Secret passage was just the name of my folder/blender project, you will want to replace that with the name of your blender project and folder location!
Deffinitly let me know if you have a way to get shadows working! Currently on the Luma AI plugin documentation they claim “Shadows are not supported in Gaussian Splatting scenes” I figured it was a limitation of them using sprites in thier niagra system, which would make it rather difficult to make an accurate shadow. but if there’s a simple coding fix or something that makes them able to, that would be awesome
@@levelupvfx It's not a simple coding. You'd have to capture the depth buffer from light's perspective, in the shader that renders the actual splat rendering you'd have to compute the fragment's position in light's space, make the comparison between the depth buffer and the distance to light and decide if the fragment is lit or not. And that's just the basic approach, but since the splats are puffy, additional shadow filtering techniques would have to be employed in order to produce a smooth shadow. Or implement volumetric light scattering where the splats could be interpreted as cloud density and also have self-shadowing. There ar multiple ways, but it's definitely possible. I was kind of expecting that since Unreal supports lit particles, that would kind of work automatically.
Been using this programm for a while and I love using it with ue5, btw do you know how to import splats in blender with color atribute, cuz I do not see color atribute export setting in postshot:(
Sadly I pretty quickly gave up when it came to Gaussian Splats in blender, so I only tested it with blender before I started using postshot, I think the color data should be be in the PLY file, but if not, I’m sure there’s a way to get it out seperately
The really best way to texture paint is actually to use a proper addon for it. This is not the best way, but the in blender implemented way, the normal way. If you look at stuff like philogix pbr painter, then you're looking at something that could be actually called the best way. But the best way also always depends on your projects needs, doesn't it. Just call the video "vanilla blender texture painting basics" and stop trying to appear overly pro when you're not. fkin decency, how about it!
If you would give me the chance, I'd like to argue my case here, I can tell you feel strongly that my title is pure clickbait, but I feel it is valid for what I am teaching. I believe when a title says "In blender" and does not mention plugins, it is implied that it is a tutorial using Vanilla blender. I cannot speak for you, but personally I actually find myself frustrated when I click on a tutorial where the title does not disclaim that its all a plugin, because I prefer knowing the powers and limitations of vanilla tools before moving onto plugins. While it may seem obvious to us in the know, many blender beginners do not know what you call "the normal way". And they find tutorials that teach them to use vertex painting or other wrong ways of painting masks. This video exists to teach them "The right way" to do it, which for most cases, the "right way" IS "The best way", especially for beginners who are just starting out, which this video is aimed at. Perhaps calling it "The Right Way to Texture Paint In Blender" would be more appropriate, but at the end of the day, I feel strongly that its just semantics at that point. Within the first thirty seconds of the video, I explain the problem "You can't understand how to properly mix two textures together on one object". If this does not address the problem my potential viewer is facing, I've provided an explanation of what I am teaching quickly, so they can click off and continue searching for a video more suited for their needs. I feel providing a quick explanation of what I am to do in the video, and then teaching that, is how I interpret "fkin decency" in the online educational space. There is a place for plugins and external programs, I wont argue that Philogix doesn't provide superior tools when compared to blender's native ones, it absolutely does. But if I were to account for plugins or, more importantly, 3rd party programs, I would much rather prefer to teach people how to use Substance or 3D coat, since it probably doesn't need to be said that dedicated software almost always is better than generalized software like blender.
Very helpful. I am having a lot of issues with Blender crashing when rendering, trying to trouble shoot but it's crazy frustrating. Hoping this technique will keep working.
Yes! Nothing you make is processed online, everything happens on your machine, I think you may need to be connected when you first start up because they need you to log in with your account, but after that you are good
thank you so much for this tutorial , for months i have been trying to find a simple program to train gaussian splats locally but all of them never seemed to work because they were to advanced or i would get errors.
Yeah, I’m thinking of how to do this as well. I believe the best way is to somehow cache it out as a particle system and then bring it in with Niagra, but I’m not exactly sure about how to go about caching it out. Believe me though it’s on my list of things to do so stay tuned!
Your final files will be saved wherever you set up the "Output" inside of blender! Just like if you rendered it normally! (Right side bar, output tab, underneath your resolution and frame range options)
Today I have seen a lot of content around this topic. It is a technology with great potential. I have tried KIRI Engine, Luma IA and Postshot and by far the latter gives me better results in Unreal Engine. The model is better rendered. I suppose it is because locally I have more control. I did notice that the model lost quality when using it in Unreal Engine but I didn't know why until I heard your explanation of the limitations of Niagara. At the moment I'm training a model of a Castle based on a 360° aerial video that I found on RU-vid for my game. Once I've the final result, I'll share my results here. Thanks for all the breakdown.
There is a suggested limit on their documentation of 100 to 300, but since everything is local, you’re not actually uploading anything so you have no limit to how many images you can use. For example I’ve run splats using 1500 images, and I’ve run ones using a few hundred. In general, more images will help, but there deffinitly is a sharp falloff from where adding more images don’t add any more detail, they just slow the training down
Thanks! And they are part of one of the Forestation biomes you can get with GeoScatter (separate purchase but definitely worth the money if you can afford it!)
The more you know! I’ve always called it a dash, I would assume most people refer to it as that colloquially more than literally, given there is no em-dash key on most keyboards without using shortcuts, but cool fact!
Yes, if you want to render a certain frame, instead of “-a” at the end of the terminal command, do “-f 123” (123 being whatever frame number you want, could be 1, could be 5000)
Excuse me, I have a big problem when I render a project, it closes the program, or when I go to the shading page, it closes the program. My device's capabilities are very good and it worked in the past but I don't know what happened. Can you help me🙏🙏?