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[We need more posts! (Like seriously, a lot more)] Let's Make This the Megathread!


Misguided Kerbal

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19 minutes ago, Spaceman.Spiff said:

Sad few days….. we’ve lost a few very talented members of the modding community. ;.;

it was only fruitgoose, right?

are we facing a...

MODPOCALYPSE?!

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rip froot goose :sad:

Just now, Spaceman.Spiff said:

Aazard left too, for unrelated reasons. 

Aw man, RIP fruit goose and aazard

i swear if i see a post longer than 3 lines by nert im gonna cry

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10 hours ago, Stormpilot said:

Roughness zero, transmission 100% add a bump node plug that into the normal then add a noise texture node and plug that into the height of the bump node. Crank up the detail and mess around with the sliders until you get what you like.

I usually use noise bump textures for a bit of added surface detail (on solid surfaces), never thought of using it for water. Though that's probably because 

  1. I've never done a render involving a water surface before, and
  2. Blender has an Ocean modifier, so you can turn any sufficiently subdivided mesh into a realistic water surface. Simulated water depth, wind strength, wave choppiness and more stuff are adjustable. 
Edited by OrdinaryKerman
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14 minutes ago, OrdinaryKerman said:

I usually use noise bump textures for a bit of added surface detail (on solid surfaces), never thought of using it for water. Though that's probably because 

  1. I've never done a render involving a water surface before, and
  2. Blender has an Ocean modifier, so you can turn any sufficiently subdivided mesh into a realistic water surface. Simulated water depth, wind strength, wave choppiness and more stuff are adjustable. 

You're into making planets?!

 

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28 minutes ago, OrdinaryKerman said:

I usually use noise bump textures for a bit of added surface detail (on solid surfaces), never thought of using it for water. Though that's probably because 

  1. I've never done a render involving a water surface before, and
  2. Blender has an Ocean modifier, so you can turn any sufficiently subdivided mesh into a realistic water surface. Simulated water depth, wind strength, wave choppiness and more stuff are adjustable. 

I never knew there were ocean modifiers, good to know in the further to save time!

Im still learning blender (only been using for about a week now) so the only modifiers I’ve used so far are solidify, array, and subsurface something or whatever it’s called :/

Edited by Stormpilot
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