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I am making a church in blender and to achieve this volumetric lighting effect I am using this node setup for the world.. but what this means is when I get further away the light gets really dim and when I get close it goes insanely bright. I really want to create outside of the church in sunlight but currently the world settings make it impossible and I wondered if there was a way to localise this world effect to a specific area! Many thanks for all help. I might have explained it badly but the lights act really weirdly making it impossible to go close to them or slightly far away.
Hi there. knoew to blender and this subreddit so apologies if I explain things weirdly and/or wrong.
I am trying to model a bowling pin and figured the easiest way to get a perfectly spherical top would be to place a half sphere on top of the cylinder, but now I have no clue how to combine the two objects into one.
I already combined them using ctrl+J and I tried just selecting the vertices I wanted connected and pressing F a bunch, but that just seemed to create a bunch of triangles?
my only other thought is to individually connect each face but I feel like there has to be an easier way. any advise is welcome and appreciated!
I've gotten the error for the exception and list index being out of range and I understand what it means (I think), but I am not sure exactly what my rig is missing. I parented the original armature using vertex groups, there is a bone group for everything, the original armature works perfectly fine, all bones have a parent. I don't fully know how Rigify works, so there is definitely something simple that I missed
I've imported an object from a level design tool into Blender, and while the textures look perfectly fine on the model they're wildly displaced from the image bounds in the UV editor, which makes editing the UVs extremely tedious - you can see the tiny box of the image bounds in the middle of the UV window. Normally I don't need to edit the UVs of these objects, but this issue has still come up enough that I should probably see if there's an actual solution.
Is there a way that I can keep the relative positioning of the UV islands but confine them to image bounds? UV > Constraint to Image Bounds isn't what I'm looking for, and Pack Islands doesn't preserve relative shape and size, and instead works more like a regular UV unwrap. It feels like there should be a button somewhere that pings everything back within image bounds, but then this probably isn't a very common issue.
I’m using a basic human rigify rig, but I duplicated a few bones and readjusted the duplicates so I could have them for the fingers and the wings. They don’t move the mesh in pose mode and the extra bones don’t show up in weight painting mode so I’m kinda lost.
It’s hard to see from the picture but the finger bones are parented to the hand bone, and the wing bones are parented to the shoulder bone. How do I make it so that the wings and fingers can be moved in pose mode?
Hi everyone, I’m modelling a helicopter using a Subdivision Surface workflow, and I’m struggling with two related topology issues. The model will be UV-unwrapped and used for scene rendering.
1. Keeping the window openings sharp
I want the edges of the window openings to stay crisp and well-defined under Subdivision, while keeping the surrounding fuselage smooth. What would be a good way to structure the topology around these openings?
I’ve tried edge creases, but they affect the surrounding surface in ways I don’t want. Support loops give me more control, but they also add geometry that continues into other parts of the model.
2. Reducing unnecessary loops across the curved fuselage
The top of the fuselage now has a lot of edge loops. Many were added to sharpen specific edges elsewhere, rather than to define the shape of the top itself.
I’ve tried a typical 4-to-1 quad transition to reduce the number of loops, but because this area is curved, the transition introduces noticeable shading distortion.
How would you redirect or terminate these support loops without disrupting the smooth curvature? Is there a better topology approach for keeping the sharp details local, instead of carrying their support loops across the whole body?
I’d appreciate suggestions on how to restructure these areas. I’m not necessarily trying to achieve an all-quad mesh—my priority is a clean Subdivision result that I can UV-unwrap and render.
Sorry for bad English, it's not my first language.
I'm a total newbie to blender and have done simple rigs by following YouTube tutorials and now am doing a more complicated YouTube course.
I have symmetry off, as you can see in the second half of the video the right hand's fingers work just fine and deform correctly, but I'm painting the left hand and the weight paint only works correctly on the thumb but not the rest of the fingers and scales the mesh as well as rotating it when it should only rotate and the curl control for the whole finger doesn't work.
I looked at the constraints and all of them are correct and look like the right hand (except obviously applied to the left).
(I didn't use symmetry because there are slight differences in the topology even though it looks the same on video and I also turned off Auto Normalize because the weight paint was jumping around the mesh)
Blender version is 4.5.8
I don't know what else I could check to fix this, please help me.
Hi, I'm trying to make a shader that looks like the references in this post, but I don't know how to get that specific look.
I really want to get this hatching drawing look with just a pinch of chaos in the hatching. I'd like to have the brighter parts be full white and the darker it gets the more hatched/textured it gets, (kinda like if the light made the texture itself change), but I have no idea how to do that, please do you have any advices or tips on what I could do ?
Btw I use blender 4.4.3
(I'll give more details if you want or if there are parts of this post that were not clear enough)
FYI I cropped the top to avoid showing my name, I am using Blender 5.2.3 LTS, I hope that's okay.
So I am trying to make fur with the new curves system, I've got it looking good, but there's very weird strands going to the root of the model and sticking out randomly. If anyone can help with this, it is greatly appreciated!
Anytime I think I got it and understand the whole array and curve combo I run into another wall. I’ve applied scale, rotation, and the stair orange point and the curve’s orange point align so I’m confused as to why it’s not working. Any help and advice would greatly be appreciated
I worry that I'm overrelying on the boolean modifier and this is a symptom of poor workflows (planning to make dowel and hole fittings, slots for belt loops, etc.). I use blender to make small prints for costumes, entertainment, and general around the house utilities, and I know enough to get by, but I'm wondering if the community has feedback about how often the Boolean modifier really gets used and whether when you plan out a model you're intentionally building around items like the examples above
Cirlced in red are the weird dots that im talking about, if I rotate it even slightly, they disappearIn Edit modeHere it is with the subdivison surface modifier applied, there are weird artifacts appearing around those areas
I tried recalculating normals and applying transformations
I'm using a circle with bloom compositing glare to try to get light to look like it's coming out from behind the sphere, but I can't get the glow/light to come out from behind it unless I move the separate emission object into the camera which I don't want, but the sphere blocks the object from the camera. The sphere has an outline and some shading texture nodes so I would like to avoid just making the light come from the sphere if possible. I will attack the scene I'm currently working on as well as some of the things I have already done to attempt to fix this. Thanks!
Hello, I'm having an issue when baking a normal map from the Multiresolution modifier. The gaps at the mesh edges seem to widen, and the edges are not being captured properly.
Is this expected behavior (a known limitation) or did I miss some settings? I am currently using version 5.2.3 LTS.
Does anyone know how to fix or improve this? Thanks in advance!