Was there one for 2025? I'm not sure i saw that posted around? Even more people participated yet again over the previous year if i'm not mistaken? 😊
Was there one for 2025? I'm not sure i saw that posted around? Even more people participated yet again over the previous year if i'm not mistaken? 😊
I've made a circle to show the possible path of the vertex when it rotates.
When i press Ctrl to snap (to the face) wouldnt we rather it snap to the point that circle intersects with the plane? 🤔
I've made a circle to show the possible path of the vertex when it rotates.
When i press Ctrl to snap (to the face) wouldnt we rather it snap to the point that circle intersects with the plane? 🤔
Did you know in #b3d you can get different framerate playbacks depending on which window you press play in?
Also, if you have lots of nodes even if muted and unplugged that can make a difference?
Color me intrigued! ✨
Did you know in #b3d you can get different framerate playbacks depending on which window you press play in?
Also, if you have lots of nodes even if muted and unplugged that can make a difference?
Color me intrigued! ✨
@glebalexandrov.bsky.social breaks it down here :
youtu.be/L-dVsmOlzhU?...
@glebalexandrov.bsky.social breaks it down here :
youtu.be/L-dVsmOlzhU?...
youtu.be/KMmdUeB2UcY
KISS: a good Blender exercise for reducing distraction and endless iteration is to just keep it simple. 😗😃
youtu.be/KMmdUeB2UcY
KISS: a good Blender exercise for reducing distraction and endless iteration is to just keep it simple. 😗😃
Or maybe a better question is why not add it as an option for cycles/eevee?
I guess lack of demand? Does anyone miss this straightforward bake option? Rather than hacking it together with multires and shrinkwraps?
Or maybe a better question is why not add it as an option for cycles/eevee?
I guess lack of demand? Does anyone miss this straightforward bake option? Rather than hacking it together with multires and shrinkwraps?
Is that to be expected? & no way around it? Aside from hard edges & weighted beveled edges etc, i.e. not relying on such severe gradients?
Is that to be expected? & no way around it? Aside from hard edges & weighted beveled edges etc, i.e. not relying on such severe gradients?
It's never advisable to rely so heavily on a normal map with these extreme gradients...
It's never advisable to rely so heavily on a normal map with these extreme gradients...