7

Oh this one's easy. Just change the curve twist method to Z-Up.


6

In the Render Properties tab, under Light Paths > Max Bounces > Transparent. Increase the max bounces for transparency. EDIT: I just realised you have 400 planes with transparency which is excessive. Im assuming you havn't used volumetrics before. So instead of faking volumetic shading, use real volumetric shading instead.


6

You could try selecting all objects then Alt+Left Click on the Show in Viewport and Show in Render buttons in the Shrinkwrap Modifiers.


4

Install the hotkeys in the Property Editor section without a modifier name:


4

You have overlapping vertices which creates zero area faces. This stops the bevel working as intended as it clamps the bevel to zero. Select all the vertices and merge by distance with Mesh > Merge > By Distance or press M to bring up the merge menu.


4

Create an Empty. Add a UV Project modifier on the tiles and make sure its the last modifier in the stack. Set Object to your Empty. Now you can translate and scale the empty to manipulate the UV's. You can use the free Poliigon Uber Mapping Node (Download Link) that has mosaic rotation and noise to fix tilling patterns.


4

If disabling object mode visibility is sufficient, there is a built-in add-on Modifier Tools that you can enable. Once it is enabled a new panel will show up in the modifier tab of the properties editor: There isn't an equivalent command for disabling viewing in just edit mode or applying to the render, but it would not be difficult to add such commands ...


3

You have some overlapping vertex issue on the front right bottom part of your mesh. You just have to merge vertices by selecting your problem mesh in edit mode, then pressing "M" key and then selecting "Merge by distance" It should be fixed


3

Enable Transparent Film under Render Properties > Film > Transparent HSV node to make B/W. Blur node to soften edges of shadow. Translate node to offset shadow. In my case 5px right and 10px down. Set Alpha node to reduce opacity. All of above nodes can be tweaked to your liking. I have used an Alpha Over with a blue colour for a background, but this ...


3

Use the low-level function to add modifiers which allows for direct property access: https://docs.blender.org/api/current/bpy.types.ObjectModifiers.html#bpy.types.ObjectModifiers.new import bpy C = bpy.context # Get the object obj = C.scene.objects['Cube'] # Add the modifier using the low level function shrink_mod = obj.modifiers.new(name="Shrinkie&...


1

You must make sure that the empty that you are using as array Object is set at the exact same point as the fan origin, also apply the object scale.


1

Shader – POM (Parallax Occlusion Mapping) in some cases you can use a single face with Parallax Occlusion Mapping shader Inside POM node tree is another Nodegroup POM Iterations ... each iteration generates a layer with offset specified by Strength value ... there you can increase / decrease number of "layers" depend on your needs to result with ...


1

The main reason for that is the bad topology of that object. As you can see it has too less vertical loop cuts so that it can bend. Here an example: I took a default cube without any subdivisions, made it a bit flatter and tried to curve it: It works only, if you have enough subdivision on that axis, on which you want to bend it:


1

Modifiers can be moved to the first place in the stack using: "object.modifier_move_to_index", with the Index set to 0. The last place index is dependent on the number of modifiers and since the index cannot be -1, this cannot be used for moving to the last position.


Only top voted, non community-wiki answers of a minimum length are eligible