I can't believe i didn't know this!
Вставка
- Опубліковано 21 жов 2024
- ⬆️ Become a member for priority troubleshooting! ⬆️
Join: / @blackoutcreatively
Discord: / discord
Blender is a 3D Modelling Application which is free which allows you to create marvellous and spectacular 3D scenes and animations. My goal is to help people by sharing these Blender tips :) Blender can be downloaded at www.blender.org
Remember to Like & Subscribe for more Blender Quick Tips
This tip was created using Blender 4.0
#blender #shortswithcamilla
The hardest part about learning blender… is learning blender.
The hardest part, is that you know there is always more to know, but you never know what.
@@daleodoritotrue
@@daleodorito That's where I get tripped up so badly. I don't know what I don't know!
that's any professional software
@@daleodoritoThe final hardest part, is when you know new thing there are more things to know 🔁
The 'select by' options are incredibly helpful.
I pitty the blender Devs who go through all that effort to program these functions, just for them to never be found again.
Honestly it would help a lot if they stopped completely reworking the UI and controls every 2nd release for literally no reason at all.
@@Dengar97 By that I assume you mean the UI has changed a little bit since 2.8 was released 6 years ago, mostly to remove inconsistencies & confusing layouts.
@@Dengar97it actually needs it. the layout is why they're not found.
It's confusing and hard to find new things, it's a chronic problem with graphics programs
Great video, there is another option too you might find useful. If you use the search option to search non manifold, this can also select interior faces but also has other options like selecting boundaries or single vertexes etc all within the one operation. It can be extremely useful for clean up work for all kinds of situation. It was originally added for those creating 3D printable object to quickly check and clean up their meshes. Hope this is useful 🙂
That's a really good tip! Thanks for sharing! 🤘
Additional tip: Set it up with a hot key or use the 3D printing add-on that gives a button for it.
@@Kio_KurashiQ is quick favourites, just right click and add to quick favourites… blender❤❤
I know im gonna forget this so im just gonna add it to my Blender playlist
Thanks for this. It just made my life a whole lot easier for a video I am doing ::)
Happy to help!
Bro, you must have felt so relieved when finding this😅.
You have no idea the emotions that I went through when I found this 😅
@@BlackoutCreatively I feel you.... Blenders HUGE amount of options are sometimes so overwelming... just by looking at the UI alone .... But in te good way ;-) .... sigh
@@ruppert5134 I've been using blender for over 10 years and there's always something new to learn and I always get super excited when I find something new
Instant add to Blender playlist 👌
Convex hull can also work and can be interesting to work around.
I love to use the select faces by sides to check my model if it has more then 4 vertex.
Helps to keep clean topology
I do the same! It really comes in handy sometimes.
exactly for finding either ngons or triangles when you need only quads! you can even set up a shortcut for it
Pretty useful short, finally a valuable one
Blender is magic, holy
I am shooketh 😲 this is gonna help considerably
10 years ago I was working on some voxel based fan work. This was my exact issue. I wish I knew it earlier too...
You've just saved me a ton of time. I always wondered if there was a way to delete the faces that weren't seen on the outside. Thanks for this!
Very insightful
Selecting is one of the most complex concepts in Blender. The most you know, more professional you are
Good tip!
Brilliant post - I'm a noob and have already needed this multiple times. Thank you for sharing it!
I can't believe you've done this
I would have selected all external faces in solid mode without transparency and then inverted selection and delete, this is MUCH better 😭😭😭😭
I didn't know about that. I've been using orthographic view and cleaning up the selection after. Thanks for the tip that I may bind to the right click menu.
Sigh.... Hours... HOURS my nooby ass has lost from this. No doubt I'll forget when I need it again too.
Edit: Thank you all in supporting my soup brain. lol
Hi, this is a friendly reminder not to waste time by not using this tool.
Another reminder because tomorrow i wont be here again
Same that’s why I always keep my liked videos to a minimum and then like helpful videos so I go to my liked videos and I look for why I want
here to remind you again
@@ob1tovr just make a playlist
Also shift-G after selecting a face and you ll get plenty of options of similarity like coplanar ! My favorite
My method would have been box select in front view and then deselect the outer ones. Its pretty fast for a simple mesh like that.
BUT... If you are working with a voxel art program like magicavoxel, then you can export and use the technique in the video. Really nice❤
I've had a lot of different training, but none of them helped.
And your trick saved me.😂😂👏👏👏👏❤❤❤❤❤
Huge!!! ) Thanks!
that's cool! It's so annoying to got those internal faces when I didn't carefully plan the work process.
I can't beleive you only just learned this as well :D
The other way of fixing this easy, is with Hard Ops, just hit 3 on the keyboard and it will "Fix" meshes, removing any unwanted/ loose / unlinked faces/edges or points.
I might need this actually thanks brew 🎉
I NEEDED THIS A WEEK AGO WHY AM I FINDING IT ONLY NOWWWWW
Because you didn't look in the manual.
I usually press numpad 1 and use the rectangle select to select the faces in the middle while in x-rat mode
That actually wouldn't take much time to do without that tool. Obviously using the tool is the fastest way of doing it, but you could very easily isolate the interior geometry by holding alt and selecting all four lines of side faces. Hide them with H. Switch to wireframe in front or side ortho, and then box select the interior faces and delete them. There may be some edge case where doing things this way would actually be helpful.
Tip: Wanna select specific parts? SHIFT+ G
I said it before, I'll say it again:
Every time I think I've seen it all, Blender still finds ways to surprise me.
Wow! I also don`t know this func! Thanks a lot!
This fases are there only for strength if it need to be 3D-printed.
That's a good point. Walls are stronger than infill!
3d models with inner faces get messed up so removing them fixed that + the file is smaller, if you leave the inner faces the model will have holes in it when trying to print it
@@BlackoutCreatively Only if you decide they are. This would be a poor way of modelling infill. The "walls" are infinitely thin & unlikely to be of any use, cause errors in most slicers, and add unnecessary complexity to any 3d model.
Welcome you can move to FT view drag select the faces in WF mode and delete it
Could also select the surface faces and invert the selection
the fact that you ended up with those interior faces says you're doing something wrong. but still, good tip on selecting interior faces.
thanks
Woooot!!! Thx bro!! =)
Or go out of x-ray mode, select all the outside faces and invert selection
Amazing
To fix both inside faces and tears in the model I just use 3d print addon to make manifold
Where was this video two days ago wheb I needed it...
OH MY FUCKING GOD THANK YOU SO MUCH I LOVE YOU
Side view, edge select, one border select worked before.
Great tip. Thank you.\
Maaaaaan this woulda been nice to fuckin know like yesterday?!
im very curious what you were modeling. looks cool
I wasn't modelling anything specific, just to demonstrate the tip.
Blender has a setting for everything, it’s just always really hidden
smart man. yeah blender is amazing for that sort of thing, if you think you have a smart way to do something it's probably possible given the tools and functions
What about making the inside of a face transparent, like the ground when you fall trough a map
Cool. Even though I never think I get in this situation since I use extrude.
Only works on manifold objects though.
> Add a cube
> Scale on Z axis
> Go to edit mode
> Add loop cuts around the X, Y, and Z axis
> Same result
Blender is like the backrooms of menus and dropdowns. So many useful features but how the hell do you find them.
"These faces are never ever going to be rendered"
Only if those faces are separate instances and there's culling, but they most likely will sit in memory still. If they aren't separate instances they will actually still get rendered, wasting GPU processing time.
I probably should have worded it differently: "those faces are never going to be visible in the render"
@@BlackoutCreatively I think I would of said they're waste or useless. You might want internal faces for destruction physics for example. I understand though, sometimes you don't think about how you're going to word this stuff and you just want to get your tip out there, I've made mistakes like that when teaching people too.
Aye, I'm all self taught over 10+ years so I don't always get it right, but thanks for sharing
While that is easiest, how did you not at least co.e to going to a profile view, select all faces inside, then going to a top view and deselecting the edge faces that got selected previously? Not the easiest, but better than what you thought/said you had to do.
My life has been changed
how would you even get into this predicament?
Well, much like the example he showed, by having an object made up of multiple objects
An array modifier is an easy way of causing it to happen
So I just finished doing blender guru.
Donut tutorial. And now I'm kind of lost on where I should go or what I should do next. Should I practice more into making more 3D models instead of focusing on all of the renders? And compositing, and all that stuff so that way I know, and make sure I'm able to. Be able to build anything in blender. Or should I focus more on the compositing rendering settings? Make sure I learn all that stuff and texture painting? What should I focus on prioritizing learning after the donut? Tutorials. If anybody whose experience with blender could give me some tips on what I should focus on it would be great
I don't really have a good answer but I doubt you can do much rendering without some nice models to render :P So in that sense, maybe modelling could be the first thing you focus on if you want to focus on one aspect.
But I'm sure many people would recommend doing full projects (from modeling to UV-unwrapping to texturing, animating, rendering and compositing) so you'll learn a bit of everything, but most importantly you'll practice finishing stuff. It's apparently quite hard. (I don't think I've ever been happy with my renders or animations because I cut corners every time because I'm dumb and lazy.)
What they taught us in school is to basically pick something that is slightly above your level and try to model it. Repeat till you're a god essentially.
What I do as well is I look up tutorials and watch them, see how they do their model, etc. I was watching someone make a Zippo lighter, watched the tutorial, then after I finished it, I went and tried to model it myself. I got about 90% of it done myself but had to rewatch for the holes at the beginning.
What do you enjoy the most? What do you desire to be good at the most?
@myztazynizta makes a good point, if you want to get a job in this industry I would look up what jobs they have, usually its VFX, Character Modeling, Prop Modeling, Environmental Modeling, Lighting, Movie/production Modeling, Etc. Id look into which you'd like and then find a path that way.
@@myztazynizta Well, to be frank, I'm really looking to land a solid job, something involving Blender. I’m eager to dive deep into creating 3D models, especially since I'm eyeing a 3D resin printer. But honestly, I want to master it all. The tricky part is figuring out where to start. What’s the best entry point? Should I focus more on mastering 3D modeling first? Or perhaps UV texture maps, rendering, animation? I’m just trying to sort out the optimal starting point to make the rest of the learning curve smoother. Ultimately, I need whatever skills I develop with Blender to boost my income. Right now, as a graphic designer with a bachelor’s degree, I’m stuck working at a custom T-shirt shop, earning less than minimum wage and feeling overqualified compared to the shop owner. College feels like a total scam. That’s why I’m driven to break into the 3D modeling or any related field-whether it’s VFX or something else-as long as it pays well enough to finally move out on my own. At 24, it’s frustrating to be stuck because my education hasn’t paid off like I expected. Really, college just seems like a huge rip-off.
Next time, name the feature in the title.
I'm more curious as to why people are creating so many interior faces (which, as a rule, should never exist in the first place) enough to justify creating the algorithms for such a function.
In my experience it happens mostly with duplicated objects - arrays and such. They do happen, we need to accept it. In a 100% perfect world they probably shouldn't happen but the reality is, they do and no-one is perfect.
I... I... I just... Went to solid, selected all the visible, inverted the selection and deleted. Which is... Almost works. Emphasis on almost. Thank you.
That's handy
Select non manifold.
the better question is how you even get to this problem in the first place
Mirror modifiers, object duplication, arrays, maybe even simple mistakes.
wait im confused.. why couldn't u js have one cube stretched out to your desired size and then js subdivided a bunch? i feel like im missing smth cuz ive never had a problem like that xd
I cannot believe you have only just found out about this basic selection technique either.
its like music theorie..
count every half step...
look at the menue'$/ option - every step,..
& learn what the functions means..
p.s. + with add ons its even more..😂😅😅
holy shit I've had this issue at least a dozen times, thank you
arrays are annoying -3-
why not just create a new default cube and finished?😮
Like for real. I was thinking the same
Extract to stl and they gonna merge togheter
Directions unclear, my face is now bruised.
The only thing I’m confused about is how you managed to get topology that bad with internal faces in the first place.
2 array modifiers applied to the default cube
2 array modifiers applied to the default cube
Did you have to merge by distance beforehand or does this automatically merge exterior points where the faces will be removed
Wait... but why not just make one big cube, then subdivide it?
I would have just created a cube and subdivided the top and bottom face.
If only there was a book of some sort, that we could access from a menu, and that told us this stuff. For arguments sake, let's call it a manual, and if only that manual had a search option that allowed you to type something like "select interior face" , then we would all at least be able to learn how Blender worked.
I love being an obnoxious, condescending c*** as much as the next person, but often people don't know what they don't know.
This is actually not interior faces, This is duplicated faces.
Did not work for me... it selects absolutely nothing. I recreated this by using 2 array modifiers followed by 2 applies. What am I missing? Thanks!
Okay so in this case you need to do merge by distance first then do the interior faces
Is there any way to delete overlapping faces?
well I never. top tip
Why do you have that structure anyway 😅
Just scale the cube and loop cut.
Good info though 💯
I just made it to demonstrate the tip, nothing more 😊
That’s good, but why did you clickbait the title and intro? It makes the info way harder to find when you want it.
I don’t think understand why not use a subdivided cube then
not working at all with the imported CAD-model' interior faces (doesn't recognize bad topology i think)
@@super-six-four try merge by distance first
@@BlackoutCreatively nah. it's CAD - veeeeery long and narrow faces
some guy after 10 years doing blender
How do you even find yourself in this situation?
Mirror modifiers can cause this quite frequently
I made a tree all by myself!!!!!!!
Why not just subdivide a cube?
You're missing the point. Focus on the tip, not how I demonstrated it.
@@BlackoutCreatively Fair point 👍
Cube, squash, stretch, subdivision modifier... no? Now since there's no practical use of doing the object this way, I'm assuming you're only using it as an example to show off this blender feature that can help clean up bad geometry... but darn is it an annoying example for my brain.
Umm, but my question how did you even end up like that.
OMFG YEEEEEES
I'm sorry... WHAT?
HHHMMMM really why didn't you just created a cube and scale it to the size and divided with edge rings? like I don't understand
I don't understand how so many people are missing the point of this video. Focus on the method, not how I demonstrated the method
oh my time wasted on manually hunting those faces 😮
Whoa