Blenderheads who would like to get a taste of SDF 3D modeling, here's a Blender Geometry Nodes scene that turns meshes into pseudo-SDFs by beveling Boolean intersections…
#blender / #unreal challenge: I want to have submeshes that are different objects but have seamless edges. IE, a head separate from a body.
But I can't seem to get rid of the seam.
There's loads of tutorials on how to, and none of them work. I think maybe Unreal's rendering engine is doing a rendering trick that ends up highlighting the seam.
To make matters worse, the methods of doing it end up making shapekeys not export, so I couldn't use them anyway.
Just made my first model in #Blender that's good enough to go into production! The model itself is nothing fancy, but this is a big milestone in my attempt to get off shitty proprietary software (Autodesk Maya) and move to #FOSS alternatives.
I mean, how was the Blender community able to create an industry-level software beloved by both enthusiasts and professionals and supported by the big players? Meanwhile the #Photoshop users, despite being ripped-off and spat on daily by #Adobe, won't touch GIMP with a ten meter pole and it squarely remains the weapon of choice only for occasional users?
Say I wanted to do #3Dmodeling (for #3Dprinting), which #CAD software should I go for? Maker, selling some stuff. Parametric is a must.
I use #Shapr3D which is great but getting pricier ($300/year). My subscription is up for renewal and I’m on the fence. I don’t know if I want to get into #Fusion360 because I don’t trust Autodesk (free for <$1000 profit, $680/year otherwise).
Oddly enough, #SolidWorks has a maker version now ($48/year for <$2000 profit, a bajillion otherwise).
@pierrenick#Blender is a whole new animal compared to where it was even six or seven years ago.
I do technical CAD stuff in it for precise 3Dprinting applications and it meets my needs. Doesn't do parametric but there are plug-ins and scripting options I haven't explored.
Has a very steep learning curve tho', so many start, but fewer get proficient.
I've played with its sculpting tools to good effect, but need to find more time to do more of that along the artistic, non-technical direction.