I feel like it’s finally time to make the switch!
I will document the questions and answer I encounter as a long time Premiere and After Effects user here in order to help other making the same switch! This post will grow as I keep learning more and encountering new issues.Continue reading “Switching from Adobe Premiere to DaVinci Resolve”
I recently encountered a problem in which it was impossible to login to the WordPress backend/admin area since the password field was not accepting any input. The same problem occurred on all the browsers I tested it in. It seems like an update might have broken something in a theme or a plugin. Finally there was an easy solution to the problem:
Just open the developer tools of your browser, target the password input field and delete the bit where it says “disabled” from the source code (displayed typically on the right side of you browser window in the Developer tools panel). Now the form field takes input again and you are able to login and update your plugins/theme if needed.
This post documents my research for finding a good drawing app for my Samsung Galaxy Tab 10 Android tablet. I will add more apps as I discover and test them.Continue reading “Comparison of Android drawing apps”
In this tutorial we take you through creating a python script that will perform the typical initial steps for setting up mirror-modifier based box modeling work:Continue reading “Creating your first Python script in Blender”
Sometimes it’s useful to see the 3d world you are creating from multiple different angles simultaneously. Many 3D programs like 3Ds Max even offer quad views that have four different angles available. In Unity you can view your scene from multiple angles in the editor by right-clicking on the scene window tab at the top and choosing “add tab” and then “scene”. You can now drag and drop this new scene window tab to a place in the interface that you prefer and change it’s view angle to your liking. One way of working could for example be to have always one top view available and next to that one free view.
Did you create some texture maps in Quixel and wanted to use them in Blender’s new EEVEE render engine? You plugged them into the principled shader but the outcome looked very different from what you had in the 3DO preview of Quixel? Maybe especially the metals looked way too dark and almost black?
Here is a simple workflow that seems to work pretty well between Quixel and EEVEE:
1. When you create your project, make sure you choose the metallness workflow.
2. Add your materials.
3. Export with the exporter into PNG files using the Metalness PBR (Disney) -preset.
1. Give your object a material with the principled shader.
2. Plug in the following texture map files into the following inputs in the principled shader:
-Albedo to base color
-Metalness to metallic (set node to non-color data)
-Roughness to roughness (set node to non-color data)
-Normal to normal map node and that to the normal input (set node to non-color data)
Now your metals and other materials should look pretty close to how they looked in Quixel 3DO.
In this post I will document my transition process from Blender 2.79 to Blender 2.8 in the hope it helps others do the same thing!Continue reading “Blender 2.8 Questions and answers”