This just in! The Universal Render Pipeline 3D Sample just dropped in the #Unity Hub! 🌟
It includes 4 scenes with different art styles, rendering paths, and complexity you can explore to learn how to use #URP features for accelerated multiplatform development. Get the details here: https://t.co/Q8h1sZBMKu
#Unite2023
Blender 4.0 is out, so it's donut time 🍩 #b3d
If you've never used it, this is a free tutorial series for complete beginners of 3D. Start here: https://t.co/ekR4gy9LWK
Did you know that in Blender you can easily make a radial array with geometry nodes? ✨
1. Select your object
2. Make a new node tree for it by pressing 'New' in the geometry nodes editor
3. Press Shift+A,S to add 'Curve Circle', 'Curve to Points', and 'Instance on Points' nodes, and connect them as shown in the video!
4. Align the instances using the 'Align Euler to Vector' node
Pro Tip: By marking your node tree as asset and saving the file to your asset library you can then reuse that node tree in any other file!
#geometrynodes
Did you know that in Blender you can have edge highlighting and ambient occlusion right in the regular 'Solid' shading mode? ✨
People were asking about my viewport shading settings, so here they are!
1. Press the small button on the top right of your viewport
2. Check 'Cavity', and set the type to 'Both'. World Space 'Valley' acts exactly like ambient occlusion. I like to disable the 'Ridge' here though, because inverted AO doesn't make sense to me visually
3. I also usually keep the 'Shadow' enabled for extra definition, but keep in mind that this is performance-heavy, and if you have millions of polys you may see stuttering
4. I also like to enable 'Backface Culling'. It's not uncommon to produce inverted geometry when you model. This setting allows me to see it immediately, and thanks to that, my geometry is always correct when I export it to Unity!
5. You can also select a different studio lighting preset, or go with a matcap if that's something you're into! 🚀
#b3d
Did you know that in Blender you can easily make the rotation of one object drive the rotation of another? ✨
1. Select your object
2. Hover over one of its rotation fields and press CTRL+D
3. In the popup select the rotation of another object
4. You can write "smoothstep(0, tau, var) * 2" to both limit the rotation and make it non-linear. Tau is 180 degrees, and it's the end angle for the wheel, and 2 is the end angle for the gate leaf in radians (3 is approx. 180, so 2 is approx 2/3 of that!)
5. To copy the animation to the second leaf, select both, press CTRL+L, and choose 'Link Animation Data'. To invert the angle, add a minus sign, and you're done! 👌
#b3d