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3 votes
Accepted

Is it possible to solve overlapping objects using particle system (hair)

Here is an example of scattering cubes with Geometry Nodes. the vertex group for the weight paint ("test") can be specified in the modifier's settings. the values for the scaling and ...
Blunder's user avatar
  • 14.2k
3 votes
Accepted

Scattered objects using partcile system, ends up outside the plane, possible keep it within the plane?

Paint a vertex group in Weight Paint, make sure that you have enough margin: Select this group under Vertex Groups > Density:
moonboots's user avatar
  • 160k
3 votes
Accepted

Objects are falling outside instead of inside when using rigid body

Check your face orientation: Blue is good, red is bad. Select all cones Press Tab to change to Edit Mode Press A to select all Press Shift+N to recalculate normals In Object Mode select all cones, ...
Chris's user avatar
  • 61.2k
2 votes

How do I stop the cloth from moving too much upward and deforming so much that it tears apart?

cloth simulation relies heavily on good topology. Yours... isn't suitable. You should try to make quads with somehow equal width and height so that Blender can calculate the simulation easily. Also ...
Chris's user avatar
  • 61.2k
2 votes

How do I separate parts of a mesh but keep them as one parented object?

Each face of an object is assigned to one material slot (unless the object has none, in which case all faces will become assigned to the first material slot added to the object), and an object can ...
TheLabCat's user avatar
  • 6,439
2 votes
Accepted

A Cylinder with too many verts

(Using Blender 3.6.8) (NB: documentation to be continued...) Objective The initial configuration is a collection of hollow pipes. Each pipe is an object modelled with a dense triangular mesh, as ...
StefLAncien's user avatar
  • 4,309
1 vote

Adding a new object mid-animation

The Mask modifier is restricted to masking vertices by vertex-weight. But Geometry Nodes permits appearing / disappearing objects in a collection, instances, or, as here, Mesh Islands: In this ...
Robin Betts's user avatar
  • 77.2k
1 vote
Accepted

How do I fix the faces of a bevel looking pinched when smooth shading?

It doesn't look like you can avoid that (it is the shading between these very long faces and the perpendicular ones) unless you add topology (image) or you could give it a Subdivision Surface modifier:...
moonboots's user avatar
  • 160k
1 vote
Accepted

Make new objects smaller by default

A default file (Header > File > Defaults > Save Startup File) saved with these settings should set you up for working in millimetres: :
Robin Betts's user avatar
  • 77.2k

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