text:
Keep Voronoi texture look during Cell Fracture
Say I have a UV sphere with a simple Voronoi texture

Now I run the Cell fracture add-on, and I get

We see that the old texture is applied individually for each cell, so the end result does not look like a fractured version of the old sphere. Is there any way to preserve the texture into each cell so that it globally looks like the old texture? Some approaches that come to mind are

For example, a possibility would be to remove the shader from the cells, and then "project" the material from the original sphere (by scaling it up a little, perhaps). Is this doable?

Another option would be e.g. to join the cells (in which case the original pattern is recovered, because the texture is applied to the joined object, which is essentially identical to the original sphere). Can we separate the cells again, this time preserving the texture?

The easiest solution is to use UV coordinates.
After fracturing the UV map is separated for each 'shard' and the texture stays in place.

The main downside are 'seams' along the edges of the original UV map.

For seamless look:
Use an empty to  control the Voronoi texture :).

Add an Empty in the same place as your sphere
Change the Texture coordinates to Object > Empty
Now fracture your sphere, and the texture will stay the same

Now bake the result for each individual shard.

One solid sphere. One fractured sphere. Each has it's own empty, textures look the same

Thanks! This is a nice trick but unfortunately it doesn't quite work: as soon as I move a cell, its pattern is all messed up again. So it only works as long as the fractured cells stay in the exact same position as the original sphere (which kinda defeats the purpose of fracturing the object in the first place). Any idea how to "apply" the pattern so that it stays fixed if we move the pieces around?

Hey :). Sure. You need to bake the texture for those 'cell' objects, so it stays in place when you move them. It's called 'texture baking'.

I see. I guess this is a great time to learn how to bake textures ;-P Thank you for your help!

Hey :). No need. If you use UV mapping, it works even with cell fracture. I'll edit the answer :).

Brilliant :: kisses fingers :: works like a charm. Cheers!

Happy to help :). (those darn UV seams are the main reason I didn't suggest it at first). Anyways, good luck with your project.


text:
Weird sprinkles color
Im brand new to Blender, so as many newbies do, I've been watching the Blender Guru Donut Beginner Guide. And when I got to render part, I found a problem: First image is dev look, and the sprinkles there have colors that I like, but when I switch to Cycles to render it, colors are getting a lot different(second image). Any idea how to fix this?

P.S. Here is the .blend file:
https://drive.google.com/file/d/1ndjYwAqxHL1UQNghsHvtlwXSDzfF-fOE/view?usp=sharing

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

From what I saw, you had a Subsurface in the material of your sprinkles. When I lowered it to 0, I seemed to get the color you were trying to get.
Hope this helps you!

It really worked, thanks a lot!

source: Stack Exchange

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

sort: votes


text:
Cutting a circular hole into a sphere without artifacts
I'm building a set based around a 500ft diameter sphere.
The entrance is a 50ft diameter hole through the 10ft thick wall of the sphere.
However using Booleans to make the hole in the sphere is basically a dead end. With an entrance hole that large, you have to use a cylinder with a minimum of more than 90 vertices to really get it to look truly round.
I have absolutely NO choice as to the dimensions of the hole or it's positioning — it has to be precisely 50.00ft in diameter, and precisely 13.5degrees above a horizontal plane through the center of the sphere.
And without being able to fool with the diameter and positioning of the hole you get artifacts.
I've tried transferring normals, but light reflecting off the surface of the sphere, especially in an animation, looks really off..
I've tried editing the mesh to get rid of shallow angles and the like. But it took forever with just 48 vertices on the cutter, and just was not worth the time. The hole didn't look smooth, and there were still artifacts showing up in reflections.
The only way I found to get rid of ALL of the artifacts was to shrinkwrap a 50.00ft diameter circle onto the sphere using project, joining it into the mesh of the sphere, using loop tools to circularize parts of the sphere's grid, then do a heck of a lot of cutting, pasting, moving, and editing geometry to position it where it needed to be.
But that technique forced me to use a 50ft circle with the same number of verts (16) that the nearest loop it had to be bridged to had (which was 16).
And you can see the result. No artifacts, but a hole that's more of a polygon than a round hole.
Does anybody have any suggestions on how I can smooth out the flat looking planes in that hole to make it look round? I already tried subdividing it. That gives me more geometry to work with but the planes just look like subdivided flat planes no matter how you try to autosmooth it.

Have you tried subsurf?

UV Sphere works great for circular holes without artifacts

Add a UV Sphere with high enough resolution
Add a circle at one of the poles. Make sure vertex count matches the sphere rings.
Use Knife project to cut a hole

Add Solidify modifier, Bevel modifier, and rotate your sphere 13,5 degrees.

I'm afraid that, long winded as my post may have been, I've oversimplified the problem. You see there are actually three holes in each of six spheres (or pressure hulls). Two of the holes lie precisely 13.5 degrees above a horizontal plane through the center of each of the six spheres. These holes attach the spheres to a torus that connects the spheres into a ring which spins to simulate gravity.

Here's a pic that might make this clearer. How do you add an image to a reply? CTRL G doesn't do it.

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


text:
Make special organic procedural texture
I have some problem to make this organic displacement texture
I want make it with procedural generator of blender, but I don't know if is possible.
[]
My example which comes closest to it :

if anyone has an idea, or a different technique, thanks in advance!

Hello :). Just to keep this question focused, what specifically aren't you happy with? What do you want to improve?

We see in the example that the folds are more reinforced, blistered, the cavities more hollow.
It looks more like wrinkles, or bulges.
I'm not trying to get close to this result, I want exactly the same :)

I ended up finding something that comes close !
Here is my procedure :
1.Add a cube.
2.Add this modifier :

First displace texture is for animating, add empty for focus coordinates object :

The second and third displace texture are the same :

And Enjoy the result !

For render i advise a lot of subsurface.


text:
How to get matching voronoi texture in 2.8?
I have seen this tutorial and i don't know how to get matching settings in Blender 2.82.
Blender 2.82 has different Voronoi Texture node, and I can't follow the instructions.
Old (2.7x) Voronoi texture

maybe try to explain what kind of texture you're trying to achieve?

I would reccomend ignoring the other setting until you need them and just use the basic functions


text:
Proper intersection modeling
How to properly model such triangular intersection?

What I did is just slapped another rectangle on top of it and beveled it?
But I guess that is not a good practice?

Add a Cube
Extrude its two opposite vertical side
Merge the new upper verts to the originals to create a frustum
Extrude the frustum's upper side
Select all the non horizontal edges and choose Edge>>Subdivide
Select the new edgeloop around the frustum and move it to the right position by double hit "G" and move the mouse vertically.
Extrude the appropriate faces.


text:
Im struggling to work the camera in a small space
This is a tutorial im following i want to make it so my camera shows the same amount of area as his does but i dont know how, i'm quite new to blender and any help would be much appreciated

Basically im trying to increase how much u can see, i want to be abe to see more of the room but if i go any further back i wll go through the wall.
This is a tutorial im following i want to make it so my camera shows the same amount of area as his does but i dont know how, i'm quite new to blender and any help would be much appreciated

You need to adjust your camera's Focal Length.
The tutorial uses 18mm.
Go to Camera > Lens > Focal Length (it's 50mm by default)


text:
Face dissapeared after adding a new color to it
I recently downloaded the latest version of Blender because I wanted to create assets for my game in Unity. After doing some tutorials for making a simple sword I wanted to paint it, but when I set a colored material on let's say the handel the faces I place it on dissapears. In the pictures I attached the same happens with the standard cube in the beginning. I still can select the faces but they just look transparant. Can someone help me out here? I already tryed Flipping the face and changing the alpha but nothing happened.
First with normal material

Now with a material that I colored


text:
Ugly UV unwarpping in a simple case. What I'm doing wrong?
I'm trying to unwrap a very simple model of a building. It unwraps fine except for the foundation of the building, where the angles between the edges are not kept.(screenshots below).

Why does Blednder fail in such a simple situation? And how to prevent this ugly unwraping?
The.blend file is here.
Thanks in advance.

try applying the scale (Ctrl A), then re-unwrapping

Try removing doubles(W > Remove Doubles). Also could you post your .blend?

Actually I do think this is a bug. Please try to report it here. A quick and dirty way to temporarily fix it is to select the bottom face only, then switch to the Bottom Ortho View, then U > Project From View.

Removing doubles and applying the scale does not help. I used method of Leon Cheung which gives acceptable result (just required to scale bottom face). Thank you all for help. I will report this as a bug.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


text:
blender curve tool isn't smooth
I am using the curve tool for the first time and sometimes when I duplicate it it isn't smooth.
how can I fix that?

It looks like a Poly curve, go into the header menu > Curve > Set Spline Type and choose Bezier instead:

Once done, as the curve is still straight, press V to convert to Aligned:


text:
Blender GPU rendering not working with the laptop charger plugged in
My laptop is Acer Nitro 5, intel i5 9300H, and GTX1650. Blender version is 3.1. GPU rendering setting is CUDA (screenshot). Nvidia driver version in 512.15, here is a detailed paste.
I downloaded the famous bmw blender file. With the charger unplugged, I opened the gpu  blender file and clicked render, it renders the image perfectly.
Now this will drain the battery in no time.
Now, while rendering, if I plug in the charger, the rendering process crashes with the error,
Misaligned address in cuCtxSynchronize() (device_cuda_impl.cpp:1965)

Therefore I closed blender, Then I plugged in the charger, opened the bmw gpu blender file again, pressed render, this time also, I get the error,
Misaligned address in cuCtxSynchronize() (device_cuda_impl.cpp:1965)

I tried Optix setting too same result. I also tried blender 2.93, no dice.
What kind of sorcery is this? Why would my Laptop charging affect blender? How do I fix this?
EDIT : Solved on updating driver to 512.95 Still don't understand why charging affect GPU, power mode is already set to high performance with charger plugged in.

Maybe check your laptop's (windows) power management settings? It's possible (albeit unlikely) that your GPU accidentally got set to something like low power or even disabled when the charging cable is connected.

Laptop is set to high performance with charger plugged in.

This might sound strange, but try rendering when in solid view in the viewport - other users have reported that the GPU renders as normal so long as the scene is not in Rendered Preview mode (all other preview modes work). Next step is a d river full uninstall/reinstall, making sure to stay at a certain version - see here - https://blender.stackexchange.com/a/208710/75504


text:
I just can't rig the shoulder well

I am a blender beginner and rigging a human model here starting by the A shape pose, but when I am doing the shoulder part I just can't make the gap disappears or make the mesh stretch like normal human muscle
Is there any way that can be done to deal with this situation?
I've tried weight paint but that doesn't works very well
Here is the blender file

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

It looks like part of your problem is where the bones are placed relative to the mesh; but without seeing a wireframe of the mesh it is hard to guess.  Could you add your blend file to your question?  (How to add a blend file)

How did you create the bones? - It looks as if the upper arm bone isn't connected to the bone attached to the spine (clavicle). Normally you'd just extrude the upper arm bone from the inner bone and they'd automatically be joined. Also the shoulder joint looks to be too high. It should be roughly in the middle of the shoulder vertically.

I've uploaded a blender file of my mesh
I only use the human meta rig and adjust the positions of it and can't figure it out
Is it the topology of my mesh isnt right for the joints?

Your rest pose is a A pose, it would probably have been better to use a T pose, but you could create 2 shape keys, the first one being the basis, the second being the deformed: Keep the second shapekey selected, raise the arm and use the sculpt tool to correct the shape of the shoulder. By the way, the fact that your body is a bit high-poly will make it a bit more difficult, is there a reason why you need it to be high-poly? Then use a driver so that when the arm bone rotates it triggers shape key #2, see tuto by Blender Secrets here.


text:
Weird/Clumped up vertices topology after quad remesh
The vertices either clumps together make weird topo or it just messes the model/mesh completely, Seems like it's trying to rearrange the quads and even it out(?Maybe?) but just ends up messing up. It also happens to the other leg, But it's less obvious, I guess.

This is the mesh(After sub mod)

This is the mesh after quad remesh(8000,face)

And this one is after voxel(0.1 vert size)

You won't control the result with a remesh tool, but you could try a Ctrl E > Un-Subdivide. Or maybe share your file: https://pasteall.org/blend/

@moonboots Yeah I can just use un-subdivide, But I want to have a smooth and even topology without exceeding 10000 tris, Cause it would be annoying for me if I ever want to go back and edit it and also making it more difficult. (Technically I can save a separate file for un sub and pre un sub, How ever I want to edit the mesh after the lowered tris.)


text:
IK controller won't bend joints but only moves the entire arm
The arm from the bottom has three bones. Upper. Lower. And hand. With the bigger one being the IK controller. And the one from the side is the pole.

And when I tried to move the controller this is what happens

(As I was taking a screenshot. I found out that the controller is limited to only move in the y local axis of the bone chain, But I don't know how'd that happen or how can I remove it.)
(also is there a way to make the ik controller work without bending the bones)

The problem is that your IK chain is completely straight.  Give it a bend to tell Blender which way you want it to go.

is it possible to do it without bending the bone

No, you need to bend the bone-- although you can do so in edit, in pose, with a driver, or with a constraint.

how much do I have to bend the bone? I want it to be straight as possible.

It's gonna bend anyways-- that's what IK does. But, you don't need much bend.  Just try it out.

I bend each bone that's above the IK about 0.0025 and it worked. Thanks a lot!


text:
Texture stretches and grows instead of repeating in Blender 2.8
I created a plane with a ground texture that has a displacement map to simulate the depth for the rocks and I made it slightly uneven with a cloud displacement modifier.
Now, I want to make this repeat and be larger but if I try to scale it up, everything increases in size when I want it to repeat.  I tried copying and pasting the plane and putting them next to each other but this is sloppy and I feel like it takes up too much resources.
Anyone have any insight on how to achieve what I'm going for? I appreciate it, thanks.
Shading Nodes

How my scene Looks

What I mean by stretching and growing

How to upload an image to a post


text:
2D Cursor in UV Editor has horizontal offset proportional to how far away I am from center line when using texture as background
I'm in the UV Editing work space and trying to use the 2D cursor to assist with placement and pivot points for scaling and other transformations, following a tutorial that uses a non-power-of-two and non-square image.

If I Shift+Right click to activate moving the 2D cursor, as I move horizontally I get a horizontal offset from where my actual mouse is that is proportional to distance I am away from the center point of my 0 to 1 UV space.
Why is this offset produced when using an non-square image? There is no vertical offset, only horizontal. It pretty much makes the tool unusable. Is it trying to map from 0 to 1 space to this stretched space? And if so, why would that be default behavior?

I'm using Blender 2.81a at the moment.
Example of 2D cursor offset in a non-square uv space.

Oh, this is a very good observation :). No idea why this happens, but I added a gif to better illustrate it.


text:
Different light source settings when linking
I`ve been working with diferent scenes. Im working on a certain animation with eevee and i have a problem with linked light source (sun). The linked sun resets its shadow bias values to one making shadows less sharp and less precise.

Hello :). There used to be some limits on linked lights between scenes (maybe there still are). What Blender version are you using?

Hi! Im using blender 2.9


text:
Image Texturing
I am trying to recreate my floor in my house from a picture I took and using an image texture.
I am having a sort white-washed texture effect happening. Does anyone know what's going on? The comparison of the two shows my floor image on top and the Node setup.

The white spot in your render is just a reflection of your Point light.
To make it also visible in the Viewport, you have to enable your Scene Lights.

Additional note.
You seem a bit confused about using the Bump node.
If you're using it with a color image, add a color ramp to make it BW and to control the contrast.
There's no need for a Displacement node.

This was very insightful. Thank you!


text:
Background Color Penetrates Solid Object in Eevee as if Transparent
I've been trying to do an interior scene in Eevee and can't figure out why blender is treating an object with thickness and subdivisions as if its entirely transparent
Screenshot of material settings

The scene inside of the object with Eevee.

The scene inside of the object with Cycles

The scene outside of the object

What is the roughness value of the material? Low roughness values will cause the material to be reflective, thus having its colour heavily affected by the environment.

I just turned the roughness right up to 1 and its still behaving as if its transparent, but thanks for the suggestion.

Could you upload the file to https://blend-exchange.giantcowfilms.com/ ? Or just screenshot the material values then.

It honestly doesn't look transparent to me.

I just updated my original post with the material settings, its just the default principled settings. @Nate_Sycro27 it might not be, but I was expecting the inside to be dark and then I'd have to create openings to bring light in


text:
export selected actions with the fbx exporter
Is there a way to only export select actions. As every time I export to unreal I have to delete a bunch of animations that are useful in blender but not something I need in unreal.

Add all actions you want to export as strips in the NLA, and then in FBX export settings, deselect All Actions and keep only NLA Strips. This should export only animation from NLA strips (i.e. actions).

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


text:
My camera won't zoom after it reach certain distance of zoom
My camera will not let me zoom in anymore after I zoom in on a huge obj. I know it is probably designed that way so we can zoom in anymore after certain amount,but I want to know if I can break that. I really need to zoom in more.

Related and possible duplicate, http://blender.stackexchange.com/q/644/12

Try hitting "5" on you numeric keypad. It will switch to orthographic view mode. If that is not what you want try reading the thread iKlsR mentioned.

its still don't work


text:
How do I add a Panel to the Rigid Body Panel?
I'm trying to watch the coordinates of an object as it moves during a simulation, and to this end I want to add a new Panel to the Rigid Body Panel, like this:
class PHYSICS_PT_rigid_body_worldmatrix(PHYSICS_PT_rigidbody_panel, Panel):
    bl_label = "Rigid Body Coordinates"
    bl_default_closed = True

    @classmethod
    def poll(cls, context):
        obj = context.object
        return (obj and obj.rigid_body and
                obj.rigid_body.type == 'ACTIVE' and
                (not context.scene.render.use_game_engine))

    def draw(self, context):
        layout = self.layout

        ob = context.object
        rbo = ob.rigid_body

        row = layout.row()
        row.prop(ob, "matrix_world", index=12, text="X")
        row.prop(ob, "matrix_world", index=13, text="Y")
        row.prop(ob, "matrix_world", index=14, text="Z")

This works if I put the code into startup/bl_ui/properties_physics_rigidbody.py, but not if I put it into a script file and try to load it.  It can't find PHYSICS_PT_rigidbody_panel, even if I add this line:
from bpy.types import PHYSICS_PT_rigidbody_panel, Panel

Any ideas how to access class PHYSICS_PT_rigidbody_panel?
Also, when I run it by editing the system files, it still has some issues.  It doesn't update in real time during the simulation; I have to move the mouse into the properties window.  I'd also like to see the numbers displayed in scientific notation if they are extremely small.
Any suggestions?

The PHYSICS_PT_rigidbody_panel class is only present in the properties_physics_rigidbody.py script - it is simply a base class to provide common properties to the other panels in that script.
The step you are missing is bpy.utils.register_module(), with the properties you need for the panel you get the following -
import bpy

class PHYSICS_PT_rigid_body_worldmatrix(bpy.types.Panel):
    bl_label = "Rigid Body Coordinates"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "physics"
    bl_default_closed = True

    @classmethod
    def poll(cls, context):
        obj = context.object
        return (obj and obj.rigid_body and
                obj.rigid_body.type == 'ACTIVE' and
                (not context.scene.render.use_game_engine))

    def draw(self, context):
        layout = self.layout

        ob = context.object
        rbo = ob.rigid_body

        row = layout.row()
        row.prop(ob, "matrix_world", index=12, text="X")
        row.prop(ob, "matrix_world", index=13, text="Y")
        row.prop(ob, "matrix_world", index=14, text="Z")

if __name__ == "__main__":
    bpy.utils.register_module(__name__)


text:
Incorrect scale when importing .Obj files
IM trying to import a character created in 3ds Max.
It has 7 cm in Max, but when it is imported into Blender it interprets it as a  700 cm model.
How does Blender handle scale?

Hello :). What format do you use for export from Max?

Hello,
Im exporting in obj

I'm facing same problem with obj then I tried with fbx. Export as fbx in 3ds Max. FBX will export the actual dimensions of the 3DS Max into Blender.

Inconsistent scale is a common annoyance when using different software.
Fortunately, you can clamp the size during import.
Clamp the imported file to a fixed size.

To illustrate different clamp results


text:
Baked texture is tinted pink
I followed this tutorial for baking the texture of barrel.
(https://www.youtube.com/watch?v=jLEpjSFHl4o&t=355sa)
Now, the baked texture turned out pink.
Which doesn't happen in the tutorial video.
Did I miss something?
Thank you in advance.

More images here on Imgur.com

Hi. Please add images using the built-in uploader. See: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post You can [edit] your post using the link under it.

Your current bake setup is set to Normal baking. I believe what you're attempting to do (if you're following that tutorial) is either Combined or Diffuse (colour) baking.


text:
Why did my mesh disappear after using remesh modifier?
I was trying to clean up the geometry of letter "N" after I converted it from text to mesh.
But the mesh of letter "N" disappears after I apply the Remesh modifier.
Making Octree Depth higher did not make the mesh reappear.
Q: Does anyone know the best way to clean up the geometry of a mesh?

For this modifier object has to be a 3D. Your N is only 2D.
To clean up go to edit mode, select all vertices and press X > Limited Dissolve.

Or select all vertices and press F (Make Face)
For more info https://docs.blender.org/manual/en/latest/modeling/meshes/editing/basics/deleting.html

The Remesh Modifier requires a mesh with surface curvature, which a completely planar model doesn't have. You could add a Solidify Modifier before the Remesh Modifier to make it work properly. This is also suggested by the manual:

The input mesh should have some thickness to it. If the input is completely flat, add a Solidify Modifier above the Remesh one.

If you're only interested in having planar geometry, you could delete the extruded part of the letter after applying the modifiers.


text:
Ceiling brick texture is distorted
I'm triyng to scale a brick texture for a ceiling.
It seems that the texture is stretched so I tried to fix it with the mapping Node, but that doesn't fix the problem. I also tried to change the UV and the mesh, but I can't make the bricks come up.

The roof texture is stretched, but the floor texture is fine.
Here is what Im triyng to achieve:

Here is the .blend file

Thanks

You UV map is distorted.
Simply unwrap your roof again and it will work.

Apply scale and rotation of your roof (Object > Apply > Rotation & Scale)
Go UV > Smart UV Project > Conformal
Use Mapping node to scale and rotate the texture

Thanks Jachym you are the boss... Im a big noob, I hard understand how to work with the uv mapping

Glad to be of help :). If you get stuck somewhere, feel free to ask more questions.

wow, you are a good man, thanks a lot jachym if you come to barcelona you have a free tour

Thanks, greetings from Prague :).


text:
Pac-Man Type Animation to Unity
I am making Pac-Man mouth close/open animation.
My goal is to bring it into Unity.
At first I made this combination of a sphere and a cube by using boolean modifier.
Then I changed the size of the cube and made shape keys animation.

It works well in Blender, but in Unity it doesn't work, because Unity doesn't understand the Boolean modifier.

As the next method, I tried to apply Boolean modifier in Blender and remove the cube.
Then the open-mouth is OK, but how can I close Pac-Man's mouth?????

Q: Basically is my approach wrong here? Or how can I close his mouth?
I am a new bee for Blender. I appreciate your any advice.

you can use shape keys but im also not sure will it work , modifiers will definitely not work because unity doesn't know what modifier is it.....

I have checked Shape Keys works well (handled as Blend Shape) on Unity. And shape modifier not. But I have no idea how to make packman-like mouth movement, without using boolean modifier on Blender.

There are shape keys in blender

yes, I know, But How can make pacman-like animation by shape keys??? I know only the way to use boolean modifier

try applying the Boolean modifier

I applyed and I can make open mouth packman, but can't make it back to close the mouth.

yeah probably it wouldn't notice that blender has something known as shape keys , thats what i told in my first comment , it doesn't support blender , so try rigging it in unity and find some weight pattern that deforms mesh in desired way.


text:
Ik controller have no limit and keeps stretching the mesh
The bone keeps pulling the mesh.

What I've tried so far: changing the vertex. sculpting doesn't work. limiting the bone location and distance. And weight painting.

None of them seem to work.
The reason I think caused it: High vertex count, Bad bone placement.
Or weight painting.

Found out the reason: Instead of selecting the bones, I selected the vertex groups to inspect the cause of unwanted mesh stretching. And turns out I have some vertex groups either unwanted, Hidden, Or added in without a bone. So when I select the vertex group instead it shows that weight paint and it is in fact the area that causes the mesh to have weird stretching. hope this help people with similar problems.


text:
How to add color to texture in node?
I'm new quite new making textures from nodes and I don't know how to add color to my current texture, Here's what I mean.
Here's the node tree.
And I want the white parts to be another color.

You can put a Color > MixRGB node in Multiply mode just before your shader, and put the factor at 1 (here I've used an Image Texture for the wool texture but it would be exactly the same if yours is procedural):

Ah I see So basically right before the output.

right before the shader node (Principled BSDF or Diffuse or Mix Shader...), you always need a shader node before the Material Output itself


text:
How to un-subdivide whilst remaining the topology(Also not lowering the vert count below (8)k or max 10k)
How to unsubdivide/lower vert counts whilst remaining the topology, The quad remesh just stright up ruins my mesh, voxel doesn't work, literally just deletes my mesh, decimate, Well.. You get the picture.
here's the image for the wireframe.
Mesh after quad remesh.

Hello, what does Ctrl E > Un-Subdivide give? Also maybe show a screenshot of your wireframe

@moonboots wire frame added. the unsubdivide lowers the tris to 4k verts I'm trying to preserve as much as possible without exceeding 10k verts, un-sub (two step) cause the verts to go around 4.8k.

You say that you want to be between 4k and 10k, so what's the problem with unsubdivide? Sorry I don't understand

Oh, I noticed, I mean 8k verts to 10 k verts. I'm sorry :/ .

If unsubdivide and remesh don't work I'm not sure there's any other automatic method, if you want to keep quads of course. But you can do it manually with the checker deselect method

Oh god, The suffering.

Is there any reason why quad remesh doesn't work? Or is it another topic.

You have some apps that can remesh, like Instant Remesh, they may give a better result than the Remesh tool of Blender, but it's not magical either. Retopologize with the checker deselect is not so complicated.

Got it, Imma learn it then. Thanks for the advice :D

what do you mean when you say that it doesn't work? It probably doesn't give the result you want, but an algorithm can't guess how to do a good topology

if you want me to explain checker deselect, please ask

I can show you the mesh after quad, And also thanks but unless you have time, I can just learn it by my self.

If the automatic tools like Remesh don't correctly reduce the topology, do it manually with the Checker Deselect method:

Select a ring of edges (CtrlAlt right click):

Go into Select > Checker Deselect and the Operator box choose the selection ratio (by default it will keep selected one edge out of two, increase the ratio if you want to dissolve more edges):

Go into Select > Select Loops > Edge Loops in order to extend the selection:

Press X > Dissolve Edges, or shortcut CtrlX:

Thanks, That helped, ALOT, tris is now ~8.5k, Thank you.


text:
Can I make the X-Ray mode even more transparent?
I am currently modeling a small cabin using a reference photo.
My problem is that my objects are projected over the top of my reference photo, and even in X-ray mode it is hard to see my photo. Can I change the opacity of an object in X-Ray mode to make things behind it more visible?
In this case, I need to make my objects more transparent so I can use my reference photo to model it easier.

You can change the x-ray opacity in the shading dropdown.
It's not exactly linear, but it works.
Or you can put the image in front and make it semi-transparent.

Thanks, this is what I was looking for

Happy to help :).

@JachymMichal Can I make this opacity permanent? Because as soon as I come out of edit mode it turns to 0.5

Hi @NewBlenderer. It keeps the set value in my Blender 3.2. Switching between object/edit mode doesn't matter :). Not sure why yours doesn't.


text:
Can't extrude edges with individual origins
I'm trying to extrude my edges along a road to create things like gutters, or sidewalks etc. I've tried many different extrude options and none of them seem to extrude each edge in the correct direction, they seem to follow where the origin is or something. Here's a gif that better explains what's going on:

I'm using the industry compatible hotkeys on blender 2.82, thanks in advance.

Perhaps the Edge Slide tool is better suited for this.

Select the edge and use the Edge Slide tool
Press C to disable Clamp and slide it outwards
Done.

(The yellow guides appear when you press C (disable clamp))

This worked, thanks! Unclamping was the secret sauce :)


text:
Texture showing differently on 2 Objects
Could someone tell me, why a texture shows differently on 2 Objects?

This is my material setup

Different UV layouts?

no, I only copied and mirrored the first object

Different normal direction? Try flipping the normals on one of the objects.

It gets better with flipping the normals, but they are still different

oh sorry

I tried flipping the Normals again and it worked, I dont know why not an Hour ago, but it workd, thanks :)

Normal maps usually need to use Non-Color color space.
When set to sRGB they give unexpected results.

oh cool! Thanks :)

No problem :). Good luck with your project.


text:
Simulate the effect of light over time
I would like to simulate the effect, that has light, over a periode of time on an object. For example on the begining of my animation my wooden object looks bright and new and on the end of the animation it is darker. For that I only changed the texture color during the animation. Now my problem is, that my Model ist quite complex and ther are parts, that are kompleatly hidden and shhould not be efekted. I would like Blender to automaticly detect, whitch parts of my object are being more exposed to the light and just darken that. Is it possible? I thought of maybe somehow using the ambiente oclussion?
It will be a Film. It does not have to be in the material, but I just do not know how to do it. I have this image, where the edges are dark, becouse of an another object, that was covering it and only the edges were exposed to light. now in the beginig of the animation the whole face shold by the same color and during the animation the edges should get darker

Thanks

are  you using eevee or cycles?

I am using cycles

Animate the intensity of the light.

How does the animation of the intensity of the light influence only certen faces?

What is your intended output? Are you making an animation for a movie file or just to frames? Could you just animate your scene lighting and render the result as your movie then? Why does this need to be in the material/texture?

You can simply bake the light/shadows and then use them as a mask.

Bake a Combined Pass (default settings work fine)
Use the resulting BW texture as a mask for a MixRGB node
Done

Have some tan Suzanne...

It will be a Film. It does not have to be in the material, but I just do not know how to do it. I have this image, where the edges are dark, becouse of an another object, that was covering it and only the edges were exposed to light. now in the beginig of the animation the whole face shold by the same color and during the animation the edges should get darker


text:
Geometry Node: Cyclic Curve Morphing
I am trying to morph a straight line to a circle. But the last edge of the circle is not included in the morphed output. How to fix this problem?

Edit: I gave the example of the line because it's the simplest one. But I want this to work for other open ended curves also like a Bezier Segment.

I would solve this task like this:

In a circle created with Geometry Nodes, there are no duplicate points, so the actual start point is not at the same position as the end point.
Instead, these are connected by declaring the curve as Cyclic.
In your example, however, the end point should be the same as the start point.
Therefore, you can simply create a circle that has one point less than your line, and using the math node Wrap you can use it to map the last queried point to the first when transferring the positions.

Update
Of course, you can also use other shapes with the same technique, such as a star:

The important thing is always: The number of points of your line is always one point larger than the number of points of the closed shape!
(Blender 3.2+)

How would you make this work for a star instead of a circle?

@LomaHarshana With a star, of course, this also works, but you would have to consider the number of points, since a star is created via other parameters. See update.

Yours is a very beautiful solution, it's so simple and caters to the generic conditions (open and cyclic curves of any type) and also makes use of mix node, which is a very natural representation of morphing. Thank you!

@LomaHarshana Thanks & You are welcome!

A circle in Blender is a Spline set to Cyclic by default, so the position of its last vertex does not quite reach its first (if it did, there would be a doubling there), which is what you need in your setup. Easiest way to get a circle that has double vertices at the first/last point would be to use a flattened (zero height), single-rotation Spiral instead, with one less "resolution" from your main resample count:

Note: I'm using Blender 3.5. With 3.4 onwards, Transfer Attribute node has been replaced with three new "Sample" nodes, that's what you're seeing in the visuals.

Since you don't want a cyclic spline, your problem is that you cannot use the same number of segments for the line and the circle - because then you're missing the segment that connects the last with the first point.
Instead you need one more segment for the line and the first and last point need to be in the same place. To do this, there might be a better setup than mine, but it works:

I have an Integer input which controls the number of segments, I add 1 for the line so that you have a segment to connect with the starting point.
The position of the curve points go into a Transfer Attribute node with the index converted by a Math node set to Modulo with the number of segments. This makes it look cyclic in the end.
To change the position of the line points, they are offset by the difference between their original position and the position of the circle points. The Vector Math node set to Scale now morphs from line to circle if you change the value from 0 to 1.

Oh, sorry, I was late again and didn't see that you had already written a (very similar) reply to this. +1

But your setup is easier... I use the Position node twice :D

I've gone down a similar route to yours and @quellenform 's, but using a complete duplicate of the curve and its handle positions, for splitting an arbitrary cyclic spline. I'm getting stuck atm trying to split only the cyclic splines in a multi-spline curve. May post a q of my own.....

one way would be, to use "set spline cyclic":

This adds an extra segment to the line. Instead of line if I have another open ended curve  (like a Bezier Segment) this would change the nature and appearance of that curve by making it closed.

Please see the updated problem description.


text:
Curve factor at position
We can get the position at a curve factor (or length) using Sample Curve node. Is there a way to get the factor from the position?
Edit: More specifically I am looking to find the factor of control point of the curve meeting certain criteria like "having the smallest x position (the left most point)", So the position will always be on the curve.
Edit2: The node setup below is my first - rather naive attempt at finding the position. I am just selecting the point that has smallest x value (found by attribute statistics), instantiating a dummy object to get the position from selection (I could not find a node which uses selection to get the position, so had to use instance on points).
As seen in the screenshot the sphere does move to the correct position and since it's the only instance,I guess the value at the socket marked in yellow will be the position I am looking for. This only gives position and not the index.

Next I tried the approach suggest by @StefLAncien as shown below where the x value is used as weight of Points of Curve node and then we get the actual position at this index using Sample index. But as you can see the sphere doesn't move to the position. Also tried Spline domain instead of Point. Maybe I am missing something. If we get this index, as suggested by @Gordon Brinkmann, we can get the factor using spline parameter.

I do not know such a node. I am actually using a "Points of Curve" node with the weight equal to the "Distance" between the "Position" and the coordinates I am targeting to recover the closest control point. Then a "Spline Parameter" node to get this control point factor, and to do a linear interpolation of the "Factor" with the next CP. A more sophisticated approach is to do a dichotomy with a "Repeat Zone". A brut force approach is to oversample the curve, convert it to a point cloud capturing the "Factor", then to find the nearest point. It all depends on the accuracy you are looking for.

You want to get the factor from position vectors (XYZ coordinates which happen to be somewhere on the curve), or specific positions given by control points of the curve?

@GordonBrinkmann Specific position given by control points of the curve. More specifically factor of control point meeting certain criteria like "having the smallest x position (the left most point)", So the position will always be on the curve. (Have updated the question)

As an example, for the smallest x position of all the control points, you can use a "Points of Curve" node with the weight set to x. The first returned index will be associated with the smallest x.

@StefLAncien Thanks that's a very useful pointer. I got to the point of finding the position of the point somehow - your suggestion is far better - but stuck at getting the factor.

@StefLAncien Isn't the Sample Index node exactly made for something like this? Read a value that you can plug in from somewhere (like the Spline Parameter node) at a certain index (like the index of a control point)?

(Using Blender 4.2.1)

Dark pink nodes:
The index of the control point with the smallest X coordinate is a property of each Spline making the Curve, not of each control point. Consequently, it is sampled in the Spline domain. As there is only one Spline in the demonstration case, the Index parameter of the Sample Index node is set to 0.
To get the index of the control point of interest, the X coordinate of each control point is input as the Weights parameter of a Points of Curve node. Because the smallest X coordinate is expected, the Sort Index parameter is set to 0, yielding the index of the first point after sorting. It is to notice that the Curve Index socket is left unconnected. Consequently, this value is provided by the Sample Index node (i.e. 0 here, i.e. the first and only Spline).
Dark green nodes:
The Factor of the control point of interest is recovered by a second Sample Index node set in the Point domain. Its value is provided by a Spline Parameter node.
Dark blue nodes:
To check this Factor, a Sample Curve node is used to recover the Position of the control point of interest. This position is offsetting the vertices of an UV Sphere (beware to plug the Offset socket and not the Position socket, otherwise all the UV Sphere vertices are collapsing at the same location).

The following figure shows in light grey background the nodes to add to deal with more than one Spline in the Curve :

Resources:
(Blender 4.2.1+)

Yes, this works! Could you please explain why we need to get index from point index? Are these 2 (point index and index) different? Using point index to get the factor from a single Sample Index node (connecting Points of Curve output directly to second Sample index's index socket and using Spline Parameters factor as value) doesn't seem to work.

So if I basically understood everything correct, you want the factor where a certain control point sits. If you can determine the conrol point (and your comment under the question sounded like you can do that), you have its index. Then it's quite easy to get the factor of the spline where the control point is.
There is a Sample Index node where you can sample data at a given index. So for example if have curve with control points and each control point has an index, then I can plug an Index node into the Sample into the Sample Index node, and the value I want to sample is the Spline Factor.
Then I store it as a named attribute "cp_factor" so every control point has an attribute with the spline factor of its current position.
Here is a simple example with a straight line of 10 m length, so the X position is equal to the 10 times the factor so you can compare it easily (I also instanced icospheres to mark the positions, ignore the separate Index node, it works with the Index output of the Spline Parameter node as well):

Of course this does not only work because they are all equidistant apart, as randomizing the position of the positions show (but still a straight line since it is easier to see there):

So to get the value of a certain control point, you only need to read the attribute at the index of that point.


text:
Set material index for each instance

In the above node setup:

There is a meshline with 2 point count
A plane is added as instance to the line
There is a Set Material Index node which gets its input from index node.
The plane has 2 materials of 2 different colors.

So I am expecting the 2 instances to have 2 colors (material index 0 and 1). However, as can be seen in the screnshot both instances have the same color. Am I missing anything?
Edit:
Just to add to the answer from Lutzi, apart from realizing the instances we also need to divide the index with face count. Since the realized instances are actually faces, we need to assign the material for all faces of every instance. In case of plane, it works without the division by face count for the obvious reason :)

A Realize Instances before Set Material Index solves your issue. You can't have instances but with different materials, instances share the same data.

Thanks, could you put that as answer.

I have a slight doubt about "instances must share the same material", but alright and worst case scenario my answer will be downvoted.

@Lutzi Also, I thought realize instances would convert the resulting geometry into instances.. so each vertex will have a separate index (like we do set position after realizing to change individual vertex positions).. But realizing seems to work in this particular case. Would be interesting to see other points of view.

Not exactly, materials are defined on the face domain, not vertex. And the node Index behave differently depending on the domain you are using. So under the hood, you'll get face index because you are acting on material-related stuff. That's my guess, 80% sure ahah.

If you don't need to keep them as instances
You can realize your instances, to be able to give them different materials :

If you need to keep them as instances
Then you have to build a material that behaves differently per instance. A complete answer is available here. It can be a bit trickier because you need to build a kind-of-procedural material that behaves as multiple materials.

Thank you. Please see my edit.


text:
Subdivision respecting adjacent edges
I have this set of meshes that i use to generate my levels with.
Now, I have used a subdivision script in runtime with unity, but that is quite heavy.
I was thinking about doing the subdivision in Blender, but if I do it per mesh, the final mesh will end up looking full of holes.
Is there anyway I can subdivide the meshes here, keeping the corners of the mesh where they are?

You can mark edge creases to control the subdivision's interpolation: select an edge, press SHIFT + E, then drag your mouse and left-click to confirm.

This was exactly what I wanted, thank you!

Subdividing will always cause this issue. For a smooth look, you can right-click on the mesh and then select shade smooth. If you want a few areas to be smooth or rounded, you can go to edit mode and select the edge you want to smooth, then use the bevel option, the option below:

pull the yellow line on it, and keep pulling to the extent you want to smooth. Then go to the bottom left, of the viewport. You will see an option that says bevel and a triangle near it. Click on the triangle and set segments and set it to 10, in this section :

Then, you will get a rounded edge. This is better than subdividing it. Subdividing always makes stuff with sharp points look worse and unity would never accept a heavily subdivided model.
Hope my answer helps.


text:
Ball squeeze through pipes
I am trying to make simulation similar to this (around 5sec)
https://www.pinterest.es/pin/573997915020314265/

and i have this issue that the ball wont come trough the pipe like on the picture. Any idea how to make it work?

did u try shape keys?

A Cloth sim + a Force Field or an inner collision sphere works for me: https://i.sstatic.net/mxesU.gif - give the ball some pressure and uncheck Single Sided in the settings of the collision object

Thanks it works i had to increase force of Force Field and disable friction of pipes


text:
Starlight spotlights w/ volume help
I'm trying to create something similar to this image's sky-box.

I tried cutting holes into a plane and shining a spotlight through. My attempts end up with the light hitting the ground (which I don't want to happen in the majority of the time, nor where the "god rays" visible in my render image (beginner with volume settings)

Try decreasing the point light's emission value .Are you using  volumetric lighting?

There is several ways to get this effect ... but in your example are mixed two light effects. One is vertical lights from stars and second light scattering fromcentral light source. So here are some tips.
SunBeam (postpro)

enable Compositor
use SunBeam node with high Y value to get effect of light comming from top
it depence on image, but sometimes you will need to do a pass for stars if there is some another bright source of light (or for masking reason foreground-background)

Glare (postpro)
similar way is to use Glare node > Streaks > 2

Volumetric
For light scattering

add Cube with Principled Volume shader

For vertical light rays comming from top you can use Volumetric material, but without connection with stars on sky.

use 2D Noise texture node for vertical rays
add Areal light on top

I used the Sun Beams, made two render layers, and now am using alphaover to put them together. BUT the sun beams disappear after the alpha over node. How do I keep the sunbeams when bringing both of the layers together?

Your node tree works as expected https://imgur.com/lo1B2AW for me. If you want SunBeams in front https://imgur.com/Wcc6aKu ... I'm not still sure if the effect should be lens flare or light scatter, it make difference in appearance in space. You would probably need Z-Combine node for more complex merge. Please share a screen with your issue.


text:
How to create a luminous led fabric
I'm having trouble creating a bright LED fabric, can someone give me a way

I used this setting to create the led, but it wasn’t like the picture

Hello :). What have you tried so far and where exactly are you stuck? This isn't the best place to ask for full tutorials :).

I know there's a better way to do this, but I only took a few minutes.  Hopefully it gets you started.

Thank you for your help


text:
How to activate different tool gizmos with shortcuts?
When I use S, R, or G it allows me to interact with the object in all directions but I would like that those commands just activate the respective manipulator.

thank you for your answer! I've found a solution
Just Right-click on the move, rotate and scale buttons, then "assign shortcut" and you add the respective command

You can access each one of the transform tools individually in the tool bar:

Or you can enable gizmos individually as well in the viewport gizmos controls


text:
Problems with making a domino effect
I tried to make the typical domino effect in Blender.
The first time it even worked, the 2nd time it didn't. I added the Array and Curve modifier to the domino and set the curve for both modifiers, that is the path the dominoes should follow.
If I increase the spacing of the dominoes and scale the curve, the number of dominoes should actually increase, but that doesn't happen. I can only build it by setting Fixed Count instead of Fit Curve on the array modifier, but then the dominoes don't fall down later during animation (Physics: Rigid Body).
Attached is the blender file with a sample. Does anyone know the solution? Thanks a lot!
https://we.tl/t-TwdOWK6VJf

You didn't attach anything.

Create a domino
Create a curve
Add a Geometry Nodes setup to the curve:

Convert to mesh.
Add Rigid Body settings to the new mesh.
In Edit Mode select whole mesh, P, By Loose Parts.
In Object Mode with all pieces still selected, Object > Set Origin > Center of Mass
Add a floor (passive rigid body), and a wind to get the dominoes started:

Remember that a rigid body is rigid - the object rotates and moves, but doesn't scale or deform. So if multiple pieces are within a single object, which is the case when using array modifier, you will only be able to move all pieces together by the simulation.

If you duplicate an object with the Array modifier you won't be able to use physics correctly as your object is still one unique object, so first you need to apply the Array modifier and separate each domino. Also if you use a curve it will deform the domino, so it's not the best idea, you should rather array a plane, in the Object panel > Instancing, enable Faces, and parent the domino to this plane so that the domino appears on each duplicated face. At the end you'll still need to apply the modifier in order to have separate objects, then you can give physics to the dominos.


text:
Animate .stl files in Blender
I have a bunch of stl files that I want to import into Blender. I wanted to animate them, for example one stl file in each frame so that overall it turns into an animation. I was wondering what the best way to do this is. I have a large number of stl files, so I'd prefer not to manually do it. Is there a script that exists to allow this?

This question appears to be off-topic because it is a feature request.

@someonewithpc I don't quite agree. It seems to me the OP is asking if there is a way to do this, not for a way to do this.

@gandalf3 isn't a feature which supports this being worked on? I think I heard about something like this.

@someonewithpc Yes, see this. Though that doesn't make this question a feature request per se..

@someonewithpc I agree with gandalf3, this is asking it there is a way to do this, not that a feature be added.  Whether or not the feature is in the making otherwise has no bearing.

You might try the Blender add-on Stop Motion OBJ. It supports sequences of .PLY, .OBJ, and .STL files. It also supports geometry with different vertex counts from frame to frame.github.com/neverhood311/Stop-motion-OBJ

I do not have a straight out easy solution, but i can think of a 2 ways of doing this.
Do all the STL files have the same number of Vertices and faces?
If the number of Vertices and Faces dont change, I would suggest a python script.
first have a look at the AnimAll addon that comes with blender. you just have to enable it in your user preferences.
http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/AnimAll
write a script that does the following:

imports the first STL frame.
call:

bpy.ops.anim.insert_keyframe_animall()

then for each frame after that:

import the STL File for that frame.
change the positions of each vertex in the main object to that in the frame imported.
call:

bpy.ops.anim.insert_keyframe_animall()
delete the STL frame imported.

That way all your frames will be in the same object, and show up as keyframes in the animation editors.
This assumes that the STL files have kept the vertices order the same, otherwise this method will not work and your imported animation will just jump all over the place.
There is the MeshFoot addon which will import a sequence of OBJ files, however it does not work with STL files, so you would have to modify the code to get it working with STL files.


text:
Is there a way to export the built in textures as a UV map?
Basically, I am making a weapon for Skyrim, I already finished the mesh itself and used the cycles render materials and surface nodes as the texture. Now, I have run into a wall, I can't seem to find a way to export the existing texture . Is there a way to do this or is this an exercise in futility?

you could bake the material..

could you please document the steps that you have gone through so far.  On the one hand, it sounds as if you already baked the texture but on the other hand;  If you did that already then you would have a texture that only needs to be saved and that would be very easy compared to what you already would have done.  It would help if you load pictures and outline the steps so someone can help you through the rest.  You're question leaves too many unknowns as it is.  As a general guideline, try to make your question as clear and detailed as you would like the answer to be.

This answer should get you started


text:
Add 3D content to an image using blender
I have an image of a scene and I extracted the projection matrix from that, so I have the camera calibration. Now, I want to add some 3D objects to this scene. I have already coded something with OpenGL. You can see the results here (the white wall is added in OpenGL):

Now, I want to achieve the same thing with Blender, because it's easier to work with complex models and complex scenes. Can anyone give me any pointers on how to convert from OpenGL camera to Blender?

One thing that may be true for you here.  Matrices that are normally used for OpenGL camera FOV are inverted to Blender, a higher value for OpenGL has the opposite effect in Blender.  For aligning your two scenes-> "Camera Mapping"  seems to be the official term used in Blender circles right now.   https://www.youtube.com/watch?v=B9r9tKX5olY  Feel free to return and also post the answer to your own question.  Your math and OGL API usage looks solid,  I'd be interested to see how you connect them to Blender.  I use some http://www.dhpoware.com/demos/ code to convert .obj to OGL vertex arrays.

If you were using a video, you could use blender camera tracking, and add objects to the scene that way. Then, you could select the exact frame in the video that you wanted to add the objects to. For example, if you had a video of the soccer game, then you could use that.
Here is an tutorial on blender camera tracking:
https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=3&cad=rja&uact=8&ved=0CDIQtwIwAg&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DCVPcT0dJmoY&ei=J4IoVOy7CIi9ggTB7YDwCA&usg=AFQjCNF6HngfToZ3LNcfFsj9NnkfFfc6hg&sig2=JLK58U_NvMz6XS_KS3IzCA


text:
Is there a way to make a given value relative to another piece of value?
I'm trying to animate several objects along a curve with the Follow Path constraint. If I adjust the Offset of one object, I must adjust all the ones behind it. This is tedious. Is there a way for me make the Offsets relative to one another?
For example,  is equal to (  + 10). If Suzanne has an offset of 24, then cube's offset is 34, ect.
Thanks.

You can do that easily with drivers. Drivers can be hard to understand, but are very powerful.

RMB  click on the Offset field in the Follow Path constraint that you want to be linked to the other constraint's value (I will call this object 1).
Chose Add driver
Open up the Graph Editor and switch it to Drivers, click on the Offset Factor (Follow Path) in the list of drivers on the left.
Press N to open up the Properties panel to edit the driver.
Change the var type to Single Property, point the Prop: to the object that has the other Follow Path constraint.
Select the object that has the other Follow Path constraint (in my example it is Suzanne).
RMB  click on the Offset field in the Follow Path constraint chose Copy Data Path
Select object 1, go back to the Graph Editor, and paste in the value for the Path:, should be this constraints["Follow Path"].offset_factor.
Change the Expr: to be var + 10.


text:
Geometry Node: Simplest way to restrict value of a field
Let's say, in geometry nodes I have a vector field that is obtained from Color output of the Noise Texture. Now I want to restrict its x, y, z values to make them lie only within the range of 0 and 1. I can, of course, use the Map Range node, but it requires the input value range, and for this I will have to use something like Attribute Statistic to get get min and max of each of the x, y, z values of the vector. I want to avoid it if possible.
So, what is the simplest way I can restrict the value of a field to make it lie within a range (like 0 to 1) regardless of the input value range?
Edit: As pointed out by @Nathan in the comment, noise output is already within the range of 0-1. So the example in my original question should be changed to anything other than 0-1, let's say 0-0.5. My question is given any arbitrary input range, can we restrict the output to a fixed range without requiring the minimum and maximum values of the input range?

Are you looking for math/minimum and math/maximum?  Simple ways to clamp anything, including an attribute.  Or you are looking to normalize the ouput around all possible values?  Not doable in GN-- requires image processing techniques, and may only be valid for certain domains and sampling rates.  Note that noise texture output lies within 0,1 anyways.

@Nathan Thanks, I have edited the question to change the example range for noise texture. I am not sure if math/min would help in this case. Please have a look at the edit.

Are you aware of the clamp node ? https://docs.blender.org/manual/en/2.93/modeling/geometry_nodes/utilities/clamp.html Separate XYZ > 3*Clamp > Combine XYZ

@Gorgious Could you post your reply as an answer, so that I can accept it.

Sorry don't have the time right now. But You can answer your own question with your solution. Cheers :)

I prefer @quellenform's versions, because they're more explicit, and readable, but I don't see your problem with using the clamped output of Map Range. So long as the input range is the same as the clamped output range, and  the interpolation is 'Linear', you wouldn't need any further information from Attribute Statistic ?

I don't need to know anything about this Suzanne, to keep her within the unit cube:

As Gorgious correctly pointed out in the comments, you can solve this by splitting the vector into its components and using the Clamp node for each float value:

Alternatively, you can use the vector nodes Minimum and Maximum directly:

By the way: The node Noise Texture should actually always return a value between $(0,0,0)$ and $(1,1,1)$, and therefore this should not be necessary in this case.


text:
Object's matrix_parent_inverse Value After Parent's Origin Change
If the matrix_parent_inverse of an object o that's parented to another object p is initially M1, and if it becomes M2 after the origin of p is shifted by Vector v, what is the relationship between M1 and M2?
In other words, given v and M1 is it possible to find M2?
I am trying to shift the origin of an object through script. But after change of origin the child objects all move in seemingly random directions. I want the child object to retain their position after the origin change of the parent.


text:
Rotate object's matrix_world
I need to rotate the matrix_world of an object through a quaternion q without changing its actual rotation (i.e. rotation in world space). How to do that through a script?
Edit:
Let's say if I rotate the matrix_world by the angle specified by quaternion, then naturally the object will also get rotated in the world space. But I want to undo this object rotation and keep matrix_world rotation. Doing this with translation is straightforward. I would just move all the vertices be the negative Vector and shift the location of the object by positive Vector. So I get translated matrix_world but the object remains at the same place in world space. How do I achieve this with rotation?

I fail to follow. You want to rotate an object without rotating it? Could you clarify? Do you mean you need to change rotation of your object's origin/local space without changing it's mesh in world space?

https://blender.stackexchange.com/a/42110/60759 - might be useful.

@MartynasŽiemys Thanks for the link. It discusses only translation of origin. I am talking about rotating the matrix_world. Please see the edit.

Here's what worked for me (supposing you want to align matrix_world of object obj with quaternion q without changing object rotation in world space):
mw = obj.matrix_world
transMat = q.to_matrix().to_4x4()

for v in plane.data.vertices:
    v.co = transMat.inverted() @ mw @ v.co
obj.matrix_world = transMat


text:
Location of child object
I have a child object c parented to another object p.
If now I check c.location from python console it's totally different than the one shown in the item tab of the side panel. The side panel shows the value that corresponds to the object location as seen in the viewport. But I had the understanding that this is also the value of c.location.
The question is how is the actual value in the viewport (the one shown on the item tab) is related to c.location
Edit:
Please ignore this post. The difference was because of the system unit. (See comments)

i have object c.location = (-1,0,0) then i parent it to p. the location is still the same in side panel and traced in python console. so i'm not sure what you mean. can you post some screenshots to clarify your problem?

You are right, I had set up my system to use imperial units. So the location in the side panel was in feet and in the console it was metric. But they are the same after conversion.


text:
Rotating a 4x4 matrix
There is a method rotate is mathutils.Matrix class with the signature rotate(other).
The documentation says the other can be of type Euler,Quaternion or Matrix.
But no matter what I pass as the argument to rotate, I always get a ValueError: Matrix.rotate(): must have 3x3 dimensions
I tried passing each of the following to the rotate method:

Euler((0,0,math.pi/2), 'XYZ')
Euler((0,0,math.pi/2), 'XYZ').to_quaternion()
Euler((0,0,math.pi/2), 'XYZ').to_matrix() (This is actually a 3x3 matrix)

Also tried converting the Euler to a 4x4 matrix and then applying it to the given matrix - mw (e.g. Euler((0,0,math.pi/2), 'XYZ').to_matrix().to_4x4() @ mw) . But this is not giving the correct result.
So how to rotate a 4x4 matrix?
Edit1: The linked question (which is supposed to answer the question) talks about creating a rotation matrix and applying it. The class method Rotation accepts an axis which needs to be one of 'X', 'Y' and 'Z'. This does not allow arbitrary rotation about any Vector as it's possible with an Euler object. So creating a rotation matrix does not solve the problem. Also, it does not answer the question how to use the rotate method of matrix.
Edit2: Giving below comparison between rotating around local Z axis through pi/2 radians from viewport (pressing R-Z-90) and running the script given in the answer by @Markus von Broady.
Rotating manually:

Rotating via script:

you tried passing a 3x3 matrix, but you still try to apply the rotation on a 4x4 matrix. Try this: L, R, S = M.decompose(); R.rotate(Euler((0,0,math.pi/2))); M = Matrix.LocRotScale(L, R, S) ... If you want to rotate around the world origin: M = Euler((0,0,math.pi/2)).to_matrix().to_4x4() @ M

@MarkusvonBroady Yes your solution worked for me. I think this is not a duplicate question. So it should be reopened and you can put this as the answer. Also do you know what matrix.rotate(other) does and how to pass the correct parameter to it?

This to some extent is a duplicate, I've seen many answers to similar questions, though none really dealt with the confusing error message:

ValueError: Matrix.rotate(): must have 3x3 dimensions

Why is it that you pass a 3x3 matrix to it, and it still says the same thing? This is because the error complains about the owner of the method (passed implicitly as self to the method), not the argument other passed explicitly to the method. As a confirmation of that:
>>> M1 = Euler().to_matrix()
>>> M1
Matrix(((1.0, 0.0, 0.0),
        (0.0, 1.0, 0.0),
        (-0.0, 0.0, 1.0)))

>>> M2 = Matrix()
>>> M2
Matrix(((1.0, 0.0, 0.0, 0.0),
        (0.0, 1.0, 0.0, 0.0),
        (0.0, 0.0, 1.0, 0.0),
        (0.0, 0.0, 0.0, 1.0)))

>>> M1.rotate(M2)
>>>

No error - even though a 4x4 matrix was passed as the other. And now the usual part:
Rotate around world origin
>>> ob = C.object
>>> rotmat = Euler((0, 0, pi/2)).to_matrix().to_4x4()
>>> ob.matrix_world = rotmat @ ob.matrix_world

Rotate around local axes
>>> ob = C.object
>>> L, R, S = ob.matrix_world.decompose()
>>> R.rotate(Euler((0, 0, pi/2)))
>>> ob.matrix_world = Matrix.LocRotScale(L, R, S)

When you say "Rotate around local axes", I assume you mean the same kind of rotation that we get when we set the Transform Orientation to local and rotate the object around an axis (in the example case pi/2 radians around local z axis) in viewport. But this does not seem to be the case. Just create a cube (with axis visibility turned on) rotate it arbitrarily in 3d viewport to change matrix_world from unit Matrix and then further rotate the cube with Z->90, while setting Transform Orientation to Local. The result is different than what we get by running the script you have mentioned.

Please see Edit2 in the question.

@LomaHarshana I think I know what you mean, if you create an Euler with multiply rotations, you get the local rotations (XYZ order by default), but if you create two eulers, and apply the technique twice, first for an Euler with just one non-empty component X, then by Euler with just one non-empty component Z, then you're effectively rotating around global axes (because matrix operations are operations in global context)

@LomaHarshana it seems what you need (though maybe I should clarify in my answer too...) is instead of doing R.rotate(...) you want to do R.x += R2.x; R.y += R2.y; R.z += R2.z


text:
Voronoi texture have different options
I'm following this tutorial:
Ducky 3D - Hard Surface landscape in Blender 2.8
But I have different options in Voronoi Texture node.
How can i get this result?

Which Blender version do you use? (The tutorial is about 2.8.) The options of the Voronoi node changed between 2.79 and 2.8 or so, the function hasn't changed much. Take a look at the output of the node and compare it to the desired result.

The most likely reason is the blender version. Make sure you are using the same version. Ducky is using version 2.80.75. I, personally, use 2.90 and I have the same settings as Ducky has.


text:
UV map is not alligning with the mesh
i made this simple character and UV unwrapped it. With the procedual shader it looks fine but when i bake the diffuse and then plug the baked image back into the base color it has black marks on it. I tried to make the UVs better by manually placing seams but it did not work.
Thanks
With Procedual Texture:

With Baked Diffuse Texture:

Blender File:

it seems like a bug to me. I corrected it by exporting the object as .obj and re-importing it in a fresh scene, which seems to clean it up.
Now, this is the teacher in me speaking, and is unrelated, but I would improve the uvs, as they show massive stretching.

Ok Thank you that worked!


text:
Gradual polygon reduction
Is there a way in Blender to automatically arrange a gradual mesh transition from highpoly to lowpoly?
For a clearer example, I want the front of the first rabbit and the back of the second from this image to exist in the same mesh, merging seamlessly into each other.

I don't know if there's an automatic way to gradually change the resolution but in Sculpt mode you can increase or decrease the resolution of the part you want by changing the Detail Size in the Dyntopo panel:

Then keep the Draw brush selected, lower its Strength down to 0 so that it won't affect the shape and sculpt where you want to change the resolution:

Use the Decimate modifier on the Collapse setting with a vertex group defining the area you want to simplify.

This has the advantage of being nondestructive, so you can try out different settings.

Hello Colonel, yes but Decimate will act on the whole mesh, while he wants something gradual from front to back

@moonboots Edited.

yes, that's a nice solution


text:
How to add imperfections only to some areas of object?
So I have created a simple mirror and downloaded a fingerprint texture that I am adding to control the roughness. I am also using a Colorramp to lower the amount of fingerprints visible.
Now my Texture is all over my mirror but I want it just in some parts to make it more realistic and not make the repetition of the texture so obvious.
I thought I can use a Noise texture to mix the fingerprints with just a plain black shader and put that in my roughness but I guess u can not connect output of the mix shader into the roughness node. If I preview the mix shader though it looks like what I want to achieve.
Node Setup:

Preview:

That needs a Mix RGB node, not a Mix Shader node.  They're easy to mix up (no pun intended).

Swap the mix shader with a Mix RGB node. You can then set the second colour to black. You won't need to use the black Principled shader.
The input plug for roughness requires an image, colour, or value to be plugged in. The green BSDF cable represents shader output and not an image output.


text:
How to add thickness to transparent material from image?
I have this object with a material I created with an image, how can I manage to add thickness to it ? I already tried adding the solidify modifier but could not get any result...

Here is a screenshot from Blender, as you can see the object is totally flat. How can I give it some thickness ?
Thanks,
Edit: Here are screenshots with "Only Rim" checked and not checked to give a better idea of what I get but is not good

Solidify modifier is made for this, if it doesn't work try applying object Scale first (CTRL+A). Switch to solid view for this, perhaps the geometry is there but you can't see it in rendered view.

With solidify I can only have like two thin "layers" and not a thick one

Is "Fill rim" checked? It should be by default. Please post more screenshots if you want accurate help.

Yes it is, I tried with it checked and not checked

the solidify modifier is made to "solidify" mesh only: you cannot extrude a texture (it would create confusion for fractional alpha values)

https://blender.stackexchange.com/questions/16516/is-it-possible-to-give-a-texture-thickness https://blender.stackexchange.com/questions/45415/adding-thickness-to-a-3d-textured-plane-in-blender https://blender.stackexchange.com/questions/84129/is-there-a-way-to-add-fake-thickness-to-an-alpha-image-texture

I really can't get anything good from those three links... Maybe someone would have an idea to create a real 3D object looking like this ?


text:
Can't smooth my retopology correctly
My second attempt to make a retopology and it's killing my nerves again.

smoothing vertices

result

also tried to recalculate normals

same problem

Please send help, i don't know how to continue studying uv, texturing etc.

Inner (not visible) geometry, duplicates or inverted normals? In edit mode, try to select all and Ctrl+Shift+N (for the normals)

Same problem. Maybe i don't understand how recalculating works?

Could you upload it so that we can have a look? Please use this link to do it: https://blend-exchange.giantcowfilms.com/

out of curiosity, why not just add a SubSurf modifier at the end of the stack?

...just noticed that there is a shrinkwrap modifier... so smoothing may work but at the end vertices will be shrinked

What do you mean by smoothing your topology? If you mean smooth shading you need to select your object in Object mode then press w > Shade Smooth... the Smooth Vertex tool change the mesh itself, not its shading (a bit confusing by the way)

So, i tried subsurf and it's pretty good. I just thought that subsurf will make no sense cause it's creating more faces or smth so retopology will be useless.

and also, yes, you have a Shrinkwrap, so as long as you don't apply it your mesh will stick to its target and the Smooth Vertex won't work (if that's what you want)

thanks for such activity, so can u tell the best way to smooth my retopo for future unwrapping and etc. Is it better just to add subsurf or smth else?

Remove or disable or apply the shrinkwrap to see your 'real' result. Then you'll be able to smooth or use subsurf if you want (subsurf will effectively add more geom but this is matter of choice at some point).

An option can also be to add a smooth modifier at the end.

For retopo you need to use some key edge loops, for eg. eyes edge loops, nose, lips.
I stongly sugest to take a look over this tutorial. edge loops tutorial for beginers Unfortunatly i think you need to recrate the retopoloy to obtain the correct shape of the mesh.

So, finally i just applied subdivision surface, removed the shrinkwrap and got the result. Still don't understand the problem with smoothing vertices tab, but i have my retopologized guy already!///. Thanks for such a quick feedback! Love you Blender!

Yaaaaaay!

Smooth Vertex is a tool to change the topology, it makes the angles between the faces softer, it's not like the Shade Smooth option which allows you to simulate a smoother appearance of the object and won't change its topology in any way

To add to what @moonboots said, smooth vertex will distort any non manifold edges


text:
Can an object ever "own" an AN node tree or are the trees always independent?
I'm a Blender noob.  Came from C4D where I made a lot of custom tools ("CSTools") using the Xpresso system.  In C4D, the Xpresso was "owned" by the object because the Xpresso tag lived on that object.
So if I import that object into another C4D file or duplicate it, the wiring for the object animation and followed it wherever it went.
I'm trying to wrap my head around what "owns" AN node trees.  It appears it lives in it's own free space and one has to directly ref the specific objects that it acts on (opposite of how C4D works where the object refs the node tree)  So if you copy the objects, then they don't have the animation anymore.
And I tried appending objects and collections into a new file and the AN nodes did not follow along.
The dream for AN to me is that they can live "on" the object and be part of it almost like code has an instance as a component on each object in UNITY.
It seems weird to make tools when AN appears to be completely independent and you have to manage them separately. It seems cumbersome to have all-in-one tools that are fully encapsulated.
In C4D I could have nicely packaged master object with custom controls on the front page of the inspector and all the 3D parts and node stuff lived happily tucked away "inside" it (folded in parenting).  Looking for this with blender and AN.
Hope this makes sense.  And forgive my extreme newness to the blender universe and AN.  Any guidance would be helpful.
EDIT:
Could an AN node ever live as a modifier?  Would be cool to be able to instance in the mod stack and set your targets there where if the target is "self" you can duplicate it and it re-refs whatever object is "local".

You might want to suggest this to Jacques Lucke on the AN github repo https://github.com/JacquesLucke/animation_nodes/issues

I'm very new to AN so this might not be accurate.
I think the answer is no, you can't associate an animation nodes graph with an object; it's part of the scene. I think this is very much by design however, as you can have one node graph control many objects, even selecting an entire collection of objects at once.
This doesn't mean you can't have the features you want! Because AN is open source, you can always visit the project on GitHub, and under the "Issues" tab either request new features, or ask for further explanation about the design of the project.

Thanks for the feedback.  With the C4D method you had the option to do either.  If the Xpresso tag lives on an object tree and you ref objects on the same tree it has relative references.  So it always referred to the correct objects it lives on even if it's duplicated.  OR you could create an object and drag in refs from other objects elsewhere and it would ref them just like AN does now.  Was just hoping that there was a way to use AN like particles works now.  Where you create a description of a particle system that lives as an instance ON the object itself.


text:
Flickering light reflection issue
As you can see here, I've had an issue with my render. The mountains in the background seem to reflect the light sources in my scene strangely, which leads to this weird flickering.
specs:
AMD Ryzen 5 3500X,
NVIDIA GeForce RTX 3060 Ti,
16GB DDR4 RAM,
Windows 10,
Used Blender version: 3.5
Used render engine: Cycles

There are no overlapping geometry, as the mountain is flat in Material preview.
The mountains were made using the blendpeaks add-on.
Material Setup  and
(Unfortunately I can't provide a decimated version of my file, as the blend-exchange site only accepts files below 30MB and my file still uses 43MB after removing everything unnecessary)
Edit: Thanks for all the answers. I finally managed to fix the problem by turning off Glossy and Transmission in the Ray Visibility Tab in the Object Properties. )

Could be Z-fighting. Check if you have overlapping geometry in the mountains.

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

Thx for adding more info to your question, although still very scarce. How are the mountains generated, with displacement? Please show the material setup. Best would be to upload a reduced/minimal version of your file which reproduces the flickering https://blend-exchange.com/


text:
My hilly landscape plane looks stretched and distorted when I start rendering. Any idea what I'm doing wrong? Thanks in advance
I have a blender render I'm trying to create, but my landscape looks messed up when I start the render. I used the hair feature to insert the trees in case that's significant at all. Any help would be greatly appreciated! Thanks in advance.
https://drive.google.com/file/d/13Ibd9Cwjiz3ZQyAPbn-hfAFZyN4QwYaD/view?usp=sharing

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

Do you have your .blend file? Would you be able to share it for us to look at?

Hi @Onyx ! Here it is. It may be a little disorganized because I'm new to blender, but let me know if you're able to download and open the file without any issues. Thanks! https://drive.google.com/file/d/13Ibd9Cwjiz3ZQyAPbn-hfAFZyN4QwYaD/view?usp=sharing

Your terrain mesh uses the Cloth simulation. This and the Subdivision Surface modifier cause the problem.
Is there a reason for a cloth simulation? It is not a good idea to add a Cloth modifier to a dense mesh because the simulation takes very long and can even freeze Blender. With level 1 of the Subdivision Surface modifier the terrain has around 325,000 vertices. That's a lot for a cloth simulation. If you want to simulate a movement of the earth maybe try the Displacement modifier. It can be animated as well.
The rendering problem that you see is because the Cloth simulation has no data at render time. It uses cached data that is generated when you run the animation in the viewport or when you bake it.
The data is missing because the Subdivision Surface modifier has different levels for the viewport and the render.
The modifier stack works top-down. So first, the Subdivision Surface modifier subdivides the mesh, then the trees (particles) are added to this mesh, and then it is deformed by the Cloth modifier for each frame.
The Subdivision Surface modifier at the top of the stack has the default settings, viewport level of 1, and a rendering level of 2. That is, at render time the modifier adds more vertices to smooth out the model. Usually, that's totally fine especially when this modifier is the last one on the stack.
But in your case, when you render the image, the Cloth modifier cannot use the simulated data because it is simulated for a mesh with one subdivision, but the mesh actually has two subdivisions.
To fix this, either

remove the Cloth modifier
or move it up before the Subdivision modifier
or decrease the render level of the Subdivision modifier to 1

You're amazing! It must've been an accident while I was trying to turn a different plane into a cloth. Thank you so much. I thought I was never going to figure it out. Have a fantastic day <3


text:
Weird colors upon OBJ import
I imported this asset into blender as an *obj from the unpacked folder.
https://www.turbosquid.com/3d-models/sony-trinitron-kv-13tr28-1995-3d-1564778
upon import it looked like this, however:

Also, when i imported the *obj from outside the unpacked folder, it looked like this.

Also also, this is a screenshot from the only texture folder that came with the asset:

Disclaimer: Yes, I am new to blender so this requires the utmost patience from you veterans.

"*When i imported the obj from outside the unpacked folder" because blender can't find the associated files with included image textures and/or material mtl files

Yeah, i did this to maybe narrow down the search for the error, not cause I was expecting success with importing just the *obj ;). Edited the post to show the 'MAPS' folder that holds all the texture-files.

First of all, unpack all files. Then, if the materials have correctly assigned textures and they still don't show up, go to the menu File > External Data > Find Missing Files. Then navigate to the folder where the files are located and click on the button "Find Missing Files". If they don't show up now, maybe the materials aren't setup correctly and you have to do it manually. If you are a complete beginner, I would recommend to watch some tutorials on materials and texturing.


text:
A certain part of the mesh isn't baked onto any map, like it is ignored
For some reason when I bake any kind of map for this object (diffusion, normal), this "handle" gets ignored: its parts do not appear on the map (images below), so when I apply the map on whole object, it appears with no textures. In fact there is another object that is literally just this handle and nothing else, and the map comes out completely blank. Therefore I would assume that there is something wrong with that certain "handle" shape, but I don't know what. BLEND FILE IS INCLUDED
Edit: the material that has the problem is "badmetal". This is material where I used texture nodes and baked the maps from. As seen in the images provided, that certain region, "the handle" is skipped for some reason, but the everything else ("the hatch") is baked fine. So I would assume the problem with that specific shape?
I am using default settings when baking (no direct and no indirect light when baking diffuse)
I will attach two images:
the shape is selected on both UV and edit mode

the same image but with no selection so you see there is no color in those places:

The material here, "imetal", has a metallic value of 827.0.  Beyond the fact that this value doesn't make any sense (it should be in 0,1 range), it means that the object has no diffuse component, only glossy/specular.  Baking normals gives me nothing interesting because you didn't pack images, but doing a quick bump map and baking normals shows the indicated region baking just fine.

Hello, my apologies if I didn't explain myself correctly, but the problem is not with material "imetal". That is the material where I check my baked maps, like "hatch_color.jpg". My main problem is the material where I used texture nodes, from which I baked this map, "badmetal" it's called. And it has metallic value of 0. As you see on the images i provided, for some reason that certain region is skipped in the color map, the whole other mesh is baked fine. Thank you!

There is something bugged with mesh Cube.006, object frame handle.  How did you make it?  Did it involve any addons?  Something made some bad mesh.  It's not the material (problems persist on changed mats), it's the mesh (problems are removed upon export/import to .obj.)  Suspect a buggy importer-- look at what happens when you delete a face, edges remain; but delete edges, faces is deleted.  Behavior indicates some super bugged geometry.

Oh, and you should edit your question so that you're showing other people the actual thing you want them to look at (otherwise, they don't know, and they'll waste their time.)  People aren't necessarily going to look at the comments.

Thank you. I was assuming it was something with the mesh, I will try out your suggestions. If no success I will just redo the handle.

Oh, wait.  It's just that the mesh isn't assigned to the material.  It's drawing it as that mat, because it has no mat, but apparently baking isn't reading that.  Assign all faces to your material and it bakes okay.

Wow, thank you it did work. However it makes no sense to me, since if you look at the mesh in view port shading, the material is covering the mesh perfectly. So I don't know why the material was not assigned to that specific "handle". Thank you for help.

It works now, here is what I tried before the map came out good:

Recalculate normals for that specific part
Reduced Island Margin when using "Smart UV project"
Increased the angle limit by a little bit
And finally (which I think the one that worked) assigned the material to the faces of the mesh, that was not appearing on the baked maps. (comment above)


text:
How do I remove all loose edges?
I have cut a hole in a plane, but I am left with some loose edges.
Is there an easy way to select and delete them all?
See this screenshot:

See this edges siting out with no face?

What did you use to delete? Is it possible you used Only Edges and Faces? Does this still happen if you use Faces?

Select the vertex and the end of one, then press ShiftG> Amount of adjacent faces:

Then delete. (Delete> Vertices)

Select the menu item Mesh -> Cleanup -> Delete Loose, options for verts/edges/faces.
Blender 2.70 and later.


text:
node wrangler while editing a group
The awesome addon node wrangler works perfectly when I am trying to use a node viewer in material edition.
Except when I am editing a group:
I create a node group (CTRL G)
in my group on an image node for example: SHIFT CTRL CLICK... I can see the operation is called in console output (bpy.ops.node.nw_emission_viewer()), but nothing happen on my node.
Am I missing something or is a case for which the viewer cannot be created?
Maybe one specificity in my case, I am factorizing my materials: The group contains the output node
Thanks

With the node wrangler addon ⎈ Ctrl⇧ Shift LMB connects the node to the material output node and adds an emission shader if the node output is not a shader. The material output node shouldn't be used inside a node group so node wrangler does not make that shortcut active when editing a node group.
You should have the material output node in the material node tree and connect the group output to the material output node, not have the material output node inside a node group.
It is not possible to make a connection from a node inside a group to the active material output node that is outside the group. As connecting the node to the group output does not guarantee that the output will then be connected to the material output and the group could be in use by several materials, it makes little sense to use it inside a node group.

While I agree, I still think that there's a reason to preview the result of the material at the point when inside of the node group (especially when seeking errors in material setup / unknown effects etc.). It's possible to exclude group from the node chain altogether, of course, although it's may be too drastic changing. Overall it's possible to preview result of the group inside group with one more Material Output node inside of that group (and delete it once preview is done); it's more a hack though.

thanks sambler. Actually I have my reasons (good reasons I think) to keep my output node inside the group. So as far as I understand, the answer to my answer is basically "no it's not possible" :-). Thanks a lot for your time!


text:
cycles hair strand uv coordinate
I would like to create uv coordinate locally for each hair particule ribbons strand
I have created a plane with ribbon hair particules:

I would like my texture to be aligned for each strand.
Here are the piece of information I have found on nodes:
HairInfo.Intercept contains 0 to 1 value from root to tip. Which could make the v value for example

But I cannot find anything for the other coordinate (u). Is there a way to get this information in material nodes?

https://blender.stackexchange.com/a/293219/165102 ~answer


text:
Cell fracture causing additional non desirable geometry. How to fix?
I'm trying to use Cell Fracture addon to 'break' simple building model but it causes additional geometry which makes model very ugly.
Original model:

After Cell Fracture:

I understand it is something wrong with my model because other models I tried works well. But what exactly wrong with it? I applyed location, rotation and scale but it not helps at all. I also tried to triangulate the model (previously it helped me to resolve UV unwrapping issues) but it also not helps. The .blend file is uploaded here.
Thanks in advance.

This is usually caused by a failed boolean operation. Do you have any non-manifold or self-intersecting geometry? (I wasn't able to download the .blend for some reason..)

Thanks for quick response. Yes, the model have non manfold elements on the roof. Unfortunately I can't fix it right now and check but seems it is the reason why Cell fracture works unexpected. Thank you for your help.


text:
strange mesh after preview rendering
I'm a new blender user, i was wondering why do i have strange black line after preview rendring my mesh, when i'm in edit mode everything looks normal, also dont't have doubles so i don't understand the problem.
Can someone please help me ??
Here are some picture below to understand it better? maybe i can link the file...
thanks

The topology of the hole looks like it will cause degenerate triangles on the left and right side. That might cause problems.

So how to i correct this problem  ? Change the size of the hole ?

By fixing the topology, for instance by using knife project: https://blender.stackexchange.com/questions/5856/cutting-a-circular-hole-in-a-hollow-cylinder-without-distorting-the-cylinder

thanks for the answer but i did every thing using knife project..

There is no real "easy fix" for this. Cutting holes in round shapes is one of the more challenging tasks when modelling. My suggestion would be to redo the part in the following way: BEFORE you cut the hole, add horizontal loopcuts to the cylinder so that the cylinder will consist of squares rather than rectangles. Right now, the cylinder consists of many long, vertical rectangles. Adding loopcuts will prevent resulting elongated triangles at render time. (Every mesh gets triangulated at render time) After you have cut the hole, you can manually fix any areas that still cause problems.

Ok thanks you very much @michaelh I will try your advice !

Sure thing. It's probably a good idea to watch some tutorials about topology and specifically about creating holes in round surfaces. That an help you understand better what is happening here. But don't worry, this really is one of the harder things. ;)

The LoopTools add-on can be quite useful as well.