hey guys, this video is the documentation of the new version of spiritopol spiritopol is the tuling rendell to create fast and easy retapology in this new version i wanted to make it easier to use for being us and i wanted to make a new ui to make it easier to understand and is your to use i also added a new commentation and inside it you will have some pictures some affirmation about hold the tools and also all the videos you will see in this current video so to show you very fast how simple to use is spiritopol i will just start to rotopology just lay that select your reference object select the tool you want to use and start rootable right now i will just use bishop fast to create some lines and i will create the faces like that so that it eats as simple as that and theodon will create some modifiers that will idle you to follow the reference subject to see true it to see everything you will be able to change the color of your reference on your topology you will have like i said modifios and you will in fact be able to continue your topology and shinerize it that would be easier for beginners for example i want to start a new one i will makes let's see something like that that's it i will exit it select this one continue exit finerize combine air tata tata so i'm pretty fast right now but i will expand you everything in the azope part of this video since it's a documentation video later i will make a retapology to give you some tips and some inside above a retapology in general so see you later and good video once you will have installed the adan and you will be in the adam preferences so notice it to click on this little arrow to see the preferences you will add several types of four options came up tutorial adan slings and in the afu tab you will have the button to go on how this called for support and the location of the documentation i will add later online documentation and this one is located in the active tool and workspace setting of the property editor so this is the first tab you will see a spiritual topoda commentation and inside it you will have different tabs you will have the entrolluctions starting your apology with several pictures lay this one up this one to see the different tools you will also have some videos so you just have to click to see the videos like that and everything will be explained and you will be able to use the adena lay that so the documentation will be made like i said previously online too but look logically you should have enough with this as you can see inside blender this is interesting okay so after all that you will have some options you will have dimensional option you can change the category if you want to make it somewhere else you can choose between using pay menu let's see i will continue and i can show i will in fact come here i can show a paim on your hair in fact if you go you are in object mode and your object is a retopobret if you launch the paim menu you will go directly in the deep model and you will be able to do whatever you want you will everything if you are in cooked mudder sameer you will have some machines for the script mud and inner break mud that will call it to if you want you can use a normal menu like this one so let's call it so my run the farm my video is on a small part of my screen that's why this is bigger but as you can see you will everything too it's up to you to use the pie menu or the simple menu i personally like to use the pie menu you can change the button size for example let's show the modifios you can edit some butt like that it's hope to you you can always show this thumb hair in fact this button with with always activated and if you want you can always show this one too it's up to you this is for the manus settings for the rotapology settings and this one is when let's i will exit the rotapology i will select my is when you want to create a new rotopology all these settings you will have hair you will have them hair too for example if i want to use a colour i can i will disability in a way or but you don't have to do it with beautiful medicated after you will have the k maps you can change the k maps of the tool and after all this is links for my youtube channel my paid adans tutorial the paid adans a hair and three adults are also here some links she popped me webbed your tube socialita altata so that's it as you can see going in the preferences is always interesting and that's for every adan you will use to use bishophus select the object reference select the tool bishophus select the settings and click on starch footable now keep pressing d and draw some lines like that in the tool tub click on add bisofas and that it you created this let's add it to a little if you want to continue to use bisofas same keep pressing d and row always at the same direction lay that select the vertices you want to use and click on addbis office you can also create some parts for example here like that and add this office okay you will have some option here to decrease the number of cross if you want it's really up to you you can also draw let's see just here like that select just those ones and click on addby's office and we're just adding all of these two weeks and after i can editor my wherefrim to use the vertex to select your object preference select the vertex select the settings you want to use and click and start readable you will have this divattax will be on your mouse so move the divattax part you want for example here press e to extruder and just do this lay that as you can see the color is reverted so i will click on our calculate numbers and that will work i've told that i can use the two laymoutes for example bishofas and click on add bishofas just lay that to use the pulley bill tool select your reference select the pulley bill tool select the settings you want to use and click on starter tap now you are in the pulley bill tool that's mean this is this tool here so press control air and b to create a point control air and b to return to the one added the address lay that select everything and press f to create a face now as you can see you are in the potato tool so click and right to create a face lay that control click and right to create this lay that you can with shift remove er turtor turtle select the setting of the pretty bill to use it correctly when theodon creates the rotopologish in the modifio stabit you will have the modifios you can edit remove and apply fize on polar if i add the merons you can see i have this if i add the screenshop that we not follow this or first of the mesh for example i will just press control air like that and as you can see if i come back now with this screencraper boom i will have this this one must be updated all the time so notice it a to click on update screencraper you can also add the subscribe and this one will be interesting to see if your topology is correct and photos correctly this office of the original subject you can apply remove edit etc etc the reference object is connected to your art apology in it it murder you will have this reference object and your reference here you can remove it you can select a news of objectives you prefer or you can select it if you will start blender you will may be be in object murder and like that you will be able to continue the retapology since the reference object is always connected to your topology let's mean now we click on the continue and as you can see i will add this i will exit with a pole select this one and as you can see this one is different this is a nose autopology that's when you can create several rotopology you can continue the waterpology and as you can see on this one the reference subject is a sphere okay so exit select continue like that the mirror modifier is pretty simple it will if i did create the other side of your object like that you just have to create only one side and that really automaticity create the other side as you can see if i move the point that will form automatically you will have some of like the clip the clip will keep the center of attacks at the center like that if i disabilate and disability exacses on the move tool and on the screw tool for example you will have this result it's not always what you want so with the clip you will just have this result so as you can see this is useful you have the most limit you can edit it for the much point here if necessary you can apply you can remove and you can add a new one just like that if i apply it now as you can see i don't have any mirror modifier anymore we just have to select one part remove it and create a new mirror modifier the asian crop modifier project your apology on the reference object as you can see i have a strut line here i will remove it i will add a loop like that and as you can see that doesn't furrow and the reference objects if i am the one and is on one i will have to move each point one by one to to follow the reference object let's delay that and as you can see how that we work alright but it can time consuming so with the screen quack material if i add it if i create some loops everything will follow okay so as you can see this is a really useful modifier for retapology you are also to take into a account that you will need to update it all the time because sometimes when you will extrude the tutorial divertises will not follow quietly, so just by updated it it will work quickly, so click on updates from crop and that will be okay you can also play with the like that if you want so let's keep it at zero and i will have my result here you can apply it and this one you can create a new one apply remove crater tata so you will see when you will make sure to apology you will have to update it all the time and sometimes it's better to apply it make sure what you want to do and after a new one the tips of is useful if you want to check your rotopoligy for example since the rotopo mesh is projected on the reference mesh if i add a tips of everything will be projected so i will exit rottopo i will just come here to see this object and if i eye everything as you can see i can see the results of my rotapo and like that i can see if some parts need more details and some mother i have two more phantom edge details that i need to remove you can as you can see see the option of the modifio you can see it in it it model you can apply it for move it and play with the reverse need it base of us is a useful tool that will speed up shoulder to porridge that's me you can draw some lines always from the same point to the same direction so let's see i will do this okay select some vertices and click on add bishoffers just like that you will have the bishophiz option here you can decrease the four point like that okay you can also just draw some line here only select this one and click on advice of us you can also draw some lines here adbey's office and play with the settings as you want okay, a link to x is useful for example if you have this kind of frazzlet okay, you will select the loop you will click on a link to x and that will align all the vertices at the center of the red take into account that we only walks if the object is at the center of the grid retapo mt is an only one tool for ratapologish you need to activate it in the adam preferences to be able to see it in speed ratapo so when you activated by clicking it you will be in a mode this is g rotapo mode as you can see at the bottom here you will have some options, some of formation, some settings and at the top you will have some shortcuts for example if i click and drag, i will create this and here w x to play with the number of shortcuts like that shift lmb to melt some point like that and you can extrude with parcel and b you can play with the brush size this one f for this one okay you can move the point it's a tartar kofium until exit shoe so shoe end at it that's the letter of this this pasteur is a very useful tools it comes from rotors as you can see here and it will a space each point on this this line at the same distance i will select all of this and i will click on space that will give me this result just like that and this space tool is well useful in communism with the relax tool that's mean i will select this a spacer dispath a spaced dispat dispat seems correct and i will click on relax and just like that even if you have something pretty missy with those two tools you can have something much cleaner the relax tool is very useful if you want to smooth some butt to make something better like how so let's test something i will draw let's see this i will select this and select the corner point and i will add the best of us as you can see the two prep this surface this is not exactly what i want so i can edit it let's see like that with this culp tool okay i can if i want select all of these and make let's see a space same here in fact i will select this part and this part and make your space okay and now i will select all of these and just make your works so as you can see by playing with the space tool this cool tool etc i can have a much better surface and after if i want i can fix it a little you can also use this move from this crude tool let's see if i is on pretty hair like that sometimes you will have to update the shankop, but as as you can see with the relax tool you come back you will have some syncline now so don't hesitate to make something that is not clean but after use this tool and the smooth from the screw tool that's it the issue stretch tool is not working currently under less bill of blender that's mean two ninety, three and three point hoe i keep it here in hope that we'll fix it because this is really useful this tool if you create the wrist penciler like that that will project by clicking on the button the point on this curve directly like that this is very very useful tool so i hope that we'll fix it as soon as possible decorator can be useful sometimes, but not all the times for example it will take into account the complete edge so you need to cut some parts if you want to use it for example i want to make a curve that will give me this resort so i will select this point, this point and this one and i will click on curve that will give me this after you can edit on these settings if you want, you can let's see play with the adult and as you can see now this is much better play with the bundari the or goodr it's up to you so in some point that can be really useful but not all the times the bridge tool will connect two parts so i will now select this and click on the bridge and as you can see with the settings you can play with the number of segments if necessary up let's see three and use options take into account that you need to add the same number of segments i will remove let's see this one i will select this and this and make a bridge if note that will give you this kind of frizzard so this is not always what you want so add a loop hair be short with a wishing pup and add a bridge like that and that the grit feel is very useful to feel horse take into account you need to have the proper number of segments for example here and here and here and here i will select the loop i will flick on great film and that will give me this kind of fruit as you can see this is very nice you will have the option of the refill but right now on this case that we not change anything but on this one that we changed for example i have this i will flick on great film and i will be able to edit all of this and to make a rotation so let's see i will add more hapa hapa, so it's up to you as you want and do whatever you want to have the result you want okay if let's see, you have some extra edges i will select this i will click on good filler as you can see select two edges in this case you need to select this and to select this and click on good filler but same as the bridges you will have this kind of frizzard and this is not always what you want so let's remove this one do recalculate normal hell is useful to recarculate all the normals at the outside that means that we calculate the normal in this direction all the time so you don't need to select anything just click on record create normal and that will give you the proper results if let's see i flipped those normals if i'm in script mud, i will have the record correct normal and in object mud two okay you have this kind of result because of the shankop, so just record the normals and that will work now we'll flip the selected face so select the faces you want to flip click on flip just like that the shutting paths will help you to make your retapology for example i choose to use the color and the option will be activated automatically the in front of your frame and back fast trilling so since i use the decora i will not have the idiom where you activated but i can activate it and this one will add all the faces of the object to keep only on the edges so like that you will see the reference object under your rotapo object and you will be able to do whatever you want and that will be easier for you to see everyday tactics now work with the in front because if i don't choose the in front i don't i have this result and this not part this is not very good and if i don't choose the eden wheel now the choreo wheel i will have this so this is even was to make sure what apology because you don't see your results, so you can activate the in front and you will add this you can activate the edenware or the adcore or the adcore and the eden way of sometimes depending of what you want to do the way of frame will be visible on the object in object modem you can disable it it's useful because if you activate the way of frame over there here you will have this result and this is not what you want so let's disappear it and same if you have this one this is not very useful because you don't see the details of your waterpower object so let's continue the retapology one thing you can do to is let's see create a new rotor pole select this object create a new rotor polar g make an extruder as you can see i don't have quarrel here even if i have this quarrel because i need to play far to or calculate the normals and with this you can create as many retapology as you want and if you have for example an object you can create a path for the ad one for the hairs de bodi the hand a titartita i've told that you just have to join and that would give you this and after that if you want you can use some tools lady bridge and that's it let's increase this select all of these, let's make a space select all of these a space and let's see a little relax and that will work so that's it for the shutting part。
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good day guys everyone's here from gachoki studios first of all i would like to say thank you for purchasing product rendering tools it means a lot to us because it's a project we've been working on for a few months now so we also excited to release the hardened to you we also excited to see what you're going to make using product rendering tools we are also working on more tools and features stay tuned in the coming updates after more awesome tools and features if you have not yet purchased product rendering tools it is available on blender market it is also available on our gum road account i have included the links in the description so you can head over to gamble the blender market to get a hold of production during tools let's get started on how to use this awesome adult once you patches and download the zip file you'll open blender and go to edit preferences install you will head over to where you save the zip file do not unzip the zip file? so you select it and hit install addle then you activate and save references now you can close that window product rendering tools is accessible by hitting the letter n and for noise on your keyboard and you'll be able now to access all these awesome tools so we'll start with the import assets from other files section here these tools assist you to a pan or link acids from other blend files those assist you to import fba files from other project files and also be able to import bj files in this case let's try the append model tool so in my case we are going to append an asset that houses somewhere in the computer so i'll hit a pen it will open this window i'll go ahead and double click on the blend file go to object in my case i need all these assets in my scene so i'll select it and heat up and there you go it's that simple same applies to all these other tools if you have an sbx file saved on your computer you are able to import it by hitting fbx if you have an obj file, you just hit the import obj import bottle let's go to the next section which is rd call label so product rentering tools allows you to import and attach stickers on your models in this case i would like to add our logo on this bottle past import the image i'll select the image and head over to where that image is saved on my computer i select it and hit input images has plane let me scale it up to be able to see it so that is my longer let me let me rotate it to be able to to face the bottle so are the ninety so from there i will let me position it in a way but where i would like it to be projected on the bottle i will scale it down a bit there you go so i would like to project this image onto my butter so how do i go about that it's very simple so here you will just go to select to mesh in this case it is the bottle i would like to project the image onto the bottle while the image is selected i simply hit on project image the image is now projected on the bottle the good thing about this it doesn't matter if you have a transparent image or you have an opaque image they both work the same they are perfectly projected onto your assets in the scene if you want to an image the bottle with the sticker touch to it you will just parent that sticker to the bottle in this case you'll just select the sticker shift select the bottle and you hit control p and you go to object and you select object keep transform so now when you select your buckle and move it around it also moves with a sticker and you're good now you can an image your bottle while it's still the stick is still attached to the bottle so now we are going to go to the next section which is more tools this section is going to have event more tools you guys can go to the comment section of this video and tell us which other tools you'd like to see how did to product rendering tools if you've already purchased product rendering tools go in here today just a tool button it will take you to our website where you will be able to submit your request will view your request and we will respond to you accordingly if it is a tool that can be other immediately we promise you we will add it immediately let's continue so on the mortal sections we have the turn selected object into a shadow cutter we want to place this bottle on top of a background image for it to appear realistic we also have to add like a shadow to appear here on the ground that is the work of the shadow catcher, so let's add a shadow catcher in this case it's just a plane so we'll go to shift a mesh plane let's scale it up with the shadow cutter in position you simply select the plane and you turn it into a shadow cutter by by checking that box so let us give it a quick render or a quick preview you see how it appears which with unhitchedieri background now you just hit the viewportiating pattern and there you go so the plane is no longer opaque it is now a shadow cutter let me just add a sauce of light so you're able to see the shadow clearly, so i'm going to add a sun let me position it there and then i rotate it and add the intensity or rather add the strength i will crank it up to around changing wow now you can see the shadow is the shadow is quite visible depending on your same that's how you simply do it so that's it for that tool the next tour is very simple which is the render image if you would like to render an image you'll just see to the render image that's all we have for now, but as we promise we are working to add even more tools to product rendering tools so keep it locked if you have any suggestions if you have any difficulties using product rendering tools simply click a request a tool as we mentioned apart from product rendering tools we also working on other projects to bring you even more useful adults and assets so to be on the look at or rather to be in the loop whenever, new adults and assets come up simply click on this button from here you can so from here you can call us if you liked colors you can you can send us a words up you can send us an email you can send us a message of the tools that you'd like to see on production during tools if you are start you can right to us and we will respond as soon as possible so that's all for now guys we'd like also to know what you are created we'll also like to see what you have created using product rendering tools you can also share with us anywhere, anytime and see you in the next one goodbye。
哈喽,大家好,这是我们本来的插件系列的第一期,我首先来介绍一个用来做建筑的插件, 首先来给大家看一下这样的一个网站,然后大家可以看到他放在 ktv 上的,所以代表这个插件是免费的啊,他的名字叫 beautiful, 是完全免费的,然后有些他的相关那些讲解,在这个页面上可以看得到,不过他的文档是比较少的 啊,大家如果进到这个页面的话,就点击这个比较好,然后就就会转到这个页面,这个是比较简单明了, 适合大家去下载这个页面,然后我们点击当漏啊,不烂的插件的格式都是 vip, 一个压缩文件的格式,我们点击下载 啊,这个链接我会放到评论里吧,然后我们下载好之后,就有这样一个 beautiful, 一点零点八是最新的,如果是在这个页面呢,大家就点瑞丽斯,也就是点瑞丽斯,然后在这里点击这个下载,这是历史的一个版本, 如果有想下的旧版本上也可以啊,不过不推荐啊,右边这里的瑞丽丝, 然后呢下载这里看,找到这个,我们最好是新建一个文件夹在电脑上,然后把所有不良的插件全都放到一起, 这样的话方便方便管理。我们把不烂的打开,然后再点到编辑菜单,编号,设置插件安装, 就选到我们刚才找到这个东西,如果,如果这个目录 你不比较不好找的话,你直接把这个文件拖过来,比如说我现在在桌面,我直接把他拖过来啊,他就会自动到这来,然后你直接点加装插件就行了,你不用去选择他, 直接点亮插件,然后默认一个安装一个新插件,他是不启用的,我们点击一下勾选他,他就会启用,展开可以看到他在什么位置,他的他这个试图菜单的工具栏里面,然后叫 biutiful, 然后这是个描述,底下是作者和你的版本 啊。这个如果更新的话是要自己手动去重新安装的,他不会自动更新的,你要去官网再重新下新的,但是一般更新插件更新不会太频繁的。接下来我们来讲解 beautiful 的使用,大家可以看到右边有这样这个 beautiful 的一个标签,然后把它展开,发现这有个他有个 plan, 这个不是不是新建一个地面啊?啊?新建地面是在我们光标的这样一个位置,我们先撤销一下,把光标回复到世界原点,在新建一个地面啊,他这有些选项啊,这个就是方形圆形合成,就是多一多个 多个东西,不同的,这个你可以调不同的参数,就是每个边,然后这个 hc 就是 h 型,然后这个可能是建筑相关那些知识啊,懂建筑应该了解,然后这还要随机的生成一些形状, 我们为了方便讲解,我看啊就用方最默认的方向好了。大家如果调整好一个参数,是可以点击加号,然后把它添加到一个预设里去的,之后就可以重复使用啊。到固体模式,我们只能对这个 插件只能进行这个操作,然后我们需要进入到编辑模式才能看到底下的选项。物体模式是只能新建地面的,我们进入之后选中这个面,这也就是我们这样的一个地面,其实他就是一个平面,你自己创建形状也是可以的。 我们点击第一个,也就是新建楼层,然后他就会出现一个东西,因为我之前有调过, 我也可以改,一二三四,我先做个三层楼吧,然后这个是楼层的高度,这同样也是可以现在预设的啊,这个 slup 就是每一层楼中间的这样一圈东西,这同样也是可以进行调整的 啊。我们先加他了,然后 lcomes 就是这样的,周边的一个柱子,边角的一个柱子,然后呢?第二个是什么呢?第二个是屋顶啊,首先我们当时先添加屋顶,我们选中顶面,点击添加屋顶, 大家发现就出现一个屋顶啊,他他有不同的三个选项,之后有可能会增加新的选项,大家可以去选择,然后可以去调整他的一个参数,我就大概简单调一下, 然后还有什么呢?我们接下来要做什么呢?当然就是窗户了,对不对?我们先讲下面这部分,我们把这个三个 窗户当然是加在这些墙面上了,我们先选上面吧。第一层,因为一层楼还要加那个叫什么门,我就点击添加窗户啊,就出现一个,这个是我调整过的, 因为我之前使用过,所以可能跟大家大家不太一样,这个可以大家自己调的,调的偏油改回零默认就是零恢复默认,我点击恢复默认啊,这样就跟大家一样了,数量 可以改,就是一面墙几个窗户啊?这个窗户有点宽了,窗户一般好像没这么宽。第一点,然后我希望他是向上一点,上来一点,这样大家可以看,非常简单,分分钟就出现了这样一个建筑啊,实在是很简单。我们点击这个面, 然后先建一个门,这就出现一个门,这个门同样同样是我有调这个参数,门还是高了,宽度、 深度啊,这些都是很简单的一些英语啊,大家可以自己去查或者自己去研究啊。双层的门,然后加拱形门, 这同样也是添加预设,还可以进行一些里面的填充, 大家其实可以自己去制作这个门的,比如我在这里挤出,再挤压他,然后再切他几刀啊,这样都是可以的, 就是可以你可以自己去修改,你也可以在这里再新建一些物体啊,你不一定要完全依赖这个插件,这个插件只是给你提供一个简单的一个方式去做而已,对不对?你不用完全的去依赖他, 然后我们还可以干什么呢?选中一面墙啊,进行这样一个毛体骨肉,毛体骨肉部也就是多个,我们先回不到默认值,多个组合,他他是按字母去显示的 d wd w, d w 是什么意思呢?这个 d 就是一个门, w 就是 window, 也就是窗户,我们这 d d d, 哎,就出现三个门啊,他显然不合理啊, 我们应该 wdw 就是窗户门,窗户,然后可以添加数量,这个一个就够了,我看我害的。 然后这个东西可以单独去调整,我们鼠标,鼠标移过来,他会有一个提示,呃,只要目前应该是只有门和这个窗户,可能不能添加其他的一些东西, 这就是一个分组,然后我们添加填充,选择一个面,添加填充也就针对一个面积的填充啊,比如我们选择这个面,我们填充他,但这个底下呢,就有四种默认的一个格式, 然后一个百叶窗,一个是这个条状的这样一个东西啊,第一个,第二个我不知道有什么区别,他可能是在厚度上, 厚度上有一些区之类的区别啊,这个大家可以去研究一下,我只对插件进行一个简单的讲解。然后呢,第一个大家可以看到有一个布莱克尼,布莱克尼吧,叫 读什么?就是他就是个阳台啊,阳台当然不是应该在一楼,但是我们只是拿他进行一个演示,然后也同样是调整一些参数,可以不添加这些围栏, 围栏也可以进行一个餐桌上修改。除了围栏,我们在这边上还可以继续再添加,再添加一个门,这边两个面再添加窗户,窗户太多了,一个窗户就够了, 我看看啊,这个可以添加 xcl, 就是楼梯了,同样恢复默认的一个手指哦,这个快一点,可以啊,这个参数大家可以自己随便去调整的。 然后我们同样还是可以再添加一个 window 的垂直方向啊,其实你应该是个门啊,我这里是随便乱搞的 不合理的一个状态。同样这些面我们都可以去选,都可以添加,大家可以看到非常简单就出现这样的一个东西啊,这个小面我们当然是不能再添加什么阳台之类的,这就太小了,所以要整体的大面积添加阳台,补充一下这种, 然后我们再添加,可以给他一个地面,然后看起来方便一点,然后就是大家可以看到这里有面映射,面映射什么意思呢?就摸 trryo 去了这里,也同样在这里也可以找到面映射, 这就是我们方便我们上材质使用啊,我们比如点击墙,我们点击上面的就是他会新建一个材质给我们,我们到一个材质预览模式,然后到这个 我感谢发现,哎,他就给墙添加了一个这样蓝色,但是因为现在可能都是这样一个 什么,嗯,现在没给别的分组,所以他全都是用的同样一个材质,我们点击入服再新建一个,就发现给这个楼顶就新建了一个材质, 我们点击 slops 再新建一个啊,非常简单快速啊,你不用插件也可以去建做建筑进行一些这样的操作,但是这个插插件只是让你非常迅速的完成一些事情啊,比如我们窗户肯定是要些玻璃材质了,比如这个样子材质我就不做了, 打开是这个样子,然后啊这些有很多大家可以自己去试啊,你也可以在这里进行修改, 比如说你选中这面,你应用这个材质,也可以指定他,你也可以指定这个材质,你也可以给他换成别的材质, 这也非常简单。所以你要选择到这个材质应用到的面,你可以点击这个选择,然后他就可以选择这些所有应用了这个材质的这样一个面, 同样在这里找到这里也可以进行一些操作,这也是非常的简单。那么这个东西还有什么用法呢?我把这个删掉,比如说我们在这里, 比如说我们新建了一个地面,他这里有地面,我们可以,我们可以不用这个地面,也可以啊,我们自己比如说新建这样一个地面, 看你比如心想这种楼这个形状,你也可以啊,你直接点击这里,同样他是可以添按你的地面去添加这样一个东西,同样可以添加楼顶,同样可以添加窗户啊, 所以这个你可以进行一些自定义的,你不需要啊,一定要使用这个地面,因为他这个里面选项还是比较少,目前选项有限, 目前选项还是有限的,所以我们呢就可以自己去进行操作,同样是我们在这些面上你自己挤出啊,一些窗户之类的也是可以的, 这个插件只是方便大家操作,大家要自己去灵活去使用。然后给大家看一下,我之前用这个插件做了一些建筑啊,这是一个项目中使用的一些东西 啊,不仅是用这个插件,也同样也是用本来的一些功能和进行结合去制作制作是这样的一些模型, 大家可以看到啊,还是非常快的,我做这些这些真的是分分钟就做一个出来, 这同样用不烂的这些修改器,一些插件,一些东西进行组合去制作这样的模型啊。这个好像是我建的最复杂的一个,这里面这个不完全用插件,这个主要是通过建模的方式去做了。 然后跟大家说一下这个插件可以用在什么地方啊?我们这里首先看到,首先你要做建筑设计师呢,要做一些建筑表现图像这些,你看周围这个房子都用了一些立方体方块啊,就不是很好看,我觉得就可以用插件去快速的制作这样的一些简单的建筑,一些房子放在旁边, 当然你主体的这样的建筑,你当然是要自己去设计,自己去建模了。但是周围的这些层次的建筑呢,你就可以用插件去进行一个一下次数做一个七八个,然后复制重复去这样做一些周围的一些环境出来非常快速, 你家材质也非常迅速。还有像我们做司机或者做科幻电影啊,这些场景都需要一个城市楼房这种大远景的时候,这些房子其实没有什么细节的, 哎呀,有很多电影的都是这样场景用到一座城市,然后我们就可以这样进行一个建模啊,近景可能不太行啊,近景可能要继续再详细调整,但是远景的话完全是 ok 的, 包括有画插画什么的,你都是可以打好这样一个形状,然后你可以在这个建筑上进行去绘制啊,也就是大概对这样一个插件的进行讲解,然后谢谢大家,大家素质三连一下。
hi, everyone, there have been some really exciting developments in the blending community over the last few months, especially in relation to python and building python add ons for blender you may or may not have heard of it, but there is a relatively new add on called serpents which basically brings visual scripting functionality into the blender interface so what that means is you can actually build add ons for blender inside of blender using nodes so this by itself is already really cool and i'm excited to tell you more about it, but i noticed it in their latest version they've added functionality for ezbpy now if you don't know ezbpy is a module that i have created along with the help of some other contributors to basically simplify the use of the python api in blender, so it basically means you can write really simple and plain english code to control different aspects of a blend file so combining these two things an elegant node based interface for doing visual scripting in blender with a simplified version of interacting with the pyphonypi, i think it's going to allow for a whole new wave of people to get into making add ons for blender now i'm not going to give you a full tutorial for how to use serpents because there's already other content available for that, but i am going to give you a demonstration of how to use serpents with easy bpy and maybe explain why i think there may be a renaissance of python development coming for blender so i haven't seen here with my jog model from the modular metals pack and there are two area lights in here so if i sit here, i might have the idea and think okay i want to ride a script and add on that's going to randomize the colors of these lights just for fun if i was new to blender i would think okay well, i need to look up how to write to add ons how to format the different interface elements how to write and operate and how to plug this all together just to put something on a panel that's going to randomize the lights so that's a really big barrier to entry right there with sir pens that barrier to entry has been so if you look at your editors you'll see that there's a new visual scripting window so if you click on that you'll be able to create a new node graph which is just the same as making like a new node tree for a material or the world shaders or a new geometry nodes tree or anything like that so this is exactly the same as every other node workflow and blender you can't have multiple node trees but it's nice to just keep things simple and say in the freety view here i wanted to add my own panel to make my own buttons i would just make a new panel node like i've already got here and then they have this really cool i dropper functionality where if you click on this you can choose any area in the blend fold that you want to add a new panel so you can literally just click up the top here select panel and then select location so what this is gonna? do is it's gonna tell serpents that we want to make a new panel up here in the freed view so we don't have to memorize exactly what to type in code we can just use the eye drop at all and choose in blender where we want to add something now i've already done this with this note here so i've chosen the free d view user interface and i can name the category my category and i've really compiled this so that's here on the side and then this new panel is going to be called the tool panel so i've got that here now i should know that every time you make a change in a serpent's no tree you need to press the compile button up here and it will recompile the code so we can think to ourselves ideally we'd like a button on this panel that we can press that will change the color of the lighting so sure let's just do that if i press shift a and then search for button we can get a button load and see it's all very intuitive and if you want we can connect the panel output of our panel to the interface input of our button now if i compile this not much is going to happen because there's not really any information for this button should do and that's because we don't have any functionality going, so let's make that notice down here here i have an operator note and one operator is it's basically a container for an operation so a significant piece of functionality that your add on is going to provide so i've placed this down and i've given it a name randomized colors quite appropriate for what we're doing and if you've made an operator in the button surge box here you can click on there and then choose the operator surrounded by his colors so if we can power this now you will see that new button has appeared on our panel now when we click this nothing happens and that's because we don't have anything plugged into the operator it's waiting for us to give it something to execute for the time being though i can rename the button to randomize colors and i'm going to delete that button load i prepared earlier so let me bring these two over before i show you how to write a simple script and show the operator how to execute it i just want to make a note about this add to panel node because this is very important much like how we are placing our button on the panel we've created we can actually place the button anywhere we like in blender so if i unplug this and bring this over if we press the i drop a tool on the add to panel button we can see lots more options appear we can choose anywhere in the blender in face to place it so i don't know let's say i want to add it to my own add on whole tools i can pick any panel that i've already got here press the apen panel button and then let's plug in the button recompile and there it is the randomized color button so yes if you like you can add functionality to pre existing add ons and just anything you like but okay i'm going to reset that now i just thought that was an interesting note to make so let's reconpile that and go back to our category so if you're writing code to execute this is where easy bpy is going to come in handy if we go down in these serpent settings here under the settings tap you see at the very bottom there's the easy bpy section now in here you have a choice of choosing the easy bpy module from a text file in the blender file or you can press the folder button to find it externally now if you do that it will automatically add it to the blend file you're using so it will always be accessible so for take a look up here and go to ezppy you can see that i have the entire module here now usually when you're writing code like this you would need to import the different elements from the module manually, so you can actually use them in the script but because sir pens is doing this for us automatically we don't need to do this because everything we write in here is going to be plugged straight into our new add on through the run script note let's take a look at this run script is another node which does exactly what it says you can choose a text file and it will run all of the pipe and code contained in there so we're going to write something in here in a minute, but connecting this to our operator is very easy we just drank the operator output to the run script input so now if i can power this every time we click on the button it's going to call this operator which is going to run all of the code in this text file now the reason why this is significant is because i didn't need to know any of the codes i didn't have to write any interface classes i didn't have to register anything i didn't have to do any of that crazy boring pyphon stuff just to put something on the interface i made four nodes i use the eyedropper tool to pick exactly where i wanted to put the new thing on the interface and i pressed compile and it's just there now of course when you're done with your add on insert pens you can export it to a zip file so you can share with other people you're allowed to sell the things you make with serpents they even have a marketplace if you want to share your content in these serpent's community you can look into that if you want to, but for now i'm going to show you a very short script for randomizing the colors of the lights in the scene so as i said we don't need to input anything from ecbpy because it's done automatically so the first time i'm going to write is select underscore all underscore lights now what do you think this does it selects all of the lights in the scene it's very easy so if i compel this now and i'm just going to select the plane for example and then if i press randomized colors you'll see that we're now selecting the lights what it's doing is one line selecting every light in the scene, but now we have those lights selected how do we modify them well, we can bright this lovely little loop for light in selected objects so what this function does is it returns every object that we have selected so we're selecting all the lights and we're saying for every object we have selected so in two lines we know that we're about to perform a change to every single light in the scene, but how do we make a random color? while doing randomized things in pyrephone requires that we do actually import something from a random module, so i'm going to ride that line and now at the top from random import uniform so uniform is a bit of an oddly named thing for getting a random floating point value and of course when it comes to composing colors we need an r, a g and a b value, a red green and blue for demonstration if i clicked on the area light and then clicked on color if you go to rgb you can see that the rg and b values are just between the zero and a one value, so we have rgb we want to make a random value for each of them, so we can do r equals uniform and brackets zero one so r is going to become a random value between zero and one and we can do the same for the others so now we have a random value for the red, the green and the blue now how do we assign this to the light well, it's very simple light, data, color equals and then the brackets are gb and that's all we need to do if i say this and compile then press randomized colors tada every light in the scene will now have a randomized color so what we've done is we've just created an add on without having to write any interface code whatsoever don't need to worry about any of this stupid syntax any dumb naming conventions registering or unregistering things no we just do all the fun stuff make a few nodes click where we want something to go on the interface and it's ready and of course you can save the add on and export it to a zip file then share it with anyone else now there are so many other things you can do with serpents and easyb people i have only shown you like two functions here and four nodes from serpents but the main thing i want you to take away from this video is that there are now options for people for who the barrier for entry in terms of the effort and the frustration and the understanding of the syntax and conventions for making pyphonadons was too high there is now a simplified alternative available however, surpents is a paid add on so just keep that in mind it's not much anyways just fifteen dollars if you did want to pick up the add on and if you want to support this channel as well, i've left my video link down below, but before you wrap this up i'm just going to show you a few other cool things you can do with the interfaces for the panels so let's move these out the way i'm going to make a new box node now because i want to have a cool looking box around my button so i'm going to plug the panel into the box here and then from the box i'm going to plug into the button so if we can pile this now you can see there's now a box around the button but what good is this well we can scale up the y valley on the box and can pole this again so we can have a thicker button i don't know why i just think it's nicer to have a nice button there but what if we wanted more things on this panel well, let's say if i take a label node and i'm gonna put some text in so maybe subscribe let's do that on the label to come before the button so i'm going to plug the box into the label but then you'll know just wait there's no interface output on the label to plug into the button to go next well, that's not how it works we need to press the plus sign on this box value to give us another interface output and then this one is going to go to the button so we do the label first and then the button and now we can pile so we have the subscribe label and then randomize colors but i'm going to set the y valley down to one again just to make this a bit more neat there we go nice and contained but another thing you might notice is that there are icon inputs on these nodes so yes that means you can put any icon you like next to any interface element now again this is very cool because if you were doing this manually with python you would need to know the exact string id for each icon to be able to use it serpents if you place down an icon, node and press select icon we literally have a library we can choose from so if i search in the search bar here light we have a bunch of different icons for lighting so maybe i'll choose this third one along here and that's going to select it and then i'm going to drag this as the input for the icon for the label and maybe even for the button as well just were fun and therefore we can pile those icons have appeared so you can see that just with absolutely no code whatsoever we can build these lovely add on interface panels and well that's how easy is no more digging through documentation figuring out how to write the panels how to attach them to other places where to get the icons all of that note all gone and i think the great thing is even for people that do want to do just manual admin development with python this serpents visual scripting can act as a really cool reference because i don't know how to attach things to like most of the vendor interface, but i can do it with serpents then export the add on and take a look at the exported code and that will give me information for what's possible for future development so i guess that reasons the question is this good enough for me to do visual scripting only for my future add ons and i think the answer to that is that for simple add ons yes, but for complex add ons like bye jen not really because complex multi file add ons can get pretty huge pretty complex it's just really not viable for doing in a node based interface especially if there's lots of bespoken complex algorithms going on whether you've got dozens and dozens maybe even hundreds of different individual sequence that would need to be burnt to different text files for that to work i think that might be a bit too much for this method for simple add ons i think it's perfect for example halt tools which i have here i could remake this entirely with sir pens and the takes editor now if that wasn't already cool enough sir pens is the second add on i've seen so far there has an integrated tutorial interface i'm sure there are more add ons to do this but the first one i saw was the human and i made a big point about that in my human generated video about how it had this excellent tutorial you can interact with inside of the freed view serpents does something similar so if i'm making you add on in the top right you can see a start tutorial button it's going to add a tutorial node which i think is really cool we can increase the size of this interface move it off to the side and then press next and it's got a whole table of contents so if you flick through this it's gonna teach you about what serpentz is and give you a rough breakdown of all the different data types and how to make the add on and all of that and as it goes through it's even gonna spawn nose to show you what they do and i think that's really fantastic because again of removing the barrier for entry for people that want to make add ons this is just amazing so i'm really impressed of what they've made so far i think it's a massive step in the right direction i think the design is right it fits right in with other blender node based workflows i like that they're supporting easyppy this gives me more of a reason to develop that module more in the future and like i said i think the combination of these two things, the node based interface and the simplified language is going to bring in a new wave of people that wanted to make tools for for people, but just couldn't rub their head around the syntax and the conventions and all of that boring stuff so hopefully this is called your interest i understand that code based things can be quite boring for a lot of people so if i just keep clicking this button maybe the pretty lights will make you even more interested like i said if you want to check it out, i'll leave my affiliate link down below and i'll leave the easy bp wild link there as well feel free to stand up to the patreon if you want to support my work and get your name at the end of videos you can also follow me on social media to keep up the day with content and join our discord server to take by discussions art challenges and show your work so thanks for watching everyone stay safe and i will see you next time。
大家好,我是葵,嘿嘿,一些好的插件可以大大提高我们的工作效率。接下来先介绍几个在教程中会使用到的插件。第一个是 m 三工具,它整合了很多的 brand 的基础功能,是一个效率神器。 我会提供下载的安装包,下载好之后进入编辑偏好,设置插件进行安装,找到安装包并安装好, 勾选前面的勾,打开前面的小箭头,把下面的按钮按照我 这里的设置给他进行点亮, 快捷键的话会更改一下。 第二个插件是 blender kid, 一个强大的免费资产库,脸是跟上面的方法一样安装, 安装好之后设定一个存放资资产的地址就可以了,最好是一个英文目录吧。 然后说一下内置的插件,一个强动画必备的强大内置绑骨插件。 extra objects, 增加额外的网格物体,曲线物体 loop tooth, 建模辅助工具, poppy hybrids, menu, 复制属性菜单, anime or 这里可以对大部分数据进行动画处理。 some position e v 渲染会用到的 hdr 光照模拟 node vangula 节点专用的快捷插件。
哈喽,大家好,今天我来给大家讲一款不认得的免费开源的灯光插件,这款插件呢非常好用,我们现在就大家来带大家来操作一下。首先我们把这个灯光给他删掉, 我们选择这个场景,我们在场景里面啊非常简单,就一个平面加一个模型,我们先点着,这里有一个创建, nice 丢丢就会给他创建一个目标 啊,这个时候我们还好像还没有灯光,是不是就要等到下面这里有个灯光点加号就可以给他加载一个灯光, 这个灯光的话有个高级啊,还有个基本,基本的话就是普通的面光,如果是高级的话,它的可供性就非常高。然后这里还有很多绿色的灯光,你可以选择自己想要哪个灯光就选择哪个灯光,我们就这里就选择高级 啊,这里的话有一个切换到烧烤就可以把它变成烧烤灯光啊,如果你平时的话是因为的话,就是因为如果是烧烤的,你可以直接把它点成切切换到烧烤灯光啊,这里打开 nice 九九的控制面板,就可以看到这里有个灯光,你可以这里移动就可以控制他的方向 啊,你看这里的话,这个灯光的话是很离他很远的,如果你想让他近一点的话,就按 gg 往左边拉就是靠近,往右边拉是离远,我们这里让他靠近一点, 这个时候就差不多了,然后你这里就会点着这个拉动开,就可以控制他的方向,或者直接按进就可以移动,也是非常方便的。然后来到这个控制面板的话,你 可以看到这里选择这个灯光,你按加号键就可以放大,按减号键就是变小,我这里按加号键把它放大, 然后如果是 s 的话,选择这个灯光, s 就可以缩放他的灯光的大小,然后看很方便,是不是 啊?来到这里你可以看到他的饱和度,如果你这里饱和度增加的话,他就会呃饱和度更高,降低他的饱和度,然后还有强度控制,他的强度,我们这里显四点五就可以了,然后灯光的颜色也可以自己可以更换的,然后曝光度 啊,还有蒙版的类型,如果你想让他更柔和一点,我希望我们先把这个灯光加大,如果你想让他更柔和一点,就可以开加一下渐变,他就会 更柔和,然后我们这里把这个选择这个灯光来到这个物体属性这里,把他的摄像机勾选上,你可以就可以更直观的看这个灯光的变化,然后可以给他加渐变,渐变类型就更柔和,看到没有就虚化一点, 然后还这里还有蒙版的,就是环形渐变,你看到没有?这里可以设下的环形渐变啊,内圆的半径啊,外圆的半径可以更好的控制,我们先把这个关掉,我们这种灯光的话一般用的比较少 啊,还有蒙版啊,从上到下,你看没有啊?从下到上都很方便,从左到右,你想让他从哪个方面啊?你这里都可以自己直接 设置一下这个丝袜,一看就知道是怎么操作的。然后这个是 back first, 是他的背光,背面也可以打灯光,如果你把它拉到这边上,他背面就不打光了,然后拉到您,他就是背面也可以打光, 然后这里的话我们再啊再加一个灯光啊, gz 把它拉近一点,然后可以移动他打到右边 啊,这里的话是复制就是复制,选择这个灯光可以给他复制一个灯光,然后我们就可以把它打到顶上,然后把它的强度改小一点 啊,这里的话有选择这个控制面板,这里点就是双击就是可以把这个灯光关掉,而双击又可以点 给它打开,我们选择点开这个灯光,双击就把它关掉了,然后双击又可以给它打开,然后左边右键的话就是显得这个灯光独显,就是只显示这个灯光,其他灯光都不显示, 右键又可以恢复,我选只只让这个灯光独显的话,你就可以点选中这个灯光啊,右键啊他就会只显示右边这个灯光啊,这个控制面板也是很可好的,可以你直接更好的控制他的方向, 看见没有,我们选择顶光,我们选右键飞步啊,然后右键就是指读显顶部这个灯光,看到没有?然后然后这个时候你再来控制它的大小方向,然后右键就取消读显左边,这个也是右键,看 是不是很方便。好了,今天的教程就到这里,谢谢大家,再见。
只需要一个插件就可以快速的在地图上快速的生成三 d 可视化的方法,这个插件的名字叫做布兰的 gs, 那么我们看一下是如何制作的吧。布兰的 gs 是一个超级方便的插件,他可以直接以 gs 数据的格式导入, 然后深层不烂的可以使用的三 d d 型,十分的方便,那我们来看一下是如何使用的吧。首先你可以打开这个网址,这里面有对这个插件最简单的介绍。之后呢我们可以在右边找到这个插件的下载, 然后点击这个原代码,点击一下就可以对他进行一个下载。下载完成之后呢,我们打开 bland, 点击编辑编号,设置安装,找到刚刚下载插件的目录,就是这个压缩包。点击安装插件之后呢,我们可以在这上面找到一个叫做三 d 是图布兰的 gis 的强大的地图数据外的工具,点击这边这个框对他进行一个打开,我切完成之后,我们可以看到这里有一个勾,也就是说已经完全启用成功了,点击关闭这个窗口,按一下 a x, 对他进行一个删除。这个时候我们可以在左上方找到一个 gs 按钮,点击一下,这里有一个网络定位信息, 基本地图,点击一下,这个时候我们可以获取一个最基本的地图,当然这个圆呢,你可以从谷歌或者闭映以及其他的地图网站上面进行一个获取,点击确定,按一下基建,可以找到一个基本地图,然后转到一个城市, 我们可以把这个缩放级别呢改高一些,点击确定好,我们可以看到左上方正在进行一个下, 在这个时候我们就已经转到了这个区域了,我们可以按住鼠标中间来拖动这个地图,对他进行一个细微的调整。确定好这个位置之后,我们可以按住键盘上面的一键退出地图编辑模式, 然后呢我们鼠标左键选择这张地图,选择这个插件,点击网络定位信息,这里有一个获取 osm, 从对象高度打开,我们可以把这个随机高度呢,可以设置一个数值 以及水平高度默认高度。方法呢可以选择建筑,如果需要选择其他的,也可以选择其他的点击确定。在经过一段时间的等待之后呢,我们就可以看到这个生成的效果了,这个生成的效果十分的好,十分的经验。
hi, everyone i'm excited to announce that my new add on for blender is finally available it's called modular workspaces and it's all about speeding up the star top file, workflow and blender so what we're gonna do in this video is take a look for a few demonstrations talk about the features i'm gonna explain why i've created the add on and if you're interested then maybe you can check it out and see if it will improve your workflow, so first of all what does the add on do well first of all if you're starting from a basic file, so this is my current startup file with nothing in it we just got some world nodes making it blue background if i want to get started with my artwork, there are a few common things i would do to basically prepare the file for freedy content, so that involves adding some lighting maybe doing like a light or shadow catcher kind of importing basic materials and stuff like that make this actually bear, bones and basic i'm going to completely clear out the file, and i'm also going to delete these world notes okay so now the file is clean and i'm going to do this hdri template hdri and color background plug the color in to the surface, diorama studio lighting light catcher camera unpack setup zero go so now we have a professional starting point for our freedie artwork, but what's just happened there what did i just do so i dragged in a few world nodes from my new asset collection, and i also dragged in a few collection assets but you'll notice something interesting they're all perfectly centered they're all perfectly lined with each other they're all organized into collections there are no trailing empties or anything so how did that happen okay well, let me explain something when you're dragging collection assets into blender for example, let me bring this test donut in you'll notice that it's basically just a single object, it's a collection and it contains another collection, it's a bit of a weird layer i think blender technically instead of these as empty objects to actually bring in the content that's contained inside of that collection asset you need to press ctrl a make instance is real and then it brings in the content, but it also leaves in this trailing empty object which we don't need another weird thing about collection assets is for example, let me bring in a free point lighting setup when we make those instances real they don't preserve the collections that they were originally contained in in the foul that they were created in which makes it a bit tricky to do organization another thing is of course that if we're dragging these things into the scene, they're not centered in the world, they kind of drop where our cursor is and that's a bit of a problem because if we wanted to use these collection assets to build our perfect starter scene would need to manually resent them so if i just press this clear file button again what the add on does is it lets us quickly drag in the elements we want and then with the press of a button it automatically resent as everything unpacks all the collections, deletes all of the trailing empties and organizes some integral actions based on their type so like i said that's all done with one button press right there okay, let me press to clear file button and we'll do another demonstration so you notice that the assets here in the asset browser are color coded in different ways so like the blue ones for example are going to be collection based objects so for example, this is a clouds collection, but we can get like a nice cloudfield going let me bring in another camera and pack that make that the active one so those are the blue ones right the object ones, the green ones are obviously for lightings we got the free point set up there in the studio lighting the orange ones are for camera related objects and the purplie ones are full weld node groups so for example, i've got this cloudy scene here but i want to make it look like i'm in an atmosphere so let me grab the altitude group drag that into the build nodes plug that into the surface and now we are floating around in the sky because we've got this low atmosphere group so basically we have one node group and one collection object there we've gone from our diorama scene which we saw earlier to now an atmospheric cloudy landscape okay, let's get rid of the atmosphere now and clear out the file again okay so for this next demonstration i am back in my regular startup scene which has this blue background here given by the hdri and color background note what i want to do now? is i'm imagining i want to make a character render i've got a character model i want to put it in an infinite scene and what i mean by an infinite scene? basically where the ground and the background go on? forever, you can see the shadows of the character you usually do this with a shadow catcher so that's what i'm gonna do i'm gonna substitute my character model for the test donut and i'm gonna do that so test donut shadow catcher free point lighting unpack so now what you see here? as we have a doughnut in a scene, which seems to go on forever, we can have the shadow catcher kind of catching the shadows on the ground there, but there's no end in sight so again by just dragging in a few of these asset presets and by clicking the unpack setup we have completely organized this scene it's ready to go we have wonderful lighting we have a shadow catcher oh very good you might have also noticed a few different things in the interface for example, there's a new button up here in the top right of the free d view called asset browser also on the asset browser there were a couple of extra buttons we have default parames meaning parameters and close asset browser okay but what do these do again going back to a completely basic startup far to demonstrate this i've closed the asset browser sometimes, when i'm doing my artwork, i want to access to browser, but i only want it there temporarily and if you've been around for a while, you may have remembered that my asset browser was always kind of stuck here at the bottom of the freedy view use a close and expand it a lot the same with the world nodes, but there's a quirk with blender i've always hated which is where if you bring two interface elements down to the bottom, when you bring them back up, they'll be connected rather than separate and that's annoying because if i want to bring up the asset browser quickly, it also brings up the world nodes and that used to disrupt my shader nodes stuff alright, i'm done with that i'm bored of it how do i self this problem well, now my workflow goes like this if you want to access the asset browser, press the asset browser butts and press default parameters bring in what i want close the asset browser and you're done so we open it get what we want go away now we're having to like go to the corner drag up this thing and click here open the asset browser then click over here to access my favorite asset library then click over here to kind of access my favorite thumbnail size you know none of that boring stuff now one button d for to get the content closed gone so these are just like convenience buttons that i have added because they improve my workflow they just personal preference you don't have to use them but i've put them there because i want them okay now if you come over to this interface panel, you'll see that we've got a few values in here so default asset library and default thumbnail size so if i open the asset browser again when we press the default parameters button it's going to look at these two things and then set the default values in the asset browser based on that so my default asset library is called asset library if i go to edit preferences, file paths and scroll down, you'll see the asset libraries here i've created one called asset library so that's the one it's going to open and then my default thumbnail size is tiny so you can choose that here and it's basically going to set that automatically for you, we'll also see the open amount so this is basically going to decide how far the asset browser is going to take over the free d view when we press the asset browser button, so for example with the asset browser closed if i said that to something like fifty, then press asset browser is going to take up fifty percent of the screen, but i kind of like keeping that at around twenty twenty five i think that's a good value also we have the option for the split direction so if i say that to vertical, it's going to split vertically instead of horizontally you know maybe some people would like that if i press default parameters and press t to hide that you know you can get that access there pretty quickly but i like having it horizontally instead okay so you can access everything quickly that way but one thing i still want to figure out how to do is have a category or a sub category selected by default is i think that would be handy as well so a few extra things you're going to notice is that when you're dragging in content like this there are a couple of options up here in the top right so we have selected only and center on unpack these are a couple of options to customize the unpacking behavior so center on unpack does exactly what it says when we are unpacking the setup it centers everything back to the world origin, so everything is perfectly in line that you don't have to have the active so for example, if i bring the content back if i disable center and unpack and unpack everything, you'll see it stays exactly where it was okay so another option here is selected only because by default it unpacks all of the collection assets the reason for this is because it's intended to help with star top workflows so when you're just dragging everything in you just want to press one button and boom it's ready it's organized into new collections fine but if you want to use this behavior in more complex scenes when you might already have collection assets in the scene for example, an interior design scene where you've got like different pieces of furniture which are collection assets and you don't want to unpack them? then you can press selected only and it's only going to unpack what you had selected? so see here i have the studio lighting collection a tick selected only unpack it's only unpacked the studio lighting and it's moved the lights into the lights collection for us automatically okay so you have the options there to change the behavior of the unpacking however you like now there are a variety of different collection assets and world nodes in here i've created these based on again my personal workfload you don't have to use my asset library if you don't want to so basically in the product, there's going to be free main files there's going to be the zip file for the add on and the add on is as we've seen going to make a new tab over here in the sidebar the end menu if you press n on the keyboard, it's going to open up the sidebar that tab is called workspaces there's going to be a few panels in here information interface and setups install this add on exactly the same way you install other add ons you go up to edit preferences add ons and then you press install from there you're going to choose the zip file that was downloaded the second file that's included in the package is the dot blend library file so that's modular workspaces library dot blend you're going to put that file inside of any one of your acid libraries and then this content is going to appear inside of that you can organize them in your asset browser categories however you like for example, i've got them all contained after a category called setups and then i have sub categories for each of the different types so as i add more presets i'm going to add them to the right categories you can organize these however you want the third file that's included in the package is my basic startup file so this is different than the one that's included in my curds defaults package on gumbrode it looks like this pretty much we have a basic world note setup we have only a camera and a control objects in the outliner and then it's got the asset browser open and then i've got it open on my asset library by default also the workspaces add on is open by for me so basically it's ready for me to start building stuff out so you might ask a question at this point okay, this is all cool but why not just have different template files with all your different starting points that you want to use so for example, one for atmospheric stuff one for environments one for like character modeling animation and rigging one for all of that the answer is quite simple synchronizing parameters and my attention span i have designed this tool for my personal workflow and my attention span for example, if i had like fifteen to twenty different blend valves of all my different types of templates if i wanted to change one render setting that i wanted to be consistent for all of those files i have to change it individually for each of those fifteen to twenty files, and that's just really frustrating and boring and i can't be bothered so i want to keep everything in one startup file but there's a problem because there are so many different possible starting points i and work from and i don't want to have to have like all of these world node presets lying dub in the world node tree because it's just going to clog everything up i've got stuff in here for again like the altitudes hd arrives separating backgrounds from like the camera so you can have stuff affecting the objects without appearing in the background like gradient stuff for stylized artworks i don't want all of that just sitting around in the bold nodes also same with everything else for example, if i bring in like my default corridor set up if i want to do corridor types of artworks mirrored single vert objects or mirrored skin objects like my scopting template which has like this clay material by default from the community material back contributed by mail like all of these things i don't want them just there in the outliner disabled just in case i need them so this is my solution add everything accessible to me from the asset browser i can drag them in and unpack them with the click of a button paying attention to how i wanted the interface layer i have made buttons to customize how i can access that content and i'm very very happy with it so it's just my personal tool which i'm making available to you now modular workspaces if you want to use it, you can one more thing i will emphasize is that if you do want to use my personal asset library presets here with the add on first of all everything is completely customizable you can right click on this open the blend fellow and it's going to take you straight to the asset library file containing all of these presets you can customize them, improve them, delete them if you like add extra ones to that file, you can change the icons if you want you can press n while hovering in the asset library file and from there you can add custom icons so if you don't like what i've provided you can change it for yourself also, this add on does not just work with the collection assets i've got in my library, they work with any collection assets so if you want to make your own startup focused collection assets and you want a fast way to unpack them and automatically organize them in your outline at then you can use my add on it's not just for my content okay, let me improvise a bit here let me bring in a sculpting object and a shadow catcher, but we're also going to bring in the gradient background node and plug that into the surface and then go to the rendered mode and now we have a customized gradient with the shadow catch up with a sculpting procedural clay objects then from here we have control over the directionality as we rotate around the camera we can see the different gradients going on there, we can also control their strength as well for example, let me change the bag to something like more reddish so basically as we said there's a variety of stuff you can play with here you can unpack everything automatically so yes hopefully i have explained the add on okay, because it seems like quite a specific use case thing, i will also say that this add on and this product and the package of files is pay you know a lot of the time i give like the workflow tools will be for free that this is paid because of a few reasons first of all i took quite a long time putting all these presets together and also designing my custom startup file and actually writing the add on, but secondly as you may know i'm moving into a studio at some point in the future, this studio is technically part of a new family home, which for renovating it's going to take eight months it's estimated to complete the renovations and also it's very expensive so though i like to give as much of my stuff away for free as possible without harming myself this one is going to be paid, i will continue to add to it over time as i welcome my own presets as i do different studies and my own projects it's all part of this modular design, which i'm very interested in i really like the idea of recycling content, but what i mean by modular design is like you know my modular metals product it's a collection of procedural materials, but they're all based on modular notes so like the more complex materials are made up of slightly less complex node groups which are made up of slightly less complex node groups but as you improve each of those node groups the improvements propagate upwards so like if i improve the rust effects in the future, the complex iron materials are going to be improved as well because they're going to benefit from those rust improvements similarly the unpack feature in this add on the organization part of that feature, which organizes things into collections is based off my easy bpy module, which is a module of pipe and helper functions for blender, which is also utilized by the whole tools add on so like there's an outline a cleanup thing here where you can organize the collections? so in that function is improved at easybpy, it's also going to improve the functionality in both of these add ons, so i'm obsessed with this whole like modular thinking, which is why the add ons being designed this way, so as i'm going to be working on my new startups and different projects in the future, i'm going to to improve these presets and make new ones and add them to this product that way, you'll be able to effectively recycle them better in the future so again first and foremost this has been designed for myself, but it's now available for you to pick up if you like, if you want to follow along and use the same tools that i'm using, would also say i've spent a bit more time on this product, this time building up nice documentation so there's a notion page which you'll be able to find through these store page descriptions and on there will provide you with a nice rundown of how to install everything how to get it up and running what features are available for you to try and i think there's also a little tutorial one there as well, if you're interested feel free to check it out, that's modular workspaces for blender if you pick up the product, you get all future updates for free of course so yes and also if you are a patron signed up to the patreon before this video went out, you can also claim a discount on the product as well, that's one of our benefit tears for the patreon by the way if you're signed up when a new product comes out, you get discount remember that only applies for products, which have released, while you are signed up anyway, hopefully father interesting i'm gonna get back to making stuff you can grab the product on gumrod and blender market have a fantastic day everyone and i will see you next time。
今天教一下各位那个地图插件如何使用,首先我们下载下来之后,确保你电脑上的杀毒软件和防火全要关闭掉, 然后如果你不懂如何关闭的话,你去百度查一下如何关闭杀毒和防火墙就行。然后我们把这个解压包给解压出来 啊,下载截好之后,我们点击进去,点进去把这三个文件复制,或者这两个文件复制就行了啊,这个的话是说明书要看一下的, 把这两个复制一下到我们游戏跟陌路,你游戏下载到哪里去找找他出来,到我们这游戏跟陌路粘贴他进去, 把它放进去粘贴,粘贴好之后我们双击一下这个工具箱, 双击这个工具箱,然后他如果你点击不了的话,那么你要看一下这个,点击一下更新, 更更新工具箱,然后如果更新不了,你换一个更新点就好了,换一个新点,点击更新, 然后等待他重启一下,然后的话这时候的话我们就把这个 地图随游戏启动勾选上,然后点击一下启动地图,然后这里显示请启动游戏之后再启动地图,然后我们点击确定,然后大家点击更多功能这里 啊,这个这不用管,下次下次就好了啊。这个工具的话是玩家,玩家自 做的,所以看你自己可以支持一下他啊。我点击到这边找到地图,找到里面的地图,然后这里的话你就可以挑你所需要的东西了,这重要有物品提示或者这些, 然后的透明度,这些东西或者你都可以勾选上,那我们直接进入游戏, 那么双击进入就行了,你原来是用哪个进入的,你就点击哪个程序进入 drr 进入就行了。 原来是用哪个进入游戏,就是用哪个 等待它进入, 那么双击进入你所需要的角色进入就行了。 好的,我们点击 打开地图,点打开地图,然后等待一下子他就会显示出来,你说地图了,地图插件了,对吧? 啊?就这么简单而已。然后这些东西的话,然后点击版面输 好的话,其他东,其他功能的话你自己再研究一下即可。然后的话这个工具我们只用地图的,其他东西的话你自己研究。好的,就是这样子。
啊?哈喽,大家好啊,我是小编,今天给大家去分享一个麦斯插件,叫做麦斯与布兰德进行联动的一个插件。首先我们打开啊,这个插件他是一个 mzp 格式的,我们首先拖拽 拖着进去之后呢,然后我们点击自定义,自定义用户界面,然后我们找到呃所有命令,然后我们输入一个 c, 然后把它进行一个拖动,拖,拖动到工具栏里边就可以了, 然后我现在已经拖动完之后他的一个图标啊,类似于这么个图标。嗯,设置好图标之后呢,我们把工具点击打开,打开以后他会出现这么个界面,然后我们双击右键, 双击右键以后呢,我们需要设置一下它的一个 max 与 brander 一个公共的文件夹, 我们给他找到这个文件夹, ctrl c, 然后这里边公共的文件夹,然后确定,确定以后呢?呃,这个 max 就已经啊设置好了,然后我们再跑到 brand 里边好进行设置,我们找到编辑,然后 编号设置,然后我们找到插件,再找到安装。安装的时候呢,我们找到我们的 brand 插件所在的位置,然后我们把位置然后选中,选中以后呢,选中他,然后安装插件 啊,安装好以后,我们点击这个下拉三角,然后我们找到他的一个设置 好,我们找到他这个,这个里边还有一个公共的一个文件夹,这个文件夹呢?是还是同样的,还是这个文件夹,然后 ctrl c, 然后把它 ctrl v 一下啊,设置好以后呢,我们直接给他关掉就可以了, 关掉以后呢?然后我们现在把呃不让灯里边打开了一个模型,然后呢我们现在想把不让灯的模型,然后呃放到这麦子里面,我们怎么去操作?我们点击 啊,点击这里边,这里边有一个发送到 max, 然后我们点击啊发送, 然后呢你发送完之后呢,还需要进行一个接收,因为它只是现在到了那个 b max 它里边,然后我们首先点击 接收啊,接收以后呢就是这么个效果,然后现在呢这这个没有过来,我们先我我们这单独选中他,然后再选择发送,然后再选择接收啊,这样呢就所有都进进来了啊, 然后他这里边啊,他这个模型他是分开的,那说明啊上面还是有一些没有选中啊。当我们全部选中的时候,或者说我们重新来过,我们先把他所有都删掉, 把它删掉以后,然后我们全部选中啊,把它全部选中,然后发送,然后接受,那么这样这个模型就是全的了啊,同样的道理,然后我们想把 max 的模型,然后发送到拨乱道里边,同样的一个道理,我们先 把他删除,把他也进行一个重置啊,重置以后呢我们创建一个茶壶,创建茶壶以后呢,然后我们进行一个发送, 然后他接收啊,这样的在 brand 里边也同样的可以创建出来一个茶壶,那么这个就是一个这个插件的一个啊操作方法啊,希望大家喜欢。好,谢谢。
i hopped on the bladder train back in twenty twelve and all boy did i fall in love with creating new characters and enjoyed a challenge of creating hairs for those characters shoulder with times where it feels like i felt like styling hair with a bottle knife a bit limitame but it did its magic all the why i had my fingers crust dreaming of that ultimate hair to upgrade they say never meet your heroes well guess what i met mine and its name is geometry note and it was a match made in this till heaven it was like having a super powerful head design my hero though was a bit like being handed at the control to a spaceship when i just wanted was a cool bicycle i mean all heroes have yakurks and we just have to live with it i was handed lemons but now it's time to make lemonade out of it i'm presenting to your head break version tool head break is your automate hair styling site cake for blender think of it as a magic translator turning the intricate lingual of geometry node into simple at this friendly chapter so sit tight in this video where dip diving unraveling the wonders of headbreak we look in from installing the adan to a real world example of how we can use it in our various project to access headbreak you first need to purchase and download it from blender market once you have it you can go to your edit preference and install your urdine so done on zpi just leave it as it is and we can go to where we have it downloaded and select to install so we click on install and save our user preference if you click on the panel, you can see your hair break add on located here see in surface you want to create a new object and set up in the object selected you can see the interface for hair break with the interface open you will notice we have two sections the first section is the hairculve menu and we have the modifierth menu the haircub menu consists of all your project management tools basically where you can add hair, you can delete hair, you can hide hair? you can duplicate and rename all your hair system or your character let's go ahead and click on the splash icon to add a new hair system this this adds an empty hair system like you would if you the lecture object of arc empty hair, but it does this automatically for you and makes it easy for you to access anytime you want you can easily disable the viewport selection or render visibility of your added hair system you can also click on the scum icon to take you right into the sculpt mode you can use this to duplicate the cop if you already have a cop system in it, which i would go ahead and show you so let's go ahead and add a simple has strand if we click on its supplicate, it's going to duplicate this hack of making us have to as you would naturally as you in a situation where you want to deplicate it and have it empty without no hair you can use this second duplication and duplicate it it's going to create a new hair system but this time it has no hair in it the minus icon you can use the delete here on me a scene you can access a hair settings by either selecting the object or selecting the haircuff so you can select the hair carve or select the objects to be able to access it while this add on it associates the object automatically with the hair which you select another important function in this money run system is the spin icon this pain icon allows you to always have your settings visible in every location in any operation you're running if we duplicate this, you can notice each object changes the interface use of fart that one doesn't have any hair system and one has if we have have this selected paint if we switch the object, we can notice it remains a system if you're going to add in your system to this object is advise you on check on peanut and then add in your system and then you can be able to toast which between them when you add in your hair couple of things happens we create a new material for you, and we also change the default render settings for you so we increase the subdivision and or the render under viewport so you automatically get a very nice beginning to your remain process so if we go ahead and with the density brush we thrown your hair you can also notice you can change your material color right from this panel so if we go here, we can see it shares the same color as the interface, it also does this for the viewport color if you want to create complex hair shader, you can do that and this color settings won't affect it anymore it will just affect the viewport color so for example if we straight this to it if use color in just a red, we go ahead and change this we can see it only affects the viewport and not the final render if we duplicate this now and we want this tool has system to use the same color you can do that as you would do any object naturally in blender you select to and do controll to link materials and now they share the same materials so if you change the color of one, it will affect the other you can also joined cops inside habric white islay just select two hair cops and join and this is quite handy in situations where you want to manage your you want to kind of walk on separate parts separately and then when you're done you can combine them is late so that's the management system so let's look into the global tools the global tools so what are global tools lobotos consist of essential to which every half system should consist of which are the children hal and radius and perimeters of your。