As Einstein's Minion pointed out, you have the scale set to 0. Increasing to around 4 seems to give a pretty substantial effect. As others have also mentioned, adding more geometry helps, so I added a Subdivision Surface Modifier to the top of the modifier stack for the purpose of this example. This should really be all that's necessary to make the waves ...
This is most likely because of memory limit on the numbers, aka a “precision error.” Try telling someone to give you three thousand four hundred and seventy-eight tons and two ounces. Most likely, they will forget the two ounces, and computers are the same way, unless you specifically tell them not to.
But anyhow, why does the object need to be offset from ...
A pure-shader option, for use on a simple plane, or any surface:
The top branch wraps the circumference into segments, using a Gradient > Radial node. The wrap is controlled by 'n Spokes' input.
The middle-ish branch wraps the radius into rings, by length from the object origin. The wrap is controlled by 'n Rings' input.
There are quite a few '...
You could create a row of icospheres (or simply circles) and bend it with a Simple Deform modifier (Bend mode), apply the Simple Deform, Unwrap > Project from View, then give your object a Gradient (Spherical) node before a Wave Texture and a ColorRamp. Tweak the Mapping location values in order to center the circles:
Change the Wave Offset value in ...
I too downloaded the new version and there is no more apply button. Instead, there is a drop down next to the camera icon and you can select apply or press Ctrl + A it seems.
I was able to separate pets in edit mode then.
Rather than communicate enums between two operators, can add logic to use one.
If I understand the question properly, either wish to apply (try) all modifiers or one of all using the enum.
For this example have expanded the enum, and added the ALL option to the enum, tested for it.
In hindsight prob should have named the enum modifier
I would make the heart shaped base, then make sure to Ctrl + A to apply scale and rotation. Then select the surface and inset I. You can type in the exact distance in the pop up on the lower left of the screen.
If you want to copy it to create a second object, press Shift + D, P, then Selected.
You can extrude that face to make a smaller heart.
The boolean object is not deleted after applying the Boolean modifier, it is still here, you need to delete it or make it invisible. You say that you've disabled the eye icon but the eye is only for viewport visibility, you need to disable the camera icon if you don't want it in your render, first enable it in the dropdown menu:
I think your best solution is brute vertex editing. Delete the head you want to get rid of by circle selecting the vertices and creating as smooth a transition as possible. In edit mode (of the body) you can even place the new head exactly where you want it. You can then refine the vertices and begin stitching them together.
A more complicated, but possibly ...
Unbinding the Modifier should reduce your file size to the previous 60Mb,
but the deformation data from your binding will be deleted.
Same with the Surface Deform Modifier.
I recommend to keep the modifier unbinded and bind it only before final render (if your workflow allows that).
You can't use the Bevel operator to bevel the edges of your Solidified plane, without applying the modifier, because the edges don't exist at the time the operator is invoked. You can use a Bevel modifier to do it, below Solidify on the stack.
The first bevel, rounding the corners in XY, could be done with an operator, and that may be better, allowing you to,...
Don't use Object or Edit mode transformation tools.
For adjusting elements after you release it under Create tab > Archipack ... use Archipack Tab to manipulate and adjust elements.
Also check some tutorials ... you don't have to create each wall as separate object.
The best point to start https://github.com/s-...
The result you have is correct but the subdivision surface modifier doesn't have the geometry to make it look nice. You could try marking the edges of the holes as creases with SHIFT E. Then the subdivision surface will know where the edges are.
I don't think it makes any difference, BoolTool is just an addon that makes booleans easier to use, for example it makes the boolean object transparent without the need to go into its display options. Apart from that it creates a classic Boolean modifier.
What you need to do when you want an object to correctly follow the curve is to put both the curve and the object origin at the exact same place. So here:
Select the curve, press ShiftS > Cursor to Selected
Select the object (for example tube) and press ShiftS > Selection to Cursor
Give your object a Curve modifier, find the right Deform Axis (here -Z)...
If you give an array an Object Offset, then whatever transform there is between array-element 0 and the offset-object, will be applied recursively to each subsequent element, in the object-space of the previous element.
So, for example, if the array is in X, and the offset-object is scaled down in X, each element will be smaller than the last, and closer to ...
Go to your curve settings and change the Twist Method from Minimal to Z-Up.
To get the look in the image (one facing the back of the next) I had to rotate the Suzanne head (in edit mode) 90 degrees on the Z axis. I also added a subdivision surface modifier, simply because the smoothed models seemed easier to see in the screenshot.
I've found that you can keyframes in many different locations along the data_path, not just at the object level.
This conversation clarified that a bit:
Adding Keyframes to Evaluation-Time Using Python
some_obj.modifiers["Dynamic Paint"].brush_settings.paint_alpha = 0
when you use array and curve modifier make sure both use the same curve - you mixed them up
the object and the curve should have both position 0,0,0 -> move them together after it works, not before hand
also parent items not before but after you successfully see the right result
then u get:
There are 2 issues here:
The curve and object that should follow the curve must have their origins at world origin.
apply the Location of the curve (Ctrl + A in Object mode). This will move the origin (orange dot) to the world origin (0,0,0).
move the chain segment parts (parent and child in your case) to the world origin. It's easy to do with the 3D ...
It seems to work fine:
Select the stick called Cylinder.002. Rotate it as much as you want on the X axis, move it until it's correctly placed:
Delete the other sticks, select 002, press AltD to link-duplicate, in the Transform Pivot Point menu choose 3D Cursor, rotate 120° on the Z axis:
Do it again.
If you need to animate the sticks, first parent the ...
If you hadn't enabled the Merge option in the Array Modifier, although they are in a single object, each duplicate of the mesh created by the array will be separate. To be able to select the entire line of edges, they need to be a single mesh. To join them, select all with A > press M to merge > click on By Distance. This will merge all the duplicate ...
Path-following Camera -
Use a cube, either visible or invisible as the path object.
Add a line between two diagonally opposed corner vertices and subdivide that.
Set the cube's Origin point to that. (with SH-S) (Shouldn't be necessary, but... )
Parent the camera to that vertice ONLY. Select the cube, then the camera, go into Edit mode and select the ...
A transparent material still costs vertex transformation, BVH calculation, and fill rate, so a mask modified mesh will have better performance. The difference between the two will probably not be large enough to notice.
Viewport vs. render doesn't matter-- a viewport is a render-- although you'll have slightly different costs depending on rendering engine (...
Destructively: apply all modifiers and scale in one of the object's axes. (Alt c convert to->mesh is a quick way to apply all modifiers.)
Non-destructively 1: Create an empty at the center of your sphere. Designate this empty as the "object" for your Cast modifier. Check "Use transform" on the modifier. Scale this empty in one of ...
I found the solution. There's a button that enables the Paint Mask mode, which caused the behaviour I was experiencing.
If the button is OFF (as in the picture), the whole mesh (after applying modifiers) can be painted on.
If the button is ON, then face selection masking is enabled, and the selected faces of the mesh (without applying modifiers) can be ...
It's not working properly because you simply joined the two cubes. Now they are a single object, but in Edit Mode still two separate meshes with their own volume, but overlapping in some parts.
In order for the Boolean Modifier to work, the volumes you want to subtract from the landscape have to be either separate without overlapping or you have to create ...
Yes. That's what an edge split modifier does. If you don't want to disconnect the edges, don't use an edge split modifier. If you're trying to use an edge split modifier to create hard edges, there are other techniques (mark sharp, autosmooth, which it appears you're already using); if you need an edge split modifier for an export somewhere, don't apply ...
You can select all the vertices that you want to make invisible and press CtrlG to assign them to a new group, then give a Mask modifier to your object, and in the Vertex Group field, choose the vertex group you've created, press on the Invert button to make the vertices invisible. You can disable the modifier whenever you want if you keyframe its visibility....
Using API methods.
A common misapprehension in blender is that create / add "anything" operators return the newly created thing, instead the newly created thing is found from context. Eg for add object primitives the new object is context.object directly after the call (if run in OBJECT mode) A newly added modifier sits last in the objects ...
1.) select channel
2.) Tab -> change to edit mode
3.) A -> select all
4.) mesh -> normals -> recalculate outside
5.) select all vertices at the end of your channel and press 'f' to create a closing face (make sure you are in "vertex select" mode
6.) tab -> object mode
7.) change to "display as" -> bounds
You can use custom vertex groups in the Solidify and Displace modifiers in order to keep the inner surface intact.
First add a vertex group to your mesh.
In the solidify modifier, expand the Output Vertex Group foldout, and set the Shell group to be your new vertex group.
Also, in the displace modifier, set the vertex group field. You might need to invert ...
You've given a Follow Path constraint to your object as if it would act as a third modifier but it won't, it will just move the object along the path and the object will be affected by the modifiers independently. So I guess you have 2 possibilities: Either remove the modifiers, convert your star to mesh, give it modifiers again, and keep the constraint so ...
The short answer is that Blender is not a CAD program, it is a 3D modeling program, and the two domains have very different goals and constraints.
CAD programs are designed to create specifications of physical objects. They must be physically accurate, because when a CAD-designed part is actually manufactured, there is no room for ...
The cloth solution referenced by @batFINGER works for me:
Starting with the two (nearly) straight edges, first, Bridge Edge Loops with settings something like these:
.. and you're nearly there. A bit of Vertex > Smooth-ing on the internal vertices might do. But if you want to, you can finish the stretch with a quick Cloth sim, as shown on the right, ...
As Jack Pillawa says you can do it with a Lattice modifier:
Subdivide your plane, give it a Subdivision Surface modifier:
Create a lattice (ShiftA), give it a Resolution of 3/3/1, scale it in Object mode so that it fits the plane size:
Give your plane a Lattice modifier with the lattice as Object. Twist the lattice in order to deform the plane. You can ...
I assume that you have used a big plane with 4 verticies. Subdivide the plane and use proportional editing (press the letter O on the keyboard). This would be a possibility, otherwise you could also use a lattice modifier on the square with the corresponding lattice. But keep in mind, so or so you have to subdivide the square.
The lattice approach:
The order in your modifier stack is the order that these operations are applied to your mesh.
So if you use Subdivision Surface first, you create a smooth mesh with a hard edge, and then Mirror replicates that over the axis.
It's as though you had two empty halves of coconuts, and you're banging them together.
Whereas if you first Mirror your base mesh, you'...
Its caused by the subdivision modifier being used before the mirror modifier. Click and hold on the 6 dots by the top right of the modifier and drag the mirror modifier above the subdivision mod.
I am not 100% sure why having them in the wrong order makes that line appear, but changing the order fixed it for me. Also, it appears the line gets more pronounced ...
Make the bracket shapes, and set up an armature to deform them. Maybe just make one bracket and use a mirror modifier to copy it after it’s been deformed. Next, make a heavily subdivided plane, and put it where it would be if it was over the bracket’s location but they weren’t there. Use the shrink wrap modifier on the plane, and I think there is a setting ...