The simplest way to arrange objects along a curve in Blender is to use two modifiers: “Array” and “Curve”. However, in this case, the object is distorted – its shape adjusts to the shape of the curve. In some cases, for example, when designing curbs or tank tracks, this is undesirable.
There are several ways to arrange objects along a curve without distortion. One of them is to use an intermediate mesh.
To make our retopology process faster and easier, the scene environment may be slightly adjusted.
First, let’s enable snapping, set “Face” mode, and enable snapping to “Active” in the “Snapping With” section.
Also, check the “Backface Culling” checkbox so that the active retopology points do not magnetize to the backside of the processed mesh.
When the scene is lighted with “Spot” or “Point” light sources, the rays from such lamps do not propagate in parallel. This makes noticeable distortion, for example when lighting with textures.
The parallel ray’s propagation (orthogonally to its plane) we can get from the “Sun” lamp, but such light source does not support lightning with textures.
Most often, for quick simplified calculations with the object’s geometry, their Bounding Boxes are used – the minimum parallelepiped into which this object is inscribed. But sometimes the Bounding Sphere – the minimum sphere into which an object can be inscribed – can provide greater accuracy and simplify the calculations. While the location and size of the object’s Bounding Box is available in Blender at once, the Bounding Sphere we need to calculate manually
The classic way of localizing a Blender add-on (translating it into different languages) is convenient because requires just a single Blender Python API call – to get the currently used locale. This way is maximum universal, but Blender would not be Blender if it did not provide users an ability to localize add-ons through its own API.
The principle of creating multilingual add-ons using the Blender Python API is not much different from the classical one – we need to create a dictionary with all the variants of translations for all text strings from our add-on and use this dictionary in the localization.
If you want your add-on to be available for all Blender users around the world, you need to make the localization – translation of its interface into different languages.
The simplest way to make your add-on multilingual is the classic way, it is used in many other programs and requires the minimal usage of the Blender Python API.
A video tutorial with a compilation of over a hundred tips for speed up modeling in Blender.
Working with the Molecular add-on version 1.1.2. in Blender 2.92 tutorial.
Author: Pavel Blend
A two-part tutorial on how Vector Displacement works in Blender, how to use it in practice, and how to create geometry using only the Shader Editor nodes.
Autron: Erin Woodford
Making a clock in Blender with nodes tutorial. The result is a procedural real-time clock shader.
Author Dr. Blender
Creating and using procedural erosion and wear shaders in Blender 2.9 tutorial.
When fine-tuning the finished render in “Compositing”, sometimes it is necessary to refer to the pixels coordinates of the processed image, for example, to apply effects distributed over the entire width or height of the image.
We can get the distribution factor of coordinates along with the height or width of the rendered image using texture nodes.
The “Mantaflow” liquid and smoke simulator tutorial. Describes the fixing of the most common problems of using this simulator.
By Blender Made Easy
Tutorial about color spaces used in Blender.
- 0:00 – About the vision
- 1:18 – What is sRGB?
- 2:02 – Difference between Linear and sRGB
- 2:30 – Why does Blender use Linear instead of sRGB?
- 3:03 – Normal and Non-color data
Various aspects of lighting in the Blender EEVEE rendering engine tutorial.
Tutorial about normal maps.
- 0:08 Check yourself: try to find a mistake
- 0:34 What is Normal?
- 1:12 What is the difference between DirectX and OpenGL normal maps?
- 2:05 How to use DirectX normal maps in Blender?
- 2:26 Invert normal maps on inverted polygons
- 2:53 Bonus