![]() Ahron Wayne wrote a comment on project log First image!.FulanoDetail has updated the log for DIY Mech/Exoskeleton suit.Ahron Wayne wrote a comment on OpenCT2.Ahron Wayne has updated the project titled X-Ray CT scanners get new life.Ahron Wayne has updated the project titled LadyBug BEEFY: 3D printer motorized microscope.trialexhill liked Low Cost Universal Tensile Testing Machine.SteveS on Litter Box Sensor Lets You Know Exactly What The Cat’s Been Up To.David Cooper on Ode To An AVO 8 Multimeter.chango on Angry Robot Face Is Less Than Friendly.Kenny C on The Dipole Antenna Isn’t As Simple As It Appears.Garth Bock on Why Nuclear Bombs Can’t Set The World On Fire.Paul on The Dipole Antenna Isn’t As Simple As It Appears.Mike Loewen on Ask Hackaday: Why Retrocomputing?.gregg4 on Ask Hackaday: Why Retrocomputing?.AggregatVier on Litter Box Sensor Lets You Know Exactly What The Cat’s Been Up To.Retrotechtacular: Building The First Computers For Banking 25 Comments Of course, the part where my older SpaceExplorer still works in Blender 3 but not zBrush may have biased me a little too, lol. ![]() For all the hype around zBrush, I haven’t been nearly as impressed as I expected to be. As nice as the insert mesh brush seems to be in zBrush, I feel like the geometry nodes system in Blender 3 has a lot more power and potential, at least for someone who is primarily sculpting with the intent to 3d print (and who has both a software engineering and fine arts background, rather than just fine arts). I was torn between learning sculpting on zBrush or Blender, but after a few days working in Core I’m actually starting to lean back towards Blender. So what gets really neat about the geometry nodes system (which, btw, is present before 3.4) is that unlike simply creating visual artifacts via shaders for fun renders but of no utility for something like 3d printing (at least not without substantial work or specialized tooling that I’m unaware of), the geometry nodes really do create actual 3d mesh that can be acted upon in all the expected ways. It’s really fascinating with the entire system in how procedural it can become, including with logic branching options: even without having seen exactly the route this specific workflow took, it should be entirely possible to build upon this to do more than just 1×1 bricks, based on adjacent node color. I’ve been working on incorporating geometry nodes into a sculpting workflow, and it will be very interesting to see what I can extract and learn from this example, because the documentation is awfully flat still in this area. Nice! Looking forward to watching this tomorrow (it’s late and I’m running a fever blah). Posted in Software Hacks Tagged 3d, blender, geometry nodes, instance attributes, lego, model Post navigation Or, using these models and sending them over to a 3D printer straight from Blender itself. He goes over a lot of the details on how to create these, and it would only be a short step from there to ordering the bricks themselves. The demonstration that uses is converting a beach ball model to LEGO, but using these tools on other models delivers some striking results. From there, a model brick is created and placed at each of these points, and then colors can be transferred to the bricks individually. The spacing of the intervals is set to be exactly that of LEGO bricks, which gives the model the low-resolution look of a real LEGO set. Essentially, an existing model is split into discrete points at specific intervals. This new feature available in Blender 3.4 allows for the use of instance attributes in a way that a large number of points on a model can be created without causing undue strain on (and possible crashing of) the software. Now, as demonstrated by, the popular program can even be used to convert models into LEGO. Blender is a free and open source computer graphics package that’s used in the production of everything from video games to feature films. ![]()
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