# Tag Info

Accepted

There is an add on included, called F2, go to Edit > Preferences > Addons and type F2 to search. Then, select the corner vertex (in my case in the middle) and press F
• 4,980

I don't think there's any automatic way, but you can enable the Snap to Vertex mode, extrude, snap to the vertex (shortcut Ctrl if you haven't activated the Snap option itself), then fill: Or keep ...
• 107k
Accepted

### Creating planes when remeshing/Topology

It looks like he's using CtrlShiftRMB which is the Extrude to Cursor operation (it creates an edge between the selected vertex and the location of the cursor): Then he creates the opposite edge loop, ...
• 107k
1 vote
Accepted

• 11.3k
1 vote
Accepted

### Find intersection between a line and a circle

It's a little difficult to know exactly what's going on with your set-up, but I tried to replicate it with a bezierCircle curve with a nurbs path bevel object for 2D thickness and a single vertex from ...
• 359
Accepted

### Intersect edges in geometry nodes

I'm not quite clear what exactly your goal is or what you want to do with the extra vertices, so please bear with me... If you are only interested in the points at the intersections of the curves, ...
• 10.7k

### I came back to my project and can't select vertices anymore

Reloading Factory Default Settings fixed the issue. Somehow the inputs for my mouse must have gotten changed while I had a game open at the same time. Creating a new project would also retain the ...
• 31
Accepted

### Geometry Nodes: allign object based on procedural geometry

Maybe a proper mathematician can come along and prove or refute this strategy. All I can say at the moment is that it's passing quite extreme tests, so far. Take the convex hull. The extreme points ...
• 56.3k

### How to turn vertex / edge / face on on edit mode

Alt + Shift + Z toggles Show Overlays, which shows/hides the wireframe. Before: After:
• 101
Accepted

### How to turn vertex / edge / face on on edit mode

You might have turned off Show Overlays. It's this button in the topbar (Shift Alt Z also works):

### Compare two objects

This geometry nodes setup (3.2 version) may help you find differences: The Geometry Nodes: Shader: If you have added points, switch Transfer Attribute node mode from Index to Nearest
• 25.7k
1 vote

### Compare two objects

As far as I know Blender does not have a built-in 3D models compare functionality. Autodesk has one though here but they only support their own proprietary file types RVT, DWG, DXF, IFC, NWD, F3D. ...
• 1,030
Accepted

### Create a quadratic bezier from vertices of three different circles in Geometry Nodes

You can achieve this relatively easily by simply querying a certain position of each of the three circles. The easiest way to do this is to use the node Sample Curve...
• 10.7k

### Create a quadratic bezier from vertices of three different circles in Geometry Nodes

you can use this node setup: to get this: The quadratic bezierpath has 4 control points for its lowest resolution. So for 3 circles...you didn't define where the points should be. So i just set 2 ...
• 36.7k
Accepted

### Removing unwanted edge

You have an inner face, remove it:
• 107k

### Knife tool bugging out in certain areas

Pretty sure this has to do with floating point imprecision. Your object looks like it's at ~1million meters from the origin. Blender only has a limited number of bits that it can store vertex ...
• 2,464

### Geometry Nodes - Point Cloud from custom XYZ coordinates?

I've been working on this problem lately as well, If you have the points as vertices you can use something like this node setup to get a renderable point cloud In case you find it useful I've put ...
• 108
1 vote
Accepted

### How to un-subdivide whilst remaining the topology(Also not lowering the vert count below (8)k or max 10k)

If the automatic tools like Remesh don't correctly reduce the topology, do it manually with the Checker Deselect method: Select a ring of edges (CtrlAlt right click): Go into Select > Checker ...
• 107k
Accepted

### Edges are not connected to each other

Press A to select all, then right click and choose Merge Vertices > By Distance

### Is there easier way to fill this holes?

Another possible solution: With the F2 addon enabled, select two opposite vertices. Press F, this creates an edge between those vertices. Keep clicking F several times until the whole loop is ...
• 11.2k

### Is there easier way to fill this holes?

There is a built-in function for this called Bridge Edge Loops. While in the 3D Viewport, you can select it from the menu: Edge → Bridge Edge Loops Your edge count should match on both edge loops you ...
• 17.5k
Accepted

### Is there easier way to fill this holes?

Yes, with LoopTools add-on. You can enable it under: Edit > Preferences > add-ons (search for LoopTools). Then toggle X-Ray with Alt+Z or clicking in the icon, select all the vertex and right ...
• 181
Accepted

### Create line from origin to vertex of mesh in geometry nodes

This uses a transfer attribute node to get the position vector at a specific index. It will also work if you use a mesh circle instead of the curve and you don't need the curve to mesh node. I've ...
• 29.9k
Accepted

### Wireframe mod with Vertex ONLY instances

did you ever try geometry nodes? assuming you want this:
• 36.7k

### How to count the number of faces of each vertex group?

Any Corner Consider a face belonging to a vertex group if it's affected by it - at least one of its corners belongs to the vertex group: ...
• 15.4k

### How to count the number of faces of each vertex group?

Here's the fastest I found. It first collects a set of vertex indices for all groups, then iterates over all polys using ...
• 7,097

### How to count the number of faces of each vertex group?

You are right, there is room for improvement here. Quite a lot of unnecessary loops, where you loop over groups, then over object, vertices, and then over groups again. All these nested loops multiply,...
• 2,609
Accepted

### Rotate any circle to have a flat top (aligned with the X axis)

In Blender 3.1 (possibly earlier) and later, it appears that circles (actually regular N-gons) are generated with a vertex at $(0, radius)$. If you are aligning to World. To rotate the circle so that ...
• 29.9k
1 vote

### Slide all selected edges?

Select the section you want deleted, make sure that one vertex on the edge you want remaining is the active one. Then set your pivot point to Active Element. Then scale it to 0 on whatever ...
• 2,464

### Rotate any circle to have a flat top (aligned with the X axis)

You to mess with these parameters when you add the circle.
• 2,464

### Why do my vertices keep snapping to the center?

I figured out the problem! I accidentally used a mirror modifier AND the mesh symmetry option (in the upper right-hand corner next to options) so, I turned that off and left the modifier on, so now it ...
Accepted

### How do I move vertices in geometry nodes

You can move individual vertices with the Set Position node and use a condition (e.g. with index) to move a specific vertex as follows:
• 36.7k
Accepted

### Dark polygon can not be fixed. I have tried just about everything

Your object has its Z Scale set to $4.10339e-08$ or $0.0000000410339$. It transforms your geometry, introduces floating point inaccuracies and obscures the actual problem. Increasing the Scale back to ...
• 15.4k

### Dark polygon can not be fixed. I have tried just about everything

The thing where the normal isn't going where you expect it sounds very suspect to me. I would assume incorrect geometry that you somehow can't see as a result of that, and I think that is possibly the ...