Quick enabling all collections in Blender
We can quickly activate all collections in Blender on the current view layer – enable the “checkbox”, “eye” and “monitor” icons for all of them, using a simple script.
We can quickly activate all collections in Blender on the current view layer – enable the “checkbox”, “eye” and “monitor” icons for all of them, using a simple script.
For different work directions in Blender, separate startup configurations are organized – sets of basic settings for scene parameters, rendering and user interface. Each configuration is stored in a separate file and is loaded from it when the user opens Blender or executes the “File – New” command from the main menu.
Workspaces in Blender are saved sets of work areas (windows of the desired type). Typically, switching between them is done by clicking on the tab with the name of the workspace at the top of the Blender UI. We can also switch between workspaces using the Blender Python API.
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 »
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 »