Astro Beef
Astro Beef
  • Видео 10
  • Просмотров 73 340
Three Ways to Toon Shade
A brief look at Godot's gdshader (which is very similar to GLSL) used to create a toon shader effect with three options for different outcomes. The concepts in this can be applied to any shader language or shader graph system
Просмотров: 350

Видео

It Changed Elden Ring
Просмотров 2,8 тыс.Год назад
A combat comparison between Elden Ring and Sekiro, showing how Sekiro improved the Soulslike formula but later hindered Elden Ring's combat with its problematic adoption. The goal is to showcase a lesson of how one game's combat design principle can become another game's combat design flaw. I took too much time editing this but I love some of the edits in this. This video was inspired by a crit...
GoTY Elden Ring Acceptance Speech Hijacked
Просмотров 1,3 тыс.Год назад
A kid snuck on to stage after the Elden Ring game of the year speech and said this : "I'd like to nominate this award for my reformed, orthodox rabbi Bill Clinton."
v0.5 | New Player Controls
Просмотров 692 года назад
Just a demo for player controls; the game is far from fully featured. Link to the demo (free) : astrobeef.itch.io/dust-remains This update video is part of a series of development videos I have been making for my first-person action game, Dust Remains. It's going to be a non-linear boss rush through a deserted mining town on the outskirts of a near-future utopia. I am trying to keep the scope t...
Automating Game Dev
Просмотров 3202 года назад
Throughout this devlog I detail some tools I've made to help development. Overall the video is pretty tech heavy, but I hope to talk about art/game design more in the future. Subtitles are handmade throughout the video. This devlog is part of a series of development videos I have been making for my first-person action game, Dust Remains. It's going to be a non-linear boss rush through a deserte...
RGBA Masks Tutorial
Просмотров 2,6 тыс.2 года назад
It's not useful in every situation, but it has its place in game development. Screenshots of the shader graphs are shown at the end of the video and timestamps are linked below. You do not need Blender or Unity to do this trick, but I will be showing how it can be used in both. Although I'll offer timestamps for anyone interested in just Unity, I want to give a disclaimer that I won't be going ...
The End of the Shifter
Просмотров 932 года назад
All good things must come to an end. And when they end, it's anything but good.
Review | DEATHLOOP (2021)
Просмотров 852 года назад
As someone who's been developing games for a while now, I thought it'd be a good idea to test myself by reviewing Deathloop: seeing what it does well and where it fails. My hope is that I'm able to give a bit more insight to why certain decisions might have been made. what'd you think of it? how are you? were you hoping for a shifter video? a Blender tutorial? anything else? Smach your thoughts...
Ghibli Stylized Grass Tutorial (Overview & Step-by-step)
Просмотров 66 тыс.3 года назад
This shader was inspired by two tutorials on grass shaders for a 3D Ghibli art style. I feel I've made enough changes to warrant my own tutorial, and I hope the combination of an overview and step-by-step walkthrough helped explain the process. If you have improvements or questions, please comment below and I'll try to reply The Tutorials I learned from: [Kristof Dedene] Grass Shader without sh...
First attempt animating in Blender
Просмотров 815 лет назад
The goal wasn't to make something amazing, just wanted to try out animation in blender.

Комментарии

  • @arronbuuur3162
    @arronbuuur3162 3 месяца назад

    Its crazy this was the same kid who ruined Elden rings nomination goty

  • @Duerkul
    @Duerkul 3 месяца назад

    Anyone know how to get this into UE5? Mine just becomes a white plane when exporting it.

  • @LawsofPaul
    @LawsofPaul 4 месяца назад

    Incredible tutorial. I love your ability to succinctly describe the reasoning and function behind each step.

  • @anodyne-4736
    @anodyne-4736 4 месяца назад

    Thank you for the in depth tutorial, I added TextCoord/Mapping in my Noise Texture and Combine XYZ for vector values so I can simulate wind/clouds from afar, especially with an isometric view

  • @MaxVinopalDev
    @MaxVinopalDev 6 месяцев назад

    Hey man, any chance you could share nodes for the rocks?

  • @LawrenceAaronLuther
    @LawrenceAaronLuther 6 месяцев назад

    thank you very much. Worked just as well with geometry nodes.

  • @binht8746
    @binht8746 7 месяцев назад

    Thank you very much! You saved my life!

  • @JacobHalton
    @JacobHalton 8 месяцев назад

    This is really cool, I just have one issue with the grass overlapping other shapes, or going through them, since when it's set to "Children: Simple" it seems like they don't stay contained to the emitter very well when you increase the radius. If Children are set to "Interpolated", it gives you more control, but the noise color doesn't show in the grass as nicely. Any ideas on how to handle that?

  • @DommoDommo
    @DommoDommo 8 месяцев назад

    This is great, would this be something you'd import into Godot? Or is that not how this works?

  • @kookiespace
    @kookiespace 9 месяцев назад

    Do you have any advice on how to make larger grassy areas? Your settings work really well for small patches. My guess would be that I should bake/ apply the modifier and distribute multiple planes around with mirrors or something?

  • @Brinco-tv
    @Brinco-tv 9 месяцев назад

    Thanks for this tutorial! Everything great till I get to "shadow mode : none", for whatever reason has no effect and shadows continue to cast between blades.

    • @WhiteLionProd15
      @WhiteLionProd15 8 месяцев назад

      I had the same issue. Make sure you're using EEVE and not cycles as your render engine! Hope this was helpful!

  • @stormyRust
    @stormyRust 10 месяцев назад

    Thank you so much for the amazing grass tutorial! I wanted to use a version of this in a Unity project but I wasn't sure how to get about trasnfering Blender shaders to Unity since i'm a beginner. Can you lmk if there's any way for me to do that? Thanks and great video :)

    • @pejv7903
      @pejv7903 9 месяцев назад

      I'm having the same issue, I don't think you can transfer (bake) shaders done in Eevee.

    • @Anaiv777
      @Anaiv777 5 месяцев назад

      I think there's a way. You have to export the texture in the UV Layout as an image. Then, you import those images in your unity project and put them in their correct channels (normal, albedo, metallic, etc). I hope this help you! It's difficult to explain it in a comment

  • @albertsodor4651
    @albertsodor4651 10 месяцев назад

    Is it possible to do a stylized grass like this in cycles? great video btw 🙌

  • @JacobIsACheese
    @JacobIsACheese 11 месяцев назад

    thats really good!! thank you!!!

  • @humanplace1962
    @humanplace1962 Год назад

    my shadows are inverted?

  • @SATOhara3173
    @SATOhara3173 Год назад

    You're a fucking legend mate.

  • @fleaspoon
    @fleaspoon Год назад

    how do you get the round shape in the tip? I tried changing the params but I can't get them like you do

  • @alwaysmissyouloveyou
    @alwaysmissyouloveyou Год назад

    Wanna see a rock tutorial bro

  • @saiadin100
    @saiadin100 Год назад

    Hello! Fantastic tutorial! The emission of hairs is no longer making shapes like grams in the most current versions, is that right?

  • @sunny_lie
    @sunny_lie Год назад

    Hotkey for notes is: CTRL + J . Just select the node(s) you want to add a frame around. Enjoy everyone ^^

  • @phrsngx5675
    @phrsngx5675 Год назад

    Great video.

  • @fungus1005
    @fungus1005 Год назад

    I wish Elden Ring fights like Malenia, Elden Beast, and a few others didn't feel like you were just watching an AI play the game while you wait to get an attack in. My issue is the fights aren't that difficult, they just feel tedious because of how much waiting there is, and I feel like some better defensive options definitely could've fixed that.

    • @astrobeef8231
      @astrobeef8231 Год назад

      That's an aspect of Sekiro that I really enjoyed, Owl was the only boss that felt like I was playing an AI rather than actually dueling someone

  • @alexsterling5788
    @alexsterling5788 Год назад

    Now I'm even more tempted to try out some of the Elden Ring mods. A good chunk of them implement a Sekiro style deflect mechanic and frankly deflect is just the most satisfying defensive mechanic I've experienced.

  • @abyssawalker
    @abyssawalker Год назад

    0:10 boi thought he'd drop the cleanest transition and we'd never notice.

  • @kadenlong6280
    @kadenlong6280 Год назад

    yes

  • @PersonMan000
    @PersonMan000 Год назад

    I agree with you so much. Elden Ring gave me more moments of frustration than any other FromSoft game, specifically from the annoyance of attacks that felt too fast to dodge, and combo strings that felt so long I would actually get bored in the middle of fights, feeling like i was doing nothing significant for big chunks of the fight

  • @sirith9157
    @sirith9157 Год назад

    I WOULD like to agree except Elden Ring is basically different game compared to both Sekiro and Dark Souls games. Bosses are more aggressive but that's the point. ER added posture system but it's a reverse from Sekiro. You're still meant to deplete bosses HP, posture breaking is a bonus to that. This is also where throwing consumables comes to play because successful hit stops enemy posture from regenerating. And on unpredictable attacks, let's be honest. Sekiro may have red Kanji but after certain part of the game Kanji may mean: 1. Sweep 2. Thrusting 3. Lightning 4. Grab 90% of the players will get hit by these attacks for the first time no matter what and only way to learn a way to deal with it is to get hit. The same goes to Vergil wannabe (probably the worst offender) will one shot literally everybody because this was made this way. Why? To teach players about deflection and timing. Every boss is a lesson to be learned in harsh and unfair way. And you may say "So what teach us bosses in Elden Ring?" Godrick - move that push you away, first earthquake attack, elemental damage that cannot be fully blocked and long combo that is clearly telegraphed Renala - phase 1: controlling and being aware of your surrounding. Phase 2: avoiding multiple projectiles, fight with multiple enemies, adaptability due to her different summons. I can go on but I know you won't give a shit. Neither people who say "elden ring is easy/bullshit", yes running with 10 vit and spamming two spells/ashes of war. There is no FromSoftware game where player didn't shouted at least once "THAT'S BULLSHIT" after being killed by attack they had no rights to know and Elden Ring isn't the only offender here. So I'll repeat myself. Comparing Elden Ring and Sekiro is like comparing cookies and muffins. Yes. they're sweet, but it doesn't change they're different. Both are action games, but they're different.

  • @lorenzo8208
    @lorenzo8208 Год назад

    [Edit: sorry for this contrarian word salad reply, I didn't think it would be this long. Ignore it as you wish] This is a good video. Concise, as long as it needs to be, well edited, the point is clearly stated in the beginning so I don't waste time watching something I don't want to watch. However, I strongly disagree. -Jump attacks: using them isn't such a big part of fighting bosses, it's as optional as parry. Do attacks have blue and red circles like in God of War, so you may parry them? Why don't we add clear indicators for attacks you can avoid by "low profiling" (using an attack that sends your character in a very low position, like the recovery from a colossal sword jumping r2)? Or attacks you can strafe, or avoid by running away (like waterfowl)? I think it's reasonable for the game allowing the player to experiment with the jump mechanic rather than it being spoonfed to them (in Sekiro it is fine, as it's a completely different game which rewards perfection even more); -Attack chains: Elden Ring has a system I like to call "combo branches". A combo isn't fixated like it was in DS3, but it can extend, change at a point or shorten. You're supposed to shorten combos, most of the times. You do it, by, in the 99% of the times, ending up behind a boss while dodging, rather than dodging backwards/ending up in front of the boss. I greatly enjoy this system, which rewards knowledge of the boss rather than simple reactionary gameplay. This has been present since Ludwig/orphan of Kos, Gael and Pontiff Sullivan, all these 4 can only have shortened combos, Sekiro evolves it by having attacks which can be longer and changed, and Elden Ring makes it its gameplay focus. Example, at 7:26 , that Beast Clergyman's attack is either cancelled by you being so near to him, and him throwing his pocket sand (and that is an opening for a rolling attack), or you either wait for the full combo and punish him with a (charged) r2 positioning yourself to avoid that slow downward thrust at the end (you can charge before it starts). -Non predictive attacks: I quite don't understand this. Simply because some attacks are more difficult to avoid than others, it doesn't mean you have to see them beforehand. Even if you'd have to (and I'd be surprised if you didn't had to), what's wrong with that? Hasn't trial and error existed since the inception of the "souls" franchise? I'm sure DS3 only had extremely delayed attacks, no mix ups of any kind. Then, shields? Some of them can block 100% physical damage, some at better than others at avoiding a specific kind of elemental damage, some of them are small and meant to parry with, some are even damage orientated. My other issue is that, how do you know the way a person will react upon seeing an attack or its wind up? Some may roll at the wind up, some at the end of the wind up, some will panic roll, some will use their shield, some will even try parying…and so on. Since your criticism may apply to one of these occasions (dodging at the wind up, or using a shield), it doesn't mean it will apply to all others (fallacy of composition) Point out my mistakes if you want to keep the discussion. Again, I did enjoy your video and discussions where the author doesn't blatantly fall in error, but this is just my meaningless comment, containing my meaningless thoughts

    • @astrobeef8231
      @astrobeef8231 Год назад

      I appreciate the feedback on the style of the video itself, I put effort into focusing the script and improving the edits between shots. For jump attacks, I think it's okay that there are no indicators, but it wasn't obvious to me which attacks could be jumped and I never felt safe enough to test it out. I could've been more willing to risk damage for the sake of experimentation. For attack chains, I wasn't aware of that mechanic. That's really interesting and adds a level of agency to attack chains that I wasn't aware of. I think if I played through with that in mind I might feel more engaged during a combo. For attacks that you have to see before you can reliably avoid them, I am thinking of something like Rennala's beam. For me, I tend to bait out attacks or play cautiously until I learn them, as to avoid making the game a case of trial and error. I don't like trial and error, but that could be a case of my own taste misaligning with the intended design of these games. I think that's a good point on windups. To me, seeing an attack motion slow down to a peak then pick up speed again is a clear telegraph that the damage is coming soon, but it may not be that way for everyone. So an attack which is easy to dodge for me may not be the same for others.

    • @lorenzo8208
      @lorenzo8208 Год назад

      @@astrobeef8231 sorry if I'm writing this only now, my day has been super busy. I appreciate the fact you liked the feedback and me explaining the combo branch. I would say that yes, a problem of jumpable attacks is that it's hard to know which one are and aren't. Maybe a special texture could be applied to jumpable ones, but I'm not a game developer and it may make the game 10 times as ugly. For trail and error, it's fine if you don't like it. I personally, on bosses, try to not hit them and wait patiently for the attack I don't know how to dodge, so I may learn through trial and error. I kind of did this for Sekiro too. I don't know if the game revolves around trial and error, so don't take my words as absolute truth. Lastly I want to say that your point at the end of the video was very original, and isn't just the same contrarian take like "bosses were designed with the sekiro player in mind" (it is to an extent but not in the way where you go and complain about some hard to avoid attacks like waterfowl and Maliketh's air acrobatics).

    • @astrobeef8231
      @astrobeef8231 Год назад

      I think I play in a similar way, to me trial and error meant dying in the process, but I understand how it could also mean waiting out attacks instead of rushing in. I’m glad my last point came across as more nuanced than other takes. To be honest I didn’t know other people were talking about this stuff

  • @xXTheDarkOne666Xx
    @xXTheDarkOne666Xx Год назад

    I really think your lost on how to play elden ring (please read this as me trying to help you enjoy the game and not one of the unhelpfull GiT gUd assholes) 1: Elden ring is not a souls game or a souls like game, its a stylish hack and slash game it might on a surface level seem like a souls game but after mastering this games combat i can assure you its more akin to games like devil may cry 1 and metal gear rising revengeance. The long attack patterns for most attacks can be cut short for example godfrey when he goes to take 2 rapid axe swings simply roll behind him and due to your positioning he will stop the combo same thing for morgott/margit with his massive sword slams he wont follow up with the knife if your behind him these are just two quick examples i thought of but you see my point most bosses have positional based followups also a lot of bosses have attacks in which they run away from the player bloodhounds step can be used for this as it allows fast repositioning and followups also dont be affraid to hit bosses in their delayed attacks taking all of this in acount the attack combos leave plenty of opinings and oppurtunities to hit them you can maintain agression throughout all of them. finnaly try using light roll you gain a lot of distance and more s with less stamina reduction parrying is also great as you can and sould be using it on all parriable bosses with the only exception being morgott as he is bugged right now. all attaks are fast enough to react to it if you memorise their ai and how it reacts to the player and your positioning i can see your frustration with how long this process takes which is why im saying to stop seeing elden ring as a souls game as its not and embracing the meorization mentality is key to enjoying the game you should also always try to use fast weapons or combo spellblade builds i really hope this helps your enjoyment of elden ring and i hope you can give it another chance and have some fun with it. this was a good video.

    • @xXTheDarkOne666Xx
      @xXTheDarkOne666Xx Год назад

      ruclips.net/video/RjNh4p4n1so/видео.html this video might help too

    • @astrobeef8231
      @astrobeef8231 Год назад

      Another reply mentioned how attack chains can be altered by the player, and I wasn't aware of how consistent it was. I knew my actions affected attack chains, but I didn't experiment enough to realize that I could use that to my advantage. That gives more agency to defensive play, which is the main thing I wanted out of combat. I'll play again with that in mind and try to manipulate combos. I think my points still stand in how Sekiro influenced Elden Ring, but I understand what you're saying about treating Elden Ring as a different game. I'll approach it with more experimentation and willingness to take damage/deaths to see how I can approach each fight in unique ways. Thanks for the helpful reply.

    • @xXTheDarkOne666Xx
      @xXTheDarkOne666Xx Год назад

      @@astrobeef8231 hey no problem just glad to have people enjoy the game i like (: i agree with you i mean waterfowl is litteraly just spiral cloud passage and bloody slash is budget mortal draw

    • @xXTheDarkOne666Xx
      @xXTheDarkOne666Xx Год назад

      @@astrobeef8231 also just wana say some bosses like elden beast are just straight bullshit no amount of positioning is gonna fix that mess

  • @Tarcon_Vaagh_69
    @Tarcon_Vaagh_69 Год назад

    I kinda understand what you're trying to say but it's just not generally true. "give players fun way to defend while evading the long combos" firstly, as it being RPG, you have the option. The game will never force anything on you like in sekiro. Secondary, ER's combat is way better for me not just because it's not an deflect spam (most of the time) but as you said it's a mix, and what a good one! Unlike in sekiro where you have to deflect/block/somehow interrupt enemy attacks to avoid taking damage (it really just rarely can be that you use R1 to interrupt the boss, it's rather as I said, L1 or some kind of prosthetic) However in Elden Ring there are many windows where you can hit the boss while it's trying to attack/to load up the next attack. Witch each type of weapon it differs for every single boss. This is why Malenia is the best boss ever to fight, I learn ways to engage with her literally every day. "Ohh a fast attack can fit here and due to that I'll be in a position where she can't hit me, if I quickly run here when she starts this and this attack then I'll be out of the way and I can load up a heavy attack", etc.) also, how many people know that you can jump Morgott's tail swipe, huh? It is really on the player how versatile he's trying to be. There are some parts of the game where simple dark souls logic is enough due to overleveling or simply the enemy being simple enough. But there are times when ER logic is needed, and it is way more engaging if you use that instead of DS fight logic. What all the sekiro mains are trying to say that that is the most modern game From has developed ever, and it can be explicable with it's being the shortest game, most boss reuses. It was really just a side project where they could try out different mechanics (which turned out to be a fantastic game and a GOTY). So this doesn't say that it's worse, it only explains that From's little sideprojects are already better than any other game (at least that year, but also generally bc it inspired many others to have a similar posture system).

    • @astrobeef8231
      @astrobeef8231 Год назад

      I appreciate the thoughtful reply. Those are some aspects of ER that I hadn't taken into consideration when making the video. I'm gonna play through some of the bosses with your frame of mind and see how it plays, it sounds like I'm not getting the most out of it with my approach

    • @Tarcon_Vaagh_69
      @Tarcon_Vaagh_69 Год назад

      @@astrobeef8231 Thank YOU for acknowledging my point of view. <3 Most people would've just replied to me like: "Shit's Ring fanboy"

  • @Sasha-trans-fenix
    @Sasha-trans-fenix Год назад

    I honestly like Elden Ring’s approach to aggression, I have a ton of fun with dodging long combos. That said, I think it becomes a problem when some are done in a manner that’s too quick dodge, Margit has that issue. There are also attacks like waterfowl that are just damn near undodgeable which is a shame cause it kinda takes away from the fight (Malenia is still my favourite boss in the game, though). Their approach is fine, I just think it should have ways to properly deal with every attack.

    • @astrobeef8231
      @astrobeef8231 Год назад

      Yeah, I get what you mean. I should've spent some time explaining why I still enjoyed Elden Ring, but what you said is similar to how I feel about it. Once you get in the flow, it's fun to dodge long combos

  • @lvl1rock
    @lvl1rock Год назад

    “Many of the final fights in this game feel like Sekiro fights without understanding why Sekiro fights work so well” Nice analysis of how some of one game’s best features were lost in translation to the next. There’s a difference between a game being properly difficult (learnable) and unfairly difficult

    • @astrobeef8231
      @astrobeef8231 Год назад

      ty rock, can't wait to see you in the DLC for Elden Ring

  • @Throne6810
    @Throne6810 Год назад

    Yes man yes

  • @CharlesTallant
    @CharlesTallant Год назад

    I love the varied combat in ER. It was my first FS game. The learning curve was steep but rewarding. It kept me on my toes.

    • @astrobeef8231
      @astrobeef8231 Год назад

      I think it's a great entry into their games, it's probably obvious but I'd recommend Sekiro if you like a steep learning curve

  • @mazelid3649
    @mazelid3649 Год назад

    having in mind that fromsoft games are notorious for being hard, i wouldn't call this a flaw. in a way it helps the game be difficult enough so that you can't just first try every boss

    • @astrobeef8231
      @astrobeef8231 Год назад

      True, if you could anticipate every attack you could beat each boss first try

  • @poutineausyropderable7108
    @poutineausyropderable7108 Год назад

    I prefer sekiro over elden ring. I used to hate elden ring and fully agree with you, but after seeing feebleking's "In defence of elden ring boss design" and playing the game that way, I like it now. Elden beast and malenia phase 2 are still bullshit. Valient gargoyles too. Yeah, the jump dodge is bring pushed too far and the boss are overtuned. But hard is the new normal. And there's way fo play aggressive about it without trading damage. (Or with minimal damage trade untill you become a god gamer). However, I'm not sure I'd want an ER2. Sekiro 2 or bloodborne 2 would be much better. ER sucks at teaching you. Visible posture bar and jumpable attack sign would have been nice. Could be just a small green dot on the middle of the screen. Something that can be turned off. Once you get a sense for it, you end up learning it yourself, but needing to watch guide made by speedrunners after they had 1 year to learn how to play the game is too much.

    • @astrobeef8231
      @astrobeef8231 Год назад

      I'll have to check out that video. It didn't really come across in the video, but I still really enjoyed Elden Ring. In terms of combat, I think it had some shortcomings but there were still enjoyable boss fights.

  • @GiantDad553
    @GiantDad553 Год назад

    I mean if you wanna argue stuff like Godricks tornados are predictive sure, I just think that grafted scion is a bad example...seeing that none of it's attacks are at all predictive.

    • @astrobeef8231
      @astrobeef8231 Год назад

      That's true, that'd be a better example. The follow up slashes were predictive in my mind, but I'd agree it's not the best example.

  • @sulaimanmhashim
    @sulaimanmhashim Год назад

    Good vid

  • @Eli-gd5cr
    @Eli-gd5cr Год назад

    funny thing is players who are new to soulsborne games won't notice this at all, and although I enjoyed elden ring this is my #1 problem with the game. Nice video

    • @astrobeef8231
      @astrobeef8231 Год назад

      Yeah, it was interesting to watch my friend play for the first time, we both looked at the game differently

  • @karunsv1785
    @karunsv1785 Год назад

    Elden ring isn't like this, but feels like it at first like Feeble King put it.

    • @astrobeef8231
      @astrobeef8231 Год назад

      I'll have to check out that video I've seen it mentioned a couple times in the comments

  • @jdniscool
    @jdniscool Год назад

    This is why I stopped playing Elden Ring. They made it too hard and the bosses really feel like they belong in Sekiro like this video says.

  • @Pier.Frances
    @Pier.Frances Год назад

    Great analysis, after Sekiro any melee combat system feels boring and clumsy. I imagine that to implement that in a game like Elden Ring that has such a much wider range weapons and attacks is truly hard, but it would be the ultimate combat experience.

  • @dragonjma141
    @dragonjma141 Год назад

    Trueee

  • @iCookMe
    @iCookMe Год назад

    Love that you explain the /why/ to the best of ur ability, not just what to do. Thanks, this is really cool!

  • @labaguette7423
    @labaguette7423 Год назад

    Hope you release more videos

  • @MrGuyweinstein
    @MrGuyweinstein Год назад

    can you apply wind and a line art effect on the grass?

  • @vlustrousv
    @vlustrousv Год назад

    [7:49] if you can't find the hair area, it's actually now called "Curves". Hope it helped :)

    • @jasmindarvish
      @jasmindarvish 7 месяцев назад

      Omg thank you ive been looking everywere for an answer haha

  • @cloudy9755
    @cloudy9755 Год назад

    The most recent version of Blender does not have a viewer, but there is another node that does the same thing. The (Emission) node

  • @leukk_
    @leukk_ Год назад

    If anybody is struggling to find the "Hair" strip setting in render tab, its still there but renamed under "Curves"