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7 questions with no upvoted or accepted answers
3 votes
0 answers
2k views

Calculating / Estimating the normal at any location on a face

In a recent answer I employed Object.ray_cast which returns the location and normal of a ray hitting a face. The normal is needed to calculate the rays reflection, ...
batFINGER's user avatar
  • 84.6k
1 vote
0 answers
75 views

Why is my tension map turning out as bumps?

I am having a problem with an tension map addon. https://blenderartists.org/t/revised-mesh-tension-add-on/1239091 <- that one. and the tutorial (by kext next) I was following is https://www.youtube....
Fooon's user avatar
  • 11
0 votes
0 answers
15 views

How to save editing normals?

I started learning about editing normals. I'm currently using a proxy for this Example To save memory I apply the modifier But why when I use the modifier subdivide All edits are lost How can I save ...
notgrilbi's user avatar
0 votes
0 answers
179 views

How to align origin's z axis to individual object's normals?

I have an ico sphere and I need this random transform for the individual faces. I may solve this by using particles (but don't now how either) anyway... when entering to edit mode and faces I have ...
Roque Cepeda's user avatar
0 votes
0 answers
654 views

Can I make an object invisble looking from the outside but visible looking from the inside?

I am trying to create an object that is completely invisible from the outside, and only visible from the inside. To do this, I have experimented with a cylinder with its top and bottom circle faces ...
Avogadro Boltzmann's user avatar
0 votes
0 answers
852 views

Plane backface culling

I'm trying to get a plane without one face culled. I have tried to tick the "double sided" box in the object data, but it didn't work. So i've tried to duplicate the plane, flip the normal and join ...
MarcoR's user avatar
  • 1
0 votes
0 answers
1k views

Align particle to object normals?

Trying to put these objects (as particle objects) onto a slightly deformed tube model. This is it so far, but as you can see the rotation of the objects is different depending on the vertex it is ...
Zev Cooper-Bennun's user avatar