Sascha Feider

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Viewing 15 posts - 151 through 165 (of 213 total)
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  • in reply to: Is Edge Slide good for Archviz? #88396
    Sascha Feider
    Participant

      I usually handle it this way: On interior scenes I like keeping all the walls (incl. floor and ceiling) separate throughout the creation process of my scenes, simply because then I can just uncheck their visibility in the outliner depending on the area I’m working on and if they’re in the way. Makes it much more convenient in my opinion.

      Then as a final step before the final render I sometimes join them back together, sometimes not. It highly depends on the visibility of the corners and if it would be obvious, if there wasn’t a small bevel in the corner in the final render. That I do on a case by case basis.

      On exterior scenes I mostly keep them as one mesh, or sometimes separated by cladding type. That is if I don’t venture into the interior too much on the same scene. Again, like the others already said, it’s on a case by case basis.

      in reply to: Auto smooth not found #88320
      Sascha Feider
      Participant

        Are you using Blender 4.1 by chance? If so you’ll have to shade smooth and then go under modifiers->normals->smooth by angle and add that modifier to your model to get the same result as auto smooth. You can then change the angle in the modifier. In 4.2 the auto smooth option in the context menu does this step for you.

        Beware in 4.1 not to use the context menu smooth by angle, as it will add sharp edges to your model, likely preventing you from achieving the same result as in the course.

        Best recommendation would be to follow the course with the Blender version the course was made with, in this case the newest 4.2LTS.

        in reply to: Keyframing visibility? #88025
        Sascha Feider
        Participant

          You can do that in the data properties on the right under visibility, think it’s just above Viewport visibility. Not at computer right now, but sure it’s there. Different ray visbilities too, all easy to keyframe.

          in reply to: shift a not working #87998
          Sascha Feider
          Participant

            And something as simple as mouse cursor not hovering over 3D viewport will cause shift a not to work too.

            in reply to: UV position and tiling #87991
            Sascha Feider
            Participant

              Oh my … now the next head-scratcher would be when I scaled this in the node, because I absolutely do not remember doing that and could also swear I checked that five times. Must have been on the end grains.

              Thank you, Omar. I’m gonna put my hand on my forehead with some velocity a couple of times and move on. *facepalm*

              in reply to: UV position and tiling #87987
              Sascha Feider
              Participant
                in reply to: Is there a way to see all courses by a specific author? #87857
                Sascha Feider
                Participant

                  If you scroll all the way down on the library page you can click on “View all courses”. On that page you can filter by author.

                  in reply to: Submission form is not working. #87820
                  Sascha Feider
                  Participant

                    Just gonna leave this here one more time for people having issues with shorts:

                    “You can easily change any YouTube Shorts video to a regular one yourself by modifying the URL. YouTube Shorts have a URL that looks like this: youtube.com/shorts/video-id-goes-here. Change shorts to v, and YouTube will load it in its normal video player. The modified URL should look like this: youtube.com/v/video-id-goes-here.”

                    I did that a while back for my submission of the graphic landscape, which YT converted to a short without asking me. But it workes like a charm.

                    in reply to: Digital Lighting progress #87784
                    Sascha Feider
                    Participant

                      I’d say you nailed it pretty well.

                      But now I can’t unsee that bust anymore, whenever I see an Anakin scene, so thanks for that 😀

                      in reply to: Denoising #87724
                      Sascha Feider
                      Participant

                        True about the non-destructive workflow.

                        The difference in quality might come up because I think by default in the properties panel it’s set to fast, not accurate. I guess at the end of the day it comes down to the use case, as so many things. 🙂

                        in reply to: Denoising #87718
                        Sascha Feider
                        Participant

                          If you’re using OpenImage Denoiser then there is no difference in the result. The one in the properties panel and the compositor node both use the same, since 4.1, I believe, the properties panel OpenImage can use GPU though, which cuts down the render time slightly with the compositor using CPU and being so slow. Not sure how it is in 4.2 now with the ability to switch to GPU.

                          The main difference would be that, hardware depending, you could switch to Optix denoiser in the properties panel, if you have an nvidia card. I read a bunch of times it’s better for animation with fewer artifacts, where OpenImage is better for stills.

                          If you want to use OpenImage and have a capable GPU and use 4.1 or higher then I’d activate it in the properties panel. With 4.2 that’s open for debate. Optix is only available in the properties panel anyhow.

                          in reply to: Auto Smooth is Back in Blender 4.2? #87480
                          Sascha Feider
                          Participant

                            Adrian is right, I probably should have put the “destructive” in quotation marks, as it doesn’t really do damage to the mesh.

                            It was more of an inconvenience the way 4.1 worked with it, when the sharp marking wasn’t necessary or unintended. Mark sharp is definitely a useful tool. Just not automatically applied. 

                            in reply to: Auto Smooth is Back in Blender 4.2? #87476
                            Sascha Feider
                            Participant

                              Sorta kinda. The new “Shade auto-smooth” in the context menu simply automatically adds the “smooth by angle” modifier, introduced in 4.1, to your object and you can adjust the angle from there, rather than under “normals” as it used to be pre-4.1. I believe it also automatically pins the modifier to the bottom of the stack, another useful change in 4.2, so you don’t have to worry about its position anymore.

                              The more destructive way of adding “mark sharp” to certain edges via the smooth option in the context menu has been removed, because it was so unpopular. Yet with the modifier you still have more flexibility with adjusting the angles at which blender shades smooth.

                              Sascha Feider
                              Participant

                                Firefox on windows 11 works fine too, at least on my end. 

                                Could it be some browser plugin messing with the scripts?

                                Sascha Feider
                                Participant

                                  If you don’t mind doing it online there’s also https://www.photopea.com/ I hear good things about it, supposedly very similar to photoshop.

                                  Gimp and Krita are the best free options though. Gimps UI is a bit dated though, I find.

                                Viewing 15 posts - 151 through 165 (of 213 total)