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Found 14 results

  1. It's been a minute since I last posted here, so I figured I'd show off what I've been working on these last few. I don't have a complete project as of yet. What I'm doing is building up assets for a comic project I'm working on, trying to do at least one model a day over the next year or so until I have enough objects to mix and match together to build up my various scenes. I have about 23 models so far. I've thrown them together into a single scene to see if they work together coherently, and, so far, I've been pleased with the results. Since I'm using Designer heavily for labels a
  2. Hi, I recently switched to Affinity Photo from Photoshop. I used to composite my renders as 16bit PNGs in Photoshop. But, since Affinity Photo supports all adjustments and filters in 32bit mode, I started compositing in 32bit using EXR files. However, now the problem is OCIO. The renders from Blender use Filmic color management. As per @James Ritson 's tutorial on baking color space transforms using OCIO adjustment layers, I added two OCIO adjustments -- one from Linear to Filmic sRGB and the second one from sRGB to Linear (with view transform set to ICC in 32bit Preview mode). But,
  3. I'm having a problem with affinity photo not transferring exr files rendered in blender with the color transform chosen inside blender. I remember this having worked in the past, so I don't know wether I accidentally changed anything. I rendered an image in blender with a filmic color transform and saved it as a 32 bit exr. Here is what it looks like in blender with the color management settings. And here is what it looks like upon opening the file in affinity photo. (Side-by-side closeup). The highlights are over-exposed and it looks like the srgb color transform in blender. So
  4. I created a tutorial on how to take your designs in Affinity Designer and export them into blender to create 3D prints. Hope you find it interesting. https://youtu.be/r--mPzHZDlw
  5. Searching for a doable workflow I am trying to develop a workflow in which I can create assets in AD (macOS or iOS), export them as SVG, and import them into Blender for animation. I have discovered, after quite a few failed attempts over the course of many months, that this is not as straight-forward as one would imagine. Breakthrough Yesterday, I stumbled across an old post that turned out to be a breakthrough for me. Apparently, while exporting the assets out of AD, a specific setting must be unchecked, as shared by @Dave Harris here: After playing around with the diffe
  6. Hello Affinity Team, Wizaerd already created a topic last year, but he never made a feature suggestion. I know that 3D in Photoshop is basic, but it still it does it job. Otherwise I've to work in other software, like blender, to create and render them to import into a project. I would rather have an "All-in-one" solution and ditch Adobe software, as far as I can.
  7. The screen shot shows a roughly created height map in Affinity Designer's Pixel Persona[] using the Paint Brush tool[] and using grey scale values[] and how it is used in generating a 3D Terrain in Blender by applying this height map Image as a 'Displace'[] modifier on a Grid []Mesh Surface. For smoothness, i have applied a 'Subdivision Surface'[] modifier. Modifiers in 3D Modelling tools help modify an object's geometry. They can be accessed in the Tabs on the right side[] and have a 'wrench icon'[] . Just click the 'Add Modifier'[] dropdown to add the modifiers mentioned above. Notice, if yo
  8. Hi all :) , So far Affinity Photo is impressive and quite useful for an 3D Artist. I decided to try my luck in making a heightmap/normalmap creation solution for it. It obviously needs some more work but it already gives passable enough results at least in the simple setup with Brush input vector support the more advanced setup: Shapes, Texts and Brush input are currently supported, inward/outward is available. there are two ways of adding shapes available; one which is piling them over each other and the other is mixing their height. You can therefore erase parts of b
  9. Good evening everyone, I've a little question because I'm new to Photo and I cannot understand if I'm doing something wrong or if it's an Affinity Photo problem. I'm opening a Multichannel OpenEXR generated by Blender that contains all my render passes (I've check that with a compositing software and all the passes are there) but Photo only show me into the layer tab the RGB "beauty" channel and the alpha one. I don't understand why that's happen because as far as I know Photo should support Multichannel OpenEXR without any problem. I'm missing something or I've found a potential bug
  10. Having fun with the new Photo 1.6 beta and Blender texture painting workflow. Liking the new light UI in Photo too. I'm using the file path option in Blender's preferences (see screenshot) so it's a one click jump to Photo for painting. Then just save in Photo, jump back to Blender and click reload image. Boom, couldn't be easier. :-) Blender's internal texture painting is pretty good but not quite as dedicated yet as Photo is for this sort of stuff. EDIT: sorry for the yuge screenshots...
  11. Photo & Draw have come a long way in a short time, haven't opened PS in over 6 months. :P any-hoo, the question: When it comes to bump map creation, I do not want to have to add Gimp to my workflow. Gimp has built in tone map and bump map as well as plugin called Insane Bump. (any way to make that plugin work in Photo?) for 3D images, Normal, AO, Specular, and Bump Map layers are used to map onto a surface for realistic effects. In addition; a Displacement Map or Tonal Map for use in milling / CNC relief cutting, and laser engraving. It seems to me that these ends c
  12. Hi i'll start a new topic because my first one was a little confusing. I asked to be able to texture and colorize 3D model made in a 3D modeling software. So what I meant is to be able to import UV unwrap. Because the way I see it is Affinity Designer could do amazing job as a UX/UI design tool, for concept art and if it could do this (import UV unwrap) than I could certainly ditch Illustrator and Photoshop at the same time and reduce my pipeline of tools. Thank You
  13. Hi, My take on a classic. Made the shots dramatic to enhance the feeling of old and prestige. Rendering time was quite short about 5 min each. POST in Affinity Photo Beta. ;) For more pics check my behance + a modeling timelapse. https://www.behance.net/gallery/24002497/Classical-Violin? Cheers, Vlad
  14. Hi all, just some doodling here trying out painting inside of shapes in Designer. Started playing with Paolo's blender brushes he so graciously created. When using them in conjunction with the smudge tool you get some really nice mixing abilities. In the call out shape for instance I painted a mixture of the 2 main colours then applied some "blending" using one of Paolo's spatter blend brushes. It just spatters using the underlying colour and doesn't put any new colour down. Changing the size of the brush changes the size of the texture it paints. For the eyeball, (I didn't start out t
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