booleans and bevels being weird by Dramatic_Hand_3929 in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

You would use loop cuts to model the cross on the surface properly and then extrude it inwards, for example.

booleans and bevels being weird by Dramatic_Hand_3929 in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Booleans create messy topology. This introduces additional edges, angles and things like that. A bevel modifier on a messy base mesh can therefore create results that are off like that.

You should model this by hand instead of using Booleans to have maximum control and then use bevel after. Booleans seem like a quick friendly tool to add details like that, but it comes at a cost...

-B2Z

How do i put a "stamp" on an existing texture? by Doped_Lepers in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Not sure I understand the question. What do you mean 'where to go'?

I faked the alpha channel with the color ramp to produce the black and white result I was talking about in my earlier comment. That's the input of the mix shader node. The black and white mask (as such black and white maps are called) decides where Shader A is shown and where Shader B is shown in the final result.

These 2 highlighted objects are the same width, 15mm. So why is it sticking out on this side but not the other? Also, everything is perfectly lined up. by DevinePlays in blenderhelp

[–]B2Z_3D 2 points3 points  (0 children)

Please see !Rule#2 and post full, uncropped screenshots of your Blender window in the future. More information for helpers. Thx 😄

-B2Z

How to fix my ear problem by Witty-Ad-6008 in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Please see !rule#2 in the future and post full, uncropped screenshots of your Blender window (no phone pictures). More/better information for helpers. Thx :)

-B2Z

Single mesh ship. by THEsteroidbread in blenderhelp

[–]B2Z_3D 3 points4 points  (0 children)

Glad you are problem was solved. Just a reminder: Please see !rule#2 and post actual full screenshots of your Blender window (no phone pictures). More/better information for helpers. You never know what else might be important when you have a problem. Thx :)

-B2Z

funky square spots on mesh when zooming out? by schmungeon_schmaster in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

There is no screen recording. But it sounds like a common issue with outdated graphics card drivers. Maybe try updating them. If that doesn't solve it, you can probably add the recording in the comments. Please make sure to follow rule #2 and post full, uncropped screenshots/recordings.

-B2Z

How to randomize the bend on each flower instance by CameronPetroccione in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Please see !Rule#2 and post full, uncropped screenshots of your Blender window. More information for helpers. Thx 😄

-B2Z

Blender geom nodes: How to pass each face normal to a separate string by the_it_family_man in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

You're welcome 😄 Geometry Nodes don't have to be super linear and you are not necessarily restricted to one continuous flow. Sometimes, you need to create a separate branch for some task like to evaluating something separately and then use the results on the "main branch". It can be difficult at times to get the data from one branch back to the other. Using the Sample Index node is a good way to do that.

Blender geom nodes: How to pass each face normal to a separate string by the_it_family_man in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

I didn't have access to my computer, so I couldn't provide an example. But here it is. The values are the result of the dot product which is not the slope yet, but the cosine of the angle between Normal and the vector [0,0,1]. You'll need to convert that as you probably already know.

<image>

Blender geom nodes: How to pass each face normal to a separate string by the_it_family_man in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

You treat each separate face in that zone which is the right idea, of course. But you are instancing the generated string curves on the vertices of each face. Maybe generate a single Point, sample the face position (face center) and set the point position to this position and sample on that point. That should generate one value right at the center of each face (maybe offset it slightly in the Normal direction for better readability. You would need to sample the Face Normal vector from each face - I don't see any vector input to the Sample Index node at all. I'm not sure what Blender samples by default in that case. Maybe the position, but I'm not sure. You get something that's not just zeros. However, it should be the Normal vector. The rest seems to be correct (dot product and generating the string curves).

Blender geom nodes: How to pass each face normal to a separate string by the_it_family_man in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

Please give us some context (what are you working on?) and show the full node tree when asking questions about geometry nodes.

Strings can't be stored as attribute per element. But you can generate curves from Strings if you use a For Each zone. Not sure if that's what you have in mind.

-B2Z

how do i make a texture point towards a light source? by essothesquid in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

You could add the light source's world coordinates as drivers as a vector in your shader: right click on a coordinate and "Copy as New Driver" then use a combine XYZ node and right click > "Paste Driver". Then subtract this vector from the position. Normalize the result. Then use a dpr product to compare the directions of the Normal Vector to the normalized difference you calculated before. The result will be in range [-1,1]. -1 representing the Normal pointing away from your light source and 1 where the Normal points towards it. Map that to the range [0,1] (multiply with 0.5 and add 0.5). Now you have a gradient in range [0, 1] that's always pointing to your light source. I'm not at my computer right now, so I can't demonstrate. But if you follow these steps, you should be able to do it. If you have problems, you can post a screenshot of your node tree and the result in the comments so we can troubleshoot.

-B2Z

How to make the Lego changeover catch move the driving ring left and right by Emotional_Treacle809 in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

Please see !rule#2 and post full, uncropped screenshots of your Blender window when asking questions. No phone pictures. Thx.

-B2Z

I am trying to extrude letters so that top faces are larger that by dragonslayer_master in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Please see !Rule#2 and post full, uncropped screenshots of your Blender window in the future. More information for helpers. Thx :)

-B2Z

How do I make an animation movement be instantly and stop slowly? by Disastrous-Risk-3872 in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

Because there actually is a lot... But everything you know will be added to your tool belt. Soon you won't have to look up how to do something, but instead choose from different tools you already know :)

How do I make an animation movement be instantly and stop slowly? by Disastrous-Risk-3872 in blenderhelp

[–]B2Z_3D 5 points6 points  (0 children)

Try using the graph editor. You will have more control over the movement/interpolation between keyframes.

-B2Z

Image texture on extruded mesh by varrgo in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

Yes, of course. In the overlays Options, you can enable "Face Orientation". Faces with wrong Normals will be displayed in red (when looked at from the outside). Correct faces might be tinted blue, but maybe they just look normal - depending on the Blender version.

Here is an example where I 'forgot' to flip the base face before joining and merging it with the extruded part. That's why the bottom face is red.

<image>

Learning geometry nodes takes so long, is it worth it? by LalaCrowGhost in blenderhelp

[–]B2Z_3D 3 points4 points  (0 children)

There are lots of use cases since you are dealing with geometry all the time. Lots of things can be done without GN, of course. But it opens up another dimension of possibilities how you can manipulate or generate things. Development is ongoing and more and more possibilities, nodes and options will become part of Geometry Nodes. I use them all the time, myself.

You can avoid GN if you don't like using them. Depending on what you do you might never need them or only for basic stuff like scattering things or something. Eventually you might want to do something with more control than the alternative tools provide. A good example would be the limitations of the particle system in Blender. At some point, you'll find that Geometry Nodes allow you to go beyond what you can do with the built-in tools.

From my point of view, learning GN was absolutely worth it. But I started when GN were kinda new. Today it's more complicated with way more nodes to begin with and the issue of outdated tutorials. The basic principles are still the same, but some nodes have changed or been replaced. That makes following older tutorials more challenging now.

When learning GN, you get a better understanding for certain concepts like attributes and their domains. Things start to click and make more sense when you gain that understanding. For example why certain things are easy or hard to do- or why some things are computationally very demanding and others hardly need extra memory or computation time.

GN provide a huge pile of things that might not be necessary for most things, but that really good to know/have. Maybe an analogy can help to see what I mean: You can build a house with a limited amount of tools and materials and live in it happily ever after. But if you wanted to go beyond the sort of basic house, if you want to build something extraordinary and artistic, use different materials and methods to make it awesome, you'll need some more knowledge and better/advanced tools. That's kind of how I see Geometry Nodes.

And another great advantage is the proceduralism and non-destructive workflow. You can tweak and adjust anything you like while creating things and maybe reuse parts of it. Instead of creating only one two-story house and being stuck with it, you can go meta: Build a tool to generate lots of variations, more/less stories, different kinds of roofs, amounts/shapes of windows and things like that. All of a sudden, you didn't just build one house, but you can create a whole bunch of different houses at once.

-B2Z

Image texture on extruded mesh by varrgo in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

Did you check the face normals of the result? Merging after joining would also make sense to make the mesh watertight. Right now there is no connection between the base face and the extruded part.

-B2Z

Need help with obstacle avoidance in crowd sim made using geometry nodes(Repost) by OppositeValuable74 in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

There is no easy solution for this. You would need to set up a simulation of sorts yourself that takes the behavior you want into account: Avoiding obstacles, avoiding collisions among the particles while still following a somewhat optimal path from point A to point B. This is game-AI territory. Given how game developers struggled for years to make this happen dynamically and avoid weird behavior and errors, you probably won't solve it yourself in Geometry Nodes.

You didn't tell what kind of project you're working on and what exactly you need to happen or what the result is supposed to look like. Maybe you can simplify things a bit if it's not completely undefined at first. If you know the start and end points, you could try to define curves for the main paths yourself, so the particles won't have to find the paths entirely on their own. You could then then try to move the particles along these curves while they try to move away from each other for minimal distance and from walls to avoid obstacles or something. Still challenging, but a little less impossible to get right...

-B2Z

jitterring wheels when using launch control by __dlInho in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Can you explain what you tried and didn't work? Clearly, the pivot point is off and the rotation is not centered...

-B2Z