New answers tagged

0

Blender 2.91 and 2.92alpha Problem is solved as it uses a more accurate boolean


1

In case of tapers you can do it like this.


1

In addition to the copy and paste, and the scripting methods, Samy Tichadou (tonton) wrote an add-on, FCurve Helper, to help manage F-Curve modifiers. It allows the user to filter between bone and object animations, create a modifier of a given type for each selected curve, batch update existing modifiers, or delete them. It is extremely useful to quickly ...


1

You can for instance use a solidify modifier set to vertex group, then paint the weights in weight paint mode. First add a vertex group and in edit mode make sure to remove every weight from your vertices. Then add a solidify modifier to your mesh, set the factor to something > 0 so there is at least a bit of displacement with a weight 0. Then go into ...


0

I also came across this post. Turning off "clamp overlap" worked for me. https://exposeacademy.com/blender-bevel-modifier-not-working/ This was the relevant part of the post for me: We can force bevel modifier to bevel the edges even though there are double vertices in our model by turning off this “clamp overlap” option in here. Let me turn this ...


1

In Blender 2.83 I've had success using the knife tool but it's a little different than above. This will only work with symmetrical objects. Switch to whichever ortho view you want Select the knife tool. Click the most top and most middle edge, close to where half would be. You should then see some key functions show up in the bottom bar of the screen. Press ...


2

Have you tried to tilt the vertices? Select your curve, go in Edit mode, select the vertices you want, and CtrlT to tilt, or use the N panel:


1

The principle is to use two "simple deform" modifiers: one animated from a circle, bent -360°, (for the torus) to a half circle, bent 180°, for the sphere the second to bend around the previous by 360° to give it the volume (torus or sphere) The base grid is parallel to front view and centered to avoid the usage of empties in the bend modifiers. ...


3

Just set the source of emission to „Volume“ instead of „Face/Verts“ in the particle settings: Result:


1

I've reworked your topology to get a more clean bevel, Try this: By adding a little bit of thickness to the back face, you can allow more room for the bevel to run before it overshoots. But keep in mind there will always be artifacts if you push the bevel too far on any kind of geometry. If you want a thicker bevel and more control over the mesh, you can ...


2

Applied modifiers cannot be undone after closing. Your only hope is to try and go check the auto-saved files (if you have "auto-save" on) and find one with a date BEFORE you applied the modifier. As to why the modifier created a spikey mess, now that's a greater mystery!


1

Your angles are not made of just one edge, they are already beveled: So your modifier will double-bevel these edges and mess everything up with overlapping faces. You can fix that by a Merge by Distance for example (be careful to not merge what you don't wnat to merge though).


3

Bevel will add bevel to all edges if not limited. So to keep flatter parts untouched, limit it to "angle".


8

You could model this: Establish Basic geometry, (mine is an extruded half round-cube) and reserve a highly-subdivided copy, you're going to shrinkwrap to it later X Delete > Only Faces Edge Menu > Subdivide F refill the faces, and Face Menu > Poke them Select one of the new vertices, and Shift G Select Similar > Number of Connecting Edges. ...


7

You could try instancing for this. Reduce the object to a profile Parent the cutting shape, set instancing to Faces Add the Screw modifier and adjust it to your needs. Then just go Object > Apply > Make instances real and use Boolean...


2

Using the same method as provided in @lemon's answer, you can also achieve random colors with a white noise node :


4

A possible way to do it is to use UV offset from the array modifier (as mentioned by Gorgious, random per island is not implemented for Eevee). From that we can use UV texture coordinates: Get X (U from UV) value Multiply it (just to tune randomness) Get cell value to have one color per arch Use Voronoi texture to have randomness (easier to tune than noise ...


2

Avoid edit mode if you can. Suggest this can be done via API calls with no operators. Have lazilly added the empties with the op, add them as you have other objects if so desired. Test script adds an empty hook to each end of your poly. Note have used NURBS as per question title. To have end points set the use_endpoints_u and v properties of the spline. ...


0

The problem is: non-manifold geometry. I found how to fix this: Install add-on 3D-print toolbox Select your object and press N, select 3D-Print tab In Result section you'll see Non Manifold Edge. This informs you about your problems. Go to Clean up. Press Make manifold


4

Just to illustrate @batFINGER's comment. You can flip the profile by scaling it by -1. Select the profile Set pivot point to one of the vertices through Pivot point > Active element Scale it along X axis by -1


0

You have overlapping vertices that prevent the boolean, select your anvil, go in Edit mode, press Alt > M > Merge By Distance, and it will work.


5

The problem appears to be due to negative values being used in the Mix factor resulting in artifacts where the 'negative' of the orange colour is becoming evident. Each channel from the Normal is in the range -1.0 through to +1.0 and so the 'add' can result in negative values. Normally a 'mix' factor will automatically clamp the values at 0.0 and 1.0 but in ...


4

Use the evaluated object Modifiers don't alter the mesh, they "Modify, Generate, Deform or Physics" the mesh result ... using the mesh as input. Think of it like a method in mathematics sin(x) doesn't alter x it returns a result using x as input. The result is available in newer versions of blender as the evaluated object. How do I get a mesh data-...


2

So many different ways, each with their own quirks: Use two shrinkwrap modifiers, each with different distances-- one for the bottom and one for the top. Follow a shrinkwrap on the bottom with a strong corrective smooth on the top. Shrinkwrap the whole thing, then displace the top verts in global Z. Might be worth making a shapekey that vertex slides the ...


0

Ok here we are, I've fixed all by improving the topology. So basically I recalculated the number of edges for matching it with the faces on the surface Then I erased the faces and made a bridge edge loop Added and applied a warp modifier with sphere fallout Added a loopcut to fix those nasty shades and joined this part with my rim and made a bridge edge loop ...


3

Instead of a subdivided plane, use a subdivided edge like so : Add your shrinkwrap : Now add a Screw Modifier set to Z axis, angle 0°, with 1 step and tweak the screw value: Moving the source object along the X Axis : You can add a solidify modifier after all this to add thickness to your wall :


1

Just add more loopcuts to have enough verts and then connect a circle. Add more loopcuts and make a hole in the mesh Position the 3D cursor there (Mesh > Snap > Cursor to selected) Add a circle with proper number of verts and connect it


1

The problem is you are not applying it. You should apply before printing. bpy.ops.object.modifier_apply(modifier="intersctn", report=True) Add the line above, after setting the modifier parameters. Changed Script: (worked for me. Just make sure that you've selected the cube before running the script) import bpy cube = bpy.data.objects['Cube'] cone ...


0

Have you tried to switch on the Auto Smooth option for Normals on the rims? It prevents artifacts that can occur when the Boolean modifier is used on curved surfaces. Depending on your geometry you have to adjust the angle value (default is 30d) or add a few more edge loops. (Looks like you have only 2 rings but many edges for the "walls" of the ...


1

When the modifiers settings are zeroed out the modifier has no effect. So it shows a red icon.


0

In the first example why not use a rectangle instead of a square for the boolean so the backside is longer and doesn't disappear as it goes over the bottom cube. You could animate lots of strange shapes for options. You may also want to do something like in the unrelated answer to this question here: Animating appearing/extending strip with gaps


1

As long as the spheres don't intersect, it works for me: However, once the spheres intersect each other, then the boolean modifier no longer knows what is inside or outside of the spheres, and so it cannot compute the modifier: What is inside or outside of a mesh is determined by its normals. The difference between a rock and a cave is whether the normals ...


1

You can't use multiple, separate curve segments to curve modify an object. The curve modifier will only use the first curve it finds. This is just not a technique that works with Blender. You can create divisions between barriers by giving it both a relative and a constant offset: If you want regular intervals of undivided, divided, you can have a ...


1

According to some other answers, this is due to non-manifold geometry. Those spheres are not connected to form one closed, watertight object that can be subtracted from the cylinder. I have a similar issue with a simple array of nine (3x3) spheres subtracted from a plane with a solidify modifier. This is a rather important and annoying shortcoming of the ...


0

There is another easier, cleaner way. create a Cube resize the cube on X or y axis so it becomes a rectangular prism go int edit mode and select the top face press i to inset the face. press i+z to extrude the new face downward. select the bottom face of the cube as well as the bottom face of the hole. press s to resize it to a "picnic basket".


2

Maybe you should simply extrude a plane along the shape, in front, left and top view, then extrude inwards, then bevel, etc...


4

Your topology is a bit messy, to quickly fix it you can: Only keep one portion: Fix the topology, give it a Mirror modifier: Create an empty at the current origin of the object: Give your object an Array modifier, deactivate Relative Offset, activate Object Offset with the empty as Object, rotate the empty 37,72° (as you want 11 iterations), enable the ...


1

I've made the donut before! This problem was mentioned in the videos somewhere, either in the same episode or the follow up episode. It is caused by an extra accidental layer of icing when extruding the region by extruding twice, the layer is probably meshed with your icing, so at this point the only thing you can do is delete the icing, and make a new one :...


0

In Sculpt Mode click Sculpt (to the right of where Sculpt Mode is shown) and now > "Show All". For some reason, Alt + H doesn't unhide properly between edit-mode and sculpt-mode for me. So if I hide vertices in edit-mode and switch back to sculpt mode, the connecting faces are gone. Going back to edit-mode, pressing Alt + H reveals the hidden ...


3

Making a grid of holes. 1. start with some random shape 2. Make a hole object: Make sure it goes all the way through your shape and is the size you want your holes to be. 3. Give it 2 array modifiers to make a 2d grid of cylinders: Adjust the values to control how far apart the holes are Add a boolean on the base object with the cylinder as the target, ...


1

I have two solutions A) dublicate object. press Ctrl+M+XYZ (flip object on x/y/z axis). place it in the desired place. B) This doesn't flip the object, but it gets you a similar result. select the couch, and then press Shift+S+2 (Cursor to selected). Duplicate A and select the new object. Set the transform pivot point to 3D Cursor. press R+Z+180 (rotate ...


2

Use Animation Nodes add-on, it is open-source and totally free. I'd suggest a setup like this: The node tree duplicates A then modify its scale (new y = y*(-1)). In your case, you may want to do it with x instead. I tried to sculpt A. After I mouse-released the sculpt brush, B would be updated too. In this approach, I can't sculpt the new object (so-called ...


1

Nevermind, I've found a way to do it, you have to add two materials to the base mesh for it to work, once you've added them it's just playing with them to match the mesh with the materials


4

Boolean often doesn't work because of overlapping vertices, edges or faces, so move your boolean object (Cylinder.005) up a bit and it works:


3

If you choose to go the route of booleans, then here is the method I would use. Quad cap the cylinder to begin with. Delete the Ngon faces top and bottom, and grid fill them with Ctrl+F > G with the edges selected. Next you can add modifiers. Order is important, so here is the stack: Bevel and Weighted Normal are the key ones that help here, they will ...


1

'Apply' has a specific meaning in the context of modifiers. In this case, it looks like you've only added the Solidify modifier and enabled edit-mode viewing. Since the base geometry is still a plane, the correct interpretation of it is to select both upper and lower faces produced from solidifying it. To 'fix' this, all you need to do is apply the modifier -...


1

While most people would recommend a pure shader solution, I'll answer for the case where you want a separate object. Assuming that your road is a mostly flat plane using a shader to provide fine details, the issue here is that by default Blender converts shader displacement output to a bump map. Bump maps are effectively an trick of the light and will ...


1

At the top of the bit that sticks out you have another face extending out at a 90 degree angle. The Solidify modifier is intersecting itself right there and making things go strange. If you remove that overhang, switch the modifier to Simple, and enable Even Thickness you will get a better result.


-2

See this picture: This is complex mode in solidify modifiers, There is and option below Complex which (Thickness Mode) set this to Even not on constraint. Even thickness: This is similar to Simple Mode with Even Thickness and High Quality Normals. It adjusts for sharp corners, but may not always work when more than three faces come together. Maybe it will ...


0

When you click the "eye icon", all you're doing is hiding the object in the 3D viewport. If you want the object to export correctly, you must first apply the modifier, then (optionally) delete the bool "cutter" object.


Top 50 recent answers are included