overhang face как исправить в блендере
Некоторые простые, но сложные для новичка команды?
Michael Virtu
Активный участник
Помогите, сегодня решил попробовать блендер и сразу столкнулся с рядом трудностей.
1. Как вставить полигон внутрь другого полигона, таким образом, что бы сразу создавалась правильная топология. В макс это команда insert (см. картинку).
В блендер есть команда knife (K) и еще создать loop (Ctrl R), но это не совсем то..
Еще сразу вопрос по команде Ctrl R, как сделать чтобы сразу строились 2,3,4. петли а не одна по середине.
2. Как в обектном режиме подсветить грани, я нашел только команду Z но она переключает в режим wireframe и обратно, а хотелось бы еще подкрасить ребра и в объектном режиме..
3. Как включить магнитную привязку для 3D курсора к сетке, я включил snap during tarnsform (shift TAB) и snap to increment of grid (shift ctrl TAB), но курсор все равно ставится в произвольном месте и на сетку не реагирует, ни в режиме orto ни в perspective.. =(
Мне пока еще трудно ориентироватся в блендеровской справке, поэтому спрашиваю у профи..
Заранее спасибо..
Подскажите сталкнулся со следующей проблемой, в програмее 3d max есть команда make planar (она выравнивает выделенные элементы ребра вершины по указаной пользователем оси Z, X.. и т.д.) в сочетании с ограничением перемещения например вдоль дает хорошие результаты в случаях когда нужно поправить или выровнять сетку.
А есть что то подобное в Blender. В modo кстати такой функции нет..
В Blender я нашел команду edge slide ограничиваюшуб репемещение вершин или петли в доль ребра.. Но хотелось бы большего..
Symmetry
Всплывающее меню Симметрии
Tiling X,Y,Z— Использование этой опции позволяет вам плавно накладывать мазки вдоль заданных осей. Это позволяет создавать повторяющиеся узоры.
Options
Всплывающее меню Options в режиме Sculpting
Display:
Gravity:
Маски
— при нажатии на треугольник внизу справа появится дополнительные кисти.
Изменение прозрачности Масок в Overlays.
Кисть маска имеет такой же функционал, как и большинство кистей.
Brush Settings (Настройка Кисти):
— включить силу нажатия (для планшета).
— Использовать общий радиус для всех кистей, вместо отдельных радиусов на каждую кисть.
Advanced (Продвинутые настройки):
Auto-Masking (Автомаскирование):
Маскирование с учетом Топологии
Маскирование с учетом Face Sets.
Использование Mesh Boundary
Использование Face Sets Boundary
Маскирование с Включенным Front Face Only
Маскирование с Выключенном Front Face Only
Меню Mask
Помимо вышеперечисленных возможностей в меню Mask есть дополнительные.
Expand Mask By Topology (оригинал)
Expand Mask By Curvature (оригинал)
Использование Extract Mask
Использование Mask Slice
Использование Mask Slice and Fill Holes
Использование Mask Slice to New Object
Использование Dirty Mask.
Face Sets.
Пример использования Face Sets (оригинал)
Рисование Face Sets
Face Sets поддерживает сглаживание. Сглаживание происходит с сажатым Shift.
Сглаживание Face Sets
Что бы рисовать одним цветом зажмите Ctrl и начинайте рисовать в нужной цветовой области.
Рисование определенным Face Sets
Скрытие выбранного Face Sets
С включенным Автомаскированием по Face Sets в настройках кисти можно рисовать только на выбранной области.
Рисование с учетом Face Sets
Face Sets Boundary
Face Sets + Face Sets Boundary
Меню Face Sets
Маскирование Объектов.
Пример использования Fade Inactive Geometry
Face Tools¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces |
Hotkey: | Ctrl-F |
These are tools that manipulate faces.
Make Edge/Face¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Make Edge/Face |
Hotkey: | F |
A closed perimeter of edges.
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Fill |
Hotkey: | Alt-F |
The Fill option will create triangular faces from any group of selected edges or vertices, as long as they form one or more complete perimeters.
Beauty Arrange the new triangles nicely.
Note, unlike creating n-gons, Fill supports holes.
A closed perimeter of edges with holes.
Beautify Faces¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Beautify Faces |
Hotkey: | Shift-Alt-F |
Beautify Faces works only on selected existing faces. It rearrange selected triangles to obtain more «balanced» ones (i.e. less long thin triangles).
Max Angle An angle delimiter option to limit edge rotation to flat surfaces.
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Grid Fill |
Grid Fill uses a pair of connected edge loops or a single, closed edge loop to fill in a grid that follows the surrounding geometry.
The best predictable result can be achieved if you select two opposite edge loops with an equal number of vertices. When a single, closed edge loop is selected, the Span/Offset options allows you to adjust the way two opposite edge loops are detected from one closed edge loop.
Span Specifies the number of columns in the grid. Offset Defines the vertex that is considered to be the corner of the grid, by default, it’s the active vertex. The Offset allows you to rotate the grid lines. Simple Blending Use a simple interpolation algorithm to generate grid vertices from boundary loops, which doesn’t attempt to maintain the shape, useful for flat surfaces or times when keeping the shape gives odd results.
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Solidify |
Thickness Amount to offset the newly created surface. Positive values offset the surface inward relative to the normals direction. Negative values offset outward.
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Intersect (Knife) |
The Intersect tool lets you cut intersections into geometry. It is a bit like Boolean Tool, but, does not calculate interior/exterior. Faces are split along the intersections, leaving new edges selected.
Source Selected/Unselected Operate between the selected and unselected geometry. Self Intersect Operate on the overlapping geometry of the mesh. Separate Mode All Splits the geometry at the new edge. Cut Keep each side of the intersection separate without splitting the faces in half. Merge Merge all the geometry from the intersection. Merge Threshold See Intersect (Boolean).
Intersect (Boolean)¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Intersect (Boolean) |
Performs boolean operations with the selection on the unselected geometry. While the Boolean Modifier is useful for non-destructive edits, access to booleans with a tool in Edit Mode can be useful to quickly perform edits.
Boolean Difference, Union, Intersect Swap Changes the order of the operation. Merge Threshold
Tolerance for close faces to be considered touching, It may be useful to increase this when some intersections aren’t detected that should be and when extra geometry is being created because edges aren’t detected as overlapping.
A threshold approaching size of faces may cause very slow calculation, in general keep this value small.
Wireframe¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Wire frame |
Poke Faces¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Poke Faces |
Hotkey: | Alt-P |
Splits each selected faces into a triangle fan, create a new center vertex and create triangles between original face edges and new center vertex. The Offset can be used to make spikes or depressions.
Poke Offset Offset the new center vertex along the face normal. Offset Relative Multiply the Offset by the average length from the center to the face vertices. Poke Center
Computes the center of a face.
Weighted Mean Using the mean average weighted by edge length. Mean Using the mean average. Bounds Uses center of bounding box.
Triangulate Faces¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Triangulate Faces |
Hotkey: | Ctrl-T |
Triangles to Quads¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Triangles to Quads |
Hotkey: | Alt-J |
This tool converts the selected triangles into quads by taking adjacent triangles and removing the shared edge to create a quad, based on a threshold. This tool can be applied on a selection of multiple triangles.
This means you can select the entire mesh and convert triangles that already form square shapes – to be converted into quads, without having to concern yourself with individual faces.
Alternatively you can force this operation selecting a pairs of faces (see hint below for other ways of joining).
To create a quad, this tool needs at least two adjacent triangles. If you have an even number of selected triangles, it is also possible not to obtain only quads. In fact, this tool tries to create «squarishest» quads as possible from the given triangles, which means some triangles could remain.
Before converting tris to quads.
After converting tris to quads.
All the menu entries and hotkeys use the settings defined in the Operator panel:
Max Angle This value, between (0 to 180), controls the threshold for this tool to work on adjacent triangles. With a threshold of 0.0, it will only join adjacent triangles that form a perfect rectangle (i.e. right-angled triangles sharing their hypotenuses). Larger values are required for triangles with a shared edge that is small, relative to the size of the other edges of the triangles. Compare UVs When enabled, it will prevent union of triangles that are not also adjacent in the active UV map. Compare Vertex Color When enabled, it will prevent union of triangles that have no matching vertex color. Compare Sharp When enabled, it will prevent union of triangles that share an edge marked as sharp. Compare Materials When enabled, it will prevent union of triangles that do not have the same material assigned.
Weld Edges into Faces¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Weld Edges into Faces |
A tool to split selected faces by loose wire edges. This can be used in a similar way to the Knife tool, but the edges are manually setup first.
Rotate Edges¶
Mode: | Edit Mode |
---|---|
Menu: | Mesh ‣ Faces ‣ Rotate Edge CW |
This tool functions the same edge rotation in edge mode. It works on the shared edge between two faces and rotates that edge if the edge was selected.
Two adjacent faces selected.
Selected edge rotated.
See Rotate Edge for more information.
Rotate & Reverse¶
Normals¶
See Editing Normals for more information.
© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License.
Fix intersecting faces in blender
I have a complicated geometry with some really small (not very visible) self-intersecting faces to fix, like below:
I have tried to use the shrinkwrap modifier and wrapped a fine-meshed cube on its surface. However, even though the cube is very finely meshed, the approximation is still not good:
I can use remesh modifier to fix the self-intersecting faces, but it requires an astronomical amount of vertices (deep octree) to maintain the geometry.
Could anyone please help with some ideas? Thank you!
3 Answers 3
What was the step that introduced this geometry problems? In general it’s better to avoid geometry problems at all than to try to fix it. So i would suggest to have an eye at your workflow.
At this point i would retopology such a problematic mesh by hand now. No algorithm can know which vertices to keep and which not. So there is imho at this stage no way around manual work.
This is more or less my process for cleaning up intersecting faces.
This way above preserves geometry the best. You can also use the modifiers Remesh (with lots and lots of detail) and then Decimate. It will probably smooth your geometry a little bit. But it can be significantly faster (cleaning hundreds of intersections takes time).
I have written a tiny plugin that, after calculating intersections, focus on one of the problems.
Hiding & MaskingВ¶
Mode: | Sculpt Mode |
---|---|
Menu: | Hide/Mask |
While sculpting, areas might be hidden behind parts of the mesh or they might be too close to other parts. To work through these, it is useful to isolate parts of a mesh to sculpt on. This can be done by either completely hiding parts of the mesh or by masking areas that can not be sculpted on.
HideВ¶
Portions of the mesh can be hidden in Sculpt Mode to improve the viewport performance and to access parts of the mesh that would otherwise be difficult to access, because they are occluded by other parts.
The hidden faces cannot be sculpted on. Hiding is shared between Edit Mode and Sculpt Mode (i.e. hiding/unhiding in one mode affects the other mode too).
Hide Bounding Box H To hide a part of a mesh inside the selection. This works similar to Box Select tool. Hide Bounding Box Shift-H To reveal a hidden part of a mesh inside the selection. Show All Alt-H Reveal all hidden parts. Hide Masked Hides all masked vertices.
MaskВ¶
Masking to control which areas of the mesh are influenced by sculpting.
Black part is masked.
BrushВ¶
In order to edit the mask, select the Mask Brush from the Brush panel.
EditingВ¶
Masks can be edited across the entire model:
Invert Mask Ctrl-I Inverts an existing mask. Fill Mask Fills the whole mask with a value of 1. Clear Mask Alt-M Fills the mask with a value of 0. To completely remove the mask data see Clearing Mask Data. Box Mask B Works like the Box Select tool, it creates a rectangular mask region. Hold Shift to clear the mask of the selected region. Lasso Mask Shift-Ctrl-LMB
Can be used to create a free-form mask, similar to the Lasso Select tool.
To clear the mask of areas with the Lasso Mask tool, first invert the mask, apply the Lasso Mask, and then invert the mask back.
DisplayingВ¶
Mode: | Sculpt Mode |
---|---|
Popover: | Viewport Overlays – Sculpt ‣ Mask |
Menu: | Tool Settings ‣ Sculpt ‣ Mask |
Clearing Mask DataВ¶
Mode: | Object/Edit Mode |
---|---|
Menu: | Properties ‣ Object Data ‣ Geometry Data ‣ Clear Sculpt-Mask Data |
Completely frees the mask data layer from the mesh, while not a huge benefit, this can speed-up sculpting if the mask is no longer being used.
© Copyright : This page is licensed under a CC-BY-SA 4.0 Int. License
- overclocking failed please enter setup to reconfigure your system как исправить
- owncloud config php где найти