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Found 11 results

  1. 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 different settings, I settled upon the following combo that seems to work relatively well: This did indeed allow me to get them into Blender, colors and all. However, I did discover another problem. A New Challenge Here is an admittedly silly little project that I created in AD a while, just for fun: And this is what I got when I import it into Blender (after rearranging the layers for visibility): As soon as I saw this, my response was, "Ah yes, it did exactly what I told it to do, even if it was not what I had expected. Duhhh..." What I want to do What I would like to do is to get each of the letters of our names into Blender so I can extrude them into 3D objects and animate them - that is simple enough. But I also want the colors of each letter to go along with them - not so simple. Is there a way that this can be done? It seems that I will need to flatten out or convert the layer masks to something else before exporting them to SVG. This is where I am stumped. Finally... Kudos for the iPad app! I purchased the iPad app the very moment I received the email. The dev team really outdid themselves with this, big time! I truly enjoy using the Mac app for working, but I am actually LOVING it!
  2. 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.
  3. 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 you apply these modifiers by clicking the 'apply' button it will apply the effect and remove the modifier from stack of modifiers applied. If you want fine tune control over these without removing them from the stack of modifiers,don't apply them. [1] = Displace Modifier Added, [2] = Subdivision Surface Modifier Added [ >>>> [Source Files]] > The Height Map file in Affinity Designer has also been attached[File Name = Terrain_Height_Map.afdesign]. > The Blender Source File with the Height Map Applied has also been attached[File Name = Blender_File_with_Terrain_Created_Using_Height_map_from_Affinity_Designer.blend][Added on 27th February 2018] [ >>>> [Video File]] Here is a short video[around 3minutes and 26 seconds] that demonstrates the steps required:[Update: Added the Video on 26th February 2018] Blender can be downloaded from the following link: https://www.blender.org/ [ >>>> [Exercise]][Added on 27th February 2018] As an Extra Exercise,apply these concepts by making use of Real Terrain Height Maps[that contain Real World Elevation Data] generated by the following website for your own country or city: https://terrain.party/ Just search your city or country and press the Export Button[] to export a zip file that contains the height maps for the searched area. Extract the zip file and apply it to your own blender files. Notice how the grey scale values are used based on Real World Elevation data. Here is a sample of a terrain i generated using the Height Maps generated by this website: Happy Learning
  4. 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 brush work and shapes/Texts -vector data at the same time. Heightmaps are already useful but the Normalmaps in the more advanced Setup have a strong discoloration. next big steps are corrections and refining the output and creating macros for accelerating the workflow. greetings myclay
  5. 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/issue? Thanks for the help N.
  6. retrograde

    Affinity Photo and Blender

    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...
  7. 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 can be achieved with Affinity Designer / Photo, however; my lack of understanding of both CNC and Affinity has me at a loss. Any help?
  8. 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
  9. 00Ghz

    Classical Violin

    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
  10. retrograde

    Digital painting in Designer

    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 to do an eye it just ended up that way) I used a mix of painting and blending especially in the white of the eye with the blood vessels and texturing... then in the iris I painted inside the circle shape laying in the colour in the general areas and using Paolo's blenders to really gave it a nice complex feel. I usually add a .01 gaussian blur to take the hard edge off the shapes. it tends to soften the paint work a bit but it's a reasonable trade off. On the donut-pie shape I was just playing with a nice painterly play of light and shadow. The blenders are great for adding that "painterly" feel with tons of control. Again by reducing the blender brush size the blend effect gets smaller and more precise. This is all in Designer, which for me is probably where I will spend most of my time. The fact that I can get these type of results in a "vector" app is incredible. The hardest part of all of this is knowing when to stop! :D
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