Also, I suspect the bottom scale craziness could be related to the nodes labeled “Creating Flow Directional Vector.” Disconnecting those nodes has no impact on the result, I think due to the red undefined node groups.
I never got into real camera because of the amount of albeit simple math you need to do every few seconds.
What does a stop in photography mean?
A stop is a doubling or halving of the amount of light let in when taking a photo. For example, if you hear a photographer say he’s going to increase his exposure by 1 stop, he simply means he’s going to capture twice as much light as on the previous shot.
If exposure is doubling the amount the amount of light at every higher whole number then a light source with strength = 1 and exposure = 10 should look the same as exposure = 0 and strength = ???
exposure 0 is whatever the light strength (LS) current is. It's currently LS 1.
exposure 1 is LS 1 * 2 = 2
exposure 2 is LS 1 * 2 * 2 = 4
exposure 3 is LS 1 * 2 * 2 * 2 = 8
exposure 4 is LS 1 * 2 * 2 * 2 * 2 = 16
exposure 5 is LS 1 * 2 * 2 * 2 * 2 * 2 = 32
exposure 6 is LS 1 * 2 * 2 * 2 * 2 * 2 * 2 = 64
exposure 7 is LS 1 * 2 * 2 * 2 * 2 * 2 * 2 * 2 = 128
exposure 8 is LS 1 * 2 * 2 * 2 * 2 * 2 * 2 * 2 * 2 = 256
exposure 9 is LS 1 * 2 * 2 * 2 * 2 * 2 * 2 * 2 * 2 * 2 = 512
exposure 10 is LS 1 * 2 * 2 * 2 * 2 * 2 * 2 * 2 * 2 * 2 * 2 = 1024
1 * 2 * 2 * 2 * 2 * 2 * 2 * 2 * 2 * 2 * 2 = 1024
So a light strength of 1024 at exposure 0 should look the same as a light strength of 1 at exposure 10.
Getting that bevel in the corner of room walls has always sort of annoyed me. Simple solution is to have a cube with a bevel modifier but then you use booleans for a window and for some reason the bevel size changes, or you want to only have 3 walls for an orthograpic shot so now you’ve got to delete a face on the cube, etc.
Testing the “IO Export to Blend” addon by converting everything in the Barber Shop demo scene into assets.
It’s not going well. Every export is a 70mb file because it’s not successfully deleting everything from the original file except for the selected items. For example I exported first two hanging towels and back linked them. Then i exported the umbrella holder. If I look in the exported umbrella holder’s orphan data there is every armature, object, material, and collection from the original file. There is also the link data to the 2 towel files. All that has to be removed manually to bring the umbrella holder file down to 10mb3mb2.5mb 1.5mb from the original 70mb.
Never forget that deleting things in Blender is always a 5 step process. Delete it, then find it in one of the sub modes of the outliner and right-click delete it again, then File → Cleanup → Recursive Unused Datablocks, then do that last step again, then save the file.
I’ve given up on using the addon. Will test if it’s better to open 2 instances of blender and copy/paste assets out of the main scene file. It’s technically slower than the addon since the addon had that backlink feature to replace the original objects with a collection. But because backlinking that way created an asset that was positioned relative to the original scene’s world origin instead of a manually setup asset that could be immediately used as expected in any scene, it doesn’t really save me time.
It doesn’t make asset thumbnails.
adding asset thumbnails increases the file size a little more than I hoped it would.
Each lamp has an armature and one of the bones in it has custom properties that can manipulate the light. I wish such things were straight forward and did not involve drivers and custom properties. Those things seem so brittle, especially when you duplicate an object.
The building itself has a rig with custom bone objects and custom properties and drivers for hiding each wall of the building from viewport or render. I can’t get it to work though.
My computer isn’t good enough to stay in cycles viewport all the time. Eevee is also slow. Unfortunately solid view doesn’t do a good job of showing all the things it could show all at once. The ability to custom tailor a material just for solid view would be of great benefit.
Textures are not shown if the image node is not set to flat or if the object lacks uvs.
Vertex colors are only shown if Attribute option is chosen and then they are the only thing being shown.
Random colors are very useful but they ignore alpha set in material or object color so you can no longer see through glass.
Some glass materials use a roughness map and when in Texture mode you always get the opaque roughness map.
Some transparent materials use an image texture for both the color and the alpha instead of having an alpha channel.
Textures with alpha channels always show with their alpha channels applied and very often I don’t want that:
Advice for packing or not packing resources and linking or appending assets.
If a texture has absolutely no use other than with the model it came with, a 3d scan’s texture for example, pack it unless it is huge or you know you’ll be making many edits to the file (thus triggering many google drive backup uploads on slow and limited internet).
For textures that are more generally useful,
Do NOT PACK the texture into the source asset blend file
DO Append the material to project files.
That makes it easy to just tweak the material as needed for the project and because the images are not packed, when you append, you’ll only append a reference to the image file on disk instead of appending packed data.
Also sometimes in a rush you want to just search your whole hard drive for “wood” and pick any image at random. If good wood textures are packed into blend files you won’t be able to find them outside of using Blender and then only if you had turned them into assets.
Hit that point where details in the 2d art make no sense in 3d. Is the short ladder leaning against the 2nd shelf? Is the 2nd shelf absolutely massive? Who knows. The paper next to the guy supporting the ladder are gigantic so maybe I should make the shelf contents bigger.