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[00:01:22] <Aritodo> possibly, but that is the only tool i have ever seen that attempts to solve this problem
[00:01:43] <Aritodo> and it is frustratingly hard to find out what happened to it as well :\
[00:06:39] <davros> might be scope in leveraging layers in procreate, e.g. drawing the occluded parts or reverse side of something in a previous layer (-> then the tool would be "given this stack of images, guess plausible geometry"
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[00:13:29] <Aritodo> id prefer a tool in blender since i dont have an ipad (or other tablet for that matter), heh
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[00:17:16] <davros> 2 variations of this idea.. photograph a pen-and-paper sketch, or doodle on an ipad
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[00:24:52] <Taoki> Hey. When instancing a rigged character, eg: to simulate multiple people: Is there an easy way to make each instance play a different armature animation?
[00:25:47] <Taoki> I'm having no issues instancing anything most easily, even randomizing colors. The problem is that if you make say a room full of people, you don't want each person to be moving in sync but also play random animations (or at least with random speeds / start positions).
[00:26:45] <Taoki> Perhaps the NLA editor could itself do something among those lines?
[00:27:25] <Aritodo> hmm, i dont know, maybe it could be done with animation nodes or with another addon? i know there are a couple 'crowd sim' addons
[00:27:44] <Taoki> Are animation nodes a default feature? Never used nodes for animation.
[00:28:02] <Aritodo> its an addon
[00:28:42] <Taoki> Ok. Yeah looking for a way with vanilla Blender if there's one.
[00:28:51] <Aritodo> not that i know of
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[00:52:21] <ze> darn he uses shape keys here https://www.youtube.com/watch?v=xWq-ZPMhai8
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[01:09:19] <Taoki> Is rim lighting not supported by eevee either? Don't seem to be able to get that done.
[01:17:10] <Taoki> Seems like not, easily got it working in the material though.
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[01:19:51] <Aritodo> well, you can do it with actual lights too :p
[01:21:08] <Aritodo> but yeah, i imagine piping a fresnel into a mix shader that mixes your shader and an emission would do the trick too
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[01:23:17] <Taoki> Mixing it isn't actually realistic: I just brighten the texture with the fresnel which gives the perfect result :D
[01:23:56] <Aritodo> i would say thats even less realistic, but sure :)
[01:24:23] <Aritodo> just put some lights around your model darn it!
[01:24:41] <Aritodo> seriously tho, whatever does the job, go for it
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[05:46:36] <jaggz> what's rim lighting?
[05:47:19] <Aritodo> google image search it :)
[05:47:49] <Aritodo> lot easier to see it than to describe
[05:47:58] <jaggz> it's not just some multi-angle backlighting?
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[05:50:23] <jaggz> ^ from looking at images
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[05:52:48] <Aritodo> pretty much
[05:53:02] <Aritodo> its just about lighting the full edge of the object essentially
[05:55:03] <jaggz> fresnel would fine if it's on all sides.. probably could split vector components up to give different angles different lighting
[05:55:06] <jaggz> anyhoo
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[05:56:35] <Aritodo> it can make a cool effect sometimes, have you ever played mario galaxy? i really love the look of that game and everything is rim lit
[05:56:58] * jaggz youtubes it
[05:57:28] <jaggz> I've used it without other lighting to get an artistic illustrated type look
[05:57:59] <jaggz> has a nice look in m galaxy
[05:58:15] <jaggz> I'm not quite sure what the feeling is that it gives off but it's both familiar and appealing
[05:58:38] <Aritodo> yeah
[05:59:04] <jaggz> I just patched a bug in some of my code that's been here for decades
[05:59:16] <Aritodo> it can also be very dramatic, depending on the overall brightness of the image
[05:59:18] <jaggz> although the patch is just a hack around a horribly-implemented functionality :(
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[06:06:12] <Aritodo> heh
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[06:11:25] <jaggz> :/
[06:11:54] <Aritodo> im doing some programming too, but im over here in lovely python land :)
[06:12:13] <Aritodo> its beautiful here, you should emmigrate
[06:12:20] <jaggz> Aritodo, I wonder if there's a way to make a scene and have it generate your xml
[06:12:32] <jaggz> for quicktitles
[06:12:36] <Aritodo> hmm
[06:12:44] <Aritodo> in theory, yes...
[06:12:47] <jaggz> seems like a pain.. to process the animations and stuff
[06:13:08] <jaggz> I mean, one could go through the scene and grab objects by type, get locations and materials...
[06:13:11] <Aritodo> the xml file is generated from the internal blender data set, which is also used to generate the scene
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[06:13:58] <Aritodo> the problem is, the titles are really limited... with a blender scene you can do anything, and most of it wouldnt fit into that container
[06:14:17] <jaggz> yeah
[06:17:05] <jaggz> oh well :)
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[14:37:35] <sine0> ok so I need to skill up. what is the technique called where you have a mesh object comprised of multiple objects, some of those parts are duplicates like a screw, but they are made on another layer, and I can go back and edit them and they will update across all the duplicates
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[14:38:11] <Yaniel> instancing
[14:38:21] <sine0> ok great. thanks
[14:38:39] <Yaniel> blender calls them linked duplicates I think
[14:39:08] <Yaniel> but basically you have objects, and then you "instantiate" them once or multiple times in the scene
[14:39:30] <sine0> so to create them, I go to another layer or another scene
[14:39:41] <sine0> im going to do a mock test of the skills now with basic cubes and stuff
[14:40:19] <Yaniel> IIRC you have alt-d and shift-d, one creates a deep copy (completely independent) and the other a linked instance
[14:42:18] <sine0> great alt d does the linked
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[14:42:25] <sine0> I never knew that one! thanks bro
[14:43:26] <Yaniel> tbh I wasn't sure if it still is bound that way in 2.80 :D
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[14:44:21] <sine0> Im using 2.79b as my cuda does not work on 2.80 old gfx. are you still on 2.79
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[14:45:34] <sine0> one side question. if I have a face at an angle that is not x y or z, how do I extrude it to that angle its facing
[14:47:26] <sine0> oh that is default, what a tool
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[15:03:32] <Yaniel> I'm on 2.82
[15:04:03] <Yaniel> and I mostly use eevee so I don't care about cuda (and I have an AMD GPU so cuda is not available anyway)
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[15:22:25] <sine0> Yaniel: is it possible for me to make a few items on another scene, then group them somehow and have one part the main parent and when I duplicate that one all the bits go with it
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[15:25:30] <Yaniel> I think so?
[15:25:35] <Yaniel> it should Just Work(tm)
[15:26:04] <Yaniel> although you may need an Empty here and there in order to build your composite objects
[15:27:09] <sine0> I have made a group by selecting a few objects with shift and G and then when I move one part the rest stays behind
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[15:28:52] <Yaniel> yeah you need to parent them to an empty and then move *that*
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[15:51:20] <sine0> does the parent need to be in the group as well
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[15:52:59] <sine0> just curious how i duplicate the object, when i dupe the empty I just get an empty, when I dupe a component, i just get that component that leaves behind the bits
[15:54:02] <sine0> if anyone else can chip in, its welcome
[15:55:49] <Yaniel> you probably don't really need a group
[15:55:54] <Yaniel> hmm
[15:56:09] <Yaniel> I don't remember exactly
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[16:16:51] <intracube> sine0: I'm interested in how to do that too, as it happens.
[16:17:01] <intracube> in my case for boolean operations
[16:17:29] <intracube> I want one object to cut out a screwhole (bool op) and another object as the visible screw.
[16:17:54] <intracube> but group them somehow, so that it's easy to duplicate this screw-cutout combo
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[17:01:15] <sine0> intracube: yea
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[17:03:33] <sine0> I can see that ctrl+G groups, shift+G show options for all children or sibling selection of groups. alt+d duplicates with linked instance and ctrl+p creates a parent to last selected (make empty like Yaniel said) but then once that is done, the obvious next step is to created a linked duplicate
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[17:11:13] <sine0> side question. If i have objects in the scene, such as floor and wall, that contribute to the light and reflection of an object, how can I render without that (trasparent I know) but still have the benefits of the light and reflections they provide on my scene object
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[17:16:52] <sine0> I think maybe render layers
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[17:29:35] <intracube> sine0: you could do it that way. or select all the objects that should be invisible to camera, go to object properties->visibility->ray visibility
[17:29:39] <intracube> untick camera
[17:30:15] <intracube> if you've selected more than one object to make invisible, rmb on the option and do copy to selected
[17:32:54] <intracube> https://i.imgur.com/c9KBQCs.png
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[17:44:54] <Yaniel> as a side note, I'm pretty sure all these questions have been answered (with screenshots) on stackoverflow
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[17:45:50] <sine0> intracube: sweet! thats a good way
[17:46:05] <sine0> Yaniel: yea im finding answers, but its ok to chat here right?
[17:46:11] <sine0> seems pretty quiet in here
[17:46:52] <Yaniel> sure
[17:49:47] <intracube> sine0: yep, but this is literally the first google result: https://lmgtfy.com/?q=blender+hide+object+from+camera
[17:49:49] <intracube> :)
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[17:50:17] <intracube> and if I had any savvy, I'd just have linked to it.
[17:50:29] <intracube> but I like making screenshots.
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[19:06:42] <sine0> intracube: I still have not found the answer to my questiomn
[19:06:55] <sine0> the one that you said you would like to know how to do it as well
[19:07:22] <sine0> it seems like JOIN is the only way to have the meshes togeter
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[19:21:40] <intracube> sine0: yes, all the suggestions are multi-step operations.
[19:22:14] <intracube> there shouldl be a way to select the root/parent object and any duplication will automatically duplicate the child object hierarchy
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[19:31:12] <M59NAA8GT7111114> is there any way to blur textures using nodes?
[19:31:53] <Taoki> https://blenderartists.org/t/randomizing-animations-on-rigged-object-particles Could use a little help if anyone knows the answer to this question. Thanks.
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[19:48:16] <intracube> M59NAA8GT7111114: yes (in a roundabout way). you can add noise to the UV vector data to scatter the texture.
[19:48:35] <intracube> you should be able to find some examples with google
[19:49:16] <M59NAA8GT7111114> to be clear i don't mean an image texture
[19:49:41] <M59NAA8GT7111114> just any texture, like noise textures
[19:50:33] <intracube> https://blender.stackexchange.com/questions/67779/how-to-smooth-or-blur-a-procedural-texture
[19:52:16] <M59NAA8GT7111114> thanks!
[19:52:32] <M59NAA8GT7111114> kind of weird that there isn't a built-in blur node, that seems like it'd be a rather fundamental thing
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[19:54:12] <intracube> M59NAA8GT7111114: I think the basic reason is that procedural textures have no resolution (they're simple maths formulas)
[19:54:27] <intracube> so you can't easily blur them as you would in photoshop or gimp
[19:54:49] <M59NAA8GT7111114> ah
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[19:55:10] <intracube> but I'd quite like to see a 'rasteriser' material node which takes an arbitrary input (image texture or procedural) then converts to a genuine image plane of pixels
[19:55:22] <intracube> which can then be blurred as you would in PS
[19:55:30] <Aritodo> hmm, still, at some point they are converted to image data before they are applied to a model... it would be possible to blur that, regardless
[19:55:50] <intracube> the rasteriser would have an option to set the resolution
[19:56:12] <Aritodo> that sounds nice too
[19:56:31] <Aritodo> would allow for pixelated textures too
[19:56:41] <intracube> then some special photoshop-style nodes could work on rasterised (or true image texture data)
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[19:56:55] <intracube> yes, you could use it to reformat/reduce resolution of existing textures
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[19:57:01] <intracube> which could work as a pre-process
[19:57:23] <intracube> and help if a scene doesn't fit on the GPU VRAM because of tex size limits
[19:57:44] <gregor2> I have a radeon rx 570 running blender on debian and the card is not showing up in cycles render devices.
[19:58:27] <intracube> gregor2: that's usually because the official drivers aren't working
[19:58:38] <intracube> (or the card is unsupported in Blender)
[19:59:04] <intracube> rx 570 is only a few years old, so I'd expect it to be supported
[19:59:04] <M59NAA8GT7111114> hmm, i'm not sure how to use the stackexchange answer..
[19:59:11] <intracube> gregor2: what drivers are you using?
[19:59:41] <M59NAA8GT7111114> yeah my vega 56 isn't showing up either, i'm just using normal mesa drivers in latest fedora kernel
[20:00:18] <gregor2> i installed the xserver-xorg-video-amdgpu package
[20:00:24] <intracube> M59NAA8GT7111114: have you recreated the node setup?
[20:01:03] <M59NAA8GT7111114> intracube: yes, but i'm not sure how to actually use it with my existing nodes
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[20:05:26] <gregor2> intracube: that should be the open one.
[20:06:27] <intracube> M59NAA8GT7111114: ok, I can't know how you've got things set up. but for each procedural node, you'd connect the nodes in the red box into the vector socket
[20:07:11] <intracube> gregor2: for Nvidia cards, using the official drivers is a prerequisite
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[20:07:38] <intracube> I don't know about AMD cards but wouldn't be surprised if there are similar issues with the open drivers
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[20:08:52] <zgu> i think you need ROCm instead of standard mesa drivers for new enough opencl support
[20:09:05] <ze> amdpro works but rocm is said to be faster, it's all difficult to get something working at all ime
[20:09:45] <zgu> if you get it working let me know what you had to to, an RX 570 is probably next on my shopping list :D
[20:09:55] <ze> amdpro is very picky about which version you use with which hardware
[20:10:13] <ze> i haven't really dived into trying to get rocm going yet
[20:12:07] <zgu> i tried to build blender with opencl support but the research i found said there's no driver (open source at least) for opencl 1.2 on bonaire
[20:12:45] <ze> what's bonaire?
[20:12:51] <zgu> R7 360
[20:13:26] <ze> ah
[20:14:08] <zgu> also tried installing rocm packages on a headless/server box i have with a raven ridge apu to see if it would at least detect it, it's complaining about the iommu not working and i haven't gotten around to rebooting with different options to get that working yet
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[20:21:31] <zgu> does nvidia support opencl at all or just cuda?
[20:21:55] <zgu> oh and now there's metal on mac because apple is too cool to do anything in a vendor-neutral way...
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[20:22:50] <Aritodo> heh. aint that the truth
[20:23:13] <Aritodo> i remember trying to send a file via bluetooth to a friend with an iphone... gah
[20:23:40] <Aritodo> no apple, im not going to install your stupid software just to send a file via a protocol that ALREADY HAS THAT FUNCTIONALITY
[20:23:41] <M59NAA8GT7111114> intracube: hmm, i did that but it's not being blurred
[20:23:51] <Aritodo> </rant>
[20:24:48] <zgu> haha
[20:25:12] <Aritodo> M59NAA8GT7111114: do you have a texture coordinate node plugged into the input of those blur nodes?
[20:27:02] <Aritodo> can you provide a screen shot of your node setup?
[20:27:50] <M59NAA8GT7111114> yes
[20:27:59] <Taoki> https://dev-files.blender.org/file/data/jo6gy32bcyygq6inqix7/PHID-FILE-omexqns2teykkhv7ss3o/Screenshot_20200224_210232.png I so love all the things the brick procedural texture can be used for.
[20:29:31] <ze> hehe
[20:30:19] <zgu> ohhh i didn't know there was a factor output socket on the brick texture. i was just doing some funky separate rgb/colorramp stuff on the color to get the value scaled right for displacement
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[20:31:16] <M59NAA8GT7111114> https://ipfs.hielle.com/ipfs/QmPPXAcmwCTChjsyQ2i87aG4o3dt6Y4XCGeKxJ5bJ6Dxeg/2020-02-25_20-31-04.png
[20:31:58] <M59NAA8GT7111114> https://ipfs.hielle.com/ipfs/QmcsjGLvNKMne3feCe5bW4iEMrnYY1YLGmpQipVVhSCmcT/2020-02-25_20-31-40.png
[20:32:25] <wrobinso1> am running linux on laptop, and using cycles, I can use second GPU (nvidia), but eevee doesn't
[20:32:38] <Aritodo> ok, no, you have the node setup wrong
[20:32:58] <Aritodo> take a look at the example image again, the add and subtract nodes are connected before the vector input of the noise texture
[20:33:01] <wrobinso1> any idea how to (sorry to interrupt)
[20:33:07] <Taoki> Factor output is a little overhand since the bricks themselves are black while the spaces between them are white, so you need to invert it to use it for most things. But yeah it's reammy awesome, especially now that softness is supported :)
[20:33:22] <Aritodo> the noise texture's output goes directly to the shader color input
[20:33:57] <M59NAA8GT7111114> Aritodo: what? it looks identical to me
[20:34:16] <Aritodo> oh, wait, sorry, i was confused by the group setup you had
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[20:41:07] <ze> you could just make like 50 copies of the texture you want to blur, with coordinates offset by various amounts within a radius, and then rgbmix'd altogether, right? ;p
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[20:43:52] <Aritodo> M59NAA8GT7111114: here's the method i like to use: http://pasteall.org/blend/index.php?id=52950
[20:44:34] <Aritodo> its a little more complex, but it ensures that the texture doesnt move around as you change the blur amount
[20:46:10] <M59NAA8GT7111114> hmm, can i copy nodes into another blender project somehow?
[20:47:05] <Aritodo> http://pasteall.org/pic/4d4ea847311a6dceddb2efac024c046e <-- node layout, note that the add node there is a vector math node
[20:47:45] <Aritodo> sure, you can download the .blend, use file->append in your own file, and select the node group from that file
[20:48:32] <Aritodo> wait, how the heck does append work in 2.8 now
[20:48:57] <seseri> same as in 2.79
[20:50:49] <Aritodo> i double click on a blend file and instead of going in to it and letting me select stuff to append, it just tries to append the whole file and errors out
[20:51:09] <ze> haven't seen that happen
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[20:53:22] <Aritodo> ok, seems to work properly in 2.82, was just doing that in 2.81a
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[20:55:19] <ze> hah i see, it's half-toning a gradient
[20:56:54] <ze> i don't know why a vector blur couldn't be a node anyway, blur doesn't have to be done in the bitmap domain
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[20:58:02] <ze> though i imagine it adds to the expense of a procedural texture
[20:58:08] <ze> especially supporting 3d blur
[20:58:10] <ze> heh
[20:58:17] <ze> nevermind 4d :P
[21:02:05] <ze> i still want to compare the performance of the functional vs a bitmap bake of it, but still don't know how to reasonably bake a 3D texture or what to
[21:02:35] <ze> i guess i could test in 2D, but procedural volumes are probably where it'd make the most difference
[21:03:20] <ze> why isn't there just a 3D bitmap texture mode
[21:03:56] <ze> i don't care if it stores it as a stack of layers or in a proper voxel format :p
[21:06:45] <Aritodo> that would be cool, would be nice to be able to export a procedural texture to that format too
[21:07:05] <Aritodo> i dont know of any 3d bitmap file formats tho
[21:07:57] <Aritodo> those files could very easily be quite huge, some form of compression would be necessary in most cases
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[21:30:34] <sine0> omg ze is here
[21:30:39] <sine0> did you see my question from earlier
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[21:33:54] <ze> Aritodo: http://www.oyonale.com/modeles.php?lang=en&page=36 people do it in povray, apparently using df3 format... wouldn't openvdb be aplicable though?
[21:34:17] <greogr2> I have installed the propietary driver now for my rx 570 on debian. In Blender it still says no compatible gpu found for path tracing.
[21:34:55] <ze> sine0: the duplicating groups of objects thing? i don't know :(
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[21:36:17] <sine0> aw ok
[21:36:34] <sine0> I have resorted to using JOIN on the meshes
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[21:36:49] <ze> greogr2: does clinfo say much?
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[21:37:31] <ze> sine0: not sure which version you're using, but have you tried using a collection?
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[21:38:13] <greogr2> what ist clinfo?
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[21:38:33] <ze> greogr2: "A tool to display info about the system's OpenCL capabilities" its in its own clinfo package on my distro
[21:39:41] <greogr2> number of platforms
[21:39:43] <greogr2> 0
[21:40:31] <ze> so opencl isn't working at all still then
[21:40:39] <greogr2> ok
[21:40:59] <ze> in my case that happened when i tried to use the wrong amdpro version
[21:41:01] <greogr2> maybe i have to install opencl
[21:41:39] <greogr2> Do you know if you actually have to use the proprietary driver?
[21:42:17] <ze> well amdpro-opencl should be opencl installed, but it has multiple versions available with varying hardware support
[21:42:37] <ze> in my case i thought one version supported my card but it didn't and i had to find a different one that did
[21:43:33] <ze> greogr2: it depends on if the floss rocm drivers support your gpu
[21:43:52] <ze> greogr2: i think rx570 is new enough, so you can try it
[21:44:01] <ze> from what i've seen rocm may work better/faster anyway
[21:44:06] <greogr2> there is an open driver but is it supported by blender
[21:44:07] <ze> according to various reports
[21:44:29] <ze> it's just a different opencl implementation, same api, drop-in replacement
[21:44:46] <greogr2> do i have to install opencl maybe
[21:44:51] <greogr2> i didnt do that
[21:45:02] <Aritodo> heh, i thought linux was past all this crap, this brings back memories of trying to get ubuntu 5 running on my laptop
[21:47:00] <ze> i don't know what "opencl" is, my distro has it as a virtual package to satisfy the general requirement provided by either amd-pro-opencl or rocm-opencl-driver
[21:48:07] <ze> but that's just a package manager / dependency handling thing, not a real package
[21:52:38] <greogr2> how do i know which version of the driver to install
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[21:53:25] <greogr2> no i definitly installed the right one
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[21:55:16] <ze> i had to scrutinize amd's opencl release nodes, ended up with 19.30.838629 for my rx580
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[22:01:29] <sine0> ze: im on 2.79b last build
[22:01:34] <sine0> no ill look into collections.
[22:01:48] <ze> ah i think collections is a 2.8x thing
[22:02:54] <gregor2> dmesg says error Couldnt read SADs
[22:03:11] <gregor2> what does that mean?
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[22:04:08] <ze> gregor2: i had to scrutinize amd's opencl release nodes, ended up with 19.30.838629 for my rx580
[22:04:13] <ze> gregor2: um, no idea
[22:05:26] <gregor2> I just used the one from the site of the rx570
[22:05:50] <ze> ah
[22:05:56] <ze> which version is that?
[22:06:01] <gregor2> is that wrong?
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[22:06:17] <gregor2> 19.50
[22:06:19] <MalMen> hi guys
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[22:06:57] <MalMen> https://cloud.pedrogaspar.pt/s/q7ZLcHWyXXttkzr/preview
[22:06:58] <ze> *shrug* it doesn't hurt to try other versions if it's not working :p
[22:07:20] <MalMen> I did made an beard following an video tuturial
[22:07:51] <MalMen> but the model + beard dont show when I export to stl
[22:08:10] <MalMen> what is the best way to make beard/hair that can be exported ?
[22:08:18] <MalMen> (I am making it to print)
[22:08:45] <ze> you'd probably have to "apply" the particle system to make actual exportable geometry
[22:09:15] <ze> in the modifier tab (wrench icon), you'll see the particle system listed there and an apply button
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[22:09:51] <ze> though there may be more steps depending on various particulars
[22:11:15] <MalMen> I do have an convert button
[22:11:33] <ze> for example, that'll often just give you path objects, and then you'll need to add and apply something like a screw modifier to those to turn those lines into solid geometry
[22:11:34] <MalMen> when I click there I got another object
[22:11:44] <ze> ah yeah convert
[22:12:28] <ze> though if you have the hair particles set to render as an object first or something, maybe it'll create instances of those? i don't know tbh
[22:12:51] <gregor2> where are all of those versions?
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[22:14:04] <ze> gregor2: https://www.amd.com/en/support/kb/release-notes/rn-amdgpu-unified-navi-linux is the link for the one i'm using
[22:15:00] <gregor2> but isnt there a link for all?
[22:15:11] <gregor2> and how did you find out?
[22:15:28] <ze> that link is what my distro has for the distro package i'm using to install it
[22:15:35] <gregor2> Haw can you even find out which versions exist?
[22:15:38] <MalMen> I did convert and create the new object mesh, I did bolean union the mustache with the original object, on blender everything seems cool
[22:15:48] <MalMen> but when I export it the mustache dont go with it
[22:16:19] <MalMen> well, If I go to edit mode the mustache is not there
[22:16:24] <ze> MalMen: if the mustache mesh is just paths without triangles, it's not gonna create any renderable geometry
[22:16:45] <MalMen> hmmm
[22:17:00] <ze> i'd look up tuts on character export from blender to video games, some ought to cover converting hair particles to meshes, and the principles should apply i think
[22:17:23] <ze> or just look for things covering that in particular, i think there're some
[22:18:15] <ze> gregor2: they don't really make it easy, i think you gotta go through the download options on https://www.amd.com/en/support with different selections, which take you to pages with different versions
[22:18:23] <gregor2> ok 19.30 is the next lowest right?
[22:18:33] <ze> maybe
[22:18:35] <ze> hehe
[22:18:46] <gregor2> this is wird
[22:19:01] <ze> that page claims to be for 5700 series only, but it's the one that worked for my rx580
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[22:19:23] <gregor2> I dont like this anymore!! I dont want the money anymore just let me out of here!!!!
[22:19:32] <ze> hehe
[22:19:51] <ze> just try a different version, or try rocm instead (maybe your distro provides packages for that)
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[22:20:06] <ze> it is a pita, but my experience was just a matter of shuffling through some versions til it worked
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[22:27:18] <gregor2> If i have to do the patch (https://wiki.debian.org/AMDGPUDriverOnStretchAndBuster2) i am out!
[22:28:34] <ze> hmm you only need the opencl portion of the amdgpu-pro drivers for the opencl support
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[22:29:03] <gregor2> ok
[22:29:35] <gregor2> video is not working at all now!
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[22:29:57] <ze> you should be using the distro video drivers for everything else
[22:30:55] <ze> x11/opengl should just use the regular free drivers
[22:31:34] <gregor2> yes
[22:31:53] <gregor2> nothing is working now i cant see anything
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[22:32:12] <ze> can't see anything where?
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[22:32:22] <gregor2> but how should i do that?
[22:32:43] <gregor2> The pc is booting and then everything is black
[22:32:57] <ze> you shouldn't have had to reboot or anything
[22:34:19] <ze> sorry i didn't mean the whole driver package, i didn't think about that, or know anything about what else it does... like i said before, my distro mostly handled it
[22:34:48] <ze> but i don't know why it would go black on boot anyway
[22:35:00] <ze> you should at least be able to get a shell
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[22:37:12] <gregor2> i am trying to fix by a cd
[22:38:19] <gregor2> but how should i just use a part of it?
[22:39:31] <gregor2> what i did was what is on the website i sent
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[22:39:57] <ze> well if you installed the whole driver package, maybe try just re-installing (or just resetting as the active option) the distro drivers except for any opencl
[22:40:08] <ze> hmm the stretch and buster link?
[22:41:39] <gregor2> yes
[22:42:01] <gregor2> i just installed amdgpu-core and amdgpu-dkms
[22:42:03] <ze> hmm
[22:42:12] <ze> those aren't at all what you want, those are the entirely wrong things
[22:42:14] <ze> :P
[22:42:16] <ze> afaik
[22:42:26] <ze> that's not the opencl driver
[22:42:31] <gregor2> why?
[22:42:53] <ze> well that page isn't for using the opencl, it's for a kernel mode driver i think
[22:42:59] <ze> which isn't helpful to you
[22:43:18] <gregor2> The wrongest of the wrongest
[22:43:42] <gregor2> uninstalled and back working
[22:45:46] <ze> heh the distro package i'm using recommends to use rocm-opencl-runtime instead
[22:46:51] <gregor2> but everywhere on theninternet it says open drivers are not supported
[22:47:06] <gregor2> only official
[22:47:06] <ze> but what it installs from the amdgpu-pro tarball is libdrm-amdgpu-common_<whatever>_all.deb opencl-orca-amdgpu-pro-icd_ and libdrm-amdgpu-amdgpu1_
[22:48:43] <gregor2> Ok how would you do itA
[22:48:54] <gregor2> or how did you do it?
[22:49:00] <ze> i dunno what places those are, rx570 you said? afaict that's pretty much the same as my rx580?
[22:49:13] <gregor2> yes rx570
[22:50:27] <ze> i use gentoo, which has a package that needs you to manually download amdgpu-pro-19.30-838629-ubuntu-18.04.tar.xz and put it in the regular package download directory so that it could extract and install the right components
[22:50:48] <gregor2> i see
[22:52:32] <ze> hmm pasteall's broken on text :(
[22:53:06] <gregor2> I find it wierd that that happened because the stretch buster link said to do so.
[22:54:35] <gregor2> i get no error in dmesg if i dont have the proprietary installed
[22:55:09] <ze> https://pastecode.xyz/view/7eea7057 is what my distro's package looks like :p
[22:55:17] <gregor2> it looks like 19.30 was just the wrong version
[22:55:35] <gregor2> lol
[22:57:47] <gregor2> hmmmm
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[22:59:10] <gregor2> i just try installing mesa-opencl-icd
[23:01:38] <gregor2> it worked!
[23:02:25] <gregor2> no i just thought so
[23:02:41] <gregor2> no trying proprietary plus mesa-....
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[23:04:26] <gregor2> now clinfo outputs something else
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[23:09:27] <ze> > clinfo -l
[23:09:29] <ze> Platform #0: AMD Accelerated Parallel Processing
[23:09:31] <ze> `-- Device #0: Ellesmere
[23:09:33] <ze> is what mine shows
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[23:10:11] <gregor2> platform name clover
[23:10:52] <gregor2> but blender does not show it
[23:11:08] <gregor2> i will try with oroprietary now
[23:16:44] <gregor2> why is it still not working?
[23:17:29] <Aritodo> because linux -_-
[23:17:39] <Aritodo> i love the concept of linux, but man...
[23:18:29] <gregor2> but nothing works
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[23:20:01] <Aritodo> sorry, i really have no idea at all, not only do i have all nvidia cards, i dont run blender on linux
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[23:34:53] <MalMen> grrr, still stuck here
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   February 25, 2020  
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