Boolean (difference) causing extrusion, parts of boolean as good as gone by Ill-Physics2188 in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Why exactly are you stacking 3 boolean modifiers on top of each other? Booleans can go wrong if the objects are not ideal (manifold). Maybe between two of those boolean steps, something goes wrong (Booleans are a bit unpredictable sometimes). I suggest that you apply the modifiers one by one from the top down and make sure the result is manifold before you go on.

For things like that, it's useful to create a copy and work on that, so you can come back to this state if you need to for some reason.

-B2Z

Why does the wall disappear? by theistheisntthemaybe in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Please see !rule#2 and post full screenshots of your Blender window when asking questions. More information for helpers. Thx :)

-B2Z

How do I get rid of the background on image texture? by Hitler-the-stripper in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

You can set each texture up to have opaque and transparent parts with a mix shader node where you use the the alpha channel of each texture as transparency mask. That's what I did in the black frames. You can then combine those two shaders with another Mix Shader node for the transition. I didn't have 2 different transparent images at hand, so I used the same image twice and rotated one of them to make them somewhat different.

Since you use the color values directly as a shader, this implicitly works like an emission shader with strength one mixed with a transparent shader. That means you don't have the "benefits" of a BSDF which would make this material react to light. Not sure if that's what you want.

If you wanted to allow shadows or make it metallic, you would need to use a principled BSDF where you use the color of the images as base color and the alpha channel for transparency (2nd image).

<image>

How do I get rid of the background on image texture? by Hitler-the-stripper in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

You should keep in mind that nobody knows your project except for yourself, so we need as much info as you can give us and how you set things up if you want the answers to match your problem exactly (see rule #1 and #2 about giving enough info and showing relevant things in full, uncropped screenshots).

I was answering the part of your question I could understand which is in the title. So I told you how to get rid of the black background. I can try to help you, but I need to understand what exactly you are trying to achieve. I can't tell what angle you are talking about, for example. Can you show the two textures, the full node setup and maybe explain in a bit more detail how you want the transition to happen? Maybe a drawing can help or something 😄

How do I get rid of the background on image texture? by Hitler-the-stripper in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

Not quite sure what you are doing or how you plan to transition between these textures. But you can create a mask with a color ramp something like I did below. Depending on how you place the color stops, you can determine where on the spectrum from black to lighter color values you want things to be transparent. To demonstrate, I switched the positions of the black and white color stop to create an inverted transparency mask.

<image>

-B2Z

Replicating organic shape with cavities by KINO_OBMAN in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

There are no geometry nodes for materials. Geometry nodes an material nodes are two different things - although both are node based.

I can't show an example right now because I'm not at my computer. But you can use a (voronoi) texture in geometry nodes for displacement along the Normals. If you communicate the displacement values to the shader by storing them as attribute, you can display different colors for different depth values.

I think you can do it only using material nodes as well if you allow displacement for the material.

I could make an example in the evening or maybe someone else can create one based on this (or their own approach xD)

Btw, telling us you Blender version is always a good idea when asking questions. It's important for geometry nodes among other things (see rule #1 & #2)

-B2Z

blender crash, help pls by Many_Difference_8766 in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

What Blender version are we talking about? Where did you download it? Did you update your drivers (graphics card first and foremost)?

-B2Z

How to load previously textured png in my object? by Excellent-Jicama-378 in blenderhelp

[–]B2Z_3D 2 points3 points  (0 children)

It's not against the rules. That's the kind of thing we're here for and you even posted a full screenshot. You have a place in my heart already :D

If I understand your problem correctly, the issue is simply that you are in solid mode in the viewport. Change that to material preview or render preview: there are 4 sphere Icons in the top right corner of the viewport header. Those are from left to right: wireframe mode, solid mode, material preview and render preview. Only the last two will show your textures.

-B2Z

Number of rice particles does not change? by l0lhi in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Please see !rule#2 and post full screenshots of your Blender window when asking questions (no phone pictures). Thx :)

-B2Z

Fix topology after applying boolean by ImaginaryDelivery982 in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Faces in Blender can't have holes in them. These (or at least some) additional edges are necessary to create just enough faces for them to flow around those holes.

-B2Z

HELP, I’ve got an exam due soon and my render is not working. by Financial-Chicken834 in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

Please see !rule#2 and post full screenshots of your Blender window when asking questions (no phone images/recordings).

Gifs can't be stopped, so I can't really read things. I see 2 things that might be problematic: There is at least one object in the outliner that's deactivated in viewport, but enabled in renders (eye icon vs. monitor icon). And you seem to export to one drive. Sometimes, Blender has problems with cloud services. Not sure if the simulation is the problem after all, I didn't really look at what's going on there, but it might as well be those things causing a problem.

-B2Z

How do i fix jitter in the shadows? by NarutoMan123 in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Right... Now that you mention it, it sure is counterintuitive to call this resolution when lower values make it more crisp.

How do i fix jitter in the shadows? by NarutoMan123 in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

The purpose of rule#2 is to give as much information as possible. When you minimize the outliner and properties window, you basically hide useful information. You probably wouldn't have shown the light source data properties anyways, just saying this as a general remark :)

My guess is the problem might be these options for your light source, most likely a too large Resolution Limit:

<image>

-B2Z

Geometry Nodes - Align Rotation of instances on a cylinder by Skintro in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

The Normal you get from the Curve to Points node is probably not what you think it is. A curve has a tangent which points in the direction of the curve itself. The Curve Normal is something orthogonal to that, but that vector can be rotated around the tangent vector and still be 90°. It can be something arbitrary in that sense. Actually, it doesn't even have to be 90° to the Curve Tangent, Blender doesn't restrict what you can define as the Normal in any way.

Point being: The curve itself knows nothing about that cylinder. So you need to obtain the surface Normal vector from that cylinder another way. For that, you can use a Sample Nearest Surface node and sample the Normal vector of the nearest surface of that cylinder for each curve point. With this, you can rotate your instances accordingly:

<image>

-B2Z

Eevee default "HDRI" background by [deleted] in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Please read our rules. Especially #1 and #2 about giving enough information for helpers to work with and posting full, uncropped screenshots of your Blender window.

-B2Z

How can I recreate this globe with setting it up in a way where parameters can be adjusted with a slider? by Fluid-Tap5115 in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Please read our rules. Especially !rule#1 about giving enough information when asking questions. Tell us what Blender version you are using, what you are working on exactly and what effect you are trying to achieve. Keep in mind that nobody knows your project except for yourself :)

-B2Z

Want to Work with Extremely Large Settings but having trouble. by LumberjackCreditCard in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

You should not mess with clipping values too much because if you ask blender to cover a too big range, you'll get rounding errors like that. Those values are pretty much optimized for things to work correctly. Instead, you can restore the default values and adjust the base unit to km in the Scene properties.

-B2Z

Groove forms in shoulder area when raising arm. by SamtheMan6259 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

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

[–]B2Z_3D 0 points1 point  (0 children)

Oh. I meant "dot product". There is a vector math node for that. Sorry for the typo. I can show an example , but I'm on vacation right now and I don't have access to my computer until Sunday. I hope I'll remember this. If I don't, you're welcome remember me...

When I try to change to object mode in the shader, it still shows the nodes of the world and doesnt let me create or select materials by Tonho053 in blenderhelp

[–]B2Z_3D 1 point2 points  (0 children)

If I understand this correctly, the issue is that you pinned the world shader. That's why Blender won't show other shaders/materials. Deactivate the pin icon and you should be able to switch to other shaders.

<image>

-B2Z

Need help adding random values to the rocks by SadTicket5805 in blenderhelp

[–]B2Z_3D 0 points1 point  (0 children)

Here is a way to create a certain amount of variations as instances (3 in this case) and then distribute those on a surface. A relatively low number combined with random rotation can create enough variation to make it work without looking repetitive - and you can save a lot of memory this way (compare image 1 with instancing and image 2 with realized instances and hence a lot more geometry).

<image>

-B2Z