Creating procedural sci-fi greeble material
Creating procedural sci-fi greeble material in Blender by Ryan King Art.
Creating procedural sci-fi greeble material in Blender by Ryan King Art.
To mirror an object along X, Y or Z axis in Blender the “Miror” operator is usually used. For example, to mirror an object along the global X axis, in the 3D viewport window menu we need to select: Object – Miror – X Global. Or we can do it simpler just applying a scale of -1 to the object along the desired axis: s – x – -1. However, if there are custom normals on the object, they are not recalculated, which subsequently causes the appearance of various artifacts.
Mirroring an object with custom normals correctlyRead More »
In Blender Geometry Nodes, there are many different ways to constrain the selection of objects. One of them is the use of the Endpoint Selection node when placing instances at points on the curve.
Blender has a very convenient feature – when performing any action, the values for it can be specified in the form of expressions. For example, when rotating a mesh around the Y axis by 36 degrees, we can specify the final, already known value of the degrees of rotation and press the following key combination: R -> Y -> 36. Or, if we need to rotate the mesh by 1/5 of 180 degrees, we can use the expression by entering: R -> Y -> 180 / 5, which will be equivalent to rotating by the same 36 degrees.
By processing mesh geometry with a bmesh object, we can easily find common edges between two vertices, using the list of edges linked to current vertex.
Creating procedural snowy mountain material in Blender by Ryan King Art.
We can enable and disable a collection from interaction with the scene by switching the checkbox located in the Outliner opposite the name of the desired collection. In order to do this using the Blender Python API, we need to access the collection through the View Layer of the scene on which the desired collection is located.
Enabling and disabling collections using the Blender Python APIRead More »
Most objects in Blender have multiple lists of data in their structure. For example, inside a “mesh” object there are list with vertices of this mesh, the list of mesh edges, and the list of mesh polygons. And in the structure of each mesh vertex there is, for example, a list with its coordinates along the X, Y and Z axes.
Getting a list of data from object properties using list comprehensionRead More »