Hide mesh faces while showing vertices/edges in edit mode (Blender 2.8) - blender

[Update] I've found the answer. For anyone else looking for a similar effect go to the modeling tab -> viewport overlays -> mesh edit mode -> deselect faces
I am in edit mode in the 3D view and my scene looks like the first picture below. I want to hide the faces so I can edit while only seeing the vertices & edges like the wireframe below, but I need to keep the faces as part of the mesh.
If I select the faces and press H to hide them the vertices and edges are hidden too. If I make the mesh a wireframe the faces are removed, not just made invisible.
How can I hide the faces while still showing the vertices and edges?

Do Command h on mac and Ctrl on windows, Linux and Chromebook.

Related

Scaling different faces of a cube acts differently Blender

I just started to work on my first project in Blender and I already have a problem. It seems as scaling works somewhat weirdly on my cube.
Here's a GIF to show you what I mean:
The bottom face doesnt change the form of the cube but the side face does.
What should I do or change to make the bottom face act like the side face?
Here is the resault I want:
I believe there is an overlaid face on the bottom face of the house. You probably used extrude on this face before. Everytime you used extrude, either on vertices or edges or faces, an new one would be created. If you clicked right mouse or cancel it, the newly created would be hidden as it is overlaid with the original. Just delete the face and vertices.

How can I fill the circle when pressing on F in blender 2.83?

The tutorial is using blender 2.82
I added a circle and when I change it to edit mode and press on the F key instead filling the circle it's giving me this error :
This is the circle in object mode :
Then changing to edit mode and pressing F :
Following a tutorial when he press on F the result is :
I didn't see in the tutorial that he selected any points or how to do it.
TLDR: use Add -> Mesh -> Circle, and always use mesh unless otherwise stated.
You added curve -> circle but you should add mesh -> circle
There are many different types of object in blender. Mesh and curve are different and has different purpose in blender:
Mesh is basic and most used type of geometry in blender. It's made of vertices (points) and edges (straight lines between points) and faces (at last 3 edges creating a plane).
Curve is made from points with handles connected with curve generated accordingly to handles and type of point. It used to create some basic round shapes (like paths and motion guides) and can be optionally convert to Mesh.
You can convert curve to mesh from menu object -> Convert to -> Mesh form Curve[..],
when add a circle, choose it from mesh, mot curve.
I don't know why either but that worked for me.

Lighting doesnt show in blender 2.8 render tab

I cant seem to get my lighting to work in the render tab.
I have lights in it and they have a high strenght yet it doesnt show anything.
Im kinda new to blender so apologize in advance if the answer is obvious
Image
Bro do this open viewport shading in the top right corner beside of solid, preview, rendered and turn on scene light

Objc & Metal Compute depth texture in cube form result to strange depth map in other five faces except the +X depth texture

I am implementing point light dynamic shadow using Metal in my project. The point light shadow requires a depth cube texture (depth texture from 6 different directions) to compute shadow maps and perform depth tests from all directions.
Currently, I tried as the sample code Reflection With Layer Selection from Apple's documentation pages, but the depth cube texture seems not correct in other five directions except +X direction.
[ Sorry I can't post image here. Instead I uploaded images to github, so please refer to the following links >.< ]
In Xcode debug view, step into Reflections Command buffer -> ReflectionPass -> DrawActors 1 to view the depth cube texture (the selected one in right panel):
https://github.com/kiorisyshen/RepoForStackOverflow/blob/master/metalDepthCubeTexture_01.png
The +X direction seems correct:
https://github.com/kiorisyshen/RepoForStackOverflow/blob/master/metalDepthCubeTexture_02.png
But the other directions look strange (here I only uploaded +Z direction):
https://github.com/kiorisyshen/RepoForStackOverflow/blob/master/metalDepthCubeTexture_03.png
Are there settings should be cared about or actions should be taken to get correct depth cube texture? Any help is appreciated.

Blender 2.8: object pivot + pixel align + object part grouping (newbie)

I have started learning Blender 2.8 as of May-25. Almost 10 years ago, I was using 3dmax v7 but only as a hobby. I want to start doing 3ding again as hobby but got no money to have something that is up to date. So I chose Blender.
Now I have a few questions. I will surely have more questions later. I am still thinking in terms of 3dmax ways.
How do I recenter the object pivot if I accidentally displaced it with MB1 and doing Ctrl-Z is not a solution ?
How do I align vertices to the grid but only using the axis of my choice ? (ex: align on the X axis grid or any other axis of my choice)
how do I group object parts (vertices, faces, ...) as different groups and then working with the group of my choice ?
how can I maximize the view port with one single keys shortcut thus hiding every menus and then once I am done doing what I wanted to on that maxed view, revert back to whatever interface view I was using before ?
how to select anything using a region drawn by mouse movements (meaning selecting without using box or circle or shift, just mouse mouvements)?
Firstly blender 2.80 is under heavy development while making some major changes so can be of varying functionality for now. I would suggest you start learning with 2.79b until 2.80 is finished.
There are several options when it comes to choosing a pivot point, I think what you are referring to is setting the object origin.
There are several snapping options and ways to control transformations. You can limit movement to one axis by pressing it's key while transforming, eg GX will only move along the X axis, you can not move on one axis by adding ⇧ Shift - G⇧ ShiftX will move on Y and Z but not X. To align vertices to one axis is it common to scale to zero one the axis, eg SX0 will scale the verts on the x axis so they all align, in object mode you can do the same as long as you enable manipulate centre points. There are align options available in some addons, like align tools and mesh align plus.
Blender doesn't have vertex grouping and I don't know of any addons that add it. You can assign vertices to a vertex group and use that to select/deselect a collection of vertices.
There are two options to maximise the viewport - ⎈ Ctrl↑ Up arrow will maximize the viewport, the info bar at the top and headers for the view will remain in place or ⎇ AltF10 will make the view full screen also removing the info bar and headers. Also the window layouts are saved as screens which you can make and define to your liking, by saving these screens in your startup blend you can keep them available each time you use blender. The default screens include a 3D only layout.
For lasso select you can hold ⎈ Ctrl while pressing the non-select mouse button to draw an arbitrary region to select items within.