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Defects in Blender 4.1

Tweak the Clip Start or End values in the N panel > View:
moonboots's user avatar
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Problem with edge creases using subdivision surface

You probably need a 32 vertex cylinder and sometimes you can't succeed with creases and you need to do real topology like for example this solution:
moonboots's user avatar
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How to bevel a corner without overlapping?

You could try connecting the two upper vertices with a new edge, which would solve the warping issue on the left side. It looks like the bevel is lost when the left edge just ends and the connected ...
Geno06066's user avatar
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How do I get rid of double edges/verticies?

I resolved my issue. It turned out that the problem was simply that not all the faces were connected.
blenderbeginner's user avatar
1 vote
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Separating part of mesh gives empty/invisible object

All the objects you can see in the 3D viewport are instances (linked duplicates) of other objects which are hidden from view. Therefore if you want to change an attribute of one of the visible objects ...
3fingeredfrog's user avatar
3 votes

Why does blender put large meshes instead of bones when importing a model with bones

It looks like the bones have a Custom Shape applied to them. To change that, go into Pose Mode and select all bones with A. Then go to the Bone properties tab and under Viewport Display you will find ...
Gordon Brinkmann's user avatar
1 vote

Normal map is cut off - what is this problem called and how do i fix it? (uv map? face orientation?)

If you merged two objects, and this kind of thing happens, there’s a good chance the UV Maps for the two had different names, and so were not merged. Thus, your texture is only using one of them, and ...
TheLabCat's user avatar
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0 votes

Artifacts when using Weighted normals

As far as I understand it, Weighted Normals is based on the geometry. It sort of interpolates the normals between vertices. This means you can control the normals with the geometry : I'm getting the ...
Lutzi's user avatar
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4 votes
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How can I get rid of of smooth out weird sharp edges like this?

As Emir says, you've subdivided your topology with a right click > Subdivide, it just adds edges between the existing edges, but it doesn't round the shape (see image below), and the Shade Smooth + ...
moonboots's user avatar
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3 votes
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Create edges for a set of vertices with Geometry Nodes

This setup connects pairs of vertices, which sums of indices are divisible by $8$:
Markus von Broady's user avatar
1 vote
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problem when importing file converted from USD to mitsuba XML using blender on sionna: Need triangle mesh

If you want to convert all mesh objects in your scene into triangulated meshes, go to the Outliner and click on the Filter menu (the funnel icon), then in the lower Filter section disable everything ...
Gordon Brinkmann's user avatar
5 votes
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Wrap complicated mesh around object

You can get pretty far by just using a shrinkwrap modifier, followed by a smooth mod. After that you'll need to fiddle with the frilly bits to get them to align with the form-fitting stuff, but that ...
Jakemoyo's user avatar
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1 vote
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How to make Mixamo model face realistic -- fuse Face Builder mesh at the neck?

Set the armature to rest pose, make sure that both head and body meshes have the same rot and scale values (if needed, press Ctrl A > Apply rot and scale). Select the new head, shift select the ...
josh sanfelici's user avatar
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Scale and move the extruded mesh without affecting the shape of mesh where it was extruded from

Edge slide works if you select the edges connecting the barrel and the metal ring and edge slide them up, and then select the outer edge of the ring and edge slide them down a bit and then use the C ...
PxlQZ's user avatar
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Scale and move the extruded mesh without affecting the shape of mesh where it was extruded from

I would disconnect the metal parts from the wooden parts, nothing prevents you from reconnecting them later on if you wish. while in Edit mode, in edge selection mode, hold ⎇ Alt to select the edge ...
Lauloque's user avatar
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Mesh showing through on objects after changing from EEVEE to Cycles

Maybe you're talking about the overlapping faces at the tip of your particles, it causes bad shading in Cycles (this effect is called Z-Fighting), to fix that select the particle, select all the ...
moonboots's user avatar
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5 votes
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Why seperating a sphere gives different shades?

The shading is determined by the split normals, you can display them in the Mesh Edit Mode Overlays panel (in the latest Blender versions). There's 1 split normal per vertex and its direction is ...
moonboots's user avatar
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What is causing blender to crash when joining meshes

Download latest experimental Blender from https://builder.blender.org/download/daily/ Don't load previous settings. Try doing the same with the least amount of off-topic steps. Still crashes = report ...
Mr.Kleiner's user avatar
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Texturing a mesh using other mesh part

Create 3 cubes, 2 of them are overlapping and have a different material, the third one is the boolean object (here it is displayed as Bounds). Give a Boolean modifier to cube 1 and 2 with cube 3 as ...
moonboots's user avatar
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1 vote
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create an object from scratch by using numpy

yes there is ! I've finally find a way to build all parts (even faces) with from_pydata! more details here ...
Certes's user avatar
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Mesh cache modifier bake to keyframes

You need to Bake Action on selected objects with Transform Cache Select objects with constraints (I'd filtered it manually with Outliner's search and Object Children filter unchecked). Rub Object >...
RUben's user avatar
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0 votes

Unlink wall and e.t.c. from Archimesh

To be able to unlink in Blender 4.0, select the object and press Alt+P > Clear and Keep Transform, and then in the Object Properties of your new mesh, unlock the location and rotation attributes.
Uriel_GC's user avatar
1 vote
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Mesh "glitches" at moments when moving rig

The bone causing the twitching is the first def bone of the tongue, which is a 5-segment bendy bone that gets roll-in and roll-out from its parent and child respectively. But its parent and child ...
Nathan's user avatar
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How to make this kind of "bumpy" mesh to model without Sculpting?

I did this in Cycles but I think it works in Eevee too. Add a Plane and subdivide it several times. Add a Displace modifier. Click the New button and click the little switches icon Show Texture in ...
Andy Middleton's user avatar
1 vote
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Geometry nodes - How to Knife project procedurally

Expanding on @Bicukow's answer just a bit, I added a part to allow you to rotate and aim the cutter object as you like. I also think this way is a bit cleaner for getting the intersection with more ...
Jakemoyo's user avatar
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1 vote

Geometry nodes - How to Knife project procedurally

Geometry node setup is pretty funky, but its working through boolean node (difference), but you actually need to join both mesh and extruded curve before using and leave second slot of boolean node ...
Bicukow's user avatar
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1 vote

How to solidify a mesh object only connected with vertices with multiple curvatures?

Select All [a] Make sure you are in edge select mode. Select boundary loop. Smooth Vertices [Ctrl+V, select option from menu] Go to the operation properties panel in the bottom left of the 3D Viewport ...
TheLabCat's user avatar
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2 votes

How to smooth a mesh out and solidify the object?

The method you are using will not accurately three dimensionally reproduce the object in the image. It is instead creating a surface that is thicker where the image is brighter. To recreate the object,...
TheLabCat's user avatar
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0 votes

Is it possible to set a Sphere as a Fluid Simulation Domain?

The Effector acting as container need to be defined with Face Normals pointing from the outside in and have a not completely closed mesh (if it's closed you might remove a face up in the mesh ...
Antonio's user avatar
  • 389
1 vote

Smoother/more regular grid fill for curved surface

Ok - this is a classic beginner mistake I think. Performance of algorithms like grid fill depend heavily on the topology of the input. Notice the non-straight edge at the bottom (thinest) part of my ...
NLi10Me's user avatar
  • 121
1 vote

Distribute Points on Faces: what am i doing wrong?

The mesh you have seems too big (I can see it in the dimensions tab), so then you add this node with a default density of 10, Blender adds billions of billions of points, which is too much for your ...
Crantisz's user avatar
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2 votes
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Creating a hard mesh with good topology

I did it like this. This won't be deformed, so good topology isn't necessary, but try not to make polygons too wide and complexly shaped N-gones - they can cause artifacts
Crantisz's user avatar
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Why Mesh Keeps Deforming with Bones that do not Deform?

Hover the mis-deformed area, and type ⎈ Ctrl⇧ ShiftX to sample the groups affecting this area. From there, you can select the groups that you don't want to affect that area, and paint them to zero.
Lauloque's user avatar
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1 vote
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Symmetrizing an armature not working

Orientate the character to facing the front view so it symmetrizes along the X axis and named the bones appropriately with a "L" for left or "R" for right depending on which side ...
It's Just Chris's user avatar
1 vote

Even if "Backface Culling" is not checked, the mesh will still be incomplete

It has to do with your armature settings, disable the Armature modifier and your mesh will look good.
moonboots's user avatar
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0 votes

3D cursor not moving

You can press Shift+Spacebar, then Spacebar to use the Cursor tool. Now wherever you click, the 3d cursor will snap to. You can also access this tool by pressing T, which will open the toolbar, and ...
Dgc's user avatar
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