The 3D shape of a impossible object (this one is called a Penrose square) isn't defined, so you will have a hard time recreating the mesh representation (i.e. exact vertex location and connectivity) of something that can't be described in the 3D space.
... but there are tricks
However, you can do the same thing that people do when photographing ...
I have worked a lot with making impossible objects and 3D print them. The "trick" in your picture, is that it is something in 2D, but our brains try to interpret it as 3D. So to make this object in 3D, you would have to go the other way: "project" it back to 3D. This will only make it look this way from certain angles/distances, though.
Here are some ...
The trick to this is to use Orthographic mode in the camera instead of the default perspective mode. This makes objects in the distance appear as big as objects in the front which helps with building whatever illusion you make.
If you study the many impossible illusion effects available, you see that they are all orthographic and don't have perspective.
You have successfully separated the objects, but they share a single material. This is indicated by the number of users next to the material name.
In order to create an individual copy of the material for the active object, click on the button with the number.
For a linked collection instance
Pertaining to 2.8x
Example below. Collection instance "Cube.001" is linked from library "Cube.blend" where it belongs to collection "Cube"
Notice the collection is linked ...
I've fixed it for you.
You needed to keep the Y-axes of the steering wheel aligned to the direction perpendicular to the plane of rotation (shown below). The purpose of parenting the steering wheel to the empty was so the axis of the steering wheel stayed aligned for your desired rotation axis.
All I needed to do was to enable Transform Only > Origins, ...
The selection method you describe is now implemented in Blender 2.81, together with Ctrl-left-click selecting (Cmd on a Mac), to toggle between Active and Unselected states for individual items.
B Box selection is also available, as in the viewport: left-drag to select, middle-drag to deselect.
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.
People have already given brilliant answers, this is just a reminder that in some situations it's easier to cheat. Depending on your project you may be able to get away with using a 2d sprite on a plane and animate distortion effects on the plane in time with any camera movement to give the illusion of a 3d impossible object.
Not expecting this to be the ...
Blender 2.8x also gives the option of making a Collection Instance. Any collection can be called up as a Collection Instance: ShiftA add > Collection Instance > the collection of interest.
A Collection Instance shows up as an orange folder in the Outliner, with the collection it was created from as its 'Data'.
A Collection Instance is transformed as one ...
Simply click on expand arrow with Shift key.
It will expand/collapse everything under it. So if you need ...
expand all (under collection) - click on Collection
expand only specific bone chain - click on Armature
Example with and without Shift key:
Or use "+" / "-" key (with cursor in Outliner Editor) to open / close one level.
More details in Blender ...
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. ...
You are on the right track
Check your version. The code below adds a lightprobe to the scene as expected.
Using python console
Add a new probe to the main database
See the options for type by deliberately getting it wrong (Or consult the docs) Note somewhere between 2.80 and 2.83 type ...
With help from @batFinger I derived this working solution:
scene = bpy.context.scene
cam = bpy.data.objects['Camera']
obj = bpy.data.objects['Cube']
scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = 'testImage.png'
scene.render.resolution_x = 640
scene.render.resolution_y = 640
# change mesh
path = r"...
This feature is known as Light Linking, and it doesn't exist in Blender as of 2.81a
There is a todo item to include this in the future: https://developer.blender.org/T68915
What you can do is render in multiple view layers with only certain objects and lights together in a layer. Create multiple view layers, and enable/disable collections to include them ...
Based on the suggestion by @batFinger, I realized that if I delete the object using the keyboard shortcut or using the Python console, it is unlinked from the scene and its reference count decreases by 1. Since the pointer property still has a reference to the object, it is not removed from bpy.data.objects. Therefore, I check in my Panel draw() function (...
You CAN make this image but you have to make an optical illusion like an optical illusion.
It will matter from prospective. The shape doesnt even need to be complete to be honest.
So think outside the box and hide your fake shape sides.
If you want to make it actual, then you cant.
This should be rather easy, if I didn't miss anything.
Select and delete all
Filter name through the search bar.
Press Enter to confirm the search.
Select all, shortcut A
RMB > Delete
Deleting the whole hierarchy of empties for some reason doesn't work well in the outliner.
Just move your mouse over to the 3D viewport and it works well.
By default image textures are mapped with UV texture coordinates. This means that , even if you don't see any input node for the Vector socket of your Image texture node, you should assume that your UV map is being used for spreading the colors around.
I wild guess that you don't have UV unwrapped your mesh yet, so there are no proper UV ...
It can be done without changing pivot point or origin, the thing is getting close before trying to snap. And doing the last step in Edit mode may be easier, especially if it's a more complex mesh.
In Object mode
align object close to the object/place you want to snap to.
Then turn on Snap, Snapping Edge or Vertex, Target Closest.
In Edit mode,
Press A to ...