text:
With a linked object, why can't I override the name as I can with position and rotation without overriding he whole data object?
I have a number of assets in a separate blend file. I drag them into a 'staging' blend file to use them. My default import for that asset library is Link. After I drag them in I use SHIFT+CLICK to create a library override here on the chain icon of the object section.

I can now change the position & rotation of this item in this 'staging' blend file. Fantastic. If I make an edit in the asset file to materials or the mesh, because it's linked it's reflected in the 'staging' blend file. Exactly what everyone wants.
I can't however change the name. The only way I seem to be able to do that is to create a local copy of the 'object block' to change the name. Now when I make edits to the master data in asset file my changes aren't reflected down as simply.
Blender can rename these objects (if I drag in another copy of the same asset it renames it in the form MYOBJECT.001) so there is an override name stored somewhere locally, but it wont let me do it. Interestingly it won't let me drag in an identical copy until I create a library override of the first object.

Can I create a library override for the name of an object to show up in the outliner, without creating a local copy of the 'object block'?


text:
How to make a Fleece texture for my cap model?
I need help achieving a fleece texture for my cap model, I have tried procedural, image texture, particle system and even microdisplacement but can't still seem to get it right
What I achieved with particle system

The fleece texture that I am trying to achieve

I'll provide the texture that I'm trying to achieve and the result I am getting in the last 10-20 trials

https://blender.stackexchange.com/questions/279402/how-can-i-get-a-detailed-fleece-texture-in-blender https://blender.stackexchange.com/questions/58339/how-do-i-make-a-fur-for-my-teddybear

source: Stack Exchange

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

sort: votes


text:
Brush Tool For Mask
Is there a brush tool just like in photoshop to paint white or black for smooth transition instead of using the mask tool, which is line based?

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
Armature pose reset is not resetting mesh
I'm rigging a character that has mechanical parts. An Elbow/Piston joint to be exact, i've doing all the weights, rigging and now working on constraints. I've hit a snag where the mesh moves with the bones "a little bit delayed" but when on the armature I hit Alt+R to reset the pose the mesh doesn't reset with the bones and I have to hit it a couple times to fully reset the pose. I'm not sure what the cause is any help would be appreciated.
Imgur Album

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIF


text:
Execute a function after a native operator called/executed?
Is it possible to, lets say, call a custom function after a certain operator is called?
Something like:
def custom_func():
    print("Do something here")

bpy.ops.gpencil.layer_add.add_post_function(custom_func)

So when I create a new grease pencil layer, custom_func() is triggered?


text:
Create grid material
I found a material Im using to create a grid on my model, it works great on a plane but not on cubes and sphears. How do I get the grid to be on the sides also, not only on the top side of my spheare and cube.
My example blender file can be found here: https://drive.google.com/file/d/1UKQwDi8hKQIdpY5IhybQjTCoCeHOQk82/view?usp=sharing
Also, can I make the black on the grid transparant so the teture is visable.

https://blender.stackexchange.com/questions/112843/how-can-i-make-my-procedural-brick-texture-map-correctly-to-both-a-cube-and-cyli https://blender.stackexchange.com/questions/70444/how-to-create-a-procedural-brick-texture-for-a-simple-building-without-object-si


text:
Istancing Collections with an istanced object inside doesn't work
the title might be confusing so:
Blender Version 3.5.0
I'm trying to Istance this "Gala table" on plane Vertices:

but this collection has two more object (Mise en Place, Chiar) that are istanced on a 10 Vertices shape with the following method:

Select object to be istanced > Select istancing shape > CTRL P > Vertex
Select Istancing shape (like "Chair Loop") and do the following:

but they doesn't appear when istancing "Gala Table" on another shape Vertices when using this Geometry Node(or the past method):

If you know another method please let me know.
Thank you

Vertex parent instancing is a legacy method of instancing. It is not well supported with modern workflows, and will be phased out in future versions of Blender. It would be advised to use a more robust method of instancing like using geometry nodes that is more future peoof


text:
When I'm inside an object, I can't see it's outside. How do I disable this?
What my problem is, is that once I go inside the model, the 'wall' or the outisde of the model becomes invisible. So, if you'd follow the pictures, you can see in the top picture that I can see the mouth clearly and actually the whole object. But once I go inside the mouth and I turn about 180 degrees, most of the model becomes invisible(mid picture). And if I move in the same direction as how I entered the mouth and enter the model via the mouth and exit the model via the occiput and turn about 180 degrees again, the whole model becomes visible again(bottom picture). I really wouldn't know how to fix this. By the way, I'm a beginner in Blender, so I'd like a detailed awnser.

Maybe you have backface culling enabled? Select your object and look under Material Properties > Settings > Backface Culling if it is ticked.


text:
Material exclusivity to an object collection
I have two collections, one is done with every object colored with the respective material, the other one is a duplicate of the first one but without the clothing.

The thing is because of the duplication, the materials duplicate too.

And i dont have a problem with editing every material copied, but i want to restrict the visibility of them, so that when i access to Aban Fire_Fox and select an object from the collection I just want to see the materials from that collection from the materials list, and when I access to Aban Red_Panda just want to see the list of materials exclusive for that collection, separately from the other one, instead of the whole listing including the ones from the copy.
Is there a way to exclusively see the materials for that collection in specific?


text:
How do I import .lib4d files to blender?
I just got a really cool model but it was a .lib4d model from Cinema 4D and I can't figure out how to get it into blender. Is there a way to get the model into blender without having to buy C4D or anything like that?

See here - https://blender.stackexchange.com/q/121039/75504


text:
render through python bpy.ops.render.render() is slow on saving image
Whenever I use bpy.ops.render.render() function to render my animation it works but sometimes it stuck at saving an image to a disk. I know that because in the console i see this ' Time: 00:14.32 (Saving: 06:05.32). Why does it happen?
I also noticed that when I press 'CTRL+C' to cancel the operation sometimes it gets unstuck and shows that next line rendering and proceeded rendering further. is it internal blender communication with hardware issue or its a software issue?


text:
Transparent Background Using Mask
Is it possible to have a transparent background with a mask and render the result?
The grey area in the image needs to be transparent.
I am sharing my current node set-up.


text:
VSE: sound animations lost in scene strips
In my first large video editing project, I make my life easier by splitting the total video into a number of scenes, and merging them together in a main scene.
What I have so far, is this:

Scene 1, which contains several VSE-strips with video and sound.
Scene 2, which contains more VSE-strips with video and sound.
The main scene, which contains 2 VSE-strips of type "scene", that link the data of scene 1 and 2.

When I render the video, all the sounds and images of scene 1 and 2 are present in the final result, but I have one problem: all the animation I did on sound strips is gone.
Whenever there's a voice-over in scene 1 or 2, I turn down the volume of the background music to prevent the music from drowning out the voice-over.
This works fine if I render out scene 1 and 2 separately, but when I render the main scene, the volume differences of the sub-scenes are gone: all sounds just keep playing at 100% of their original volume.
Is this a bug in Blender, or am I missing some setting that can fix this issue?


text:
See an object only through another object in eevee
I want to make a portal effect in which you can only see objects through another object in blender. I have found out how to do this in cycles, but not in eevee. I am okay if I have to do it in the compositor.
In this picture I show the layout of the scene where I have a monkey inside of two objects, the one on the inside has an emission shader and the one on the outside has a transparent shader.

This picture shows the material for the portal. I want it to be invisible when seen through the outside object.

As you can see it works as intended in cycles. The light path node is making the monkey white when "outside" the portal and black when it is "inside". I need a way to replicate this effect inside of eevee. The transparent depth does not work in eevee. Is there a different way to make the effect in eevee or in the compositor?

You can use a Boolean modifier with intersect mode.


text:
Image became gray with Storypencil addon in Blender
I am using the Storypencil addon to draw in Blender,  but I have a problem. When I switch to the video editing panel, the colors of my drawings become gray. How can I fix this? Is there a setting I need to change? Please help me out, I really want to use this addon for my animation project.

try setting Surface Strength to 5 in the Properties / World menu.


text:
Grease Pencil - Lines Jitter when Camera Moves
I'm currently having one small issue with Grease Pencil, and that's with how the lines look when rendered and exported after camera movements are added.
When there's no camera movement, the line quality looks fine and good. But when I add any pans or zooms, the lines have this slight "jittery" quality to them.
I have looked all over FAQ's, forums and YouTube for a solution to this, and even took to Twitter to ask the general public for solutions, but I can't find one anywhere.
If anyone here has a solution, I would deeply appreciate it.


text:
How to grab a uv sphere to make a sausage arm?
I am trying to reproduce a part of a video https://youtu.be/iYNdfef1Uog?t=3 to try to create a basic human shape (I'm just a beginner in sculpting i want just to make the basic human shape to begin).
As you can see he seems to be using the grab brush and manage to make a uv sphere into a sausage arm (or leg depending of the situation). like in the screenshot below :

But when I try to do the same on my uv sphere with the grab brush, I get a result like this :

He seems to be using a radius of 97 px but I can't get the same result. I think it might due to the fact the brush in only grabbing the front of the sphere but i'm not sure if it's the problems

Use a large radius and grab the bottom of the sphere and it should work


text:
My world(?) lighting isn't showing in the render

I'm not sure what specifics I need to put, so if anybody needs any specifics then they can comment and I'll reply.

https://blender.stackexchange.com/questions/128499/how-to-use-built-in-default-hdris-in-renders https://blender.stackexchange.com/questions/170533/which-mode-should-i-trust-for-lighting https://blender.stackexchange.com/questions/179960/render-looks-way-different-from-viewport-render-mode-how-can-i-fix-this


text:
Car wheels goes off place and all this chaos happens when rigged
I named the body without joining it but parenting to empty.
Parented each tire without calipers to empty.
Tried selecting everything and adding armature & also only selecting empties, but still it has same problem.
Even after fixing each bone separately, it still generates the wrong rig.
Here is the rig before generating it.


text:
Merge Text with object
Is it posible to merge a text with a object?
when i select both of them and then Object > join its not working.

What exactly are you trying to do? - Please add an image to your question: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post   You would need to use Object > Convert > Mesh on your text before merging but that might not give you the results you are expecting.


text:
How to determine the source event caused the call bpy.app.handlers.depsgraph_update_post?
Blender will call this handler on every update of location change even if it happens via user moved the object or changed via property window. My issue is I cannot distinguish it.
Is there anyway to determine the source of the update? ie. Whether the event is happened on user dragged the object or through they changed location through property window?
If there is no way to distinguish it, how I can keep track of the location of objects I have created?
Thanks

Hello, iyou may want to explore the msgbus system


text:
Using different materials on overlapping UV textures
everyone!
I have a simple model of a parfum box which in reality has a golden reflective finish on some parts. I cant seem to achieve the same result in Blender. I applied the Texture on the box and then created a separate UV map for the golden finish but I'm unable to combine them effectively. I've tried using a mix RGB node but this doesn't give me enough control over the part that needs to be golden so I tried with Mix Shader node but I'm unable to change properties without affecting the texture underneath. I would really appreciate some help because I feel stuck...
Node setup

This is the result in Eevee

And the result in Cycles due to not being able to affect only upper textures

Create a b&w image that you'll use as a mask, plug it into the factor of a Mix Shader that mixes a golden material (a Principled BSDF with yellow base color, Metallic at 1 and Roughness at 0) and the image that is supposed to be underneath. If it still doesn't work please pack your images and share your file


text:
How to create splash or spilling fluid animation from a glass of water
How can I create splash or spilling fluid animation from a glass of water? What is the best way to do it on fluid simulation.?


text:
Bake animated texture as image sequence?
Is there any way to bake an animated texture as an image sequence?
Or are there any add-ons or scripts out there that can do that?


text:
How to detect disconnects?
I have a piece of code that placed a bunch of primatives in a scene, joins them, and then removes overlap. After this I export them as an stl file, but I’m running into an error where sometimes shapes are just missing (I’m doing this with loads of different shape combinations and extremely repetitively). I think this is due to some weird quirks due to how I’m running blender and I want to implement a fix that detects if there are two disconnected primatives (or two or more groups of primatives) and then returns a true or false depending on any disconnects. I’ve done some
Googling but I haven’t found a solution that works for this workflow. Does anyone have any helpful tips?


text:
maximo to blender riggify rig
there is a character I have rigged and I used expy kit to add mixamo animation to it. I uploaded fbx to Mixamo and got my animation but whenever I bind the fbx to the active armeture the eyes wont change location. please guide me if you are familiar with this case.

It might be helpful to people trying to help you if you uploaded an example blend file to the site https://blend-exchange.com and add that link in the question.


text:
Moving/rotating objects of linked collection
I have a big heavy scene with collection containing all the props. I want to use it as a linked library in other projects while also being able to move stuff around. Is that possible? Thanks


text:
Grease Pencil mask masking layers in the the wrong GP object
So I've got a mask in a Grease Pencil object that, besides from affecting the specific layer I've set it up to mask, it also has an effect on layers on other GP objects.....? For the layer in the same GP object as the mask, it has the desired effect - masking the place where I want the layer to be visible. For all the other layers in other GP objects, the mask excludes/hides the different layers.
The mask doesnt affect all other GP objects in the blend file, but some. I think I've read some where that the order of the different GP layers/strokes/objects are defined by the order in which they where made - as if they where "time-stamped". Can this be true..? If so, is there a way in blender to show this time creation order..?


text:
Order of vertices when UV "Reset" is used - given a face
I'm working on a custom exporter and I need to know how the vertices are sorted when you use the "Reset" method to unwrap the vertices.
When unwrappings quads, one vertex gets the 0,0, another one the 1,0 and so on, but I cannot find the order in which the default UVs are assigned to these vertices.
They don't seem to be sorted by the vertex index, nor the loop_index when iterating the face.
Does anyone know how the vertices inside a face get assigned the default UVs when using "Reset"?


text:
Points to curves in geometry nodes
I have a project in which I want to fill a human shape with wire. So I found this great but rather old tutorial online which uses animation nodes:
https://www.youtube.com/watch?v=K3CwKkiJZN0&ab_channel=WiresoulStudio
The setup uses a "spline from points" node that simply generates one long curve by connecting a lot of points generated by particles inside a shape.
Is this possible in Geometry nodes? I can only find guidance on connecting two points to make a curve.
Many thanks for your help.


text:
How do I make the UV flattening geometry node in this video with 3.5 geonodes?
https://www.youtube.com/watch?v=SCZVLTk9d-Y
Geometry nodes have been changed since 2.9 and the node used in the video has been removed. How can I build the same function with the new nodes?

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.


text:
Is there a way to combine or organize multiple Asset Libraries?
I have multiple Asset Libraries that contain many models, materials and hdris. I would like to organize them all into one big library, rather than switching between Asset Libraries.
For example, I have the Polyhaven addon, which contains rock materials and I also have the Realtime Materials addon, which also contains rock materials. Currently, I have to switch between the 2 Asset Libraries to find the rock materials of each and what I'd like is to have a way to see all rock materials at once. Is this possible?


text:
Set Handles to conform a bezier curve with N points to a different curve
How can I conform my new curve (green) to a reference curve (red) (if it's even possible)?

I thought I can capture the original curve tangents and then use them to align the handles but... I can't understand how to offset the new handles based on those tangents.

the scene on Dropbox


text:
How to make objects change color depending on color at a point on surface of another object they are closest to?
I wanted to try to create a shader which will take the information from a linked object, and based on the closer colour of the surface of that object, it will apply that same colour to the objects that have this material applied to.
Example: let's say I have a model of Superman, then, I want to create a few objects around him.
To these objects I apply this shader, and when doing so, the object that is close to the skin will automatically get the skin colour.
The one close to the cape will get red.
The one close to the arm will be blue.
I don't need it to be completely precise if an object is near the symbol in the chest, I don't need it to take both yellow and red depending on what part of the symbol is near what part of the object, but basically, that would be what I'm trying to accomplish.
Now, I'm fairly new to blender and the whole shaders system so I'm not sure if this is doable and / or how to do it.

https://blender.stackexchange.com/questions/71851/mix-colors-from-different-objects-at-collision-rigid-bodies-and-particles/


text:
OCIO Profile Error
I am having a problem with OCIO profile. In version 3.5.1 I installed AGx OCIO but then I uninstalled it because it didn't have a good integration with the addons. After uninstalling and deleting everything related to that version of blender still persists that error despite using colorgmanagment that comes with blender the filmic. The same thing happens when I export a model to substance painter to texture a model, it forces me to change OCIO.


text:
Blender Render Layers acting like a holdout when it shouldn't be
I'm rendering out a tire with speed lines... In my view port everything looks fine but when rendering with the compositor and viewing the png my emission is masked when its not directly on top of the car mesh. I know I can solve this issue by just rendering the project out as one layer but I need 2 layers so I can later blur the Background in after effects.
I am using 2 render layers in this scene... a background "Racecar-Background" and a foreground "Racecar -Scene"
The speed lines become full transparent when its not overlapping with a mesh (this is the rendered image)

This is the render layer for my foreground "Racecar -Scene"

This is the render layer for my background "Racecar-Background"

This is my setup for the compositor

And just for optimal information this is the texture I'm using to create the lines but I'm pretty sure my issue is causes from the indirect toggle.

Any help would be amazing im sure its something simple im missing. :)

Have a look here Render semi-transparent volume with cycles and here EXR color difference to PNG for the reasons you are having these problems. PNGs simply cannot handle emissive and/or semi-transparent materials over transparent backgrounds very well.


text:
Geometry Nodes, creating UVs from Volume to mesh results in grey UV map
I am trying to create a procedural UV map from the result of a morph between two objects. The resulting mesh is being calculated and then put into a volume cube --> Volume to mesh node. I would like to create procedural UVs for said resulting mesh, but this isn't working.
The morph is taken straight from a yt tutorial: https://www.youtube.com/watch?v=9ubfb2K6mL0
Here is the file:

I don't think this can be done. A UV map is a 2D representation of the vertexes of the 3D mesh. Add or remove a vertex and you get a different UV map. You can use Object coordinates in the shader editor to make it a bit predictable.


text:
How to skin clothing/clean up weight painting?
I've got some garments I want to attach to an existing character. I have tried transferring weights from the character to the garments, as well as trying automatic weights on the garments.
I'm not happy with either result. They both need a ton of cleanup. Unfortunately, that's not something I'm good at. I'm very new to weight painting in general.
There are so many vertex groups, and often more than one affects a certain joint, and I'm going back and forth trying to figure what fixes what and how to not overdo it. And sometimes the garments disappear beneath the character mesh and are hard to get to, or sometimes I can't even figure out what is causing bad bending at a certain joint.
Most CG doesn't intimidate me, but this very much does, lol. I feel stumped.
Is there a better way to skin garments? Does anyone have any helpful resources on cleaning up really messed up weight painting jobs? I searched around on YouTube, but didn't have much luck.
Thanks.


text:
What to do when Smart UV Project never finishes
I have an extremely complex model of a 3d satellite view of a part of a city created using Renderdoc and exported as an .rdc and imported into Blender.
I am following a YouTube tutorial which shows how to create just one material for all the materials in the model (my model has around 160 separate materials) and then baking it back to a copy of the model.
I have applied (mesh cleanup) Limited Dissolve Merge By Distance but still have over 300,000 faces.
The tutorial shows using Smart UV Project and warns the viewer that it can take a long time (he suggests jokingly to go and make and drink a coffee). When I perform the smart uv unwrap it has not completed 3 hours later!
The tutorial suggests exporting the model as an .obf and using a software tool named MESHLAB if you don't have time but warns it give inferior results.
Is that the only other method and what would I expect to see with "inferior results"?


text:
blender serial communication is lagging
I wanted to stream a quaternions from my mpu into blender the problem is the thing is very laggy the animation itself looks smooth the problem is with the serial data for example:-
after I roll the mpu by 60 degrees in my hand I see the result like 2 to 5 seconds after the result is smooth but very late the values in the prints seem to be the one that lags in the change  also the problem is only with blender when running putty for example the data updates just fine
I tried decreasing the time interval with no luck
also for some reason I don't understand but maybe worth mentioning the code runs perfectly fine if I just opened the computer or something it's also worth mentioning that removing the print statements did nothing
I used the Modal operator code provided by blender and modified it to read my quat and update a small cube for now

import bpy
from mathutils import Quaternion
from bpy.props import BoolProperty
import serial

object_name = "Cube"  # Replace with the name of your object
obj = bpy.data.objects[object_name]
obj.rotation_mode = 'QUATERNION'

#FPS = 30        # use 30 if system performance is poor
FPS = 60
#FPS = 90
#FPS = 360

ser = serial.Serial('/dev/ttyACM0', 115200)
ser.flushInput()

def print(data):
    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == 'CONSOLE':
                override = {'window': window, 'screen': screen, 'area': area}
                bpy.ops.console.scrollback_append(override, text=str(data), type="OUTPUT")

def read_quat():
    dataPacket = ser.readline()
    dataPacket = str(dataPacket, 'utf-8')
    numbers = dataPacket.split("\t")

    if(len(numbers) != 4):
        return

    w = (numbers[0])
    x = (numbers[1])
    y = (numbers[2])
    z = (numbers[3])

    z = z.strip('\x00\n')

    try:
        w = float(w)
        x = float(x)
        y = float(y)
        z = float(z)
    except ValueError:
        return

    quat = [w, x, y, z]
    return quat

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs itself from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    _timer = None

    def modal(self, context, event):
        if event.type in {'RIGHTMOUSE', 'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            self.update_orientation(context)
            #quaternion_values = read_quat()
            #if quaternion_values is not None:
             #   print(quaternion_values)

        return {'PASS_THROUGH'}

    def update_orientation(self, context):
        if obj is None:
            self.report({'WARNING'}, f"Object '{object_name}' not found.")
            self.running = False
            return

        quaternion_values = read_quat()
        if quaternion_values is None:
            self.report({'WARNING'}, "Invalid quaternion values.")
            return

        quaternion = Quaternion(quaternion_values)
        obj.rotation_quaternion = quaternion

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(1/FPS, window=context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

def menu_func(self, context):
    self.layout.operator(ModalTimerOperator.bl_idname, text=ModalTimerOperator.bl_label)

def register():
    bpy.utils.register_class(ModalTimerOperator)
    bpy.types.VIEW3D_MT_view.append(menu_func)

# Register and add to the "view" menu (required to also use F3 search "Modal Timer Operator" for quick access).
def unregister():
    bpy.utils.unregister_class(ModalTimerOperator)
    bpy.types.VIEW3D_MT_view.remove(menu_func)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.wm.modal_timer_operator()

```


text:
2D animation - how to revert changes?
Total first-timer here. I’m trying to make an animation using multiple layers within one stroke object. Suddenly all of the lines from each layer are orange, the same thickness and visibility regardless of which keyframe I'm on, and polygonal. Lines in the current keyframe also have an orange border around them. This is visible in draw mode and object mode, I don’t know how I did this or how to get out of it. I can’t deselect the layers without deselecting the whole object in object mode, and when I click on the stroke object again it remains the same. Any new lines I make in any new or existing keyframe have the same properties. The video output does NOT look like this, and the lines look and behave like they are supposed to. I don’t know what mode this is or how to progress, please help!!


text:
How to convert Normal Map into Diffuse Texture

So I have this top hat 3D model that I've made, but for some reason when I try to convert the Normal Map into a Diffuse texture, there is one specific part that is problematic.
Here is a picture of the normals:

I am trying to turn this crumpled paper normals into something like a black and white base color texture and then mix with other textures that are supposed to be on this 3D model.

I have gone to trying such convoluted node setups because I want to PBR bake the Normal Map WITH the other base color textures that I have (but aren't connected right now)
I'd be glad If I could just plug in the Normal Map in the Principled BSDF and bake it ALL in ONE COMBINED diffuse texture like the way it is shown in the Material Preview, for example (because the NORMAL map is shown with that option), but when I PBR bake, the roughness and base color come out, but not the normal map... But is it possible? I can't have the normals separated from the diffuse texture, because the engine I am trying to import it in supports ONLY one image texture.
Here's the .blend file:
Also - I have baked on Cycles, BUT it doesn't quite match the expected result (mainly due to lighting)


text:
How can I make a smooth IVY growth coming from the woman's hands to the wall?
I am using Ivy generator plugin to build this ivy and there's an option that you may intersect a place with an object. My idea is to start from 0% IVY and grow it from her hand towards the whole wall in a smooth way.
Is there maybe a way to invert the emitter object so i can do that or any other ideas?
https://www.dropbox.com/sh/tkj754l97qo71mi/AAA-7UaqTvGSs8VcPa2cCDKKa?dl=0
link includes: ivy setup screen record and test with baga pie plugin for the idea (but its quite janky so far)

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.


text:
Objects appearing in front of each other and unable to click on vertices in X-Ray mode after 3.6
Trying to select objects in Edit Mode and faces on other parts of the meshes somehow "appear" in front of others with these sort of "shadows" that show up, especially if there's a lot of faces near each other as well as being unable to snap to objects in edit mode with X-Ray on.

It might be helpful to people trying to help you if you uploaded an example blend file to the site https://blend-exchange.com and add that link in the question.


text:
Liquid Simulation: Volume decreasing throughout simulation
I'm new to blender and I'm taking a crack at fluid simulation for a project. I'm trying to simulate a translucent whiskey bottle being lifted up and then pouring the liquid into a glass (the liquid object behavior is geometry.)
Anyway, I have a few problems I've ran into and I just cant seem to work it out:
During the simulation, the volume of the liquid never seems to stay constant. Firstly, the liquid object produces more particles when baked than its original size, causing it to leak (I kinda "solved" this by scaling the fluid geometry object down. Should I have done this?) . Then, throughout the simulation, the liquid loses more than half of its volume inside the bottle.
I have tried multiple methods to attempt to fix this namely:
On the liquid domain:

Lowering CFL number

Increasing timesteps maximum and minimum

Increasing the particle radius (1.0 - 1.3) and setting keyframes throughout the timeline

Increasing narrow band width

Increasing resolution division (32,64,128,256)

Used APIC instead of FLUID sim method

Applied transformation on all objects

None of these have worked so far and tbh I'm kinda losing my mind, especially with the 5 hour baking times. Is there a way I can optimise this?
I've seen topics about this posted years ago and they all seem to conclude it as a bug or give the solutions I have tried above.
Any help or workarounds would be greatly appreciated. I have also posted this question to the blender help subreddit but so far I have not received any help. Will update again if there's any solutions.


text:
Switching between baked image texture and pre-bake materials
Let's use two separate multicolored 6-sided cube as an example. The normal baking workflow goes something like this:

Apply material to faces of object in edit mode, e.g., one color (one material) for each of the 12 face.
Unwrap both cube's 6 faces to a single new UV map
For each material, make a floating image texture node in the node editor, point to "out.png"
Bake material to image (output is in "out.png")
Apply new image texture to object by making a new material ("Baked_Material") with "out_diffuse.png" as base color
Select entire cube, apply "Baked_material" as the material for all 6 faces.

So the question is, after step 6 is done, now I want to edit just one of the cube's face materials. Is there a way to switch back to the state of the blender file just after step 1, so I can go through the baking process again without having to through all 12 textures and either dis/reconnecting nodes or reassigning materials?
Or is the workflow incorrect and this shouldn't be a problem?
Making source cube textures:

After applying baked material, the original material-face mappings are gone:


text:
Why won't my blender project export as a .FBX properly

This is what exports with the .fbx looks like when I import it into unity or back into blender. I would like to use this in unity but I have no clue how to. The second image is a picture of the model before I export it.


text:
Swapping mesh linked to armature
I'm newer to blender and am at a bit of a standstill.
I've imported a viewport animation from an FPS game, and I want to change the arms that are linked to the animation. The arms I want to use with the animation are also ported from a game and have their own skeleton. How would I go about swapping out these things?
I'm very new to this. if there's more information that you may need then I will provide it upon request, any help is much appreciated!!
(The top image contains the mesh I want to use the animation with)

remove the object and armature that you won't use, put the armature in its reste pose (in Pose mode select all and Alt R, Alt S and Alt G), it will be better if the rest pose is a T pose, align the character with the armature, if the arms have not the same pose you can use the Pose brush in Sculp mode, join the arms to the rest of your character, parent the character to the armature With Automatic Weights


text:
Export multiple actions from Blender as a single clip to Unity
I created an animation with more than 200 objects that change their material multiple times using a mix shader, and two bezier curves that change their length with the End property.

I've been facing the follow issues:

When I import the .fbx file into Unity I have a clip for every change of every object.

ChatGPT suggested:
- Open the Animation window by going to Window -> Animation -> Animation.
- In the Animation window, you should see the list of animation clips associated with the selected object. I'm not sure what list that is.
- Create a new empty animation clip by clicking the "Create" button at the bottom of the Animation window. This will create a new animation clip with default parameters. I guess it means to create a new action in the Action Editor.
- Select the first animation clip from the list and drag it onto the "CombinedAnimation" clip in the Animation window. This will add the animation data from the first clip to the combined clip.
- Repeat step 6 for each additional animation clip, dragging them onto the "CombinedAnimation" clip in the Animation window. This will merge the animation data from all the clips into the combined clip.
- Adjust the start and end frames of each animation within the combined clip as needed to ensure a smooth transition between the animations.
- Once you have merged all the animation clips into the combined clip, you can delete the individual animation clips if desired. This is optional but can help keep your project organized.
- Finally, select the objects in Unity that you want to have the combined animation clip assigned to and drag the "CombinedAnimation" clip from the Animation window onto them. This will assign the combined animation clip to the selected sphere objects.

My best effort to follow this only gives one "CombinedAnimation" attached to all objects but a different animation for every curve's mesh because the actual animation of the curve is attached to its mesh.

When it comes to materials here's how the animation looks.

But there is no animation icon in the object.

My goal is to animate the visibility of two curves and the change of material of all the objects in the scene and export it to Unity.
I'm using Blender 3.2.2 and Unity 2021.3.5f1.


text:
How to import gITF file from Nomad Sculpt into Blender with layer painting?
I am very new to Blender and I am trying to import a gITF file from Nomad Sculpt.
Heres a description of what i've done:
Export gITF 2.0 file from nomad into google drive with the following checkboxes ticked:

Vertex colours
PBR  paint
Layers
Layer painting

Downloaded said file from google drive into my computer.
Imported the gITF file into Blender and turned on viewport shading as the object was in grey. (I followed a tutorial on youtube by 'Above Wongart"
The colours showed up but only as full colours on each layer. I created a humanoid so the body was in a solid colour and the hair was a solid colour too. What's missing, is the painting/drawing I did on those layers.
Any help would be incredibly appreciated! :)


text:
Export .ply file from .blend file
I'm facing a problem exporting a .ply file with colour information from a .blend file in Blender 3.5. While in the blender my object is displayed with the right texture when I export the file in .ply format, having selected the box "Vertex colors", no RGB information appears in the exported .ply file. Below you can see an image with the structure of the mesh file.What should i do in order to extract color information? Thank you very much!

From the Blender docs it looks as if the exporter isn't complete. In any case there have always been problems importing and exporting materials between different applications due to the different standards used. See: https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures for a comprehensive writeup.


text:
Geometry Nodes Images as Planes, Instance on Points always face camera
I have a wide scene with Geometry Nodes distributing Images as Planes across my entire scene, how can I ensure all the planes are facing the camera and/or does it matter?  I am noticing come color differences across the scene which could by lighting but I am thinking it could also be that the planes are not all facing the camera due to my wide angle focal length.  I'd at least like to learn/try and see what happens if I can tell blender to ensure the distributed objects are 'facing' my cameras sensor.  I have already aligned the planes to the front of my camera, maybe that's enough?  I found a thread to do this with a Particle Systems but I have GNs


text:
why are my textures randomizing whenever i reopen a file
i imported some objects from roblox studios and then closed the file and reopened it and it looked like this

(this isnt the original file i deleted that one this was a reattempt) it dosent happen every time i reopen it but once it does it does not change even if i re import the file it stays like that even on other projects i tried remaking  the file and after a while the same thing happened. i tried uv unwrapping it from a quick tutorial but that just made it worse and cover the entire model in those textures. i dont know what to do and im really new to blender

edit: the left is what the sword looks like before it gets messed up


text:
Black Noise in Small Principled BSDF Materials
I have been obsessing over an issue I have been facing for the last week. When rendering a set of keycaps (images below), the icons have black noise in them.
I have tried everything I can find in tutorials and have tweaked all of my render settings to try to eliminate the noise. I have no idea what is causing this issue.
I am using an HDRI background as the only light source, but that has worked for me in the past. The biggest change I made was upgrading to Blender 3.6.
Any advice on how to eliminate the black noise would be super appreciated.
Images in question:

Looks like Z-fighting, this means that you have two faces directly lying in the same place (or very close together) and the render engine cannot figure out which one to render on top. I guess the arrow faces are in the same location as the top face from the key. There should be a very small gap making the arrow lie slightly above the surface, so that the engine knows exactly which faces are visible to the camera and which are not.


text:
Show only contents of current folder in Asset Library
I've looked all over the place and can't find out how to only show the contents of the current folder in the Asset Library.  So if I'm in the main folder I only see assets in the main folder, not the 20 subfolders I have.


text:
Archimesh Wall reference
How to reference a wall of an Archimesh room using Python API?
Specifically I would like to create a window panel for a specific Wall Using Python API
I printed out the children names of object 'room' but could not find [Ww]all*. It seems to me like 'Wall' is not an object in Archimesh.
Then I printed out the data for the 'room' object (particularly the vertices (attached below), but could not interpret them properly.I am wondering if the first four vertices would correspond to the geometry of Wall1, etc. Please help confirm my understanding and the meaning or orders of these vertices.
Upon examining the output list of vertices. I noticed there are 22 of them. I had defined 6 walls. This should bring the total of vertices to 12. Why so many? Is it possible that Archimesh include the vertices of the children of the 'room' object as well
>>> for child in room_object.children:
...     print (child.name)
...
Baseboard
Ceiling
Door_Group
Door_Group.001
Door_Group.003
Door_Group.004
Floor
Window_Group
Window_Group.001
Window_Group.002
Window_Group.004
Window_Group.005
Window_Group.006
Window_Group.007
Window_Group.008

>>> room_object = bpy.data.objects['Room']
>>>
>>> # Access the object data of the room object
>>> room_data = room_object.data
>>>
>>> vertices = room_data.vertices
>>> for vertex in vertices:
...     # Do something with the vertex
...     print("Vertex coordinates:", vertex.co)
...
Vertex coordinates: <Vector (0.0000, 0.0000, 4.0000)>
Vertex coordinates: <Vector (0.0000, 0.0000, 0.0000)>
Vertex coordinates: <Vector (0.0000, 10.0000, 4.0000)>
Vertex coordinates: <Vector (0.0000, 10.0000, 0.0000)>
Vertex coordinates: <Vector (0.0000, 20.0000, 0.0000)>
Vertex coordinates: <Vector (0.0000, 20.0000, 4.0000)>
Vertex coordinates: <Vector (-7.5000, 20.0000, 4.0000)>
Vertex coordinates: <Vector (-7.5000, 20.0000, 0.0000)>
Vertex coordinates: <Vector (-15.0000, 20.0000, 0.0000)>
Vertex coordinates: <Vector (-15.0000, 20.0000, 4.0000)>
Vertex coordinates: <Vector (-17.4749, 17.5251, 4.0000)>
Vertex coordinates: <Vector (-17.4749, 17.5251, 0.0000)>
Vertex coordinates: <Vector (-19.9497, 15.0503, 0.0000)>
Vertex coordinates: <Vector (-19.9497, 15.0503, 4.0000)>
Vertex coordinates: <Vector (-19.9497, 10.0503, 4.0000)>
Vertex coordinates: <Vector (-19.9497, 10.0503, 0.0000)>
Vertex coordinates: <Vector (-19.9497, 5.0503, 0.0000)>
Vertex coordinates: <Vector (-19.9497, 5.0503, 4.0000)>
Vertex coordinates: <Vector (-17.4749, 2.5754, 4.0000)>
Vertex coordinates: <Vector (-17.4749, 2.5754, 0.0000)>
Vertex coordinates: <Vector (-15.0000, 0.1005, 0.0000)>
Vertex coordinates: <Vector (-15.0000, 0.1005, 4.0000)>
```


text:
Geometry Nodes: Looking for a way to latch a switch node until it is reset

Here is what I am trying to accomplish. The Integer Switch Node (label 5) which is controlled by the output of the Boolean And Node (label 6) is normally false allowing the next edge iteration to pass to the next loop step. However, when the current vertex finds a coincident edge that it is not attached to, the Boolean And Node (label 6) becomes true.  At this point I would like for the Integer Switch Node (label 5) to become true and stay that way, locking the Edge Integer at 0 , until reset. One solution that came to mind was a latch, like maybe a Nand Latch. The two Not And Boolean Nodes (label 2 & 3) are what I tried to make the latch with but as you can see that clearly does not work. I was thinking of using the output of (label 4) to control the reset and when the Boolean And Node (label 6) goes true the Not Node (label 1) becomes false setting the latch.
I am probably overthinking this whole thing. What I would like to do is keep the next loop steps from searching for an edge after the current vertex finds one and then at the next vertex iteration start looking for edges again by allowing the edge iterations to go back to normal, not be locked at 0. Any ideas would be helpful.


text:
my smoke simulation is barely visible in cycles
I am trying to do some smoke simulation so I tried it my self everything is good for now , but when I tried to bake it the smoke is barely visible As you can see in the pictures my settings , I want to make the smoke kind of like dissolve to the floor which is I tried to follow the video here on https://www.youtube.com/watch?v=qmBxaFgawLI&ab_channel=Polyfjord , how can I make the smoke visible and also dissolve like this ?
thanks in advance to everyone

Polyfjord has video tutorials about smoke simulations, why not watch them? There he explains dissolving smoke and also how to setup a smoke material for the domain. Unfortunately you did not even provide a screenshot of the smoke material setup - which is what it makes appear in render. So how should we find out what is wrong? At first of all I would say, maybe you should increase the density in the smoke material? And for Polyfjord, instead of trying to guess what to do from the result, you should watch the tutorial on creating it: https://www.youtube.com/watch?v=R3JKDEyPj6g


text:
Grease pencil gets all jittery once rendered
Basically, I've got a render of a room here:

However when I add my character the render shows grease pencil strokes all jittery

And the weird part is that the viewport looks completely fine.
I think that this is due my pc specs, however, I am not certain.
The render engine is Eevee


text:
Create an ArchiMesh Truss using Python API
Someone who is familiar with Archimesh Python API, please give me an example on how to add a truss given two Vectors of vertices. Or point me to the archimesh API documentation. Many thanks.


text:
I'm trying to render this glass space helmet, how would you approach this?
I'm trying to texture this character and I'm stuck on the glass helmet I designed for him. I'm trying to light up his face as it looks lifeless inside the glass. Adding more lights an HDRI doesn't seem to help much. I put a light directly inside and it improved it, but I'm stuck with the point light dot in the render.
I also originally wanted the glass helmet to be a very light and transparent yellow while the character inside is tinted in a saturated orange.

Translucent is for objects that should let light pass through from behind, you will probably want to use the light path solution here:  https://i.stack.imgur.com/2U4k2.png


text:
Solidify modifier glitch/detachment
Very weird solidify glitch: when I apply it, it just peels off from my model. Screenshots are here. Idk how to add .blend here :c


text:
How to create a Seamless tileable triangular plane?
I have a problem with creating a Seamless tileable triangular plane in Blender. This is what I created in Blender:

As you can see, this is not a tileable plane. How can I achieve that? Is it possible?
Also, you need to know that I don't use Geometry Nodes, because I don't know anything about that. But if your solution is about Geometry Node, please give me a resource or a simple example.
Update:
I need to create a tileable plane to make a texture by that to export them into UE
see this example :
https://blender.stackexchange.com/a/273006
@quellenform has created a tile mesh. But this is not a triangular mesh. I need something like that but with a triangle. I tried to change that but I can't success

What do you mean by "seamless"? Do you want to tile it?

can you add a drawing of how you want the final output to look like so we can understand what you mean by "seamless"

By 'Seamless', do you mean 'flat', 'with straight sides', or somesuch? Please clarify.

@indiedeveloper you were missing the word "tileable" in your post, so now that you have clarified that, I have updated your post to reflect this. It would be good to know why you want to do that because maybe there is a better solution than using bad topology. Maybe you should use a tileable triangulated texture instead so you can stick with clean quad topology.

"But this is not a triangular mesh" - you literally just need to insert "Triangulate" node after the left "Grid" node.

This is the simplest workflow I could come up with (also while I swear I've done that in the past using sculpting and tileable settings, I couldn't figure how to do it today…)

In the new file AXD to delete everything.
⬆ ShiftA, MP Add a Plane.
Numpad 7 Top Orthographic View.
⎇ AltD For Linked Duplicate, X2↩ Enter to offset to the right.
⎇ AltD, X-4↩ Enter this time offset to the left (of the original plane).
A Select All, ⎇ AltD, Y2↩ Enter, ⎇ AltD, Y-4↩ Enter.

If you use Autohotkey, you can just run a macro like this:
F12:: Send axdAmp{Numpad7}!dx2{Enter}!dx-4{Enter}a!dy2{Enter}!dy-4{Enter}

Select the middle (original) tile.
⭾ Tab Edit Mode.
1 Vertex Selection Mode.
Select bottom-right vert and XV delete it.
A Select All.
$\color{#888}{█0}\color{green}{█}$ right click, S Subdivide; F9 adjust the number of cuts (I've chosen 10).
Enable the Proportional Editing, Random with very big Proportional Size:

For convenience select two endpoints (top-right and bottom-left) and H hide them.
Select any vertex and G Move it a little bit up and left, you can use $\color{#888}{█}\color{green}⬇\color{#888}{█}$ mouse wheel down (not up, as it will decrease to small size rather quickly) to change the randomization seed to find something you like.
Do the same but now G Move down and right by about the same distance.

Use $\color{#888}{█}\color{green}0\color{#888}{█}$ middle mouse button to freely change the view and then repeat the last steps to GZ randomly move up and down.

O Disable Proportional Editing.

Enable Vertex Snapping:

⎇ AltH reveal two hidden vertices.
Localize the original top-left corner. It could be easier if you assigned it to a vertex group earlier, but you could also select the endpoints (just revealed), and press ✲ CtrlNumpad + to Select More until all but one vertices are selected (and then ✲ CtrlI to Invert Selection).
Might be a good idea to move this top-left corner vertex a little bit to the top-left to really be a corner.
Now G Move the endpoints to their nearest copy of the top-left corner:

It's already tiled, you just need to copy the repeating left border to the right, and top border to the bottom and by ⬆ ShiftD duplicating them and AMB Merging by Distance:

And finally A Select All and use F3 Grid Fill.
F9 Adjust the number of cuts to be the same as in p. 12.
✲ CtrlT Triangulate.

If you wanted a flatter tile, rather than going back to p. 17. you can just ASZ:

You could also select the rim by going to 2 Edge Selection Mode, selecting one edge that surely is inside, then ⬆ ShiftG Select Similar, by A Amount of Faces Around an Edge,  and ✲ CtrlI Invert Selection, then add it to a vertex group, add a modifier using an inversion of this vertex group, then ⬆ Shift$\color{green}{█}\color{#888}{0█}$ drag select other tiles and ✲ CtrlL, P to Copy Modifiers - but you would get a better effect just randomly displacing less to begin with…

Rendering to a Texture
Simply position a camera with no rotation (looking straight down), above the surface, somewhere close to the Z axis (XY close to origin), though it doesn't have to be exactly at the center (because there are no seams anyway), set camera type to orthographic, scale to $2$ (based on the dimensions of the plane), output resolution to equal width and height (again based on the dimensions of the plane) add a Sun light, render.

@indiedeveloper you absolutely can. Not sure if you want an image, but even then rendering the tile from the top with orthographic camera and the right lightning (Sun or just shadeless) will yield a seamlessly tiling texture.

If you're just trying to make a triangle shaped plane, do the following:

add a "plane"

go to edit mode and select two vertices

Type 'm' and select 'merge at center'

Done

just search for "What is a Seamless Texture (Tileable Texture)?" in google. but in my case i need "Seamless triangular plane"


text:
Aliasing on meshes that overlap grease pencil

(Blender ver 3.5.1) There's a white contrast outline around meshes in front of grease pencil objects. Grease pencil overlaps OKAY with grease pencil, and mesh overlaps OKAY with mesh, but mesh + grease pencil causes issue. Both in viewport and final render. Any way to have this not render?
Increasing the Anti-Aliasing threshold to 2.0 under Render Properties/Grease Pencil doesn't fix it.


text:
Custom render pass
I'm looking to develop a post-render diagnostics overlay and am not quite sure how to go about it.
I can add an opengl overlay to the viewport fine with the SpaceView3D draw_handler_add, but this of course will not show in the renderer.
How can I add this to the render result?
Ideally it would be great to have a custom opengl pass but not sure how to go about that in python.
I know I can just add this to the blender source in C, but I'd like to avoid modifying the source as much as possible in case I decide to distribute the addon.
Thanks!


text:
Can I run pie menu operator with two properties?
pie.operator("object.parent_set", text="Parent Object").type='OBJECT'

I can set the "object" type but I cannot set the "keep_transform" property to active.
pie.operator("object.parent_set", text="Parent Object", keep_transform=True).type='OBJECT'

I tried typing it like this but the option pie disappears from the menu.


text:
Compositing: scale without cropping?
In Compositing, picture scaling leads to image cropping, is it possible to avoid? After that I also apply translating, so my final result fits usual render output size, but during the processing I want to be able to keep higher dimensions.
I only googled out this: https://projects.blender.org/blender/blender/issues/35425 which says it's a planned feature, but that was 10 years ago, I hope it's doable now
PS: I need to scale X & Y differently and dynamically, so I can't just zoom the camera.


text:
Keyframe navigation for specific action/property
So I know you can chronologically navigate between all keyframes on a subject using the arrow-and-diamond button. I was wondering if there's a way to specify which property or action to navigate between instead of navigating on every single keyframe visible in the timeline.
For example, if I had keyframes where some are for changing the light's location and some keyframes are for changing the light's power, is there a way I can navigate between the keyframes that are specific to changing the light's power and ignore the keyframes for the light's location? That would make it a lot easier to tell where things are changing for specific properties.
If there is no way to do this, can you suggest a method to manage this type of animation easier? Should I be using the dope sheets or something else instead? I find that the timeline gets too clusters sometimes with the location, rotation, etc changes all bunched up together in one UI.

i think that's why there are markers...or you write (or search for) an add-on which assist you in your special case


text:
My Armature problem when exporting models with rigs as GLTF
I have a problem when I export my mesh with a rig as a GLTF, The model always cresses at the vertexes like this. Can someone help with this. I'm using Blender 3.6 by the way but it still happens on other versions of Blender.

It might be helpful to people trying to help you if you uploaded an example blend file to the site https://blend-exchange.com and add that link in the question.


text:
Should you always model a character to be rigged even if it's static?
I'm creating a scene that will have two characters.  For the most part it will be completely static.  The only animated parts will be an arm and a small head tilt.  I've done animation before but not on characters.  Should I design the character in a T-pose or is it fine to model them in the position they will be in and just rig the arm?  Will modeling them in a T-pose make it easier to make clothes?  I'm an intermediate to advanced user but this is my first dive into modeling a character.  Thank you for any help.

it depends ;) if you have lots of time and wanna learn rigging or you wanna reuse it later and animate more - rig it fully! if you are sure you will never use it again and just for that one animation, why wasting time with a full rig?


text:
Transparent patterns in shading
Hey guys trying to bake a transparent texture via Shading to a 3d model - .obj with a UV map - I have - black stripes with transparent background .png - but it's causing some trouble.
It seems to add a non-transparent gray layer in place where it should remain transparent.
Worse part is I made it work one time - but I didn't save a screenshot for reference of the node setup and now I'm lost again :facepalm:
This has been the setup I used: (in my case the texture was an image texture, and sorry for the quality but don't have access to my computer atm) I had narrow down the colorramp to project the texture, and Im pretty sure I made work once when I moved the Alpha of Principled BSDF to 0.0 but now it seems to return a fully black output in Shading, could someone please assist what am I missing


text:
Texture re-mapping a complex model generated with photoscan 3D
I need to model 3 complex objects.
They are made of chocolate.
1 Little bear
2 Dog
3 Santa hugging snowman
Final use is for a 3d viewer online.
So topology is not priority.
I run the way of 3D scanning and then importing as OBJ file.
Now I have some problems.

The model is full of triangles (it could be ok)
The mesh don't has detail
Details are generated by texture map
Texture map is a mess (see image)

I don't need a super accurate model, I could be happy also with the photoscanned material, but the texture is really mess, there are imperfections due to scratches, drops of condensation.
So I want to fix the texture map in photoshop, but it's really bad unwrapping.
What I can do?
Unwrap, bake texture and fix texture in photoshop and reapply?
But It's hard to unwrap with all these triangles.

You can rebake the texture to a new, more clean UV map to have a more "readable" image texture if you want. If the mesh is too meesy to unwrap for you, you can always consider retopo. Tools like quad remesher can do that automatically if you don't want to do it manually.


text:
Embergen simulations are not lookin correctly in blender
so i just imported the some vdb files into blender that i made in embergen but the smoke+fire effect is not lookin as embergen here is my node setup


text:
Image as Plane OBJECTS move others without them being parented
This is my first time trying (basic) 2D animation in Blender. I advanced the animation last friday from home and I re-opened the file today at my office and this happens:
Video Capture:
I'm opening this file now in Blender 3.5.0
I worked the file probably on another Blender version (not too old tho) I don't remember and can't check.
I'm making a 2D animation with Images as Planes. These are the imported settings I used:
(will only list the ones I did different from defaults)

Material Type = Shadeless
Plane Dimensions = Dpi / Definition = 600 (default)

In the video I show how some things are parented. However the objects that are moving each other ARE NOT PARENTED in any way. The main objects of interest to fix are:

background (not parented to anything)
proximamente_sign & screw (Parented to bastop_sing
ear_front_inner (Parented to invisible_wheel/Hamster/ear_front

As shown in the video. However you can also see how when I move the object Hamster, all it's children move further than the parent object (the empty body looking image)
Things I tried:

When I opened the file I noticed the Addon Import Images as Planes WAS NOT active. I thought it might be that so I installed it, deleted the file, and re-downloaded it BUT the problem persisted.
Checked Relations in the Object Properties to see if maybe I had moved anything but apparently not.
I tried deleting and re-importing these images. However when i do, they maintaing this "buggy parenting issue" behaviour (again, without them being parented at all)
Since I am animating and blocking certain Transform options on certain objects, I tested if by unlocking the transforms on the bastop_sign to see if the screw and the proximamente_sign would move independantly, but it failed.
When moving objects i also made sure to try being on the first frame of animation (frame cero)

I'm animating these 2D elements without a rig. I'm just keyframing positions and rotations on the objects. Maybe this is where I did wrong? I've animated 3D objects like this before with no issues. At this point I don't know if this is an Images to Planes or an animation bug. Or maybe a combination of these. Maybe something I did went wrong.
If anyone knows a solution to this, or has any idea on what else I can check to get a lead I'd really appreciate it.
PD. When I made the file I moved all the objects to different z positions to create my "layers", and objects were moving independently from each other. It is now that I have re-opened the file that everything when wrong.
For moving these objects and continuing my work I'm trying a workaround. I'm blocking these object's position transforms when moving a another object to the desired "layer" height. I'm still going to find out if I can animated these without issue. This is still a strange problem, so I will leave the question up. I'd still like to know if this is a bug and if there is a viable solution
UPDATE: Yes, I had active the proportional editting tool


text:
Animation Rendering Error
I’m new to animations and I just finished my second animation, but I have a problem when I press the ''Render Animation" Button, it only renders 1 picture/frame and when I open the file to where I saved it, it says “File isn’t supported or file is corrupt” that kind of stuff. Is anyone able to help me render my animation (video) please? Thank you!

To answer the question, we need to know how you render your animation (as *.png files? as *.mov file?). What are the output settings? What do you mean by "it only renders 1 picture/frame"? It should always be exactly 1 image per frame, right? What is the problem here?


text:
PBR textures appearing as solid colour
whenever i use PBR textures the texture never appears? it’s just a solid colour. I have tried multiple things including re-downloading Blender but nothing seems to work… I am very new to blender and would appreciate some help

Just a note, it helps to answer your question if you post a screenshot of the whole screen. -- About your problem: are you in the Material Preview or Render mode? (key Z)


text:
When my model is exported to gltf, the model is deformed. What is the problem?

It looks like the body of the dish has stretched and the bracket is normal.
Looking forward to and thanks for your answer~

I don't know much about export formats, but did you apply the scale to your dish before exporting (Ctrl-A > Scale in Object mode)?


text:
Rotating Camera Clipping Plane
I'm trying to create a Portal Effect using Blender and I am trying to find a way to cut objects in front of the Portal cameras like in this video.

Unfortunately a limitation of Blender is that I cannot rotate the camera clipping plane, and just changing the clip start can only work in some situations. I found some other similar posts like this one and this one, but using Boolean modifiers wouldn't be preferrable since I would need to apply it to every single object in my scene. There seems to be a feature like this in Luxcore, but essentially what I'm asking is is there a way to somehow rotate the clipping plane this in Blender? If not, is there a way to code it in? Thanks

You could do this at shader level, but it might take some work if you have lots of different materials in your scene, though a node group may alleviate somewhat


text:
Some parts of my mesh getting see through when i zoom or change the view angle
Some parts of my mesh getting see through when i zoom or change the view angle in edit mode.
tried change clip distance but nothing change

enter image description here


text:
Ways to increase texture resolution
I have a quite big object to texturize and even with 4k resolution textures are blurry. Ofcourse I will overlap everything that I can, but it's still not enough. The model is hull for transport and I see only one variant - to split it on outside part and inside part (so it will be easier to use substance smart materials).
But how can I do this so it will be correct way? I mean if for example my model will be imported in some game engine. Should I do it it like that:

Or using one sided models even if they be inside each other a bad idea and I should do something like that:

In second case area is still big but I can just overlap and squize to minimum invisible parts that will be inside each over.
Or maybe there's more ways to resolve my problem? I'm not very experiensed unfortunatelly :(
I know that there's UDIM variant but I think it's not correct to use them in my situation.


text:
Obtaining camera extrinsics (4x4) from Python
I have a computer vision task and I'm trying to generate synthetic data. I managed to output RGB and depth images from the camera, while also animating the camera to move around the scene.
In my processing, I obtain points in the camera coordinate system, and I want to transform them back into the world coordinate system.
To do this, I consider the matrix_world attribute of the camera, which if I'm not wrong represents a transformation matrix such that given a point p_w in the world coordinate system, the matrix product p_c = M_w * p_w where p_c is a point in the camera coordinate system.
For my task, I need to convert points in the camera reference system to points in the world coordinate system, so I simply invert the matrix_world of my camera and premultiply it with the point. This process happens for every frame in the animation, and the matrix I obtain from blender is almost always different between one frame and another.
Unfortunately, even though the target I'm tracking is static, the transformed points seem are moving in the world coordinate system... any idea of where I could be getting this wrong?
This is the code I use to extract the matrices
with open('C:\\Users\\HP\\Blender\\5\\camera_transform.csv', 'w') as f:
    mw = D.objects['Camera'].matrix_world
    f.write('frame_id, T11, T12, T13, T14, T21, T22, T23, T24, T31, T32, T33, T34, T41, T42, T43, T44\r\n')
    for frames in range(C.scene.frame_start, C.scene.frame_end+1):
        C.scene.frame_set(frames)
        out_list = []
        for x in mw:
            for y in x:
                out_list.append(y)
        output = "{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{},{}\r\n".format(frames, *out_list)
        f.write(output)


text:
Why eyedropper is not working in invoke popup while it is working on Panel?
I have a PointerProperty that selects objects I want to add a shortcut to the operator but the eyedropper is not working in this operator as it is working in the panel.
I want the eyedropper to work as it does on the panel.
import bpy

class CUSTOM_PT_PANEL(bpy.types.Panel):
    bl_label = "Custom"
    bl_idname = "CUSTOM_PT_PANEL"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Custom".upper()

    def draw(self,context):
        layout = self.layout
        layout.operator(CUSTOM_PT_OPERATOR.bl_idname)

class CUSTOM_PT_OPERATOR(bpy.types.Operator):
    bl_label = "Operator"
    bl_idname = "custom.does_nothing"
    bl_description = ""
    bl_options = {"REGISTER", "UNDO"}

    def execute(self,context):
        return {"FINISHED"}

    def invoke(self,context,event):
        return context.window_manager.invoke_popup(self)

    def draw(self,context):
        layout = self.layout
        layout.prop(context.scene,"select_obj")

classes = [CUSTOM_PT_PANEL,CUSTOM_PT_OPERATOR]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.select_obj = bpy.props.PointerProperty(type=bpy.types.Object)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()
```

Don't know what you mean. Your exact same code works for me. Try executing bpy.ops.custom.does_nothing('INVOKE_DEFAULT') when calling from python api.


text:
What are the steps for modifying (re-sculpting) the face and body of a purchased character (textured, rigged and posed)?
I purchased a character I thought was close to what I needed thinking I could make minor changes to the face and body. I started by hiding the rig and separating the head and applying scale.
Then I switched to edit mode and selected a vertex in the center for the face and hit num-pad period so I could symetrize.

Then I went into sculpt mode and made changes, went back to edit mode and just moved the face around a bit and went back to sculpt mode and this happened:

I think it's because I started with a pose that wasn't a T pose and I didn't un-parent the rig but I'm guessing because I'm new to 3d (just 1 month). I know I will have to retopo the face and change the UV map and adjust the face rig and all the shapekeys.
I searched for a tutorial that gives an overview of the steps for doing this and can't find anything. I would appreciate any advice. I imagine I'm not the only one who wants to modify an existing character. BTW this is for an animation not a game engine. Meanwhile I'll try un-parenting the rig..


text:
Viewport Glitches when using large scale objects
I am currently working on a simulation to see how the earth would be affected and or how humans would be affected if the sun turned off for 1 second. whenever I add in a line to show the distance between the sun and the earth, and I go to the end of said line, the entire view port begins to glitch.
The Clip start is 1m and the end is 1000m. this is currently the best clip size result that I could find, increasing/decreasing the clip size only makes this effect worse


text:
Having an Issue Rendering Where it just renders a wierd image
Recently i have tried my hand at blender and when i went to render a image it was this very messed up looking render, this is what the camera says its showing but when i go to render it shows this other render that is completely messed up and looks nothing like it does in blender. in both cycles and eevee

Could be objects in the outliner disabled for viewport but enabled for render (camera icon)


text:
Shadows appear when shrink wrap is used
I want to put decals on the surface of a face object, but I am having trouble with shadows appearing.
I can already remedy this by unchecking the shadows in the visibility, but is there any way to fix this using a material node?


text:
Is there an easy way to join objects and create a new texture only showing the visible parts?
Today I faced the problem that Blender suddenly crashed every time I opened render view or started actually rendering. I knew that my scene could cause issues like that one day as I filled it up with many (free) objects which I found on several platforms - so neither the meshes nor the textures are optimized I think.
Okay, to keep things short: one part of the scene is a book shelf with many books on it. By now every book is an object on its own with it's own material with 3 PBR image maps showing the front and back side as well as the spine (I think this is the word for it - sorry, I am not a native English speaker). I have 30 or 40 books in the scene where you usually only see the spine (as the front and the back side are hidden by the books nearby, they stand in a row) so I wondered if there is a good way to a) join the books standing close to each other to get one object and b) generating one material with images which only include the visible parts. So in this way I may achieve to join 20 books in a row, reduce the faces by deleting the not visible part and somehow reduce the 20 materials each with 3 texture maps to one material with the "merged" 3 texture maps.
I hope it became clear... Basically the question is: how can I reduce textures / materials in a scene when I know that large parts of the textures are never seen?


text:
Artifacts when generating images with Blender
I have noticed that some images that I'm rendering with Cycles gets a weird artefact (horizontal lines) see pictures. What is it causing this? I don't get it when rendering with Eevee


text:
Geometry nodes animation intersection
How to remove intersection between those light rays which was made from planes and animated via geometry nodes and a cube.

I'd like to make an animation when the light rays will be only from the upper side of the cube which is without face. Second screen is a my geometry nodes setup. Thanks


text:
How do i connect a curve based hair to the skeleton?
I tried to connect the hair to the head/spine bone as you normally would but since the hair is as long as the body and it should follow it all over, how would I go about connecting it to the entire skeleton so it follows the mesh during posing.


text:
how to grow grass on path for flowing from one point to another?
https://www.instagram.com/p/CumziCOrnk5/
I wanted to make animation like this but i want to animation grass on curve like this but it should start growing and end after some time like a loop flowing in this infinite direction.

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.


text:
Compositing 1 light through an object?
In this scene, I want Ball 1 to be hit by both lights A+B, but light B to pass through Ball 2 (not casting a shadow on Ball 1)
Ball 2, I want to be hit by light A, but not light B
So how do I make ball 2 an alpha for light B only?
I've been trying to render 2 layers with an Alpha Over in the compositor but with no luck so far.


text:
Asset browser shows assets from a file where a mesh is parented to another
Blendfile has two objects: A Wine Bottle plus the Wine in it Wine is parented to Bottle. In the viewport when you move the bottle wine moves with it. Not the other way around as expected. Both are set as assets.
But in a new blend scene when I look up these assets in asset browser I see them both. If I use the parent asset (i.e. Bottle) the wine is missing. If I use the child (i.e. wine) it come with the bottle. This is exactly opposite of expectation (child should move with the parent even from the asset browser to current file)
Is this a bug? I am using Blender 4.6LTS


text:
Python Blender .Blend Export and Back-Link Script (persistent handler problem)
I'm trying to create a blender script that will move selected objects to a new .blend file and then link those specific objects back to the original file.
This would be extremely useful to me and my workflow. Since Blend files can get kind of cluttered with objects and I figured it would be really nice to be able to partition them off to different files.
I've tried the following code but I have had problems with handler methods. For some reason I can't get the first .Blend file to link the objects.
...
I apologize in advance since I am new to python, and blender scripts...
Here's the code:
import bpy
from bpy.app.handlers import persistent

filep = bpy.data.filepath

#Moves chosen objects to a collection
collection = bpy.data.collections.new( "link" )
bpy.context.scene.collection.children.link(collection)

for obj in bpy.context.selected_objects:
    for coll in obj.users_collection:
            # Unlink the object
            coll.objects.unlink(obj)
    collection.objects.link( obj )
bpy.context.view_layer.active_layer_collection = bpy.context.view_layer.layer_collection.children[collection.name]

bpy.ops.wm.save_as_mainfile(filepath=filep)

#Creates a New File with isolated objects...
bpy.ops.wm.save_as_mainfile('INVOKE_AREA')

for c in bpy.data.collections:
    if c.name != collection.name:
        bpy.data.collections.remove(c)

for a in bpy.data.objects:
    f = False
    for b in bpy.context.selected_objects:
        if a == b:
            f = True
    if f == False:
        bpy.data.objects.remove(a, do_unlink=True)

#[THE PROBLEM-]: LINKING Handler: supposed to link objects back to Main File..
name = collection.name
h = bpy.data.filepath
g = bpy.path.basename
@persistent
def load_handler():
    bpy.ops.wm.link(directory= h + "/Collection/", filepath= g, filename=name)

bpy.app.handlers.load_post.append(load_handler)

#open original file
bpy.ops.wm.open_mainfile(filepath=filep)


text:
Editing Vertices, Edges, & Faces in Edit Mode
I have a FloatProperty that I'm displaying in a Panel in the VIEW_3D. With its get and set methods, I'm trying to adjust the selected edges' lengths (code, below). The issue is that the mesh's information doesn't update without switching to OBJECT mode. That's not possible when the property is being drawn in a VIEW_3D Panel in EDIT mode. How can I approach this to where I can edit the mesh's vertices, edges, and faces with the API in real time?
def get_selected_edges_length(self):
    if bpy.context.object is None or bpy.context.object.type != 'MESH':
        return 0.0

    obj = bpy.context.object
    mesh = obj.data

    if bpy.context.mode != 'EDIT_MESH':
        return 0.0

    selected_edges = [e for e in mesh.edges if e.select]
    total_length = 0.0

    if len(selected_edges) > 0:
        for edge in selected_edges:
            verts = [obj.matrix_world @ mesh.vertices[vert_id].co for vert_id in edge.vertices]
            total_length += (verts[1] - verts[0]).length

    return total_length

def set_selected_edges_length(self, length):
    if bpy.context.object is None or bpy.context.object.type != 'MESH':
        return

    obj = bpy.context.object
    mesh = obj.data

    if bpy.context.mode != 'EDIT_MESH':
        return

    if length <= 0.0:
        return

    if bpy.context.tool_settings.mesh_select_mode[1]:
        active_vertex = obj.matrix_world @ mesh.vertices[mesh.edges[obj.data.edges.active.index].vertices[1]].co
    else:
        active_vertex = obj.matrix_world @ mesh.vertices[mesh.edges[obj.data.edges.active.index].vertices[0]].co

    selected_edges = [e for e in mesh.edges if e.select]

    if len(selected_edges) > 0:
        for edge in selected_edges:
            verts = [obj.matrix_world @ mesh.vertices[vert_id].co for vert_idin edge.vertices]
            original_length = (verts[1] - verts[0]).length
            current_length = length
            scale_factor = current_length / original_length

            if bpy.context.tool_settings.mesh_select_mode[1]:
                mid_point = (verts[0] + active_vertex) * 0.5
                verts[0] = mid_point + (verts[0] - mid_point) * scale_factor
                verts[1] = mid_point + (verts[1] - mid_point) * scale_factor
            else:
                verts[0] = active_vertex + (verts[0] - active_vertex) * scale_factor
                verts[1] = active_vertex + (verts[1] - active_vertex) * scale_factor

            for i, vert_idin enumerate(edge.vertices):
                mesh.vertices[vert_id].co = obj.matrix_world.inverted() @ verts[i]


text:
Exporting to FBX stretches out bones
I have a rig I'm trying to animate, but when I export the animation to an FBX file, the bones get all stretched out.
It looks like the feet and hand bones are moving away from where they're supposed to be, but I'm new to blender and I can't for the like of me figure it out. Here's some pictures to show what's happening.
I'm trying to make animations for Unity. The animations look the same in the Windows 3D Model Viewer as they do in Unity, so I know it's not just a Windows issue.
Model in Blender: https://i.stack.imgur.com/ZjorS.jpg
Model through 3D Model Viewer: https://i.stack.imgur.com/0j7eX.png

Please insert your images directly into your question rather than adding links to them. People reading your post are much more likely to answer a question where they can see the images rather than having to follow links to view them. See: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post It might also be helpful to include a link to your Blend file which you can do via https://blend-exchange.com/ following the instructions on that page to add the link to your question.


text:
Shadows and grease pencil have disappeared
I'm having problems in this image. When I started creating it, there were cast shadows under the cloud in the foreground, and the Zeppelin. There are also supposed to be spinning propellers on each of the engines, but somewhere along the way they both disappeared. I've tried re-appending the Zeppelin from a file in which the grease pencil is visible, but it disappears once appended to this file. blender file Does anyone have any suggestions to get shadows to get those elements back?

Without the blend file, it's unlikely for someone here to track down the issue. Please upload your file here: https://blend-exchange.com/


text:
Skeleton Smaller Than Mesh
Skeleton issue on blender. I know this has something to do with Blender since I've opened it with the 3D Viewer on Windows and it works fine. I've messed around with the FBX options in Blender but nothing seems to work.

It might be helpful to people trying to help you if you uploaded an example blend file to the site https://blend-exchange.com and add that link in the question.


text:
OBJ Texture Export doesn't work with Diffuse Shader?
I got a model which I should export as OBJ with Material Infos + Textures so it could be used in Unity easily. I adjusted my Settings (Checked Materials + Paths Copy) and exported my objs and saw that some had a referenced texture in the mtl file and some had not.
So I tested and noticed that the Materials that used Mixed Shaders or the Diffuse Shader didn't reference the texture, while when I replaced the Diffuse with the Pricipled BSDF it now does everything fine.
Is there an explanation for that? Or a workaround? Otherwise I'd be not able to use more complex shaders for export.

Read through https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures


text:
rigid body bake - how to make a long rigid body animation?
So i made a little longer animation (> 1000 frames) with a bit more complicated rigid body physics (a vehicle driving around).
All went well, but...
after frame 500 it got really annoying that i have to start the rb simulation always at frame 0 to see what's really going on, because if you start in the "middle" in won't be the same as if you start at frame 0.
AFAIK you can only bake all, but not in "substeps" (e.g. bake only frame 1-100, then change rb settings from 101-200 and then bake 101-200) ...so...
how do you guys solve this problem so that you can have one single cam shot of that?
Or do you make clever "cuts" where the camera show something else and then you start a new rigid body simulation?
...and tbh i would never have the patience to even start a 10000 frame rb sim....


text:
Part of car animation scene is getting clipped out by something in viewport and final render

below image shows the camera view in both solid and rendered views. In top image you can see part of a car is clipped out. i need to see the whole scene in camera view. this issue also exist in final render


text:
Color Palette Swatches in UI
I'm using vertex paint to blend materials and i'd love to just have a red, green, blue swatches on the ui without having to go into the color picker every time
Is there an option or addon to bring swathces on the screen?


text:
How do you have a different texture material for the interior sides of an object than exterior?
So I made a bus. The exterior of the bus has a texture material. The purple mesh "body" shows up in game. But the interior is all transparent.
Now the way to bake/uv map interiors is by flipping normals. But what is the exact process to splitting the bakes in the object hierarchy or organizing them in the pane in the right most object window/material window ?


text:
A shader that changes all surfaces to black or white depending on amount of light hitting the object
Here's what I'm trying to do:
I want an eevee shader that detects if an object is in direct light, say from a sunlight source. It then paints the ENTIRE object white, not just a surface. If the object is in shade, it paints the ENTIRE object black. Is there any way to achieve this?


text:
In Blender 2.8, can we create a "hidden" Vector input for a node group like that of a Texture node with Python?
In Blender 2.8, ShaderNodeSockets don't have the hide_value function, so I can't create a Vector socket and then hide it. This makes me think there must be another type of Vector socket which does not display the input value channels because if I create a new Input socket by connecting the Vector input of a Texture node, I get the Vector socket with hidden inputs that I wanted.
Is there a specific type of Vector NodeSocket which does not display the input values?


text:
How to externally execute a commands/scripts against the current scene rather than open a new blender window?
I am animator. My work consists of using 2D and 3D animtations together. For this reason, I recently installed blender soley for the grease pencil features.
I may exapnd my usage later on but right now I just want to get up and running.
I want to integrate blender into my existing toolset, so I can operate blender through the same interfaces I operate Maya and others tools with.
To do this, I essentially need a way to execute arbitrary Python code or blender commands externally.
The solutions I have across for Blender all lead to the creation of a new blender window when I execute them.
I want to target an already open blender scene, no different than manually invoking, say, Edit > Undo in a blender window.
In Maya I have a number of ways to do this. Command Ports being the ideal method.
Right now, I am really looking for quick and dirty way to get up and running. In Maya a quick way to execute externall Mel or Python code against an open scene is something like this:
Source "c:\temp\SomeCode.mel"

Then in Maya define a hotkey to run the above code. Then through AutoHokey/PowerShell change the contents of the SomeCode.mel file and then trigger the hotkey. The code will be triggred in Maya as if it were manually invoked.
I am open to whatever method will get the job done. Thanks for any help.


text:
Artifacts into UE5.1.1
I'm trying to import a FBX file into Unreal Engine 5.1.1 and appear this artifacts on the mesh of the model, I check out the face orientations and recalculate the normals otside and nothing change, does anyone know what happend?


text:
Randomly rotated Instance mesh along multiple trimmed curves
My situation : I have one bezier curve object with multiple lines inside it. I'm using Geometry Nodes to spawn instances of a mesh along each curve. I want to animate each curve growing, and I want instances to be spawned at regular intervals, with a scale according to their position on the curve, each having a random rotation, but while I animate the curves growing, I don't want instances to move or to rotate.
My problem : my setup works fine for the first curve I draw in the bezier object, but not for the concurrent ones :

Here's my current setup :

I could always create one Bezier object for each curve but I intend to draw a lot of them so I'm trying to find a fix to my problem.


text:
Intersection in geometry nodes
is there a method to join those edges when intersecting or not? Also It would be great that metode will work in z axis also. I've tried to make it with boolean node but with no luck.


text:
Object creates blank render, when object is disabled render works correctly
I have a confusing issue. I'm trying to create an orthographic render of my terrain for a heightmap. But if my terrain object is enabled for rendering, my renders are blank. If I disable it, my renders work correctly. I tested it with a cube object. With the terrain enabled, the render is blank, when I disable the terrain, the cube gets rendered. I have no idea what's going on.


text:
Grease Pencil Line Art - Limiting silhouette stroke extents
I'm using the Grease Pencil line art modifier to render outlines on very simple meshes. Just planar squares and circles for the moment.
By default, the Line Art modifier will draw a GP stroke around the entirety of an object's silhouette, e.g. the four edges of a mesh plane. Is it possible to, for example, not have one edge of a plane receive a GP stroke? My first thought was to tag the edge as a hard edge or crease and then switch that off, but there is no corresponding setting in the LA modifier to not render edges/creases.
The Line Art modifier will accept multiple entries in the material properties, and it is possible to create a standard stroke material for where I want outlines, as well as a holdout or fully transparent material for where I don't. But I don't understand how to assign these different materials to different edges of a single mesh, or if that is even possible. The Line Art modifier is applied to a LineArt object which is entirely separate from the mesh object I want to define the materials on, so it's not like I can set materials on selected edges in edit mode. Is this where pass index or material masks are used? The Blender documentation isn't very helpful in the practical applications of either.


text:
Panorama Tracker add-on for 2.80+
There used to be a panorama tracker add-on for 2.7 which allowed you to stabilise 360 degree videos. It worked really well but stopped working with Blender 2.8.
https://github.com/dfelinto/Panorama-Tracker
I had a look at porting this over but it's a bit over my head.
Is there an alternative solution for Blender 3.6 or even 2.83?


text:
Texture painting paints another place due to UV overlapping. How could I fix it?

No subsurf modifier applied mesh. UV islands stick together.

Like above image, When texture painting, painting near seams paints wrong place.
Reducing bleed px won't solve the problem.

I cleared some seams to fix the problem but it still happens another place.
Do I have to move the uv island manually to avoid overlapping problem or is there a better way to fix it?

If the UVs are overlapping you have no other choice but moving the islands, yes


text:
Putting huge blender folder from pc to external harddrive
I'm almost out memory on my computer. I just bought an external harddrive. I have a huge gb blender folder on my pc. is there a way to put this file on my external harddrive without losing all the textures? The files still open but all the textures are missing. How do I put it on my harddrive witout this error?

You can find out where Blender expects to find any missing files by using Blender's File > External Data > Report Missing Files menu with your Blend file open.


text:
1 Material 1 Texture from Blender to Unity
So i have a model that has Transparent Eyelashes. I created an Atlas for all textures(Body,eyelashes, eyes etc) So Atlas image is png Transparent. The principle i use is 1 Material 1 Texture for every model but when i export it as .fbx and import it in Unity eyelashes look weird. Rendering mode is Opaque but if i change it to Transparent it looks like this Any help please? I’ve been struggling with this issue for days. In blender it looks fine when i connect the Alpha from Image Texture to Alpha in Principled BSDF. Even using Alpha Clipping still makes it look weird. If i use One material for Eyelashes and change it to transparent then it works fine BUT we don’t want to use more then 1 material. Is there a way?

One note. The Eyelashes texture by itself isn't transparent.


text:
Blender 2d Stroke Tab disappeared in grease pencil panel
I am doing 2d work and the Stroke tab in the grease pencil panel disappeared so I can't see my layers anymore. How do I get it back?

What it used to look like

What it looks like now


text:
how to keep specific light sources from effecting an object
I'm having a problem where I need to have light sources illuminate an object with a glass material to get it to look brighter. My issue is that the lights shine through the material and glow on to the surface outside

I would use view layers but that got me a result that made the surface look transparent

I need to know if there is a way to get the light to still illuminate the gemstones on the crown but also not spill through to illuminate anything else.
These are the settings I use on each light with their respected colors

My blend file is a bit too large to send over the internet so let me know if I should recreate the issue in a new file

https://blender.stackexchange.com/questions/983/exclusive-lighting/ https://blender.stackexchange.com/questions/266833/how-to-properly-use-cycles-light-groups


text:
How can I make a BVH armature with no discernable rest position into a T-Pose?
I'm trying to work with some mocap data.  I found this BVH and imported it.
It walks great, but it has no t-pose.  When I go into edit mode, the armature doesn't resemble anything at all.
How can I get a t-pose out of this?  I've found other questions about changing a rest position (Put Armature Rest Position to T pose), but this seems to be beyond that scope.  I can't figure out a way to animate this at all.

Suspect I'll find the answer here: https://blender.stackexchange.com/a/72190/33487


text:
How can I remap the axes of an NDOF device in Blender 3.4?
While learning how to navigate with a NDOF device, I noticed that it seemed much more intuitive in FreeCAD than in Blender.  I am trying for the "reach in to the screen and grab the object" configuration.  These are my NDOF settings so far:

I also found Navigation, Orbit Around Selection very useful.
In both applications:

Moving the puck up/down/left/right moves the object up, down, left and right within the viewport
Pulling the puck up and pushing it down bring the object closer and move it further away respectively
Tipping (rotating) the puck forwards and backwards controls tilt.  This makes it easy to orbit in this direction by combining this movement with puck up/down

But in FreeCAD, tipping the puck to the left or right pans around the object while turning the puck like a dial rolls the camera.
In Blender, moving the puck like a dial pans around the object.  Tipping left/right does nothing because Turntable and that's great.
I'd like to remap the tipping left/right axis to control panning around the object because I think this is what makes it more intuitive to use in FreeCAD.  Combining the "dial" movement of the puck with moving it left/right to pan around the object while keeping it in view is very difficult and doesn't work the same way as tilting around the object.
How can I remap the axes, or is there a better approach to achieve the desired behavior?

Regarding "typos": "axes" is plural of "axis".  1 axis, 2 axes.