The reason why there are shading issues when using repeat zone in your case is that you are joining geometry from previous iteration and it's overlapping with itself. To avoid that, you would transform and join the one from outside of the repeat zone (the instanced cubes on mesh circle). At least, that's how I understand it.
thanks for covering the new features. Base snap and navigation while performing transformations may sound basic, but it took significant effort for the developers to make it work as good as they are and I'm so glad they are now officially part of blender.
@@UHStudio Yes, I've done several videos on it. Basically Cycles wasn't handling incoming and outgoing energy for reflections on surfaces and it now does. ruclips.net/video/v6qXbV_Q7z4/видео.html and ruclips.net/video/iunLnqE6mlw/видео.html
The ones I use are free low poly people from sketchfab - sketchfab.com/3d-models/lowpoly-people-waldo-9ec7a14729aa490fa712e51c217db0f5. I have a video planned comparing different types of people useful in blender soon
I love the new snapping features but the ALT part is strange . It is easier to put the cursor where you want the object and snap to that. Thanks for the share. :O)
@@UHStudio I will check it out . Your city design is leaning more towards what we should be building in the future and that is round buildings . Spheres would be the most ideal but it is hard to get rid of old building techniques . :O)
Thank you for making this video! Your channel is amazing and it encourages people to use Blender for architecture! I was wondering if you know how to create plans from a 3D model made in Blender besides using an add-on like Blender BIM. 😮
i wish i could make this buildings you have shown in this clip...do you have any tutorial for those or lesson to buy ? thanks sir ! you are the greatest
Can I activate Snap Base right away with a *single* hotkey instead of hitting "G" and "B"? Also, can I make it a toggle so that I can use it multiple times and not just 1 time?
At the moment, I don't think there is a way to do that. I do agree it would be quite useful. Feel free to comment on the feedback thread here: devtalk.blender.org/t/snapping-precision-modeling-improvements/28435/269
I am curious about how the new transform function also would work for scale and rotation. You said you would make a specific video about those. ANy tips?
Thanks! PS. Kinda love it but...1) remeber I started that subject somewhere around BL 2.4-2.7 on BL Artists, I meatn no use to invent the wheel if we had Sketchup and Autocad and all these proven CAD operability but....,nobody listened then ))); 2) I remember some replies on Bl Artists saing: panning while zooming would never happen in BL 'cause it would need complete rewrite of concept, code etc...
These changes are really great for CAD people. So far I had to resort to all kind of 3rd party plugins to get precision snapping and transforms. However, there is still one - scale with reference, as in Autocad. Is this achievable in the new Blender ?
Yes! Even before this new feature. You place the 3d cursor at the reference point and then use transform type to 3d cursor and it works the exact same way. Might be useful to do another video on the most common transform ways in more detail 🤔
Viewport is using Cycle raytracing a few samples and denoising. Cycles was completely rewritten in version 3.0, and became much faster. So it does a pretty good job indeed. In 4.1 Eevee Next is coming up, which is a rewrite of the real-time rendering engine.
I end up modeling in inches, CAD sees 1 meter in blender as one inch. SO I use meters so I can hide units in the Dimension program - But then my lights have to be turned way way up because blender thinks my 50" high model is 50 meters. So then really to do lighting I need to x by .??? to make it the right size. IF I model inches and feet then none of my drawings will import right into CAD like Rhino or AutoCAD. Hopefully a solution will happen for this. Thanks for the Video
You can change there unit in the properties to be get and inches. There is also an option to separate the units but it doesn't work everywhere. That's where it gets as little tricky knowing your 1/12's as decimals. Blender' internal units are meters. You could also work with the intent that 1m is 1ft and then scale your work by the conversion factor
@@UHStudio Nowadays, there are too many instances of exploiting the reputation of Blender to lure investments. I have experienced running such a company for 2 years, and I hope Blender will not be exploited for malicious purposes.
Blender has all of that - layers are called collections, and they can be instanced/linked accross like groups/blocks. And all objects in blender can have linked duplocates in a much easier fashion than most other programs.
Working with nodes in Blender is simply terrible: to perform some simple operation, you need to create a lot of nodes, and besides, this takes up part of the program’s screen space. You've probably never worked in Cinema 4D, especially with Mograph, where all parameters are configured in one panel, you don't need to create a bunch of nodes, just configure certain parameters, and it will always be displayed before your eyes, without taking up half the space. I don’t understand people who are happy about the node system: it’s too complicated, it takes up a lot of space, if there are many nodes, it’s difficult to track, even if you create groups.
I don't use C4D so I can't compare, but I use other node-based systems. And each appears to have its advantages and limitations. The logic of geometry nodes thus far has been to create enough low-level nodes that artists, designers, and coders can then develop useful node groups that allow the user to achieve a complex tasks with a visually simpler single node. The new geometry-nodes based Hair system is an example of that. When I talked to the devs from Blender, they claim that at some point, similar to Hair nodes, they will include an asset pack of node groups that do some of the most essential work.
The reason why there are shading issues when using repeat zone in your case is that you are joining geometry from previous iteration and it's overlapping with itself. To avoid that, you would transform and join the one from outside of the repeat zone (the instanced cubes on mesh circle). At least, that's how I understand it.
Thanks for the tip! Just checked it out and yes you are right.
thanks for covering the new features. Base snap and navigation while performing transformations may sound basic, but it took significant effort for the developers to make it work as good as they are and I'm so glad they are now officially part of blender.
Indeed! I am using Base point snapping all the time now!
well done in covering the new tools. Blender just keeps getting better and powerful, just love it!
Thank you. And yes it does 🙂
Thanks for the vid and congrats on the concept. Looks good!
Thank you
The biggest rendering/materials change in 4.0 is that there is now proper energy conservation/preservation. That's a big deal for realism.
Can you share a little more info on that?
@@UHStudio Yes, I've done several videos on it. Basically Cycles wasn't handling incoming and outgoing energy for reflections on surfaces and it now does. ruclips.net/video/v6qXbV_Q7z4/видео.html and ruclips.net/video/iunLnqE6mlw/видео.html
@@UHStudio just fyi everyone should check out his channel, there are the absolute best explainers about this and other similar topics.
that sounds huuuuge. hows it even possible?
> _"4.0 is that there is now proper energy conservation/preservation"_
base point should be there long time ago , game changer
indeed! better late than never
Great information about blender. It is getting better and better. May I ask about people figures where can get these or buy them?
The ones I use are free low poly people from sketchfab - sketchfab.com/3d-models/lowpoly-people-waldo-9ec7a14729aa490fa712e51c217db0f5. I have a video planned comparing different types of people useful in blender soon
Thank you very much.@@UHStudio
Another great informative video ! Thanks !
Thank you as always 🙏
Base point is considered a human rights feature 😂 , ain’t a thing but a huge thing ❤
Well said!
if the zoom stops what you actually wanted was to Dolly (ctrl +shift +middle mouse button)
Thanks for the tip!
Thanks!
Cheers!
the color picker #Yeah!
yes, it's a good one!
I love the new snapping features but the ALT part is strange . It is easier to put the cursor where you want the object and snap to that. Thanks for the share. :O)
You can change the default behavior in regards to what ALT does during transforms in the preferences.
@@UHStudio I will check it out . Your city design is leaning more towards what we should be building in the future and that is round buildings . Spheres would be the most ideal but it is hard to get rid of old building techniques . :O)
Thank you for making this video!
Your channel is amazing and it encourages people to use Blender for architecture!
I was wondering if you know how to create plans from a 3D model made in Blender besides using an add-on like Blender BIM. 😮
Thanks so much! Sd got plsnd, there is also a few other addons - measure it arch and archipack that I am aware of that also help create plans
i wish i could make this buildings you have shown in this clip...do you have any tutorial for those or lesson to buy ? thanks sir ! you are the greatest
Yes! Check out academy.uhstudio.com
Can I activate Snap Base right away with a *single* hotkey instead of hitting "G" and "B"? Also, can I make it a toggle so that I can use it multiple times and not just 1 time?
At the moment, I don't think there is a way to do that. I do agree it would be quite useful. Feel free to comment on the feedback thread here: devtalk.blender.org/t/snapping-precision-modeling-improvements/28435/269
I am curious about how the new transform function also would work for scale and rotation. You said you would make a specific video about those. ANy tips?
Check out threat on devtalk. For rotations, there is no two-point selection yeat, as in select pivot point and then base point as in Rhino.
@@UHStudio ah good then I am not misunderstanding
You could position precisely by adjusting position of origin point and 3D cursor...
yes, that's the old way, which is not the most user friendly as it takes quite a few steps.
the REAL deal with SNAP indeed
Snap it up ;)
Colour Picker makes it Quicker
nice one 😉
Thanks! PS. Kinda love it but...1) remeber I started that subject somewhere around BL 2.4-2.7 on BL Artists, I meatn no use to invent the wheel if we had Sketchup and Autocad and all these proven CAD operability but....,nobody listened then ))); 2) I remember some replies on Bl Artists saing: panning while zooming would never happen in BL 'cause it would need complete rewrite of concept, code etc...
Yes, some ideas take a while to come around 🙂
These changes are really great for CAD people. So far I had to resort to all kind of 3rd party plugins to get precision snapping and transforms. However, there is still one - scale with reference, as in Autocad. Is this achievable in the new Blender ?
Yes! Even before this new feature. You place the 3d cursor at the reference point and then use transform type to 3d cursor and it works the exact same way. Might be useful to do another video on the most common transform ways in more detail 🤔
@@UHStudio looking forward. You got a new sub, sir.
Tool is Cool
cool one 😉
As a Cinema 4D user, I can say that we need that Snap System! C4D snap sucks! Nice viewport by the way! I hope Redshift can be that fast!
Viewport is using Cycle raytracing a few samples and denoising. Cycles was completely rewritten in version 3.0, and became much faster. So it does a pretty good job indeed. In 4.1 Eevee Next is coming up, which is a rewrite of the real-time rendering engine.
Not the twisted buildings, but the ones with the large round loops... What kind of architecture is that even called?
I don't know. Organic, fluid, parametric? Not sure it has a specific name
I end up modeling in inches, CAD sees 1 meter in blender as one inch. SO I use meters so I can hide units in the Dimension program - But then my lights have to be turned way way up because blender thinks my 50" high model is 50 meters. So then really to do lighting I need to x by .??? to make it the right size. IF I model inches and feet then none of my drawings will import right into CAD like Rhino or AutoCAD. Hopefully a solution will happen for this. Thanks for the Video
You can change there unit in the properties to be get and inches. There is also an option to separate the units but it doesn't work everywhere. That's where it gets as little tricky knowing your 1/12's as decimals. Blender' internal units are meters. You could also work with the intent that 1m is 1ft and then scale your work by the conversion factor
This is not an architecture design , but blender is the best because it is free 😂😂😂
🤔 Free, but also with excellent features 😉
@@UHStudio Nowadays, there are too many instances of exploiting the reputation of Blender to lure investments. I have experienced running such a company for 2 years, and I hope Blender will not be exploited for malicious purposes.
Don’t get me wrong I love blender but Without any proper grouping, layering and blocking… there is no way I can use blender in architectural design..
Blender has all of that - layers are called collections, and they can be instanced/linked accross like groups/blocks. And all objects in blender can have linked duplocates in a much easier fashion than most other programs.
ngl but i don't think i like this beta update. its kindda confusing
what don't you like?
@@UHStudio I mean like it's not that big of a deal if they are evolving from 3 to 4 they should have done something crazy
Working with nodes in Blender is simply terrible: to perform some simple operation, you need to create a lot of nodes, and besides, this takes up part of the program’s screen space. You've probably never worked in Cinema 4D, especially with Mograph, where all parameters are configured in one panel, you don't need to create a bunch of nodes, just configure certain parameters, and it will always be displayed before your eyes, without taking up half the space. I don’t understand people who are happy about the node system: it’s too complicated, it takes up a lot of space, if there are many nodes, it’s difficult to track, even if you create groups.
I don't use C4D so I can't compare, but I use other node-based systems. And each appears to have its advantages and limitations. The logic of geometry nodes thus far has been to create enough low-level nodes that artists, designers, and coders can then develop useful node groups that allow the user to achieve a complex tasks with a visually simpler single node. The new geometry-nodes based Hair system is an example of that. When I talked to the devs from Blender, they claim that at some point, similar to Hair nodes, they will include an asset pack of node groups that do some of the most essential work.
You stress on the explanation so much that your right eye stretch too much...
👁️