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Hi Thank you to share " cloth development" video . last year I found new "stich" to make cloth more easy fro cloth simulation,,
then it is really exciting,,, blender keep improvement about cloth simulation too,, Now I decide to stick blender more hard.
then I hope to introduce another amazing blender plug-in BEPUik Full Body inverse kinematics. (if most of yours try alerady?)
http://wiki.blender.org/index.php/User:Squashwell
https://www.youtube.com/watch?v=lG3uKYQTVj4
It actually work well with improted daz genesis3 too . (though you need manually set rigs from offered meta-rig
,then generate rigs for puki wiki IK rigs)
With the introduction of pie menus in Blender, I just found a neat addon you can purchase that let's you make nice, easy pie menus: https://cgcookiemarkets.com/all-products/pie-menu-editor/
I just made one for adding different primitives, another with my most used edit tools, i'm going to see about doing one for my favorite sculpting and painting tools.
http://prntscr.com/90mepc
http://prntscr.com/90mjtq
Ton said that the emphasis in 2.8 would be to move the control back to the viewport, which pie menus do (rather then going out to tabs and side menus.) It will be interesting to see what new takes are on that in 2.8.
He also said that Blender would be moving away from shortcuts as they are all taken and that different shortcut keys in different modes (ctl+something in edit mode vs same keys in sculpt mode) were too confusing. This I don't personally agree with and I'm very sceptical about changes to shortcut keys that move away from having the system that is currently in place. I do think that the shortcut keys would be better served as a power user type of functionality so that they aren't 'necessary,' but the current setup in Blender is so well suited for speed modeling/sculpting, etc... that I would be frustrated if we lost that. With the move towards tablet type of interfaces if Blender hopes to play in that market the development team will have to redesign the interface so shortcut keys are totally optional, which I do think is a good move at this point.
The other thing Ton mentioned was that Blender would be moving away from any use of wireframe. This also has me concerned. While I understand the idea of perhaps moving functionality to something that doesn't require using wireframe, doing away with them altogether could cripple Blender imo. No other major 3D modeler is going away from them that I've heard so it doesn't make sense to me. There are some things that can only be done in wireframe, and others where that is the most efficient method of working. I guess we'll have to wait and see.
I could see redoing many of my shortcut keys to spawn a pie menu instead of doing something directly though which would decrease the amount of shortcut keys to learn. Certain things I would like to be one key, like translate, scale, rotate... (not a fan of the 3D widget personally) but for anything beyond something basic the one extra click to pop up a pie menu of related tasks vs learning a half dozen shortcut keys would be a good tradeoff, especially since pie menus can be a swipe in the direction of the selected item once they pop up, which leads to a natural power user type of action directly from an easier entry type of action... I hope that makes sense.
(I know that was a bit of a run on sentence, but I prefer to think of it as a 'stream of consciousness.' In other words, I'm too tired to rewrite it.) ;)
The wireframes thing was as far as I can tell a joke that flew over the head of some of the more tightly wound folks at blenderartists. It was poking fun over previous furor over the lack of wireframe rendering, and then a bunch of people missed that it was a joke. Now maybe it was inappropriate, but how does anyone see a list that goes
sensible thing
sensible thing
no wireframez!!!!11!!1!
(yes with the z and the 1s) and take it seriously, and then report back "oh yes they're totally getting rid of wireframes because Ton hates them"
Seriously some of the folks at blenderartists have no chill. Nice hair though.
I was referring to the speach he gave at the conference on changes in 2.8. It may have been a joke that one had to understand context that wasn't presented at the conference but in his speach there was no indication of that.
Some people think that they are witty (and they are dead wrong); Ton Roosendaal is a poster child of this category. It was a "joke" nobody understood and laughed about, which has been retracted by Ton himself on the dev blog.
An idea about the bright future that is in store for Blender comes from two videos that Lukas Tonne has posted (and retweed by Ton Roosendaal, which is a kind of official blessing): the first one is nodal textures driving a displace modifier and the second is about the animation of nodal textures. I found extremely exciting the mention Ton did in the conference about Houdini (as a source of inspiration); the nodes-everywhere philosophy is going to bring unprecented power to Blender.
Yes I'm pretty interested in nodes myself. I believe nodes provide a very useful link between code and prebuilt functionality. So much so that I could see nodal type interfaces taking over as a main form of providing customization at some point in the not to distant future, with code being mostly used to write new nodes. Besides having an easier entry point, they clearly define in a visual way public paramaters while black boxing the complexity of a class. The valid forms of typecasting are visual and on the whole, it offers a form of drag-and-drop programming. As to people who want to see the underlying code, if the code is open source, they can, if not, they wouldn't be able to anyways. In fact, nodes also give an option for having a more granular control over open source vs closed source so that companies can make an easier path to allowing open source to portions of their code they might not otherwise since it would otherwise be too closely tied in to proprietary code.
As to the future of Blender, I found it interesting some of the uses that different people and organizations were using Blender for. Being open source along with Blender's license platform gives companies interested in various uses a good base to build on that they couldn't get with most commercial programs, and Blender's license is locked in whereas a commercial product could change their license at any time. With 3D now becoming a major factor in so many industries, this type of base could very well end up leveraging off of each other such that it is conceivable that Blender could surpase commercial products for a wide range of uses.
I'm sure there are many sceptics out there on this last statement, but I would suggest tucking it away and revisiting it in about 3 years before making any hasty conclusions. ;)
* addendum: as an example, look at the cloth sim presntation from the Blender Conference, how the company is contributing code back to Blender after building their code upon the Blender base. If more companies start doing this, it could be very powerful and even eventually overwhelm the programming capabilities of the commercial products at some point.
Especially since Blender is getting every day more powerful and Autodesk is doing whatever they can (and they can a lot) to piss off their customers.
How's this for a real time environment... Demo of Unity's upcoming SSRR (Screen Space Raytraced Reflections) and GI (global illumination) technology. I know it's not DAZ (or Blender) related but thought it pretty interesting. And, you don't need a DAZ gaming license to build your own environment for personal use and learning, you just can't share it (outside of your own computer.).
For more information, check out Unity's blog posting on this.
So, here's the tie in with Unity, DAZ's Morph 3D, as demoed at the Unity 2015 conference.
Does anyone else find it unsettling that the default label for the apparent aging of a woman in that demo is "Hag"?
Hag in the Wiccan community is what we refer to as a wise woman so it's not considered a negative!
I didn't realize the Wiccan community had such a time honored tradition developing software.
In the mean time the accepted definition in the world outside the Gaia-sphere:
HAG
a witch, especially one in the form of an ugly old woman (often used as a term of disparagement for a woman).
Those videos were interesting. Lighting is a bit different in Blender Cycles and I'm getting used to it, but I have a long way to go.
Strat: Given all the other sexist crud rife in CGI, I'm pretty numb to it. :/
Let's not derail the convo from Blender, please. :)
A couple of links I put up on my Facebook page The Third Dimension that I thought would be worth putting up here as I know not everyone does facebook.
First, Gleb Alexandrov created a very interesting tutorial on How to Create Epic Steampunk Machine that doesn't go into the modeling as much as the process. This process can of course be used in kit bashing with any assets such as DAZ purchased assets. It's more of an artistic approach then a specific tutorial.
masterxeon1001 put up a Blender 3d: Basics Recap tutorial which is really a basics for intermediate to advanced users. Getting the basics as he lists them down will help with anyone looking to up their game in speed modeling.
Millinghost posted this great thread on Getting objects from Blender to DS in case anyone missed it.
Presuming this hasn't been solved. :)
Could still be normals if there are duplicate faces. Basically the normal looks correct because the face under the one with the incorrect normal is behind the bad one.
So blender is the awesome-est. I was working on my texture projection morph, everything was perfecty beautiful and going fine, until I imported the the G2m morph in and it exploded! :(( at some point I had messed up the vertex order and I had no idea how far back i would have to go or if I even had a version that wasn't broken...
But wait! someone on the internet has written a script to copy vertex orders from identical uv maps, I had tried it before and hadn't gotten to work, but I really didn't want to have to redo the whole thing. I did some simple tests and determined the reason it hadn't worked was because it didn't work if the individual uvs had overlap. But, blender makes it dead simple to set up udim style non-overlapping uvs.
So I setup the uvs, applied the script and magic! previously horribly broken morph imported perfectly.
Seriously I am so happy now.
Linkage...where is that vertex order plugin?
I have a couple of morphs I made that I did that to and I'd really like to have them usable.
Here's the thread I got it from.
The keys are it needs perfectly matching uvs and the uvs can't be overlapping
Since it was a g2m morph I actually had to space out the uvs a la G3, but other than that it was surprisingly easy.
Thanks, I'll give it a try...
I've been really distracted by blender's hair recently
This took about 15 minutes to style, and the the render (100 samples, it would need more for a final render) 4. it even fits on my tiny 2GB video card so I can render it on gpu. I need to get better at where it meets the forehead as that bit is still a bit awkward lookinglooking
Check out this new water shader in the Blender Marketplace: Alexander’s Realistic GPU Ocean Water Shader.
WOW.. .that's very impressive!
Beautiful sculpt timelapse of a female elf by Chris Vian
Any one tried this out yet?
Open GPUBox lets you share your local GPUs in order to speed up Cycles rendering. The free version of the software allows you to use up to four GPUs - the full version (EUR 599) allows an unlimited number of GPUs to be shared.
http://www.blendernation.com/2015/12/28/share-gpus-for-cycles-rendering-with-open-gpubox/
I haven't seen it before. As it's nascent technology I'm guessing it will require a bit of dedication to set up and work through any kinks but it looks very promising. I did notice they are looking to release an image that will do the Amazon setup automatically and that especially looks interesting.