g6d3np81

joined 1 year ago
[–] g6d3np81@kbin.social 1 points 11 months ago (1 children)

I got double confused (ESL)
Never heard of that meme. So the title is in valid grammar?

[–] g6d3np81@kbin.social 2 points 11 months ago (3 children)

forgor how to english

 
[–] g6d3np81@kbin.social 3 points 11 months ago (1 children)

Is this gonna be equivalent of ESLint + Prettier but in one performant package?

[–] g6d3np81@kbin.social 7 points 11 months ago (4 children)

(https://quackers.gumroad.com/l/classic_modifier_menu)
Here you go

IIRC The reason is that old layout is getting cluttered. It least the modifier is searchable now, which I think is a great improvement.

It's just a muscle memory issue for me, keep hitting S after Shift + A.

[–] g6d3np81@kbin.social 3 points 1 year ago

Yup, probably watched the same video. Those are much more focused on flat shading... like dead flat.

There is Abnormal addon but I find doing it with mesh data (beyond vertex weight / vertex color) is kinda cumbersome.

After some fooling around, I find using normal form texture coord node is all I need.

  1. Take normal from texture coordinate node
  2. Rotate X to adjust up/down facing
  3. Map range Y axis to use as weight (or weight paint)
  4. Subtract result from true normal
  5. Transform vector from object to world (normalize first, maybe?)

Not great but good enough, most importantly not ugly. Quite easy and fast to apply to different model too.
Barbara from Genshin - Mihoyo
Node

 

Without using normal map, how do I make something look flatter in arbitrary direction?

model: Godette by Pablo Dobarro
Figure 1

Let's say I want to smoosh character face to make lighting appear flatter while keeping the geometry. What kind of shader node setup can do this in a simple non-destructive way?

 
20
Blender 4.0 - Reel (kbin.social)
submitted 1 year ago* (last edited 1 year ago) by g6d3np81@kbin.social to c/blender@lemmy.ml
 

Enjoy this showcase of amazing work done by the Blender Community.

See everything new in Blender 4.0 LTS https://www.blender.org/download/releases/4-0/

edit:
So this is not how to cross-post on kbin... sorry for extra click. Can't change the link now.

 

Enjoy this showcase of amazing work done by the Blender Community.

See everything new in Blender 4.0 LTS https://www.blender.org/download/releases/4-0/

 
[–] g6d3np81@kbin.social 1 points 1 year ago

I also have a similar side project planned for a revamp. Successfully made a v1 with grease monkey (vanilla JS) + stylish back in maybe 2016. Super dangerous to keep firefox 56 running only for this front-end. Just need to do the v2 then migrate to latest librewolf.

I want to redo the whole thing in Vue, client side routing with build step. The problem is that

  • site is not open source
  • no API doc (but I already made my own)
  • required log-in (no sensitive info)
  • some route request must be made from that domain due to CORS

My goal is not to change the UI but wipe the whole page and start over with custom API call instead. V1 do this by visiting a 404 route to stop unnecessary load and use my own URL param for the API call. For bonus cringe I used local storage for database.

Ended up having to use userscript, and now I'm kinda stuck with how to mash Vite build and tamper/violent monkey together :(
Do you have any suggestion or resource I can learn more on this?

[–] g6d3np81@kbin.social 5 points 1 year ago

Thank you. After thinking about it overnight, I realized I asked a wrong question. Your answer still helps greatly and get me more than half way to satiate my curiosity.
Tolerance grade and example objects that require different grade/minimum pi accuracy is what I was looking for.

[–] g6d3np81@kbin.social 12 points 1 year ago (1 children)
[–] g6d3np81@kbin.social 3 points 1 year ago

Thank you, I already skimmed through that article before posting. Maybe I failed to put my question into words properly.

I want examples similar to pool/fence circumference in the article. Along the line of "We're building x, and this is the worst rounding we can go, one fewer digit and it will be off by y"

 

xkcd: Coordinate Precision but pi (π)?

I tried looking for some answer but found mostly

  • People reciting pi
  • People teaching how to memorize pi
  • How to calculate pi using different formula
  • How many digits NASA uses

Update question to be more specific

In case someone see this later, what is the most advanced object you can build or perform its task, with different length of pi?

0, 3 => you can't make a full circle

1, 3.1 => very wobbly circle

2, 3.14 => perfect hole on a beach

3, 3.142 => ??

4, 3.1416 => ??

5, 3.14159 => ??

Old question below

In practice, the majority of people will never require any extra digit past 3.14. Some engineering may go to 3.1416. And unless you are doing space stuff 3.14159 is probably more than sufficient.

But at which point do a situation require extra digit?
From 3 to 3.1 to 3.14 and so on.

My non-existing rubber duck told me I can just plug these into a graphing calculator. facepalm

y=(2πx−(2·3.14x))

y=abs(2πx−(2·3.142x))

y=abs(2πx−(2·3.1416x))

y=(2πx−(2·3.14159x))

Got adequate answer from @dual_sport_dork and @howrar
Any extra example of big object and its minimum pi approximation still welcome.

[–] g6d3np81@kbin.social 3 points 1 year ago

I would not place my hope on kadokawa doing anything like that. I don't think they even care about anime industry aside from make money part of it.

 

pixiv: 74708123
twitter: kuroneko1364

 
224
microscopic fedora (media.kbin.social)
submitted 1 year ago* (last edited 1 year ago) by g6d3np81@kbin.social to c/memes@lemmy.ml
 
402
COOL BLUE™ (media.kbin.social)
submitted 1 year ago* (last edited 1 year ago) by g6d3np81@kbin.social to c/memes@lemmy.ml
 
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