Sunday, February 7, 2016

Array Constrained Rotation

This entry will cover using the Array Modifier as well as a rotation Constraint to make a rotationally, symmetrical object, by editing only a small part of the mesh.  The example given is with creating a snowflake.
First step is to create an Empty.  You can use any type, i used a cone because the tutorial i watched did so.

Thursday, November 12, 2015

Stacking Modifiers

Although stacking modifiers on a mesh is a fairly elementary concept, here I'll show the power of stacking modifiers to make a very elaborate design from a very simple base mesh.  This came about when I made a nerf trophy that would be 3D printed.  The red region (honeycomb shape) is what will be made.

Saturday, February 28, 2015

Calculating a Mesh Area

This post focuses on using the 3D Printing Addon to calculate the surface area of a mesh.  This can translate into useful information, as in the case when designing a backyard, and you want to determine the surface area of a patch of grass that is not nicely geometric.


Sunday, July 6, 2014

Bevel Text

This entry will cover the function of adding a Bevel to the built in Text object as can be shown below.

Friday, June 20, 2014

Toggle Viewport Visibility for Child Objects

Quick Tip:  to toggle the viewport visibility of child objects in the outliner, hold Ctrl and click on the eyeball icon of the parent object.  This will toggle the visibiltiy of all the child elements as well.


In the example above, holding Ctrl and clicking on the visibility icon for Clock object caused the visibility of the HourHand and MinuteHand to be affected.

Friday, May 23, 2014

Adding Nodes - Node Pack

There are a number of custom nodes that are developed out in the community that can be used to simplify your life, or add a functionality you never had before.  One example is this NodePack by BWIDE:  https://bwide.wordpress.com/node-groups/bwide-nodepack-for-blender/

Monday, April 14, 2014

Shadows Only

There are many situations where it would be helpful to only render the shadows received upon an object rather than the whole material itself.  There is a simple way to do this within Material>Shadow section, shown below.  Simply check the Shadows Only box.