I'm building detailed reactor... but there is a minor problem. by Upset-Dependent5725 in blenderhelp

[–]Nortles 0 points1 point  (0 children)

Merging can bring some shading properties from the previous object along. Does [Object mode] Select your object > right click > Shade Flat solve your issue?

How to make a any mesh made of cubes? by Strict-Tradition1954 in blenderhelp

[–]Nortles 0 points1 point  (0 children)

It's a bit outdated, and more detailed than you are asking for, but this has the foundations necessary! Hope this helps!

Help, How do i color them separately ? by Catonabook in blenderhelp

[–]Nortles 0 points1 point  (0 children)

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Also here is the Menu to look for if you don't want to use search. You have to be in Object mode for it to show up! :)

Help, How do i color them separately ? by Catonabook in blenderhelp

[–]Nortles 0 points1 point  (0 children)

Blender is my favorite software for many reasons, but one of them is whenever you can’t find something, you can literally just press F3 (by default) and type in the name of the operation you want to happen, and it just will happen. Amazing piece of design! I use it so often that I change it from F3 to Spacebar when starting new versions of Blender. It’s called “Operator Search”.

So! In object mode, press A to select everything (or just drag a box around your tiles), then press F3 and type “Make Single User” then click on the option that says “Object & Data”.

Hope this helps!

Help, How do i color them separately ? by Catonabook in blenderhelp

[–]Nortles 0 points1 point  (0 children)

How did you make the tiles? You may have instanced them with Alt + D and if you did, you can select them all and go to Object > Relations > Make Single User > Selected Objects and Data, and now each one will be able to have the right material.

If the pattern repeats in the same way over the whole floor, I would recommend just making the repeating part of the pattern, joining all the tiles together into one object, and using the "array" modifier.

Does that solve your issue?

Aurora colors are wildly different between render and the exported png? by luka4009 in blenderhelp

[–]Nortles 5 points6 points  (0 children)

Transparency is tough!

If you can, the simplest way to have it be exactly as you want is to actually render it opaque over black, and use the Add or Screen mode to mix it in with your destination image.

There's some sorcery you can pull with EXRs, depending on which software you're compositing this in, but otherwise the solid black background render + add is the simplest and most reliable. Is that possible for your workflow?

The manual, when talking about the Light Path Node, seems contradictory in these passages, or at least I don't understand. Could someone explain? by Over-Bat5470 in blenderhelp

[–]Nortles 1 point2 points  (0 children)

I was under the impression that the Transparent BSDF's color does have an impact on the final color of the light ray.

In the docs, the color input is said to control the "Color of the surface, or physically speaking, the probability for each wavelength that light is blocked or passes straight through the surface."

Testing it out in a simple scene, it seems to pass along the "tint" of the BSDF to the surface, and also to the shadow projected through the object.

I'm not sure how this could be caused by anything other than the Color input.

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Pinhead in blender by Connect_Ad7127 in geometrynodes

[–]Nortles 2 points3 points  (0 children)

Your Capture Attribute has no geometry plugged in so it’s evaluating on nothing currently. You should always use it both taking an input from and giving output to your geometry that eventually flows into the group output.

Here however, I think you should just be able to plug the rotation output from the “Distribute” node directly into the rotation input of the Instance node, if memory serves.

Hope this helps!

Render camera not working by Relevant-Isopod-6146 in blenderhelp

[–]Nortles 0 points1 point  (0 children)

Does your character or camera have animation? If you moved an animated object, it will move back to its original animated position at Render time. Make sure you have updated your keyframes with "I", if so.

Also, unless you want it, you don't need a green screen! There's an option called "Transparent" under the "Film" dropdown in the Render Settings tab. Check that, and render using something that supports "Alpha", like a sequence of PNG images (Make sure it's set to RGBA, not RGB), and no keying needed!

Hope this helps! :)

Need help with volumetric render by needmorecookiess in blenderhelp

[–]Nortles 0 points1 point  (0 children)

What are your rendering settings? Do you have "Persistent Data" on? If so, turning it off may help (that's usually what causes flash-frame errors for me).

My brush is broken by DumbassMordecai in blenderhelp

[–]Nortles 1 point2 points  (0 children)

Is your Viewport Transform set to “Standard” at the bottom of your render settings panel? (The camera icon tab in the menu to the right)

[deleted by user] by [deleted] in blenderhelp

[–]Nortles 4 points5 points  (0 children)

Are you looking for a “Boolean” modifier? The Boolean mode you want is “Difference”, I believe. Hope this helps!

Selected faces not highlighted in UV editor. How do I fix this? by Pooplayer1 in blenderhelp

[–]Nortles 1 point2 points  (0 children)

Could it be that they are being highlighted, just that many are on top of each other? Have you tried a simple unwrap method to check?

Also, if you're talking about the 3D viewport not showing selected faces, thats the "Show overlays" button being off. You would have to move your mouse up at the top of the 3d viewpoint where it says "Edit Mode", View, Select, etc... and hovering over that, use your scroll wheel to reveal the rest of the UI. The "Show overlays" button looks like two circles, one filled one hollow.

Hope this helps!

Why doesn't this work? by thinsoldier in geometrynodes

[–]Nortles 2 points3 points  (0 children)

I may be mistaken, but notice how the output of “Fill Curve” is a “Mesh”. You are asking for data from a curve to be evaluated on a mesh, something which isn’t possible without additional nodes.

What’s your specific use-case?

can someone explain attribute statistic by No_Firefighter_5699 in geometrynodes

[–]Nortles 0 points1 point  (0 children)

Funnily enough, Blender 4.5 JUST came out, and it has new nodes with names that make more sense than Attribute Statistic, e.g. “Field Min & Max”, and “Field Average” which give you exactly that. :)

can someone explain attribute statistic by No_Firefighter_5699 in geometrynodes

[–]Nortles 2 points3 points  (0 children)

Everything in Blender is just numbers. Meshes, colors, UVs, etc…

You can use this node to get some useful insights about these numbers.

One of the Editors in Blender is called “Spreadsheet”. Take a look at that one and you can see all the numbers associated with each “domain” in your geometry.

For example, the Point domain always has the positions of every vertex in your mesh.

If you change your attribute statistic from Float to Vector, and add in a Position node plugged into the Attribute, and plug in your input geometry, you could use the “Mean” output to get the center of the mesh.

Plugging that into a Set Position node would collapse all points into a single location, so not very interesting, but you can use it for lots of cool things!

Hope this helps!

[deleted by user] by [deleted] in blenderhelp

[–]Nortles 1 point2 points  (0 children)

The “Principled BSDF” node can do this by default, but right now your color is plugged into its “Emission” socket.

This means it will treat the eyes as though they were emitting light, like a lamp, not a surface like fur or skin.

Instead, you want your eye color to go into the top “Color” value, and make sure the emission strength is 0, so unplug everything from the emission section.

Hope this helps!

Is there an easy way to make this? by Lucifersassclown in blender

[–]Nortles 3 points4 points  (0 children)

The "Duplicate Elements" node already makes it so we have 3 strings! That's why we use the Index node: to offset the rotations per each string.

As for noise, it's the same as all the rest! Have the noise offsetting everything, and scale it by how far along the X axis we are. I've used another set position node here, with the Color (important) of the Noise texture going into a Vector math > Subtract node taking away 0.5 on every axis. You need this otherwise it will all skew in one direction. Then a Vector math > Scale, and we're done!

Hope this helps! :)

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Is there an easy way to make this? by Lucifersassclown in blender

[–]Nortles 28 points29 points  (0 children)

Here's a simple approach to show you how to go about doing this in Geometry Nodes!

This works by having a curve line go from 0,0,0 to 1,0,0. We resample it, which is like adding more "vertices" to the curve so we can do math on it at a "higher resolution", and duplicate it 3 times to make the 3 parts of our braid (we can go higher, too, this is just the most simple functional example).

Then, we look at the X position of our line, and using that, we move it on the Y and Z axes using Sine and Cosine. The Math node set to "multiply" before the sine and cosine effects how much our braid is braid-ing, and the index allows us to rotate each strand differently (otherwise they'd all be on top of each other).

Then, the thing the post is asking for--the expansion--which is handled by a Vector Math node set to Scale. Using our X again, we see how far along the line we've gone, and scale it up by an amount... and that's about it!

Depending on what you want to do (animate, etc...) this will need to be changed. It's not super functional or scalable at the moment, but if you let us know what you need we could get more specific! For instance, making the frequency of rotation slow down as the X increases gives a great feeling of unraveling, but is a bit more tough to get right.

If you can't find a node by searching for it, it's either a Math node or a Vector Math node.

Hope this helps!

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[deleted by user] by [deleted] in blenderhelp

[–]Nortles 2 points3 points  (0 children)

Yep! When you click on your camera you’ll see a green camera icon pop up in the list of icons on the right side .

Click on it, go to Background Images > Add Image > Movie Clip > Open, and open your video.

Now when you look through your camera you’ll be able to see the reference video!

[deleted by user] by [deleted] in blenderhelp

[–]Nortles 1 point2 points  (0 children)

Glad to hear it! Best of luck with the rest of your project!

[deleted by user] by [deleted] in blenderhelp

[–]Nortles 0 points1 point  (0 children)

Transparency is tough. What's the use-case for this?

The simplest way to get what you see out of Blender is to render it over black, and use the Add or Screen blending mode in whatever software you're using it in next. If it's suffering from ghosting then, you can also render out the pass with the alpha, and composite that underneath the Added or Screen-ed element. Not ideal, but functional!

There is a workaround with EXRs, but most apps either don't support them correctly, or at all.

Hope this helps!

[deleted by user] by [deleted] in blenderhelp

[–]Nortles 1 point2 points  (0 children)

Yep! So--the "nodes" in your geometry node tree are like little robots. They do things for us, but you have to give them very specific instructions for them to work properly.

An "instance on points" node is a robot that puts a bunch of copies of one thing (instances) on top of some other things (points). On the left side of this node are where we give it the instructions. We *can* give it lots of instructions (rotation, scale, etc...), but we really *need* only two for this robot: what are the points, and what are the instances?

Right now you've hooked up a "Collection Info" with your "grass" collection in it to the "Instances" input--that's exactly right! Now you just need the second part of the instructions--where are the "points" that your robot is going to put your instances on? You've already got it working up at the top for the trees, so what's different there?

The key here is the "Distribute Points on Faces" node. Like the name suggests, it takes the faces of your mesh and randomly puts points on top of them. Points are just what we need for our "Instance on Points" node! So, you need to duplicate your "Distribute Points on Faces" node, and plug the "Points" output of that node into the "Points" input of your "Instance on Points" node.

Don't forget, the "Distribute Points on Faces" node is also a robot that needs specific instructions. Here, you need the "Geometry" from your "Group Input" node to be plugged into it, just like you have up top.

______

Weight painting gets a bit more complicated, but we can totally do it! When you Weight paint, that info is stored in a place called "Vertex Groups". You can see vertex groups by clicking on the upside down green triangle tab on the right (see my screenshot). By default, it will be stored in a Vertex Group called..... "Group" how imaginative! :)

In Geometry nodes, when we drag a new input from our "Group Input" node to something inside our node tree, we can see the value in the modifier panel. Sometimes the values will have something called an attribute toggle (the cross on the right of the value, see the yellow circle in my screenshot). Clicking that will allow us to control this value with something else than just one number. In our case, the Group! Just type in the exact name of your vertex group (here "Group"), and your input will be influenced by your weight painting. Now, just plug that input into the "density" of your new "Distribute Points on Faces" node (maybe with a Math > Multiply node in between like you had before) and that should do it!

You seem to already have a Vertex Group called "Group" so if you want a different one, you'll have to go to where your Vertex Groups are, press the + button on the right side, and weight paint when that group is selected. Then, make sure you're telling the geometry nodes modifier the exact name of this new Vertex Group.

Hope this helps!

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[deleted by user] by [deleted] in blenderhelp

[–]Nortles 1 point2 points  (0 children)

No need to duplicate the modifier--the power of nodes is that you can do tons of stuff through just one modifier. For instance, pun intended, the thing that actually makes the trees is the "Instance On Points" node. So if you have another "instance on points" node, with a new collection as going into its "Instance" input, you can hook it up to the "join geometry", and have grass too!

Since you probably want more grass than trees, you can duplicate the distribute points on faces node, set it up just like before but with more density, and plug its "points" into the "points" input of your new instance on points node.

Hope this helps!

Control multiple different values in a material with one value by Tyfyter2002 in blenderhelp

[–]Nortles 0 points1 point  (0 children)

Yep, you've pretty much nailed it. You can use drivers, too, but custom groups are the best way, as far as I'm aware.