New answers tagged

0

After looking through YouTube for a bit, I found this tutorial and it seems like the perfect solution for my current situation. https://youtu.be/XKBONVoHSdA


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This can be caused by the phenomenon of total internal reflection, which causes some rays to reflect internally too many times to make it out of the glass. That is, certain light paths effectively get “trapped” inside the glass, never making it to the camera and resulting in black spots in the rendered result. However, although total internal reflection is a ...


0

try this: right click on your object -> bake action, choose visual keying and choose the frame range you want to have. Then export.


0

In Blender 3.0 and 3.1 you can use curve to point node to rotate instances along curve. Also you should try to capture attribute from curve to make additional changes in instances along curve. I give a bit more complex answer here: Geonodes: Apply point index to group node input I hope it is ok that i copypaste a part of my own answer.


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Thank you to Marten Zander for pointing this out; adding the triangulate modifier to the object after applying the Boolean Difference modifier solves the export issue completely!


0

Select the edges and faces you want to subdivide, then RMB > S key or ⌃ Ctrl + E > D key to select the subdivide option. What you're asking is if you can do Catmull Clark surface subdivision and have it applied instantly. No, you can't. You have to select the object, add the subdivision surface modifier then apply it. You can apply modifiers by ...


2

Just add a realize instances node before your group output.


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You can subdivide a plane in Edit Mode, or by a Subdivision Surface modifier in Simple mode, then displace, then parent a cube to it, and in the plane's Object Properties > Instancing > Vertices. Scale the cube down in Edit Mode, so it fits.


7

So IF (i hope you are) you are interested in a geometry nodes solution: here is the node setup: Result: or with a noise texture instead of a wave texture: or voronoi:


0

You state in your question that your bone model has a 3mm thickness (so hollow, like the box where you demonstrate the problem), but in the samples you show all the bones are solid. That's why you're having trouble showing both the bone and the hole. I made a crude mockup, but that should give you something to start with: Model the bone object (I added a ...


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Here's a suggestion based on @Benus' answer that doesn't require baking the line art modifier, but offers less initial control on the starting thickness : Add a Line Art Object (Add > Grease Pencil > Scene Line Art) Add a Vertex Group : Add a Vertex Weight Proximity modifier and a Thickness modifier. Play with the Lowest and Highest values and set the ...


0

Create 2 new vertex groups, one containing only vertices you want to preserve volume, the other all others vertices. Add a new armature modifier targeting your rig, and use the vertex group limit function to have the desired result. Another method using one new vertex group only:


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Bake the Line Art. Create a new Vertex Group, select all vertices and Assign. Add a Vertex Weight Proximity modifier. Select the newly created vertex group. Select Camera as Target Object. Adjust Lowest and Highest to set how close you want the minimum thickness and how far you want the maximum. Check Multiply Weights. This is useful if you want to keep ...


4

You have done everything right, however, in order for it to work, you must have a camera in the scene, and the camera view must be selected.


2

Rather than using repeat X & Y use spatial size to determine the size of the mesh. The other settings in the modifier are sufficient for some randomization of the generated mesh (time, alignment, etc). From the manual: Spatial Size The width of the ocean surface area being simulated, in meters. This also determines the size of the generated mesh, or ...


3

Yes, you can do this using geometry nodes. But in this case, you have to remove array modifier, mapping and beveling of the curve and re-build all of that inside GN: Integer value gets frame number by driver. You can get it by typing #frame in field. Or use Blender 3.1 time node. It might be difficult to build a round array, as in your example, use the ...


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Suggestion by mqbaka mqbaka. The Commotion addon is probably the best way to offset any kind of animations, this also includes Start and End Mapping in curves.


4

You have Damped Track constraints pointing at each other. This results in Dependency cycles that Blender cannot solve. See in system console. One solution is: Remove all Damped Track constraints from Empties Add Damped Track constraints to mesh objects pointing to the opposite Empty Should work now


3

i am pretty sure it is because the messy geometry of your objects. Here you can see: and it should look like this: the edges should be parallel. your sensitivity is much too high: Set it to 0. set shape to mesh apply scale + rotation Hint: your objects have too much geometry. This is not necessary and just slow down the rigid body calculation. i ...


4

As by this Q&A: reorder modifier/constraints stack order in python Use bpy.ops.object.modifier_move_up or ..._down. To avoid the need to make each object active before moving modifiers, use context override {'object': ...} import bpy from bpy import context as C def check(obj, name): index = obj.modifiers.find(name) if index == -1: raise ...


2

It is impossible to temporarily disable a modifier and 'manually editing it without applying the modifier' But there is a method you can follow. Instead of applying a mirror modifier you can enable symmetry in edit mode. by enabling either of these icons.


3

You could move the objects being boolean'd into a new collection, leaving the boolean objects in another collection. Then go to Add>Collection Instance>[collection name]. The collection instance can be moved without lag whilst still being editable by editing the original. These objects consist of half a million vertices with no lag.


7

You need to set the shrinkwrap modifier to act on the spline rather than the geometry: Notice the tooltip. Edit: I expected my mouse cursor to show up, but it didn't. The "affect splines" button is the first button to the right of the Shrinkwrap modifier's name.


1

I think this is also possible to create mesh with a Convex Hull Node. But this method is only to apply for a convex shape. For details, please see following figure:


1

Not that it isn't annoyingly slow, but if you make a cutter cylinder : And then duplicate it to create a filler cylinder with ngons removed and inner circles bridged: Then if you make sure the filler has its ends co-planar with the boolean base, and the cutter is slightly extended, you can first boolean > difference cutter than boolean > union filler ...


3

As @Allen Simpson has mentioned, you might look to modifiers to do the job. Staring with a single-skin bar, with enough subdivision to accommodate the various hole-frequencies, this stack does a reasonable job of turning a vertex group 'Holes' into holes. (Top to Bottom): Bevel. Vertices, Absolute,2 segments, limit: the 'Holes' vertex group Mask. The '...


7

Make a cube and subdivide with 3 cuts. Delete all top and bottom vertices to make your hollow square for the base shape. Add some more loops at the edges to support subdivision later. (New loops highlighted) Now, for each side, delete the center vert and Scale the surrounding 4 corner verts closer to the center with S until you get something close to an ...


2

Duplicate the blood vessel object and then hide it by pressing H (This will used later). Select the unhidden blood vessel object and go into Edit Mode. Select all vertices by pressing A, press Alt+S to Shrink/Fatten (This is different to normal scaling) and press 1 to fatten by 1m. (This is actually fattening by 1m in this case because the unit scale is off ...


-1

what you need to do is start by remeshing both objects with the smooth and smooth shading option on. Then do the boolean difference. then take the object you want to make hollow and put the solidify modifier on it. now delete the faces which u dont want like the blood vessels that are covered. add a glass shader here u go https://pasteall.org/media/8/a/...


0

Solution to getting a clean stamp to then boolean afterwards: Move all stamp objects to a collection (In my case "Stamp"). Then move all but 1 of those objects into a new nesting collection (In my case "Bits"). Select the object that's not in the "Bits" collection, and add a Boolean modifier set to Operand Type of Collection, ...


1

Increase the Extrusion value and set the Maximum Ray Distance to 0


2

I found this method with the Curve to Mesh node:


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Put all of your overlapping objects into a new collection. On the object being stamped, add a boolean modifier with the Operand Type set to "Collection" and select the newly made collection. This will repeat the bool modifier separately with each object in the collection. The final mesh may come out quite messy, but should be easy to fix with a ...


-1

For 3D printing you just have to join them (ctrl+j), if you're preparing models in Ultimaker Cura for print, in properties find Keep Disconnected Faces and turn it on. Go to PREVIEW and ensure that all layers are good and the model is ready to print.


2

Just give the plane a solidify modifier and then you can use the boolean modifier. The thickness could be very low, so you don't even recognize it. But the boolean modifier needs some "volume" so that it works correctly. It doesn't work with a plane. Like this:


0

The torus should not have any effect on physics so long as you don't add physics properties to it. To hide it from the render, simply clock on the camera icon next to it in the outliner. If the camera is an outline with an 'x' inside it, it means that the torus will have no part in the render. It's disabled from render. Likewise you can click the eye icon ...


0

You can do it, too, using Knife Project with Cut through box checked. If you don't like the result you plain undo it. One thing to observe: having used this tool you need to bridge edge loops.


1

You can use bpy.context.active_object and bpy.context.selected_objects. The first tells you the object that is active — the one you want to use as the source of the name. The second one tells you all of the selected objects, including the selected objects. The simplest script to do what you want in this case is import bpy name = bpy.context.active_object....


1

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 # Get the object obj = bpy.context.scene.objects['Cube'] # Add the modifier the low level function and set the bevel amount bevel_mod = obj.modifiers.new(name="...


0

You need to adjust the width value in the modifier itself to change the width amount. Immediately after bpy.ops.object.modifier_add(type='BEVEL') The bevel modifier will be the last on modifier stack, so you can find it using bevel_modifier = bpy.context.active_object.modifiers[-1] Once you have the modifier you set the bevel amount using bevel_modifier....


1

Here is one trivial script that will rename per your (incomplete?) spec, where I've allowed for non-mesh other items (light, camera): import bpy suffix='HP' if bpy.context.object is None: print('you need to select one object') name_base=bpy.context.object.name for obj in bpy.data.objects: if (obj is bpy.context.object) or (obj.type != 'MESH'):...


1

The Fit Curve option won't make your object follow the curve, it will just adjust the amount of iterations to the curve length. If you want your object to follow a curve, give it a Curve modifier after the Array. You can keep Fit Curve option in the Array, it will create the right amount of iterations.


0

You can use geometry nodes to generate a mesh out of your folumes again. you can download my example here: https://we.tl/t-HBvHuXwrpE


2

Thanks, this is what i wanted to do. I managed to do it with a sequence of your nodegroups and a couple of switches and a multigate. Also I made seperate collections for the top, bottom and middle elements of the stacks. basically you can put up to 8 middle instances into this system now and it will detect the heights. You could now collapse all middle nodes ...


1

UV Sphere works great for circular holes without artifacts Add a UV Sphere with high enough resolution Add a circle at one of the poles. Make sure vertex count matches the sphere rings. Use Knife project to cut a hole Add Solidify modifier, Bevel modifier, and rotate your sphere 13,5 degrees.


4

Okay this will be a little longer... Firstly, you are using Displace modifier with strength 1, that is too strong, set it to 0,01 and it will start looking better... however it will still look bad because your topology is a mess of random sized triangels... due to that you cannot expect displace modifier to work as supposed. In that case you need to either ...


6

UPDATE With the new accumulate field node, you can use this node setup: result: My solution isn't for sure the best and it should be a lot easier with animation nodes (which has loops) but you wanted a solution in geometry nodes. So i made a nodegroup, which basically adds one vertex to the geometry, calculates its own height with the bounding box node and ...


0

Boolean operations just don't work correctly if you have overlapping geometry. Scaling down one of the objects just a little is the correct solution for this situation. If you do not want to change the result of the operation, you can only move the overlapping geometry a little bit in edit mode, until the operation works. You could try switching between Fast ...


0

I appears to me that your sphere 1 is a bit larger than sphere 2 so when you set the operation to difference, you have this : That also explained why you have the intended result only when scaling it down. You can solve this by playing with the Overlap Threshold value. EDIT It seems to be an issue with the boolean itself and I believe the issue have been ...


1

The Shrink Wrap modifier does not work very well with separate mesh objects. There are two options. You can use the Boolean modifier to union the ax head and the handle. To make this work the handle must be wider. The axe must be solid. Your model has a gap between the head and the handle. This causes problems. Alternatively, you can duplicate the axe and ...


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