CG tutorials, Blender tutorials, creative ideas and inspiration by Gleb Alexandrov. Join the Creative Shrimp community and let's get better at digital graphics and 3D art.
Isn´t these hellish issues often common in most 3D software, using lightwave mostly for modelling and recognize most of that as well. I can see many other things that is just of annoyance for modeling in blender vs lightwave, where it´s just more direct smoother in lightwave for those parts, and that is Specificly what I would call blender modeling hell. what is described here I feel is more, a general poly modeling hell, most may confront in most 3d packages.
@@GlebAlexandrov There are also modeling hell in Lightwave of course, but ellaboration of that has been made all over the place, elsewhere. It hasn´t been updated for a long time and the new team have that planned in the next dev cycle though. right now they have focused on implementing more tools to layout, ProGeotools for similar stuff as geometric nodes in blender does, TurbulenceFD fluids for smoke fire is part of lightwave by defaul, and enhancements on VDB´s, unreal bridge, a fast liquid solver previously called UP, now implemented and is called flow, Rh Riggit now part of lightwave natively And octane is now part of Lightwave, but as their own to develop I think. And much more, but for modeling, very little, next cycle maybe. So under the core, blender more advanced for modeling purposes, and many of the modern tools are just not there in Lightwave. But it is still capable of delevering, and some things are just more direct to model within Lightwave I think.
Thank you so much! Now that Reality Capture is free, the utility of this workflow (with Meshroom) can be compared against the RC workflow, but anyway it's good to have alternative options I guess!
Oh wow, that's impressive! I know that this workflow can get quite involved and even tedious and it could take some time to get familiar with it, so I'm glad this video helped somewhat :)
You would get a more accurate and clean result if you directly exported the camera and point data straight to ColMap format using python, which can then be trained. With perfect camera poses and point position data you can skip the structure-from-motion process entirely. Nebulae are a very cool subject for gaussian splatting!