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Geometry is not highlighting in edit mode in 3.6 or 3.6.1
I’m having a big problem with the 3.6 series of updates…or maybe it’s me. I have a character I have been working on for an animation project. I have upgraded to version 3.6 then 3.6.1 but, during this time I was primarily working on hair and learning its intricacies and options along with clothing so, I didn’t touch the main mesh. Now I am trying another approach using weight painting for hair, and found that I can’t see anything I attempt to edit on the main character body. When I go into edit mode I can’t highlight a vertex, edge, or face for editing, I can move it, delete, etc but, I can’t see what is selected, nothing highlights so I’m working blind. I also can’t see any of my seams. I keep a series of versions of the character running in case of trouble (like this) and went back to older versions and still have the same problem. Then I loaded back version 3.5.1 and everything works fine, I can edit the character as usual. In version 3.6.1 I have no control of seeing what character geometry I’m working with, a little tough for weight painting or group selecting. In 3.5.1 I do so, I loaded 3.6.0 on another machine (Blender won’t let me install 3.6.0 and 3.6.1 on the same machine), same result so it seems to have started with my upgrading to 3.6. I put 3.5 and 3.6/61 on side by side screens and went systematically through just about every setting and menu to see if I bumped something or if something new was added that caused it but everything seems to line up. Next, in 3.6.1, I copied the main mesh, slid it over and converted it to mesh, all my seams were back and I could see the hi-lite of whatever I wanted to edit, basically back to normal except, all my Shape Keys disappeared. I can rework but, if it is not necessary because I missed a setting, I’d rather correct that and keep going as before. One other thing, I also tried deleting all the hair and empties for the hair, to see if that might be where a glitch was, but it wasn’t. Anybody see something I don’t? Thanks.

In 3.5.1 everything working fine, you can see the block select highlighted and the face lit to extrude, seams are shown too. So far so good.

In 3.6.0 geometry selected to edit does not highlight. I clicked on a vertex but nothing showed, I was still able to pull it out but I am running blind. If I try to select a group of vertex, edges, or faces, I have no idea if I have it selected or not. A little tough to vertex paint or weight paint, or just generally work.

Same thing in 3.6.1, I can select by individual geometry or group but I don't know what I have till I move it so, tough to do anything else with it.

In 3.6.1 I copied the mesh, converted, and everything is back, seams, visual for editing geometry BUT, all my Shape Keys are gone.


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Blender barely using GPU
When trying to render anything the CPU gets used a fair bit more than the GPU. I've gone through system preferences and set the GPU as the Cycles render device and set to GPU compute in the scene render options. I have a Ryzen 7 5800x as the CPU and a 6600xt for graphics. I've tried restarting just blender as well as the computer with no change. I even tried experimental feature set and nothing changed.
I imagine if it was a bottle neck in the CPU it would be using more than 65-70%.
This is total GPU usage, I've come across other threads and the 3D is maxed out, but nothing on my card goes above this 30-40% load range. My CPU is trying unalive itself while the GPU is barely getting enough load to hit 55C. This card is a space heater at stock clock and voltage. Easily hits 100c in game, I would expect to see atleast 70-80c if any section of this card was maxed out.

https://blender.stackexchange.com/questions/203046/gpu-rendering-but-task-manager-shows-it-is-barely-being-used https://blender.stackexchange.com/questions/179170/gpu-not-rendering-in-cycles

source: Stack Exchange

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

sort: votes


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Blender 3D character model Rain render problems
I downloaded the Rain V2 character from blender studio. I am new to Blender and trying to understand a few things. When I try to render the character I get this issue shown in the image (highlighted with black). What could be the issue and how can I fix this? I am using Blender 3.5. I have not changed anything just added the camera and area lights.

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

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


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I have a .glb with the skeleton, all of its animations, and meshes. How can I add the particles folder to the animations happening?
To expand a bit more on this topic, I have a .glb file, in which there is basically a skinned mesh, with all the poses, animations, armatures, and actual meshes + vertex groups.
However, when I am playing an animation, while animation does happen but all the particles are missing. I do have a particles folder with full of .dds files, but I am not sure if it is possible to include them.
I am trying to do all this with a League of Legends character, to be more specific.
Anyone knows if its possible to include all those particles?


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How do i make stuff render through glass? (Cycles)
i've got into back blender a few days ago. I tried making a Volvo 850r, but when i added glass (with Glass BSDF) nothing renders through it, not even lights. How would i solve it? For reference there are two point lights in headlights (if that makes sense). Also there is one light in the interior for testing. Thanks in advance for help! :)

See if this section from the Blender manual helps.


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Grease Pencil colour gets darker everytime I draw
I'm very new to Blender Grease Pencil, and I've been having a problem where every time I do a new stroke, the drawings I already have gets darker. I was wondering why that is. Here's a video to show what I mean.


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Horizontal lines showing up in volumetrics
These horizontal lines keep appearing in my render(doesnt appear in viewport).
Incresing samples or volume bounces doesnt seem to fix it, Decreaing step rate doesnt aswell.
Currently rendering in CUDA since Optix threw an "OSL group size data greater" error
Any help is appreciated


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z-pass get jagged with depth of field on
I was rendering meshes and grease pencil with cycles, when I turned on depth of field, the edges of z-pass get jagged. I use 3060 laptop. Is there any way to solve this issue?


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2 objects to instance on points? Geometry Nodes
New to geometry nodes.
Trying to get two objects to instance on a mesh circle with an alternating pattern. For example, (the red circles indicate a different shape in the picture). I tried using collection info but the whole collection gets instanced on each point (makes sense). Having trouble finding a tutorial on this for some reason. What kind of math do I need to solve to make this happen? Thank you :)

If you have two different objects in your collection: Activate Separate Children in the node Collection Info and Pick Instance in the node Instance on Points. https://blender.stackexchange.com/questions/235498/


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Weird clouds appearing when converting mesh into SDF
I'm following this tutorial on how to morph one object into another. It converts an object into an SDF, similar to a Metaball, so they can merge together. It works for most objects, but the ones I am trying to use have these weird cloud shapes appearing far outside of the geometry. I've tried it on several other complex models (Downloaded from Adobe Mixamo) but none of them replicated the issue. There are no other vertices or anything off to the side there that would cause that to happen. What's going on?

Hello and welcome. It's probably a limitation to to the setup presented in the tutorial. There are too many intricate parts in your model which cause the morph process (with the "clouds") to be more out of place. As you can see here, the more you simplify it by deleting the pointy parts, the easier it gets to morph. Take note, in this example I also fixed your model to be manifold because yours isn't manifold, in your case not airtight.


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video sequence editor exports two black and white images for a few frames
I am exporting a video to mp4, and a few frames of a clip get exported black and white, plus the frame is stretched into a square and duplicated, and all of it is smaller than the original frame size. It looks a little like stereoscopic gone wrong.
The strip has no filters, but the next strip is a fast-forwarded strip from the same clip.
Adding the previous frame, which is OK.
I tried re-inserting the clip, and the error now occurs for a different frame.
Also happens with other clips.
Sometimes, re-exporting helps, but I just can't get rid of this one.

I am on Windows 11 with Blender 3.6

can you share your blend file https://blend-exchange.com with a minimal setup, like delete as many frames as possible and still reproduce the same problem.


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Grease pencil bleeds through objects when volumetric is on in cycles
When grease pencil is used in a scene where volumetrics is on, some pixels of it bleed through the objects in front of it after the image has been rendered using cycles (even when Z pass is on) as mentioned in this question. Does anyone know a way to fix it without turning volumetrics off?


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previous key frame color still show to all frames that make dificult to fill color in current key frame

I used color fill to current keyframe but in previous fill color of girl which is pink color still showing to next key frame. onion skin is disabled and this fill color is showing till the end of all frame. i cant fill blue color on current key frame due to previous pink color is showing please help ?


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Artifacts when using Data Transfer modifier to fix bad shading on cylinder

I used the Data Transfer modifier to fix the bad shading on the cylinder. It has a complex geometry due to these small details. As a result I got such artifacts. I can't understand why. Any ideas?

Hello maybe tell the shape you're trying to achieve?


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Bake multiple types of textures into a single texture for easy conversion to different styles
I need to take the three textures I have (roughness map, normal map, and diffuse) and bake the information loaded onto each of these into a single diffuse texture.
To further illustrate what I mean, here's a picture:

I need to convert this semi-realistic model into one ready for NPR-style shading. But you can see that when I switch the viewer to the diffuse texture it loses some detail, such as the checkerboard pattern on the back and the colour switch on the lapels. (caused by the roughness and normal maps).

Is there a way I can convert all of this information into a single diffuse texture? I really thought this was possible within Blender. Another idea I have is to just put the roughness/normals onto the diffuse texture as a multiply layer in Photoshop, but I'm not sure if it would look as good or retain the details as well.
Thank you.


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UDIM is not displayed in Version 3.6 (Steam version)
I saved a texture in UDIM format and packed it into a blend file, but it does not display. Normal UV is packed and displayed. After I lowered the version to 3.3, the packed UDIM is displayed correctly.
How is it displayed in 3.6?
What I have tried:

Reinstalled Blender
Testing UDIM without inheriting environment settings
Updating GPU drivers


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Geometry node instance UVmap problem
I tried to make a series of tables with geometry nodes, with the idea of being able to vary the size and distance between them (with a bit of noise).
The problem is that I cannot create the UV map.

Hi, nomad, it would tempt folks to commit to a download if you showed them a picture of where you're at, so far.


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how to render scene in blender with layer and volumetric atmosphere
I have a problem with rendering a scene correctly using layers. When I render it as a whole everything is fine.
When I use layers I have a problem with volumetric atmosphere which obscures everything behind. What can be done to get the same look when using layers as when rendering without them?


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I would like to select a point and find information about connecting vertices using Geometry Nodes
In the appended image I have a vertex with 4 other vertices attached to it, is it possible to select the index of that vertex and find information such as how many edges are connected as well as the angle of those points relative to the initial "parent" point?
I am trying to make a procedural pipe generator that can dynamically add 90 degree turns as well as 3 or 4 way junction points in the pipes.


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List of channels disappeared in the graph editor
At some point, I think during the baking of actions, the channel names list disappeared from the graph editor.
In the attached image you can see I am in pose mode and I have selected a bone in the armature. I have the "only show selected" option enabled so I can work with only the channels of that bone. The correct curves appear in the graph editor, but there is nothing in the list of channels to the left!

How can I get this list back, I have tried everything I can think of. If I uncheck the "only show selected" option all curves of all bones appear and the channel list also appears, but this is very hard to work with. I'd like the "only show selected" option to work.
Things I've tried: adding new keyframes for this bone, ALT+H to unhide everything, installing a newer Blender version.

Same question was just posted by someone else and they found the answer. :) (https://blender.stackexchange.com/questions/298240/animation-graph-editor-how-can-i-get-my-channels-back-for-the-selected-objec) I had unknowingly clicked on the "disable selection" option on the armature in the Outliner window.


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Transfer data from Normal Map to another with a different UV Map
I have a model in blender uv unwarped and have a normal map, now I have created a new different uv for the model, so the old normal map is no longer working, how can I transfer data from the old normal map to anew one based on the new uv map.

You could bake again from your high-poly, or you could bake the normal from the first version of your object to the version that has the new UV, for your first object directly plug the normal into the Output and bake the Emit


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Does blender has a use_pass_roughness or use_pass_specular passes for generating the roughness and specular maps
Similar to diffuse direct, diffuse indirect and glossy etc. Does blender also provide ways to generate roughness and specular or metallic maps? If not how can we render these pbr based value images


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UV unwrapping for textile pattern
Hello amazing blender community! I have a kind of reverse-engineering issue. I am working in blender to prototype a physical artwork which looks like a landscape covered with textile. The landscape occupies a 16x16f square footprint.
See the quick render attached.
I need to unwrap the 3d model of the textile to a 1 to 1 fabric pattern so I can work on the actual textile design and production. It must be precise 1:1 proportionately without any distortions. I understand that it will have a complex form, and I will need to sew parts together.
I have been experimenting with making seams in different positions and unwrapping, but I feel like I am pretty much eyeballing it, and that is not a way to go.
Please let me know if you have any suggestions how to achieve this... I have been trying to figure it out for a few days with no recourse. Any tips will be appreciated!

Textile is partly stretchy, so some smaller distortions can be form. If you need to split object into continue parts without stretching you can use Export Paper Model addon ... I haven't use it for a long time, but I guess it can calculate optimal seams for you too) ... start with some simpler (lowly) model to test it.


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Mesh do not properly copy movement of the armature
I have an armature with a hierarchy of bones animated in a specific manner. The animation is obtained with use of EasyMocap and Python. My goal is to import individual meshes that resemble bones (like "Pelvis", "thigh_L", "thigh_R", etc.) from another .blend file and ensure that each mesh follows the respective bone's animation from the armature.
Armature Hierarchy:
The root bone is m_avg_root which has a child m_avg_Pelvis. From m_avg_Pelvis, there are three children: m_avg_L_Hip, m_avg_R_Hip, and m_avg_Spine1. Each of these bones has its respective hierarchy, creating a structure that resembles a humanoid skeleton.
Mesh Structure:
The meshes are individual objects without any hierarchy, and they represent bones in the human body. Examples include "Elbow.L", "foot_L", "Hand.R", "Head", "Pelvis", and so on.
Problem:
I tried to use a script to automatically assign vertex groups to these meshes and then use the "Armature" modifier to bind them to the respective bones. However, instead of following the movements of their respective bones, the meshes are circling around the armature in an erratic manner.
To further describe the behavior: from a top view, the meshes orbit around the armature according to its rotation, maintaining a consistent distance that seems to match the distance of m_avg_root from the center of the armature.
Additionally, while trying to fix the issue, I noticed that each bone in the modifier has its parent set to "0" and its "parent bone" set as m_avg_root, with "parent type" set as "bone". I'm unsure if this is the intended configuration.
How can I correctly bind each mesh to follow its corresponding bone in the armature?
This is the script I use:
    import bpy

filepath = r"C:\Users\[..]\bones.blend"

object_list = ["Elbow.L", "Elbow.R", "foot_L", "foot_R", "Hand.L", "Hand.R",
               "Head", "leg_L", "leg_R", "Neck", "Pelvis", "ribcage",
               "Shoulder.L", "Shoulder.R", "thigh_L", "thigh_R"]

for object_name in object_list:

    with bpy.data.libraries.load(filepath) as (data_from, data_to):
        data_to.objects = [name for name in data_from.objects if name == object_name]

    for obj in data_to.objects:
        if obj is not None:
            bpy.context.collection.objects.link(obj)

bones_and_meshes = {
    "m_avg_Pelvis": "Pelvis",
    "m_avg_L_Hip": "thigh_L",
    "m_avg_L_Knee": "leg_L",
    "m_avg_L_Ankle": "foot_L",
    "m_avg_R_Hip": "thigh_R",
    "m_avg_R_Knee": "leg_R",
    "m_avg_R_Ankle": "foot_R",
    "m_avg_Spine1": "ribcage",
    "m_avg_Spine2": "ribcage",
    "m_avg_Spine3": "ribcage",
    "m_avg_Neck": "Neck",
    "m_avg_Head": "Head",
    "m_avg_L_Collar": "Shoulder.L",
    "m_avg_L_Shoulder": "Shoulder.L",
    "m_avg_L_Elbow": "Elbow.L",
    "m_avg_L_Wrist": "Hand.L",
    "m_avg_R_Collar": "Shoulder.R",
    "m_avg_R_Shoulder": "Shoulder.R",
    "m_avg_R_Elbow": "Elbow.R",
    "m_avg_R_Wrist": "Hand.R"
}

bone_list = list(bones_and_meshes.keys())

for bone_name in bone_list:

    with bpy.data.libraries.load(filepath) as (data_from, data_to):
        data_to.objects = [name for name in data_from.objects if name == bone_name]

    for obj in data_to.objects:
        if obj is not None:
            bpy.context.collection.objects.link(obj)

            mesh = bpy.data.objects[bones_and_meshes[obj.name]]

            mesh.location = (0,0,0)

            mesh.rotation_euler = (0,0,0)

            mesh.parent = obj

            mesh.parent_type = 'BONE'

            mesh.parent_bone = obj.name

def create_vertex_group(obj, name):
    if obj.type != 'MESH':
        return

    if name not in obj.vertex_groups:
        obj.vertex_groups.new(name=name)

    return obj.vertex_groups[name]

bone_mesh_map = {
    'Pelvis': 'm_avg_Pelvis',
    'thigh_L': 'm_avg_L_Hip',
    'leg_L': 'm_avg_L_Knee',
    'foot_L': 'm_avg_L_Ankle',
    'thigh_R': 'm_avg_R_Hip',
    'leg_R': 'm_avg_R_Knee',
    'foot_R': 'm_avg_R_Ankle',
    'ribcage': ['m_avg_Spine1', 'm_avg_Spine2', 'm_avg_Spine3'],
    'Neck': 'm_avg_Neck',
    'Head': 'm_avg_Head',
    'Shoulder.L': ['m_avg_L_Collar', 'm_avg_L_Shoulder'],
    'Elbow.L': 'm_avg_L_Elbow',
    'Hand.L': 'm_avg_L_Wrist',
    'Shoulder.R': ['m_avg_R_Collar', 'm_avg_R_Shoulder'],
    'Elbow.R': 'm_avg_R_Elbow',
    'Hand.R': 'm_avg_R_Wrist'
}

armature = bpy.context.scene.objects['0']

for mesh_name, bone_names in bone_mesh_map.items():

    if not isinstance(bone_names, list):
        bone_names = [bone_names]

    mesh = bpy.context.scene.objects[mesh_name]

    for bone_name in bone_names:

        vg = create_vertex_group(mesh, bone_name)

        vg.add([v.index for v in mesh.data.vertices], 1.0, 'ADD')

    mesh.parent = armature

    mesh.parent_type = 'ARMATURE'

bpy.context.view_layer.update()


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How to control existing Custom Properties that are assigned to armatures via operator?
I'm creating an addon that sets the Blender settings based on what type of render we need. However, I'm unable to change the attributes that control aspects of the rigs. I can't access them. The thing must be done by operator so one is capable of just pressing a button and setting the preset settings for Viewport, Light or Final Render.
def execute(self, context):
    # Simplyfy config
    if bpy.context.scene.render.use_simplify == True:
        bpy.context.scene.render.use_simplify = False

    # Curves Config
    bpy.context.scene.render.hair_type = 'STRIP'
    bpy.context.scene.render.hair_subdiv = 3

    # CP Config
    bone_name = "c_pos"
    for obj in bpy.context.scene.objects:
        if obj.type == 'ARMATURE' and bone_name in obj.pose.bones:
            c_pos_bone = obj.pose.bones[bone_name]
            for prop in c_pos_bone.keys():
                if prop.startswith("001-CantidadPelo"):
                    prop.value(1.0)
    return {'FINISHED'}

Does anyone have any clue or way to access those properties?


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FBX export from blender deforms the object
I have a rigged and animated model and I want to export it from Blender to use it in c4d, but it doesn’t work. I tried to bake the animation but no results. Maybe I’m doing it wrong. I don’t use Blender. What should I do?

With this little information, finding the answer is a lucky guess game. It would help if you could upload your file on Blend-Exchange and [edit] your post to embed the link. In the meantime, could you check if the scales and rotations applied on the mesh and armature objects? Do you have a root bone at the top of the whole hierarchy? Are all vertices weighted to at least one bone, and the weights normalized?


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Model's wrist shrinking with IK arm rig
I'm trying to animate a shot where my character looks at the palm of their hand, but the wrist shrinks when its rotated.
I know the rotation should really be in the forearm but I don't know how to do that since I'm using an IK rig.
I have tried adding a separate wrist bone that's parented to the forearm and has a copy rotation constraint on the hand bone, but then the forearm also started shrinking.

Here is how thick the wrist and forearm should be for context

How do I have the forearm rotate like this, without the wrist and forearm shrinking?
The blend file can be found here:
https://drive.google.com/file/d/1KJRAsMmiiQ8bLNMm1h40eMFkKxLiPGHY/view?usp=sharing
I know there is a similar post like this on stack exchange from a few years ago but it wasn't properly answered with anything other than theory. To quote that post, "I don't know how there isn't a youtube tutorial for this"


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Select Hidden Faces / Vertices Problem
I am a beginner in Blender and I have the problem to select in edit mode all faces of a cube for e.g.
I duplicated the cube and I joined it. I am trying to learn join and unjoin. But the problem is, that there is always a rest of the hidden faces of the cube, if I move the unjoined cube. I hope I did explain it well.
I have heard, that there is a possibility to select all faces of a mesh, but I do not know anymore where I have heard it in which video. Could someone please help? Thank you very much! Have a great day!
Martina

So the question itself is ok, but it would be helpful if you provide images. Other than that you are probably looking for Ctrl+L.

Or just L. With Ctrl+L you automatically select everything connected to an existing selection. With L you can select everything connected to where your mouse is hovering over while pressing L without having to select anything beforehand. Or are you looking for the X-Ray option?


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Auto-Rig Pro rendered picture has weird shapes
I rigged my skeleton with Auto-Rig Pro. When I render weird shapes become visible.
Anyone knows how to get rid of these shapes?

All the best,
Anže

Check in the Outliner if there are objects which are hidden for viewport but not for render.


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Using a photographic image as a projected light source
I'm trying to recreate the light of a movie from a super 8mm projector hitting a cube, so the light stretches over the top and falls off completely at the sides. I've tried using an image as an emitter there is no way of focusing it. I can also see no way of adding an image to a light source in blender.
What's the best way to get started with this?

You can use a plane with an emmision shader and shape it in a way that focuses the light in the way you want


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Converted hair particles (to mesh), unable to add materials (colors/texture)
I was sculpting/modeling a reed using particle hair system.
After I converted the hair to mesh, it lost its material (color texture).
I went to the material properties to add the color, but it keeps showing as a black line. I tried deselcting it and went to check other objects, it still looked the same. I made sure that I am on a correct viewport to see it rendered.
What could I do to add color/material to the hair (converted mesh)?

The problem is that there are no faces that you can texture if you hit the "Convert to Mesh" button. You have a few options 1) use an object (e.g. a plane) for the "Render As" particle settings. The button will change to "Make Instances Real" and create a mesh with faces 2) You can use the Particle Instance modifier on a plane object. 3) Use a GN modifier on your converted mesh to extrude the edges and create geometry that you can texture (Mesh to Curve node + Curves to Mesh node with a Curve Circle node as Profile). Keep plane/curve circle low poly because it will get multiplied


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Combine the animation of the objects in one action
Can somebody help me? I've made these two spheres and need them to move in opposite directions through the orange tunnel. Each sphere is a single object. When I animated the objects using keyframes, I've obtained two actions, one for each object. I need the objects to move together and generate a single action. My intention is to upload the model to sketchfab, so the user may see the objects moving together. How can I achieve that?

I don’t think that’s possible. Actions are object specific. However, what you can do is make them the same object and control them with one armature, or possibly use a constraint on one that mirrors the other.


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Problem with applying "Join as Shapekeys" by script with selecting them by row.prop
I'm new in scripting, and I really hope someone of you guys will help me find an answer for my question.
In the script, I'm trying to apply the "Join as Shapekeys" operator to an object, which demands to have one selected object and one active. But I want to use "row.prop" to indicate active and selected objects. For that, I use this code:
    curtain_object2 = bpy.context.scene.get('target2')
    if curtain_object2:
        curtain_object2.select_set(True)
        bpy.context.view_layer.objects.active = curtain_object2

    curtain_object = bpy.context.scene.get('target1')
    if curtain_object:
        curtain_object.select_set(True)
        bpy.context.view_layer.objects.selected = curtain_object

    bpy.context.active_objects = bpy.types.Scene.target2
    bpy.context.selected_objects = bpy.types.Scene.target1

Which of course works and selects them correctly, but the "Join as Shapekeys" doesn't acknowledge that fact.
What can I do for solving the problem. Is it possible to join the shapes by that selecting method at all?
Thanks!

you are assigning just one object to select_objects in your last line. try doing it with append to not overwrite your first selected object


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Access internal transform data from Alembic FileCache
When importing an alembic file with streaming data I get both a MeshSequence modifiers and object transform data.
In a tool I'm writing I need to know the built-in transform data (object transform). Is this possible?
I guess it's possible with the Alembic python module, but that does not ship with Blender (pyalembic).


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Best laptop for Blender?
Today is August 14, 2023
Which is the best laptop for Blender?
Assuming max price is $3,500 USD.
I have researched but not found a definitive answer. Dell? ASUS Pro Duo?
I currently have a 2021 Lenovo I5 CPU with a 1050 card, but it is too slow.
Thank you.


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need rendering output of more than 50+ models with single scene setup
I have more than 50+ models and I want them render with single environment scene for threejs but we can not change the meterial properties because of clients condition.
How can I set up the scene?
This is render clients want but when we use other models lighting effect changed i know beacuse of different color and meterial properties.
So how to render this many modules without changing there scene light?

https://blender.stackexchange.com/questions/313/is-there-a-way-to-batch-render-multiple-scenes https://blender.stackexchange.com/questions/241373/rendering-objects-one-by-one https://blender.stackexchange.com/questions/218730/automatically-generate-100-animations-each-with-a-different-texture-input https://blender.stackexchange.com/questions/208255/how-can-i-batch-render-lots-of-objects-individually


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Using a hand painted mask texture to hide part of the results of a shader node
So I want to have several node textures in one material partially masked in different ways and I was wondering if you could manually paint masks to hide certain parts of a shader node´s results to only show what you want, not sure how to go about this.

https://blender.stackexchange.com/questions/10453/how-can-you-smooth-the-edge-between-two-materials https://blender.stackexchange.com/questions/40907/dynamic-paint-with-object-material-in-cycles https://blender.stackexchange.com/questions/56152/how-to-fade-one-material-into-the-other https://blender.stackexchange.com/questions/133739/cycles-gradient-between-two-materials/


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Having trouble with 2D animation key framing
I have made a monkey head with independent eyes. I would like to be able to rotate the eyes in the sockets, but every time I try to animate them they do bizarre things.
For instance, in the first picture you can see that I have selected the left eye. There is a keyframe at 1 on the timeline. In picture two you can see that I have moved the slider to keyframe 3, rotated the left eye 30 degrees, and I attempt to insert a new keyframe choosing Insert Keyframe and All Channels.
A new keyframe appears, but the eye has disappeared, there is the rotated eye on the onion skin indicating that the eye has rotated in frame 1 rather than in frame 3.
If I go to frame 5 and repeat the process, the eye is still gone and the eye has rotated to 60 degrees in frame 1.
What am I doing wrong?


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bugged textures after export
Hello I have little problem when I export my model with baked textures as fbx.
I have some bug there in stars. Where could be the problem?


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Export blender scene to USDZ
I made a bubble materials in blender and applied it to my model. Now my client wants me to export the scene to usdz file to be viewed in apple devices so I did, but when I view the file, it only has solid color instead of realistic bubbles. Also the file only comes with principled bsdf it doesn't include all the nodes that I used. I'm pretty sure that my export settings is correct and also tried to play with it but the results were still the same. Is there something that I need to do first before exporting the file? Or is there any way to do it? I am not familiar with usdz file format and it gives me headache.


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Detaching limbs on existing rigify/model
I've got a bunch of zombies, with a low-poly model (we'll be rotoscoping over this later) and rigged with the built-in Rigify tool. Halfway thru my current shot, one of my heroes will be cutting limbs and heads off a few of them. Is there an easy way to detach these parts of the rig? I'm not very familiar with the finer details of how it works, so all the interconnected relationships between deform bones and controllers make the arms and neck deform very badly when I just move the controllers. My best solution right now is to have an alternate head and arms that stay off-camera until the frame before the cut, then pop into place in one frame and drop to the side (or perhaps fly thru the air - depending). I can make it work, but it seems like a clunky work-around. For a good solution, I feel like I need to either customize the rig (way outside my comfort zone currently) or I need to break the body into components and animate them manually, without a rig at all. Rigging geniuses - what would you recommend?

I would do what you have described. Fake it with a duplicated separate arm and head. Instead of moving the objects away from the camera you can keyframe the visibility (example of drawing a gun: https://youtu.be/Mf1Sh_nPSas). To remove the head or limb you can use the Mask modifier or just swap the mesh/toggle visibility (you can bind 2 meshes to the same armature and just show one). There are also Bone Constraints (Child Of, Copy Transformation). With them you can make the fake arm/head automatically follow the real arm/head.


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Transmission pass is affecting final render, even though the pass is not being used in the Compositor
In one of my projects, I have set my compositor such that it has a multi-pass denoising system. In this project, I am not using any transmission or volumetric related assets, so I did not use those passes in the compositor (to cut down render times). I have the max bounces set to the following:

Total: 12
Diffuse: 12
Glossy: 4
Transmission: 0
Volume: 0
Transparent: 6

I was experimenting with the Transmission and Volume bounce #s because I was curious if it would do anything, and sure enough, when I increased the number of bounces in the Transmission pass, it would change the brightness of the flowers in my project. I tried out more values, and as the Transmission value increased, the flowers would get brighter, until they plateau'd at around 9-12.
The flowers I used in this project were part of the free Plant Library by bd3d that is used all over the Blender community. I was thinking maybe the flower assets themselves had implemented Transmission values into the textures, but I'm still confused because the Compositor has absolutely no Transmission input whatsoever. If it is true that the flowers use Transmission bounces, I would expect the flowers to be nearly black?
In all, I'm just trying to understand if it matters whether or not the passes actually exist in the Compositor in order for light bounces to affect the final render. Also, any other information or tips about how the bounces work would be much appreciated. Thank you!

Render with 0 Transmission bounces

Render with 4 Transmission bounces

The portion of my Compositor with the multi-pass denoising process


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Shang-Chi Leaves particles animation
I wanted to create a similar Shang-Chi leaves movement for my shortfilm, can anyone suggest any similar tutorials or ideas to create this effect with blender. Thanks for advance!
Link to HD video : https://youtu.be/9wScpW1ciiE?t=81

The question in my opinion is a little broad. But anyways, the best thing that I can think of is using guides. And for that there are many existing resources available on the internet. JUst search for "blender particle guides" for example. You will find many videos regarding that on youtube only!


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Materials not showing in other programs
I am new to blender and I am trying to import a model from the models resource (vibri from vib-ribbon), but the textures wouldn't show up in unity. So i opened blender and figured out how UV mapping worked. I got the texture that came with the model and got it mapped. Everything was mapped fine except the head. I was fine with it and exported it. But the model was still completely grey when I put it into unity. I thought i should try a different format cause maybe its way of storing materials aren't compatible with unity and tried another. All formats compatible with unity didn't work. The materials all default to grey.
Here is the texture i used:         and how vibri looks with it:
Would anybody know how to get this to work?

Read through https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures and see if it applies here.


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Hair curves flipped inside after a bit aditional sculpting
Hair curves flipped inside the normals surface.
The UV unwrap does not help.
What the reason it can be ?
When I try to redone an interpolation modifier the result is same.


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Array instances deform too much on the curve
As the title suggests, I have problem with array modifier. Here is what I mean by "deforming"
1Look at the size of the rectangle
2And this is how array and curve modifiers deformed it
Sit on this chair is what I'm trying to achieve
I Found a post with the same problem, but they didn't have that issue

This YT video (which is actually about making tank tracks!) shows how to array objects around a curve without distortion so may be what you need.


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Challenges with Exporting DAE in Blender: Missing Alpha Transparency and Mask Image
Hello Blender Community,
I've been facing a challenge with exporting FBX files to DAE format in Blender. Here's the situation:
Initial Import: When I import an FBX file into Blender, everything appears correct with the model, including colors, textures, and alpha transparency.
Export to DAE: However, when I import the DAE file back into Blender, I experience issues. It doesn't retain the alpha transparency that the original FBX had. Moreover, not only is the alpha connection missing, but the mask image used for transparency is also not saved in the exported DAE model.
In the export settings of Blender, I haven't seen options related to materials and textures. Perhaps I'm missing a critical step?
My goal is to use the DAE file in the Gazebo virtual environment, but I cannot manually set the alpha transparency in Gazebo every time. So, it's crucial that the DAE export from Blender retains this transparency.
Could anyone offer some guidance or suggest best practices for this process? Are there specific settings or plugins in Blender that can help with this transparency issue when exporting to DAE?
Thank you for your assistance!
Input FBX:

Output Dae:

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


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Unit setup for a real world modeling
I have a problem with blender. Iam currently working for a architect and they send me models from archicad, in real world scale. The blender shows meters but when export they see it as millimeters. I have to manually set up the units to 0.001 so the scale and to the big object be visible. The camera clip start and end has to be set up to huge numbers to actually see the whole object (building) and it has some visual errors with such a number. Whi the scene cant be always the same, and just to change millimeters to meters and work in such a scale.Anyone has experience with this problem?


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Trying to make bone monster, not sure how to go about it
I'm trying to model a monster made out of bones but m not sure how to really go about doing it. I have a base object i want to wrap all the bones around, and i tried geometry nodes but couldn't really get the result i want. I'm somewhat new to blender and very new to geometry nodes, so if anyone has any advice about the geometry nodes or another approach Id be happy to hear.
Base model I'm trying to wrap bones around to make it look like its made of bones.

This is what I'm trying to do.

Sure you can get some automated bone distribution with something like Geometry Nodes. But the example you show is an artistic approach, maybe you could get away with some random placing of bones, but most of them you have to deliberately place manually in certain places where they look good.


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Blender Fluid Flow object and fluid do not align
I am trying to do a render with an inflow on top of some simple terrain however whenever I try and bake the data the fluid does not align with the inflow object. The first image below has the inflow object highlighted and the fluid is off by some seemingly random offset. The offset fluid does in fact interact with the terrain effector however in its offset position.

Domain dimensions

Domain Location

As for things I've tried, I've tried reloading the blender file multiple times, changing the resolution of the domain (This only made the offset inflow create more fluid particles it did not change the offset of the fluid in any way), changed the size of the inflow object, and tried removing the terrain effector from the domain this also did not change anything about the location of the fluid.
I genuinely have no idea what else I could change about the domain to make it behave appropriately as every video I see about inflows not working properly has to do with the fluid just not showing up rather than not having the fluid not align properly. Some help would be greatly appreciated

Ok, so I figured it out. Apparently, the X and Z dimensions are too far apart. As soon as I made the X size bigger than the Z size it began to behave properly. This is a weird interaction I did not know about.


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How can I reset an objects position, for real this time
I have a recurring problem whenever i try to to something advanced in blender.
Whenever i am trying to rotate array around an empty or setup particle systems i will allways get an offset unless i am working in the world origin. I know i have to apply transforms and origins and have axes aligned properly but it does not seem to help.
I end up allways having to make a new file with everything in the world origin and exporting to my project file. How come i cannot just align origins to an arbitrary cordinate and get the things to interact properly?
Does it have to do with transforms to deltas or something like that I have missed?
Thanks in advance!

If you're talking about an Array with the Object Offset option, you don't need to put the empty at the workd origin, you need to put it at the same location as the object origin, but maybe share a file where we could see your problem: https://blend-exchange.com/


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how to create objects with rigid body center and insubstantial exterior
I want to model atoms/molecules banging into each other and allowing the outer shells of electrons to interpenetrate a bit.  I have tried using soft body physics and the deformations aren't exactly what I am looking for.  I want things that look like they don't bend when interpenetrating for some X % of distance, and then the cores totally repell each other without deformations.
To that end, I think that I want to create objects that have a rigid body interior with a visible but physically insubstantial shell that is a duplicate of the rigid body scaled up by about 1.1.  The idea is that the objects will bounce around in an animation and the shells will interpenetrate, but when the rigid cores collide they will bounce off of each other.
I would be happy to use single objects that allow X % penetration during a rigid body collision,  but I don't know if that is possible.
I know how to do the rigid body collisions, and I know how to join a shell object and a core object together to make a dingus that moves as if it were a single object.  I don't know how to set the properties of the inner to rigid body and the outer to whatever I need to use.   Remember, the outer must be visible in the animation.  The inner core will always be hidden.  Or if there is a better solution I will be grateful to learn of it.
Thanks

you should add a link to a video/animation how it should look like.


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"Realize Instance" node causing Weight Paint View effect are colors to become invisible
I've created a geometry node setup to scatter some trees while using a vertex group for the density and used a Realize Instances node so that it would work together with hair particle systems (for grass as an example).
However, this has caused the weight paint view to stop working properly. It turns blue as usual but none of the weight colors shows making me have to connect and reconnect the node back and forth to weight paint.
Why is this happening? Specifically with the "realize instance" node which is clearly what caused this.
Realize Instance Node Connected In The Chain - Weight Paint View

Realize Instance Node Disconnect, Particle System stops working, Weight Paint Works - Weight Paint View

This question is related to one of my previous questions that I just got a working answer to. But now this happens.


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Remeshing messes up the topology
Whenever I remesh this happens, I don't have any modifiers (ignore the smooth modifier, even if i remove it its still the same), and i dont know how to fix it, the highlighted parts are ngons, so it could be because of that but even if it is, i don't know how to fix it

The remesh WILL mess things up. It's basically going to generate completely new geometry based on how much voxel space was being taken up by the mesh you performed it on. If it is possible lower the size. But somthing like this cannot be fixed automatically and you will need to clean it up mmanually. Now if you are jjust sculpting it for now, then I would suggest that complete your work and then after that do the retopology.


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After zooming in, the slightest movement of the mouse moves the display by a mile, how do I correct this?
I have unwittingly changed a setting in Blender and I now need to change it back.
I have no idea what the change was, so cannot backtrack.
When I select an object and use the number pad to view it from a specific angle, it zooms right out. I zoom back in using the scroll wheel and it zooms in by a very large increment each time, and when I move the mouse even slightly the display moves by an even larger amount.
I can be centered on an object and it fills my screen, I try to move slightly to the left by nudging the mouse, and it moves so much that the object is now a tiny dot in the distance.
I'm trying to model something at 1:1 which is about 20cmx20cm.


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How do I copy a sculpt mask from one object to another?
I made a mistake while sculpting by making a mask and sculpting only a quarter of my object, thinking I could mirror the object after to create the whole thing.

But when I mirror the object, there are creases and holees, and generally the quarters just don't match up well.

I'd like to copy over just the mask I painted to a new object, and then hopefully use the symmetrize option to salvage my sculpt. Is there any way of doing so, or any other way of salvaging this sculpt? Or do I just have to start over again?


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Create 3D-Terrain from Script with BlenderGIS
I would like to write an external script that creates a 3D terrain using BlenderGIS. Unfortunately, I have not found any direct documentation on this.

Blender Version: 3.4.1
Python Version: 3.10.8
BlenderGIS Version: 2.2.8

I already have a workflow in BlenderGUI that leads to the desired result:

create basemap, OSM with Mapnik.
press G key, enter coordinates, set zoom level
press E key to export the map
load SRTM data (SRTM 30M) and link it to the map.

I found the tutorial via the GIT repo: https://github.com/domlysz/BlenderGIS/wiki/Quick-start
My current code looks like this:
import bpy
bpy.context.area.type = 'VIEW_3D'
bpy.ops.view3d.map_start(src='OSM', lay='MAPNIK', query='Berlin', zoom=17)

But when I run it, only the "standard" map is displayed. Neither the reference of the query works, nor the zoom level.
Does anyone know a solution to my problem or already have a working code?


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Armor does not follow rig
The shinguard part of the armor does not follow the rig.

However, when I select X mirroring I get better results but I won't be able to move the legs individually.

I'm not sure how I should parent the shoes since it has different attachments.
File: https://we.tl/t-U5C9IkAQZI
Thanks

Maybe apply the scale and rotation of the armature + objects, apply the Mirror, put the Subdivision Surface below the Armature modifier, recalculate the normals (some are inverted), join some of the objects, also it looks like you have 2 overlapping legs?


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Geometry Node: Add Thickness to Meshline used for a Flower Petal
I have been trying to add a thickness to my flower petal (see Fig. 1). A single petal is itself is defined as shown in the node viewer (see Fig. 2) in geometry nodes. I have tried 1) adding an "Extrude Mesh" node at different locations, 2) adding a solify modifier, 3) adding a radius but all without luck so far. If you have an idea or a solution please let me know.
Note that option 2. Solidify Modifier doesnt work well, because the flower consists various elements i.e., the petals, flower stem, flower inside etc. Adding a solidify modifier will for some reason extrude only parts of the entire flower.

https://blender.stackexchange.com/questions/271732/analogue-of-solidify-modifier-using-geometry-nodes


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Zoom View - Delta parameter
I would like to ask what the "Delta" parameter in the "view3d.zoom" operator is responsible for?
Changing this value doesn't seem to make any changes to the zooming in and out process.
Thanks.

See the very last comment from Marty Fouts here: https://blender.stackexchange.com/questions/264055/viewport-zoom-vs-dolly. That's the only information I can find anywhere about it!


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symmetrical weight painting can't let me paint center vertices of a mesh with mirror modifier and armature modifier
I know how to do symmetrical weight painting on a mesh with mirror modifier and armature modifier, but this setting prevents me from weight painting center vertices properly.
my mesh is like 1st picture. It has center vertices (Location X 0).
but when I weight paint it, center vertices only have right side bone weight like 2nd picture, but it should be like bottom right value of 2nd picture because those vertices needs to be deformed by both left and right side bones. Is there anyway to do it? I need to use python script to archive this?


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Lighting glitching out for grease pencil
I've made quite a few greasepencil and blender projects, but for some reason on this project the lights (sun in my case) have started being very inconsistent and glitchy.
This also happens in the render, so it's not a viewport bug. I have lights enabled, and area lights work fine.
https://youtu.be/P1PWvQbOO9g this is a partial test render, just so you can see what's going on.

I'll upload the file if needed, i just have a really slow internet connection so i'd rather not.

hi, i can't really think of anything just with the description and the short clip. Maybe you could delete everything that's not essential from the file and try uploading that?


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use gradient for leaking texture
i'm trying to use the gradient node to apply a "leaking" texture that starts from the bottom of the wall, but I don't see the texture applied.
Can you kindly help me with an example?
Thank you very much


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export selected frames of an animation to unity
I made a sequence of several animations all in one line: how to export them one by one without character and attach each of them to the character in Unity?

thank you really


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Volume nodes not working for me on a macbook pro and EEVEE

I can't get anything in volume node output whatever I do it's still like it's just not connected to anything.


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Use bpy to render bake only the active material's active image
When I click render bake, it will render the active image for every material on an object. I would instead like to only bake the active material. Is there a way to do this that doesn't require separating the mesh by material before the bake?
import bpy
obj = active_object
active_material = obj.active_materialk
for slot in obj.material_slots:
    if slot.material != active_material:
        #disable material for rendering somehow
bpy.ops.object.bake(type='EMIT')

Here's an example file with two materials setup and all relevant work spaces:


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How to change coordinates of vertices directly?
I'm new to bpy coding and I'm now trying to move some of the vertices on my object. I've tried with directly assigning new coordinates to vertex.co. But whatever I tried, the nodes just stuck there without any change.
Here's my code, running on blender 3.6. Just assigning values from .npy file to the vertices. Something very basic, right? (by the way, please ignore the non-ASCII Chinese tags. I'm sure they have nothing to do with the problem)
import bpy
import numpy as np

obj = bpy.data.objects['裙子4-1']
start_idx = 0
group_idxs = [vert.index for vert in obj.data.vertices if obj.vertex_groups["腰松紧"].index in [g.group for g in vert.groups]]

vert_coors = [[i, list(obj.data.vertices[i].co), 0.] for i in group_idxs]
vert_coors_pos, vert_coors_neg, vert_coors_pos_, vert_coors_neg_ = [], [], [], []
for i in vert_coors:
    if i[1][0] == 0.:
        if i[1][1] > 0: vert_coors_pos_.append([i[0], i[1]])
        else: vert_coors_neg_.append([i[0], i[1]])
        continue
    tg = i[1][1] / i[1][0]
    if i[1][0] > 0:
        vert_coors_pos.append([i[0], i[1], tg])
    else:
        vert_coors_neg.append([i[0], i[1], tg])
vert_coors_pos = sorted(vert_coors_pos, key = lambda item: item[2])
vert_coors_neg = sorted(vert_coors_neg, key = lambda item: item[2])
vert_coors = [i[:2] for i in vert_coors_pos] + vert_coors_pos_ + [i[:2] for i in vert_coors_neg] + vert_coors_neg_
for i, item in enumerate(vert_coors):
    if item[0] == start_idx: break
vert_idxs = np.array([item[0] for item in vert_coors[i:] + vert_coors[:i]])

tar_co = np.load("腰线.npy")
n = len(tar_co)
tar_co = list(tar_co)
tar_co.append(tar_co[0])
tar_co = np.array(tar_co)
'''The changing operation starts here. Lines above are for data preparation. '''
for i in range(n):
    obj.data.vertices[vert_idxs[4 * i]].co = tuple(tar_co[i])
    obj.data.vertices[vert_idxs[4 * i + 1]].co = tuple(tar_co[i] * .75 + tar_co[i + 1] * .25)
    obj.data.vertices[vert_idxs[4 * i + 2]].co = tuple(tar_co[i] * .5 + tar_co[i + 1] * .5)
    obj.data.vertices[vert_idxs[4 * i + 3]].co = tuple(tar_co[i] * .25 + tar_co[i + 1] * .75)

I've found this answer: How can I reassign or move vertexes of a vertex group. I don't prefer the bmesh method for I don't want to enter edit mode, if possible. I really think there's nothing different in method between my code and the "vgVerts" method in the first answer, but the fact is that my code isn't working.
So again, my questions are: Is it posible to move the verticies directly by changing their .co variables? And, can anyone clarify what's the mistake in my code (to avoid me from stucking in it again)?

You will have higher chances of getting answers if you simplify the problem with a simple setup anyone can reproduce including simple sample code that you tried but is not working. Also screenshots are helpful.


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Material altered on asset Library linked (Transmission)

When I put my character file in the asset library and use it, the eye material (mostly the cause of the transmission shader) changes. I am trying to figure out if there was a way to at least keep the material constant, if there isn't a possible way I am fine with editing the eye material.


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Applying scale to a rigified object
A model with a rigify rig that I'm working with is too big in size and I would like to scale it down and apply the scale. However, the model gets messed up after directly applying the scale and ends up in a weird position. (This issue doesn't occur with location or scale.)
I've tried applying scale to the metarig and regenerating the rig, as well as un-parenting the mesh and re-parenting by scaling separately. Neither of these methods have worked. Is there any way to apply scale to the rig effectively?

You could try parenting both the armature and the mesh to an empty and scaling the empty.


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Multiple animation keyframes in the same frame issue
Never have seen such an issue before. But recently after the animation baking or copy-pasting KEYFRAMES, I get multiple keyframes in one frame (see X rotation f-curve). Did I mistakenly toggle some random setting that prevents nearby keyframes from merging? Or is it a bug?


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How can I get these bones to import with the rest of the armature?
I have an FBX file that I want to import into Blender, including several meshes, an armature, and animations.  My problem is that the character's eyes and weapon are disconnected from the mesh and the armature upon import.
I checked the armature using Noesis, and here's what I found:

That's a list of bones in the armature.  The regularly-named ones (Bone042, Bone043, etc.) all import, display, and animated correctly.  The bones numbered 162 and 163, or "eyes" and "weapon," respectively, don't import at all.
The meshes that should be assigned to these bones are present, but the bones themselves don't come through:

As you can see, the meshes and materials for the eyes and the weapon are present, but they don't have bones and are not connected to the armature.
How can I get Blender to import the bones that correspond to these meshes, with the correct rotation/orientation and connected to the armature and taking part in the animation?


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How to make boot with multiple parts move with rig?
The shoes of my character have multiple objects attached to it that are not parented yet. I'm trying to parent the objects to the shoe so it will move with the rig. I've tried to join (CTRL + J) all objects together and add an armature deform to the shoe but some attachments don't move correctly. I've tried applying the modifiers and parenting the attachments to the shoe then adding an armature deform but I've gotten the same results. Any thoughts? Thanks
File: https://wetransfer.com/downloads/e7ebb9a919eb2a0b3758214b1711806520230822091907/f39742a2d8e2abb13e03e7e79f8c701220230822091921/d0b43f

Yes you can join the boots to the body, apply the Mirror of the boots, make sure that the normals are correctly oriented, shift select the body and Ctrl J, then select the armature in Object mode, shift select the mesh, switch to Weight Paint mode, select the feet and shalves bones and top menu > Weights > Assign Automatic from Bones, and it will need a bit of corrections


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How to achieve a silhouette mask in the shader editor?
I'd like to take the silhouette of my object and use it as a mask in the shader editor. Meaning I need a white gradient going inwards from the silhouette my object. All ways I have found online use layer weight/fresnel, but that doesn't help me as it isn't just giving out the silhouette but the contour. Maybe a geo nodes wiz can chime in?
Thank you for any help!


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Bake Cell fracture physics?
I have a vase that's broken with cell fracture and physics.
I only need it to stay broken, not be seen in motion.
is there a way to bake the broken pieces as they fell?
Thanks

Yes thanks, I did search for a solution but didn't find this


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Changing hair cards on the fly
So what I'm trying to make is a procedural hair card geo nodes setup that generates cards for a hair curves system.
I was able to make it work so that it generates the card meshes, places the UVs properly on the atlas and allows me to cycle through the different hair cards on the existing atlas.
The problem I am having is that when I change the hair card number it replaces it on all of the hair curves.
What I have been struggling with is making it so that I can choose a hair card number, add a few cards (curves), then change to a different hair card and add those but the ones I previously placed keep the old hair card.
Basically my question is, is that even possible or am I just wasting my time?
If it is could someone please suggest how I could approach this?


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How can I cut an arbitrary cuboid into a chosen face of a mesh?
I am looking to cut a cuboid shape out of a mesh. I have been looking around for a lead to the solution, but everything I find is for a centered square. I am hoping there is a way to define the shape and location I want to take it from. From solutions I have seen on here that are similar, bmesh.ops.inset_region seemed like it may work, but I don’t see a way to call it in the way I would like to use it.
Is there a bmesh command that can do something like I want?
I am providing what I have thus far to show where I am at and what I am thinking:
import bpy
import bmesh

verts = [
    (0,0,0),
    (0,2,0),
    (2,2,0),
    (2,0,0),
    (0,0,2),
    (0,2,2),
    (2,2,2),
    (2,0,2)
]

faces = [
    (0,1,2,3),
    (7,6,5,4),
    (4,5,1,0),
    (7,4,0,3),
    (6,7,3,2),
    (5,6,2,1)
]

mesh = bpy.data.meshes.new("Cube")
object = bpy.data.objects.new("Cube", mesh)

mesh.from_pydata(verts,[],faces)
mesh.update(calc_edges=True)

bpy.ops.object.add_named(linked=True,name="Cube")

bpy.ops.object.editmode_toggle()

bm = bmesh.new()
bm.from_mesh(mesh)

'''
here I would choose face[5] (the top face) to make the change to with a bmesh.ops command
'''

bm.free()


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Bat is off of the batsman when exported to GLB
I did an animation of a batsman, after I export into GLB Format, here the bat is off of the batsman.
I tried child of parenting and also created a handle and parented the bat to the bone and again added constraint.
How to solve this?

https://blender.stackexchange.com/questions/276073/help-problem-encounter-when-exporting-animation-with-constraint (Glb export doesn't export Blender's constraints.)


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Outline at cover
Is it possible to have outline generated only at places when two or more objects are covering each other? Not intersecting, just being partially behind each other.
I am working a character with flat colour shading, but I need to add distinction to arms and hands, whenever hands are touching or are in front of the face.
I have tried freestyle, lineart modifier and the new geometry node outline addon from Tradigital, but so far I was not successful.
The best way I can describe what I am looking for is inverted "external contour" setting in freestyle.


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Flat Areas Bake with Blocky Colour Chunks
I don't understand why Blender can't bake a flat area without making random blocks on it. I know it did so before.
This is Blender 2.93, Cycles render:

Red: the top of the base
Blue: the cover of the book
Bottom: the base porcelain texture (note: the book is the same, but does not have a normal map)

This is the texture displayed on the book cover. No, I'm not baking it with a texture; I'm baking the material to the texture.

This is the top of the book, the pages. These are gently curved, but still largely flat. There are blocky blobs. Also, what's going on in that one section where there are several gradients?
What I've tried:

baking this in Blender 3.6.0
adding subdivision surface to add up to 6 levels of subdivision (something I saw on an answer to a similar question)
changing the area light size from 1.8m to 18m (something else i saw on another similar question here)
applying all the modifiers in 'visual geometry to mesh' and baking THAT
turning off everything else in the scene and only baking the book
removing doubles. (oh, sorry, 'merge with default tiny distance')
using only one material per object

UPDATE:  i managed to fix it this morning, but i still don't understand WHY it's fixed.
i shrank the meshes to 1/10th their size, which is the final export size, and also the size of the meshes i had set up the lighting and materials for in a previous iteration of this project.
so i guess it's a mesh size vs light size issue?  but i scaled up the area light 10x... i don't get it.  can someone explain in a real answer?  thank you!


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Freestyle SVG Export rendering lines that aren't there
I've got a mesh (originally curve but added depth and converted), which I'm trying to export as an SVG, however, Blender is rendering lines in the SVG that aren't there in the mesh. Does anyone know how to get rid of these?

Thanks,
Erin

I'm guessing the strands are so thin, that Freestyle only renders a single line, and that the SVG exporter then makes it a closed curve, which would explain the extra lines: it simply adds a line from the last point to the first point to close it. I do not know for certain that this is the problem, which is why I'm commenting instead of posting an answer. You could try to make the Freestyle lines as thin as possible and/or making the strands thicker, thus making the outline of each individual strand a closed curve.


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GPU/CPU usage in dyntopo mode
Quick question regarding GPU/CPU usage. When I am in sculpt and have dyntopo disabled my GPU shoots to 100% when I rotate view on a high vert model.
But when I enable dyntopo and rotate view it gets very laggy and neither GPU or CPU has any activity what so ever.
I'm just wondering why?


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Plane stretching not giving correct image texture
I have a plane with an image on it. I'm trying to stretch the plane, but the image isn't being stretched correctly:

This is what I'm expecting:

The plane is viewed Top Orthographic in the 3D Viewport. I tried adding a subdivision modifier, but no luck. Does anyone know how to fix this?


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How to use a separate object for collisions
I have an export/import tool for blender and it supports collisions, but not in a Blender-friendly way. I'd like to improve it so that collisions are imported as actual blender collisions that work the way a Blender user would expect.
One issue is that in game files, the collision is provided separately from the visual mesh so that it can be much simpler than the visual mesh. Is there a conventional Blender way of doing this? So instead of putting Rigid Body physics on the object with a "Mesh" collision shape, use a "Rigid Body Constraint" or "Compound Parent" shape?
I could make something up using one or the other of these but if this is a known thing already, I'd rather do what people expect.


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Audio and Video Out of Sync in Preview
When I import a screen recording from my computer and my corresponding VoiceOver to edit, they become out of sync as the video progresses. The audio is not longer than the video, they end at exactly the same time. Yes, I've changed the playback settings to Sync to Audio and Frame Dropping and neither fix the issue. I almost succeeded with changing the base to the frame rate and the frame rate itself, but it made the audio end too early. I haven't seen anybody else with this exact problem, so I decided to post here. If it helps, I'm gonna paste my computer specs here:
MacBook Pro (Retina, 13-inch, Early 2013)
Processor: 3 GHz Dual-Core Intel Core i7
Memory: 8 GB 1600 MHz DDR3
Graphics: Intel HD Graphics 4000 1536 MB
Running Catalina 10.15.7

since you seemed to check the "typical" issues, i recommend providing a blend file since we have no idea about any other settings you made so we can check it out on our own.


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Transferring Blender Toon Shading to Roblox
I have been trying to transfer my Blender Toon Shader into Roblox, so I can get an effect like this
Target Goal
But when I tried baking it, it didn't work like this.
Is there any way to achieve such an effect in Roblox studio like this video?
(Gif below, if you didn't want to watch the video).

Still looking for help on this particular topic


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Trying to make a marble texture
Does anyone know how to finesse the lighting in blender so these annoying white light reflection squares disappear?

you can use icosphere or a quad sphere instead https://medium.com/@oscarsc/four-ways-to-create-a-mesh-for-a-sphere-d7956b825db4


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How to Array object along curve or mesh correctly?
As you can see I was trying to have this wall panel array following the curve and it's doing an okay job but as you can see below its not very good in all the angles...so it ends up deformed.
Is there any better way to do this ? It doesnt have to array to the curve it can array to a mesh too that would work (so i would be sticking my panels to the wall essentially.)

Please share the blend file so we can take a closer look. You can use: Blend Exchange


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How to get Camera FocalLenght to enter ActionsEditor?
When you select an object, as you put some keyframes for location, rotation and so on, you get an action associated to them but if you select the camera and keyframe the focal length, you don't get an action.
The workaround I used is to add a CustomProperty to the object "Camera" and use it as a driver for the focal length. Keyframing the CustomProperty you get an action that you can use to animate focal length.
Did anyone figure out how to get an action from FocalLength animation?


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Feasability of Curve Hair With 2 point Cable-Like Attachments For UE5 Groom Sim of Chained Hair Sections As Stylized Hair Skyrockets Number of Bones
ps: sorry for the massive text wall and possibly unhelpful images.
The title might a bit confusing so I'll elaborate on it:
A bunch of models I'm working on require cable-like 2 point attachments for sections of the hair that need to work with simulation. I'm not asking for a way to make it work with UE5's groom sim but methods that could achieve this result in Blender for me to take care of the UE5 side after, that without a clear approach experimenting in UE5 becomes impossible if the hair connection method it self is experimental.
My attempts [see images] at it have been partially successful but I can't find a way to proceed without band-aid methods that cause a complete reset of progress on the side of UE5.
Main Note:
The model is not a game model but a virtual production model for cinematics in UE5's path tracer and I am working alone on it with no time or pipeline restrictions. Optimization is not an issue and I already know what to keep in mind as I only have to tailor it to my machine.
Geometry nodes are not a problem as I'm using a plugin to export them to UE5.
Main Issues and Additional Notes:

the fundamental issue with using another mesh as
attachment point is real curves will be affected by the set position
node and the [duplicate curves] node makes a method to point the
curve handles to be perpendicular to the circles something that is
out of my knowledge.

attach hair curves to surface doesn't work with hair tips and I couldn't find a way to pass an external uv map to it, deform to surface won't work either.

the [root to first attachment] section is simulated with bones to allow the connection to move together with the second hair section.

I attempted to make this with stylized hair, but it makes the number of bones sky rocket being that the hairs are made 1.50 meters patches and there are already 200+ for the body. Considering other actors bones and the bones for the character mechanical armor it would become a performance nightmare when animating.
(plus two solid pieces of geometry in front of the eyes just make the design look stupid tbf)

Side note: the number of bones for the body is that high so that I can have all the necessary bones to re-target animation from the human body to others instead of reanimating other skeletons for all the shape-shift sub models so that it only requires scale changes when directly animating scenes with sub model swaps.
How Far I Managed to Get:

What I'm Trying To Achieve:

Full Hair Style For Reference:

Why do you capitalize every word? It makes it harder to read.

Have to agree with Markus. A quite long text written in an uncomfortable way for reading...


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Baking Constraint
I have obtained a baked animation project, but I would like to add more animations to it. May I cancel the baking for this project? Do I only need to clear all keyframes after the first frame to undo baking? Is this idea correct? I am not very familiar with baking knowledge.
I cleaned up all keyframes except for the first frame according to my own ideas and reset the correct constraints. However, when I baked and exported to UE again, the animation only applied the constraints of the first frame, and all frames after the first frame did not apply the constraints I had set,
How can I make every frame of the re baked animation constrained?

This really depends on the details of the constraints used and the keyframed values.


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HIP RT checkbox grayed out and unclickable in Blender 3.6 (EndeavourOS)
I'm using an AMD Radeon RX 6600 XT with Blender, and the HIP RT (Experimental) checkbox in the preferences is grayed out and unclickable, making it impossible to enable HIP RT. Using Blender 3.6 on EndeavourOS.


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By mesh randomly got skinny as I was working with it
So my mesh got super thin seemingly out of the blue as I was editing it (It actually happened twice). Even hitting undo doesn't solve it since it only undoes the previous actions I've done to it instead of fixing the thinned out model. The model is supposed to look like a giant crushing piston. I'll put a reference as to what it should look like along with the broken mesh. Let me know if there's a fix for this or if you need more info on the problem first
Broken Model:
What the model is supposed to look like:

Have you given it a modifier?


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Blender export problem
I tried to export my animation as PNG 0001-0250 but after the export was done files were not in png but in some unknown format.
It happens everytime i try it, FFmpeg video or any kinds of video export is not working only png or other photos.

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""


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Soft Shadow while preserving IES light pattern
i am making a interior scene where i have downlight right above a window frame and i want the shadow casted below to be soft but i also want to preserve the IES profile detail since increasing the point light size blurs the IES light

i want the light to look like a point light with a size 0 but cast a soft shadow is there any work arounds to this other than increasing the size


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Roller or Steamroller Effect on Soft Object such as Cookie Dough or Asphalt
I am trying to animate a simple 2D object with a approximately 20 vertices so that it looks like it's material being rolled out such as cookie dough or asphalt being rolled over by a steamroller. I have tried Simple Deforms, Collision to a Soft Body and a Lattice Deform but can't seem to get this right. Any ideas?  Many Thanks

It's not immediately clear what 'rolling out' a 2D object means.. Could you illustrate with a sketch or reference, please?


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Why is my glass object purple in Viewport Shading mode?
I created 3 framed artworks with a glass object. The images behind the glass object is not the problem, they are connected. It's the glass object in front of the 'artworks' that come up as purple/violet in Viewport Shading view.

These are my settings for the glass objects.

Please help.

Is there another object behind/between the glass and the art image? Purple indicates missing references, like textures or shaders. Can you share the blend file https://blend-exchange.com/ ?


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Is there a way to run scripts on physics collisions?
I want to run a physics simulation where certain things happen when objects collide --- for example, teleporting the object from one place to another, or spawning a new object.
I know that this should be possible by writing a Python script which advances one frame at a time, manually checking for interesting interactions on each frame and then updating the model. But that sounds like a shedload of code and also very slow and cumbersome.
Is there any way to, e.g., register callbacks which get executed when the physics engine detects collisions? This would allow me to play the animation normally and the interactions would fire along the way.

No there is no such automatic built-in callback. You have to code it yourself.


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Can't Split STL using an N-gon made from Plane (Boolean Intersect/Difference)

So I have this STL I want to split up and since I want to slice it along existing geometry. I added a plane and many loop cuts, then fill the top and bottom to get the image you see.
However, every time I try either Boolean Intersect or Difference, the N-gon is the only thing left and the STL disappears. What am I doing wrong?


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No cuda or opencl on my amd gpu
I have a radeon rx 590 gme card of amd, when i go to prefences there is no cuda hip or open cl all of them says gpu not found or something. so my question is how do i use this card with blender as i am new to the program.

Well, it is quite simple - if the card does not show up it is most likely not supported by Blender.


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Creating particle/geo node setup where new particles start video sequence at birth?
I know its an old question, but I'm hoping that some clever person has figured something out?!
The sprite sheet/offset approach, brilliantly explained by Santiago Pereira in the link below works well for short sequences, but for hundreds of frames it gets silly fast.
https://www.youtube.com/watch?v=XP5DUOvu0JM&t=19s
Anyone? Blender devs?
Thanks in advance.


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Hair nodes resampling - causes jitter
I created some mesh lines. Simulated them with cloth. Then used geo nodes to duplicate that sim many times and used a noise to offset the duplicated sim based on the "index" to try to create a wool like effect. Problem is after the sim I'm trying to use the hair nodes but they keep flickering. So basically it keeps getting resampled again and again. Could someone have a solution to this? I would be much grateful!

It's hard to see the nodes. You may want to attach the blend file.  Go to https://blend-exchange.com/ and post the link back in this question.


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Trouble baking normal map from high to low poly model to smooth out edges
I want to bake the high poly details to a normal map (to smooth out/round the edges while keeping low poly count), but get unexpected results. (Strange artifacts and edges not smoothed/rounded out) I've tried many different bake settings and checked UV's/Normals but no success.
blend file:
Edges not rounded out and weird artifacts (smooth high poly on left):

Normal map:

Topology:

Bake settings:

High and low poly models:

Multiple problems: 1) Make sure HP has the shape you want, and remove the mat from it; 2) use sufficient ray extrusion for LP to completely enclose HP, or use a cage; 3) improve LP topo and get rid of sharp edges, custom normals, and autosmooth on LP.


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Solid representing the swept volume of another animated solid
This is to create a twist lock mechanism when 3D printed.
I have a cuboid rotating around its z-axis. I want to remove part of an existing solid to allow the cuboid to rotate for 60 degrees. To do this, I need to create a solid which represents the entire swept volume of the rotating cuboid and then I can apply a boolean difference modification. How can I create this swept volume solid?
Initial Position:

Ending position:

UPDATED QUESTION:
I have successfully created the swept volume solid.
Now, for some reason, the boolean difference modification is not working. I managed to somehow get the same effect using a boolean intersect modification (???) with one of the joints, but I can't get either to work for the other joints.
Here is the .blend file

https://blender.stackexchange.com/questions/48866/draw-line-from-armature-animation https://blender.stackexchange.com/questions/52830/is-it-possible-to-create-a-path-from-an-existing-object-animation


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Bake Multiple emission material/shader nodes into one Texture?
I've searched hard especially on Youtube, but even Ryan King Art mentioned how to bake multiple emission material into one texture. Here, I have multiple emission material/shaders I wish to bake into a single texture:


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Cannot join objects without rotating view first
Here's a weird one: When I press Ctrl+J to join two objects (in Object Mode), nothing happens. However, if I then rotate the view a bit and press Ctrl+J again, Blender joins the objects for me. This happens all the time in my current project. This doesn't occur in a new project. Is there anything I should do to clean up my project or something? It's my first attempt, so I'm sure it's a bit messy internally. I can absolutely live with this oddity, but I just want to make sure I'm not about to break Blender or something.


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Track empties to rigged+animated characted
So I have this rigged character that does a little dance. I need all the empties to keep their current positions on the mesh for something later. Essentially when the character moves, the empties should move with it keeping their place as they are now. Any ideas?


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My materials aren't baking properly
I'm trying to make a mod for a Unity game and my mesh has very simple materials but when I try to bake them into one they just come out as one flat color

This is how the model looks

And this is how the materials look
I followed this guide to bake the materials but when I do it the model with the bake (on the right) ends up like this:

I've been bashing my head against this problem with other options but I can't seem to get it right I truly need help on this if anyone is willing to lend a hand

Hello, you can't bake Shader to RGB, I guess this is your problem here


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Transformation (x) constraint not doing what its supposed to do, or is it?
So recently (about 2 weeks ago) I've started working on a tank model I've been wanting to make for a very long time, okay useless information aside, I want a track to work according to this video
https://www.youtube.com/watch?v=FlpCAWgMwRs
I've followed the exact steps this video tells me to do, even to the point of rotating my tracks since his were lined up along the Y axis and mine are aligned with X. What the result is supposed to do is the empty sphere should be a 'controller' on the track moving the right direction and eventually linking with the sprocket to make a flawless track animation. With me the blue relationship line IS moving in circles but the track is not moving whatsoever. Does anybody have a clue what I'm doing wrong here? I work in Blender 3.5.0 while the video is in 2.90.1
I've tried using different curves, different directions and even different constraints / modifiers, applied all transformations, locations, rotations, and scale. And still no result. Anybody who can clear me up on this?


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How to export face pose library to unity
I'm trying to export my face expressions I made from the pose library to unity. I pushed them down as actions in the NLA editor but it just exports them all without the pose. It works for full body poses, but not the face. Any idea what the problem might be?


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Trying to make an array of meshes follow a path without distortion
I am currently trying to make a curved railing, i am doing this by making an array of poles but im trying to figure how to curve them using a curve (sorta like the curve modifier) but without any distortion on the original mesh (the poles), any way i can do this in Blender 3.4?


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Surface > Background > As Color using environment texture doesn't display when rendering on EEVEE
Surface > Background > As Color using environment texture doesn't display when rendering on EEVEE.
The transparency is there, the screens pace reflections activated, alpha blend mode and so on, this is the look on the render view port:

And this is how it looks after rendering:

This is the node setup I'm using for this object:

Finally these are my settings:

I've been stuck trying to make this work for hours, looked a dozens of posts and articles but can't find a solution


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Why does the window option in the vector make my video show upside down?
I have the exact same question as in the post:
Why does the Window option in Vector make my video upside down
The answer there is not an answer, just a statement saying that it had been solved it and had found the answer on youtube, but with no link or explanation on how to solve it.

Maybe this answer helps? https://blender.stackexchange.com/questions/278881/vfx-video-always-flipped-in-movie-editor?rq=1


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Multiple edge loops and appear in my model after I added Shade smooth and subdivision Modifier
I'm very new to blender and I have been following this tutorial where i get to build the model below....everything looked perfectly fine in edit mode until I was to prepare my objects for sculpting by adding a subdivision modifier (up to four on each object) while following the tutorial. I moved on to the next step which is UV unwrapping only to discover i had what seems to be like millions of edge loops that weren't there before, now. I have tried using unsubdivide but it comes out looking damaged with some triangular faces(I had only quads while building)

Please add a link to the tutorial you are following. It would also help if you shared your blend file with the reference image packed into it via File > External Data > Pack Resources. You can then share it via https://blend-exchange.com/ following the instructions there to copy the link to it and then edit your question and paste the link into it.


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"Fragmentation" after retargeting. How to troubleshoot these?
I'm getting some tiny "fragmentations" (not sure what to call them) and a bit of stretching after retargeting. Everything else works perfectly. How do I clean these up? The source and target bones are exact copies of each other (but not the mesh). I'm using AutoRig Pro to retarget. See image.


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Any way to have different materials in instances collection in the current Blender version?
I`ve seen a few similar questions but as Blender constantly changes I thought I would ask again. I have instance collection (no geometry nodes) to save computer resources. Same geometry but need different materials and textures. Is there a way to do it? I dont need random colors but rather assinging materials in a normal way. Here is the example.


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shadows removed in layers
The "Shadow" option is not available in "Show Layer Properties" (Blender 3.5) was a link to this question however i want to be able to manipulate the shadows in compositing tab i am following a guide on youtube and since the shadow option was removed im stumped on what to do, i am currently making my own caustics with lights and they arent as visible so what he did was tick the shadow option and then go to composting to edit them ( i cant send his video as it was his patreon and i would not want to ruin his hustle and send out videos he wants to be paid for.)


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How do you bake the results of a pbr output of a texture into ONLY the colour channel
Basically as described in this video but I would like to know how to do it in blender: https://youtu.be/5ODD6yJH9wQ?si=JO2h6D1owldpQ8__&t=853
tl;dw: I want to know how to take the reflections you get from the metallic aspect of a pbr texture and bake it into the colour channel so that said reflections don't change based on character rotation/movement.


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How to make ID map for hair cards using geometry nodes
I'm using geometry nodes to make hair which I will bake down into a hair card texture. I will be converting the strands to a mesh using the curve to mesh node, and I want apply the curve ID as a unique greyscale value for each strand ID.

Just store your Index with the node Store Named Attribute in the attribute domain Spline before applying the node Curve to Mesh. This value will then be applied to each mesh island.


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MakeHuman Import Human Has Hole In Head Can It be Fixed
Import figure from MakeHuman into Blender 3.6.1.
The figure imports fine except the face has a very thin mesh.
It causes problems when 3d printing small figures say 20mm tall.
It can be fixed using UVTools but it is long winded.
My question is can this be fixed easily in Blender?
The picture is Chitubox sliced image.


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Is it possible to have Rows in a Menu?
When making a menu, everytime you add an item to the layout, is added with the same behaviour as layout.column() (new elements are added in a column).
I'd like to achieve the result of the (bottom of this) image; having a row per item to display different variables:

However, when I make a new row() item for each iteration in my loop, I get weird results, with elements displaced.
I wasn't able to see any information about this in the manual, so I don't know if I just have to guess that it may not be possible to do what I want.
So my question; is it possible? (If so, how?)
If not, is there any alternative to accomplish my goal?
Thank you so much for the help.


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Export Texture Paint as FBX with gloss effect?
I am a beginner in modeling and using Blender. I want to model basic gemstones to export and use in my Roblox game. I am wondering if I can export my mesh in Blender with the metallic (glossy) effect. My textures would look better if they were shiny. If there is a way to do this, I would appreciate a detailed answer that is understandable for beginners :)


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My GPU doesn't support any of the 4 options in GPU settings
I am so tired of only using the CPU for my renders because It's a bit slow and also makes me worry pretty much in the process about my CPU surviving it. I checked how I can force Blender to use my GPU.
But all 4 options just...
My GPU doesn't support them.
My GPU:  Radeon RX 560 Series
and my CPU: Intel(R) Core(TM) i3-4160 CPU @ 3.60GHz
I use the newest Steam version
(I think it has to do anything with my Windows because it got badly damaged when I got my PC. (There was no shutdown button and no restart button, and Windows acted weirdly sometimes, and some games ran badly))


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Exporting a face texture from blender in the metahuman style
please feel free to close if not blender-y enough.
Background
We are using 3D scanning (Einscan H) to scan faces into metahuman, it's working really well with some tweaking of the mesh in blender.
We'd like to customize these faces further by adjusting the facial textures that metahuman uses to match the scanned faces.  Getting these out of metahuman is easy enough and gives you a nice flat-stretched looking UDIM (I believe) face image and map that you can edit.
Problem
The texture that is used on the 3D model of the scan, doesn't share the same type of flattened face image, but is an image with several parts of the face in different areas (as we'd expect from an unwrapped texture).  We can't figure out what the steps are to change this texture from the separate parts, into a single stretched out flattened face. Or even if it is possible.  Some of the basic 3D scanning apps we tried can export in this function so we guess it is.
Happy to be linked to a video / resource / stack answer, but one that is clear on this and doesn't assume that I know a lot about unwrapping or baking.
Thanks


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How to mask sections of a PBR Node set up
I have set up a PRB node with grunge scratches on a glass material. I would like to be able to control from the middle of the grunge texture, to the border of the glass how much of the grunge texture expands inner and towards towards outer.
this is an example I did in Photoshop, I can use the slider to reveal and hide the masking section.


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How do you transfer weight paint or vertex colors to another model in blender?
I got a model then rigged it with AccuRig. When I imported the model into blender, the colors were all gone.
So I tried transferring the vertex colors. That didn't work.
Then I tried transferring the vertex weights from the new model (without colors) to the old model (with colors). That also worked, but it made the surface "crack" (the vertices became seperated, and didn't deform).
So far I've tried:

DataTransfer Modifier
copying attributes menu Addon

Any other ideas for what I could try?
I'm fairly new to blender, so pardon me if there's an obvious answer to my question.


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Purple lighting and reflections Blender 3.6
I'm creating a scene in blender using cycles, I recently upgraded from 3.4 to 3.6 for the sim nodes but the scene is just purple.

The floor is reflective and isn't using a texture and all nodes are configured properly. (I think)

this is how the scene is configured inside
I dont think its a texture glitch because the only thing that has an uploaded texture is the skybox, and it was properly UV wrapped and the texture is fine.
Thanks ahead of time.


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How to make hair strands go a specific direction without using particle edit
I have a strip of hairs, and I want those particles to go towards the right side and a bit random waviness, and also make the particles thicker. I tried using particle edit, but its slowing my PC system for some reason, and the particles are only 500. And I also trying to make the particles a random thickness using hair shape, but its not working.


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Blender 3.6.2 Normalize weights not working correctly
This looks like a random bug - I'll be doing fine, then normalizing stops working and I can't figure out why.
The behavior: Auto-normalize setting on brush stops working, same thing for the Weight paint normalize buttons, and in vertex weights in the side panel.  I end up with the same value in each of the bones on a vert that does not add up to 1.00. Changing a value and clicking normalize changes all the values on a bone.

There are no Blender developers here, nor does anyone here have any association with the Blender Foundation.  If you can reliably produce the bug, report it via Blender's Help > Report a Bug menu.


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N Panel tabs sidebar to fill vertically
In Blender 3.5 my many add-on tabs in the N-Panel sidebar filled the vertical space (reducing the names/labels of each tab to fit). Upgrading to 3.6 it seems this is no longer a feature and the tabs now scroll vertically to display them.
Any suggestions for how to have the tabs fill the vertical space?

I don't think that it's possible. This is the (long) developer discussion about the change.


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Animated Gif or Video into Glb format
Is there any method to covert multiple image sequence to animated .glb format? OR can I convert video into glb/gltf format? I want to play a video in WebAR using MindAR. Anyone can help me to do this. Thanks


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How to display subdivision mesh to indicate edges generated by a modifier
Is it possible to assign two different colours to a generated mesh by a modifier such as subdivision and that original belonging to an object?
Let's say I have this object:

If I turn on On Cage in Modifier section and turn off Optimal Display I can see the mesh I would have after applying the modifier

I thought changing the 3D Viewport Theme mainly Wire and Wire Edit would make it distinct between original and generated mesh. I found out about it in another post Subdivision Mesh Color. However, it doesn't really work for me. Changing Wire has no effect at all whereas changing Wire Edit changes everything.
If it's not clear what I mean, here is what I would like to see, however without having to select the whole mesh


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VR inspection pink screen
Hey guys, I'm trying to get VR inspection working but no success so far. Tried oculus and windows OpenXR ...error, then tried steamVR and I advanced to the pink screen problem that is supposed to be solved (ticked closed), I can see the vr camera and controls moving but no video output on my headset. Could it be a case of multi gpu problem? Any light on this will be much appreciated. Thanks.
Meta Quest 2 256GB
Motherboard: Pro WS X570-ACE
CPU : AMD ryzen 7 3700X
GPU 1: rtx3060 gygabyte
GPU 2: rtx3090 gygabyte
GPU 3: rtx3090 evga
Running on Windows 11Pro 21H2 build 22000.2295
Also tried on Ubuntu 22.04 LTS


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Pathing of bones doesn't make sense
So basically, with how I have the armature animated, the location of the foot does not end up completely exact with where it started. Now this wouldn't be a problem, such a small shift would most likely not be noticed. The big issue is that the bones don't follow a straight line, but instead take a big loop, making the motion much more noticeable than it has to be. Is there any way to fix the pathing, or will I have to make sure the bones of the foot end in the exact same position? I am still fairly new to Blender, so sorry if this has an answer that feels like common knowledge

I'm guessing it has something to do with "root bone". There's not much explanation out there that deals with this issue. This is the best I can find. Hopefully it helps. Unreal + Blender Tutorial - How to add root bones / motion or keep animations in place