Illustrator, Designer, 3D artist - available for work YT: https://xitter.cf/t.co/K4xDSQ2sma Patreon: https://xitter.cf/t.co/eaQjIdsJd8 99d: https://xitter.cf/t.co/IhHjONDgNk

Joined August 2022
khellstr retweeted
5
60
1
473
11,554
khellstr retweeted
Here is a better version. Thanks to @shmuel_Israel_ who shared his setup in Discord.
1
1
63
khellstr retweeted
Replying to @JanvandenHemel
I would use Geometry Nodes for stuff like this:
1
4
215
khellstr retweeted
Far from suitable for anything. This is a terrible mess. And it's clearly not modelled, but am generated image, as it's a kind of mess that would be impossible to create with real polygons. Why are you lying? ping @IsThisA3DModel
2
1
18
1,908
khellstr retweeted
The computational cost for nGons was much higher than I expected. Timing for all quads version in this example is 75ms and The 582ms. Worth of noting is that performance is hit only when Limit Surface is enabled. If disabled, the speed is same.
2
1
2
104
khellstr retweeted
..indicator for the Snap Base, so it would be more clear what is the point that is snapping. Are you aware of the Set Snap Base when using Move tool ( B key)? I like a lot, and use it for snapping mostly:
1
1
4
159
khellstr retweeted
Replying to @henningsanden
Use Snap Base Active. It should fix the issue. With closest, center or median the Snap Base can be off the grid. For example when you have 2 Objects have uneven amount of grid "slots" in-between, their mid point will be in a half grid point. Maybe Blender should have visual..
1
1
1
2
269
khellstr retweeted
Replying to @parametricarch
"Developed as a digital exploration" Is this some sophisticated acronym for AI slob ?
1
72
khellstr retweeted
Enough crowd?
1
1
110
I am going to be running #Nodevember again this year! There have been some crazy big developments in Blender's nodes (compositor, anyone?) so I'm looking forward to seeing what y'all will cook up! #b3d
3
7
95
3,314
khellstr retweeted
Replying to @mert_iskndr
My take on this challenge. The dimensions are a bit of as I just eye-balled the shape, didn't add reference images.
2
1
5
327
Pixel Fondue Discord has surpassed 1,000 members. With a focus on @FoundryModo , @getPlasticity and @OTOY 's Octane. Tons of training, 1,000's of quick tip videos, loads of content (scenes, presets, etc). Invite Link below. RT and spread the word. discord.gg/NpXGHHvV89
4
14
1
41
10,372
khellstr retweeted
Replying to @mrchrissea
Here's and example scene. I haven't done any stress testing etc. so it may brake in various situations. One thing I know for sure is that it will not handle "cyclic" bevels well. patreon.com/khellstr/posts/v… btw. Are you the same Christopher3D who makes the really good tutorials ?
2
1
4
234
khellstr retweeted
Couldn't stop. Kink in Coil
1
1
10
250
khellstr retweeted
So, when you hide your empties, these empties are not hidden. Or, when you hide Mesh Object, these empties are hidden. I think Empties should always follow visibility settings of Empties. When I hide empties ALL empties should be hidden. Do you agree?
50%Yes
50%No
4 votes • Final results
1
1
2
178
khellstr retweeted
#b3d #blender #geometrynodes Folding Curtain is a well-known usage of cloth sim. I used it as a test to see algorithm & parameter differences. 1, 2 are the new cloth sim in GN. 3, 4 are the old cloth sim using the same base mesh and animation settings. 4 enabled self-collision.
1
4
68
3,188
khellstr retweeted
Replying to @kengoito1110
I don't know if it has same, but it seems that adding 6 points to circle to each round gives that pattern :
1
7
90
21,940
khellstr retweeted
Replying to @ashlee3dee
For a single planar face there are few ways to do this. One below. Other would be to create Mesh Circles and sample positions from the original face. And Mesh Boolean as "brute force" solution. Splitting multiple faces in different orientations will get complicated.
1
1
1
178
khellstr retweeted
Replying to @miniapeur
Only correct answer is 0, zero. There are no cubes on trailer.
2
519
20,229
khellstr retweeted
Replying to @TheRoyalSkies
Faster to delete edge loops than merge vertices one by one. ...If I'm not missing something.
1
15
390