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[02:45:36] <ze> ok so the last glass was unnaturally bright and clean, i added some mild tinted absorption to look more correct to my eye, also thickened the thin foot, and MOAR SAMPLES ;p https://i.imgur.com/P7G1zb8.jpg
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[02:58:40] <ze> actually it's better with a higher contrast https://i.imgur.com/hrGC7gj.jpg :p
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[04:00:42] <ze> it seems weird that it's called absorption color but it's actually controlling the complement, the transmission color
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[04:57:41] <jaggz> that weird double-reflection at the top bothers me
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[04:58:00] <jaggz> run that puppy through povray!
[04:58:30] <jaggz> wait.. is that the right one?
[04:58:40] <jaggz> what's the one that does physically realistic ...
[04:58:49] <jaggz> luxrender?
[04:58:54] <jaggz> yeah.. NOT povray
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[05:03:36] <ze> jaggz: weird double-reflection?
[05:04:29] <ze> https://i.imgur.com/rLwHIeT.png
[05:05:49] <ze> the curve defining its profile hehe
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[05:22:15] <jaggz> ze, closeup of the stem attachment point?
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[05:27:34] <jaggz> I think fire polishing does make that relatively symmetric lip though
[05:27:53] <jaggz> not sure about the shape of the dip near the stem
[05:27:55] <jaggz> anyway..
[05:28:28] <ze> yeah *shrug*
[05:28:34] <ze> this? https://i.imgur.com/9hntRb9.jpg
[05:28:50] <ze> it's probably not perfect, but then to what standard... these details vary :p
[05:32:40] <ze> man, the way the camera expands one dimension when you narrow the other in the output settings is trollishly obnoxious tbh
[05:32:41] <ze> :p
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[06:46:15] <jaggz> yeah.. it always bothered me too :)
[06:46:45] <jaggz> probably the stem doesn't cause that dip in the middle .. you ever blown a wine glass?
[06:46:59] <jaggz> do ones you have/feel have such a dip?
[06:47:11] <ze> i think i've seen it in some
[06:47:12] <jaggz> I can imagine *some* dip, from the hot blob for the stem when it's attached..
[06:47:29] <jaggz> but it wouldn't really pull so much I think
[06:47:41] <jaggz> it's not like the pulling to extend the stem causes much suction right in the center
[06:47:49] * jaggz overkill in accuracy :)
[06:47:57] <ze> hehe
[06:48:43] <jaggz> but it does make sense that the center would be hotter and MIGHT pull a bit.. but with the outside of the stem colder and harder, the focus of the tug would be on the outside of it..
[06:49:03] <jaggz> I dunno.. was never good enough to blow such a thin piece and get a stem on it :)
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[06:49:31] <ze> just seems like something i've seen in some i've examined, like mass-produced and maybe machine-made or something
[06:49:32] <ze> :p
[06:50:11] <ze> i kinda envision one like this as being like everything pulled and blown in a minimalist repeatable way from one or 2 gathers
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[06:50:50] <ze> dunno if that's practical or how they ever do it, but a lot of the very average cheap ones do seem very single-piece in their construction :p
[06:51:20] <jaggz> not one.. they're gonna blow the bubble then add the stem I think.. I can't think of a good way to get the blob down on the bottom .. oh whatever..
[06:51:24] <jaggz> https://www.youtube.com/watch?v=GIVd9XWaIn4
[06:51:31] <jaggz> wasting my life thinking about a way to do it with one gather :)
[06:51:45] <jaggz> i'm sure it's possible :)
[06:51:59] <ze> yeah there's lots of styles
[06:52:00] <jaggz> let's see what they do here
[06:52:07] <jaggz> normally it's bubble, stem, cookie
[06:52:10] <ze> i watched that one already :)
[06:52:13] <ze> yeah
[06:52:22] <ze> but you can see those interfaces
[06:52:33] <jaggz> transfer, pull lip, trim, heat to smooth lip.. done
[06:53:08] <ze> hehe
[06:53:15] <jaggz> oh they don't do a cookie.. they do a blob and pinch it.. good to know.
[06:53:20] <jaggz> no wonder my cookies were always too fat
[06:53:43] <jaggz> I always did it the drip-on-the marver (sp?) method..
[06:54:09] <ze> ah
[06:54:26] <ze> i didn't much like using the marver for anything tbh
[06:55:47] <jaggz> such a neat manufacturing process
[06:55:55] <jaggz> they don't show how they make the stem.. boo
[06:56:05] <ze> seemed like i could get the shapes i wanted without it, with forces, heat control, jacks, maybe newspaper but tried to avoid it
[06:56:08] <jaggz> but they do show the blob of molten glass dropped onto the bubble
[06:56:15] <jaggz> okay.. need to find my crimper
[06:57:04] <jaggz> impressive how accurate and .. no mistakes.. the process is.
[06:57:04] <ze> i kinda found it better to mess with it less in shaping it :p
[06:57:40] <jaggz> the marver can make a mess.. but it's handy in some important cases
[06:57:45] <jaggz> keep it clean :)
[06:57:49] <ze> hehe
[06:58:54] <ze> ah yeah we had those clappers like they use in the video
[06:58:58] <ze> in our class
[06:59:12] <ze> like a pair of hinged wet boards iirc :p
[06:59:16] <ze> with a notch
[06:59:18] <ze> heh
[06:59:50] <ze> i didn't make many goblets or any good ones
[07:00:30] <ze> looking at the mass produced ones i've used on various occasions i've noticed variances in their costruction, and some have fewer apparent connections vs stretch points than others afaict
[07:03:07] <ze> i think maybe you'd blow a decent even bubble from one gather, then gather more on that and stretch it off toward the end, jack it down smoothly just off the end of the original bubble, maybe while blowing that out a bit more if it's got the heat for it, and another line a ways below that, then use the clapper on the 2nd line to form the foot while pulling away to also stretch the stem out of the blob
[07:03:09] <ze> between jack lines?
[07:03:28] <ze> it's been so long since i've blown, i dunno if that would work at all :P
[07:04:28] <ze> of course jack the lip of the bubble and get it blown out well enough somewhere along the way
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[07:05:33] <ze> i like to picture getting a clean knock off at the lip on a warm turntable and hitting the resulting edge with a torch to fire polish it real quick :P
[07:05:37] <ze> glassblowing fantasies
[07:05:45] <ze> i never even made stuff thin like that
[07:06:15] <ze> like kindof one thing, the last day i blew, and barely kept it :p
[07:07:22] <ze> i never realized that thin enough stuff is actually kinda more stable, and so somewhat more workable than you'd expect for how fast it heats and cools
[07:08:16] <ze> last day in the shop someone kinda clued me in on it and i tried it out on like the last piece i made
[07:08:22] <ze> hehe
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[07:15:41] <jaggz> omg how did you talk so much
[07:15:53] <jaggz> [without saying my name]? ;)
[07:17:24] <jaggz> ze, we did have guests come to our class.. got to see an amazing wine glass made :)
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[07:18:16] <jaggz> so incredibly thin.. they used one of the molds with lines to give it a bunch of ridges to start, then twisted that so the final bubble had very fine spiral lines up it..
[07:18:35] <jaggz> impressive non-blender off-topic work :)
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[07:23:40] <ze> oh yeah
[07:24:04] <ze> we had an italian maestro demo for us, i think his name was elio
[07:24:06] <ze> hehe
[07:24:12] <ze> he did amazing stuff like that
[07:24:45] <ze> a couple of the students did too tbh
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[08:54:44] <jaggz> okay that's.. different
[08:54:46] <jaggz> https://i.imgur.com/oc0jDrX.png
[08:55:02] <jaggz> my text in VSE wraps different in render
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[09:09:44] <ze> oh hey, here's a one piece type https://www.youtube.com/watch?v=LiHxGfB9xdI
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[09:33:45] <wrobinson> with a collection instance, that contains objects with simple animation, is it possible to offset the animation per instance?
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[09:48:27] <wrobinson> should I have done "Duplicate linked" for collection instead of collection instance?
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[10:09:42] <jaggz> no clue
[10:10:04] <jaggz> ze, that's what I figured it'd be like.. not suitable for wine glasses, but ok for chalices
[10:10:21] <jaggz> with the more gradual change in thickness into the stem
[10:10:57] <jaggz> they could probably do even more to make it more traditional wine-glass shape too.. so.. it's posible
[10:11:31] <jaggz> probably :)
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[14:47:14] <wrobinso1> should we be able to do library override for materials in 2.83?
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[15:07:22] <wrobinso1> ok, can do some material override, and apply to object rather than mesh
[15:07:47] <wrobinso1> but seems it's still buggy for retaining beyond close/reopen
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[15:50:44] <donnerland> Hi guys,
[15:51:58] <donnerland> I have a question: Is it possible in Blender 2.8 to use a TIF Image sequence as a volumetric texture in cycles? If yes, how would that be done?
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[16:14:28] <intracube> donnerland: Blender Renderer supported image texture sequences as voxel data, but I don't thing Cycles does.
[16:15:03] <intracube> Google throws up people asking, but no ready solutions.
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[16:35:07] <donnerland> Thanks for your answer! So there werent any recent changes to that?
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[16:46:28] <intracube> donnerland: not sure what you mean. the image sequence option is still there for Blender Renderer in 2.79b
[16:46:32] <intracube> but I haven't tested it.
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[17:24:31] <portnov> hi all.
[17:24:34] <portnov> https://user-images.githubusercontent.com/284644/75170316-bc356100-574b-11ea-8225-c3cb308ecd4b.png
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[18:50:14] <_FrnchFrgg_> In EEVEE, do you know of a mean to either:
[18:50:14] <_FrnchFrgg_> a) have background images show underneath holdout shaders in the viewport, or
[18:50:14] <_FrnchFrgg_> b) have a value (either by a driver or an input node or whatever) that changes between viewport and render,
[18:50:14] <_FrnchFrgg_> so that I can switch with a mix shader between "transparent" and "holdout" depending on viewport or render ?
[18:50:14] <_FrnchFrgg_> The goal is to have a (maybe low-fi but working) preview in the viewport, but using the high quality when rendering.
[18:50:15] <_FrnchFrgg_> I currently change the value manually before rendering, but that's a pain and I sometimes forget.
[18:51:18] <_FrnchFrgg_> "high-quality" == "holdout masks other objects in the scene, which transparent does not", mostly
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[19:22:28] <j23> Hi2all, How to get from 2. to 3.? Is there a "smothing" tool or something to make straight lines curved? (I see no added subdivision to model) -> http://pasteall.org/pic/show.php?id=7df84cb0a067d1988bff44c74b1245d9
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[19:26:24] <ze> i don't think lines of a polygon can curve... only actual curves can, which aren't meshes... maybe a nurbs object?
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[19:26:57] <ze> but i don't know what's going on there
[19:27:49] <ze> it's deformed in the same step
[19:27:59] <ze> as getting curvy
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[19:28:11] <j23> ze I figured it out, it has modyfier but non aplied, everything is kept non-destructive at point 3
[19:28:20] <j23> but thanks for trying to help
[19:28:24] <ze> ok
[19:28:27] <ze> what modifier is it?
[19:28:30] <ze> hehe
[19:29:19] <j23> ze sundivision surface http://pasteall.org/pic/show.php?id=e6408b9e71bac8267e5e428856da6658
[19:29:41] <j23> at point 2 it is applied and then another one - but non aplied
[19:29:56] <j23> it makes sense when u want to keep it simple
[19:30:31] <ze> ah
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[19:30:51] <j23> BTW I have never seen this kind of approach that making plane divided in some way will give so good mesh afterwards
[19:31:25] <j23> https://blender.stackexchange.com/questions/45925/whats-the-best-way-to-model-organic-shapes whole example if someone needed
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[19:34:59] <portnov> huh
[19:35:33] <portnov> I wish more operations were available via bmesh api... such as catmul-clark...
[19:36:24] <wrobinso1> in node editor, is there a way to map a value to a single element of a vector?
[19:38:02] <wrobinso1> basically the opposite of 'separate xyz' node
[19:38:38] <wrobinso1> nvm - found 'combine xyz' node
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[20:43:12] <Assault> hey...im new to texture painting in Blender...gotta say its not the easiest tool, quite unintuitive...but I guess it gets easier when you know how to set up nodes etc.
[20:43:38] <Assault> How can I add like a "layer" of specles on a face texture? Like the guys are talking about here: https://youtu.be/u6kwBah6C-Q?t=649
[20:44:43] <Assault> i tried creating a new image in blender, but how do I mix it with my existing other texture I have? I tried a mix rgb node with overlay, but it seem it takes the background of the specle bitmap into the calculation
[20:45:22] <Assault> hard to explain in words...but does anyone know any good and up to date face texturing tutorials that utilies in combining multiple layers?
[20:48:34] <seseri> Assault, https://www.youtube.com/watch?v=EwCvEXkhfbU
[20:48:38] <seseri> that could help
[20:48:56] <Assault> seseri, thanks ill check that out
[20:50:42] <seseri> but yeah, a real layer system like in other texturepaint tools would be better
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[20:50:47] <seseri> maybe one day
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[21:04:04] <Assault> yeah this seems quite desperate with Blender
[21:05:51] <Assault> also the image editor really should have an eraser tool =P
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[21:27:12] <ze> hmm afaik nodes can do everything layers can and probably more
[21:27:59] <seseri> yeah, but it takes way more time
[21:28:25] <ze> does it?
[21:28:40] <ze> i feel like any extra fiddling it may take is stuff familiarity with node wranger probably solves :p
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[21:29:46] <seseri> also there is simple stuff, as far as I know there isn't even an option to fill with a tiled texture
[21:30:09] <ze> repeat/clip/extend sorta modes are an option in the texture node
[21:30:46] <seseri> so that wold mean to add a texture, box project, bake all that out, and paint on it
[21:31:08] <ze> would it?
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[21:35:16] <seseri> I guess texture paint itself is pretty hard todo, since there is only one real alternative, and that is mari, and who can afford that thing + hardware
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[21:41:41] <ze> 90% of everyones problem with everything seems to boil down to "i don't understand the fundamentals of what i want to do"
[21:42:03] <Aritodo> heh
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[21:43:30] <Aritodo> and the other %10 is 'i dont currently have the tools i need to do what i want to do'?
[21:43:42] <Aritodo> tools/materials
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[21:44:47] <M59NAA8GT7111114> hi, i'm trying to figure out how to make apple colors with nodes, any idea how best to go about this?
[21:45:05] <M59NAA8GT7111114> i presume i need to get red and green noise and somehow mix those two?
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[21:47:22] <Aritodo> procedural apple textures are a pretty common thing out there, there are quite a few free examples out there and even some tutorials
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[21:49:08] <Aritodo> but yeah, i imagine a starting point would be to have a noise or musgrave node, and apply some modification to the curve of the noise with a color ramp or some math nodes
[21:49:31] <Aritodo> and use that to mix a couple colors
[21:50:22] <M59NAA8GT7111114> my problem is really getting separate red and green noise and then combining it without just.. getting yellow
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[21:51:54] <Aritodo> depending on the effect you are going for (the type of apple) you might be better off just merging the noises before you color them, and piping that into the factor of a mix node with red and green inputs
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[21:52:37] <Aritodo> also, different methods of color mix could work, like overlay
[21:52:38] <M59NAA8GT7111114> ohhh
[21:52:52] <Aritodo> er, screen rather, not overlay
[21:53:04] <ze> i usually like to set a mixrgb and set the noise texture's output as the mix factor
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[21:53:20] <ze> "usually" as in the last time i wanted a noise-mix of colors, that's what i figured out
[21:53:22] <ze> :P
[21:53:27] <Aritodo> heh
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[21:54:15] <ze> but that's 100% separate red and green (which you'd set as the colors in the mixrgb node)
[21:54:31] <ze> only blending in the shades of gray between contrasting regions
[21:55:18] <ze> ah you were describing that already
[21:55:20] <ze> :P
[21:55:29] <Aritodo> yeah, thats why i was suggesting fiddling with the noise texture with a color ramp prior to piping it in, get more control over it
[21:55:36] <ze> yeah
[21:55:51] <Aritodo> or an rgb curves node
[21:56:25] <Aritodo> i think a color ramp is probably easier for someone who doesnt have experience with the curves setup to understand tho
[21:57:16] <ze> the color ramp is more similar to the levels adjustment i do to photos in gimp... i rarely bother with curves even there :p
[21:57:44] <ze> though i notice a lot of things like that seem to clamp the extremes
[21:57:46] <Aritodo> ah, i love curves, i use it on practically everything
[21:58:03] <ze> i can't color ramp a density function without the density getting limited
[21:58:11] <ze> apparently
[21:58:13] <Aritodo> hmm
[21:58:16] <zgu> curves are a superset of levels... but mainly useful for more "creative" transforms
[21:58:24] <Aritodo> apply a normalize to it first maybe?
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[21:58:47] <Aritodo> that should limit the input values from 0-1 and you wont have to worry about clapming then
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[21:59:56] <ze> well like i was trying to use it to fade the edges of an inverse-power function, but the high-density central region got clamped to 1.0
[22:00:36] <ze> i guess i didn't realize i could set the white point >1.0.. and maybe the proper way to go about it all would be to normalize the input like you say and then similarly rescale the output?
[22:01:04] <ze> i didn't really want to mess with the values of anything within a radius though
[22:01:31] <ze> just from that radius and beyond
[22:02:02] <Aritodo> i guess the problem with the normalize is you dont know what amount it multiplies the value by, but you could do a 'manual' normalize with a multiply and add math nodes
[22:02:16] <Aritodo> then invert that after it is out of the curves
[22:03:12] <Aritodo> thats just kindof a limitation on how a lot of those tools work, they assume a range of 0-1
[22:03:23] <ze> yeah
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[22:04:19] <M59NAA8GT7111114> yay i got something i'm reasonably happy with
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[22:04:38] <M59NAA8GT7111114> (trying to just learn a small thing here and there in blender every day, in this case how to work with noise and colors)
[22:04:52] <ze> nice
[22:05:51] <Aritodo> you can do some pretty crazy stuff with just a few noise textures, i find procedural textures a lot of fun
[22:06:22] <ze> yep!
[22:06:53] <Codex_> i have proceural 3d modelling tool.
[22:08:16] <M59NAA8GT7111114> https://ipfs.hielle.com/ipfs/QmaEDppNuq2WvfCrxZJCTVxrWc3bB3KaDRmpULaZDpdWtJ/2020-02-24_22-07-45.png
[22:08:17] <M59NAA8GT7111114> sort of looks like an apple, yeah?
[22:08:35] <M59NAA8GT7111114> slightly elongated apple
[22:08:53] <ze> apple shapes vary a lot :)
[22:10:11] <ze> now just add a few more noise textures of different sizes, some scaled with the mapping node along the z axis to stretch them out, some more colors set by them, and several mixrgb nodes to blend it all together :)
[22:10:28] <Aritodo> i think the overall shape is good, just needs more of an indent at the top
[22:11:00] <ze> ah yeah apples tend to have a more gradual curve into the dimple there
[22:13:03] <ze> oh i forgot you can do that same thing with the color ramp... like set the noise texture as the input factor, and then you can set a sequence of colors for the blend to shade through, right? hehe
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[22:16:15] <M59NAA8GT7111114> wish sculpting had a radial symmetry mode
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[22:21:32] <M59NAA8GT7111114> oh it does, it's just a tad confusingly named
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[23:39:28] <davros> anyone aware of a tool which can turn a sketch into a wireframe or mesh (eg imagine doodling some geometry , maybe over a reference photo in an art program)
[23:40:15] <davros> eg i've got an ipad with procreate, I wondered if i could go draw some rough geometrry over a photo, then turn that into a textured mesh to work on in blender
[23:40:25] <davros> just thinking out loud
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[23:49:47] <Aritodo> you might be able to do some limited sketching with grease pencil, but it would be on a 2d plain, making that into a 3d curve is a rather complicated problem.
[23:50:07] <Aritodo> i have seen a demo of a tool that could do something similar, but unfortunately, it seems to have never actually be released
[23:51:18] <Aritodo> the tool im thinking of - https://www.youtube.com/watch?v=hSxCZE6PG50
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[23:53:37] <davros> yeah the thinking is really: goign through ideas away from the desktop
[23:53:59] <davros> e.g. the ipad is something i can carry around all the time, even when i wouldn't have a laptop. procreate is awesome on it
[23:54:59] <davros> oh various attempts to bridge 2d/3d (sketching vs modelling)
[23:55:37] <davros> that does look interesting, but I think something simpler could suffice
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   February 24, 2020  
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