and solid view in object mode but for objects in the scene (not turning it on for each new added object in object properties?)
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[12:49:56] <j23> http://pasteall.org/pic/show.php?id=6479aeae73128d8bf22eed8e0d8ba7ad
[12:50:23] <j23> I know only this method, evry time need to select a checkbox
[12:51:05] <lastrodamo> j23, press z
[12:51:12] <lastrodamo> and choose wireframe
[12:51:48] <lastrodamo> oops
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[12:52:05] <j23> not what I want lastrodamo, not ONLY wireframe but both wireframe and solid view like on the pic on the right object
[12:52:07] <lastrodamo> or check the wireframe in top of 3d view
[12:52:18] <lastrodamo> j23, i see
[12:52:49] <lastrodamo> you have some wireframe on topbar of the 3d viewport
[12:53:08] <j23> I am looking for some wireframe + solid view option - exactly as wireframe or solid alone
[12:53:23] <j23> it looks like it missing in bleder
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[12:55:47] <seseri> there is a wireframe option in the overlay menu
[12:56:25] <lastrodamo> j23, here what i mean
[12:56:25] <lastrodamo> https://3dminfographie.com/images/wireframe.png
[12:56:37] <j23> seseri thanks a lot, how could I not see this!!! yes it is, great
[12:57:15] <j23> lastrodamo thanks a lot, even I can change the transparency of wire? nice...
[12:57:31] <lastrodamo> your welcome j23
[12:57:55] <j23> blender amazes me every day
[12:58:01] <lastrodamo> j23, sure
[12:58:03] <j23> (day nick sorry ;)
[12:58:07] <lastrodamo> :)
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[13:04:49] <j23> another question, when I turn the checkbox wireframe on and save startup file I start new file. The checkbox is turned off :( I did something wrong or it cannot be saved?
[13:06:07] <j23> sorry, it was my mistake probably, quit Blender and start new one helped, sorry
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[13:33:46] <Beam_Inn> is there a VSE tutorial that isn't youtube-based? Just a text-based one?
[13:37:47] <Beam_Inn> https://docs.blender.org/manual/en/dev/video_editing/sequencer/index.html maybe here
[13:40:53] <Beam_Inn> :/ it doesn't even say how to open the sequencer.
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[13:43:46] <wrobinson> having some trouble with particle system, emitting objects (as hair) of a collection which contains a particle system
[13:43:55] <wrobinson> basically have leaves on a plant model
[13:44:07] <wrobinson> then trying to emit the plants
[13:44:45] <wrobinson> the leaves don't appear in the emitted plants
[13:45:46] <Beam_Inn> would anyone happen to be able to post a magnet link for blender 2.82?
[13:46:29] <Beam_Inn> weird question wrobinson, but how are the leaves and trees related?
[13:46:56] <Beam_Inn> are they in an object group?
[13:47:38] <Beam_Inn> and have you looked at the leaves from different angles? Are their faces all built and facing outright?
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[13:48:24] <Beam_Inn> i'm actually surprised that blender's website doesn't have a magnet link. It would save the blender foundation money on bandwidth, and it would make the downloads a lot faster. torrents are a godsend.
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[13:53:24] <swedneck> i can give you an IPFS address, if you want
[13:53:27] <swedneck> lemme just download the archives and add them to my node
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[13:54:38] <Beam_Inn> whatever that is, it's probably better than the 5-hour wait. :D
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[13:56:06] <swedneck> https://ipfs.io is the homepage of what i'm talking about, if you just wanted a faster download that probably won't work for you rn :P
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[14:02:39] <wrobinson> Beam_Inn: the leaves seem built right to me - good normals
[14:03:09] <wrobinson> the plant and leaf are in one collection
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[14:03:30] <wrobinson> though the leaf (original) is in it's own collection to prevent it from being rendered
[14:04:03] <Assault> hi, I cannot install 2.82 on windows 10 - the installer is stuck at 0% forever...anyone else had this issue?
[14:04:06] <swedneck> here's the blender downloads on ipfs: https://ipfs.io/ipfs/QmTArgdmhqZifWuMB1SrEmmG7sPnWVyPbjsixCV7MEvUDH
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[14:07:09] <Assault> this is how the blender installer looks like when its stuck: https://snipboard.io/4AmfvE.jpg
[14:07:20] <Assault> been like that for like an hour
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[14:07:33] <Assault> and I have retried multiple times
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[14:32:15] <Beam_Inn> wrobinson does physics move them? Maybe physics is messing with the 'normals'?
[14:33:18] <Beam_Inn> it won't let me grab that ipfs because of the wall. :/ thank you very much, though.
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[14:37:24] <Beam_Inn> china doesn't even have a good search engine.
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[14:44:00] <wrobinson> Beam_Inn: i'm linking the whole plant collection in another file, then using that collection as a particle instance
[14:44:27] <wrobinson> the plants appear as expected, but not the partlice leaves within the collection
[14:44:46] <wrobinson> for now I've got around it by converting the original leaf particles to mesh
[14:45:03] <wrobinson> but not ideal if I want to make changes later - not end of world for now
[14:45:46] <Beam_Inn> i haven't tried doing anything that complicated, to be honest. i mean, you don't think it's some kind of hardware cacheing issue? You've turned the subdivisions down?
[14:46:14] <Beam_Inn> yeah, as long as you can keep working.
[14:46:52] <Beam_Inn> I'm probably not advanced enough to really help. I just thought if I probed a little you would reveal more info about your setup and maybe think through it.
[14:47:33] <Beam_Inn> if you post it on github or something i can screw around with it. not sure you'd want to be that open or not
[14:49:44] <Beam_Inn> maybe there's a scaling issue.
[14:50:10] <Beam_Inn> the only other thing I can think of is that when I used to import stuff from other programs, the scale would be different, and they would disappear, wrobinson.
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[14:56:42] <Beam_Inn> oh, wrobinson, what's the particle life? Maybe the plant leaf particles didn't inherit the particle life from the main object?
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[15:04:39] <wrobinson> Beam_Inn: I appreciate the help regardless :)
[15:04:47] <wrobinson> hmm, i will check particle life
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[15:07:08] <wrobinson> hmm, had followed a tutorial which used hair instead of emitter
[15:07:15] <wrobinson> i'm trying to setup as emitter instead
[15:12:11] <wrobinson> hmm, now the leaves are not scaling (altering length) based on a weight map I have
[15:12:19] <wrobinson> maybe onyl hair has length...
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[16:23:28] <Beam_Inn> https://blender.stackexchange.com/questions/100102/particles-hair-size-and-random-size-in-blender-2-79a-not-available-in-advanced
[16:23:34] <Beam_Inn> wonder if you could mean this
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[16:23:59] <Beam_Inn> you can probably get away with just reading the link in the answer.
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[17:18:52] <wrobinson> hmm, my plant "particles" are causing freestyle to run out of memory
[17:19:12] <wrobinson> so put them into a collection and told freestyle to exclude it
[17:19:39] <wrobinson> but freestyle still seems to be calcing the exclusion in its' "mesh loading" and still runs out of mem :(
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[18:32:30] <sine0> where is the option to only render in the camera
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[18:36:30] <ze> not sure what that means
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[18:41:05] <ze> i kinda feel like fluid sim collision needs like a negative margin or something... liquids in contact with things will generally wet them, sticking to them like they've merged, in the way that cg needs the geometry overlapping to accomplish the correct appearance and without z-fighting
[18:42:08] <ze> the way my collision object stays surrounded by large bubbles is weird
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[20:07:43] <sankasan> Is there a way, in the video editor mode, to render out a movie where we do not re-encode the video but change an audio track (and add an offset). The underlying ffmpeg seems to supports it but I haven't found the option in Blender yet. Anyone who can point me to a tutorial.
[20:08:06] <sankasan> or another source of information... or simply give me a pointer
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[20:12:46] <ze> hmm, yeah 'copy' would be the codec spec to ffmpeg, but blender doesn't seem have that as an option :/ dunno then
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[20:13:18] <janEntikan> maybe just do it with ffmpeg
[20:14:04] <ze> yeah
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[20:16:08] <sankasan> bummer, no I have to figure out how to match the offset I want in ffmpeg
[20:16:35] <sankasan> It's probably the frame offset as seen in Blender.. we'll see. Thanks!
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[20:42:53] <sankasan> For anyone ever encountering the same request... figure out the timing information in Blender and quickly multiplex with mkvtoolnix. Matter of seconds!
[20:43:53] <ze> good tip.. though ffmpeg can quickly multiplex too and to more formats, though there's more other stuff to wade through in figuring out how :P
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[20:44:55] <ze> if mkvtoolnix supports the container you want, i do find it easier
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[22:30:12] <janEntikan> I get "ReferenceError: DDStructRNA of type Mesh has been removed" whenever I try to export as gltf
[22:30:35] <janEntikan> without the two D's
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   February 17, 2020  
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