Showing face normals in the Spreadsheet
Starting from Blender 3.6, the default display of face normals for Geometry Nodes in the Spreadsheet area has been removed. We can return the display of normals using the output attribute and the Normal node.
Starting from Blender 3.6, the default display of face normals for Geometry Nodes in the Spreadsheet area has been removed. We can return the display of normals using the output attribute and the Normal node.
Creating procedural checkered kitchen marble floor material in Blender by Ryan King Art.
Switching between the “DEFAULT” and “FALLBACK” modes for tools in Blender allows us to use the tool in the first case by dragging the mouse anywhere in the 3D viewport, and in the second – only inside the area limited by the control ring.
Switching between DEFAULT and FALLBACK modes for a tool in BlenderRead More »
In Blender, when creating complex procedural materials or geometry nodes, the node tree often moves away from the starting point of the node editor area. Later, when working with materials, this causes some inconvenience – when switching from material to material, the node tree “runs away” and we have to scroll the screen each time to see the nodes. This problem can be solved using a simple script that will move the entire node tree to the origin of the node editor area.
Using Node Groups in Blender is very convenient to simplify and optimize node trees. Having assembled a universal combination of nodes into a node group, we can easily use this group in another shader, quickly obtaining the desired result without the tedious assembly of the same nodes each time.
To switch the active tool using the Blender Python API, we must use the wm.tool_set_by_id operator, passing the identifier of the required tool in its parameter. In earlier versions of Blender, to call this operator from an area with a different context, for example, from the Text Edit area, it was necessary to override the context.
Selecting a Tool in Blender 3.6 using the Blender Python APIRead More »
Creating beautiful and impressive procedural shaders or geometric nodes in Blender requires building complex node trees consisting of a large number of nodes and many connections (links) between them. After some time it becomes difficult to track where this or that link, stretched across the entire node tree “on three screens”, begins and where exactly it ends. A simple trick can help to simplify the node tree a little and reduce the number of connections – using several copies of the Group Input node.
Simplifying the node tree using several Group Input nodesRead More »
When working with mesh geometry using the Blender Python API, it is often necessary to visually control which vertices are processed by scripts and which are not. Ordinary Blender users may also find it useful to be able to navigate the mesh’s vertices by their numbers.
As with normal mesh manipulation via the Blender Python API, when using the BMesh object to deselect vertices, it is not enough to simply change the value of their “select” property to the opposite. To deselect the vertices of the BMesh object, the “select” value must also be changed for the edges and polygons adjacent to them.
Blender is an international project, popular in many countries. Therefore, its interface has been translated into many languages, and in its settings we can conveniently and quickly switch between the necessary translations.