Ugh. My computer is sooooo slow.
168 frames to render for a seven second animation at about twenty minutes per frame.
I guess I’ll go do something else. #Blender3D#Blender
A while ago I started to wonder why "bicubic" image filter inside #blender is exactly like that. And that led into a rabbit hole of trying to figure out what apps mean by "cubic"/"bicubic", and of course everyone means a different thing.
I think what makes the learning curve of #3D modeling & animation software like #blender seem steep even for many seasoned #vfx designers is similar to what makes #emacs appear to have a steep learning curve even for many seasoned programmers: it's more about "learning to drive" than about learning the program's pleathora of features.
once you learn to drive in either emacs or blender, which essentially boils down to learning keyboard macros and how they makeup a tactile vocabulary with similar variations extending across a large number of "modes", you'll never again wind up spending half an hour figuring out how to edit your file again, those little things that initially steer people away from plunging in and reaping the benefits. but really that passes within about a month, and like being able to drive a bike or a car, the mobility offered by "putting in the work" lasts a lifetime.
This is my first #Peertube upload, a collection of animations that I made as an example of how a level selection screen could be handled for my racing game.
If you have a second, I'd love to hear what happens when other people click this link.
Do someone knows why this condition is not working in #Blender python? Is there really no way to check objects, if they have no faces/polygons?
if reference_mesh.edges and not reference_mesh.polygons: # Check if the reference mesh has only edges
This line have to check, if an object has edges only and no faces. But it doesn't work. Always objects having faces are also included into this condition.
Any idea?
Et on vous permettra de faire la course sur #SuperTuxKart dans les rues de Vandœuvre, un circuit réalisé en grande partie grâce à #Blender et aux données OSM !
I'm learning Blender so that I can get back to working on my turn-based strategy game Dwarfare. (I have lots more low-poly models for it, but I made them all in Max.) This is the first thing I've made in Blender (and it's not done yet - still needs a body!) I have no idea how this game will get programmed - know anyone who would want to do that? - but in the mean time, I can continue working on art and game design.
along with other things, i got a procedural "unspecific fleshy organic meat material" done today.
it actually balances well between appalling and morbidly fascinating.
i'm proud of it!
yay for horror materials on 🥳 halloween month 💀
#GameArt #Shaders #Blender #B3d #IndieDev
[a screenshot of a fleshy looking material with lighter pieces bulging out of dark red areas. there are darker patches that look like veins running through the lighter areas. it looks unspecific and could also just be polished red rock. either way it's fittingly gross.](https://files.mastodon.social/media_attachments/files/111/180/828/240/308/310/original/7dff66a6131f8b6b.png)
[another screenshot of a fleshy material. it looks very meaty.](https://files.mastodon.social/media_attachments/files/111/180/828/562/096/635/original/7151f387aff870b7.png)
I thought the #blender UI was horrible – and I don't think I'm wrong about that, but by now I see that it's way worse that there's this entire meta that isn't ever mentioned.
This includes (but might not be limited to) anything about the engineering of blender projects, i.e. how to structure projects and their components like animations to be maintain- and reusable, how to make them play well with exports or even what kind of data can be exported at all.