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This is just because you are viewing it from the front. Move the camera a bit in any direction, and it should look better. You could also give the text a different color in rendering. It isn't transparent, just hard to see


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The material object has a property diffuse_color which is the viewport color. The color you want to link is the Base Color of the Principled BSDF node inside the node tree of that material. Sadly I don't know of a way to access it from the modifier, but you could use a script like this to automatically update the diffusion colors of all objects based on that ...


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This is a known limitation: freestyle not influenced by holdout collections. If you set Holdout as shader material to an object, it works: Except, one line is missing. This is because majority of the line is hidden. If majority was in front, the entire line would be visible (well, unless the line is cut by another line): This is also a limitation of ...


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Move all objects that shouldn't have freestyle outlines to a new collection (you can select them, press M and create a new collection or choose an existing one). Then, in View Layer tab, inside Freestyle section, select the freestyle condition to also be based on a collection - then precise the new collection and choose exclusive to not draw over objects ...


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I can confirm that the correct tab is "Freestyle SVG Exporter" as introduced officially into Blender in this commit in 2014 which had more unwieldy title of "Export Freestyle edges to an .svg format" with it shortly thereafter being changed to "Freestyle SVG Exporter", which is where it currently resides. Poking around tutorials ...


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What you can see is the effect of sub-pixel movement. If an area that produces a pixel, has different contents than another area producing a pixel, those pixels can differ. Therefore what you need is to snap your objects to pixels. I've set up my camera at 60° angle, and scaled down the unit scale to get a satisfying grid - something that could be my ...


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