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   February 22, 2020  
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[00:36:10] <sine0> Aritodo: but that is the background, not the hdri
[00:36:16] <sine0> and its not connected
[00:37:09] <sine0> what happened to Olsen
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[00:41:12] <Aritodo> hdri is just a file format, background is what it is applied to
[00:41:39] <Aritodo> the background can be a procedural texture, an hdr image, o non-hdr image, or a solid color
[00:51:33] <sine0> I see, thanks. I was rendering without the hdri
[00:57:15] <Aritodo> you'll need to load that up as an environment texture, and connect it to the background node
[00:58:06] <Aritodo> http://pasteall.org/pic/show.php?id=043d047ab7f8effbdb21175c400babfa
[00:58:31] <Aritodo> hmm, still running 2.81 on that comp, but it should be pretty much the same in 2.82
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[01:26:20] <swordsmanz> guys iu think subserf in new blender isbugged ...
[01:27:04] <stiv> which blender is new blender?
[01:27:12] <swordsmanz> 2.82
[01:28:10] <swordsmanz> yah its doing something janky and normal direction is effecting subserf result :S
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[01:48:34] <stiv> mesh weirdness? usual fixes: remove doubles; recalc normals; apply scale
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[02:01:00] <zgu> changing the number of samples for preview render in the viewport shouldn't affect the overall brightness, right?
[02:02:57] <Aritodo> hmm, in theory... tho it kindof depends on the situation i guess
[02:03:32] <Aritodo> im sure there are edge cases where the scene could grow significantly brighter or dimmer after a few samples versus only a couple
[02:03:43] <zgu> if i set it to 1 i get basically the same output as the real render (of course it's incredibly noise so it's hard to tell)
[02:04:00] <zgu> anything more adds more brightness on each sample
[02:04:39] <Aritodo> no, more samples will average out those pixels to where they should be
[02:05:19] <zgu> that's what i thought should happen, but it's not working for me in the viewport render
[02:06:03] <Aritodo> in theory tho, rendering 100 different 1 sample images with different seed values, then mixing all those images together, should result in almost the same result as rendering out one image with 100 samples
[02:07:04] <Aritodo> ive actually done this for a really long render before, when i had to cancel it partway through
[02:07:52] <zgu> yeah for the real render it works as expected, but preview renders in the viewport don't seem to be averaging the samples
[02:08:29] <Aritodo> what is it doing exactly?
[02:08:51] <Aritodo> brightening your image continuously as more samples are rendered?
[02:12:11] <zgu> yes
[02:15:16] <zgu> https://sac.user.atomicradi.us/blender-viewportrender.png
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[03:48:17] <jaggz> weird
[03:48:31] <jaggz> maybe you have cameras in your scene that are set to Render off
[03:48:35] <jaggz> lights I mean
[03:54:38] <zgu> it does it even on the default scene with one cube and one light if i render with cycles
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[04:07:05] <zgu> 2.79 works normally, 2.81a is rendering too bright
[04:07:15] <zgu> let me see if i can build 2.82 with the same ebuild
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[04:16:01] <zgu> i guess it was a 2.81 bug
[04:16:16] <zgu> or 2.81a
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[04:40:24] <ze> a screw modifier on a curve really doesn't conform to the curve
[04:43:28] <ze> though it's kinda good the curve doesn't conform to the jaggy lines for some sections i guess
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[06:52:52] <ViperXL75> hi there. Anyone knows how to change the built-orientation of a mesh in Blender? I have this hovercraft. If i put it to x=0,y=0,z=0, it will end up standing vertically with its nose pointing UP. If i try to get it in the "normal" position, will jump to 90 degrees. How do i change this?
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[07:20:58] <ViperXL75> hi there. Anyone knows how to change the built-orientation of a mesh in Blender? I have this hovercraft. If i put it to x=0,y=0,z=0, it will end up standing vertically with its nose pointing UP. If i try to get it in the "normal" position, will jump to 90 degrees. How do i change this?
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[07:26:14] <ViperXL75> is it that everyone is asleep or is it that no one knows?
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[07:31:57] <ze> yes
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[07:43:16] <davros> i'm finding any attempt to add a texture in blender 2.82 is crashing it :( i just tried following little tutorials to add a texture to the default cube. I just verified other parts of it still work eg i can load it up and start editing a mesh
[07:51:17] <ViperXL75> Anyone knows how to change the built-orientation of a mesh in Blender? I have this hovercraft. If i put it to x=0,y=0,z=0, it will end up standing vertically with its nose pointing UP. If i try to get it in the "normal" position, will jump to 90 degrees. How do i change this?
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[07:52:14] <davros> you load it from somewhere ?
[07:52:23] <davros> or you built it in blender?
[07:52:47] <davros> i'm no blender expert but it sounds like a clash in "Y vs Z being up"
[07:53:17] <davros> i think blender defaults to using 'Z=up' , but many other packages use Y-is-up and exporters often have a flip option
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[08:56:51] <ViperXL75> another channel helped me out. Sorry davros
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[09:03:51] <davros> join #opengl #haskell #ubuntu #linux
[09:03:54] <davros> oops
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[11:02:21] <sine0> hey folks, weird question I think but, when using the hdri as the background (seems actually pretty good to use) can you turn the hdri around ?
[11:02:38] <sine0> I have a feeling my scene could benefit from a differnt angle
[11:06:54] <Tehrasha> Scene -> World -> adjust z- rotation
[11:07:00] <sine0> thank you boss
[11:07:36] <Tehrasha> that should be... Scene -> World -> Surface -> adjust z- rotation
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[11:09:44] <sine0> oh wow these hdri are bringing it to life
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[11:16:22] <sine0> I like the way the reflection of the sun in the glass actually comes from where the sun is in the hdri https://imgur.com/a/4Upem9N
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[11:20:38] <sine0> where can i get a freebie pack of materials like aluminium and things like that
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[11:25:08] <jaggz> sine0, is that a place to keep your humans?
[11:25:57] <sine0> jaggz: huh ?
[11:26:39] <sine0> you mean the glas barrier, yea
[11:27:22] <jaggz> 8)
[11:33:49] <sine0> Tehrasha: I dont have that scene world surface
[11:34:23] <sine0> 2.79b
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[11:34:58] <sine0> I guess i would have to do it in node editor
[11:36:08] <sine0> found a blog
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[11:46:36] <sine0> I can see how compositing becomes really important. the render part is slightly more sharper than the hdri and i could soften it to match
[11:48:59] <sine0> https://imgur.com/pKh0MUC
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[12:20:04] <TheRookie> yes
[12:20:52] <TheRookie> is quite tricky some people just dont put enough effort into this part and it makes the image look disjointed
[12:26:58] <Assault> Hey, I am trying to add a transparent texture to my eye model (the iris part is trasparent like in a real eye so that the iris is shown). But I can only make it (sort of) work with the Blend Mode set to Alpha Hashed. With Alpha Blend I either get really buggy looking thing (with backfaces shown) or non transparent. here is how things look: https://snipboard.io/QYvR4t.jpg
[12:27:35] <Assault> Any tips? Probably my nodes are somehow indorrect, but I dont get why Alpha Hashed works like intended, its just im sure Alpha Blend would look better (no noise in the semi trasnparent parts)
[12:31:03] <Assault> Alpha Clip also works, but then there obviously is a sharp cut in the iris
[12:31:47] <Assault> oh an i am using Eevee
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[12:32:30] <seseri> see, you already found the issue :>
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[12:40:09] <Assault> seseri, so...transparency is not yet working in eevee or what?
[12:43:23] <TheRookie> its my opinion that Transparency is always tricky in a realtime renderer, including eevee, they have quite a few tools in there to let you get some very nice transparancies but they take more work and have more limitations than more traditional renderers,
[12:45:37] <TheRookie> nice demonstration of what your up to in that image too
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[12:47:58] <TheRookie> its my opinion that Transparency is always tricky in a realtime renderer, including eevee, they have quite a few tools in there to let you get some very nice transparancies but they take more work and have more limitations than more traditional renderers, nice demonstration of what your up to in that image too
[12:51:01] <Xard> if you are going to stack transparencies alpha blending in eevee blendering is quite finicky
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[12:52:26] <Xard> i think the problem here might be that you are trying to mix two shaders with alpha and I'm not sure eevee likes that very much with alpha blendering
[12:52:31] <Assault> ok i see...yeah transparency is tricky
[12:52:51] <Assault> but what i dont understand here is that why the Alpha Hashed seems to work, but Alpha Blend doesnt
[12:53:14] <Xard> alpha blending uses opengl features and hashed just bruteforces the alpha with samples
[12:53:53] <Assault> what u see on the iris in the alpha hashed image is a reflection..which is what I want. And that requires that Glossy BSDF node
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[12:54:27] <Assault> Xard, ah, i see...well I use Eevee only during design time, im gonna render the final image with Cycles anyway
[12:54:31] <Xard> can you make it work with clearcoat?
[12:54:54] <Xard> if that's the case then alpha hashed should be fine
[12:55:01] <Assault> ill try
[12:55:47] <Xard> otherwise you'll need to plan cramming everything to principled node as single output
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[12:57:08] <Xard> https://blenderartists.org/t/procedural-2d-hexagon-pattern-planet/1206175 - in this image I had to struggle with the alpha blending and hashed but eventually found a nice balance
[12:57:19] <Assault> the tricky part here seems to be to make that iris part of the eye transparent but reflective
[12:57:21] <Xard> feel free to check the blend file
[12:58:02] <Assault> cool, i will
[13:00:01] <Xard> alpha hash will get smoother once you crank the rendering samples to 256 or higher
[13:00:12] <Xard> and gpus still render relatively quickly
[13:00:14] <Assault> oh, thats a good tip
[13:00:33] <Xard> that's what I used in the example scene
[13:00:33] <TheRookie> Very nice image and model
[13:00:39] <Xard> TheRookie: thank you!
[13:01:17] <Xard> sorry that the nodes are bit messy, but I hope you find anything useful from there :)
[13:02:20] <Xard> Assault: more complicated approach would be separating the alpha glossy layer and base as separate meshes
[13:04:57] <sine0> I forgot how to use dump spec and nor in the node editor. can they all be used at the same time? I have a file that contains like 8 additional files. the purple one the black and white one etc etc
[13:05:11] <sine0> I could do with a map of how to layout the noades
[13:09:46] <seseri> sine0, https://cgbookcase.com/textures/how-to-use-pbr-textures-in-blender
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[13:11:19] <seseri> also take note, that normal map setup is for directx normal maps, opengl ones don't need an inverted green channel so you don't need the curves node
[13:11:32] <Assault> Xard, yeah i though about it first, but I that would mean a possibly visible seam
[13:11:41] <Assault> between the iris part and the rest of the eye
[13:12:00] <Assault> but i THOUGHT i mean
[13:13:27] <Xard> I'm not sure why additive transparency got removed from eevee as it could have some uses when working around limitations
[13:13:45] <sine0> seseri: thanks
[13:16:01] <sine0> hmm. I hope the nodes match up to 2.79b. I am using 2.79b because that is the last version that supports cuda on my nvidia card.
[13:16:41] <seseri> yeah nodes stayed prettu much the ssame
[13:16:45] <seseri> *pretty
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[13:21:25] <sine0> seseri: that Principled BSDF can be used to merge all the additional files for the iamge?
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[13:23:51] <seseri> yeah
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[13:32:05] <sine0> how comes I cant put an image texture into a mix shader ? https://imgur.com/a/LKhBlpU
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[13:34:51] <seseri> replace that with a mix rgb
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[13:49:41] <sine0> thanks again man
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[16:07:24] <sine0> hey
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[16:21:51] <portnov> https://user-images.githubusercontent.com/284644/75094878-e7377d80-55b0-11ea-9ea8-2709004e3d19.png
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[17:00:58] <intracube> portnov: mesh along curve?
[17:02:21] <portnov> intracube: delaunay triangulation of random points around the curve, and steiner ellipses inscribed into each triangle
[17:03:00] <intracube> nice effect
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[19:11:36] <swordsmanz> anyone around for a second opion on sopmething ?
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[19:16:55] <jaggz> portnov, what? how? huh? neat.
[19:17:21] <jaggz> https://imgur.com/VFXsHq2
[19:17:31] <jaggz> https://youtu.be/YeRu4xYH_W0?t=194
[19:17:42] <jaggz> ^ Teleprompters are clever, simple, and also pretty neat
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[19:19:28] <portnov> jaggz: Sverchok :)
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[19:46:02] <jaggz> forgot about sverchok.. looking back into it again.. so powerful
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[20:22:18] <intracube> jaggz: I never knew Tech Connections had an identical twin
[20:24:28] <intracube> swordsmanz: there are always people around. maybe not conscious or coherent, but present nonetheless.
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[20:29:49] <intracube> this popped up on my twitter the other day: https://twitter.com/OmarEmaraDev/status/1230506070889684993
[20:29:57] <intracube> ^Animation Nodes new text workflow
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[20:32:00] <stiv> that looks like fun!
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[20:36:12] <swordsmanz> i think a bug has worked its way into the bevil modifier ... when subsurfed at the moment its produceing a really gnarly result ...
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[20:46:44] <swordsmanz> https://i.imgur.com/Jb4f3sy.png < can someone take a look and tell me whats up with this ? ... a bug with befil or subserf or both ?
[20:48:18] <intracube> swordsmanz: I can't say for sure with your example, but it seems like there have been functional changes to the bevel in the last release
[20:49:07] <intracube> swordsmanz: if it's clearly different behaviour to a previous release, then a bug report would be appropriate
[20:49:23] <intracube> (assuming one hasn't already been submitted for this)
[20:52:10] <ze> do make sure your normals are good, and that you're not beveling geometry smaller than your offset
[20:54:04] <swordsmanz> ze did and did and checdked for normal problems too ...
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[21:14:21] <Foaly> hi
[21:14:36] <Foaly> can someone explain what the "smooth maximum" math node does?
[21:14:59] <Foaly> from here https://docs.blender.org/manual/en/latest/compositing/types/converter/math.html
[21:15:10] <Foaly> it links to wikipedia, but honestly that doesn't help at all
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[21:39:12] <swordsmanz> Foaly: .. ok im gonna give the imageing anser to that .. but if you were useing the fuction in other ways you might get different results.. a maximum is going o clamp you scenes pixels at a maximum bale .. and a smooh mac is going to bunch them together close to that camping value
[21:39:56] <Foaly> hm
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[21:43:23] <swordsmanz> Foaly: iuras proberblt only there becouse the decs could not decide wither they wanted a normal maximum or a smoothed one so they added in both .. just reat it like a nomal max opion and maybee switch to it if you have jaged result with normal max
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[21:43:51] <Foaly> the normal "maximum" has been there for a long time
[21:44:10] <Foaly> i just noticed the smooth one, so it either came in 2.81 or 2.82
[21:44:21] <ze> the wikipedia entry does have a picture
[21:44:23] <ze> hehe
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[21:45:33] * ze still doesn't quite get it :p
[21:46:32] <swordsmanz> hold on i think i can get a more artist frindly ilustration
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[21:48:37] <ze> who're you calling artist friendly
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[21:54:01] <swordsmanz> ze im no sure .. i mean i never saw you nude so i dunno if you would be a frindly model for an anime artwork i cant ttell ...
[21:54:28] <ze> :P
[21:54:47] <ze> i did model nude for a life drawing class once
[22:00:21] <swordsmanz> https://i.imgur.com/2zbIBzP.png < there Foaly: artist friendly explanation
[22:00:57] <Foaly> i see
[22:01:52] <swordsmanz> Foaly: and the wiki graph is basically that .. ploted from the perspective of a single pixel line
[22:05:06] <ze> so it's basically just what it says on the tin :p
[22:05:44] <sine0> I am looking for a free material pack for 2.79 that will cover all usual like alumium and steel etc
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[22:08:14] <swordsmanz> sine0: you can rig your own that will be better than what you can buy for .. pritty simple.. that will do any metal with any serf finnish
[22:09:04] <swordsmanz> sine0: if you can wait till tomorrow i can actually build you a ciustom video tutorial on how to do it too
[22:09:27] <sst66> Search for Material in File > User Preferences > Addons section, you'll find this: https://sites.google.com/site/aleonserra/home/scripts/matlib-vx I don't know its usefulness for you but worth a try, sine0
[22:10:04] <sine0> ahh yea matlib I remember that one
[22:10:12] <sine0> swordsmanz: that is very kind but please dont go out of your way for anything
[22:10:47] <swordsmanz> sine0: it wouldent be .. i have a tutorials chan and it would actually be a really good general topic to do ..
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[22:15:10] <sine0> how do I reset the rotate angle and speed, I have done something and it is like I have panning around a large object
[22:16:15] <ze> the number pad . is a 'reset to focus on selected thing' key!
[22:16:21] <ze> apparently
[22:16:48] <sine0> I do not have a numbad. I am using the addon that lets me use the regular numbers
[22:16:50] <ze> i have to use the Fn button to get to it
[22:16:56] <ze> on my keyboard
[22:17:34] <ze> wait maybe i'm not even saying the right button
[22:18:04] * ze scratches head
[22:18:28] <ze> ok so it seems to report as keypad delete?
[22:19:06] <sine0> I only have delete, no kp_del
[22:19:09] <sine0> I will googl it
[22:19:26] <ze> i don't even know tbh
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[22:25:29] <sine0> its so annoying its like I zoom it too far and big jumps
[22:25:56] <ze> according to preferences -> keymap, it looks like it should be kp period
[22:25:58] <ze> heh
[22:26:09] <sine0> Alt + F
[22:26:10] <sine0> phew
[22:26:21] <ze> sine0: hold ctrl and then drag the middle mouse for fine zooming
[22:26:49] <sine0> ahh yea thats a cool one
[22:37:54] <sine0> when I am in edit mode and I have grabbed a single edge and choose O to enable proportional editing and choose a shape, no sphere appears and no proportional editing or movement when using G takes place
[22:38:00] <sine0> sorry for all the questions folks
[22:38:30] <sine0> https://imgur.com/a/hgyPmh5
[22:40:45] <sine0> fixed it
[22:40:47] <sine0> I was waaaaaaaay out
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   February 22, 2020  
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