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#b3b — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #b3b, aggregated by home.social.

  1. I wanted something to quickly get things from
    @ambientcg into Blender and this add-on is really neat. Just need to find the material you want in the site, copy its id and it's a one click node setup from there, really handy!
    #b3b #blender #materials #textures

    extensions.blender.org/add-ons

  2. I wanted something to quickly get things from
    @ambientcg into Blender and this add-on is really neat. Just need to find the material you want in the site, copy its id and it's a one click node setup from there, really handy!
    #b3b #blender #materials #textures

    extensions.blender.org/add-ons

  3. I wanted something to quickly get things from
    @ambientcg into Blender and this add-on is really neat. Just need to find the material you want in the site, copy its id and it's a one click node setup from there, really handy!
    #b3b #blender #materials #textures

    extensions.blender.org/add-ons

  4. I wanted something to quickly get things from
    @ambientcg into Blender and this add-on is really neat. Just need to find the material you want in the site, copy its id and it's a one click node setup from there, really handy!
    #b3b #blender #materials #textures

    extensions.blender.org/add-ons

  5. A very quick and dirty low poly sword I made the other day. Modelled roughly over the reference pic and then used it as a stencil texture to paint over. A handy technique that I learned from the free CG Boost tutorial cgboost.com/courses/free-blend

    #b3b #blender #lowpoly

  6. A very quick and dirty low poly sword I made the other day. Modelled roughly over the reference pic and then used it as a stencil texture to paint over. A handy technique that I learned from the free CG Boost tutorial cgboost.com/courses/free-blend

    #b3b #blender #lowpoly

  7. Hey #b3b #blender #blender3d if anybody is able to support a complete newb I would really appreciate it!!

    I'm trying to build a .gltf file from a PLY point cloud.
    I've imported my PLT as Vert using github.com/TombstoneTumbleweed. My import had no color attributes so I added those myself (image1).
    I've converted them to points objects using geo nodes, I can now see them as rendered objects (image2).
    I set a material for this in my geonodes. In shading I set Attribute with my Data Colour Attribute, with an Emission node to the output. (image3/4)
    I have followed most of this guide to do this: youtube.com/watch?v=kwpj7ZUtna

    From here I can see my model in cycles render.

    I now wish to export this model to GLTF. This is where I'm struggling. When exporting to GLTF Embedded I get nothing :(.
    Whenever I export, I only see the default cube and not the pointcloud

  8. Hey #b3b #blender #blender3d if anybody is able to support a complete newb I would really appreciate it!!

    I'm trying to build a .gltf file from a PLY point cloud.
    I've imported my PLT as Vert using github.com/TombstoneTumbleweed. My import had no color attributes so I added those myself (image1).
    I've converted them to points objects using geo nodes, I can now see them as rendered objects (image2).
    I set a material for this in my geonodes. In shading I set Attribute with my Data Colour Attribute, with an Emission node to the output. (image3/4)
    I have followed most of this guide to do this: youtube.com/watch?v=kwpj7ZUtna

    From here I can see my model in cycles render.

    I now wish to export this model to GLTF. This is where I'm struggling. When exporting to GLTF Embedded I get nothing :(.
    Whenever I export, I only see the default cube and not the pointcloud

  9. Hey #b3b #blender #blender3d if anybody is able to support a complete newb I would really appreciate it!!

    I'm trying to build a .gltf file from a PLY point cloud.
    I've imported my PLT as Vert using github.com/TombstoneTumbleweed. My import had no color attributes so I added those myself (image1).
    I've converted them to points objects using geo nodes, I can now see them as rendered objects (image2).
    I set a material for this in my geonodes. In shading I set Attribute with my Data Colour Attribute, with an Emission node to the output. (image3/4)
    I have followed most of this guide to do this: youtube.com/watch?v=kwpj7ZUtna

    From here I can see my model in cycles render.

    I now wish to export this model to GLTF. This is where I'm struggling. When exporting to GLTF Embedded I get nothing :(.
    Whenever I export, I only see the default cube and not the pointcloud

  10. Hey #b3b #blender #blender3d if anybody is able to support a complete newb I would really appreciate it!!

    I'm trying to build a .gltf file from a PLY point cloud.
    I've imported my PLT as Vert using github.com/TombstoneTumbleweed. My import had no color attributes so I added those myself (image1).
    I've converted them to points objects using geo nodes, I can now see them as rendered objects (image2).
    I set a material for this in my geonodes. In shading I set Attribute with my Data Colour Attribute, with an Emission node to the output. (image3/4)
    I have followed most of this guide to do this: youtube.com/watch?v=kwpj7ZUtna

    From here I can see my model in cycles render.

    I now wish to export this model to GLTF. This is where I'm struggling. When exporting to GLTF Embedded I get nothing :(.
    Whenever I export, I only see the default cube and not the pointcloud

  11. Hey #b3b #blender #blender3d if anybody is able to support a complete newb I would really appreciate it!!

    I'm trying to build a .gltf file from a PLY point cloud.
    I've imported my PLT as Vert using github.com/TombstoneTumbleweed. My import had no color attributes so I added those myself (image1).
    I've converted them to points objects using geo nodes, I can now see them as rendered objects (image2).
    I set a material for this in my geonodes. In shading I set Attribute with my Data Colour Attribute, with an Emission node to the output. (image3/4)
    I have followed most of this guide to do this: youtube.com/watch?v=kwpj7ZUtna

    From here I can see my model in cycles render.

    I now wish to export this model to GLTF. This is where I'm struggling. When exporting to GLTF Embedded I get nothing :(.
    Whenever I export, I only see the default cube and not the pointcloud

  12. Hi #b3b #blender #blender3d if anybody is able to support a complete newb I would really appreciate it!!

    I'm trying to build a .gltf file from a PLY point cloud.

    I've imported my PLT as Vert using github.com/TombstoneTumbleweed. My import had no color attributes so I added those myself (image1).

    I've converted them to points objects using geo nodes, I can now see them as rendered objects (image2).

    I set a material for this in my geonodes. In shading I set Attribute with my Data Colour Attribute, with an Emission node to the output. (image3/4)

    I have followed most of this guide to do this: youtube.com/watch?v=kwpj7ZUtna

    From here I can see my model in cycles render.

    I now wish to export this model to GLTF. This is where I'm struggling. When exporting to GLTF Embedded I get nothing :(.

    I'm a complete b3d newb, would appreciate any assistance.

  13. Hi #b3b #blender #blender3d if anybody is able to support a complete newb I would really appreciate it!!

    I'm trying to build a .gltf file from a PLY point cloud.

    I've imported my PLT as Vert using github.com/TombstoneTumbleweed. My import had no color attributes so I added those myself (image1).

    I've converted them to points objects using geo nodes, I can now see them as rendered objects (image2).

    I set a material for this in my geonodes. In shading I set Attribute with my Data Colour Attribute, with an Emission node to the output. (image3/4)

    I have followed most of this guide to do this: youtube.com/watch?v=kwpj7ZUtna

    From here I can see my model in cycles render.

    I now wish to export this model to GLTF. This is where I'm struggling. When exporting to GLTF Embedded I get nothing :(.

    I'm a complete b3d newb, would appreciate any assistance.

  14. Hi #b3b #blender #blender3d if anybody is able to support a complete newb I would really appreciate it!!

    I'm trying to build a .gltf file from a PLY point cloud.

    I've imported my PLT as Vert using github.com/TombstoneTumbleweed. My import had no color attributes so I added those myself (image1).

    I've converted them to points objects using geo nodes, I can now see them as rendered objects (image2).

    I set a material for this in my geonodes. In shading I set Attribute with my Data Colour Attribute, with an Emission node to the output. (image3/4)

    I have followed most of this guide to do this: youtube.com/watch?v=kwpj7ZUtna

    From here I can see my model in cycles render.

    I now wish to export this model to GLTF. This is where I'm struggling. When exporting to GLTF Embedded I get nothing :(.

    I'm a complete b3d newb, would appreciate any assistance.

  15. Hi #b3b #blender #blender3d if anybody is able to support a complete newb I would really appreciate it!!

    I'm trying to build a .gltf file from a PLY point cloud.

    I've imported my PLT as Vert using github.com/TombstoneTumbleweed. My import had no color attributes so I added those myself (image1).

    I've converted them to points objects using geo nodes, I can now see them as rendered objects (image2).

    I set a material for this in my geonodes. In shading I set Attribute with my Data Colour Attribute, with an Emission node to the output. (image3/4)

    I have followed most of this guide to do this: youtube.com/watch?v=kwpj7ZUtna

    From here I can see my model in cycles render.

    I now wish to export this model to GLTF. This is where I'm struggling. When exporting to GLTF Embedded I get nothing :(.

    I'm a complete b3d newb, would appreciate any assistance.

  16. Hi #b3b #blender #blender3d if anybody is able to support a complete newb I would really appreciate it!!

    I'm trying to build a .gltf file from a PLY point cloud.

    I've imported my PLT as Vert using github.com/TombstoneTumbleweed. My import had no color attributes so I added those myself (image1).

    I've converted them to points objects using geo nodes, I can now see them as rendered objects (image2).

    I set a material for this in my geonodes. In shading I set Attribute with my Data Colour Attribute, with an Emission node to the output. (image3/4)

    I have followed most of this guide to do this: youtube.com/watch?v=kwpj7ZUtna

    From here I can see my model in cycles render.

    I now wish to export this model to GLTF. This is where I'm struggling. When exporting to GLTF Embedded I get nothing :(.

    I'm a complete b3d newb, would appreciate any assistance.

  17. This is a Tiki Shaman, I made it by following video guides.

    Character design was based on concept art by Jordi Villaverde.

    #b3b #blender3d #stylized3d

  18. This is a Tiki Shaman, I made it by following video guides.

    Character design was based on concept art by Jordi Villaverde.

    #b3b #blender3d #stylized3d

  19. This is a Tiki Shaman, I made it by following video guides.

    Character design was based on concept art by Jordi Villaverde.

    #b3b #blender3d #stylized3d

  20. This is a Tiki Shaman, I made it by following video guides.

    Character design was based on concept art by Jordi Villaverde.

    #b3b #blender3d #stylized3d

  21. This is a Tiki Shaman, I made it by following video guides.

    Character design was based on concept art by Jordi Villaverde.

    #b3b #blender3d #stylized3d

  22. This was prepared in @qgis and rendered in . Highest bar represent 1'500 recorded archaeological- or cultural findings (more or less on land). Source: "Riksantikvarieämbetet" OpenData

  23. This was prepared in @qgis and rendered in #Blender. Highest bar represent 1'500 recorded archaeological- or cultural findings (more or less on land). Source: "Riksantikvarieämbetet" OpenData
    #qgis #b3b

  24. This was prepared in @qgis and rendered in #Blender. Highest bar represent 1'500 recorded archaeological- or cultural findings (more or less on land). Source: "Riksantikvarieämbetet" OpenData
    #qgis #b3b

  25. This was prepared in @qgis and rendered in #Blender. Highest bar represent 1'500 recorded archaeological- or cultural findings (more or less on land). Source: "Riksantikvarieämbetet" OpenData
    #qgis #b3b

  26. Nice one Blender. Excellent work. We are blessed indeed to have the #b3b blender foundation and blender studios making #open #cartoons and #movies.

    Scary this time too, little monsters.

    youtube.com/watch?v=_cMxraX_5R

  27. Nice one Blender. Excellent work. We are blessed indeed to have the #b3b blender foundation and blender studios making #open #cartoons and #movies.

    Scary this time too, little monsters.

    youtube.com/watch?v=_cMxraX_5R