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Unanswered Questions

5,372 questions with no upvoted or accepted answers
4 votes
0 answers
4k views

How to transfer a shape key between different meshes?

As the title says how would I go about transferring a shape key between two different meshes? The meshes I am using have a similar shape and topology (esp. with area that is affected by the shape key) ...
4 votes
0 answers
103 views

GameEngine: KX_BlenderMaterial vs KX_PolygonMaterial

I have a question about the material types in the game-engine. e.g.: 2.66 Blender API - KX_PolyProxy(SCA_IObject) 2.66 Blender API - name ~ The material of the polygon. When is the material a ...
3 votes
0 answers
26 views

Cycles and OSL : how to implement a custom closure

I'd like to implement a custom shader in OSL (Open Shading Language) to reproduce the Hapke reflectance model (it allows to visualize the opposition surge effect, visible on the moon for example). I ...
3 votes
0 answers
110 views

How can I optimize this Minecraft-style flood fill voxel lighting system I made in geometry nodes?

I made this flood fill/breadth-first search style voxel lighting system using geometry nodes. However, due to the wonky set-up I have in the repeat zone, it lags quite a lot when the light is moved. I ...
3 votes
0 answers
52 views

How do I clean up this mesh?

I beveled this edge on the mesh and tried to fix the topology so i could apply another bevel modifier to some edges, but i still struggle to understand how the mesh works. How can i solve these issues?...
3 votes
0 answers
122 views

3D Gaussian Splatting looks strange after import

I am trying to import a 3D Gaussian Splatting scan into Blender using the plugin from this tutorial. But for some reason, the scan looks terrible in Blender (although in Unreal it looks like it should)...
3 votes
1 answer
41 views

how to create rounded beveled inset

I'm just getting started (2 weeks) with blender and have succeeded in creating everything I set out to create using guides and tutorials, but I am stuck on my current challenge. I am trying to model ...
3 votes
0 answers
310 views

Experimenting with creating an opal-like material (UPDATE)

I've been wanting to create a material that attempts to mimic the look of a white opal gemstone. The biggest issue I am having is figuring out how to effectively create the streaky rainbow effect on ...
3 votes
0 answers
120 views

Complementary Colors using the Color wheel

In Photoshop, I can find the complementary color easily by adding 180 to the Hue (or subtracting 180, if the Hue is already over 180). Since Blender maps the color Wheel from 0 to 1, shouldn't I ...
3 votes
0 answers
304 views

What happens to UV Tangents when using Custom Normals?

Tangent Normal mapping is done with the mesh Normals and UV Tangents. For it to work, these are supposed to be consistent with those used when baking, and orthogonal to each other. When you set Custom ...
3 votes
0 answers
1k views

How to recreate PS1-style vertex lighting?

How would I recreate per-vertex lighting for a PS1-looking model? Vertex colours almost work, but they do not account for lighting. Is there a solution? Example render:
3 votes
1 answer
343 views

Geometry Node Attribute Unusable on Density (Shader Nodes)

I've found something weird. I have an Fac Attribute in my geometry nodes (it's a simple gradient). When I use it in Shader Nodes, it works, but not for the density value on volume absorbtion or volume ...
3 votes
0 answers
62 views

How do I construct a tangent curve path for a conveyor belt?

I would like to create a curve path for a planar mesh to follow with curve modifier. The curve path could be a curve from the start or converted from mesh to curve. So essentially I want a workflow ...
3 votes
0 answers
53 views

Python: I'm trying to snap vertices to the cursor while keeping the offset but I keep getting the context is incorrect error

Here is the code ...
3 votes
0 answers
472 views

Dilate/Erode image in Shader Editor?

In the compositor you can dilate/erode an image based on pixel brightness, like this : I'm wondering if there is a way to do the same in the Shader Editor (maybe with some clever vector math?). I'm ...

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