Endpoint Selection node
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.
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.
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 »
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 »
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 »