Simple modelling question
Why does extruding remove original faces? Settings like "dissolve orthogonal faces" and "auto merge vertices" have no effect.
[SOLVED] What happened on August 27? What did I miss?
I am dumdum. It was Open Doors Week
Subscription doubled from usual number. What did I miss?
1995 Toyota Tacoma
Back again with a simple vehicle, using the reference as the texture
[Extensions] The Blender Extensions Platform will soon support asset libraries
Blender Extensions Platform update: the system will soon be expanded to support asset libraries as well.
TLDR:
- Public Domain (CC0) assets only
- Assets will be hosted on Blender’s servers
- To share your asset libraries with the whole world, you need to fill out a submission request
Asset Library Submission Request form link: https://devtalk.blender.org/t/asset-libraries-extensions-platform/45779
Original publication (Mastodon): https://mastodon.social/@Blender/117292574925804547
https://devtalk.blender.org/t/asset-libraries-extensions-platform/45779Open linkView original on lemmy.zipSmall teams, ambitious projects
Where do we want Blender's development to focus over the next two years?
Read Small Teams, Ambitious Projects article by Dalai Felinto.
Summary of strategic targets:
- Dynamic Overrides
- Animation tools
- A more complete rigging system and UI tools
- VSE Story tools: Board to Previs
- Collaborative asset creation in teams
Potential goals:
- Blender adoption by game studios
- Blender adoption in large scale animation and VFX
- Blender in mechanical industry
Original post (Mastodon): https://mastodon.social/@Blender/117286789309168149
https://code.blender.org/2026/09/small-teams-ambitious-projects/Open linkView original on lemmy.zip[Experimental] Gaussian splatting rendering in Blender 5.3 alpha
Gaussian splatting rendering technique landed in Blender main branch after many months of hard work as of 2026/09/17
It is not guaranteed to be in 5.3, since the code is still work in progress and things may change after public scrutiny and found bugs, but it looks promising and on track, if things go well to be in 5.3
This makes rendering spatial point cloud data better, since the splats make the points look more solid and continuous.
It currently works for PLY and SPZ file formats.
Work and discussion: https://projects.blender.org/blender/blender/issues/159470
Vertex Groups & Weight Normalization
This tripped me up when I first started trying to figure out how rigging worked in Blender, so I put together a few quick demos of how it works under the hood. I hope other people find this useful.
The link to the Youtube video somehow got swallowed in the first version. Sorry!
Vertex Groups & Weight Normalization
This tripped me up when I first started trying to figure out how rigging worked in Blender, so I put together a few quick demos of how it works under the hood. I hope other people find this useful.
Help with terms to find tutorial to "wrap" mesh around another mesh
Hi y'all,
I just need someone to tell me what this process is called. Or direct me to some tutorials that would teach me. I'm not asking anyone to fully explain the process. I'm sure it's not simple.
I'm self taught. And mostly use blender for 3d modeling for 3d printing.
Im always trying to challenge myself to learn new techniques/processes in blender. I've been using blender about 2 years and still feel I barely know the tools or which would be useful to me.
I generally approach learning blender :
"I have an idea, how do I do it?"
So I'm learning blender in a haphazard way.
I found starting with beginner-tutorial series to not be very helpful (I started with the donut one) because they were aimed at making digital assets and scenes. Animations. Coloring.
I'm designing for 3d printing. And my art background has made me a decent sculptor so I use that tool the most. That and Boolean.
Although I appreciate starting with full tutorial series, please do not suggest this. I already went through many beginner videos and they really just aren't taylores for 3d printing applications.
I need my models to have high resolution (decently high) geometry for printing. Not just "looking like" they have texture but the mesh actually needs to have that texture topography.
Which brings me to my point. here is an example of what I'm trying to learn to do.
Let's say I sculpt an egg. But it's not perfect. So it's not symmetrical.
Just an egg-like shape. With a decent size amount of triangles.
So we have smooth tapered ends. And lots of curves. And It's a closed mesh shape. Solid.
Okay. Now let's say I want to cover it in scales.
These scales need to run in a specific direction. Let's say like a dragon egg. So vertical. But they need to wrap around the egg shape horizontally and I want them to condense near the top and bottom of the egg. Where it tapers.
Remember my example is not symmetrical. So maybe the egg top is off centered a little compared to the bottom. Or maybe it curves off to the side and droops a bit. (The point is it has uneven bulbus curves. And it's not symmetrical in any way).
Now if I make a disc shape for a single scale , I can manually place it and use shrink wrap but it only works on one axis so it looks weird. It doesn't curve around the egg shape like a real scale would. Even so that's one scale. If I were to cover the whole thing it would take forever. But this approach doesn't work anyway. But also. By using a scale I made, I can sculpt this scale to have a little flare and be more aesthetic than a basic circle disk. So it would be optimal to use a sculpted mesh I made rather than something else. Like a displacement filter image
So I could use a lattice tool. Apply a black and white displacement picture of a scale pattern over it. But we have the same problem. It won't wrap evenly. It only applies on one axis and where the scales should wrap around, they get distorted weird instead of continuing around the egg shape. Plus using a displacement photo isn't as aesthetic as using a scale I sculpted.
I can also use an array to make a ton of the scales in a band. Then I could copy these over and over and move each copy up to make a stack of scales. A hollow cylinder of the scale pattern. And trying to shrink wrap it or something doesn't work since it's just going to shrink on one axis. So making a round cylinder of the scale pattern is not useful. So that's not going to work either.
Now Ive looked into UV wraps. But that appears to be for "coloring" and "fake textures". By this I mean the topography is not changed. It only 'looks" like it has. Great for games or digital scenes. Not great for 3d printing.
Also I am confused by how uv wraps work as it doesn't seem like you can make them for sculpted objects. ?
And how do you get the pattern to match up anyway ?
And they use displacement filter instead. Which is not what I want. I want actual mesh changes. Wrap a mesh around another mesh.
So anyway. Ive seen plenty of 3d print models I'm certain have done what I've given an example of. And yet I can't figure out how this is done.
I've spent a lot of time trying multiple approaches with the ways I listed. And I've watched a ton of videos but none allow for this full texture application that isn't fixed on one axis.
Here is an example of a fish model that illustrates what I'm talking about. Make uniform scales and apply them to a sculpted fish body.
https://img-new.cgtrader.com/items/4078195/88d9e6f6b7/koi-fish-3d-model-88d9e6f6b7.jpg
Being able to wrap models around models at all axis would be incredibly useful for me. I have a lot of design ideas that I can't make because they require this.
What's it called ? What tutorials do I need ?
[FREE] OVERGROWN - Open Doors Week
For one week, all things OVERGROWN, the new Blender full length open movie are free. The content gallery is now open to anyone curious about how this project is coming together.
Official post published on Aug 27th 2026.
https://studio.blender.org/blog/overgrown-open-doors-week/Open linkView original on lemmy.zip[NPR] Material Lighting Nodes - Feedback
In this devtalk thread, Blender dev pragma37 requests feedback from NPR artists about a new lights and lighting experimental feature (targeting 5.3).
The way to help is to download the experimental build mentioned in the thread and play with it, if you have your own style or a style pipeline at work, test it and provide feedback in the thread. What's missing, what would be improved and what blocks you from achieving your desired result.
More info in the devtalk thread link provided and its associated example blend file.
https://devtalk.blender.org/t/material-lighting-nodes-feedback/45695Open linkView original on lemmy.zipRendering and Material Preview are two entirely different colours.
As the title says. Anyone able to explain to me like a particularly slow child why all of a sudden my rendering view with lights, etc... come out as blue and pink, whereas the material preview mode is correct?
The Cycles Principled BSDF will support dispersion
The patch was accepted and merged to main as of today 2026/08/18
Feedback Needed: Android Tablet GPU support
In the official devtalk forum, core developer Jeoren Bakker asked Android users to support Blender's Android port with a playstore app (no Fdroid that I found) named 'Vulkan Caps Viewer'.
I believe Lemmy to be specially of interest due to the possibly higher percentage of more niche phones.
How to:
- Install the app
- Check the top to find a green text 'Device already present in database'
- If it says so, there's nothing to be done, you can uninstall the app. No need for you to do steps 4, 5 nor 6
- Otherwise, I believe it is needed for you to upload the GPU compatibility with the top leftmost button (I did not have the option so I'm not sure) (also I see people also sharing a link to their specs, so not sure)
- Then, after that sign up / log in to the devtalk forum and publish a comment stating your phone brand and model, and if given, the link with the info
- Then you can uninstall the app
More info in the official link provided.
If I got any of the steps wrong, please do correct me.
https://devtalk.blender.org/t/feedback-needed-android-tablet-gpu-support/45611Open linkView original on lemmy.zipGhost models in viewport
Blender 5.2.0, Linux Debian 13, KDE Plasma 6.3.6. Render settings for solid view and wireframe are the default.
I'm working on a scene with a handful of objects, and rendering keeps bugging out. Sometimes when i try to use wireframe mode, sometimes for no reason at all.
Anyone know what causes this or how i can fix it? This screenshot was taken right after switching from wireframe to solid view, and then enabling the icosohedron visible at the top.
The Blender Studio is testing a Production Asset Pipeline
More info about the original post in the Blender Studio Mastodon official account's provided link.
They say they will wait to polish the pipeline before they publish it as a free addon in the extensions platform, but the video looks promising.
https://mastodon.social/@BlenderStudio/117077215967563602Open linkView original on lemmy.zip

