You can use the material node editor for that (I think it's also what derphouse use) : Then bake the result, it works with both Cycles and Blender Internal, the only trick is to tweak the multiply value to match the objects height
* "Any one-button solutions to snapping the pivot (in Blender I believe it's called Origin) of an object to the bottom of its Z height? I found a bunch of old scripts but they all seem to not work in 2.8." For these the thinking goes differently. In Blender everything that involves placing the origin (or even any scene…
That solution doesn't work . It only aligns the child object Z axis to face normal and doesn't rotate the object itself around that normal to look toward tangent vector . We need one extra input vector at least for proper rotation , perpendicular to one of the carrier face edges maybe . Notice how old instances are being…
Well to be fair if your set of steps involves "moving the pivot point of an object somewhere" first, then the total amount of steps is the exact same as if you were placing the cursor there and using it as your center of rotation. But anyways, besides that your options are basically : Meaning that if you absolutely need to…
You're right - thanks, I don't know how I missed it before. Parenting works with Empties indeed. I do think this feature could be improved, unless I'm missing something. Once I rotate my parent object, if I decide to add new objects in, it'd be convenient if it'd automatically apply to the new children any rotation info…
Wow I use that so rarely, I didn't even notice it was changed in 2.8. But yeah everything that expands user options is a plus to me. And you will also get a vote from me for this one. This is the only thing in the Blender default keybinds I have changed so far. It annoyed me to no end, that when I am in object mode and…
When I batch-rename meshes in the view layer list (ALT + Return), everything works most of the time. Sometimes though (no idea why exactly) when I try to attach the suffix '_low' to meshes (intended for import into Substance Painter), Blender will attach '_low.001' to the mesh names instead. I need to then remove the…
If you're familiar with scripting, it's just a matter of setting up the logic. This code will behave differently in edit mode vs object mode.if (bpy.context.mode == 'EDIT_MESH'): pie.operator("mesh.select_mirror") pie.operator("mesh.select_face_by_sides") pie.operator("mesh.select_nth") pie.operator("mesh.select_random")if…
Is there a way to edit the mesh I want (the big cylinder to the right), and have the cylinders to the left be edited along with it? I tried using the Object Data Link function, but I want to keep the size and rotation of my other cylinders.
Qucik question, i am quite annoyed with how blender handles moving objects. When creating a cylinder for example, if i move it, transform it or scale it, i loose the ability to decrease or increase segments. any ways around it?