Stress
Posted 2 years agoI really stress over every single thing I do online. Not just for posting things, but even for if people will notice it or not.
I don't want people to notice me.
I don't want people to know how I'm doing.
I don't want people to care about me.
I don't want to post this.
I don't know how to get better at this and I don't even want to, but I need to.
Even writing any of this out is stressful.
I don't know if this is a cry for help, a warning to stay away, or just a rant for the sake of it.
There's just so many things I don't know.
I don't want people to notice me.
I don't want people to know how I'm doing.
I don't want people to care about me.
I don't want to post this.
I don't know how to get better at this and I don't even want to, but I need to.
Even writing any of this out is stressful.
I don't know if this is a cry for help, a warning to stay away, or just a rant for the sake of it.
There's just so many things I don't know.
Fracture being updated
Posted 3 years agoFinally found a way to make the fractures work on non-flat ground and surprised I didn't find it before.
It's literally just to shrink wrap the ground after being fractured to a mesh that is the actual ground, and then calculate displacements afterward.
Each fragment is completely flat, but unless you look VERY close at it, it looks like a normal subdivided surface.
Gotta finish this and a few other projects sometime
Real bad at that part though
It's literally just to shrink wrap the ground after being fractured to a mesh that is the actual ground, and then calculate displacements afterward.
Each fragment is completely flat, but unless you look VERY close at it, it looks like a normal subdivided surface.
Gotta finish this and a few other projects sometime
Real bad at that part though
New Geo Nodes - Soft Body + Updated Fracture *Incomplete*
Posted 3 years agoStill working slowly, and making progress on two nodes I've wanted for a long time.
First up is a fake soft body for more detail with less resources. I've been testing it on a surface deformation breast rig (*enchanced* my Lucario model to test on), which uses a really low poly proxy mesh for actual soft body, then the node group adds in more detail where told to.
Second is updating the Fracturing node I released before, making it work with other shaped objects. The most important part of it is the Dual Mesh node, which needs Blender 3.1 at least to use.
I couldn't figure out how to control each mesh island for normal geometry, so I tried a recursive island tracker/merger into instances, but eventually found that the Dual Mesh node already separates everything to their own instance for some reason. That made things MUCH easier, and now it's just tweaking the internals to work better with more shapes.
(Testing on a sphere for planetary fractures initially)
Strangest part of the dual mesh setup is that, because of how it works, you need a VERY messy mesh for it to fracture better.
The Dual Mesh node changes faces into vertices and vertices into faces, so the more random your mesh is, the more random your fractures will be.
I may try putting on a vertex randomizer and geo node shrinkwrap I used in the fake soft body one, but those would be really slow to use, so for now I'm just gonna manually mess up the mesh.
Most of the rules still apply to this new geo node rig.
Can't be pierced: Use cell fractures and actual physics for that
Driven by another mesh: Use Dynamic Paint to control the parts that are pushed in
Pushes outward first, then pushes inward: Make the animation fast to hide that it rises first, since that range is pretty small.
First up is a fake soft body for more detail with less resources. I've been testing it on a surface deformation breast rig (*enchanced* my Lucario model to test on), which uses a really low poly proxy mesh for actual soft body, then the node group adds in more detail where told to.
Second is updating the Fracturing node I released before, making it work with other shaped objects. The most important part of it is the Dual Mesh node, which needs Blender 3.1 at least to use.
I couldn't figure out how to control each mesh island for normal geometry, so I tried a recursive island tracker/merger into instances, but eventually found that the Dual Mesh node already separates everything to their own instance for some reason. That made things MUCH easier, and now it's just tweaking the internals to work better with more shapes.
(Testing on a sphere for planetary fractures initially)
Strangest part of the dual mesh setup is that, because of how it works, you need a VERY messy mesh for it to fracture better.
The Dual Mesh node changes faces into vertices and vertices into faces, so the more random your mesh is, the more random your fractures will be.
I may try putting on a vertex randomizer and geo node shrinkwrap I used in the fake soft body one, but those would be really slow to use, so for now I'm just gonna manually mess up the mesh.
Most of the rules still apply to this new geo node rig.
Can't be pierced: Use cell fractures and actual physics for that
Driven by another mesh: Use Dynamic Paint to control the parts that are pushed in
Pushes outward first, then pushes inward: Make the animation fast to hide that it rises first, since that range is pretty small.
Fracture and Universes Blend File (+ Lightning)
Posted 3 years agoI've been slowly realizing that I'm a lot better with making things for other people to use instead of making things and using them myself. I'm just not nearly as creative as others artistically, so why not let other people use some of what I've made instead of letting them rot in my mess of folders.
https://cdn.discordapp.com/attachme.....ightning.blend
I use the latest version of blender, so most of these may not work for you unless you do as well. (3.2.1 currently)
Don't know if I'll release everything I make ever, but these are quite universal.
Things of note for each:
Fracture - Settings probably need changed depending on how deep and wide you are making them.
Material MUST have something plugged into the vector node for materials because Geo nodes defaults to object vector for some reason.
The ground rises and then falls down to make the edges of the impact rise at all (shown in file). Can disable through node sliders.
Offset is an internal displacement so that the dirt can be visually right beneath the cracked ground. Too low and it causes cracks passively, too high and nothing gets cracked.
Universe - Use the Object Color in the Object Properties -> Viewport Display to change main color.
If they get too thin or close to each other, they just kinda explode.
The universes default scale and subsequent size edits control how fast the galaxies move. Small original size scaled up slows them down, large scaled down speeds them up.
Lightning - Found this from an old Lucario file when I tried making some moves for her to use. Obviously never got to them, but this could be used elsewhere.
It turns edges from the main object into lightning paths, which can be limited with the Displacement Modifiers on the object.
I went a bit fun with the Custom Properties under Object Properties, adding bits and bobs around in there like a chance for it to not be fully intact, a randomness controller, and how fast it moves around.
If you end up using these, it would be nice to credit me for my minimal effort in helping big characters feel big.
Completely forgot, but some of these use Bradley's GN presets. Install it just like any other addon.
https://bradley-animations.gumroad.com/l/jSyDM
https://cdn.discordapp.com/attachme.....ightning.blend
I use the latest version of blender, so most of these may not work for you unless you do as well. (3.2.1 currently)
Don't know if I'll release everything I make ever, but these are quite universal.
Things of note for each:
Fracture - Settings probably need changed depending on how deep and wide you are making them.
Material MUST have something plugged into the vector node for materials because Geo nodes defaults to object vector for some reason.
The ground rises and then falls down to make the edges of the impact rise at all (shown in file). Can disable through node sliders.
Offset is an internal displacement so that the dirt can be visually right beneath the cracked ground. Too low and it causes cracks passively, too high and nothing gets cracked.
Universe - Use the Object Color in the Object Properties -> Viewport Display to change main color.
If they get too thin or close to each other, they just kinda explode.
The universes default scale and subsequent size edits control how fast the galaxies move. Small original size scaled up slows them down, large scaled down speeds them up.
Lightning - Found this from an old Lucario file when I tried making some moves for her to use. Obviously never got to them, but this could be used elsewhere.
It turns edges from the main object into lightning paths, which can be limited with the Displacement Modifiers on the object.
I went a bit fun with the Custom Properties under Object Properties, adding bits and bobs around in there like a chance for it to not be fully intact, a randomness controller, and how fast it moves around.
If you end up using these, it would be nice to credit me for my minimal effort in helping big characters feel big.
Completely forgot, but some of these use Bradley's GN presets. Install it just like any other addon.
https://bradley-animations.gumroad.com/l/jSyDM
Difficulty getting inspired
Posted 3 years agoI really have a hard time thinking of poses and scenes to make, but more so I can't find a *reason* to make just a render. I want to improve every single time and show that instead of just keep making and uploading...
I also really am having trouble interacting at all in any community. Furthest I've been getting is just liking more things on twitter.
Part of it is because I am just a generic anon and don't feel people would appreciate it, another part is that getting into any group is always awkward.
Even reading any comments still is really stressful for me
These emotions are very new to me. IRL I'm quite arrogant and assertive most of the time, but here it's pretty much the opposite.
I also really am having trouble interacting at all in any community. Furthest I've been getting is just liking more things on twitter.
Part of it is because I am just a generic anon and don't feel people would appreciate it, another part is that getting into any group is always awkward.
Even reading any comments still is really stressful for me
These emotions are very new to me. IRL I'm quite arrogant and assertive most of the time, but here it's pretty much the opposite.
FA+
