g6d3np81

joined 1 year ago
 
[–] g6d3np81@kbin.social 0 points 11 months ago (1 children)

(https://quackers.gumroad.com/l/classic_modifier_menu)
Here you go

IIRC The reason is that old layout is getting cluttered. It least the modifier is searchable now, which I think is a great improvement.

It's just a muscle memory issue for me, keep hitting S after Shift + A.

 

Without using normal map, how do I make something look flatter in arbitrary direction?

model: Godette by Pablo Dobarro
Figure 1

Let's say I want to smoosh character face to make lighting appear flatter while keeping the geometry. What kind of shader node setup can do this in a simple non-destructive way?

 
 

Enjoy this showcase of amazing work done by the Blender Community.

See everything new in Blender 4.0 LTS https://www.blender.org/download/releases/4-0/

 

xkcd: Coordinate Precision but pi (π)?

I tried looking for some answer but found mostly

  • People reciting pi
  • People teaching how to memorize pi
  • How to calculate pi using different formula
  • How many digits NASA uses

Update question to be more specific

In case someone see this later, what is the most advanced object you can build or perform its task, with different length of pi?

0, 3 => you can't make a full circle

1, 3.1 => very wobbly circle

2, 3.14 => perfect hole on a beach

3, 3.142 => ??

4, 3.1416 => ??

5, 3.14159 => ??

Old question below

In practice, the majority of people will never require any extra digit past 3.14. Some engineering may go to 3.1416. And unless you are doing space stuff 3.14159 is probably more than sufficient.

But at which point do a situation require extra digit?
From 3 to 3.1 to 3.14 and so on.

My non-existing rubber duck told me I can just plug these into a graphing calculator. facepalm

y=(2πx−(2·3.14x))

y=abs(2πx−(2·3.142x))

y=abs(2πx−(2·3.1416x))

y=(2πx−(2·3.14159x))

Got adequate answer from @dual_sport_dork and @howrar
Any extra example of big object and its minimum pi approximation still welcome.

[–] g6d3np81@kbin.social 1 points 1 year ago

Can you explain a bit more about "zooming, different levels of detail" you mention? Maybe break them down to separate issue you are having with the library, what does it do, what do you want that it's not doing. If there is a way to tweak it then you don't have to build the component from scratch.

But if you already abandoned the idea of tweaking timeline-js then you can have full control in vue, have to build it yourself though. Start by breaking the functionality of the timeline into separate interaction. From a quick look, timeline-js just make style attribute reactive. Have a box? good. Now put really long div in it with placeholder texture. Can you drag/scroll it? no? grab a suitable function from vueuse and make it scrollable. Follow with markers, zoom, dummy event items, data fetching (the actual width, marker spacing, events placement can be calculated from timestamp in json after this step), lazy loading, styling, animation, so on.

I don't know how much experience do you have with each things required (html, css, js, vue) so it is a bit difficult to give useful answer.

[–] g6d3np81@kbin.social 4 points 1 year ago* (last edited 1 year ago) (2 children)

Events?? TimelineJS3/blob/master/API.md
Not sure what else is available if you want to build the component yourself though.

but note that because TimelineJS's primary use case is the embedded iframe, some of these methods have not been thoroughly tested.

I think you can replicate most of its function with vue alone, skip all the tedious work with vueuse. Lazy-load with Intersection Observer. Basic events and refs for zoom level.

I would start with putting all entries into a usable format. A CMS will help a lot. Maybe a JSON from your django server containing batch of entries, its timestamp, length, importance, tags, etc. Anything that is required to place entry on the timeline properly in vue.

EDIT:
Have you tried the official tutorial?

 
[–] g6d3np81@kbin.social 2 points 1 year ago

Basically biological description and discussion of this slug-like Hitori organism. Kita saying she have no idea.

[–] g6d3np81@kbin.social 1 points 1 year ago (1 children)

Flac is a low bar for any music player though. I don't know whether itunes support it yet, don't care.

I'm sure Rhythmbox works well for you and that is great. But I also need some niche features which might not be in it.

Mostly conversion and forensic thing.
ape tak tta format, bit compare, audio checksum, mass-tag/batch-tag, replaygain, custom playlist columns, statistic driven field. Don't know what else until I try and find it's missing.

I'm also sure I can get all those and more in different cli tool if I want but getting them in one software is very convenient.

After a quick look, DeaDBeeF might have most of what I want.

  • Sort and group the tracks in any order you wish, using advanced Title Formatting scripting, compatible with Foobar2000

Got the date wrong, last time I tried it was 2018. Lot of new features added since then.

[–] g6d3np81@kbin.social 0 points 1 year ago (4 children)

What if I use foobar and will not settle for anything less?
I have not fully moved to linux yet. Last time I tried it through wine back in 2020 it ran like shit. Deadbeef did not have feature parity either. Wonder how good is it now.

 

pixiv: 108056561 さがや

[–] g6d3np81@kbin.social 32 points 1 year ago (10 children)

There is a trend line of the amount of shit you need to do to get linux to do things you want.
There is a trend line of the amount of shit you need to do to stop windows from doing things you don't want.

Those two lines have crossed quite a while ago.

[–] g6d3np81@kbin.social 1 points 1 year ago* (last edited 1 year ago) (1 children)

If you've just open Blender for the first time and then you've tried to... do things.
Maybe, trying to see how far you can go... without getting help. [laugh]
You might have discovered... you need help immediately.

-- some donut guy


This is janky but will do the best I can. Maybe someone way smarter than me can find a more efficient way to do it.

I'm doing this demo on some park with Butt in Germany (OSM)
Blend file
Layout window
Node setup

Limitation
Line of sight is made from the 'origin' of (building) geometry (one-to-many).

I have tried the same method but in reverse and combine lines of sight (many-to-many) and iterate through them but can not get any result, 'position node' output is changed based on whatever you are using with it and two sets of point cloud hurts my head.

However, with this node setup if you model each room as separated object, it will still work but at room level instead of building level. Wowowee itsa very nice. Just no way to quickly get an ID that I know of.

Process

  1. Import GIS stuff as usual
  2. You MUST set the origin of each object to its own geometry (orange dot must stay in the geometry) as GIS plugin will set origin as world center 0,0,0 and that will break stuff.
  3. Any object that will potentially obstruct the view must be put inside a flat one-level collection.
    3.1 Buildings to analyze can be put in any collection or not at all.
    3.2 If any potentially obstructing object is also an analyzing target from (3.1), it should be duplicate-link with Alt+D then ESC and put in the obstruction collection.
  4. View target e.g. park, lake, must have face, can not be just curves, edges, vertices.
  5. Add geometry node modifier to any buildings you want analyzed.
    5.1 Browse for a node named 'visibility' I already set up.
    5.2 Select target.
    5.3 Set ray length (meter) long enough to reach your target.
    5.4 Select any other buildings you want analyzed, with copy source in yellow, paste target in orange hilight. Ctrl+L to copy geo-node modifier to all of them.
  6. Open spreadsheet window and select a unit to see visibility value.

EDIT: I forget to expose obstruction selector, you can select it inside geometry node window. I also got an idea for V2 which may solve issue of getting IDs list. Will try again tomorrow.

HAPPY ACCIDENT: you can also stack the modifier and select another target, spreadsheet will show another line of visibility attribute for each additional target in the stack.

Be careful though, too much and blender might crash.


I don't recommend watching/doing the whole donut series, but you still need some familiarity to get around and understand more complex part of blender that other tutorials may teach you :|

Maybe you can cobble together something even better from these tutorial channels. Erindale, Chris P

[–] g6d3np81@kbin.social 1 points 1 year ago (1 children)

Yep... this is tough. After reading through another of your comment, I'm not sure if geometry node alone can handle this.

The answer/solution will depends on how accurate or detailed you want for the result.
If you count any single point on a building that can see any amount of a park as a 'pass', that will be easy. But when you start to dice them down to each floor or room unit, then it will be a bit harder. If you also want to check how much of the park you can see from certain room too, it will be even harder. If you want to list all that, I think you will have to write python code. The complexity will scale with amount of rooms, buildings, parks.

If the amount of objects that you considered 'lit up' is possible to select and move into another collection by hand in reasonable time, then maybe geo node is enough. From your result, how many are those?

Spreadsheet window (geometry node workspace) can list vertices/edges/faces and other things with custom attribute they have (in this case, see a park or not see a park). It can also list name of object in a collection but I'm not sure if it can also display extra data alongside it though, it's not the right tool for the job.

[–] g6d3np81@kbin.social 2 points 1 year ago* (last edited 1 year ago) (3 children)

Geometry node with raycast
EDIT: Removed rough description

After some fiddling... I have ran into a problem of how to raycast from many-to-many points.
Currently stuck to either boolean visible or not visible. In real life you would want a some form of how much you see it (float value).
Will get there eventually, this is a nice exercise.

EDIT again: Update with new top level comment

[–] g6d3np81@kbin.social 2 points 1 year ago* (last edited 1 year ago)

For quick overview of frameworks... there is Brad Traversy and Jeff Delaney (Fireship)

Shop around and pick a few to try out then dive down when you finally find a framework you like ¯\_(ツ)_/¯

[–] g6d3np81@kbin.social 4 points 1 year ago (1 children)

I'd love myself a hole to go in right now

225
microscopic fedora (media.kbin.social)
submitted 1 year ago* (last edited 1 year ago) by g6d3np81@kbin.social to c/memes@lemmy.ml
 
403
COOL BLUE™ (media.kbin.social)
submitted 1 year ago* (last edited 1 year ago) by g6d3np81@kbin.social to c/memes@lemmy.ml
 
87
THE BOY AND THE BEEF (media.kbin.social)
submitted 1 year ago* (last edited 1 year ago) by g6d3np81@kbin.social to c/sbubby@lemmy.world
 
170
anime_irl (media.kbin.social)
submitted 1 year ago* (last edited 1 year ago) by g6d3np81@kbin.social to c/anime_irl@ani.social
 

Apprentice witch who wants to draw magic circle VS A familiar who wants to sit in a circle

pixiv : 101473206
twitter : https://twitter.com/koikoisararira

 

There is this janky early-access game that I try recently and another good one, Everspace 2.

In Everspace 2, I really like how you can force lower frame rate when the game is not in foreground (when alt-tab to another window)

In GameUserSettings.ini under [/Script/ES2.ESGameUserSettings] there is

FpsLimitNoFocus=30
...
bFPSCapEnabled=True
CappedFPS=60

Are these implemented by dev themselves or are they available at engine level on all UE4 games? Is there a way to do this on other games that do not have this in-game config?

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