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Daz 3D Forums > 3rd Party Software > Blender Discussion

Who said Blender was hard?

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Comments

  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015 edited October 2015

    The only time I pull out a mouse is when my Wacom is acting up, which isn't often. My cat likes it too, she's decided it's her personal space to sit when I'm at the computer. ;)

    Excuse me, that button is right under your butt kitty...

    Post edited by Joe.Cotter on October 2015
  • Subtropic PixelSubtropic Pixel Posts: 2,388
    October 2015
    DaremoK3 said:
     

    Is it just me, or does the Ouroboros look like it can fry critters, or loved-ones with a simple aim-n-click?

    It definitely looks dangerous.  It is quite a large mouse, however.  Newegg has a video and the young lady showing it has very petite hands.  It's monsterous in her hands, but is adjustable for smaller hands.

  • Subtropic PixelSubtropic Pixel Posts: 2,388
    October 2015
    Gedd said:

    The only time I pull out a mouse is when my Wacom is acting up, which isn't often. My cat likes it too, she's decided it's her personal space to sit when I'm at the computer. ;)

    Excuse me, that button is right under your butt kitty...

    Yeah, no cats here.  Cats living in apartments is the main reason for coyotes going hungry in the world.  cheeky

  • DaremoK3DaremoK3 Posts: 798
    October 2015 edited October 2015

    Okay...  Here is the link to the One-Click 3D Navigation Addon for anyone to use if you like:

    *** LINK REMOVED BY AUTHOR - SEE NEW POST BELOW FOR NEW LINK - UPDATED VERSION ***

     

    1. Unzip the file and add to your scripts/addon contrib folder.  It will show up in User Preferences under Addons/Testing/3D View and named One-Click 3D Navigation.

    2. Make sure to first have Blender's included 3D Navigation Tab Addon activated, and then activate my addon.  It might take a few seconds for the script to append to the Tabs panel and 3D viewport.  Hovering over 3D view should propigate the header buttons, and if not propigated on the Navigation Tab - click onto another tab, then switch back, and the buttons should be there.

    3. Save your user settings, so the buttons are always available everytime you start up Blender (unless you like reactivating addons over, and over, and over).

     

    *** EDIT: Disregard paragraph below - Quad-View works.  Hover over one of the four windows and press "A" key for deselect/select, and buttons should work as intended - repeat on the other three windows to access them as well.  Whichever window you are hovering over when you press the "A" key will be the active one. ***

    *And, once again, don't use with Quad-View.  There is something in Blenders main code (used fresh, no addons, installs for more testing) that seems to create a hit-or-miss situation with it.  Did not work at all testing in fresh version of 2.75a, but 2.76 RC3 worked fine by either deselecting mesh, or moving 3D cursor.  Don't recommend usage with Quad-View, but it just may work (at times)...*

     

    *Click for full size:

    * EDIT: Forum not allowing image to show from URL, so only the smaller thumbnail available - Click to see at full size...

    Mod edit: fixed image using url from attachment.

    OneClick3DNav.jpg
    1280 x 800 - 276K
    Post edited by DaremoK3 on October 2015
  • Robert FreiseRobert Freise Posts: 4,571
    October 2015

    Looks to me like it's getting ready to iniate warp drive

  • daveleitzdaveleitz Posts: 459
    October 2015

    DaremoK3 yes!  It's not something I need, but kudos for making this add-on!

  • StratDragonStratDragon Posts: 3,273
    October 2015
    Robert Freise said:

    Looks to me like it's getting ready to iniate warp drive

    Don't let the interface scare you!

    ...he's actually arming the photon torpedoes

  • Subtropic PixelSubtropic Pixel Posts: 2,388
    October 2015
    StratDragon said:
    Robert Freise said:

    Looks to me like it's getting ready to iniate warp drive

    Don't let the interface scare you!

    ...he's actually arming the photon torpedoes

    The antimatter intermix is... right HERE!

     

  • DaremoK3DaremoK3 Posts: 798
    October 2015 edited October 2015

    There was a small error in my addon that was identified by the console window (forgot to check while testing), so I fixed and uploaded corrected version.  The first version worked, but needed the fix.

     

    If you downloaded from the first post link yesterday above, then please re-download this updated version, and overwrite the first one.

     

    And, if anyone tries it out, please let me know if you encounter any issues, or your thoughts on performance in general.

     

    New download link here:

    https://www.sendspace.com/file/iwrn0l  * EDIT: Update #2 - Up to ver 0.3 now - Made One-Click buttons it's own collapsible panel on the Navigation Tab (due to empty panel remaining in ver 0.2 - This is correct link to new ver 0.3) *

     

    Thank you, Cris, for the image fix (was 800X500 too big for downsize to work in forum?), and thank you, daveleitz, for your comment, much appreciated.

    Post edited by DaremoK3 on October 2015
  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015

    Thanks Daremok :)

  • DaremoK3DaremoK3 Posts: 798
    October 2015 edited October 2015

    You are welcome, Gedd.

     

    Oh, and regarding Quad-View for my addon; It should work for everyone.  I found the variable that allows it to function correctly with all four views.  The trick is to hover over whichever view you want to manipulate, and then press the "A" key (deselect/select).  It will then work as expected.  I was sometimes using Shift + click for deselect, and it wasn't regestering as function "A" key...

    Post edited by DaremoK3 on October 2015
  • false1false1 Posts: 43
    October 2015
    DaremoK3 said:

    There was a small error in my addon that was identified by the console window (forgot to check while testing), so I fixed and uploaded corrected version.  The first version worked, but needed the fix.

     

    If you downloaded from the first post link yesterday above, then please re-download this updated version, and overwrite the first one.

     

    And, if anyone tries it out, please let me know if you encounter any issues, or your thoughts on performance in general.

     

    New download link here:

    https://www.sendspace.com/file/iwrn0l  * EDIT: Update #2 - Up to ver 0.3 now - Made One-Click buttons it's own collapsible panel on the Navigation Tab (due to empty panel remaining in ver 0.2 - This is correct link to new ver 0.3) *

     

    Thank you, Cris, for the image fix (was 800X500 too big for downsize to work in forum?), and thank you, daveleitz, for your comment, much appreciated.

    Thanks for the add on DaremoK3. I'll give it a whirl when I get the chance.

  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015

    I started a thread about Natron free open source compositing software as I didn't want it to get buried in a Blender thread but there is a demo of using Natron with Blender that some here might find interesting.

  • mal3Imagerymal3Imagery Posts: 714
    October 2015

    You guys should try out Blender's particle system it's so much fun!  :)

    Stubble and hair made with Blender's particle system :D

  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015

    Nice work. :)

  • LotharenLotharen Posts: 282
    October 2015
    mal3Imagery said:

    You guys should try out Blender's particle system it's so much fun!  :)

    Stubble and hair made with Blender's particle system :D

    Thats impressive work! I've been thinking of sending my Studio/Carrara scenes to Blender for rendering. Is that even possible? or to much of a pain to think about?

  • mal3Imagerymal3Imagery Posts: 714
    October 2015
    Lotharen said:
    mal3Imagery said:

    You guys should try out Blender's particle system it's so much fun!  :)

    Stubble and hair made with Blender's particle system :D

     

    Thats impressive work! I've been thinking of sending my Studio/Carrara scenes to Blender for rendering. Is that even possible? or to much of a pain to think about?

    Hey Lotharen,

    Yes!  You can import your models from Studio/Carrara to Blender.  You will have to export them as OBJ file formats, but it's going to take a little patience to assign the materials back to the model.  OR the other option is to use mcjTeleBlender script.  That will help convert the materials from DAZ to Blender.  But you'll have to do some tweaking to the materials. The materials I am using are custom made to fit nicely with scenes I render.  Hope that helps.

  • daveleitzdaveleitz Posts: 459
    October 2015
    Lotharen said:
    mal3Imagery said:

    You guys should try out Blender's particle system it's so much fun!  :)

    Stubble and hair made with Blender's particle system :D

    Thats impressive work! I've been thinking of sending my Studio/Carrara scenes to Blender for rendering. Is that even possible? or to much of a pain to think about?

    It is possible using a script which can be found in the Freebies forum.  The script isn't perfect.  When I used it in the past, I wound up creating my own node setups from scratch to get decent subsurface scattering using the available DAZ textures for figures.  Frankly, it's just too time consuming for me to set up a scene in D|S and export it to Blender every time I see some minor adjustment that I need to make in a pose.  If character rigging and morphs could work in Blender, I would definitely go through the effort to set up custom material nodes for figures and scene objects.  Scroll down this page to see my node setup and results...

    http://www.daz3d.com/forums/discussion/2877/mcjteleblender-daz-studio-scenes-animations-w-blender-s-cycles-engine/p10

     

  • RAMWolffRAMWolff Posts: 10,343
    October 2015

    2.76 was just released.  Got mine downloaded

    Nice work with the particle hair.  Love to have a tutorial on that! 

  • andya_b341b7c5f5andya_b341b7c5f5 Posts: 694
    October 2015
    mal3Imagery said:

    You guys should try out Blender's particle system it's so much fun!  :)

    Stubble and hair made with Blender's particle system :D

     

    That is impressive.  I have played around creating hair in Blender, but could not see how best to export it for use in DS.  Also thought it might involve a lot of geometry that would slow down rendering in DS significantly.

  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015

    Particle systems like this do not export well from any system typically except in specialized cases. With OpenSubdiv the functionality of moving meshes between systems will increase quite a bit but will still be limited for quite a while when doing anything as advanced as particle systems. Generally the workflow is to figure out how to hook up your favorite render engine to whatever content creation package you are using for the more advanced stuff (like animated physics also.)

  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015 edited October 2015
    RAMWolff said:

    2.76 was just released.  Got mine downloaded

    Nice work with the particle hair.  Love to have a tutorial on that! 

    Just do a Google search on blender particle hair tutorial 2015. For starters though, there's Blender Guru's tutorial on it. It's with Blender 2.5 so some of the menu items and options may have changed but that's always something one needs to watch for in tutorials on Blender as these change some from version to version. Don't totally discount some of the older tutorials though, they may actually explain some of the facets of whatever it is we are trying to learn better then some of the newer ones.

    Post edited by Joe.Cotter on October 2015
  • RorrKonnRorrKonn Posts: 509
    October 2015

    I'm not asking if IRADIUM can make videos. IRADIUM can play videos in a scene right ?

    for example ya have a scene and on 3 different planes you have fire video's playing.

    that ya made in Blender.

  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015

    There is another forum topic I started on compositors and the topic of what compositing is and how it works comes up.

    Compositing is an advanced topic and is a bit on the deep end of computer graphics so I don't know of an easy way to bring someone into it that doesn't have a good grasp of the basics, but I will post links for anyone interested and try to answer questions as time and resources allow. Of course anyone else with experience in this can please jump in and contribute if the discussion progresses since it is a bit of an involved topic, the more the better.

    Here is a link to get started.

  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015 edited October 2015

    More on compositing... Here is a video on Render Layers and how they interact with regular layers. One must be familiar with how to place objects on separate layers to follow this.

    There is a lot that isn't covered in the video in relation to this in regards to understanding when and why one would want to do this or what the things to look out for that could produce undesirable results. In short, it's just a basic how-to, one is expected to know or learn separately when/why through experience, research, and/or experimentation.

    Some quick examples of how one might use this:

    • To create a mask for integrating camera footage into a digital scene.
    • To create layers that can be rendered separately and composited together after in a compositor so that lighting, color balance and other factors can be adjusted on a per layer basis so that the whole scene doesn't need to be re-rendered to adjust lighting or color balance.
    • To use a zdepth mask for adding fog, blur, or other dof effects after the render is done both to save render time and have manual control as to how much to add.
    • To create special effects that can be composited separate from the base render, such as smoke, muzzle flash, etc

    If one watches "making of" videos," most of what they are doing is related to compositing, and can be done with still images, shot footage, 3D animations or combinations thereof.

    There are various gotchas in doing compositing though such as missing or doubling up of things like shadows,  having lighting or color balance that is inconsistant, having parts that don't mesh together as they would if all rendered together for various reasons, etc... So, in summary, compositing is a whole field of study of it's own.

    Post edited by Joe.Cotter on October 2015
  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015

    One thing to consider, since compositing uses much of the same techniques with still images or video, we can learn the skills of compositing with still images now and apply them to video later. The reason I mention this is because many people's computers are not powerful enough to do much animation work beyond simple short clips at this point. However, over time that will change, and this gives us time to learn skills that will come in handy when the hardware catches up to what we might want to do later.

    I use this method of learning, staging what I'm focused on partially based on what the hardware I have available and putting off some things that the hardware struggles with.

  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015

    I mentioned Plasmasolutions review of new features previously and is worth the watch if you haven't seen it yet. For another take on the new features, check out Blender Cookie's series. The features are covered a little differently and may help fill in some blanks.

  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015

    An update on Opensubdiv. It appears this being a first iteration there are some limitations:

    • Smooth normals aren't currently correct. This goes into limitations of GLSL level we can currently use in Blender and what OpenSubdiv can provide us. It's being worked on though with high priority.
    • No OSX support, Historically Blender is using rather old OpenGL API and OpenSubdiv is using OpenGL 4. This makes it impossible to make Blender working with OpenSubdiv on OSX due to policy from Apple which forces everyone to drop older OpenGL code if newer API is used in application.
    • No UV maps support in viewport. This limitation is caused by OpenSubdiv which currently doesn't have nice support of UV mapping evaluation on GPU and has no way to calculate UVs on CPU as well.
    • No generated coordinates support. Generated coordinates in blender requires calculation of undeformed mesh on CPU which makes it rather really complicated to use OpenSubdiv in such configuration because all it's data is on GPU. Tools which requires having mesh on CPU (for example snap tools) will fail for OpenSubdiv mesh**. This also includes areas like geometry primitive counter in the Info header.
    • Currently shading is limited to a single material only. This is easy to resolve from Blender side and will happen sooner than later.
    • Loose edges and vertices are not supported.
    • Auto split is not working yet Loop normals are not supported yet as well

    ** For using tools that require Opensubdiv off, I'm guessing it's as simple as disabling Opensubdiv temporarily but I can't test to be sure as my computer doesn't support it yet.

  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015 edited October 2015

    Gleb Alexandrov of Creative Shrimp put together this 10 minute tutorial on Post-processing Tutorial in Simple 12 Steps Using Blender and Photoshop which won't make anyone an expert but does give a very nice example of post processing how and why.

    Gleb demonstrates the chromatic aberation node which has been 'fashionable' for various artists at times, mostly because it's there from what I can tell. It's one node which often gets slammed by other artists and I have to admit that many of the circumstances I've seen it used I wouldn't recommend. However, it could be handy if combined with masking to enhance objects seen through a lens, such as a magnifying lens, etc... So like a lot of things, used without good reason can produce questionable results, but used with good reason can enhance the image.

    Also, in the demonstration he is using Photoshop for much of the post processing but the compositor in Blender could accomplish much of the same, although there are some differences. It really depends on what tools one is more familiar with (or interested in learning) and understanding the tradeoffs of the two different methods (compositor vs photoshop) in tool strengths, workflow, and investment of time.

    Two quick things to take into consideration between doing post in Blender's compositor vs an image editor like Photoshop is that the built in compositor works on video as well as stills, whereas Photoshop has a lot of plugins like OnOne, Filter Forge, and the Nik Collection which give some quick artistic options which can really expand the amount of options one might try on an image over a given amount of time.

    The main idea I posted this particular example is that it has some good visual examples of what post work is about.

    He also gave some examples of Render Passes in this article.

    Gleb's full Blender Tutorials and Tips on Youtube.

    Post edited by Joe.Cotter on October 2015
  • Joe.CotterJoe.Cotter Posts: 3,361
    October 2015

    In case you haven't had time to check out the link above on Gleb's Youtube tutorial page, I offer this one that stands out, which is Blender Tutorial: How to Make 100 Awesome Images, Using 1 Hdri. Really, it's a tutorial about using HDRI with options available in Blender, but it's particularly good for the time (3 minutes.)

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