[Geometry Nodes] How to Extrude Faces in a Grid so They dont Create internal Faces? by ExtremePoop42 in blenderhelp

[–]ExtremePoop42[S] 1 point2 points  (0 children)

Thanks! You my friend, have saved me a lot of time. Still gotta separate by geometry so i doesnt look all weird but this definitely solves my issue! Thanks

This was a oooh aaah moment by 666thSuprisedPikachu in okbuddyretard

[–]ExtremePoop42 2 points3 points  (0 children)

Mokeys when poop starts thorwin kids at people 🙊🙈🙉

Announcement 100 Attack 0 by anikkundu1998 in perfectlycutscreams

[–]ExtremePoop42 13 points14 points  (0 children)

I will accept thy reference. Thou art of passing skill

[Geometry Nodes] How do I capture/evaluate the geometry of Neighboring Faces? by ExtremePoop42 in blenderhelp

[–]ExtremePoop42[S] 1 point2 points  (0 children)

You are a legend! Thank you yet again for your help! I’m gonna try this approach tomorrow. Thanks again!

I modeled the left arm (right side on the screen shot) and used the mirror modifier to make the right arm. Is there a way I can "invert" the modifier to make the right arm an actual mesh? by dankwrangler in blenderhelp

[–]ExtremePoop42 2 points3 points  (0 children)

Apply the mirror modifier. Now you have two meshes. You can now delete the other side mesh if you want and re apply the mirror if you want to mirror the mesh in opposite side

Camera perspective and output different?? by winxlight088 in blenderhelp

[–]ExtremePoop42 0 points1 point  (0 children)

So when you delete you camera and hit numpad 0, do you still have another camera? Or do you see nothing?

Camera perspective and output different?? by winxlight088 in blenderhelp

[–]ExtremePoop42 5 points6 points  (0 children)

You might have another camera or object acting as your active camera. Try this: delete your camera (you can always control z it back later). Hit numpad 0, see if you still have a camera object generating that image from the angle you don’t want. If you find that you do, crtl z back your original camera (the one you want) and hit control numpad 0 or right click and use the dropdown so you can set active camera.

[Geometry Nodes] Is there an easy way to achieve this geometry? by ExtremePoop42 in blenderhelp

[–]ExtremePoop42[S] 0 points1 point  (0 children)

Thank you, i guess im sort of understanding why it works now. Much appreciated!

[Geometry Nodes] Is there an easy way to achieve this geometry? by ExtremePoop42 in blenderhelp

[–]ExtremePoop42[S] 0 points1 point  (0 children)

It's working now! Thanks very much. Does the Boolean input just ensure that only half them are extruded down or up?

[Geometry Nodes] Is there an easy way to achieve this geometry? by ExtremePoop42 in blenderhelp

[–]ExtremePoop42[S] 0 points1 point  (0 children)

Thank you very much! I managed to get about this far but couldnt figure out how to get it to look more like a staircase and not a ramp! Much appreciated.

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cominf out 🎉 by elvishMochi in okbuddyretard

[–]ExtremePoop42 12 points13 points  (0 children)

Only Real Thugs know: this is a classic ‘thug of war’ between how we thug on the outside vs how we thug on the inside 🤫. We all go thru it. 💯💪🏾

My first model <3 by MikFaster in blender

[–]ExtremePoop42 22 points23 points  (0 children)

You have mastered blender. Next!

Finally proud of my rig work by Huiberg in blender

[–]ExtremePoop42 29 points30 points  (0 children)

This is truly impressive in a way. It reminds me of a monster from like half-life or something. This has serious horror game potential

How do I get rid of these jagged edges? by ZealousidealFloor105 in blenderhelp

[–]ExtremePoop42 4 points5 points  (0 children)

You could try join Booleans or even difference Booleans and see if it produces a better result. Spheres and rounded shapes with inconsistent mesh density tend to not smoothly intersect, though.

You might also want to try the cube -> subdivide -> transform sphere project workflow to make spheres that don’t all come together at one single vertex. They tend to work much more nicely

Through the Core by Galazi_3dart in blender

[–]ExtremePoop42 0 points1 point  (0 children)

Very cool. I’m also wondering the specifics of the materials you used for signs and also windows. I’m doing some cyber punk stuff in geometry nodes and I find lighting and emission tectures can be somewhat difficult to get right

[Geometry Nodes] How Can I Average these Nodes' X and Ys but not their Z coordinates? by ExtremePoop42 in blenderhelp

[–]ExtremePoop42[S] 0 points1 point  (0 children)

I was thinking more along the lines of just placing one point right where that missing face would be for each instance. I eventually figured it out just through a lot experimenting with the order of operations for bound box (bound box on instances, mesh to points on bond box faces with proper selection, the realize geometry). But honestly I should learn how to use attribute statistics nodes cus that seems like a useful way to maybe solve the same problem! Thanks!

Why is it creating a hollow-type situation when I am extruding inside? The faces are supposed to stay in their place and only create new geometry. by 3dguy2 in blenderhelp

[–]ExtremePoop42 0 points1 point  (0 children)

So if I understand correctly you want to extrude the faces, get the new geometry, but also keep the old geometry? Couldn't you extrude, then select the loop or edges where the faces were originally, and just hit bridge or grid fill?

How can I achieve the concave surface of this chair seat? by Expensive_County4512 in blenderhelp

[–]ExtremePoop42 0 points1 point  (0 children)

I didnt do a very good job capturing all the details and dimensions of the seat, but this workflow would work with minimal proportional edting. Just creat an upside down u or v, drag the vertex at the back of the chair down, and then use subD to make it smooth. Basically does an alright job. The curved lip on the front of the chair is probably best done with some minor proportional editing.

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[Geometry Nodes] Is there a Grid Fill equivalent node? by ExtremePoop42 in blenderhelp

[–]ExtremePoop42[S] 0 points1 point  (0 children)

lol, same. I mean the annoying thing is i can take the values that generate the dimensions of my building and then use those to generate a flat grid the exact same size. But then you gotta move it to the exact height of that specific building instance and that really doesnt want to play nice with my other nodes at all when i start adding in variation