How to fix artifacts in Blender
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- Опубликовано: 22 апр 2020
- Learn how to fix one of the most common issues in Blender: artifacts.
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Probably the best video on fixing Artifacts in Blender. Thanks, Josh.
This is one of the most useful tutorial ever seen until now. You speak clearly, not too fast, not too slow. There are many Blender's tutorial with guys that speak at not human speed in order to make the video shorter, but then is impossible to follow. Great Job.
Thanks a ton Davide!
Agreed
SO true!!
Loved the tutorial as well; this is a huge help in getting boolean topology right.
Don't really agree about the pace of speech -- thought it was way too slow -- but that's why RUclips has a Playback speed option, heh. :)
U said exactly what I wanted to say...
User: hey blender can I have a bevel here
Blender: not without watching tutorials about me for 2 hours you won't
This exact scenario was literally 30 minutes into my first experience with Blender.
holy cow that "J" trick in vertices I didn't know about. THANK YOU MAAAN
Dude! I;ve been joining using F didnt even know you could just use J...
@@frenzofficial4418 if you use F in the example in the video, it would just bridge the two vertices with a new edge, floating on top of the face, which would cause more problems than it would solve. Using J is where it's at :D
cow is holy in india only.
Thank you
what a simple way to address major rendering issues, excellent content, thanks
Flashbacks to my many years with LightWave (a program that's less forgiving than Blender).
Returning to this video reminded my of just how nicely explained this problem and solution is here. Bravo.
You're a life saver and the only one giving the real solution here. All the others started shooting up 3rd party plugins and add-ons and what not. One idiot even suggested Boolean Shader, I mean... I reaaaaaaaaally want my geometry there buddy!!? So yeah, thank you so much!
Thanks Josh, this one goes up there in my top ten most useful tips for sure!
Much better solutions than the re-topoligizing I've seen elsewhere.
Generally you don't want to be modelling like this at all unless it's absolutely necessary, time is very limited and you're scene is very small (And you don't intend to use this in any other sort of 3D application like a video game). Generally speaking you always want to avoid Ngons and avoid having unattached edges.
From a visual point of a view an Ngon looks like it uses less geometry so it should be faster to render but this is the complete opposite. 3D graphic cards do not support anything other than polygons, so you're renderer has to then slice up the Ngon prior to passing it to the graphics card. This causes overhead vs if you had just made sure your model(s) were already well cut and modelled from the start, additionally you're less likely to see post-render issues and lighting issues as you're not relying on an algorithm that is guessing what you wanted to slice up the geometry correctly.
Lastly a lot of other 3D applications simply do not support ngons because they don't want to deal with processing your model or will do so very poorly, this is very true for video game engines.
@@howdlej123 If you're just going for a render it doesn't matter. If you're working with game assets, animations or deformations, good topology is a must. Prior to the render, Blender converts all topology to tris, even if the entire object is quad-based, so there are conversions occurring either way. With all respect to you, and with some of your points being valid, I just don't think the statement "Generally you don't want to be modelling like this at all unless it's absolutely necessary" is universal. If you're using an addon like boxcutter and going for extremely complex hard-surface models with a nice render, trying to model off of quads and create all of those tiny little cuts and slices is borderline impossible, and even if you could do it would take an insanely long amount of time. For someone like me, who primarily works internally with Blender, booleans and ngons aren't a significant issue for the projects I work on. I can see where quads and good topology become essential, but it simply isn't required all the time and can be even more difficult working that way.
@@JoshGambrell My point was exactly as you said, yes this is fine if you're exclusively using rendering applications that will do it for you and you're not planning on using this in other applications. However, converting an Ngon to tris is not the same as converting a quad to tris, it's more intricate and can lead to unexpected results, simply put a quad is made up of 2 triangles, that is easy enough for a computer but an Ngon, as stated in its name is an N-gon. A polygon made up of N number of vertices, the more complicated that ngon is, the more time consuming it is and error prone it is for it to be converted into tris.
I'm not stating that you must always model as if you're going to export it to other applications, especially not if you're a hobbyist or you know the exact use cases of your model, nor am I saying you need to model using only tri's but as a general rule of thumb you should model using a quad or ngon which is more easily divisible into triangles. Small models this is never going to be problem but this is about instilling good habits to beginners.
There are plenty of 3D artists out there who get away modelling all sorts of things ranging from organic to hard surface modelling and do so fine without expanding beyond quads, this is because they may use ngons and sculpting to start off with but they well then retopologize later so they have a cleaner mess that is easier to export to other tools and production pipelines.
Appreciate the reply, and I didn't mean to say you should never use techniques outside of the standard realm, just saying it's good to teach watchers the pitfalls and potential issues they may run into and why they may wish to use other techniques. I almost exclusive do hard surface modelling and almost exclusively use quads and I've never ran into a problem I couldn't model using just quads, yes it might've took some extra time to work the topology to look right but I know in the end I don't have to retopologize my model should I want to reuse it later in another application i.e for games. At the end of the day the use case will determine the techniques you use and for hobbyist this won't matter much, I just prefer to give people as much knowledge on things because not everyone looking for blender tutorials is looking to just render out things in blender itself.
Nah, it's only acceptable - if you are making visuals, movie shots. And you ahve small amount of time. it's better to spent 3x more time on model to get topology right. Then you ahve great baking, easier retopology and etc.
@@howdlej123 a ngon is a polygon. Do you have any sources for GPU's 3D pipeline?
The "Weighted Normal" modifier does wonders for me. Some geometry just didn't quite flow right and this was just the tiny push I needed to make it beautiful! Thanks!
Wow thanks for making an absolute nightmare so insanely simple and clear. I had no idea a solution was so close this whole time, because I really didn't understand the problem in the first place. S-tier tutorial as usual!
sometimes it is enough to uncheck "loop slide" in the bevel settings
Amazing tip! I use it a lot without really thinking about it when creating buses. To make cuts for windows, wheels, etc... Adding those extra lines helps a lot!
This video was an absolute gem! I had a boolean problem exactly demonstrated in this tips vid and it has solved my problem! This is definitely one of the best problem solving tutorials I have come across. Brilliant work Josh!
Happy it helps!
A good thing to remember, and what took me ages to understand, is that every boolean cut needs an edge to connect to. You can't have a cut in a face without anything to support it. Blender is absolutely terrible at connecting it automatically, sadly (why does it always pick the furthest vertex on a circle?), so we gotta make more geometry as support.
Btw, dice in Hops is gold for this purpose. It doesn't care about ngons.
I've been using dice SO much lately. I don't know how he does it but the add on is simply amazing, finding ways around issues like this. That's why I wanted to make this video, so people could get the intuition behind boolean cuts,that way they will understand how to fix boolean issues such as artifacts :-)
Thanks for the comment!
@@JoshGambrell can u tell me more about this " dice in Hops" thing? is another app or an addon to blender?
@@woolenwoods665 Hard Ops is a premium add on intended to hlep with hard surface modeling. Basically, it has a command called "Dice" which allows you to add segments kind of like a loop cut straight through the mesh, even if it's full of ngons. The alternative would be cutting straight through multiple times with the knife tool, and would take a really long time. Dice does this in seconds.
@@JoshGambrell thx for the reply!
@@woolenwoods665 Here's a great overview of its Dice feature with videos hardops-manual.readthedocs.io/en/latest/dice/ and the addon in action. ruclips.net/video/y2QBY1SseLU/видео.html I hope youtube doesn't flag links.
These tutorials are so helpful. Thank you for explaining the Why of blender and not just the how/what.
Josh, thanks for taking the time to create this video. I'm new to blender and am just discovering the world of "artifacts"and this was really, really, really helpful :)
Happy to help, Graeme!
Excellent video. It is nice to see someone show practical ways to fix these kinds of issues other than "make the bevels smaller", or "apply all of the modifiers and then fix the resultant mesh".
Thanks Chris!
Great video man, for the longest I wanted to find someone who can explain in detail when some of these features do but also when and in which situation are stone of these good for. A lot of tutorial people never explain why we are using some of these tools and techniques and even more important, I love that you go in depths as to why things work, why they don't work, and what the remedy I would need. Understanding why things happen in blender and how to fix them or avoid them is super helpful. So thank you for this video, gave you a in like and subscribe brotha. I appreciate you!
Thank You Josh. Fantastic tutorial. I really like that you consider various scenarios, where resizing bevels or moving cutters around is not an option. There are a lot of tutorials out there that do not 'branch out' like this and I find your approach much more helpful.
Really glad it helps you :)
Appreciate it. I've been struggling a little bit with that using hard ops. I wasn't looking for it but luckily it was recommended.
This is exactly what I’m looking for ! Thank you so much for your explanations 👍🏻👍🏻👍🏻👍🏻
One of the clean and helpful tutorial in the universe. Thanks a ton.
Thanks so much! I learned a lot and can't wait to try some of these tips on my boolean cuts!
Watched a few now, only come to find out about lattices, but left knowing so many keyboard shortcuts and other useful tricks :D Thank you for some very clear and well explained tutorials!
I cannot find enough words to thank you for the knowledge Josh! Be healthy and smiled!
Solved some of the issues i faced earlier. Thanks a lot man... The way you describe is really nice.
Finally a great helpful tutorial for beveling and general 101 hard surface modeling.
I've been doing blender for 5 years and NEVER KNEW THIS? Thank you so much man!
I thought I knew it all. Thanks for sharing your knowledge. I actually learned something today. Normally I would just simple subdivide the cube before starting, but this is much more efficient.
Excellent tutorial for a beginner like me. I'm glad the RUclips algorithm served it up!
Love your tutorials. Such a great way to learn Blender! Curious if you could also do a tutorial expanding on this one where you fix artifacts on curved surfaces such as when you use a boolean through a sphere.
Its all about the connections...thank you for the wonderful video...well presented and easy to follow.
I like how you explain subjects in your tutorials simple and easy to understand and straight to the point, I learned a lot in Blender because of it. Hope you get more subscribers!!
Thank you Eigh
Very good. I am happy to learn from a pro who is able to teach. After being bored by endless youtoubers only chilling themselves. Thanks a lot from Germany.
I really enjoy these simple short breakdown videos you are making, very clear and well explained for us noobs, thanks! Keep doing what you are doing.
Thanks Dach!
Thank you so much. Clear, to the point and actually makes sense.
Oh yeah, the weighted normal modifier fixed my issues and saved my weekend! Thx!
God bless You Josh. U are the best blender tutor I have come across. You take You time to explain every detail of ur hard surface modeling. I couldn't believe in less than a week that I started learning Blender using most of ur tutorials I've improved so well. I wish I could attach my work here for u to see
Great Tutorial. This really helps to understand and solve the issues. Thank you so much.
1000 thanks- I started Blender with some years experience in 2D Graphics and Design, and still scratched my head about some graphics explosions... this one was a fantastic playground example.
Brilliant. Fully understood, and it’ll save me tons of time in the future, and free up decisions I was limiting before. Thank you.
Josh, thank you for the video. This really clarifies the issue with artifacts.
So much value in this tutorial, thank you
Awesome. Thanks for all the boolean content. It's really opening my eyes on how to fix my cuts.
Excellent tutorial and explanation! Thank you!
Best 102 video ever for new 3D printer users trying trying design! All the issues with tinkering with other peoples designs are covered here. The video is like 14 min cheat cheat on using Blender :)
I have made multiple designs in Blender and successfully printed objects. This video would have saved me hours of research and design struggles in learning. Thank you so much! Hope everyone finds this one.
Great advice and video! Thank you.
"The most important thing is UNDERSTANDING WHY" was all I needed to hear to be a subscriber :)
Thank you for sharing so much of your experience!
Thanks for that! I had similar issues before to those at 7:45, and I tried to 'fix' them by adjusting the setting. I've never thought to solve the issue by adding a few edges.
Great tutorial Josh !!!
This is an amazing tutorial. Thank you!
Thanks a lot! Your videos help me immensely! I also like the way you explain things, it's so soothing (especially after a long maddening fight with artifacts).
Thanks Olga! Yeah artifacts are annoying but I’m happy the video helps out.
Amazing presentation!!! So helpful and well organized :)
Excellent tutorial!!!
Excellent! Thanks for your work!
An excellent tutorial to solve my shadow and artifact problems that I have been struggling to understand for a long time.
absolute life saver, thank you so much bro. these vids are great
I watched 2 of your videos and I learnt much more things from them than I learnt from whole tutorials......thanks man
Quick and straight to the point, god bless!
Brother. I had given up before watching ur tutorial. What a masterpiece. Thank you!¡!
wow you know what this really helped me understand a few more things about making models in blender ive only been doing this for a year and i really enjoy all of it but this was a big problem for me but it totally makes sense thanks for telling me about the weight normal's as well
Love the quick key mention for a quick review of the wireframe.
Solid tut man, thank you.
This perfectly solves an issue this newb only recently encountered. Your straightforward tutorial led me to figure out exactly what the solution should be before you even applied that loop cut. Thank you, Josh. Keep up the excellent work.
So glad it helped you! Thanks for the comment.
Very very helpful . One of the best tutorial. Thank you so much
another informative tutorial! thanks for sharing!
Great video. Thank you for sharing your knowledge and skills.
Can't believe I haven't come across your channel yet, great tutorial. Excellent explanations and very well paced!
Thank you Brady! Your comment is much appreciated :)
This was incredibly helpful, thank you :)
I just bought the course and I'm so happy to try it out. Thank you josh, I look forward to buying more epic courses from you!
Thank you for the support man! Let me know how you like it, I worked SUPER hard on it :D
@@JoshGambrell I like making my own models but I would get stuck when working with subdiv modifiers and then somehow I stumbled upon this. I knew what I had found. Thanks man, I'll be waiting for more courses.
Awesome and elegant. Thx!
Youre a life saver... great tutorial!
insane how useful and helpful this is, subbed and thank-you
That really was one of the best tutorials, easy to understand, and filled with a lot of information
Thanks Luka!
This tut really helpful for me, thank you so much.
Wow, this will save me so much frustration. Thank you!
Thank you for this excellent and very helpful tutorial.
Cad software be like "just flatten the normals it's fine"
cad software...heh more like chad software
@@meowbyte5655 ZIIIING
CAD software has its own demons (and only does a fraction of what a full 3D app can do). I've been using CAD software since the late 1980s and still do today. And I use Blender (and will continue to).
sooper cool tips on fixing artefacts. Thanks.
Yo Josh, this was a great video. Very helpful! Thank you for putting this together!
So helpful! Thank you!
Bro this is so useful and AMAZING ! I never knew that boolean cuts always need two vertices to connect to ! now that i know it can be really creative solving Booleans in the future thanks to you !
One of the best video I’ve seen so far! Thank you so much it does help a lot
Thanks Henry! Glad it helped.
Every one of your videos is worth watching, thank you teacher
Thanks Josh! I have learned something today.
Nice video josh!!! Thanks
Maaan ... love these videos... so insightful and useful....keep up the good work guys... really appreciate this kinda stuff x
I have watched a couple of your videos. Insanely good and helpful content. You have my sub.
Josh that was excellent. Thnx mate. One thing I realise with your channel is that you tend to explain the more practical and technical stuff and other Blender RUclipsrs tend to focus more on finer points; if you get what I mean. And that's what I love about you.
Beginners tend to grasp finer points quite easy like "how to model this", "how to render this", "how to texture paint this" but they tend to get stuck with technical stuff no one really tells them about like artifacts, bad topology(they don't know why they must practice having quad faces instead of Tri and N-Gons) and the different workflows they can combine to be a professional modeller(non-destructive and destructive) and what type of situations to use them and etcetera. Keep going like this and you'll help beginners be a really good modeller(I see you focus more on modelling but that's another thing I like about you- I'm perfectly fine in other parts like textures, using nodes, render and all that stuff but need to move my modelling skills up a notch).
Thanks so much man for this comment! Reminds me how important it is to provide the technical side of content. There’s already so much stuff on general modeling, and although I’ll still do content on that topic, I love talking about the technical side of these things as it fascinates me.
@@JoshGambrell yeah nice one mate
This is the most helpful tutorial I’ve ever come across
This video is gold! It is exactly what I needed right now!
Glad it helped Matteo!
Thanks Josh..right in the heart of the problem, used to adjust just the bevel bahaha excellent and practical solutions
JUST AMAZING! THANK YOU SO MUCH!
So simply solution to this problem and perfectly explained. New subscriber here.
extremly useful and informative!
Thank you! Very useful tutorial!
Super useful & super simple! Thx!
This is absolutely great tutorial! Thank you Josh! Wish you the best!
Thanks man!