#Tutorial-Index
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felidae-sims · 2 months ago
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SimPE Material Definitions Index:
DW link for a more legible layout. Another thing I made for myself and might as well share. Definitions have links to wiki. If I made any errors feel free to let me know.
Further Reading:
Texture Mapping – Wikipedia.
Materials in general – Unity Manual.
In SimPE – PixelHate's Guide to Material Definitions [TXMT].
Definitions:
Material Type: StandardMaterial (stdMat).
alphaRefValue – (I forgot)
deprecatedStdMatInvDiffuseCoeffMultiplier (idk)
reflectivity
stdMatAlphaBlendMode – Alpha Layer Settings (Responsible for Transparency).
stdMatAlphaMultiplier
stdMatAlphaRefValue – Reflection?
stdMatAlphaTestEnabled
stdMatBaseTextureAddressingU – Base Texture Settings (The Main Texture).
stdMatBaseTextureAddressingV
stdMatBaseTextureAlphaReplicate
stdMatBaseTextureEnabled
stdMatBaseTextureName
stdMatCullMode – Backface Culling Mode.
stdMatDiffCoef">0.8,0.8,0.8< - Diffuse Reflection – Coefficient [pretty sure. Isn't that Albedo?].
stdMatEmissiveCoef">1.00000,1.00000,1.00000< - Emissivity Coefficient.
stdMatEnvCubeBlurFactor">0.000000< - Environment Cube Map Definitions.
stdMatEnvCubeCoef">0,0,0<
stdMatEnvCubeLockedToCamera>0<
stdMatEnvCubeMode>none<
stdMatEnvCubeTextureName
stdMatFillMode>solid<
stdMatLayer>0<
stdMatLightingEnabled">1<
stdMatMinLightRangeHint">4<
stdMatNormalMapTextureEnabled – Normal/Bump Map Settings.
stdMatNormalMapTextureAddressingU
stdMatNormalMapTextureAddressingV
stdMatNormalMapTextureName
stdMatSpecCoef">0.53,0.53,0.53< - Specular Reflection & Specular Map Settings.
stdMatSpecMaskTextureEnabled
stdMatSpecMaskTextureName
stdMatSpecPower">1e+002<
(Not in SimPE - Albedo Map)
stdMatTextureCoordAnimMode">none<
stdMatTextureCoordAnimNumTiles">1.000000,1.000000<
stdMatTextureCoordTfAnimOrigin">0.500000,0.500000<
stdMatTextureCoordTfAnimRotSpeed">0.000000<
stdMatTextureCoordTfAnimRotStartEnd">0.000000,1.000000<
stdMatTextureCoordTfAnimRotWaveform">triangular<
stdMatTextureCoordTfAnimScaleSpeed">0.000000<
stdMatTextureCoordTfAnimScaleStartEnd">0.000000,1.000000<
stdMatTextureCoordTfAnimScaleWaveform">triangular<
stdMatTextureCoordTfAnimTransEnd">0.000000,0.000000<
stdMatTextureCoordTfAnimTransSpeed">0.000000<
stdMatTextureCoordTfAnimTransStart">0.000000,0.000000<
stdMatTextureCoordTfAnimTransWaveform">triangular<
stdMatTextureCoordTileAnimSpeed">0.000000<
stdMatUntexturedDiffAlpha">1<
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alyss-erulisse · 2 years ago
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Morph Madness!
Fixing Exploding Morphs
Marik's Egyptian Choker is currently in production. It is the first accessory I've made that involves assignment to more than one bone and morphs for fat, fit and thin states. So there is a learning curve, and it is during that learning curve that interesting and unexpected things can happen.
As with my other content, I'm making the choker fit sims of all ages and genders--that's 8 different bodies.
Adding fat, fit and thin morphs multiples this number to 27 different bodies.
I'm also making 3 levels of detail for each of these. The number comes to 81 different bodies, 81 different bodies for which I need to tightly fit a cylinder around the neck and avoid clipping.
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That's a lot of work. I can see why most custom content creators stick with one age, gender and detail level. At least, they did in the past. Our tools are getting better day by day, and that may partly be because of creative, ambitious and somewhat obsessive people like me.
There are usually multiple ways to solve the same problem. Some ways are faster than others. This I've learned from working in Blender3D. You can navigate to a button with your mouse or hit the keyboard shortcut. You can use proportional editing to fiddle around with a mesh or you can use a combination of modifiers.
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If I am going to be creating 81 chokers, I don't want to be fiddling around on each one of them for an hour. I need something automated, repeatable and non-destructive so I can make adjustments later without having to start over from the beginning. I need to work smart rather than just work hard.
This is where modifiers and geometry nodes come in. After you develop a stack to work with one body, the same process pretty much works for the others as well. That is how it became easier for me to model each of the 81 chokers from scratch rather than to use proportional editing to fit a copy from one body to the next.
But I was about to confront an explosive problem…
Anyone who has worked with morphs before probably knows where this story is headed. There is a good reason to copy the base mesh and then use proportional editing to refit it to the fat, fit and thin bodies. That reason has to do with vertex index numbers.
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You see, every vertex in your mesh has a number assigned to it so that the computer can keep track of it. Normally, the order of these numbers doesn't really matter much. I had never even thought about them before I loaded my base mesh and morphs into TSRW, touched those sliders to drag between morph states, and watched my mesh disintegrate into a mess of jagged, black fangs.
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A morph is made up of directions for each vertex in a mesh on where to go if the sim is fat or thin or fit. The vertex index number determines which vertex gets which set of directions. If the vertices of your base mesh are numbered differently than the vertices of your morph, the wrong directions are sent to the vertices, and they end up going everywhere but the right places.
It is morph madness!
When a base mesh is copied and then the vertices are just nudged around with proportional editing, the numbering remains the same. When you make each morph from scratch, the numbering varies widely.
How, then, could I get each one of those 81 meshes to be numbered in exactly the same way?
Their structures and UV maps were the same, but their size and proportions varied a lot from body to body. Furthermore, I'd used the Edge Split modifier to sharpen edges, which results in disconnected geometry and double vertices.
Sorting the elements with native functions did not yield uniform results because of the varying proportions.
The Blender Add-On by bartoszstyperek called Copy Verts Ids presented a possible solution, but it was bewildered by the disconnected geometry and gave unpredictable results.
Fix your SHAPE KEYS! - Blender 2.8 tutorial by Danny Mac 3D
I had an idea of how I wanted the vertices to be numbered, ascending along one edge ring at a time, but short of selecting one vertex at a time and sending it to the end of the stack with the native Sort Elements > Selected function, there was no way to do this.
Of course, selecting 27,216 vertices one-at-a-time was even more unacceptable to me than the idea of fiddling with 81 meshes in proportional editing mode.
So… I decided to learn how to script an Add-On for Blender and create the tool I needed myself.
A week and 447 polished lines of code later, I had this satisfying button to press that would fix my problem.
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Here are the index numbers before and after pressing that wonderful button.
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My morphs are not exploding anymore, and I am so happy I didn't give up on this project or give myself carpal tunnel syndrome with hours of fiddling.
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Marik's Egyptian Choker is coming along nicely now. I haven't avoided fiddling entirely, but now it only involves resizing to fix clipping issues during animation.
Unfortunately, I'll have to push the release date to next month, but now, I have developed my first Blender Add-On and maybe, after a bit more testing, it could be as useful to other creators in the community as its been to me.
Looking for more info about morphing problems? See this post.
See more of my work: Check out my archive.
Join me on my journey: Follow me on tumblr.
Support my creative life: Buy me a coffee on KoFi.
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allisonperryart · 11 months ago
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Process video from last week's painting based on @ruralindexing's photography! 🏬🖌️
youtube
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totallyseiso · 8 months ago
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Bass is hard
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blessedcactus · 8 months ago
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Trying to code for our first coding assignment like: googling how to insert image header with css, img src not working???
Help, I am not smart!!
Also I love this image but because it's why I'm struggling I want her head on a pike:
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volfoss · 5 months ago
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It started out SO rough yesterday but I think I'm getting the rhythm of backstitching down :)
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[ID:A row of blue back stitches on a light blue ribbed fabric. The stitches at the far right are crooked and not attached to each other at several points. The stitches progressively get more straight and connected as it gets closer to the left. /End ID]
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desnayy · 1 year ago
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The house that I finally finished building! The thing that took the longest to get was the bamboo for the trapdoors...
In order there is:
Exterior shot, including a tiny glimpse of the waypoint gazebo thing I tried to freehand
The sitting room, devoid of seating as of now
The kitchen/dining room, actually mostly done
The curtain for the bathtub
The bathtub behind the curtain, complete with definitly scented candles and potion decor that is I am saying is like, hair care stuff and bodywash/bath bubbles/whatever other bath product
Stairs to upstairs, behind a curtain cause why not?
The main room which is currently where my bed is plus a temp enchantment setup
Bigger empty room that is supposed to be the bedroom, not set up yet obvs
Attic space! Maybe a bedroom for an egg/creature, maybe the enchantment attic, who knows, I don't
And bonus Nightmare Stalker I had to deal with
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guyrcook · 5 days ago
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Step-by-Step: Setting Up IndexNow on Your HTML Websites
Introduction For website owners running static HTML websites, getting new pages indexed quickly by search engines has always been a bit of a waiting game. But with IndexNow, you can now notify search engines instantly when you update or create content. This open-source protocol is supported by major search engines like Bing, Yandex, and others — with growing support across the industry. This…
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afjol33 · 2 months ago
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chaoticallyfuckingstressed · 5 months ago
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broke my website like 3 seperate ways trying to impliment some motha fuckin javascript but like as least i know what i'm doing now
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alyss-erulisse · 1 year ago
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Morph Madness Pt2!
Fixing Morph Interactions
The second version of Marik's Egyptian Choker is currently in production. Despite fixing the exploding morph issue I described before, it seems that my morphing problems were not yet at an end. Creating Marik's Egyptian Armbands and seeing these two accessories worn together revealed another issue.
When several accessories with morphs are worn together, there is a possibility of their morphs interacting inappropriately if their vertex IDs conflict.
The conflicting vertices then veer off into space when the accessories are worn together like in the image above. It may not be obvious, but the bottom of the choker and the bottom of the left armband are ramping off like party ribbons, not the effect I was going for.
So what are these vertex IDs I am talking about and what do they have to do with morphs?
I gave a pretty good description in my previous post about exploding morphs, but I will recap here for you.
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Every vertex in your mesh has a number assigned to it so that the computer can keep track of it. A morph is made up of directions for each vertex in a mesh on where to go if the sim is fat or thin or fit. In TSRW, the sliders can be used to drag between these morph states and view them.
The vertex index number determines which vertex gets which set of directions. If the vertices of your base mesh are numbered differently than the vertices of your morph, the wrong directions are sent to the vertices, and they end up going everywhere but the right places.
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What happens when the same vertex gets two different sets of directions?
You are seeing the answer in the image. It takes some sort of average and ends up in the wrong place for both items.
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How do we fix this unwanted interaction?
We know that the game allows us to wear combinations of clothing and accessory items together. To keep the morphs of these items from interacting like we see above, the game reserves a range of vertex IDs for each category of item. Stay within the range for your category, and you're gold. Exceed that range, and you'll start seeing problems.
When you import a mesh into TSRW, the vertex IDs to be used in the game are automatically assigned based on the category of item you've cloned. For the choker, I cloned a necklace, so the vertex IDs were numbered to start at 31850.
Starting Vertex ID of Range Category for Sims 3 Accessories:
Earrings: have no morphs
Necklaces: 31850
Armbands: 32300
Bracelets: have no morphs
There is a suggestion online which I will now debunk because it has lost me time and ultimately created problems rather than solving them. The suggestion is to renumber the vertex IDs to have necklaces start at 4000 and armbands start at 8000.
The first problem with this suggestion is that TSRW automatically renumbers to the ranges I gave above. Manually renumbering in TSRW is possible within the Vertices Editor, but it is a hassle. So, I wrote a Python data entry script to automate this process. I succeeded in renumbering the IDs to the 4000s, but there was a second problem: the game is not coded to recognize morphs in this range.
Imagine me being so proud that I'd figured out how to do this code and have it work for me. Imagine me opening up the game and testing the renumbered package. Imagine the item not responding to any of the sliders as if it had no morphs at all. Such a bummer!
If you want your morphs to work, you have to following the guidelines of the game. I've learned this the hard way.
So what are these guidelines?
For a necklace with morphs, vertex IDs start numbering at 31850 and you have 450 available vertex IDs. Ideally, you would fit all your LODs into this range, so that their combined total came in under this number, but there is some wiggle room. You only really need LOD1 to fit within this range to avoid interaction.
For an armband with morphs, vertex IDs start numbering at 32300. I have not tested enough to determine the limit to this range or what category may come afterward to interact with it.
Realize that splitting your hard edges will increase your vertex load in TSRW. A good rule for reducing geometry is if the camera cannot see a detail, it doesn't need to exist.
I've been recreating Marik's Egyptian Choker from scratch to reduce the load to within this vertex ID range while preserving quality by adding a normal map.
Here is a sneak peek of the custom thumbnails.
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I'll also add a normal map to the armbands, so you can look for that update too.
In the meantime, I hope this information is helpful to other creators and users mystified by why their custom content is not working as they'd like.
See more of my work: Check out my archive.
Join me on my journey: Follow me on tumblr.
Support my creative life: Buy me a coffee on KoFi.
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josegremarquez · 6 months ago
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Propiedades de las Cajas o Bloques en HTML y su Importancia
En HTML, todos los elementos, desde un simple párrafo hasta una imagen compleja, se representan como cajas. Estas cajas tienen propiedades que nos permiten controlar su tamaño, posición, espaciado y otros aspectos visuales. Comprender estas propiedades es fundamental para crear diseños web personalizados y atractivos. ¿Qué es el Modelo de Caja en CSS? El modelo de caja es una representación…
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pythonjobsupport · 7 months ago
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Excel Index Match Tutorial
Excel Tutorial to find information from a table of data using Index and Match Function Get Practice Excel File at … source
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bloggerkey · 8 months ago
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Google Search Console क्या है | Google Search Console in Hindi
आज के डिजिटल युग में, ऑनलाइन उपस्थिति किसी भी व्यवसाय या वेबसाइट के लिए अत्यंत महत्वपूर्ण है। अपनी वेबसाइट की स्थिति को ट्रैक करने और उसकी खोज इंजन रैंकिंग को बेहतर बनाने के लिए, वेबमास्टरों के पास एक महत्वपूर्ण उपकरण है: Google Search Console। यह एक ऐसा मुफ्त टूल है जो आपकी वेबसाइट के प्रदर्शन की निगरानी करने में मदद करता है और आपको SEO (Search Engine Optimization) की रणनीतियों को अनुकूलित करने…
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signode-blog · 1 year ago
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How to Trade Stochastic Momentum Index: A Comprehensive Guide
Trading in the stock market can be a daunting task, especially with the multitude of technical indicators available to traders. One of the lesser-known but highly effective indicators is the Stochastic Momentum Index (SMI). This tool can be incredibly beneficial for traders looking to refine their strategies and make more informed decisions. In this comprehensive guide, we’ll explore what the…
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noisytenant · 1 year ago
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they should make a script that prevents youtube from recommending you stupid videos. i should never be made aware of a video that sucks
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