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[00:30:38] <ze> jaggz: doggy houser md?
[00:30:55] <ze> no but she makes a decent student :)
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[00:34:41] <Shaba1> ze you are showing your age is you rememeber doogy houser MD
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[00:36:21] <Shaba1> That was on in the early to mid 90s
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[00:37:55] <Aritodo> doggy bowser md?
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[00:42:27] <ze> Aritodo: is that what the spoof dog one was? i thought someone did one but i couldn't remember on what or any details :P
[00:42:29] <Shaba1> It was a TV show from the early 90s Aritodo
[00:42:46] <Aritodo> spoof dog one? i don know, ive never seen either one
[00:42:49] <ze> oh
[00:42:51] <ze> hehe
[00:42:55] <Aritodo> i know, ive heard of it, was before my time really
[00:43:05] <Shaba1> Yeah I figured.
[00:43:08] <Aritodo> i mean, i was alive, but certainly wasnt interested in watching a show like that
[00:43:17] <Shaba1> Thing is that to me it seems not that long ago.
[00:43:24] <Shaba1> but really it was ages ago.
[00:43:26] <ze> seems forever ago to me
[00:43:36] <ze> i watched it to some extent
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[00:45:57] <Shaba1> I did for like the first half season
[00:46:10] <Shaba1> then I just lost interest
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[01:29:40] <frabbit> hey I want to import the NifTool addon to windows version of blender but after install the plugin does not show up in the lists
[01:32:30] <frabbit> I've done it like this: https://www.youtube.com/watch?v=2RvLZvX_rsI
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[01:40:57] <sst66> frabbit, did you try it with an old Blender version or has the plugin been updated for newer Blender versions?
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[01:42:49] <sst66> In the video, he's using Blender 2.72
[01:42:58] <frabbit> sst66: i have here: blender-2.82-windows64.msi
[01:43:23] <frabbit> yes buts its nearly the same isnt it?
[01:43:40] <frabbit> the same way to do it i mean
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[01:46:16] <Aritodo> it may appear the same, but the python api that addons use can often change significantly from version to version, and even a small change can completely break it
[01:46:38] <sst66> Installing an addon is the same now as it was then but I doubt that particular addon is working in latest Blender versions
[01:46:52] <frabbit> ah ok!
[01:47:50] <frabbit> but weird they link just to blender hp, nothing about specific version of blender...: https://github.com/niftools/blender_nif_plugin/blob/develop/README.rst
[01:48:12] <sst66> Old Blender versions are available and might be used to do some model conversion to newer Blender versions
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[01:50:47] <frabbit> sst66: where to find tehse versions? theres sadly no dir tree on the website just this: https://www.blender.org/download/
[01:50:51] <frabbit> *these
[01:51:09] <sst66> https://download.blender.org/release/
[01:51:16] <frabbit> oh sorry got it
[01:51:21] <frabbit> oh..
[01:51:36] <frabbit> sst66: thank u! =)
[01:52:00] <sst66> No problem, good luck with it
[01:52:07] <frabbit> man 2.72 is old.. o0
[01:52:30] <sst66> An eternity in Blender years
[01:52:47] <frabbit> =D
[01:53:26] <sst66> Are you working with Skyrim models?
[01:53:43] <frabbit> i just need it for mw nifs on my windows gaming pc, undeer gnu/linux i would always use the stablest version my distribution offers
[01:53:53] <frabbit> sst66: Morrowind
[01:53:56] <sst66> Ahh
[01:54:10] <frabbit> but not really working ive never done this before
[01:54:35] <frabbit> first i want to see ow the purely meshes looks
[01:54:41] <frabbit> *how
[01:55:22] <frabbit> but i already got the clue that creating a videogame is alot of work...
[01:55:27] <sst66> Cool, sounds like fun
[01:55:40] <frabbit> sst66: hopefullly =)
[01:56:28] <sst66> Teams of dozens if not hundreds of coders and artists hundreds of hours, so yeah. But little games we can do on our own just fine :)
[01:56:58] <frabbit> yeah really depneds on the game and the tools
[01:57:25] <frabbit> openmw comes with its own construction set wich is not that hard to learn
[01:57:54] <frabbit> u can easily manage all content.. but yeah creating the content THAT is still a thing ^^
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[01:58:20] <frabbit> meshes, textures, sounds....
[01:58:29] <sst66> So much assets
[01:58:39] <frabbit> yes =D
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[01:59:27] <frabbit> but of course there are already sources under free licenses so maybe u could spare some time if u use some of them
[01:59:33] <sst66> I did a few games with Blender Game Engine over the years, super fun
[01:59:37] <frabbit> sound fro freesounds.org 4 example
[01:59:43] <frabbit> *sounds from
[02:00:07] <frabbit> enviroment sounds like birds, wind etc.
[02:01:29] <frabbit> ive once used a birds sound from there and implemented it in a minetest mod, so it was like that, taht when u enter a forest (defined by a big group of trees) the sound was playing in a loop till u left the forest
[02:02:44] <frabbit> i do not have the equiptment to record such hq sound by myself, even for rent its still expensive...
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[02:03:40] <frabbit> but thats all ot sorry it gets me there... ^.^
[02:07:22] <frabbit> sst66: what game did u create?
[02:07:27] <frabbit> *games
[02:07:30] <Aritodo> well, i guess it depends on what you deem as expensive, but used zoom h2 or similar can be had for about $60, not bad really for a still very impressive audio recorder
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[02:08:29] <frabbit> Aritodo: thx 4 the tip, bt yeah thats still expensive
[02:08:41] <Aritodo> nod
[02:09:03] <Aritodo> might be cheaper zoom recorders out there, they have a lot of different models, i just happen to really love my old h2 so i looked it up
[02:09:45] <frabbit> =)
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[02:13:04] <sst66> Classic remake kinda games, like this one, my version of Asteroids: http://pasteall.org/pic/show.php?id=6d4d3ac43b4939d0fbf4b39914585f13
[02:15:56] <sst66> And this one: http://pasteall.org/pic/show.php?id=00ee9f223f3df9aa332c34eab5388c68
[02:17:16] <frabbit> i cant see the pic
[02:17:43] <sst66> Why not?
[02:17:53] <frabbit> non ssl site and if i allow css and image with umatrix it stays blank
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[02:18:00] <sst66> Ahh
[02:18:19] <frabbit> sst66: try this: https://www.directupload.net/
[02:18:28] <frabbit> working without js
[02:18:36] <sst66> https://imgur.com/yt1dm1v
[02:18:38] <sst66> Try that one
[02:19:32] <frabbit> really,use a non broken by design hoster please ^^
[02:19:51] <sst66> These are the sites we use
[02:19:52] <ze> frabbit: now you understand why most indie games are retro / low-poly / hand drawn kinda stuff :p
[02:20:15] <frabbit> ze: yeah probably...
[02:20:27] <frabbit> but thats nothing negative
[02:21:16] <frabbit> https://paintbucket.de/en/ttdot
[02:23:42] <davros> speaking of blender game engine
[02:23:54] <davros> what does that do these days
[02:24:20] <sst66> Nothing
[02:24:30] <davros> deprecated?
[02:24:50] <sst66> Yeah, no longer offered in 2.8+
[02:24:53] <ze> it bitrots, possibly waiting in hope for something new based on eevee
[02:24:57] <ze> but meanwhile godot is nice :)
[02:26:07] <davros> i am making a "pet engine" (i mean an engine that i'm writing for myself, not an engine for simulating pets ), i was thinking how much blender integration might be possible beyond just importing models exported by it
[02:26:23] <davros> like synced viewport or whatever
[02:26:44] <davros> i mean even being able to track the engine view with blender camera manipulation
[02:27:07] <davros> or putting an engine in as a custom blender viewport
[02:27:11] <ze> doesn't stuff like collada facilitate that sorta integration? i think there's something newer than collada too?
[02:27:26] <davros> i'd call that export rather than integration
[02:27:42] <davros> GLTF is a nicer recent format that blender exports directly
[02:27:59] <ze> i thought it offered a lot more functionality than export capabilities
[02:28:05] <davros> i'm wondering what my options are for say writing shaders in my engine and having them mirrored in blender or vica versa
[02:28:29] <ze> well blender supports osl if it's something your engine could support
[02:28:30] <ze> hehe
[02:28:48] <frabbit> oh man.. it isn't working with 2.72 too... same behaviour.. =(
[02:28:56] <Shaba1> Dammit
[02:29:03] <Shaba1> I made a file on my HD
[02:29:08] <davros> ok that could be useful
[02:29:08] <Shaba1> and I KNOW I saved it
[02:29:38] <Shaba1> but I cannot remember WHERE i save it our under what title.
[02:29:47] <davros> i'm need a sweetspot on the scale of complexity/versatiilty
[02:30:08] <frabbit> does anyone here use that NifTools plugin too?
[02:30:31] <Shaba1> Never heard of it frabbit
[02:30:50] <Shaba1> But then again if it is a 2.8x addon it is unlikely that I would .
[02:30:55] <ze> frabbit: what version are of the plugin are you trying?
[02:31:14] <Shaba1> I am collecting 2.8 tools for future use for when I get a better machine
[02:31:23] <ze> Shaba1: nope, it's older
[02:32:24] <frabbit> ze: https://github.com/niftools/blender_nif_plugin
[02:32:26] <ze> frabbit: https://github.com/niftools/blender_nif_plugin/releases/tag/2.6.0.dev4.8fd5d0a is the latest (pre-)release and says it's for 2.79
[02:32:46] <Shaba1> Of if is has anything to do with cycles
[02:32:53] * Shaba1 does not do cycles
[02:33:09] <Shaba1> though I should break down and learn how to use nodes
[02:33:11] <ze> Shaba1: it's a game model importer :p
[02:33:53] <frabbit> lol
[02:34:14] <frabbit> ze: thx i didn't noticed that (was focused on blender...)
[02:34:38] <frabbit> so here we go: downloading the third blender version for today X)
[02:34:52] <sst66> At least they're small and portable
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[02:44:32] <Shaba1> take care folks
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[02:47:59] <frabbit_> works neither with 2.79...
[02:48:09] <frabbit_> same beahviour...
[02:48:24] <frabbit_> man this sh*t is broken (NifTools)
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[02:50:01] <ze> so you load that particular zip in 2.79's addons interface and it does nothing?
[02:50:57] <frabbit> yes
[02:51:13] <frabbit> exactly like before with the two other versions of blender
[02:51:36] <ze> :/
[02:51:39] <frabbit> *sigh* seems like I must use something other then =(
[02:57:37] <Moult> in python, how would i show a piece of non-3d text that is scale independent in the viewport? kind of like a label (like if you enabled developer vertex indices)
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[03:09:55] <jaggz> Moult, maybe something here https://docs.blender.org/manual/en/latest/editors/3dview/controls/overlays.html
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[03:40:29] <hmw[at]> I have an obj file with the Utah Teapot, but for my needs, it has too many polys. Is there a simple way to reduce poly count with blender? (total Blender noob here)
[03:41:59] <hmw[at]> I am actually asking, if it is worth my time to reseach this.
[03:42:29] <ze> there's decimate modifier specifically, you may be able to do it with some kind of remeshing too i think
[03:42:40] <frabbit> bye
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[03:42:53] <hmw[at]> ze: thanks for the pointer
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[04:26:18] <jaggz> Aritodo, https://blenderartists.org/t/all-add-ons-ever-made-for-the-video-sequence-editor/1188770
[04:26:22] <jaggz> *shrug*
[04:26:40] <jaggz> (oh.. scroll up). just saw that posted in blender.chat coding
[04:28:29] <stiv> all the addons ever? now and in the future? cool!
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[04:36:36] <jaggz> "All the addons that will ever be made for ..." has a couple interesting possible connotations
[04:38:32] <Aritodo> haha
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[04:40:19] <Aritodo> hey, it doesnt have my slideshow generator, or switchtoscene
[04:40:25] <jaggz> smh
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[04:40:39] <smh> :(
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[04:40:58] <Aritodo> tho, i guess my slideshow generator isnt totally a vse addon... only partially
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[04:43:25] <Aritodo> and vseswitchtoscene is pretty small
[04:46:45] <jaggzsmh> still they said "all".
[04:47:54] <stiv> there is "all" and there is "mostly all"
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[04:52:51] <Keshl> Okay, huge longshot here, but if anyone's gunna be able to find a reference, it's you guys.
[04:54:10] <Keshl> There's this regular-beans 2D artist who's trying to draw a commission for someone. https://cdn.discordapp.com/attachments/681249182618877953/682330573930496057/unknown.png Boop. The cyan fins on the dragon are very thin, and there's going to be a strong neon tube behind them to try and show off sub-surface scattering.
[04:54:50] <Keshl> The fins are obviously not flat planes, and some parts will be closer and some parts will be further, from this neon tube. Obviously this means that the "amount" of "blurriness" will change depending on the air gap.
[04:55:09] <Keshl> Problem: Artist and I do not speak the same language, and communicating this idea is proving to be dang-near impossible.
[04:55:23] <Keshl> Does anyone have a picture or video that might help explain this whole concept?
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[06:39:53] <jaggzsmh> Keshl, that's not how light works.. maybe it's not about language but understanding the physics
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[06:42:32] <jaggzsmh> why not just do it instead of talking about it anyway
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[06:52:44] <jaggzsmh> Keshl, oh.. just look for photos of lights behind frosted glass?
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[08:12:58] <ze> Keshl: what about the ray length example on https://www.blenderguru.com/articles/cycles-input-encyclopedia
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[08:18:23] <ze> Keshl: the one that says "This can be used to add more translucency to the thinner parts of a model"
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[11:54:06] <ajeremias> hi :) im trying to export and obj from blender.. and load it with pyrender.. and im getting this error: AttributeError: 'Trimesh' object has no attribute 'geometry' ... i guess im exporting the wrong thing in blender? https://bpaste.net/BRUA thanks
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[12:23:57] <wrobinso1> is there a quick way to refresh linked objects?
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[12:25:36] <wrobinso1> nvm
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[12:33:37] <wrobinso1> is it possible to parent one object to another but only have the child follow (say) the x and y axis of parent?
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[12:35:10] <wrobinso1> or should I use something like a driver instead?
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[13:30:06] <j23> hi2all, I have problem with vertex groups. What I want is to add some edge loops to the group and then use it with bevel modyfier (non destructive way), but with selected specific edges I have had selected faces instead
[13:31:55] <j23> http://pasteall.org/pic/bedfe0040081804f2d2dac4c90b6f47c
[13:32:27] <j23> http://pasteall.org/pic/show.php?id=7779dc669a5f06bef6b75851528028e0
[13:36:09] <j23> is that because every edge should be separated and if i add to edge loops (next to each other) the edges beetween are also remembered?
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[13:42:30] <intracube> j23: vertex groups only store whether each vertex is selected or not. if you use vertex selection the issue becomes clearer.
[13:42:48] <intracube> if the vertex at each end of an edge is part of the group, the edge is also included
[13:43:03] <j23> ok but I need to use edges as a vertex group limit for bevel modyfier
[13:43:04] <intracube> why not use bevel weights (which can be applied to edges) and is non-destructive?
[13:44:03] <j23> ok maybe bevel weights will be better for this, as I understad vertex groups has limitations for that specific need
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[13:44:29] <j23> at this moment I figured out that I can use every edge as a new vertex group and it works fine
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[13:45:53] <j23> but will test later weights, thx intracube for explaining this
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[13:50:28] <intracube> on the bevel modifier set the limit method to 'weight
[13:50:51] <intracube> then in edit mode, select the required edges and adjust the edge bevel weight (in red): https://i.stack.imgur.com/2kaF8.png
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[14:13:43] <j23> thanks for tutorial intracube, will use for sure
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[15:37:19] <wrobinso1> i just saved a ton of work and quit blender to run command line render
[15:37:48] <wrobinso1> (I only have one backup autosave that looks to be the same as my lates .blend)
[15:38:03] <wrobinso1> blender is segfaulting opening the latest .blend
[15:38:06] <wrobinso1> :(
[15:38:15] <wrobinso1> any idea where to start diagnosing this?
[15:38:16] <soul-d> try importing
[15:38:24] <soul-d> or loading assets
[15:38:41] <wrobinso1> cool. good idea. thanks
[15:39:08] <soul-d> or first check if you had some python scripts that supposed to run and turn on automaticly run python
[15:39:10] <soul-d> etc
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[15:39:42] <soul-d> loading without ui etc could also help
[15:39:59] <soul-d> ofcourse backup the save file with the latest time first to
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[15:40:27] <soul-d> and setupt shorter autosaves and more save files
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[15:40:33] <soul-d> so you wont get this again
[15:40:39] <soul-d> or at least have multiple backups
[15:41:21] <soul-d> these settings are under save&load in preferences
[15:41:25] <wrobinso1> no scripts
[15:41:49] <wrobinso1> the render I initially tried was without UI, when i first noticed segfault
[15:42:09] <wrobinso1> thanks. you're right
[15:42:59] <soul-d> there might be a quit. or some random named blend file in temp directory
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[15:43:29] <wrobinson> hmm, can try clearing tmp dir of blender data?
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[15:44:25] <soul-d> no check first if one of autosaves is close to the file you where using
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[15:45:31] <wrobinson> k
[15:45:37] <wrobinson> there is a quit.blend
[15:45:44] <soul-d> like time wise depends on how long ago it saved
[15:45:48] <wrobinson> are you saying that might be a good version or problem file?
[15:45:54] <wrobinson> fair point
[15:45:58] <soul-d> that might be a good version
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[15:46:17] <soul-d> unless you had like 15 min autosave i have mine at like 2min :)
[15:46:28] <soul-d> but still maybe worth to check out
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[15:48:34] <soul-d> but importing linking does it read the latest file or you can't browse the blend file either ?
[15:48:58] <soul-d> that would be quickest test to see if that file is broken i think
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[15:49:06] <wrobinson> my autosaves are at 2mins also
[15:49:21] <soul-d> then try the autosave maybe that one works
[15:49:53] <wrobinson> i opened latest autosave successfully from tmp dir, but loads of the content is wrong (as i assume a lot of paths are relative)
[15:50:01] <soul-d> and try without loading ui (need to click the small arrow on right to see it )
[15:50:07] <wrobinson> moved it to working folder and opening it there caused segfault again
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[15:52:31] <soul-d> mmm well maybe you can fix the paths or load all the images i assume textures and stuff manualy but depending how much might be a hassle ?
[15:52:57] <soul-d> oh i ment appending not importing
[15:54:38] <wrobinson> when appending, do i have to do collections, materials, etc separately
[15:54:44] <soul-d> see if you can browse the blend and import collections or smaller (latest) parts of what you where doing see if that works
[15:54:54] <wrobinson> and what about the linked collections/objects the .blend contains?
[15:55:06] <wrobinson> I successfully imported all collections
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[15:55:53] <soul-d> donno exactly think if you import the collections it should do everything
[15:55:58] <soul-d> or maybe scene collection
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[15:58:45] <wrobinson> importing scene seems to have done the trick
[15:59:40] <wrobinson> didn't update the UI viewports or 'view layer' until i selected one object, then bam, all appeared
[15:59:50] <wrobinson> seems to have all animation, materials, etc
[16:00:53] <soul-d> hope it has everything ofcourse backup that file you used as source and save a new file if it did work
[16:01:53] <wrobinson> that was from appending the original file that was crashing
[16:02:28] <wrobinson> hmm, saved it, tried to open the new one - crash
[16:02:36] <wrobinson> which makes sense i guess (sort of)
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[16:03:06] <wrobinson> strangely i still have the appended file open
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[16:03:56] <soul-d> go trough all the images or external sources and save those manualy ? and maybe try a new daily build or maybe even the experimental 2.83
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[16:04:44] <wrobinson> i'm using 2.83
[16:04:51] <soul-d> although the 2.83 might be bit unstable it just crashed trying to render :D
[16:04:53] <wrobinson> currently updating system, and will re-compile after
[16:05:01] <soul-d> then try the more stable 2.82
[16:05:03] <wrobinson> hehe, of course.
[16:05:09] <wrobinson> just rendered fine
[16:05:20] <wrobinson> ok. will try that also
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[16:08:30] <soul-d> if you load with out ui it might also mather on wich view you are and what type of viewport rendering is selected
[16:08:44] <soul-d> some just crash if you are unlucky
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[16:10:35] <wrobinson> i see
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[16:15:38] <soul-d> but if appending worked you should be able to rescue the work you done depends ofcourse how much work it was vs a older working file that still saves maybe the hassle is not worth and redo it and stuff like running blender from command line might give some info when it crashes depends i guess wich version you compiled yourself debug/release
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[16:21:45] <wrobinson> i've tried in the past running from commandline to see if i can get useful errors.
[16:21:52] <wrobinson> didn't work out so well
[16:22:05] <wrobinson> maybe i compiled release version...
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[16:23:50] <j23> hi2all, I need to fix this shadow problem, how to do it?
[16:24:00] <j23> http://pasteall.org/pic/show.php?id=f37582b1751d9aec2fb3a55d3b0c9bd3
[16:25:46] <j23> this shadow appears when I lower the indent
[16:26:08] * stiv guesses: bad geometry
[16:31:02] <j23> I think you are right instead of slide vertex I moved it down, angles change and shadow comes... thanks
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[16:32:18] <wrobinson> really strange. i can append the three main collections i have, which contain everything... (instead of scene)
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[16:32:40] <wrobinson> all fine, animations and materials fine - just no hdri world shader (not an issue)
[16:32:49] <wrobinson> but save that file, re-open, crash
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[16:34:37] <soul-d> not out of diskspace where you are saving ?
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[16:34:57] <soul-d> did you try difrent version like 2.82 yet ?
[16:35:05] <soul-d> or new daily build
[16:35:17] <soul-d> try grab one from build bot instead of compiling yourself
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[16:35:56] <soul-d> and if you compile yourself update everything like with the installdeps script
[16:36:18] <soul-d> and use a new directory ofcourse to build it instead of updating the old one
[16:36:23] <wrobinson> 25gigs free...
[16:36:35] <wrobinson> not tried 2.82 yet
[16:36:42] <wrobinson> ok, thanks
[16:37:18] <wrobinson> just tried appeding only the camera and light collection, re-saved, crashed...
[16:37:40] <soul-d> that would be my first try then and would grab one from buildbot instead of compiling just to do a quick test if you can appending save
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[16:38:36] <wrobinson> ok, thanks again
[16:38:42] <wrobinson> (gonna eat and then try)
[16:38:48] <wrobinson> really appreciate the help :)
[16:39:56] <soul-d> if all fails and the contents are yours and don't care about it maybe try blendercoders (better to do on cloud chat) or on irc but its verry quite there but maybe you can share the blend file and someone is willing to look at it
[16:40:25] <soul-d> donno if there is a good way to report crashing blend files
[16:42:52] <soul-d> but they probably want you to at least try the 2.82 stable version first since 2.83 changes almost daily
[16:48:34] <soul-d> ok bbl have to bring this stuff back to store lol bought some bread stuff supposed to be good till may but bought it 2 days ago and its molded
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[17:03:41] <wrobinson> soul-d: thank you! have fun at the store
[17:06:52] <soul-d> already was back :P apearently happens allot to those if they aren't packaged right
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[17:11:42] <wrobinson> still scares me that a bread product can last more than a few days anyway :)
[17:13:11] <soul-d> yeh its those prebaked types of things pita's
[17:13:51] <soul-d> i bought them 2 days ago though so even more scary for how molded they where
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[17:16:06] <soul-d> i find it more scary with unrefrigrated bread things that supposed to have some sort of meat in them we call them worstenbroodjes can't imagen how they do that though :P
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[17:18:27] <soul-d> ofcourse they don't taste good at all like real ones
[17:19:43] <wrobinson> hehe, you are right to fear
[17:20:23] <soul-d> probably packeged in some weird gas that supposed to kill stuff
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[17:22:29] <pwillard> You can get worstenbroojes refrigerated from the store?
[17:22:44] <soul-d> no unrefirged kind like just some shelve :P
[17:22:54] <pwillard> oh man, scarey
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[17:23:27] <soul-d> think when i check it only had like <10% meat donno if its even real meat
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[17:30:13] <wrobinson> soul-d: turns out when importing one collection, a load of other info is also imported, references to all other objects, meshes, particle systems, etc
[17:30:24] <wrobinson> so something in that is causing the break
[17:30:44] <soul-d> yeh then only otherway i to import everthing manualy
[17:31:07] <wrobinson> still using append?
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[17:31:33] <wrobinson> that goes for just importing a collection which only held camera and light...
[17:32:01] <wrobinson> anyway, not an issue for now - i know enough to fix things (hopefully) - with a little trial and error :)
[17:32:06] <soul-d> yeh might want to lookup new blend file hierachie see wich lvl is what like mesh/ object
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[17:39:22] <wrobinson> ta
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[20:04:19] <ze> put my tree with my hills and an odd angle of my nasa moon :P https://i.imgur.com/s64U7uK.jpg
[20:05:53] <egrain> does blender support sli these days? like 2 2080 ti?
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[20:10:08] <ze> i think the docs on gpu rendering says it supports multiple cards (i remember it notes that each can only access its own memory though :p)
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[20:14:49] <ze> did a variant with the moon glowing too but i don't like losing the shadow, which i can't seem to fix in a shader, and also just feel like it sticks out too much in the foreground this way https://i.imgur.com/ViQN9yL.jpg
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[20:55:51] <swordsmanz> any anime / manga artists around ?
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   February 27, 2020  
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