Modifiers are what is called non-destructive modifications, they are meant for users to be able to do further editing before committing to a final irreversible transformation.
The idea is that you don't apply a modifier until you need to (if at all). It is not uncommon to never apply the modifiers. That way you can experiment or refine the settings, or ...
Add a Displace modifier to the object, set the texture coordinates to "object". Add an empty and set it in the object field. Set the strength to a low value (0.1 for example) and set the direction to "RGB to XYZ".
Add a texture in the modifer, and click on the far right icon of the texture field, alternatively click on the checker icon on the bottom of the ...
Yes. (Besides being able to invert the influence of the vertex group in many of the modifiers, by hitting the small double-arrow icon next to the Vertex Group field....)
If you want to invert the group itself, you can use the Vertex Weight Mix modifier targeted on the group (here, 'Group'), and mix with an anonymous Group B, with B's default weight set to ...
There are two things that cause trouble:
1. Array orientation (little trouble)
Your array is facing the wrong way.
Just rotate it like this and set the Relative offset on the X axis.
2. Curve radius (big trouble)
The curve radius is set to 200 (waaay too high), which causes significant distortion.
Either change the curve radius to 1.
Or uncheck Radius in ...
Supposing you entered your X and Y coordinates in Blender's own orthogonal space. Then a transform that would take them to your 60 degree angled axes, with matching lengths on the new axes, would be:
SY with a numerical entry of sqrt(3)/2, followed by
ShiftCtrlAltS Shear, Z axis, X ortho, by tan(pi/6)
As far as I know there isn't, but you can access the x and y sizes from the Tool panel > Transform > Radius X/Y. You have to be in edit mode, in vertex select mode and you have to select at least one vertex.
You can't use the proportional editing that way though.
You have to understand that the curve modifier displaces vertices depending on the relative distance to the origin of each object. Also, it is good practice to apply your scale when working with modifiers. If you don't, the values in the modifier won't reflect reality. It is also good to apply rotation when there is no benefit in having one, else you will ...
In order to edit individual buildings you will have to edit the actual models in the "buildings" collection, "Building1", "Building2", etc. The buildings appearing on the emitter plane are merely linked duplicates from the actual models, and not editable on the go.
To hide the base plane object, you have to go in the particle settings and uncheck "show ...
The best way to do this is to make a linked duplicate of your original object (ALT+D) and then rotate it 180 degrees on the z axis. They will technically be separate objects, unlike a modifier, but editing one will change the other accordingly.
Alright...this isn't an answer yet, but I just wanted to include this reference image which helps you get a better sense of the structure for now. This is going to be a long one.
I'm not going to go into all the fine details on how to go about modelling this, but here are some general tips.
1) Model a single exterior pillar, than use an Array modifier then ...
I've been dealing with this problem in 2.8 and having no luck finding fixes online. But I've just found a fix, so I hope this comment might help someone in the same position. Have a look at a plugin named "Fast Carve". It has a great set of tools similar to Adobe Illustrator's Pathfinder tools. Including a Union button.
Use this to join your 2 objects ...
Should the subsurface modifier be also applied if using Boolean, or is it best not to use it at all?
There are no rules that fit every situation. You can use any modifiers together to reach some result that you happen to be after. You can use Subdivision Surface modifier after or before Boolean if that gives you your desired result - that's all there is to ...
It is a know caveat of boolean operations that it often gives bad topology.
You either have to retopolgize your mesh after applying this boolean modifier, or you can use the weld modifier with blender 2.82+ and tweak the treshold value, which will get rid of some of the artifacts but may also deform your mesh in an unwanted fashion.
Using a subdivision ...
There are a couple of issues that might be affecting you.
Firstly your model is extremely small (switch to camera view to see how small it is). This will affect the default Boolean modifier settings, which has certain error thresholds. Try scaling everything up about 10 times.
In each Boolean modifier you need to select one of the smaller cylinders as the ...
Boolean operators are known to have issues when dealing with complex interactions. Thus, it is advised to prep your meshes to minimize issues from the Boolean operator. This simply means giving the Boolean operator easy places to make cuts.
In your example, all you need to do is to add another torus with the same number of segments as the cylinder. This ...
Just for fun, you can make a fully procedural tribune in just 3 steps.
Use the Screw modifier and the Mapping node.
No UV unwrapping. All modifiers still editable.
Create a profile and use the Screw modifier to make it round.
Create your image texture
Use the Mapping node to position it on your tribune.
Create a tribune profile and add the Screw Modifier.
I can see that the pivot point you are talking about, is not at the center of the mesh.
The Pivot point is the orange dot with a black outline.
To center the pivot point, go to into Object mode, select the car mesh, right click, Set Origin -> Origin to Geometry.
Then the pivot point should be centered.
Also, try deselect the Bisect for the X axis in the ...
You need to do two things.
Add more Bevel segments, so the shading works properly
Add the Subdivision Modifier to "smooth the outline"
(There's no need for the Weighted Normal modifier.)
I'd also strongly reccomend, that you make your model all quads.
Most of your problems are caused by n-gons.
To keep your corners sharp, add more geometry ...
You have to check "Merge" And also "First and Last" in the array modifier. You can tweak the merge distance if there is still a gap. Your relative distance should be 1.00 on the array axis for it to work out of the box.
Alternatively, with Blender 2.82 and onward, you can use the weld modifier and set the distance threshold accordingly. This modifier merges ...
Well, you could build the symmetrical elements first using the Mirror Modifier first.
Then apply the modifier, and work on the asymmetrical elements.
Ok, based on that additional info, here's how you could go about doing so:
Create the first cylinder with the cuts. Then duplicate it, and flip the second one so that the insets are facing each other. ...
This is because the second bevel is trying to bevel edges which shouldn't be beveled, creating too much geometry, thus creating the artifacts.
You will see that if you set the limit method in the second bevel to "Angle" and then progressively increase the angle, at some point the artifacts will disappear.
Notice how the vertices count in the lower right ...
Tab into edit mode with your object selected, Shift+N to recalculate normals, and check the Inside option.
Or, as Derrick commented, enter edit mode, press Alt+N, then select Flip from the drop-down menu.
It's not a bug and it's not a Blender thing. Boolean algorithms are like that in most 3d software packages. Stored numbers are not infinitely precise in computers. Look into binary rounding errors if you want to know more. It just so happens that we can observe the consequences of these errors very clearly with boolean operations. Every time you have ...
Boolean modifiers are known to cause issues when dealing with non-manifold and/or curvy geometry.
I can't say for sure what exactly what is causing the issue from your screenshot, but I'd guess it has to do with how you constructed it, seeing that your object is named as a plane in the outliner.
Applying a Solidify Modifier before the Boolean Modifier ...
I'm afraid the Array modifier needs to be applied before any texture baking.
Or it will only bake the original tile - which is not what you want.
Use Object or UV coordinates for both your textures
the Noise Texture uses Generated coordinates, when it's not
connected to anything
but Generated coordinates change when you apply the Array ...
Sorry this answer only the "is there another way to do this". Check out @Cegaton comments for pointers to ways to fix your problem.
Since your texture seems to be Equirectangular (tell me if I am wrong), you can use Environment texture node which can be used directly on an sphere or icosphere without manual UV mapping.
The example below uses cycles ...
You can do this quite easily using two Simple Deform modifiers.
Add an Array modifier to your mesh.
Add a Simple Deform modifier, set to Taper.
Use Deform Factor to control it.
Add another Simple Deform modifier set to Twist.
Use Deform Angle to control it.
The example project seems to be a bit outdated, I took it and added a shader with a checkerboard texture, that works fine - all other settings do indeed work in that file. Just add this shader network to the monkey:
Then you can change the mapping by moving the projector, which in this project is the lamp.
This happens because there are two large n-gons, and the Subdivision Modifier doesn't like it.
Just cut them into quads, and everything will be fine.
Connect vertices to make quads.
Vertex > Connect Vertex Path
Just scale all of the individual parts down to a size of 0 in the UVmap (using individual origins as scaling center). That way, each part will stay intact, but will be displaced as a whole according to the value of your noise where that UV island resides.
Edit: if you use a displacement modifier instead of shader displacement, it's easier ...
You can start by using the Screw modifier on a Curve profile in order to build the main shape.
Then build a "component" for the Tissue add-on made of 3 ridges like the one shown below:
Run the Tessellate operator chossing the component ad the surface. Activate the merge option.
You can't actually tessellate a sphere purely with hexagons, the geometry doesn't work out.
However, a few (12) intrusions of pentagons make it possible. That makes a sort of expanded Buckyball, or soccer ball. If that's acceptable, the only route I can find to it at the moment is to enable the shipped 'Tissue' add-on, create an Icosphere with enough ...
1: (Not necessary but to simplify things) remove the Mirror and Solidify modifier.
2: Open the Viewport Shading menu and enable Backface Culling.
Now the problem is revealed. Mesh faces only have one side, With backface culling enabled we can see this. Your models has half the faces facing outwards (which is good) and the other half facing inwards (which ...
This can only mean one thing, your topology has gone bad. Many of the modifiers such as subsurface will not work properly if you have overlapping faces. There could also be other issues. Check this forum for more issues to look for. Very odd geometry when using solidify modifier
When you join the two objects together, their base meshes without modifiers are combined, then the modifiers act on the joined mesh. You need to apply the Curve modifier first. Before doing so, it is recommended that you duplicate the object(s) to keep a backup in case something goes wrong further down the line.
Booleans are meant for volumes, not for flat objects. They generally do not work well with any overlapping geometry and as you see produce unexpected results. You should not use booleans in this situation, but join the planes some other way.
One way would be to use Knife Project to cut geometry from first to second and then from second to first, join them ...
Array with end caps
Example using default cylinder and UV sphere. (matching loop vert count)
Add a UV sphere in edit mode select half and P separate by selection.
Add the default cylinder with no ends (None) Add an array modifier. Use the two sphere halves as end caps. Make the relative offset in z (arbitrary, chosen since it is default alignment)
This can be done entirely with one object. Start with a sphere, go into edit mode, and select half the vertices.
Press Y to rip the selection away from the other half of the sphere. Then press G,Y,5,Enter. This will move the newly ripped half-sphere along the Y axis 5 blender units. Then, select the two edge loops closest eachother on the two sphere halves,...
This can be done by first separating the sphere in half and animating those to move apart from each other, and then by animating the scale of a cylinder in the middle to fill the gap. The important part is that the origin of the cylinder must be on the edge of the object, so when scaled it will only appear to expand from one side.
Judging from the rounded surfaces and the post-application deformations, I'd wager that you have an unapplied Subdivision Surface modifier. Once you've applied the boolean operation without applying the subsurf, the subsurf operation is now operating on the circular cutouts as well as the original mesh.
Consider not applying the boolean operation if ...
Catmull-Subdividing a cube does not result in a sphere. You will need to cast to a sphere with ⇧ Shift⎇ AltS To Sphere operation or a Cast modifier. This question covers that.
The sphere and the spherized cube may look similiar, but the topology is different.
The key advantages of the subdivided, spherized cube are
Even Topology The sphere has ...
With a script
These things are most easily done with a script.
The script below, looks for all pose bone fcurves, all posebone scale fcurves and all posebone quaternion fcurves and assigns them to variables pbfcurves, scalefcurves and rotfcurves respectively. Note if you are using Euler rotation change to rotation_quaternion to rotation_euler
If you know ...