Recalculating normals in bmesh
When working with mesh geometry through the bmesh object, we can “recalculate” the normals – rotate the normals in the opposite direction, starting from the direction of the normals of neighboring polygons.
When working with mesh geometry through the bmesh object, we can “recalculate” the normals – rotate the normals in the opposite direction, starting from the direction of the normals of neighboring polygons.
To build polygons using the existing list of vertices, we need to split this list into chunks of the required length. One chunk for each polygon. For a good mesh topology, square polygons are usually built, so the list of vertices is best divided into blocks of 4 vertices.
Splitting the sequence of vertices into chunks to create polygonsRead More »
Creating procedural Mars rock and sand material in Blender by Ryan King Art.
One of the popular directions in the neural networks development currently is the creation of a 3D objects from images. Using a Suzanne’s mesh and its rendered image, we can check how this really works.
Starting from Blender 3.5, the switcher for changing adaptive sampling modes was removed from the Cycles render engine panel. However, the parameter itself has not gone away, and its value is left at the default “Tabulated Sobol”.
Setting the sampling pattern parameter for the Cycles render engineRead More »
Creating procedural animated obsidian material in Blender by Ryan King Art.
To remove vertices, edges or polygons from a bmesh object, it is most convenient to use the remove() method for the corresponding set of elements. In addition, the bmesh object has a bmesh.ops.delete() operator, which allows us to delete elements using different modes (context).