Janet's Notes

Miscellaneous Articles Trying to be Useful


Project maintained by JanetRossini

Moving to SL

JR: Local images

DS: So yes the last bit of the puzzle last night was getting into SL

DS: i can do that i think if you want to try

JR: sure let’s, i want to see what this new texture i made looks like

DS: yes ok open the blend file

JR: yes i am in the shading layout

DS: ok

JR: i should think one could “just” wire the normals to some kind of output thing

DS: on the menu at top select World yes thats what we will do

JR: World??

JR: in blender?

DS:

local image

DS: top left of node window there is Object, world, linestyle

DS: select world

JR: yes found it

DS: we are going to set up a simple backgrond illumination

JR: hm ok

DS: you should have two of these

image

JR: i have nothing

DS: mm

DS:

image

JR: they were hiding. there must be some keystroke to bring it into view. i have two things not three

DS: yes we need to add the HUe/stat its a colour node

JR: ok added and hooked up

DS: wire it like this

image

DS: ok so go back to object veiw

DS: on the node window

JR: yes

DS: we are going to add two image textures as output

JR: ok

DS:

image

DS: create two textures as 1k x 1k and name then texture and bump using new on the selector

JR: whoa

DS: they dont connect to anything

JR: wait for yes please

JR: how did you name them

DS: dooulbe clicked on the untitled name

JR: the nodes

DS: yes

JR: where is this untitled name of which you speak

DS: ok let me screeshot it when you click new on the node it looks like this

image

JR: yeah. alpha or no alpha?

DS: none

JR: yours is checked

DS: doesnt really matter

JR: should color space be sRGB or none?

DS: may need to set alpha to none in SL if you do sRGB i think

JR: hm ok i guess i have the two things there then

DS: ok so in the top right menu theres a drop down beside the last circle called “shading

JR: yes

DS: select scene world

JR: yes

JR: new view

DS: so then the background is white

image

JR: yes whiteish

DS: yes ok

JR: hue 1.8 i suppose, whatever that is

DS: yes its really just a white light that illuminates from all sides

JR: yes

DS: the next thing if find the renedr tab

JR: the one with cycles / eveee

DS: and open it yes

JR: ok yes

DS: make sure you are in cycles

JR: yes

DS: i use the GPU but you can use CPU too

JR: yes they cannot use my GPU they are too stupid

DS: so CPU

JR: yes

DS: ok now we are going to bake the colour texture fist

DS: first

JR: ok

DS: select the cube and also select the texture output node

DS:

image

JR: ok i guess

DS: you need both or it will error and say not selected

JR: yes

DS: ok in the render tab open bake

image

DS: and set combined

JR: yes

DS: now hit bake your fans will run

DS: as it renders the texture for the object

JR: i have no fans. done

DS: ok

JR: and it appeared on the left

DS:

image

DS: yes looks like that

?

JR: yes

DS: greate

JR: looks okish

DS: -e yes should see the scratches etc

JR: has all the shapes on it

JR: yes

DS: yes

JR: just drawn on of course

DS: ok

JR: i imagine i want to save this somehow?

DS: yes hambuger image/save as

DS: i usually use TGA but PNG or Jpg is ok

JR: used PNG. done

DS: now select the lower output node

image

DS: the bump

JR: yes

DS: and select Normal in the bake window

DS:

image

JR: ok

DS: hit bake should get this

DS:

image

JR: yes. save that?

DS: yes so the last thing we need is to export the cube

DS: as a DAe

JR: hm ok

DS: because we modified the cube with a different UV we need to use that cube

JR: the unwrap?

DS: not a standard yes

JR: so now i just build it?

DS: we want the cubes mesh with the unwraps we made

JR: so upload all three and apply?

DS: just upload the mesh as a collada and bring into SL

DS: 2m cube

DS: :)

JR: f’g 2 meter cubes

DS: so now just put the texture and bump into the cube

JR: don’t i have to upload them first?

DS: so youll need to bring them in yes

JR: ok got em

DS: so we can do it as none PCR first load the texture and bumpiness

JR: ?

DS: edit cube tesxture

JR: in the edit ok

JR: not PBR?

JR: BlinnPhong?

DS: yes we can then make a PBR too

DS: same files

JR: so diffuse gets the regular texture?

DS: yes

JR: hm drag works that’s nice

DS: then bump into bumpiness mm

JR: ok so that worked as expected

JR: looks ok to you?

DS: yes i gave it a little shinyness

DS:

image

JR: interesting fact: the numbers there are the S values on the gray scale i drew with

DS: then the embosing stands out

JR: seem to have no effect on the depth

DS: no that seems to have worked fine

JR: also those flat panels on the one side with the rivet things?

JR: those were gradients. i was kind of expecting a wedge shape but got that

DS: ok

JR: the other stuff worked nicely tho

DS: yes so now you can make a PBR material

DS: using the two textures and copy that cube and aplly it

JR: i’m not clear where the textures go in PBR

DS: ns told us one sec

JR: it is showing me 5 squares

DS: ok i get 4? texture goes in base color

DS: bump goes in normal

JR: i tried dragging texture into base color and nothing happened

DS: and a blank texture in Metalic have you created a new material

?

JR: only if someone told me to

DS: DS: so now you can make a PBR material

DS: using the two textures

DS: so material folder

JR: oh that

DS: make new materail create new

JR: and drag those guys in or ?

DS: hees one i made for leather

image

DS: base colour is the texture, normal is the bump metalic just create a blank texture

JR: ok i think i did it

DS: emmisive leave

JR: didn’t change when i set blank on metallic

DS: so its metal so set to 1.000 in metalic

JR: probably ok

DS: and rougness 0.3 then save

JR: yes

JR: now i can just slam that onto the white cube?

DS: then drag it to a face bosh

JR: i love that dent

DS: hehe

JR: not sure how i did that

DS: i think that works :)

JR: yes, thank you

DS: far better than the other cube

JR: i almost know how to do it

JR: yes it is, even in my weak sauce viewer

DS: now you can get more complex with the nodes like adding in a logo onto the texture as a separate image then baking all together

JR: yes clearly one can stack them sim to the two we have

DS: yes now NS only has one output

JR: now the limits are back to my inherently weak artistic ability :)

DS: but i prefer making the outputs into separate images so they dont overwrite but you can bake all and save then bake normal then save

JR: oh somehow she baked out just one file?

DS: yes

JR: oh you mean she till saved two but didn’t make a new image

JR: still*

DS: i just discovered that way this afternoon thats right

JR: baked to X saved X backed normal to X saved again

JR: we baked to X and Y

JR: this is better IMO

DS: this way it will prompt you to save both if you exit yes

DS: its simpler for my brain

DS: :)

JR: yes thanks, i nearly know how to do it

DS: yes

DS: :) its very powerful isnt it

JR: it is. and it’s kind of like assembler or something. no way to just do what you want, you build it up out of 19 tiny unit operations

DS: yes

JR: i suppose, however, one could build an add-on

DS: but then you can save node trees of combine into a black box

JR: yes i suppose you can and then bring them in and edit

JR: yes interesting idea

DS: yes NS made me a node tree for shiny metal and i just cut and pasted that for all the garrat

JR: i’ll brb, short break

DS: ok inn loo ill

JR: back

DS: wb

JR: t

DS: i just added this

image

DS:

image

JR: can’t really read the gyazo but ok

DS: added in the logos

JR: yes

DS: so there are other tricks NS uses like adding a bevel to edges

JR: with texture?

DS: no she calculates it in nodes

JR: in the model side

DS: and mixes it into the normals yes

JR: hm, no not if she’s mixing it. i guess i’d have to see the network

DS: yes the nextwork is using the mesh to determine the edges neading to bevel

DS: needing is nice for stuff like the crankshafts

JR: be nice to have a library of networks

DS: yes

JR: i just ate a piece of leftover prime rib and think i may regret it

DS: aww

JR: probably won’t kill me but fridge isn’t as cold as it might be

DS: no

JR: oh if i don’t show up tuesday i’m probably dealing with installers. no telling what time they’ll come.

DS: so when is new fridge coming? yes

DS: a week on tuesday ill be out until late

JR: i am hopeful that it’ll go smoothly

JR: ah?

DS: theres a “meet the examiner” meeting in York at 730pm

JR: what does the examiner examine?

DS: and its 30 mins away IAM

DS: the things im learning sooner or later they test you

DS: and you get the Intitute of Advanced Motorists test cert useful for insurance companies

JR: ah cool :)

JR: so you get a few exams along the way?

DS: apparently you can do a masters too its continual assesment

DS: and when you are ready they say do the test

JR: ah

DS: but you have to do stuff to a good sdtandard so i will have to improve my braking

DS: i brake to early so i need to stop at yeild lines more exactly

JR: maybe find an empty parking lot and practice a bunch

DS: yes he told me a trick that helped

JR: close eyes and scream SCREEEEE?

DS: on the way back from the cattery i had to emerge from a blind sideroad i managed that without halting

DS: since all was clear but im on 3rd lesson

JR: yes. mosty a matter of thinking and practice

DS: they say its about 14 lessons average yes

DS: planing

JR: but an assessment week after next?

DS: Information, Position, Speed, Gear, Acceleration no

DS: just a meet and greet with an examiner and the rest of the people doing the course

JR: ah i see

DS: so we can see hes human

DS: :) so i may not get back in time

DS: ill probably stay out for less stress timewise

JR: ok. remind us that monday :)

DS: ill have to drive back around york bypass i will

DS: so was pleasing that the free street charging worked ok and the car took charge at a rate of 7kw

DS: must be for people visiting pock

JR: yes that’s good

DS: park up and go shopping get charge to go home

DS: was cahrging at about 30 miles per hour

JR: yes

DS: was just thinking, i bet that clock behind us would look great in PBR

JR: probably would, yes

JR: a lot of stuff would

DS: the thin i also did today was to use that hue and saturation node to set a colour rathe than using a texture NS made which had 3 lights for the world

DS: since PBR now calculates all the shadows and reflections

JR: what would have happened without that background light?

DS: i just wanted illumination from all angles the texture would be black

JR: k

DS: if you added a light source that would be baked in like a spot lamp

DS: i did that on shallots bed i knew where the bedside lamps were

DS: so i maked in the shadows baked

DS: we dont need to do that in PBR

JR: ok

JR: so i am supposing one just used PBR from here on out?

DS: i think so but as you saw its same two files

JR: although i guess legacy people see grey or something?

DS: use old way or new

JR: but the object has to be one or the other?

DS: yes yes legacy sees grey

DS: like you did

JR: well * ‘em

DS: yes

JR: i should log, i guess

DS: This stereo record cannot be played on old tin boxes no matter what thay are fitted with. If you are in possession of such equipment please hand it into the nearest police station.