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[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/3 - 3D Modeling/3 - Floor Panels.wav

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audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_3 - 3D Modeling_3 - Floor Panels.json ADDED
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+ {
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+ "file": "3 - Floor Panels.wav",
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+ "transcription": {
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+ "audio_file": "3%20-%20Floor%20Panels.wav",
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+ "text": "In this lesson we will model floor panels. Floor panels I will take a size of 151 again. The thickness of the panel will be 1 cm. I'm modeling the panel using a plane. At this moment we have a size of 220 mm. So I need to shorten it by 50 cm and then stretch the whole thing by 1 seam meter. We will arrange the panels using the array function. In the first step, we will place two panels, one next to the other, offset by half their length. So 70 fast-diameter will be in the y-axis direction. We will confirm this array, and then we will use the array option again, spreading the panel sideways. Having arranged them in this direction, we will copy the array function, this time changing the distribution direction to the y-axis. We need to push the panels together. So, we choose a value of minus 75 cm. And thanks to that the panels touch each other as they should. Their value is too high in this direction because we don't need that many... We need to have an amount that will comfortably cover the entire area of our apartment. So this could be the amount. It doesn't have to be perfect here, of course. It doesn't have to fit perfectly. It might even extend a bit beyond the outline of our apartment on both sides. We move the panels so that the top of the panels aligns with the bottom of our walls. We can confirm the array option during Ctrl plus A. And then if we want to cut the panels exactly to the outline of our walls, let's use the Boolean function. But before we do that, let's use the Bevel function first, which will round the edges of our panels. Let's just set a rather small value, for example 0.25, and a segment division of 5. Now we will move on to the Boolean option. The Boolean option will allow us to trim the panels perfectly along the outline of our walls. However, before we do that, we need to create the geometry of our walls. By the geometry of our walls, I mean creating a plane that will be the exact outline of all the vertices of our walls. So exactly something like this, Such a trapezoid. Now we will select our trapezoid. We will select our panels. And I will use the Boolean modifier on the panels. This modifier is used for cutting various types of holes. In our objects. Or trimming those objects. From the outside. We can do this in a few ways. First, however, before we do anything with this modifier, we need to have an object that we will use. You called it, but I choose to do something to our object. The second one, on which we want to use it. Such an object must be a 3D object, meaning it can't be a flat plane. In this case, we will essentially use the outline that we have just created a moment ago and then gently pull it down to get a fairly three-dimensional object. A very important thing is that we need to check the orientation of the normals. We can check the orientation of the normals in this place. Here. And of that we will select the face orientation option. If the object glows red it means that the normals are rotated the other way. For modifiers to work correctly, normals must always be rotated in the correct direction. i.e. objects must be highlighted in blue in this mode. To straighten this out, we need to enter edit mode and under the Shift plus N key we have the option to recalculate normals. We can also find this option and other options related to this operation in the menu under the LT plus N keys. We have options like flip, recalculate, and then we can change the mode to change the mode to change the mode to change the mode to blue, color to red color, we need to choose the flip option and go back to the starting point. The prepared object can serve as the object that we will use to trim our panels. We move the object down so that it intersects with our panels. And we move on to the Boolean modifier. We choose the Intersect option because we want this object to indicate what should remain. Using the modifier, we will have everything that is inside. That's what it is. It will be rejected at the outer edges. If we had selected the difference option, the operation would have been exactly the opposite. i.e. everything inside would have been cut out, and everything outside would have remained. Before we go a step further, I always suggest choosing the fast option here instead of the exact option. The exact option allows us to cut out elements more precisely. After cutting, the mesh should theoretically be more precise and better constructed. But first of all, the operation might take longer, and the condition is that the mesh of the object on which we are using this modifier should also be very well made. We shouldn't have any repeated vertices, edges, faces, etc. Unfortunately, that's usually not the case. And this mesh usually has something in it that is not quite as it should be. And because of that, there are more problems than benefits. The fast option on the other hand squeezes out the object faster. Smaller, neater, less correctly, but does not cause any problems. In most cases, the fast option is simply the most okay option and works better. So I suggest choosing the fast option to select the object. And thanks to that, if we now hide this object, we can indeed see that our panels have been perfectly fitted to the outline we want. Let's turn on face orientation, and we can see that everything is just fine here. We can confirm this boolean. And now we can delete the object we were using because we won't need it anymore. Needed... Our panels are cut... The bevel. We got a bit messed up. And it happened like this because that we confirmed the boolean, which was modifier number 2. And you should always confirm something, starting from the first modifier in the order towards the next ones. So this is a mistake that happens quite often. Bevel. Thanks to that, our bevel remained unchanged, and is now just as we expected. We reinvent everything we erased, the object that was used for the bevel option, and our floor panels are modeled.",
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+ "language": "en",
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+ "duration": 470.74,
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+ "timestamp": "2025-12-10T17:44:14.675313"
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+ },
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+ "timestamp": "2025-12-10T17:44:14.678971",
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+ "processing_time_seconds": 140.92336678504944
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+ }