Remove The Border Lines | Merge or Join Objects Seamlessly | Shrinkwrap Modifier In Blender

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  • čas přidán 29. 08. 2024

Komentáře • 128

  • @5MinutesBlender
    @5MinutesBlender  Před 2 lety +2

    𝐇𝐨𝐰 𝐭𝐨 𝐜𝐫𝐞𝐚𝐭𝐞 𝐚 𝐩𝐞𝐫𝐟𝐞𝐜𝐭 𝐦𝐨𝐥𝐝 𝐢𝐧 𝐁𝐥𝐞𝐧𝐝𝐞𝐫 👉 czcams.com/video/57CmROIJP6w/video.html

  • @robertcoyle1532
    @robertcoyle1532 Před 2 lety +44

    I figured that Blender would have an easy straight forward way of doing this... Thanks for directing me through this crazy morass of operations.

    • @camiloteram
      @camiloteram Před rokem +3

      Right? What a nightmare

    • @lavatr8322
      @lavatr8322 Před rokem +1

      Thats one downside of POLYGONAL modelling..
      which for these kind of things, Cad is useful

  • @krysidian
    @krysidian Před 2 lety +13

    That data transfer tip is so useful and I think the modifier is pretty underrated in general. Thank you!

  • @NN-wc7dl
    @NN-wc7dl Před 2 lety +21

    This is and looks great. But many steps to remember. I wish Blender could automate things like this for the feeble-minded...:-)

    • @macnavi
      @macnavi Před 2 lety +10

      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.

    • @NN-wc7dl
      @NN-wc7dl Před 2 lety

      @macnavi
      👍

  • @pleochroic
    @pleochroic Před 2 lety +17

    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.

    • @5MinutesBlender
      @5MinutesBlender  Před 2 lety +1

      Thank you so much for the appreciation and also for the subscription 💝💝

  • @ginnginn8282
    @ginnginn8282 Před rokem +2

    at last I found how to do this, searching info fo long time already..... you are my hero man, thanks a lot!

  • @ClaudioMalagrino
    @ClaudioMalagrino Před rokem +2

    The Data Transfer modifier is very useful. Thank you for the tutorial.

  • @JessicaJEmerson
    @JessicaJEmerson Před rokem +2

    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.

    • @5MinutesBlender
      @5MinutesBlender  Před rokem

      Good to know that it's easier in Cinema4D, I have never used Cinema4D. Anyway, thanks for the appreciation ❤️

  • @demetriusharris2169
    @demetriusharris2169 Před rokem +1

    this channel is a game changer

  • @JChauCheukLeongJ
    @JChauCheukLeongJ Před rokem +2

    Definitely live your tutorial, useful and clear demonstration, thankyou so much!

  • @kaysseibrahim6477
    @kaysseibrahim6477 Před 6 měsíci +1

    This video was very useful, thank you for your effort ❤

  • @TheNei
    @TheNei Před 7 měsíci +2

    Amazing! Thanks!

  • @iamrusdark
    @iamrusdark Před 2 lety +1

    Thanks for the interesting tutorial.
    I've never used a data transfer modifier before.

  • @user-cc3ne8br8n
    @user-cc3ne8br8n Před rokem +1

    impressive. it is first time to see this skill.

  • @nghin4vacsf
    @nghin4vacsf Před rokem +1

    Complex, but effective. Fusion 360 handles it effortlessly, but I learned the ins and outs of it in Blender. Powerful stuff. Thanks.

  • @vetknowledge4929
    @vetknowledge4929 Před 2 lety +3

    It's a great tutorial 😍👍

  • @mrphoenix7612
    @mrphoenix7612 Před 4 měsíci +1

    thank you so much
    you just help me render a boiler model XD

    • @5MinutesBlender
      @5MinutesBlender  Před 4 měsíci

      Great! 💝💝 Glad to know that it helped you 😊

  • @elbadrey
    @elbadrey Před 2 lety +2

    Perfect, thank you for your help.

  • @silverony8305
    @silverony8305 Před 2 lety +3

    amazing tutorials as always!

  • @mohdkhairimorad
    @mohdkhairimorad Před 2 lety +1

    Genius tutorial thanks

  • @hongvoonking2461
    @hongvoonking2461 Před rokem +1

    thank man, really help me big time!!!

  • @Loriba
    @Loriba Před rokem +1

    Lifesaving! Thank you!

  • @speedzification
    @speedzification Před rokem +1

    brilliant stuff, thanks

  • @orpheuscreativeco9236
    @orpheuscreativeco9236 Před rokem +1

    Very useful, thanks for sharing! 🙌

  • @mrcesporinas1041
    @mrcesporinas1041 Před rokem +1

    Thanks

  • @VSWRKS
    @VSWRKS Před 5 měsíci

    Dope stuff! Thank you!❤

  • @alhdlakhfdqw
    @alhdlakhfdqw Před rokem +1

    really smart trick thank you very much for sharing! :) subbed

  • @JesseCotto
    @JesseCotto Před rokem +1

    WOW!! Well Done!

  • @Blender-3D-Guides
    @Blender-3D-Guides Před rokem +1

    What a brilliant tutorial! 🤟

    • @5MinutesBlender
      @5MinutesBlender  Před rokem +1

      Glad you liked it! 💝💝

    • @Blender-3D-Guides
      @Blender-3D-Guides Před rokem +1

      @@5MinutesBlender your channel is too good. I've subscribed and I'm gonna practice a tutorial daily.

    • @5MinutesBlender
      @5MinutesBlender  Před rokem +1

      @@Blender-3D-Guides Thank you! Wish you all the very best for learning Blender, may you become an expert before this year ends 😊

    • @Blender-3D-Guides
      @Blender-3D-Guides Před rokem +1

      @@5MinutesBlender thank you 😌🙏 for your encouragement

  • @monarchblack3004
    @monarchblack3004 Před 2 lety +6

    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...?

    • @5MinutesBlender
      @5MinutesBlender  Před 2 lety +4

      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.

  • @stimpyfeelinit
    @stimpyfeelinit Před 11 měsíci +1

    impressive

  • @indianmonster1445
    @indianmonster1445 Před 2 lety +1

    Great sir.....

  • @macnavi
    @macnavi Před 2 lety +1

    Brilliant

  • @user-po3ym3ol2b
    @user-po3ym3ol2b Před 2 lety +1

    Спасибо!!!

  • @leeanders3931
    @leeanders3931 Před 2 lety +1

    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.

    • @5MinutesBlender
      @5MinutesBlender  Před 2 lety

      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.

    • @leeanders3931
      @leeanders3931 Před 2 lety +1

      @@5MinutesBlender I see. Thank you!

    • @jujuboohoo
      @jujuboohoo Před rokem

      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.

  • @nileshparmar08
    @nileshparmar08 Před 2 lety +1

    Can you make video on "Depth of Field" blender

  • @aecg1033
    @aecg1033 Před 2 lety +1

    Sometimes we need the common surface between the cylinder and the monkey to be open or perforated, how do we do it?

    • @5MinutesBlender
      @5MinutesBlender  Před 2 lety +1

      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.

  • @indianmonster1445
    @indianmonster1445 Před 2 lety +1

    I was try make sunset scene reflection on river.... Water animatio simple how to making....

    • @5MinutesBlender
      @5MinutesBlender  Před 2 lety

      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.

  • @Jakommo
    @Jakommo Před rokem +1

    how would you do this with cylinders that are generated around the monkey with geometry nodes?

    • @5MinutesBlender
      @5MinutesBlender  Před rokem

      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.

  • @rojsin
    @rojsin Před 8 měsíci

    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!

    • @5MinutesBlender
      @5MinutesBlender  Před 7 měsíci

      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.

    • @rojsin
      @rojsin Před 7 měsíci +1

      @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;).

    • @5MinutesBlender
      @5MinutesBlender  Před 7 měsíci +1

      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
      @rojsin Před 7 měsíci +1

      @@5MinutesBlender We say "a talented person is talented in everything";) What is the name of your book?

    • @5MinutesBlender
      @5MinutesBlender  Před 7 měsíci +1

      @@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 🙂

  • @Darloud
    @Darloud Před rokem +1

    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.

    • @5MinutesBlender
      @5MinutesBlender  Před rokem +1

      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.

  • @blazejpopowicz1362
    @blazejpopowicz1362 Před rokem

    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?

  • @Capn_Spaulding
    @Capn_Spaulding Před 7 měsíci

    works on like 75% of the piece im trying to add, but the other side just sticks up and wont merge

    • @5MinutesBlender
      @5MinutesBlender  Před 7 měsíci

      Can you send your blend file along with your model to 5minblender@gmail.com so that we can verify it and suggest a solution?

  • @UnchartedWorlds
    @UnchartedWorlds Před rokem +1

    Can this be baked so we can bring it into UE5?

    • @5MinutesBlender
      @5MinutesBlender  Před rokem

      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.

  • @Zarory
    @Zarory Před rokem +1

    It works fine for me in Eevee, but not in Cycles??

    • @Zarory
      @Zarory Před rokem

      Okay, it does work in Cycles, but not with two different image textures, despite being the same colors. How do I get around this?

    • @Zarory
      @Zarory Před rokem

      It figured it out :3

    • @5MinutesBlender
      @5MinutesBlender  Před rokem

      @@Zarory Good to know that you figured it out yourself! I was on vacation, hence this late response.

  • @cosmicfish1000
    @cosmicfish1000 Před rokem

    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.

    • @5MinutesBlender
      @5MinutesBlender  Před rokem

      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!

  • @Pyr0xeene
    @Pyr0xeene Před rokem

    I have a question, What if Im trying to do it with a sphere and cube? Somebody Help me please

    • @5MinutesBlender
      @5MinutesBlender  Před rokem

      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.

  • @mrcesporinas1041
    @mrcesporinas1041 Před rokem

    I join two stl but it look not nice after spoil the smooth

    • @5MinutesBlender
      @5MinutesBlender  Před rokem +1

      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!

    • @mrcesporinas1041
      @mrcesporinas1041 Před rokem +1

      @@5MinutesBlender thanks a lot bro,i download and watch some your tutorial
      New sub here bro

  • @chlbrn
    @chlbrn Před rokem

    But there is one problem here, if you got a material with texture applied to it, the seam from texture will appear

    • @5MinutesBlender
      @5MinutesBlender  Před rokem

      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.

    • @chlbrn
      @chlbrn Před rokem

      @@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.

  • @kanpuriyaclasses
    @kanpuriyaclasses Před 2 lety +1

    🥰

  • @larryphotography
    @larryphotography Před rokem

    Selecting the edge loops just wouldn't work for me

    • @5MinutesBlender
      @5MinutesBlender  Před rokem

      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
      @larryphotography Před rokem

      @@5MinutesBlender it doesn't do anything when I select edge loops and alt shift and then clicking doesn't do anything at all

    • @larryphotography
      @larryphotography Před rokem

      @@5MinutesBlender geometry looks to me identical to the video

    • @5MinutesBlender
      @5MinutesBlender  Před rokem +1

      @@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.

  • @neltran15
    @neltran15 Před 6 měsíci

    Well it was worth giving it a try and this may help with other projects, but it didnt work for my Pikachus' ears :(

    • @5MinutesBlender
      @5MinutesBlender  Před 6 měsíci

      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!

  • @fladoodel
    @fladoodel Před 7 měsíci

    4 FPS

    • @5MinutesBlender
      @5MinutesBlender  Před 7 měsíci

      You mean the play speed? The viewport animation may slow down but the actual render output won't be affected.

  • @gianssss
    @gianssss Před měsícem

    that made blender crash and made me lose all the work i did thanks

    • @5MinutesBlender
      @5MinutesBlender  Před měsícem

      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!

  • @ruslankazimov622
    @ruslankazimov622 Před rokem +1

    Does this method also work outside blender as well ? Like if we export it as object to Sketchfab and Unity ?

    • @5MinutesBlender
      @5MinutesBlender  Před rokem

      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
      @ruslankazimov622 Před rokem

      @@5MinutesBlender I appreciate your reply. Sure, I know about modifiers. But do normals stay same (smooth) in other programs?

    • @5MinutesBlender
      @5MinutesBlender  Před rokem

      @@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.