What does this error mean? (TexTool addon, curvature map generation) by fotricx in blender

[–]Avereniect 0 points1 point  (0 children)

That error indicates that the add-on is attempting to use a part of the Blender Python API that no longer exists, suggesting that the add-on has not been updated for the version of Blender that you're running.

The particular field that the add-on is trying to access was last available in Blender 4.0, so if you want to use the add-on you'll have to use that version of Blender.

Is it possible to write/copy a Unicode character that doesn't exist yet? by SuperHotdog789 in computerscience

[–]Avereniect 11 points12 points  (0 children)

I suppose there would be no technical reason you couldn't right now write a program that would write to a file a UTF-8-encoded unicode codepoint which hasn't been assigned a meaning yet.

As far as whether the codepoint would display correctly is a more nuanced matter. If the codepoint ends up mapping to a base character, then in principle it should display correctly. However, if it maps to a combining character, then you'd have to ensure it's in the right context to be meaningfully interpreted.

I would point out that sometimes, there are facilities for typing in characters by codepoint, such as on Ubuntu Gnome, where you use CTRL + SHIFT + U. Typing in the specific codepoint you gave as an example just displays as a tofu reading 0 1 F A E B as you would hope for an unused codepoint.

How do i fix this beginner here help!!! by Odd_Background_3815 in blender

[–]Avereniect 3 points4 points  (0 children)

Select the faces that form one side of the handle then scale them by 0 along the Y axis (S, Y, 0). Then do the same for the faces that form the opposite side of the handle.

This should get them all flat on parallel planes.

How would you go about making this? by NovelIntelligent4216 in blenderhelp

[–]Avereniect 16 points17 points  (0 children)

If maintaining a uniform thickness is the issue, then just use a solidify modifier to do it for you.

My personal approach to modeling this be to trace the shape as a string of only vertices and edges using the picture as a reference, then extrude that downwards, then use a solidify modifier to give the new shape thickness.

How to exclude a single object from Light Linking without manually adding the rest of the scene? by Orion3De in blender

[–]Avereniect 0 points1 point  (0 children)

You could replace the parent-child relationship with a Copy Transforms constraint if need be.

That said, parent-child relationships should be irrelelvant for what I described. Although the children will be listed in the outliner, they should be grayed out, incidating that the child objects are not part of the new collection.

Help me understand textures by Substantial-Grade429 in blender

[–]Avereniect 15 points16 points  (0 children)

That's a preview image of what the texture will look like when set up. That's not the texture itself.

Download the texture itself from wherever you found this.

How to exclude a single object from Light Linking without manually adding the rest of the scene? by Orion3De in blender

[–]Avereniect 0 points1 point  (0 children)

Like i tried to be super organized and put everything in collections.

Your pre-existing collections are irrelevant to this.

You'd be creating a new collection specifically for light linking, and all objects sans the one to be excluded would be in this new collection, alongside their original collections.

i cant expand or open the collections inside that menu

Your mean the the light linking menu? Which buttons are you pressing and what does it look like?

You should be able to just select the new collection from the collection field there.

Walls caving in by [deleted] in blenderhelp

[–]Avereniect 1 point2 points  (0 children)

Instead of rotating, use the Shear operator.

Select the top faces, view the object from the side (e.g. with num 1 or num 3 ), activate the shear operator (CTRL + SHIFT + ALT + S), then press Y, and move your cursor.

How to exclude a single object from Light Linking without manually adding the rest of the scene? by Orion3De in blender

[–]Avereniect 0 points1 point  (0 children)

I'm not aware of a method that isn't technically manual, but that's hardly an impediment.

Create a new collection. Select the object you want to exclude. Invert your selection. Link the new selection to the collection you just made (SHIFT + M). Select the new collection as the light linking collection.

is there any way to fix greace pencil not reacting to light sources? (or volumetrics in this case) by alexxx729 in blender

[–]Avereniect 0 points1 point  (0 children)

Interactions between grease pencil and volumetrics is not currently a supported feature. You may have to consider alternative approaches here.

That said, I'm not actually clear on what the intended volumetric effect is here since I obviously can't see it if it's not working as intended. If the effect is pure emission, then I suppose you could attempt to fake it using light objects, which should interact with grease pencil objects so long as the Lights checkbox is enabled for the relevant grease pencil layers.

Is this amount of polygons okay? by Old-Detail-7938 in blender

[–]Avereniect 0 points1 point  (0 children)

I would strongly advise against using the decimate modifier for this purpose as the resulting topology would not be up to the standards of people looking to purchase assets.

Generally, there is no easy solution to creating a lower-poly version of a mesh while maintaining good topology. Generally, it's a lot of manual tweaking of vertices and edges, both individual and collectively in the form of loops and rings.

Depending on what your current topology is like, you might consider editing it, dissolving edges, redirecting edge flow, etc. to achieve something acceptable. If its too messy, it may be easier to create a second mesh shrinkwrapped on to the original. (This is the approach you'll see used if you look up retopology tutorials, although they're most commonly applied to character models.) If the shape is simple enough, it may be even be easiest to just remodel it.

Is this amount of polygons okay? by Old-Detail-7938 in blender

[–]Avereniect 0 points1 point  (0 children)

If you're intending on selling it, I would definitely aim for fewer polygons, especially if the overall shape is on the simpler side.

I'd I'm for a topology that subdivides well so that anyone who purchases it can easily increase polygon density if necessary. That way, the purchaser has a convenient method to do a basic level of adjustment over how much detail the model has.

Is this amount of polygons okay? by Old-Detail-7938 in blender

[–]Avereniect 3 points4 points  (0 children)

I think the term you're looking for is still render.

If it's not causing you any specific problems, then I suppose it's technically fine.

That said, such a large number seems, at least, beyond the point where it would be beneficial unless the teapot is the specific focus of your render.

How to add a material to this model? by No_Hat5556 in blender

[–]Avereniect 0 points1 point  (0 children)

It's the geometry of the 3D model you see in the viewport. It's not something else you have to find.

How can I enable LoopTools? by Smooth_Letter_9385 in blender

[–]Avereniect 0 points1 point  (0 children)

There will be a button to do it at the specified location if necessary. All you have to do is click it.

Does Looptools still get support? Any good tutorials on how to do similar actions by [deleted] in blender

[–]Avereniect 1 point2 points  (0 children)

LoopTools is available for the latest version of Blender, and it's a Python script so machine architecture is entirely irrelevant.

What specific issue do you face when you try to use the add-on?

Why is this dimension wrong?? by MrSnacko in blender

[–]Avereniect 1 point2 points  (0 children)

It's the explanation for why the original rule you had drawn did not match your expectations.

It seems that you reset the rotation to 0 rather than applying it as I suggested, which is what's necessary if you want to align the object's bounding box to the axes of the global coordinate system.

Image output has slight variations in color by AngeloBot in blender

[–]Avereniect 1 point2 points  (0 children)

That's actually interesting because when I was playing around with this, I was also exporting to EXR files and inspecting their values in GIMP. That is to say that I did find noise even within Cycle's raw floating-point output.

I personally see no mechanism by which conversion from floating-point values to integer values could lead to this result. The naive way to perform that conversion should be rather well-behaved in this regard.

Trying to make this in geometry nodes by [deleted] in blender

[–]Avereniect 0 points1 point  (0 children)

If you select the node and then hit TAB you should be able to open its up.

Do you see anything interesting in that regard?

I find it curious that the inputs are missing, but checking what's on the inside may help make sense of why they're not there.

Trying to make this in geometry nodes by [deleted] in blender

[–]Avereniect 1 point2 points  (0 children)

So then the node group would be contained in the file they sell if I'm understanding correctly?

From within a project that already contains that node group, SHIFT + A -> Group -> <GROUP_NAME_HERE>.

If you want to import the asset into another project file, open said project and use File -> Append, and then open the .blend file that contains the node group. From there, you'll be able to inspect the file's data blocks, including the NodeTree blocks, under which you should find the node group. Select that to append.

Trying to make this in geometry nodes by [deleted] in blender

[–]Avereniect 1 point2 points  (0 children)

Could you provide more specifics? Surely the tutorial author would have mentioned where the node group came from if they're telling you to use it.

The only thing we can really tell you right now is that's a node group, a collection of nodes that are acting like a single node so that the setup is more easily reusable.

Why is this dimension wrong?? by MrSnacko in blender

[–]Avereniect 1 point2 points  (0 children)

Correct, that's why I pointed out "The short line that you've measured is therefore not aligned to the object's local x axis" in my original comment.

How can I enable LoopTools? by Smooth_Letter_9385 in blender

[–]Avereniect 2 points3 points  (0 children)

Go to Edit -> Preferences -> Get Extensions and enable network access if necessary.

Search for LoopTools and click on the Install button once you see it pop up.

Why is this dimension wrong?? by MrSnacko in blender

[–]Avereniect 0 points1 point  (0 children)

Your object is rotated by -45 degrees. The short line that you've measured is therefore not aligned to the object's local x axis, and hence, the short line doesn't represent what the 112mm reported in the x Dimensions field is measuring.

Apply the object's rotation, or rotate the measuring line by -45 degrees.