I created a Python script to create hearts for Valentines. I can only post one image as a new user, so I am posting the one with the problem.
If anyone wants it, the python script is free here:
Instructions for use:
Click the copy raw icon on Git Hub to get the entire file.
Open Blender - Go to Scripting menu at the top right
Click Open and select the Hearts.py or New and paste the text from step 1
Run the script, the Heart is created (untextured - working on that now, that’s why I am here)
Now back to my regularly scheduled question, already in progress:
If I apply a base color of red in the Shader Properties, the heart looks fine and the underlying cylinders are not visible.
I created an image texture using a red gradient with little speckles I wanted to use, the original geometry of the joined objects becomes visible (not what we want).
Is there some trick to apply an image texture and have the image blend the underlying uv’s or normals or whatever the correct term is? A picture is worth a 1,000 words, maybe 10,000 in this case, so any help is appreciated.
It’s called Z-fighting… the front an back side have polygons in the smae position and so while renderign they are at the same z-position in respect to the local camer coodinates…
If you scale the inner circle on x to 0.99 and the cubicle by 1.01 for example then you don’t get this…
Another possibility could be using booleans… but this also could be difficult because of overlapping and not grossing polygons… best solution would be to use half-disks and connecting them with a triangle in the first place to just don’t have thsi at all…
I used a boolean to create the bottom half, so I guess it does make sense to use it for the top also. Just didn’t think it mattered once the Join was performed, but I guess it does.
This would also get rid of the need for an extra cylinder I used to fill in a gap. I will see if I can redo the script.