Workspaces can achieve that behaviourn, as I don't think there is a built-in way for "remembering" overlay settings.
You can add a workspace using the + icon on the right of the top ribbon, and customize it as you wish, it won't affect the other ones.
Then when you want to go back to the previous state, select the original 3D Workspace.
Note that ...
Your character has 145k vertices, which is quite high for a rigged prop.
One possible optimization, as many parts are "rigid" and don't need deformations, is to parent them directly to bones, without weights (select the mesh part, shift select the armature, go to pose mode, select the relevant bone and press Ctrl P - bone).
But I think you should ...
You can create a driver for the visibility of low poly and high poly versions, such that the high poly version of the model is shown when the camera is close, while the low poly version is shown when the camera is not close.
With both a high poly and a low poly made, select the high poly and look on properties/object/visibility. Right click on the checkbox ...
When Display Perspective is disabled in the settings of the Empty then it always disappears as soon as you change your view from orthographic into perspective view. Enable it to see the Empty in perspective view as well.
When enabled and the frame is there but appears empty, that's because the face normal (or the orientation axis of the Empty, since there is ...
It's hard to tell from your description, but it's possible that you hid the polygons of your mesh (or your objects) by pressing H. You can un-hide them with Alt+H. This feature exists because as models get more complicated and edits need to be more precise, sometimes hiding an area outright benefits the user. This only effects the workspace, it does not show ...
If you are a beginner, my recommendation is to watch the full Donut beginner tutorial series of channel Blender Guru on youtube.In that donut tutorial series, you will learn modeling, some sculpting tools, some modifiers, particles and about materials and texture painting. Then try to study all the sculpting tools so that it will help you to make landscapes....
Internally, Blender uses floating-point numbers to represent vertex coordinates. Floating point numbers can represent a very wide range of values, but they grow increasingly imprecise at very large or very small scales. The Working Limits section of the Blender documentation gives some example precisions at various scales.
If you want to work with very large ...
The default in viewport shading uses an HDRI, which is an image that emits light from all angles, but your scene world has very low light, other than your area light that is pointing straight down. The house "turns black" because nothing is lighting it. You can go to the world properties and increase the strength of the world light or add an HDRI ...
You've just encountered one of the nightmares of doing maths on computers, and it's not a blender bug.
Blender uses floating point numbers internally, and they have finite precision. This means that when you do complicated calculations like calculating movement through an angle, you only get an approximation of the final answer.
For the majority of uses, ...
No. However, by theory of relativity, you can achieve the exact same effect by placing the 3D cursor at the origin (Shift+C), setting the transform orientation from “median point” to “3D cursor,” selecting all, and then transforming.
Start with a plane. Tab into Edit Mode, select the face and press X and select Only Faces. This leaves you with 4 verts connected by edges.
Tab out of Edit Mode and go to the menu item Object > Convert To > Curve.
Then in Object Data Properties expand Geometry and give it a Bevel Depth.
This should work for any continuous loop of verts.
It is ...
I found the solution the bevel is connected with scale of object so in my case it the scal was ( 0.025, -0.75 , 0.65 ) so the bevel effect was small can't see it , to solve it :
1 - select object.
2 - press ( ctrl + A ).
3 - select scale. ( it will not affect the shape of object but will make scale ( 1,1,1 ).
4 - make bevel on it and the curve will be ...
i would use the extra objects add-on which comes with blender.
here you can:
add elbow :
change angle + start + end length
then you get:
copy this 3 times, rotate and move, ready
after that Join them to one mesh and use the weld modifier to clean up your geometry.
There are 4 ways of creating object outlines in Blender:
Fresnel effect using a shader
Procedural geometric outline
Currently I don't think it's possible to generate freestyle lines in viewport. The other 3 methods however, can generate outlines in viewport.
Fresnel is a shader effect and is very fast to compute once the ...
The ALT multiple-property editing mechanic does not work if you click directly the Color Wheel, however it does work if you're tweaking the Red, Green or Blue channels of the color.
Note that you will have to set the display to RGB instead of the default HSV beforehand. It does not matter if you press ALT when clicking on the color field, but you do have to ...
Look on a timeline view. There's a dropdown labelled "Playback". If you click that, you'll get a pop-up menu. In that menu, there's a field labelled "Sync". Click in that field and select "Frame Dropping".
The render.opengl() operator is working fine for all modes. But notice that it takes a screenshot of the first viewport found, quoting the docs: "Take a snapshot of the active viewport". So in case you have multiple 3d viewports open at the same time it takes the first one in the area list of your screen (Screen.Areas).
Obviously the simplest ...
If keeping the amount of particles is important (for instance: if you need to see the density of grass) you can use the decimate modifier on your particle mesh and disable it in the render output:
Select the source mesh
Add the decimate modifier
Click the disable in render button:
Play around with the settings. What worked for me was using planar with an ...
You can do this using shader node too(Procedurally)
Follow this node group:
Value node gives the fade effect. Play with the values to get the desired effect.
P.S. Make sure you join both the objects
P.P.S If you wanna change the axis on which the fading occurs, change the value of last greater than node with Y or Z output from separate XYZ node
the easiest way is the boolean modifier, like Emir proposed:
Join both objects
Add a box which is big enough that the whole object fits in it
add boolean modifier to your object with target to object created in 2 -> intersect
animate the object you created in 2
If you need further explanation, let me know.
If you need video tutorial, let me know.
I have had this (sort of) sometimes when importing a file - it sets the object origin to (0,0,0), but the actual mesh structure is located somewhere else.
You can view it by selecting in the outliner and zooming to it using the numpad '.' in the 3d window, but then the main scene vanishes (and vis versa).
If you R click on it and select Set Origin / Origin ...
Your screenshot shows that you've added the red material to material slot 2, so I guess there is a white material in slot 1. By default the complete object gets the first material. So the easiest way would be to delete the white material from the cylinder if that's the only one you want to show up.
Another way would be (if you want different colors on the ...
Keep context object centered on largest viewport in screen.
The view is set up similarly to the camera, ie it looks down its $-Z$ axis.
Rotate an object to camera view
Access view orientation from python?
whereas meshes are normally $Z$ up $-Y$ forward.
The view_align method below, looks for the largest 3d view, then using its matrix aligns the context ...
The simple answer is start with a cube, but really, I think you're asking how to model. There are a lot of great tutorials on YouTube. Grant Abbitt has a great series on beginning modeling. You should start here: https://www.youtube.com/watch?v=7MRonzqYJgw&list=PLn3ukorJv4vs_eSJUQPxBRaDS8PrVmIri. But there are many ways to learn Blender, and many ...
Open the Viewport Overlays popover in the upper right of 3d viewport, to the left of the Viewport Shading Mode buttons, the downward arrow next to the two overlapping circles.
Check Statistics. If it doesn't appear, try going to a different display mode (Wireframe or Solid) then back to Rendered Mode.
You should then see render progress, as well as the ...