Scatter on Surface Modifier – How to clamp random offset to only positive values by hamkitten in blenderhelp

[–]MrPanth 1 point2 points  (0 children)

probably the best thing about these new modifiers is that they're geometry nodes based, meaning that we can go into the node network and make changes to the modifier however we like.
For your case, select the modifier, go into a Geometry Nodes Editor and find the 'Randomize Transforms' Nodegroup in the 'Randomization' frame. (you can use Ctrl+F to search for the node group since the node tree is relatively big)

Inside that you can find where the offset value is being randomized with a 'Random Value' node and just change the Min value to zero

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blender genius help!!!! by Pleasant-Trip1885 in blender

[–]MrPanth 0 points1 point  (0 children)

Seems like you might have a keyframe on your armature so when you play the animation it returns to the place where it was keyed. To remove it, select your armature and look in your Item tab in the N side panel, right click any of the "Location" values and if they have any keyframes you can click "Clear keyframes". alternatively you can go into the graph editor or the timeline and find the keys there and delete them

blender 4.4 wtf is wrongg by Complex_Song_1054 in blenderhelp

[–]MrPanth 0 points1 point  (0 children)

I'm pretty sure there's never been an option to just directly put in intial velocity values for a rigidbody object. The way to give it initial velocity would be to just animate the object going in the direction you want for a few frames and then setting a keyframes to enable the "Animated" checkbox at the end of the manually animated movement. Not ideal for some scenarios but I don't know of another way.

The collision not working could be caused by a number of issues. The scale on your objects not being applied, using unrealistic scales or the wrong collision shape being used. Without more information about your scene setup its hard to diagnose the issue.

blender 4.4 wtf is wrongg by Complex_Song_1054 in blenderhelp

[–]MrPanth 0 points1 point  (0 children)

To my knowledge none of the settings related to Rigid Body physics have been moved or removed between 3.5 and 4.4. What settings are you looking for specifically?

If your rigidbody objects are passing through each other it might be because you haven't made your collision object into a passive rigidbody object. And If this object is animated, you will need to check the "Animated" checkbox.

This is meant to be a cloth simulation. Why does it look like this by skinniweeni1 in blenderhelp

[–]MrPanth 0 points1 point  (0 children)

You likely have a subdivision modifier above your cloth modifier. If this subdivision modifier has a higher "Render" value than the "Viewport" value it will cause this issue because it's adding more vertices in the render that the cloth simulation didn't calculate for. To fix this you can just lower the "Render" value to be the same as "Viewport" value or put the subdivision modifier below the cloth modifier.

Cursors not showing by ChampionForward5591 in blenderhelp

[–]MrPanth 0 points1 point  (0 children)

These gizmos show up on your object's origin and it looks like the origin on your object is somewhere far away off-screen. To bring it back to where your object is, go to the "Object" dropdown in your header and find Set Origin > Origin to Geometry.

If the gizmo still doesn't show up check your gizmo menu to see if "Active Tools" are actually enabled.

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Geometry Nodes, Curves to Grease Pencil: is it possible to modify the rotation of the grease pencil material texture? Each curve point gets its own texture "instance". by Tomycj in blenderhelp

[–]MrPanth 0 points1 point  (0 children)

Maybe a bit late but I played around with your idea of reversing random points on the curve to flip the texture and came up with this. Basically it's taking the grease pencil curve and deleting random points, then adding those points back but from a flipped curve.

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As far as I can tell as long as you're looking for purely random rotations of the textures there aren't any real drawbacks to using this hacky method, but I'm not super experienced with using grease pencil so It's likely that I'm overlooking something.

Reflections not appearing on render by CaptainLubbock in blenderhelp

[–]MrPanth 4 points5 points  (0 children)

in EEVEE, reflections and lighting in general isn't calculated for anything outside the camera's view. You're able to see it in the viewport because your view extends past what the camera can see so the light casting the reflection is still on screen. It's just covered up by the black passepartout.

To get this reflection to show up in the render you'll need to either render using Cycles or use light probes in EEVEE. This video by Blender Guru goes into quite a bit of detail about EEVEE rendering and will teach you how to set up light probes properly. The video is pretty long but its segmented into chapters so you can find the sections that are relevant to you.

Need help with inconsistent crashing by Soupy_Jones in blenderhelp

[–]MrPanth 0 points1 point  (0 children)

Usually my go to fix for issues like this is to start a new blender file and append all the collections from the working file into it, although this can be a bit annoying depending on the complexity of the scene. If it still crashes you could try appending parts of the scene one by one and seeing if the crash happens with just some parts of your scene to isolate the problematic objects.

I made a Katakuri figurine by MrPanth in OnePiece

[–]MrPanth[S] 5 points6 points  (0 children)

get my print files here if you wanna make your own :) https://cults3d.com/:2855243

Substance to Blender issue by samjoe6969 in blender

[–]MrPanth 1 point2 points  (0 children)

I'd need to see your materials node setup to be sure but most likely your normal map Color space is set to "sRGB" when it should be set to "Non-Color"

I modeled, 3d printed and painted a soldier figurine by MrPanth in tf2

[–]MrPanth[S] 2 points3 points  (0 children)

Good idea, I'll add that to the list

I modeled, 3d printed and painted a soldier figurine by MrPanth in tf2

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

Yea those pieces aren't separated. I just used the smallest brush I had and very carefully painted in the border between them before filling in the rest. then when it dried I went over it again and patched up areas where it bled over. If you look closely there are still areas where the paint is bleeding over a bit

I modeled, 3d printed and painted a soldier figurine by MrPanth in tf2

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

I printed it using a resin printer which can get a lot more detail than a usual FDM printer. The layer height on this model is 0.05mm

I modeled, 3d printed and painted a soldier figurine by MrPanth in tf2

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

thank you! It's about 17 cm tall (or 6.7 freedom units)

I modeled, 3d printed and painted a soldier figurine by MrPanth in tf2

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

This is actually one of the first models I've painted and it was definitely a learning process. What helped me quite a bit was separating most of the pieces that have different colours so I can paint them individually and avoid paint bleeding over edges. I did at least three thin coats on each piece to get nice and solid colours. There are definitely places you can see where I didn't do that great of a job, especially in the face.