With the entire smooth shade issue there's an easy fix in the object info tab under the normals drop down menu. It's called autosmooth or something along those lines. It fixes the issue that the weighted modifier fixes. Personally I think it's better just because it keeps the modifier stack just a little bit cleaner. But maybe it has options or features I'm not aware of. You are deffinetly the professional here now me.
You can copy only selected modifiers and many other tings from another object if you activate addon "copy attributes menu" then select 1) your object 2) object you want to copy from 3) ctrl+C (I'm still using 2.7 keymap) and choose from submenu
The adaptive experimental setting for displacement is amazing! I often do archviz in blender and export models directly from CAD software that has everything in tris. I will try the setting and hope for the best!
@@BlenderBob I checked them out! Gathered alot of great tips! For my necessities manually redoing the topology would be an overkill, so the last video with decimate modifier was amazing! Can't wait to try it. Thanks for the amazingly useful and entertaining content! P.S.: I mainly export from ArchiCAD, just in case anyone will wonder.
Going from my novel to entertaining the idea of making my own movie... completely CG. This type of information is not that easy to find. Lots for game models, though! Thanks.
@@BlenderBob Grossed Nouvelle pour toi. Adobe a acheté substance. Epic Games (Unreal Engine) a acheté Quixel. Unreal laisse sa community l'utiliser pour gratuit. C'est in Gros move dans le monde des textures. J'espère que cela puisse t'interessé.
@@andrerouleau5229 Tu es un peu en retard dans les nouvelles. ;-) Adobe, c'était en janvier et Epic, ça fait un an. Mais Adobe pour moi c'était une très mauvaise nouvelle parce que j'ai peur qu'ils annulent les licenses permanentes et force les utilisateurs à louer le logiciel, comme Photoshop.
@@BlenderBob Oui, il semble bien que je suis en retard. Je court comme un fou. J'ecrit des romans et j'ai l'intention de faire les films 100% CG. C'est un projet fou... mais j'ai la tete dur. LOL.
I use "fill holes" instead of separating to different objects, although different objects may be easier to visualize in a tutorial. For window frames done this way, be aware the bevels will introduce a light leak where material is removed. Be sure to fill this with some fake geo. I always cheat with window glass (interior scenes) and use a single plane instead of three solids. Since fresnel inverts IOR for backfaces, causing Snell's window, I mix Transparency with Glossy (sharp) using Layer Weight -> Power of 5 -> add 0.05 instead. Extremely close to real fresnel, reacts correctly with backfaces, you don't have to rely on caustics for light transport or do other tricks where you forget that light transmission is reduced at glancing angles. You might want to use 1-the above math into Transparency color as well - this makes even less light pass through which happens in real glass at glancing angles because light "gets trapped" in internal reflections instead.