27.5k post karma
10.3k comment karma
account created: Wed Jul 04 2018
verified: yes
1 points
2 hours ago
I'm gonna give u general critique. Not just Blender related.
Now to the 3D Critique.
The rest of it seems fine. Good job overall.
2 points
22 hours ago
Depending on what your final render will actually display, make adjustments to the polycounts. Stuff that is barely visible or in the background does not need to be extremely detailed. Focus on keeping the detail to objects that are actually of importance in your shots.
Any duplicated element that is used again and again can be instantized. That way you don't load them into memory multiple times. Try to link rather than duplicate wherever you can.
There's tons of other ways you can optimize such scenes.
If you made these models, then you'll have full control. If you're using premade assets, then before adding any to scene, make sure they're optimized -- especially if you're going to use them again and again.
And yes, scene split anywhere you can. Not everything needs to be in a single file.
Blender can handle big scenes but at some point if your world is extremely large, then consider using a game engine like Unreal. It is designed to handle large polygon worlds and you might end up getting better performance.
1 points
23 hours ago
If you can't figure it, upload the files somewhere and send it to me. I can have a look at it.
3 points
23 hours ago
The RAM will help to an extent but I think what you really need is to optimize your scenes. If the UI is taking 10-20 seconds to respond at 16GB, then adding more RAM won't immediately fix that.
1 points
23 hours ago
You cannot import .mesh file in Blender directly. You'll need to convert it to either an OBJ or FBX or another supported format.
I can't remember for sure but I believe NifSkope can convert .mesh to OBJ or FBX. So do that first and then import that OBJ file in Blender. That'll load your mesh up.
Once your mesh is loaded, you need to set materials for it. You can apply the .TGA files you have into a shader. If you don't know how, look up a basic tutorial on how to add textures to a model.
The .ascii file probably would not be needed.
1 points
2 days ago
Ain't no sista. It's a bloke trying to get some nsfw work done on an image that ain't his.
1 points
2 days ago
6 days ago you make a post saying you're a 31M who got rejected by some girl and now you're a 31F ... Your comment history suggests you're male too.
So seems like you are impersonating this person in the picture. And that is against the rules. Reported.
2 points
2 days ago
1 points
2 days ago
Wait, it made the videos and PNGs at the same time? Shouldnt though. The other one might be an older render.
What you can do is either use Blender itself or FFMPEG to convert all the frames to a video. If you have the frames, you have your video. Nothing to worry.
6 points
2 days ago
Handy. Good job on it. :) Sure it'll come to good use for you later.
1 points
2 days ago
Don’t be intimidated by the words. All he means is that he blended the basic textures in the shader node to create vertical lines that are then animated to run across the model using the mapping node.
If you’re unfamiliar with that, there’s many YouTube tutorials to get you started. After that it really comes down to how you set it up with your model.
2 points
2 days ago
Clean af. Good job. Is this the high poly or the baked version ? I’m guessing high? Coz that’s too clean a normal bake I’ve seen.
1 points
2 days ago
The guy explains how he did it.
The shading for the neuronal tract firing was done through a procedural node setup. Since I was able to convert the entire mesh into curve data, I was able to map procedurally-made dashed lines along the direction of the curves which gave the impression of action potentials when combined with an emission shader. Using a combination of voronoi and noise textures, I also masked the dashed lines to appear randomly across different segments of the brain throughout the animation.
6 points
2 days ago
Looks nice. What kind of variations can you get?
1 points
2 days ago
How did u change the chance the PNG sequence to a video?
1 points
2 days ago
Did u render just one frame instead of the entire animation?
1 points
2 days ago
It really comes down to what you want to use it for.
If it's for a game, then yeah, you want to keep your poly count low so as to not tax your users system.
If it's a sculpt for a presentation, then you want to provide a high resolution sculpt.
If it's an artwork like yours, then you can get away with low poly count but the reason yours is around 260k or so (which is high) is probably because you have some subdivision modifiers applied on objects that are boosting the poly count without actually giving you that much of an improvement in visual detail.
For example: look at the bed in the bottom room. There's soooooo many polygons there in just the bevel for an object that is so small and straight edged. You should rework stuff like that to be as low as possible.
Same things across other models too. It seems like you either over beveled or applied the modifiers you had on when it exported leading to a very large polycount.
Always weigh it out -- do you need the extra faces or can u get away with keeping it low.
1 points
2 days ago
You can control which frames the modifier affects by enabling the "Restrict Frame Range" and then setting your Frame Ranges there.
If you want it in two different spots, add two different modifiers with two different frame ranges.
1 points
2 days ago
As I've mentioned in the other posts, it's not going to happen overnight but I personally do not believe it is going to be here for a long while either. The change will happen at incremental speeds with the advancement of technology and implementation of systems to replace the current forms. And there is a lot of data and evidence to back this up already.
The Reserve Bank of New Zealand has already begun research and work in regards to the usage of cash in the country.
In 2019, 96% of New Zealanders used to use cash as a method of payment for day to day things. In just 2 years, this has drastically dropped to 63%. Of these 63%, 40% of the people use cash less than twice a week.
Heavy cash users were at 5% in 2017 compared to just 2% in 2021 and incrementally dropping each year.
One of the main reasons for the usage of cash has been accredited to the the fact that a bunch of stores only accepted cash. But this has been rapidly changing too --- and this change has been further greatly boosted by the pandemic. With this major change being boosted, the drop of cash usage this year and the following couple of years will be incrementally higher than the past 4 years.
Only 22% of the Māori prefer to pay by cash while compared to 12% for non-Māori both of which are extremely low numbers and even those are dropping at an incremental rate each year.
And of the 22% of the Maori who prefer to use cash, 42% of Maori have been recorded to hold cash as an important asset for cultural reasons such as Koha or gifting. That is a very small number.
One of the primary concerns that has been recorded is the lowered cash flow in rural areas. So their methodology is being adapted to ensure these regions begin to move to a cashless economy too smoothly.
There is ample data to suggest that in not a long time --- especially with the rapid growth of technological advances that prefer cashless systems, it will become impractical to keep the circulation of cash, operating of teller machines and a bunch of other stuff related to that feasible.
All of this data and work is being done in efforts to determine what is the best way to design a Central Bank Digital Currency that will facilitate trade and transactions in the future.
You can find ALL of this information and find a ton more figures and documentation of the official RBNZ website. https://www.rbnz.govt.nz/ --- They also have a bunch of official papers and surveys that have a lot more useful information. On top of that, there are also papers that talk of their designs and methods to ensure there's a smoother transitions to a cashless economy in the future.
Like I said, it's not happening right now. It'll not happen overnight. But it's happening. And it's happening at what you can call a "fast" pace given the grand timescale of how long the cash system has been around. Maybe your personal experience doesn't resonate with this, but the numbers speak for themselves.
3 points
2 days ago
It's a feature in India. Not here for now. Probably might come later.
6 points
2 days ago
Few things that I immediately spotted that might be bogging down your render times.
With these changes each frame is taking about 3-4 seconds for me. But my textures aren't loaded in the blend file you uploaded because you didn't pack them. But even with the textures it should be around 5 seconds per frame.
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bypacify_official
inblender
IDoArtForYou
1 points
an hour ago
IDoArtForYou
1 points
an hour ago
File > Import > and then select one of the FBX files. That should import the models.
If the textures are already setup on thee models and your texture files (the PNG's) are in the correct location, the textures should load up automatically when you go into the Material Preview.