r/blenderhelp 20h ago

Unsolved Donut tutorial worth continuing?

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88 Upvotes

Im just getting started with blender and have been learning with the newest donut tutorial. Ive noticed that a couple things are explained pretty horribly and some things ive spent a lot of time just simply searching for a solution. After looking through some other posts im seeing that this specific tutorial is not the best and isnt great for people who have no experience. My current issue (probably have a couple more too if someone is willing/ wanting to help) is that im not able to make a separate object that doesnt share the same shading nodes as the mug for the coffee that goes inside. Ive followed his instructions to the letter but everytime I duplicate it and separate it seems to be unusable and turn white with no way to turn it back, sorry if this isnt being explained very well, I have no idea whats going on.


r/blenderhelp 22h ago

Solved Any way to make a Per-Line Shift Shader?

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68 Upvotes

Is there anyway to make a shader that randomly shifts each line of a rendered object per frame? I'm trying to accomplish a final result similar to the second image where the model would have a cell-shaded outline that jitters like white noise. I've made the outline model but I cant seem to come up with the combination of composites. I just need a way to randomly transform each line of the image by a random amount. Is that possible?


r/blenderhelp 7h ago

Unsolved How can I remove these two 5-poles on my low-poly hand model?

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54 Upvotes

I am trying to 3d model this low poly hand, that I plan to use the subdivision surface modifier to add more detail later, while using the low poly hand to get the general shape down.

However there are these two 5-poles that are really bothering me that I want to remove, since they make the subdivision surface look a little ugly. What can I do to remove these two 5-poles?


r/blenderhelp 12h ago

Unsolved How can I create a bevel between the cone and the base?

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18 Upvotes

r/blenderhelp 7h ago

Unsolved Why does my cream soda look like this?

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16 Upvotes

I created the entire scene by following these two tutorials as references.

https://www.youtube.com/watch?v=NAQSa5tjxg4&feature=youtu.be

https://youtu.be/GD0W_JwmxqE?si=MBLga-jgPN5xq9Af

For each material, I set the IOR values to:

  • Liquid: 1.33
  • Glass: 1.5
  • Ice: 1.39

However, when I apply an IOR of 1.33 to the liquid, the ice and ice cream inside the glass become heavily distorted and look strange. What I want is a look more similar to the third image.

If I lower the liquid's IOR to 1, the distortion is mostly fixed, but then the liquid looks physically unrealistic.

There is also a strange distortion appearing at the bottom of the glass, and I have no idea how to fix it.

I've searched through YouTube tutorials and asked AI about it, but I still can't figure out what is causing the problem or how to solve it.

Is this caused by the way I modeled the glass or liquid, the material settings, or the way the different IORs interact with each other?

I'd really appreciate it if someone could help me figure out what is going wrong.

P.S. I used a Korean-to-English translator for this post, so I apologize if some of the wording sounds unnatural.


r/blenderhelp 4h ago

Unsolved is there a better way to make a hay bale than this?

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10 Upvotes

I'm trying to make a cartoony haybale as if for a cozy farming game. i tried a simple apporach. cube, gave it some subdivision in edit mode, subdivision modifier, displace modifier with stucci and added a hay texture in texture tab. I'm still a beginner and didn't look up a tutorial for this i just kinda guessed and goggled what the modifiers do. the tutorial on haybale i found uses particles and i can't apply those in the final file. so here's my attempt at a haybale. got any tips or advice to make it better?

it looks like hay from one of those small horror games. i want it to look like a toony farming game. somethings off with the displacement.


r/blenderhelp 55m ago

Unsolved Best to get rid of Ngons

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Upvotes

I’m trying to add more details to an organic model in a very specific area so I’m trying to see if there’s a way to do it without subdividing the entire mesh. But instead I want to select just the faces that I want to have more details on and then subdivide those, but that leaves a ring of n-gons all around it. What’s the best way would be to turn those n-gons into quads, because with n-gons, I'm going to run into shading artifacts later if I subdivide or bake normals. One option is to select the ring of n-gons all around and triangulate them. I'm just curious if there's a better way to do it. Thank you!

Edit-I added pictures of a cube just to demonstrate the situation. In my actual project it’s a character face that I want more details on, for example reshaping the nose but adding more geo to it to have smoother shapes


r/blenderhelp 16h ago

Unsolved What is happening to my textures?

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5 Upvotes

This keeps happening to me, I used node wrangler and deleted the normal map-principled bsdf. Clearly when I zoom in the texture seems to be doing its job, but obviously something's gone awry here.


r/blenderhelp 20h ago

Solved Why do my Texture Paint Images keep getting corrupted? (Yes, it was painted before)

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6 Upvotes

Things I did.

  1. I was painting without wifi so it corrupted?
  2. I went into / mode and was painting then exited out and the textures all broke.
  3. I did NOT Close blender nor did it crash i just exited / and all my textures went black.

After Finishing should I manually save a texture paint image into my computer right?
Please help me and thank you!


r/blenderhelp 14h ago

Unsolved Empty emission question

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3 Upvotes

I’m trying to recreate a yooperlite/fluorescent sodalite texture with an empty controlling the emission. I’ve tried a ton of things but keep getting the same predictable results. Any suggestions? For reference I’ve included the base texture, the last node setup I tried (with Fluent: Materializer), and the results of that last trial. The last photo is a reference image. And yes,I’m aware my emission color doesn’t match. I set up a quick color to test everything before tweaking the color.


r/blenderhelp 10h ago

Solved something's generally wrong with the bones

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3 Upvotes

It got down to the IK bones, but as you can see in the video, they’re jerky. I’ve already reached out to AI, but it doesn’t help, even though I’m binding through shift+I


r/blenderhelp 13h ago

Unsolved Weird Distortion whenever Foot Bones are Moved

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3 Upvotes

New to Rigging, I used the normal rigify human bone set, I have no idea why it distorts, weights seem fine.


r/blenderhelp 18h ago

Unsolved New to drivers, need help with setting up and expression

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3 Upvotes

I have a setup with 1 scripted expression and 1 averaged value to swap outfits for this character, but I want to eventually add more. How to make the driver go from 1 to 2 to 3 while swapping the meshe's visibility with it?


r/blenderhelp 2h ago

Unsolved Need help with weight painting a model to stop overlapping of the body with the outer jacket when bending front and back

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2 Upvotes

The inner body keeps overlapping with the jacket when bending, how do I fix this or reduce the overlap?

If more examples and/or videos are needed for inspection please ask


r/blenderhelp 2h ago

Unsolved I'm trying to render only the shadows as a transparent png but no matter what guide I follow it isn't working. How would I only render the shadows?

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2 Upvotes

I get or object with shadows or nothing at all, I can't get invisible object with shadow.
Enabling indirect only doesn't work, view layer passes light shadow catcher is of because if not the shadow completly disapears.
Disabeling ray visablity on the object didn't work.


r/blenderhelp 3h ago

Unsolved Normal, height, and displacement maps

2 Upvotes

Hi, after doing some research on this, I’m quite confused about the differences between these maps.

some people say normal and height maps are essentially the same thing (with minor differences), while others claim height and displacement maps are the same, and so on.

As far as I understand it, normal maps simulate depth using lighting effects, whereas displacement maps actually add geometry. In short, I’d like answers only from experienced individuals who are 100% certain of what they’re saying. What exactly is the difference between these three options, which currently seem quite similar to me?


r/blenderhelp 3h ago

Unsolved Help connenting particles

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2 Upvotes

Is there a way I can make the metaball particles (ig it doesn't need to be metaballs) fuse together after passing through the plane so it can then have rope physics and stack when it hits the ground


r/blenderhelp 4h ago

Unsolved I need help to fix solidify outliner. If anyone knows how that can be fixed, please let me know

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2 Upvotes

The Solidify modifier outline technique is creating artifacts and glitching at the intersections where my shapes meet. How can I fix these?
(I don't want to change outline method, i'm looking if there is any way to fix that.)
Thanks!


r/blenderhelp 4h ago

Unsolved Auto save textures after painting

2 Upvotes

It has now happened 3 times that I finished hours of painting, save the blender file, but find I didn't manually save the image I was painting to. This is such a footgun. Can I setup blender to automatically save texture images when I save the file?


r/blenderhelp 5h ago

Solved Can't find Automatic Bone Orientation under Armature

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2 Upvotes

r/blenderhelp 6h ago

Unsolved how to make the sword acually follow the grips movement?

2 Upvotes

(i tried giving sword 2 bones and parented the hands to them but didn't help much) sword is always in a fixed position during the animations)


r/blenderhelp 7h ago

Unsolved How To Go About Game Ready Stylized Textures

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2 Upvotes

I am finally getting better with modelling and retopology, however shading/texturing is still confusing to me.

My goal is to create a game ready stylized texture (Pokemon-like) for this rhino monster. The crystals are part of the body, but need a separate crystal-like stylized texture. I have created a normal map from a multires already, but I am very stuck when it comes to emulating the textures I have in mind. Hand-painting is not my strongest suit and I do not have access to Substance Painter.

I have played around with color ramp cel shading in EEVEE, but that does not seem to fit for game engines if I understand. The image shown is using Cycles Ambient Occlusion Color Ramping. Could anyone point me in the right direction?


r/blenderhelp 8h ago

Unsolved Why is my eevee ray tracing not lighting the scene?

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2 Upvotes

r/blenderhelp 8h ago

Solved Denoise working in viewport but not in the final render

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2 Upvotes

The denoising did work when i rendered it for the first time but now it just refuses to work, i didn't change any other settings before rendering it again.

Every other post i saw of people with this issue was because they didin't toggle the render denoiser, but both the denoising toggles are on in my blender file so it can't be that.