I have created individual entries in my Notes app on my computer, with keywords and a link to videos like this. Sometimes even with a screenshot, so I can quickly find and remember what I need to do. It’s easy for me to find techniques back that are more complicated or I don’t use often.
Very cool; I learned a lot -- never used the Data Transfer modifier before. Note that Auto Smooth Normals needs to be turned on for both objects, which makes sense since we're trying to match normals to make that line disappear. Thanks! You seem to have a lot of short, to-the-point tutorials, which is really helpful when one is just quickly looking for a solution while being busy with something else. Subscribed.
Very helpful video! I hope one the updates makes this process simpler. I learned on Blender so I hate to even say this, but Cinema 4D makes this super easy.
Great info (as always)! Could this method be useful, to add a mesh to another mesh, then rig for animation? e.g. Adding an extra arm to a character etc...?
Yes, very much! You can add an extra arm, and assign the same armature as that of the main body. This extra arm need not be physically joined with the body, it can still remain a separate object and appear as an integral part of the character. Both will move along with the armature movement, no issues.
If you booleaned it inside a cube, would it pick up the normals on the new object, or would it mess with it? I use this method to get clean meshes for object export, and wanted to know if this would work with that.
If you use boolean, it becomes one single object, so the method won't work. It works on two separate objects that we want to attach to each other, not join. Whether the normals are honored or not, depends on the topology of the particular object in use, we have to test it. It should work if it is not a completely closed object. Even for the export, sometimes it may not work, the export function in Blender is not very powerful, it works for basic things. So we have to test it for a particular case, it may or may not work on case to case basis.
In case you or anyone is interested... You can use data transfer to fix bad shading around a boolean cut. For example, duplicate suzanne and give it subdiv mod level of 2 then hide it. Boolean or cut into the first suzanne and clean up the topo around the cut and add small loop around the cut. Add vertex group to the bad shading around the boolean but stop at the loop you've added then use data transfer from the subdiv suzanne to it. You can also fix bad shading with shrink wrap as well.
That may be challenging without joining the objects. However, you can first make the overlapping areas on both the objects perforated, then try to match hole to hole when you place one object on the other. The success rate of this method may vary on case to case basis.
We are planning to create a tutorial on reflections, also requested by another friend. I have to test which method works best in which situation or what is the easiest way, based on that we'll make a tutorial. But reflection planes will surely play an important role in this. The challenge will be waving of the reflection as the water surface gets minor waves.
This method works with two different object. If your geometry node takes a monkey as input (for example) and adds some cylinders around it, it would output them together as a single object. So this technique may not be possible to easily apply there. We can think of some really clever way to segregate the cylinders in the output and then use some editing scripts and then projection - but the effort invested won't be justified. I'd rather look into the part in your geometry node where those cylinders are getting created. It would be a neat way and a better way to manipulate how the cylinders are created so that they are created smooth. May not be easy but that should be the way to go in my opinion.
Great technique and explanation! But it doesn't work in Cycles (there are artifacts at the edges of the superimposed object) (in Eevee it works perfectly)...or maybe I need to adjust something else somewhere? Thanks in advance for your help!
Yes, it does not give a clean result in Cycles. When we have overlapped surfaces (or surfaces very close to each other), Eevee only takes the top-most surface for rendering. But Cycles would consider both of them and mix them in a strange way. I am not yet aware of a fix for this, so sorry 🙁 Btw, I am traveling, so this late response.
@5MinutesBlender The only thing I could think of is to disable shadow ray visibility in the properties of the superimposed object, but it's a half-measure and will look more or less only on not very protruding objects.... P.S. Traveling is wonderful! Come and visit us in Russia, as there are a lot of interesting places in our vast expanses;).
Yes, I'll surely visit this beautiful country called Russia one day @@rojsin You may be glad to know that I have even written a romantic thriller based in Russia 😊 It's available on Amazon, but writing is my hobby, not a profession though.
@@rojsin It's named as "Planet of Love: You Die Only Once" www.amazon.in/Planet-Love-You-only-once-ebook/dp/B08L1F91TN 😊 There are lots of references to the soviet era, some international politics, Mr. Putin's team, a conspiracy, and a couple in love among all these things.... I tried my best to depict the country without actually visiting the place ever, so there could be some hits and some misses 🙂
Okay not bad. But how this will work on lowpoly? Highpoly very easy, at that point, but on low poly do such a thing much harder, because you dont have so many geometry.
The method remains the same, but for low poly, the smoothness will be affected - it won't look as neat & clean as we see here. You can take care of that by a smooth shading at least in some cases.
Hello, this is very good ( thumbs up) and i have recreated this effect - but when i went on to render the image ( using default rendering settings), objects are clearly separated on the image. Can anyone advice on this?
You can apply the modifiers and then export them for external uses. Please remember that they are still separate objects, they only look attached. If you need only one single object, you can try to join them together before you export. This join operation may or may not be good-looking depending upon what materials you are using for these objects.
I'm using Blender 3.6.1. Followed all your steps but when I get to 2:36 the cylinder flips upside down and the majority of it (including the top) is inside the monkey's head. The base snaps to the surface but the cylinder rotates 180 as soon as it snaps to the surface. Does anyone know what's happening here? I'm sure there's a simple solution. I'm new to Blender. Thanks Update: Tired with a cube and it works fine. Yet the cylinder flips 180.
I tested this again in 3.6.1 and it works as expected even with a cylinder. In your case, probably the normals got flipped for the cylinder. Please turn on Face Orientation from the orientation settings and cross-check if the cylinder has all its faces correct. This upside down or "opposite" kind of effect hints to a reverse normal. Otherwise please send your blend file to us (5minblender@gmail.com) so that we can investigate it. Thanks!
Sphere on cube or cube on sphere? Cube on sphere will have a similar process (the bottom edge of the cube will be beveled outward and gradually join the surface of the sphere, but you need to place the cube a little down than just on the top of the sphere, it has to intersect with the sphere). For sphere on cube, you need to cut out 10% or so from the bottom of the sphere. This will give you a bottom edge for the sphere. Then the rest of the process will be the same as shown in this tutorial.
Yes. We usually use a UV map when a texture is applied. Since we are not actually joining the two objects here, they will have their own UV maps (either user-defined or auto-generated) and won't match with each other.
@@5MinutesBlender What I can come up with is that like the weights of the vertices on the rim, you can give set the vertex color of those vertices with the value as the weights, then use the vertex color as alpha to make rim transparent to blend them.
Can you please describe the issue a little more so that we can help you? When you use the menu option to select the edge loops, does it not work? It may not work if there are multiple loops possible on your geometry based on the selected vertices (some may be dumb loops but Blender is not so clever to distinguish between them). It happens sometimes, you need to then manually select the vertices for the edge loops.
@@larryphotography Then we may need to look at your blend file more closely. Please send it to 5minblender@gmail.com, we will investigate and get back to you.
Normally this should not happen. If you are using a beta version, it may be that the version has a bug. Otherwise, your model might have too many vertices than what your computer spec can handle. If your case is different, I would like to see what caused the crash. Can you please send your blend file saved up to crash point? You can mail us at 5minblender@gmail.com Thanks!
No, it won't work after export because we are using a modifier and all modifiers either get applied or cancelled when you export. So this dynamic effect won't reflect inside another software.
@@ruslankazimov622 Yes, I think so. If you apply the modifier, it permanently changes the mesh. The same will be then exported so what you see is what you get - I believe.
𝐇𝐨𝐰 𝐭𝐨 𝐜𝐫𝐞𝐚𝐭𝐞 𝐚 𝐩𝐞𝐫𝐟𝐞𝐜𝐭 𝐦𝐨𝐥𝐝 𝐢𝐧 𝐁𝐥𝐞𝐧𝐝𝐞𝐫 👉 czcams.com/video/57CmROIJP6w/video.html
I figured that Blender would have an easy straight forward way of doing this... Thanks for directing me through this crazy morass of operations.
Right? What a nightmare
Thats one downside of POLYGONAL modelling..
which for these kind of things, Cad is useful
That data transfer tip is so useful and I think the modifier is pretty underrated in general. Thank you!
This is and looks great. But many steps to remember. I wish Blender could automate things like this for the feeble-minded...:-)
I have created individual entries in my Notes app on my computer, with keywords and a link to videos like this. Sometimes even with a screenshot, so I can quickly find and remember what I need to do. It’s easy for me to find techniques back that are more complicated or I don’t use often.
@macnavi
👍
Very cool; I learned a lot -- never used the Data Transfer modifier before. Note that Auto Smooth Normals needs to be turned on for both objects, which makes sense since we're trying to match normals to make that line disappear.
Thanks! You seem to have a lot of short, to-the-point tutorials, which is really helpful when one is just quickly looking for a solution while being busy with something else. Subscribed.
Thank you so much for the appreciation and also for the subscription 💝💝
at last I found how to do this, searching info fo long time already..... you are my hero man, thanks a lot!
I'm so glad to hear that 💝💝💝
The Data Transfer modifier is very useful. Thank you for the tutorial.
Glad it was helpful! 💝
Very helpful video! I hope one the updates makes this process simpler. I learned on Blender so I hate to even say this, but Cinema 4D makes this super easy.
Good to know that it's easier in Cinema4D, I have never used Cinema4D. Anyway, thanks for the appreciation ❤️
this channel is a game changer
Thank you so much 💝💝
Definitely live your tutorial, useful and clear demonstration, thankyou so much!
Glad it was helpful 😊 Cheers bro!
This video was very useful, thank you for your effort ❤
I'm so glad it helped! 😊💝💝
Amazing! Thanks!
Glad you like it!
Thanks for the interesting tutorial.
I've never used a data transfer modifier before.
Thanks, I hope it will help you sometime 😃
impressive. it is first time to see this skill.
Thank you so much 😊
Complex, but effective. Fusion 360 handles it effortlessly, but I learned the ins and outs of it in Blender. Powerful stuff. Thanks.
Great to hear! Cheers bro! 😊
It's a great tutorial 😍👍
Thank you so much bro 💝💝
thank you so much
you just help me render a boiler model XD
Great! 💝💝 Glad to know that it helped you 😊
Perfect, thank you for your help.
Glad it helped! Cheers!
amazing tutorials as always!
Thank you so much bro! I'm happy you liked it 💝
Genius tutorial thanks
Glad you liked it!
thank man, really help me big time!!!
I'm glad to know that it helped! 😊💖💖
Lifesaving! Thank you!
Glad it helped 😊
brilliant stuff, thanks
Glad you found it useful 😊💖💖
Very useful, thanks for sharing! 🙌
Glad it was helpful! Cheers! 😊😊
Thanks
Dope stuff! Thank you!❤
Thank you too! Glad you liked it 😊💝💝
really smart trick thank you very much for sharing! :) subbed
Thank you so much 💝💝
WOW!! Well Done!
Many many thanks 💝💝
What a brilliant tutorial! 🤟
Glad you liked it! 💝💝
@@5MinutesBlender your channel is too good. I've subscribed and I'm gonna practice a tutorial daily.
@@Blender-3D-Guides Thank you! Wish you all the very best for learning Blender, may you become an expert before this year ends 😊
@@5MinutesBlender thank you 😌🙏 for your encouragement
Great info (as always)! Could this method be useful, to add a mesh to another mesh, then rig for animation? e.g. Adding an extra arm to a character etc...?
Yes, very much! You can add an extra arm, and assign the same armature as that of the main body. This extra arm need not be physically joined with the body, it can still remain a separate object and appear as an integral part of the character. Both will move along with the armature movement, no issues.
impressive
Thank you so much 😊💝💝
Great sir.....
Thank you 💝💝
Brilliant
Thank you!!
Спасибо!!!
If you booleaned it inside a cube, would it pick up the normals on the new object, or would it mess with it? I use this method to get clean meshes for object export, and wanted to know if this would work with that.
If you use boolean, it becomes one single object, so the method won't work. It works on two separate objects that we want to attach to each other, not join. Whether the normals are honored or not, depends on the topology of the particular object in use, we have to test it. It should work if it is not a completely closed object. Even for the export, sometimes it may not work, the export function in Blender is not very powerful, it works for basic things. So we have to test it for a particular case, it may or may not work on case to case basis.
@@5MinutesBlender I see. Thank you!
In case you or anyone is interested...
You can use data transfer to fix bad shading around a boolean cut. For example, duplicate suzanne and give it subdiv mod level of 2 then hide it. Boolean or cut into the first suzanne and clean up the topo around the cut and add small loop around the cut. Add vertex group to the bad shading around the boolean but stop at the loop you've added then use data transfer from the subdiv suzanne to it.
You can also fix bad shading with shrink wrap as well.
Can you make video on "Depth of Field" blender
Sure thing! Noted.
Sometimes we need the common surface between the cylinder and the monkey to be open or perforated, how do we do it?
That may be challenging without joining the objects. However, you can first make the overlapping areas on both the objects perforated, then try to match hole to hole when you place one object on the other. The success rate of this method may vary on case to case basis.
I was try make sunset scene reflection on river.... Water animatio simple how to making....
We are planning to create a tutorial on reflections, also requested by another friend. I have to test which method works best in which situation or what is the easiest way, based on that we'll make a tutorial. But reflection planes will surely play an important role in this. The challenge will be waving of the reflection as the water surface gets minor waves.
how would you do this with cylinders that are generated around the monkey with geometry nodes?
This method works with two different object. If your geometry node takes a monkey as input (for example) and adds some cylinders around it, it would output them together as a single object. So this technique may not be possible to easily apply there. We can think of some really clever way to segregate the cylinders in the output and then use some editing scripts and then projection - but the effort invested won't be justified. I'd rather look into the part in your geometry node where those cylinders are getting created. It would be a neat way and a better way to manipulate how the cylinders are created so that they are created smooth. May not be easy but that should be the way to go in my opinion.
Great technique and explanation! But it doesn't work in Cycles (there are artifacts at the edges of the superimposed object) (in Eevee it works perfectly)...or maybe I need to adjust something else somewhere? Thanks in advance for your help!
Yes, it does not give a clean result in Cycles. When we have overlapped surfaces (or surfaces very close to each other), Eevee only takes the top-most surface for rendering. But Cycles would consider both of them and mix them in a strange way. I am not yet aware of a fix for this, so sorry 🙁 Btw, I am traveling, so this late response.
@5MinutesBlender The only thing I could think of is to disable shadow ray visibility in the properties of the superimposed object, but it's a half-measure and will look more or less only on not very protruding objects....
P.S. Traveling is wonderful! Come and visit us in Russia, as there are a lot of interesting places in our vast expanses;).
Yes, I'll surely visit this beautiful country called Russia one day @@rojsin You may be glad to know that I have even written a romantic thriller based in Russia 😊 It's available on Amazon, but writing is my hobby, not a profession though.
@@5MinutesBlender We say "a talented person is talented in everything";) What is the name of your book?
@@rojsin It's named as "Planet of Love: You Die Only Once" www.amazon.in/Planet-Love-You-only-once-ebook/dp/B08L1F91TN 😊 There are lots of references to the soviet era, some international politics, Mr. Putin's team, a conspiracy, and a couple in love among all these things.... I tried my best to depict the country without actually visiting the place ever, so there could be some hits and some misses 🙂
Okay not bad. But how this will work on lowpoly? Highpoly very easy, at that point, but on low poly do such a thing much harder, because you dont have so many geometry.
The method remains the same, but for low poly, the smoothness will be affected - it won't look as neat & clean as we see here. You can take care of that by a smooth shading at least in some cases.
Hello, this is very good ( thumbs up) and i have recreated this effect - but when i went on to render the image ( using default rendering settings), objects are clearly separated on the image. Can anyone advice on this?
never mind, got it :)😂
@@blazejpopowicz1362 Glad you solved it yourself 👍 Congrats!
works on like 75% of the piece im trying to add, but the other side just sticks up and wont merge
Can you send your blend file along with your model to 5minblender@gmail.com so that we can verify it and suggest a solution?
Can this be baked so we can bring it into UE5?
You can apply the modifiers and then export them for external uses. Please remember that they are still separate objects, they only look attached. If you need only one single object, you can try to join them together before you export. This join operation may or may not be good-looking depending upon what materials you are using for these objects.
It works fine for me in Eevee, but not in Cycles??
Okay, it does work in Cycles, but not with two different image textures, despite being the same colors. How do I get around this?
It figured it out :3
@@Zarory Good to know that you figured it out yourself! I was on vacation, hence this late response.
I'm using Blender 3.6.1.
Followed all your steps but when I get to 2:36 the cylinder flips upside down and the majority of it (including the top) is inside the monkey's head.
The base snaps to the surface but the cylinder rotates 180 as soon as it snaps to the surface.
Does anyone know what's happening here?
I'm sure there's a simple solution.
I'm new to Blender.
Thanks
Update:
Tired with a cube and it works fine.
Yet the cylinder flips 180.
I tested this again in 3.6.1 and it works as expected even with a cylinder. In your case, probably the normals got flipped for the cylinder. Please turn on Face Orientation from the orientation settings and cross-check if the cylinder has all its faces correct. This upside down or "opposite" kind of effect hints to a reverse normal. Otherwise please send your blend file to us (5minblender@gmail.com) so that we can investigate it. Thanks!
I have a question, What if Im trying to do it with a sphere and cube? Somebody Help me please
Sphere on cube or cube on sphere? Cube on sphere will have a similar process (the bottom edge of the cube will be beveled outward and gradually join the surface of the sphere, but you need to place the cube a little down than just on the top of the sphere, it has to intersect with the sphere). For sphere on cube, you need to cut out 10% or so from the bottom of the sphere. This will give you a bottom edge for the sphere. Then the rest of the process will be the same as shown in this tutorial.
I join two stl but it look not nice after spoil the smooth
Oh! Maybe the particular model you're using has some special geometry. I can check it if you send over the models to 5minblender@gmail.com Thanks!
@@5MinutesBlender thanks a lot bro,i download and watch some your tutorial
New sub here bro
But there is one problem here, if you got a material with texture applied to it, the seam from texture will appear
Yes. We usually use a UV map when a texture is applied. Since we are not actually joining the two objects here, they will have their own UV maps (either user-defined or auto-generated) and won't match with each other.
@@5MinutesBlender What I can come up with is that like the weights of the vertices on the rim, you can give set the vertex color of those vertices with the value as the weights, then use the vertex color as alpha to make rim transparent to blend them.
🥰
Selecting the edge loops just wouldn't work for me
Can you please describe the issue a little more so that we can help you? When you use the menu option to select the edge loops, does it not work? It may not work if there are multiple loops possible on your geometry based on the selected vertices (some may be dumb loops but Blender is not so clever to distinguish between them). It happens sometimes, you need to then manually select the vertices for the edge loops.
@@5MinutesBlender it doesn't do anything when I select edge loops and alt shift and then clicking doesn't do anything at all
@@5MinutesBlender geometry looks to me identical to the video
@@larryphotography Then we may need to look at your blend file more closely. Please send it to 5minblender@gmail.com, we will investigate and get back to you.
Well it was worth giving it a try and this may help with other projects, but it didnt work for my Pikachus' ears :(
If you can send your model to us at 5minblender@gmail.com we can try to see why it did not work and what can be done to make it work. Thanks!
4 FPS
You mean the play speed? The viewport animation may slow down but the actual render output won't be affected.
that made blender crash and made me lose all the work i did thanks
Normally this should not happen. If you are using a beta version, it may be that the version has a bug. Otherwise, your model might have too many vertices than what your computer spec can handle. If your case is different, I would like to see what caused the crash. Can you please send your blend file saved up to crash point? You can mail us at 5minblender@gmail.com Thanks!
Does this method also work outside blender as well ? Like if we export it as object to Sketchfab and Unity ?
No, it won't work after export because we are using a modifier and all modifiers either get applied or cancelled when you export. So this dynamic effect won't reflect inside another software.
@@5MinutesBlender I appreciate your reply. Sure, I know about modifiers. But do normals stay same (smooth) in other programs?
@@ruslankazimov622 Yes, I think so. If you apply the modifier, it permanently changes the mesh. The same will be then exported so what you see is what you get - I believe.