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Adding some mesh to existing rigged mesh
I have done rigged mesh with maked animation. Now, I have to add some mesh (new part of character) to the finalized rigged character. Can you please help me? :) I tryied find solution, tried "everything" and nothing help me, becouse the new part not corespond weight painted character. And when I reset all and maked new parent with aumotatic weight paint everything is absolutely wrong... :(
Thank you.
Robert.

There is a data transfer modifier, which can transfer the weights between meshes. Depending on the meshes you might need to go in and change some things manually afterwards, but it sure takes care of most of it.
https://docs.blender.org/manual/en/latest/modeling/modifiers/modify/data_transfer.html
I would go with the Nearest Vertex sampling method. Topology option would not make sense in your case as the topologies are different.
The meshes should be joined after the data transfer modifier is added and applied

The data transfer modifier requires both meshes to be in exactly the same position before it will work. Telling someone to use the modifier without explaining this is setting them up for a fall, because no one would assume the need for this step if they didn't already know to expect it. Also, it's not clear how transferring weights would help someone who is combining a mesh that has no weights with another mesh that does have weights. There are no weights to transfer in this case: The new mesh isn't identical to the old, but is an extension of it. The whole armature will have to be rebound.

This is not entirely correct. The data transfer modifier uses different sampling methods to transfer the weights. 'Nearest vertex' for example does not require anything to be in the same position.
To clarify the data transfer modifier should be applied before combining the meshes. Then the weights will be merged and there should be not problem.
It is a common technique in rigging to attach things to an already skinned object like clothes and such.


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Change library override colors in Blender theme
I know how to change theme colors in Blender. That's easy. But I can't find the specific UI element I'm looking for in the theme editor, and there is no search function.
There is a pair of colors that display that a value is library overridable but has not been changed, or that it has been changed.
I cannot for the life of me figure out where in the massive pile of options in the theme editing screen those colors actually live. Can anyone point me to where they are, so I can change them?
Thank you!

What is the UI element you are looking for? I recently changed my colors, and also went through the headache of finding what option changes what element (some were truly confounding), though I did not document it. Maybe I can help while it's still fresh in my memory.

Specifically some UI elements, including numerical fields (Like location and rotation, etc), take on a particular color when they are part of an object that is in a library override. If those values are changed from their original values, they take on a different color to indicate that state. (though this color change is overridden if they are keyframed, because then the keyframed value color is what shows)
Does that make sense?

Yeah. Maybe that's a bit more intricate than I was thinking. - I guess I was expecting "what is the name given to the toolbar background" or something like that ;)

Unfortunately I don't know what it's actually called. Which makes it hard to find it XD

Well, to help narrow it down, where do you see this in the UI  {ex: 3Dview, properties, file manager, etc...) and in what form (number field, value slider, text box)? Also, what color is it by default?

Anywhere that there is a numeric value associated with any object or bone contained in the library override. I'm not using the standard color scheme, but if I select a normal object, values like the location and custom properties (wherever in the UI they are shown, properties, 3D view sidebar, for example) have a grey background with white text, just like any other numeric value for any other object. If I change the value, ONLY if the object/bone is part of a library override, the background becomes blue-green. For any other normal local object it stays grey. Does that make sense?

Not sure if this is it, but I'm putting as an answer so I can post the pic - Are any of these the elements you're looking to change (Specifically the blue and orange - overridden/changed)?

That's it! That was what I was looking for. Thank you! :D

source: Stack Exchange

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

sort: votes


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Copy/Paste objects between files *without* parent?
A while ago, Blender changed the behavior of copy-paste between files, and I want to know if I can get the old behavior back. Basically, when I use the copy/paste function to copy an object from one instance of Blender, and paste it into another instance, it always brings that object's parent along with it. (Which sometimes can be something like a rigged character, with all of it dependencies)
Obviously one solution is to just unparent the object I want to copy, copy/paste it, then re-parent it or use undo to get it back. But this is kind of clunky.
In summary: Is there a way to just copy/paste an object between Blender instances without also pasting the object's parent?

https://blender.stackexchange.com/questions/223993/how-do-i-prevent-duplicate-materials-when-copy-pasting/223995#223995

I know there are other ways to do it, but it is often by far the quickest and easiest way to copy simple things from one file to another. The functionality is there, and worked one way before, and now it works differently. I'm just trying to find out how to get back the original behavior.

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


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Imported sketchfab model has no shadows in cycles, some do, some don't, seems to do with the shaders
I wonder if anyone can help me with this question.
When I import certain models from sketchfab into blender, some respond to the light in cycles, while others do not cast a shadow. I saw that in the shaders there are some nodes setup in the ones that do not cast the shadow... emission, transparancy... does anyone know how to make these objects interact with world lights? tanks

hello, in the Object panel > Visibility, there's a Shadow option, is it enabled? Or please share one of these objects without shadow: https://pasteall.org/blend/


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I'd like to use point's position to make curve
I made up nodes like this.

as a result, object was made by this node

but I get in trouble.
I join empty controler' position to curve line's start.
however, I couldn't join created random point's positions to curve line's end.
I'd like to make a result like this gif

How can I use created random point's positions that can join curve line's end.

Hi Jae, if Hulifiers answer helped you, please click on the checkmark left of his answer. Thank you. By this way other people who have the same question as you will know that his answer works and is helpful.

Geometry Nodes:

What this does is instantiate a curve line on every point and then set the position of the first point of every line to the empty's position.
Since a curve line has 2 points, every even index of a point in the realized curves is the start of a curve line.

thanks! I can complete


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Armature and mesh deform because of new objects added to scene despite not being parented. Blender 3.4 alpha
I have a simple animated character and created an armature with the skin modifier. Created a walk cycle and am ready to flesh out the scene. The issue is that every time I add a new object it is somehow "ghost" parented to the armature and any movement/scaling breaks the existing armature. For instance add>mesh>plane and then moving the plane will pull the bones around and break the mesh. I have examined the added objects and they claim not to be parented to anything. I can't find any info for this on here or on google and would really appreciate any help if anyone knows whats happening I'd like to avoid having to start over and potentially run into the same issues.

Hello, you have activated the Proportional Editing option, maybe it's your problem here?

Weirdly 2 things worked for this, what you just suggested and I dont see why because i thought that only worked on what was selected but thinking about how it affects unselected vertices in edit mode that makes sense! ALSO for whatever reason it appears that i can add the plane, parent to camera, clear the parent and that worked because it jumped the plane far enough away without deforming the mesh that it had no proportional effect. Not because of some ghost parenting that i was convinced of. Thank you I feel ridiculous.

Disable the Proportional Editing option:

Thank you for the awesome response time and for not being rude about what I'm sure is a common mistake. Happy blending


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F curve modifier and Evaluation time, Will not allow me to delete the f curve mod then edit keyframes
I have a character with a cycling walk animation in the nla editor. The character is set up to follow a path/bezier curve. This works fine and I used an F-curve modifier to get a consistent speed along the path. Now I need to add stopping and jumping etc.When i try to keyframe the path Evaluation Time it won't let me, claiming there is something locked or modified. So i Have tried to bake the f curve, and I have tried disabling the f curve modifier with the checkbox, the wrench(es) and even deleted it entirely. None of these allow me to edit the keyframes of the path's Evaluation Time. (The Evaluation Time has the F curve modifier/had it before being deactivated). Using Additive does not work either.
Every combo repeats the error F-Curve with path 'eval_time[0]' cannot be keyframed, ensure that it is not locked or sampled, and try removing F-Modifiers
I have definitely tried to remove the F modifier but maybe it is somehow still locked or sampled (?) really can't find any info on this that doesn't make it seem like I've done the right things and its just not working for me. Thanks to anyone who can help figure this out

SIGH. How unintuitive. Apparently if you UNBAKE the F-curve in question it will convert it 'back to keyframes' I guess I did start out with a single keyframe and then animated it with the modifier. So this makes sense, but is so counterintuitive because usually you are going to get the keyframes from baking something. I clicked Bake multiple times with no effect before posting this and decided why not try clicking the Unbake option... and that fixed my issue. hope this can help someone else having a battle with their F-curves.

If you're going to downvote please tell me why so I can improve/understand.

I'm wondering this sometimes too, when my answers get downvoted, In your case I would guess it's simply because instead of giving an objective solution it's mostly a rant about how unintuitive it is.


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How do I "unbake" an armature/character and add new actions
I have a simple humanoid character with a walk cycle that i created and then animated it along a path using cyclic repeat. I have already baked the animation because I was using wiggle bones and wanted to test to see how well it was working. I now want to revert back to the NLA editor and work with the original action strip and add some new actions including jumping and climbing, unfortunately I'm at a loss after searching for an hour on how to possibly un-bake the keyframes and work on a new sequence with the correct actions. Hoping that I won't have to start over and re-append the character and walk cycle because I added 2 bones that are working well on this model/want to know how to avoid this in the future as well if possible. I hope I've been clear about what I'm trying to do but essentially I have a simple repeating walk cycle already baked in but I want to go back to the NLA stage and somehow unbake my current keyframes. Thank you to anyone who reads this or has helpful advice!

After messing around a little more, I found my original action strip is still intact and I'm assuming now it's a matter of deleting keyframes (unbaking) and then starting over once I create the new actions I want to mix in. For some reason before I posted this I was unable to see the Walk_Cycle action I had created before and I'm not sure what fixed it but I am currently in pose mode with the armature selected and the NLA editor open and it just showed up. Now I feel confident that I can delete my keyframes and I won't be left with a lifeless T-pose. Leaving this here in the hopes it helps someone else.


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Can't get simple light path nod examples to work
I've seen a few examples of using the light path node; looks cool and very useful! Most simply mix two shaders then control the factor via one of the outputs of the light path node. For example a green default cube with red shadows. I can't get this to work! Starting with a default scene, using cycles render engine, I place a plane under the cube then set the plane's shader to a simple white diffuse and the cube's shader up as shown in the demos. The result however is no different than if I just plug the top diffuse shader node directly into the material output. What am I missing? Have watched multiple examples of people explaining the node, all use the same node setup and no-one seems to mention any setting I might have missed.

I'm not sure what tutorials you've been watching, but this setup should work for you. Nothing special - like your attempt, the floor has a white Diffuse BSDF for it's material, and the material for the cube is shown in the graph. If this doesn't work, please let me know (ideally with a screenshot) what you're seeing instead:
This first image uses the Is Camera Ray output of the light path node to give a solid red shadow with no bounced light glow:

This setup uses the Is Shadow Ray output of the light path node, and gives a red shadow, with green bounced lighting:

Finally, this setup uses both Camera and Shadow rays, and gives a red shadow with red bounced lighting as well:

@ Christopher Bennett; Thank you! My fault was in not realizing the nature of the light path node, so following an example that mixed two diffuse BSDF nodes driven by the camera ray, but not realizing that one of those nodes was then switched to transparent BSDF when the ray was switched to shadow.


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Destroyed geometry of objects with high location values
I'm trying to create an outline of a building on top of a point cloud that is georeferenced.
Because it's georeferenced, the object needs to be far away from the world origin (about 500000m). There, weird stuff begins happening. The mesh gets a "ghost" effect and the exported mesh is completely ruined in the sense that faces appear and disappear seemingly at random. This also appears once the object is exported. For example, I exported some geometry in FBX format and opened it in Maya and in MeshLab to find the same errors with the mesh as in Blender (the only difference is that there's no ghosting in other software packages).

Here is an example of a cube with a wireframe modifier with this problem. Notice the uneven edges and lack of visible faces.
Any help would be greatly appreciated.

This is most likely because of memory limit on the numbers, aka a “precision error.” Try telling someone to give you three thousand four hundred and seventy-eight tons and two ounces. Most likely, they will forget the two ounces, and computers are the same way, unless you specifically tell them not to.
But anyhow, why does the object need to be offset from the world origin so far? Surely you can adjust the georefrencing somehow?

I probably could but it's not my decision to make because the client uses this measurement. I exported the object at the world origin and manually set the transformation in another program. This worked but I would still like to find the solution for such cases for future projects

@JernejKalin There is no solution to this problem. You have to use transforms that are relatively close to the origin of the world in Blender, otherwise you won't have deterministic precision due to floating point precision error


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Renderer not making any progress
I wanted to make a simple animation of the camera approaching the head, the head losing its pupils, then the eyes glowing. When I looked at the project in rendered view in the layout tab, it worked exactly how I wanted it to. So, I went to the render tab, set the resolution to hdtv 1080p, and chose to export as ffmpeg video,  choosing h264 in mp4 as my encoding preset. FYI, I am using cycles rendering engine here, and have tried it with eevee and gotten the same problem. Once I hit render, it stayed on the first frame for about 30 minutes(remember, this is a very simple animation, the surfaces aren't smoothed out very well, there isn't a lot going on), then blender crashed. This happened several more times after I restarted blender and my computer. While CPU usage increased, the render window didn't show any data, and just showed a blank checkerboard background, with no tiles rendering or anything. Seeing other questions on this site with similar problems, I turned off sequencer in the post-processing settings. That changed nothing about the render window. What's wrong? Let me know if you need more info, here's the blend file

Thanks!

your "very simple scene" has 2.6 Mio vertices. And if the animation is running in the viewport already very slow...you should think twice before rendering and check what's going on. So decrease your number of vertices e.g. by decreasing your subdivision surface modifier to values 0/0 - because it is not necessary. Then it renders pretty quick.

after setting the values to 0 you got:


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Blender USD export won't save Emissive texture as part of USD Preview Surface
I'm trying to create assets using Blender, save them as USDs with their texture information, and bring them into UE5. I'm having two major issues that are holding me back. The first is that when I try to save USDs, the only textures that will be saved are Diffuse, Roughness, Metallic, and Normal maps. I have an asset that requires a custom Emissive map, but when I try to save it, that map is never included in the textures folder. The second issues is that when I bring my USD file into Unreal, it reads the Normal Map as an sRGB which totally breaks it.
I am working on version 3.1.2 currently. I've tried plugging my emissive map into the correct BSDF input. There are no other nodes involved, just Emissive Texture color output to Emissive BSDF input. It looks good in the viewport, but doesn't save when exported. I've tried doing a "workaround" that I've seen a lot online where an emissive map is plugged into an Emission Shader node, and added to the BSDF node before being plugged into the Material Output. Still nothing. I've tried making the emissive a flat value to see if that will be read by Unreal. No dice. I've even tried downloading the Nvidia Omniverse plugin for Blender to see if that helps and it made it even worse. Plugging all of my textures into the correct texture inputs in the OMNI PBR material graph meant that only the diffuse map would be saved into the textures folder, and in Unreal, would be plugged into the inputs for each texture map.
I know that emissive textures can be saved to USDs, because I can export assets from Unreal with their materials and emissive textures as USDs. When reimported, their emissive textures will be plugged into the correct input on the USD Preview Surface instance. For whatever reason, it just doesn't work coming out of Blender. I would just create my USDs this way but exporting a USD from Unreal means that it creates a gross file structure where all objects and materials are all USDs that are read by one hierarchical USD that describes the whole scene.
My other issue is that when I bring USDs from Blender into Unreal, it doesn't automatically set the correct compression settings on normal maps. This means that they're being read as sRGB rather than RGB by the engine, which totally breaks them. I've tried setting the normal texture input nodes in Blender to non-color and raw before exporting as USD, but it doesn't seem to make a difference. I've also tried editing the UE5 USD Plugin material to include a function to convert sRGB to RGB but it didn't work at all. I'm also going to post about this issue on the UE forum just to see what I can find.
Let me know if anyone has had this issue, or if there's a workaround. Thanks!

This is the Blender manual entry on USD import/export. There seem to be quite a few limitations at the moment. Read the Materials section on Exporter limitations.

"a few limitations" sounds a bit of a euphemism to me: "Very simple versions of the materials are exported, using only the Viewport Display color, metallic, and roughness." Basically, there seem to be no actual material support, only preview options are. Which most people don't even set by default.

When using Mac:

Install 'Xcode' and 'USDZ Tools'
Install 'Python 3.7.9'
Install 'numpy' to Python
Export myfile.gltf (embed textures) file from Blender
Use command line tool:
usdzconvert myfile.gltf myfile.usdz


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Blender Lighting / Light HDR - symmetrize / symmetry
there is any way to symmetrize the lights that are cast to object from HDR maps?
I need to bake combined textures with symmetrize lights for mobile game.

You can turn these off, so your textures won't be affected at all from your lighting/surrounding objects/reflections etc and will be affected by the lighting of the game engine instead when you use them:

If you still want it to be lighting affected, then that depends on your lighting setup/HDRI.

The problem is i need to bake those lights

Use this node set-up,
Basically the gradient node is used to create the half of a sphere, we will use it to hide the "left side" of the HDRI and replace it by the same picture mirrored thanks to a negative scale

Mirroring of hdri works but lighting on object are not simmetrized. :<


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How to copy animation from 1 armature to another with same bone names, same hierarchy, but not the same size and position
I have 2 armatures A and B and I already made some animations in A.
And now I have B, which has the same bones hierarchy, and naming, with A.
But each bone in B does not have the same size, and initial position and rotation, with A.
(eg. I duplicate A as B. then in edit mode, I adjust the bones in B, like make the head bone larger, place the hip bone lower, etc.)
So how can I copy animation from A to B in Blender?
Thanks
PS. I am using 2.8+

B will act like A except the head and tail of each bone will be a different local place

@moonboots yes. This is what I mean. They have same structure and same bone naming. Except the head and tail of each bone will be a different local place. Thanks for your clarifying.


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Mirrored Object Clipping Through Original Object
I am designing a tank model and the mirrored object on the left is clipping through the original object on the right, both sides are supposed to be symmetrical but clearly that's not the case, how would I fix this?
I have provided the Blend File in a Dropbox File:
https://www.dropbox.com/s/8tsmf58dx10u8ms/tank1.blend?dl=0

Here is a picture of the object with the mirror modifier turned off

Hello, why don't you delete the left part of the object? Mirror modifier is precisely supposed to mirror a part on the other side of the chosen axis. Also enable the Clipping option of the Mirror so that the vertices stick to the axis


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Why am I missing nodes in my geometry nodes editor?
I'm currently following along with this tutorial, and at 1:20 and 2:00, I noticed that in the add menu, I simply don't have the nodes "integer" or "dual mesh". They just don't exist, this has sparked quite a lot of confusion, and upon a google search, there was nothing I could find. Could use some help. cheers.

Check the Blender version in the tutorial and your version. GN is still developing and some nodes might exist only in newer version. If you want to follow that specific tutorial, download the same version what is used in the tutorial.

The Dual Mesh node has only been available since version 3.1. Perhaps you are still using an older version?

Just to be able to close the question:
The Dual Mesh node was only introduced with the release of Blender 3.1.
Unfortunately, in video tutorials it is often not clear which version it is, and there are sometimes big differences between the versions.


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Holes in model after applying subdivide modifier
I'm trying to make a model 3D print ready and after applying a subdivision modifier, there are several holes in the model. I've seen some people say to recalculate the normals or use solidifier but neither worked for me. Any idea why this is happening and how to fix it?

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.

This looks like the result of applying a subdivision surface modifier to edges/verts that are not properly connected. Try selecting the whole mesh in edit mode, then press M (merge) and select by distance".

This is how the subdivision modifier works. If you want to prevent this you can :

Add more geometry (i.e. loop cuts or insets) near the edges
Use a crease
Switch the interpolation mode from Catmull-Clark to Simple in the subdiv settings
Remove the modifier (are you sure you need 5 levels by the way?)

The choice is up to you.
I am not too sure what your model is, but it looks like a torso. Why don't you simply connect the vertices to fill the holes?


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How do I control 1 object with 2 bones?
I have this 3d model and as you can see 2 bones are connected to that part with screws on it. and I want it to be controlled with both arms not just one arm. So basically how do I "stick" the upper arm to that object as well so it doesn't come off?
I use 2 IK here.

Similar to kemplerart's answer, try using a Track To or Damped Track constraint on your arm bone(s). Target the next bone or  the object.
If you want to offset it from the bone itself, try parenting an empty to the bone for the top section While it's placed over one of the screws (for example) then target your constraint to the empty.
You may have to play around with the rotation/track axes and the rotation space (eg. World Space / Local Space etc.) to get the desired result.

Add Bone Constraint Copy Transforms or Copy Rotation if you only need that
Video Youtube

copy transform doesn't really do anything for me :(

try copy rotation?

well, kind of but not perfect, thanks! I could tweak it myself I guess in animation, don't have much time the project is due tomorrow haha


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How do I assign images to image nodes using script?
# Corrected version
import bpy

#list of plants in minecraft
PlantsMaterials = ['leaves', 'cornflower','tall_grass','seagrass','lily_pad','carrots','beetroots',
'cave_vines','dead_bush','fern','big_dripleaf','potatoes','moss_carpet','saplings','small_dripleaf','spore_blossom',
'sugar_cane','sweet_berry_bush','vines','wheat','dandelion','poppy','blue_orchid','azure_bluet','tulip','oxeye_daisy',
'lily_of_the_valley','wither_rose','sunflower','lilac','peony']

#make shader for leaves
for plantlist in PlantsMaterials:
    for material in bpy.data.materials:
        if plantlist in material.name:
            nodes = material.node_tree.nodes
            links = material.node_tree.links

            #clear links and nodes
            nodes.clear()
            links.clear()

            #add nodes
            imgtex = nodes.new(type='ShaderNodeTexImage')
            princi = nodes.new(type='ShaderNodeBsdfPrincipled')
            output = nodes.new(type='ShaderNodeOutputMaterial')
            hueSa1 = nodes.new(type='ShaderNodeHueSaturation')
            hueSa2 = nodes.new(type='ShaderNodeHueSaturation')
            trnslu = nodes.new(type='ShaderNodeBsdfTranslucent')
            colRam = nodes.new(type='ShaderNodeValToRGB')
            mapran = nodes.new(type='ShaderNodeMapRange')
            addsha = nodes.new(type='ShaderNodeAddShader')

            #link all nodes
            links.new(princi.outputs[0], addsha.inputs[1])
            links.new(addsha.outputs[0], output.inputs[0])
            links.new(trnslu.outputs[0], addsha.inputs[0])
            links.new(hueSa1.outputs[0], trnslu.inputs[0])
            links.new(hueSa2.outputs[0], hueSa1.inputs[4])
            links.new(hueSa2.outputs[0], princi.inputs[0])
            links.new(mapran.outputs[0], princi.inputs[9])
            links.new(colRam.outputs[0], mapran.inputs[0])

            #assign values for nodes
            princi.inputs[7].default_value = 0.1
            hueSa1.inputs[2].default_value = 0.9
            hueSa2.inputs[2].default_value = 0.9
            mapran.inputs[3].default_value = 0.2
            mapran.inputs[4].default_value = 0.7
            colRam.color_ramp.interpolation = 'CARDINAL'
            colRam.color_ramp.elements[0].position = 0.03
            colRam.color_ramp.elements[1].position = 0.2
            colRam.color_ramp.elements[1].color = (0.801,0.87,0.87,1)

            #assign different iamges for each materials in the list
            plantname = material.name + ".png"
            print(plantname)
            realplantname = plantname.replace("minecraft_block-","")
            print(realplantname)
            tex = bpy.data.images.get(realplantname)
            imgtex.image = tex

            #link images to rest of the nodes
            links.new(imgtex.outputs[1], princi.inputs[21])
            links.new(imgtex.outputs[0], hueSa2.inputs[4])
            links.new(imgtex.outputs[0], colRam.inputs[0])

Everything works thanks to the person who replied my question yesterday, but
"#assign different iamges for each materials in the list" part doesn't work.
#assign different iamges for each materials in the list
plantname = material.name + ".png"
print(plantname)
realplantname = plantname.replace("minecraft_block-","")
print(realplantname)
tex = bpy.data.images.get(realplantname)
imgtex.image = tex

images are not being added to the image nodes.
Even if I type very specific image like
tex = bpy.data.images.get('birch.png')

instead of variable. It would be great if someone could help me.

imgtex.image = bpy.data.images[realplantname] should work.  If it doesn't, you should be getting an error message either in the Info window or on the system (not Python) console.  What is happening? Perhaps your code to construct the realplantname isn't creating the right value?  Aside: if you found my answer useful yesterday, please read What should I do when someone answers my question? and perhaps upvote or accept my answer

You're probably looking for bpy.data.images.load('birch.png', check_existing=True), which creates an image if it hasn't been loaded yet. But just birch.png doesn't tell you what folder it's in, so you should use either the full path (starting with C:\ or whatever) or a relative path.

@MartyFouts "imgtex.image = bpy.data.images[realplantname]" seems to have solved the problem. now everything works fine! thanks! and I also accepted your answer :)

@scurest thanks for your help!


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Rigify error even though the only bones missing or modified are the face bones
I'm really confused because the only bones I accidentally deleted before are the pelvis and heel bones, which I then restored to their exact original states. I'm not really sure what to try in this situation.
Here is the error I got:
RIGIFY ERROR: Bone 'thigh.L': Input to rig type must be a chain of at least 4 bones.
Incorrect armature for type 'limb_rigs'

Sounds as if you may have restored them but not linked them back into the armature correctly. Share you file so that someone can test it here. https://pasteall.org/blend/ and post the link to it into your question.

In the Metarig Heel bone has to be child of the foot bone, in order to work.
When in doubt, go to edit mode and add a Rigify sample of the part you're working on, parent it and snap it into position or analyze how is it constructed.
Every chain of bones has a Rigify Type set on its first bone (you can read it in pose mode) and Rigify Types have a Parent/child relationship according on how the rig is structured.

I did that and analyzed how its constructed, but it all seems to be put together correctly. I did notice that the toe bones weren't parented to the foot bones but correcting that didn't fix the issue. I'm a bit new to rigging so did I miss something?

edit: the toe bones werent childs of the feet bones

Nevermind I just restarted the rig. Thanks anyways.


text:
Bake All Physics in a Scene at the Same Time
Is it possible to bake the physics on all simulations in a scene at the same time? For example, I have 12 flags that blow in the wind. I want to be able to delete bake/bake all of the simulations at the same time when I make edits. Currently I'm selecting each object, one a time and baking the simulation. I was hoping to find a faster way.
Thanks!

UPDATED ANSWER:
Go to the Scene settings and create a Rigid Body World then hit Bake All Dynamics:

ORIGINAL ANSWER:
Assuming you're using cloth dynamics, just scroll to the bottom of the Cloth settings in the Physics tab and choose "Bake All Dynamics."

i just wanted to add that the back all dynamics button is also in cloth simulation. You don't have to add a rigid body system for cloth simulation, if you don't use rigid bodies (like in his example, he is just using cloth - i guess)

Ahh good point @Chris, I didn't think that through. I have updated my answer, cheers.

When I choose the Bake All Dynamics button it only bakes the simulation on one of the flags. I have 12 in the scene. Maybe I'm just missing something obvious. What I want to accomplish is to bake each of the 12 separate flags at the same time without having to select each object and performing this action 12 times.

Sorry @TroyMcClellan, I will update my answer with another solution, which is technically for Rigid Body dynamics but should work in this case as well.


text:
Custom Input Names on Mapping Node?
Is it possible to give the input items on a mapping node custom labels? For example, I'm creating a real starfield using an environment texture, mapping node and texture coordinates node. I want the rotation inputs currently labeled as X, Y, Z to be Latitude, Right Ascension, and Heading. This makes it easy to see which controller executes the given function. I plan on sharing the file to work with some clients that are not artists, but rather astronomers. Any ideas?
Thanks,
Troy

It's a little awkward, but I think it's the closest you can get, at least without scripting or anything.
Use 3 Value nodes, plugged into a CombineXYZ node. Press F2 to change the node name, and then that's how it will show up in the material properties panel.

Alternatively you could put the Mapping and Combine XYZ nodes in a Group using Ctrl-G and drag the Combine X, Y, Z inputs to the Group Input node then rename them on the editor's N panel Group tab.

Thanks! I'll give them a try!


text:
How to loop an imported VDB file
Is there any way to loop an imported VDB file? I've imported a VDB that is set up to be looped from Janga FX. It is only 128 frames long, but I want to make it loop multiple times in Blender 3.5. Any help would be greatly appreciated.
Thanks,
Troy

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.

In the Volume Data change the Mode to Repeat or Ping-Pong depending of the type of the simulation or the effect you want to achieve.

Thanks! I guess I missed the obvious.


text:
How do I select wireframes objects and edit them?
I have accidentally joined an object with a group of objects but this made me unable to select the group of objects individually. To fix this, I separated the combined object by loose parts, and I can now select the individual objects again in wireframe mode.
However, after trying to edit the selected objects (i.e. click on Edit Mode), all objects are  deselected. I am unable to select individual objects unless I’m in wireframe mode. Is there a way for me to select these objects and edit them?

share your file using this link https://blend-exchange.com/ so we can help you

"I am unable to select individual objects unless I’m in wireframe mode", this is weird, but do you know that you can select several objects in Object mode then switch to Edit mode and you'll be able to edit them all, if this is your question?


text:
Why is uv acting so weird?
Please help. Why are there these bends on uv and can they be fixed?

Do you have an unapplied SubSurfModifier on your model?

Hi! Thank you! Yes, that helped)


text:
How to protect/lock materials in library so they don´t change when edited on an object?
Re: Blender version 3.1
I can´t figure out how to apply a material from my saved asset library without changing it when I adjust/change that material that´s now attached to a mesh.
Example: When applying "Red Metal" to object "Car", I want to make changes to that metal material. But once I do that, I also change the material in the library, which I don´t want.
I want the "original" material in my library to stay the same. I´d like to "lock" it, if you will.
Coming from Keyshot, I am used to dragging and dropping materials onto a mesh, and then editing that material (the one on the mesh) without changing the material in my library.
How do I do this in Blender?
Any help would be highly appreciated :)

Don't use assets from "Current file" ... use assets stored in "User Library" like that you can use "Append" to make local changes on material or "Link" type of assigning material if you want keep material sync across multiple files.

@vklidu, thanks for your response!
I am already doing what you suggest, and I am able to avoid changing the "original" material if I perform a couple of extra steps, like adding the same material to more than one object, clicking the material number ("make single user", I´m guessing) and fiddling about like that.
But, I´m looking for a way to simply add the material from the asset library without making any changes to the original. Does that make sense?
Perhaps it can´t be done, and it needs a custom script.. :)

I don't think you got my point ... If you are still looking for answer j will post a couple of images ...


text:
Strange material "foggy" artifact
Purchased a material pack, and when I apply some of them, they show up with these weird fog-like artifacts. None of my other materials do this.
Same in both Eevee and Cycles.
Please see plane with added material > The cube wasn´t added by me, it just shows up when the material is added to the plane (and the material is not a volume shader).
Any idea what to do?

What (kind of) material is? Can Blender find all external assets?

Suggestion.  Show your material as a Blender Screen capture of the material nodes and relevant material settings.


text:
Why does water reflection in the rendered viewport, look like smoke in the final output blender in cycles.?

its supposed to look like what's on the top image and what it looks like is on the bottom image which is the final output, how can I solve that

When you ask questions and post screenshots, it would be better not to crop and not to resize them so that the full UI with settings is visible. Nobody likes to look at low resolution screenshots where you cannot see anything. There are often important details in them that might help people identify problems.

Looks like denoising with not enough samples. Increase the amount of samples an/or try using Normal input for denoising.
If you are using a video format with compression this might also be caused by the compression. You could try rendering to exr image sequence and compress that to a video format as a separate step to have more control about how much quality you loose with compression without the need to re-render.


text:
How to align selected bone roll to active bone with python
It seems Blender doesn't have this feature. However, I want to write to script to help rigging but I tried it and I am not good at it.

This is similar to what we wanted to do in this question. Consider the following situation:

We have two bones pointing in different directions. If we look down on the xz-plane of the selected bone (next figure), we'll realize that what we need is to rotate the bone around its y-axis to make the x-axis point in the direction of the green arrow.

If we look closely, we'll see that the green arrow seems to match the y-axis of the target bone. However, this is not exactly the case if we look at the following figure. The y-axis of the target bone is oriented outside the xz-plane of the selected bone. Thus, what we really want is to apply a rotation (to the selected bone) that expresses the rotation difference between the x-axis of the selected bone and the projected y-axis of the active bone (on the xz-plan of the selected bone).

The part of the code that does this is included in the for loop (which covers multiple selected bones) in the attached script. Note that we're working with the available APIs which require more steps than what I would've liked.
import bpy
from mathutils import Matrix

# The armature needs to be in edit mode
edit_bones = bpy.context.active_object.data.edit_bones

# Get the active bone (the target to rotate towards)
active_bone = edit_bones.active
# Get the remaining selected bones (the bones that will rotate)
selected_bones = [b for b in edit_bones if b.select == True and b != active_bone]

for b in selected_bones:
    # Find the projection of the target's y-axis in the bone's xz-plane
    x_proj = active_bone.y_axis.project(b.x_axis)
    z_proj = active_bone.y_axis.project(b.z_axis)
    active_bone_xz_proj = x_proj + z_proj

    # Calculate the required rotation to point the x-axis of the bone
    # towards the target bone (using the projected y-axis)
    rotation = b.x_axis.rotation_difference(active_bone_xz_proj)

    # Get the current location, rotation, and scale of the bone
    l, r, s = b.matrix.decompose()
    # Modify the rotation based on the calculate rotation
    r.rotate(rotation)
    # Assign a new materix from the location, modified rotation, and scale
    b.matrix = Matrix.LocRotScale(l, r, s)

# Extra steps to update the viewport
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')


text:
Animation FBX export problem, It doesn't look same when exported
so i exported the animation for unity but it seems like the animation changes when it is exported as FBX... I've tried many things but nothing seems to fix this problem... i even tried the simplify slider in export settings... need help guys

https://www.reddit.com/r/blender/comments/1g9elkd/animation_fbx_export_problem_it_doesnt_look_same/  for video reference


text:
mesh deform after remesh in sculpt mode blender
I was remeshing a mesh in sculpt mode in Blender, and the mesh became deformed. Is there a way to fix this?


text:
Is the UV editing wrong or shading and texturing?
The textures on some different keys of the keyboard are wrapped some other keys are sideways.
I'm new to Blender to can't figure out this thing.

Your unwrap must be incorrect, what you can do is select all the side faces of one key then ShiftG (Select Similar) > Normal:

Then select a view (side view for example) and press U (Unwrap) > Project from View:

And put the UVs somewhere over your image in the Image Editor, so that no letter will appear:


text:
Controlling Node Values with python custom UI / FloatPropetie
I am currently trying to make an addon for my Minecraft Pufferfish rig with many options and settings.
Now I am at the point that I have created around 60% of my UI with different properties like int and Float properties.
Now to my question:
How do I use this FloatPropety for controlling a nodes inputs value (in the material; custom node group)
I already found out that you can draw a button of that value but that won't help me because you can't limit it (min, max) and you can't paste it in like box layouts. Or can you?
So is there a way to link that normal float property to a nodes group input?
I'd like to control different node value inputs with these four sliders
Thank you for your help :D
My current code:
import bpy

from bpy.props import (StringProperty,
                        BoolProperty,
                        IntProperty,
                        FloatProperty,
                        FloatVectorProperty,
                        EnumProperty,
                        PointerProperty,
                        )

    ### Bl_info ###

bl_info = {
    "name": "Pufferfish RIG Addon",
    "author": "BlueEvilGFX",
    "version": (1, 0),
    "blender": (2, 83, 0),
    "location": "3DView",
    "description": "Pufferfish RIG Addon for many different Settings",
    "warning": "",
    "support": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": "Pufferfish"
}

    ### Properties ###

bpy.types.Object.roughness = bpy.props.FloatProperty(
    name = "roughness",
        default = 1,
    min = 0.2,
    max = 5
    )

bpy.types.Object.hue = bpy.props.FloatProperty(
    name = "hue",
    default = 0.5,
    min = 0,
    max = 1
    )

bpy.types.Object.sss = bpy.props.FloatProperty(
    name = "sss",
    default = 1,
    min = 0,
    max = 1,
    description = "activates SubsurfaceScattering"
    )

bpy.types.Object.saturation = bpy.props.FloatProperty(
    name = "saturation",
    default = 1,
    min = 0,
    max = 2,
    )

bpy.types.Object.subdivision = bpy.props.IntProperty(
    name = "subdivision",
    default = 0,
    min = 0,
    max = 6,
    )

bpy.types.Object.eye_texture_bool = bpy.props.BoolProperty(
    name = "eye_texture",
    default = False,
    )

bpy.types.Object.main_material_bool = bpy.props.BoolProperty(
    name = "main_material",
    default = False,
    )

bpy.types.Object.eye_texture_type = bpy.props.IntProperty(
    name = "eye_texture_type",
    default = 1,
    min = 1,
    max = 17,
    )

bpy.types.Object.eye_color = FloatVectorProperty(
   name="eye_color",
   subtype='COLOR',
   default=(1.0, 1.0, 1.0),
   min=0.0, max=1.0,
   description="color picker"
   )

    ### Main Panel ###

class RIG_UI(bpy.types.Panel):
    bl_label = "Pufferfish RIG Addon"
    bl_idname = "OBJECT_PT_Pufferfish_RIG"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Pufferfish"

    @classmethod
    def poll(self, context):
        return bpy.context.object.name == "Pufferfish"

    def draw(self, context):

        layout = self.layout

        obj = context.object

        layout.label(text=" Pufferfish RIG Settings:", icon = "PROPERTIES")

        box = layout.box()
        box.label(text = "made by BlueEvilGFX", icon = 'RIGHTARROW')

class MainSettings(bpy.types.Panel):
    bl_parent_id = "OBJECT_PT_Pufferfish_RIG"
    bl_label = "Main Settings"
    bl_idname = "OBJECT_PT_MainSettings"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category= "Pufferfish"
    bl_options = {"DEFAULT_CLOSED"}

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

        obj = context.object

        row = layout.row(align = True)
        row.label(text = "change Main Settings here", icon = 'PREFERENCES')

        row = layout.row()
        row.prop(obj, "scale")
        row = layout.row()
        row.prop(obj, "location")
        row = layout.row()
        row.prop(obj, "rotation_euler", text = "Rotation")

class Material(bpy.types.Panel):
    bl_parent_id = "OBJECT_PT_Pufferfish_RIG"
    bl_label = "Material Settings"
    bl_idname = "OBJECT_PT_Material"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category= "Pufferfish"
    bl_options = {"DEFAULT_CLOSED"}

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

        obj = context.object

        row = layout.row(align = True)
        row.label(text = "change Material Settings here", icon = 'MATERIAL')

        box = layout.box()

        if obj.get('eye_texture_bool') == 1:
            arrow1 = 'DOWNARROW_HLT'
            OnOff1 = 'ON'
        else:
            arrow1 = 'RIGHTARROW'
            OnOff1 = 'OFF'

        #box = layout.box()
        box.prop(context.object, 'eye_texture_bool', text = "Eye Texture: " + OnOff1, icon = arrow1)

        if obj.get('eye_texture_bool') == 1:

            box.alignment = 'CENTER'
            box.label(text = "Eye-Textures is activated!", icon = 'TEXTURE_DATA')

            box.prop(context.object, 'eye_texture_type', slider=True, text = "Eye Texture Types")
        else:
            box.prop(context.object, 'eye_color', text = "custom eye colour:")

        if obj.get('main_material_bool') == 1:
            arrow2 = 'DOWNARROW_HLT'
        else:
            arrow2 = 'RIGHTARROW'

        box = layout.box()
        box.prop(context.object, 'main_material_bool', text = "Main Material", icon = arrow2)

        if obj.get('main_material_bool') == 1:

            box.label(text = "main material settings:", icon = 'MODIFIER_OFF')

            box.prop(context.object, 'subdivision', slider=True, text = "Subdivisions")

            box.prop(obj, 'sss', slider=True, text = "SubSurfaceScattering")

            box.prop(context.object, 'hue', slider=True, text = "Hue")

            box.prop(context.object, 'roughness', slider=True, text = "Roughness")

            box.prop(context.object, 'saturation', slider=True, text = "Saturation")

class Render(bpy.types.Panel):
    bl_parent_id = "OBJECT_PT_Pufferfish_RIG"
    bl_label = "Render Settings"
    bl_idname = "OBJECT_PT_RenderSettings"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category= "Pufferfish"
    bl_options = {"DEFAULT_CLOSED"}

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

        obj = context.object

        scene = context.scene

        row = layout.row(align = True)
        row.label(text = "change Render Settings here", icon = 'VIEW_CAMERA')

        row = layout.row()
        row.operator("render.render", icon = 'SCENE')

def register():
    bpy.utils.register_class(RIG_UI)
    bpy.utils.register_class(MainSettings)
    bpy.utils.register_class(Material)
    bpy.utils.register_class(Render)

def unregister():
    bpy.utils.unregister_class(RIG_UI)
    bpy.utils.unregister_class(MainSettings)
    bpy.utils.unregister_class(Material)
    bpy.utils.unregister_class(Render)

if __name__ == "__main__":
    register()

You can define an update method in properties which will be called everytime their value changes. Use that to update their respective counterpart values in your materials https://docs.blender.org/api/current/bpy.props.html#update-example

First, thank you for your fast reply.
But I have got some problems implenting that.
I added following code:
def update_roughness(self, context):
obj = context.obj
roughness = obj.roughness
bpy.data.materials['Pufferfish'].node_tree.nodes['0'].default_values = float(bpy.data.objects["Pufferfish"].roughness)
But I didnt change anythind in the class drawing the UI. and it didnt work for me.
I am sure I made sth wrong. I tested adding a driver to that (not in python) ... this works. But what would be the solution to make that only via python?
thanks in advance :D

did you add update = update_roughness in your property definition too ?

def update_roughness(self, context):    obj = context.obj    roughness = obj.roughness bpy.data.materials['Pufferfish'].node_tree.nodes['PufferfishShader'].inputs[0].default_values = float(bpy.data.objects["Pufferfish"].roughness)
This is my update def
And this is my property:
bpy.types.Object.roughness = bpy.props.FloatProperty(  name = "roughness",  default = 1,  min = 0.2,  max = 5,  update = update_roughness  )
So I have got update = update_roughness but is the def update function scripted correctly? Maybe this is the problem. Sorry for bothering you, and thanks


text:
How can I cut object in half in a straight cut so the two sides can be seperated for printing
After creating this vulcano and sculpting it, I have to cut it in half because the 3D printer isn't big enough for my design. In total I will have to do two cuts to get 4 pieces.
How can I cut this object in a straight line along the x and y axis so that I can take them apart? (be aware that it is a hollow object as you can see in the picture)

loop cut? (this is dumb I'm new to blender sorry)

Sorry that does not help me. I've tried that but either I did it wrong or it doesn't work because of this object. I'd apreciate a step by step or a video solving my problem;)

Yess thank you! Follow-up question: Do you know how I can create a knob&recess or  some kind of puzzle-like-thing between the 4 pieces so that it can be put together and taken apart after printing?

For a follow-up question make a new question ;)

Use a Boolean modifier?


text:
How can I color a Banana?
Ok, so, as a complete beginner with Blender, I've been trying to create a banana.
Here is the basic model :

I ,then, applied a basic yellow color to the mesh :

And now I am trying to add some sort of gradient "yellow to green" effect on the extremities of the mesh (as shown in this reference photo) :

But I have no idea on how I can do that. I've tried to play with the node editor, using a Gradient texture node, followed by a Color Ramp node, but the best thing I could get was that :

As you can see, It is applying only to one side of the mesh, and It is not even rotated properly to fit the shape of the object.
Am I on the right way to solve the problem ? Or should I perhaps simply try to UV Unwrap and apply a texture to it ?
Thank you for your answers

The best way to do this is UV Unwrapping, but it is not required. You can do it this way.

A quick update of the final result (forgot to answer) :
https://i.sstatic.net/BK7mu.jpg
After struggling for hours trying to color it, and mainly having problems to rotate the color propagation on the mesh, I found that I definitly needed to UV Unwrap the mesh in order to apply a clean rotation (using the mapping node). So I did an UV project from View, and tried to give a straight vertical shape onto the UV. Here is what It looked like :
Then, the rotation of the color applied correctly to the mesh. Here is the node setup :
I don't know why tho, my "color stops" had to be stacked on the left side...
And finally, I applied a black material to the extremities of the banana...
But yeah, It worked after all ! Thanks a lot for your help

Your approach is conceptually correct, you are only missing texture coordinates.
You can even skip the gradient texture and use raw UVs.
The most accurate method is to unwrap you mesh and make a proper UV map, but if you want to skip it, since the banana is an elongated almost-linear shape you can approximate it by using basic Generated texture coordinates.
They won't be as accurate as a proper manual UV mapping, but may do a passable job with less work.
Just use a Converter > Separate XYZ node to get the Y component of your Generated texture coordinates, then run those through the color ramp.

Thanks a lot for this fast answer ! Problem solved ! I'll still try to do the second method you suggested (UV unwrap).

Add >> Vector >> Normal
Plug it into your Gradient Texture Vector
Spin the ball icon around 'till everything lines up.

I tried it but It diffused the color ramp colors to the entirety of the model. All I need is to get both extremities of the model green... I might be doing something wrong... https://imgur.com/a/VqxUU

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


text:
Transparent material turns black when exported to GLB/GLTF
I'm putting a label on a beer bottle. The label in the back is supposed to be transparent with white text, and it is in Blender. When I export to GLTF/GLB the label is black with white text. I've researched everywhere online and tried different solutions but nothing seems to work. I've tried different blend modes and shadow modes, everythings UV-mapped etc.. If you have any idea I'd appreciate the help ALOT! Also, I just feel like the bottle doesn't look at all as good when exported as it does in Blender, so if anyone has an input there too I'd appreciate it!

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

I'd expect the exporter to combine the base color and alpha textures at export, but it looks like it could be failing to do so correctly. It may help if you can combine those two textures into a single RGBA texture instead.
To get a better appearance on the glass, I would look for a glTF viewer that offers a choice of HDRI environments. Would also test "transmission" instead of alpha blending, if you aren't already.

The glTF exporter should be able to handle this, I think.  I wonder if the alpha-clip material appearing in front of a transmission material is the problem?  What's the final render, ThreeJS or similar?  I'm suspicious that there's some order-of-render issue between the two different materials.


text:
Own character animation not working Mixamo
I m new to character animation, I m exploring blender rigging to do the animation on my character.
While uploading it to mixamo this is the result. I m not able to proceed. Can someone help?

I'm afraid you haven't given us enough details to even guess what's causing the problem. In any case we can't help with external software such as Mixamo. If you can share your Blend file we might be able to see a problem with it.  You can share it via https://blend-exchange.com/ following the instructions there to copy the full link on that page. Then edit your question here and paste the link into it.

Hello and welcome. As it stands this question is not answerable at the moment for lack of essential details to understand the issue. Remember only you have access to your scene, only you know your exact setup, settings and what steps you took to arrive where your are now. Please describe in detail what your issue is, possibly supported by some accompanying screenshots with the [edit] button under the question. Editing will automatically put it up for review so it can be reopened.

https://www.google.com/search?q=mixamo+upload+my+skeleton&oq=mixamo+upload+my+skeleton&gs_lcrp=EgZjaHJvbWUyBggAEEUYOTIHCAEQIRigAdIBCTE2NDE0ajBqN6gCFLACAQ&client=tablet-android-lenovo-rev2&sourceid=chrome-mobile&ie=UTF-8

It may be that your character is not aligned correctly along the X/Y axis. Try realigning it and see if that helps.


text:
Circle Topology problem -> Flat Shading artifacts

I made the half circle in the middle using the spin tool, but now the vertex count doesn't match up with the sorounding edges, to what I think lead to bad topology and the shading artifact thing.
When finished, I want to use the model for 3D Print, btw.

(I'm a total Blender beginner and don't speak English natively, just so you won't be confused when I made a mistake or something)

https://blender.stackexchange.com/questions/186849/why-are-my-objects-shadows-so-janky/  https://blender.stackexchange.com/questions/269746/what-am-i-doing-wrong-with-shading-and-modeling/ https://blender.stackexchange.com/questions/126838/help-with-curved-groove-on-curved-surface/ https://blender.stackexchange.com/questions/5856/cutting-a-circular-hole-in-a-hollow-cylinder-without-distorting-the-cylinder https://blender.stackexchange.com/questions/3260/how-to-cut-a-rounded-hole-in-a-sphere


text:
Physics simulation changes on adding or rotating an object
So I am trying to make a marble run animation using physics like that in the videos of Victor De Martin. But after about going for about 100-200 frames, when i add a new platform for the marble, the trajectory of the marble changes from the previous frames. It happens even when I rotate an already added platform. So I have to adjust the previous frames but again after some frames the trajectory changes. Can you help with the problem?

It would be helpful if you could share the file. We have no idea how you add a new platform and how you set up your scene.


text:
How do I fix this baking issue that occurs when I unwrap an object with an array of tiles/bricks?
Please help!
I've been having some issues with baking objects that have a lot of polygons as a whole, and I don't know how to fix it. I'm really bad at explaining things so bear with me! First, I'll go over how I made this model and images of the expected result vs the actual result.
Here's how I created the model:
Modeling

Add square object and make rectangle
Create an Array and then add another modifier to randomize bricks
(can't remember the name)
Add Bevel, then join as one object

Texturing
For the texturing, I procedurally made the texture through gradient nodes and added the Ambient Occlusion with the Render Engine: Eevee.
Please Note: I changed the engine near the end to Cycles as it keeps the Ambient Occlusion effect (this process has not affected other 3D Models).
Lastly, I unwrapped the model (see image) and tried to render a Diffuse Map. Some people in my circle who do 3D Modeling, but not in Blender, thought the problem was the geometry having extra vertices, etc.. However, I do not have any issues with my geometry. I think it has to do with the number of bricks in this model or the rendering settings, but I am open to any other solutions.
If the problem is because of how many objects I joined, how would you go about baking these maps?
I am grateful for any suggestions or possible solutions; thank you in advance!
Image Examples
Expected Result:

Actual Result:

UV Map:


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How to fix glossy texture when importing OBJ file?
I exported obj file from some object but when importing the all the texture on object are glossy.
I discovered that the problem is the color space for roughness, metallic, and normal are sRGB; they should be non-color.

The question is how to export the obj file was the correct color space.

That would depend on where your object is being imported from. There is no magic switch in the importer to change them automatically on import.

It doesn't matter if the node was set to a different color space on export, PNG and JPG files will always be imported as sRGB - because the files do not contain this color space information, this is only a Blender internal "work instruction" how the colors should be interpreted. Only the Node Wrangler's "Principled Texture Setup" (Ctrl+Shift+T) where you can import multiple images for color, roughness, normals etc. in one go automatically sets roughness etc. to Non-Color because it is implemented like that to switch them after import.


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Making a fan duct
Trying to design my own fan duct for my 3D printer, and
I followed this guide and got a pretty decent result. It basically works the way I want it to, except for that I want to be able to narrow down the duct gradually towards the end. Any ideas?

Hello do you have a reference image of the object you want to achieve?

@moonboots If you see in the last image on the post, that's around something I'm trying to achieve, just making the end more narrow to clear the print surface and to direct airflow better. Here is an example of a typical duct shape I want where it narrows towards the end

what does it give if you select the bottom, activate the Proportional Editing, and move it up on Z?

https://blender.stackexchange.com/questions/58564/curve-bevel-function-scale

It looks like you want the duct to squeeze into a semi circle by the end?

The bezier curve? It just moves the end of the tube up and down without deforming it, even with proportional editing activated @moonboots

Sort of, I want to deform the tube and make it more narrow towards the end. Basically if I had the ability to create each end, then use the bezier curve to generate a tube that connects both ends, that would be perfect. @TheLabCat

This looks very informative, and some of the stuff in there might be exactly what I want. I need to test it out and see, thank you. @DuarteFarrajotaRamos

@DuarteFarrajotaRamos simply doing the alt+s on the bezier curve does almost exactly what I want it to, except I would really like to be able to scale the circle down on just one axis to make it more into an oval. Would this be possible? It's looking good though :]

Look into lofting https://blender.stackexchange.com/questions/1503/how-to-make-uv-loft-like-3ds-max-in-blender-using-curves https://blender.stackexchange.com/questions/746/lofting-between-splines https://blender.stackexchange.com/questions/138901/loft-tool-in-blender-2-8/ https://blender.stackexchange.com/questions/278462/create-mesh-from-four-curves-loft https://blender.stackexchange.com/questions/301152/how-could-a-loft-object-be-closed If an answer helps you don't forget to upvote the post that helped you.

Thank you @DuarteFarrajotaRamos


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How to give .abc (Alembic file) particles random color and emmsive values?
I made a particle and volume simulation in Embergen and exported them both in their respective file formats, volume to VDB and particles to .abc.
I want to give the particles in Blender a random color and emmisive value. However blender treats alembic particles like linked objects. I mean it in the sense that the average of any value will be applied to all of them. A color ramp between blue and red makes all of them purple. Im fairly new to geometry nodes and have no Idea what I am doing.
Im going for a sparkly effect between reds, oranges, and yellows, with a little white.
I want the randomization to occur totally random. I figured out how to give the particles a random size. But I don't know what to do now.
Also I am using Blender 4.1 if that helps.
I have tried searching for similar issues online but nothing quite works for me, I even tried asking chatgpt and it was no help either.

if you don't even provide us your imported file + blend file, how shall we help you?

I did figure it out, also file is too big.


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Rim light for 2D PNG character
How can I add a rim light to a transparent png sequence of my character. I also want to add a very thin outline. I want to use nodes to do this but im new to it so i need some help. I cant use After Effects or similar. I need a node setup (even if its complex) See my character image
Here is my desired effect. If someone could show me node setup that would be perfect as im new to working with nodes. THANKS!


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How do I link 3 animations made in 3 different scenes of the same character for Unity in NLA
I already have 3 FBX files. Idle, Speed walk and walk. I am a beginner and thats why I copied the character and pasted in to 3 scenes. I want to clarify that when I talk about scenes I mean new blender projects. If its possible I would like to use the FBX files.

You should do everything in one Blender file using the NLA editor rather than using 3 seperate .blend files. This is not a tutorial site but there are quite a few tutorials online, most using Mixamo FBX animations. Try this one for instance.

Thanks for replying! It means a lot. In retrospect I would have. Unfortunately when I imported the FBX files the rig was strange and when I used the rig  for all the animations some weird things started happening and the bones lined up. Possibly something to do with constraints or IK that gets applied. ????   All of the objects that were parented to the bones were showing up in the NLA despite them not having any keyframes. I think I will just use all 3 individually in unity. It's a bit of a disaster.  The tutorial was a great suggestion. Thanks for your time.

If the armatures are the same (have the same structure and bones including the naming) You can link the animation data and then use make single user so to effectively copy the animation from one to the other. You may need to move other keyframes out of the way on the timeline before that or the animations will get mixed up. Google "Blender copy animation to another object" and there are multiple in depth descriptions of the proces. The one on blendersecrets.org is clear.


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Problem with Bevel in edit mode

When applying the first bevel in edit mode, I apply weight = 1 to only the top two verticles (clamp overlap is turned off), then add volume with soildify, and finally, in edit mode, apply the three bevels excluding the bottom edge. Bevel was applied to the edge by giving weight = 1 (clamp overlap was turned off). However, errors continue to occur in the beveled part like that. I don't know the cause.


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Reusing existing Assets
Just a quick question here that I’m positive you can help with. I’m wondering what the suggested work flow is to reusing some of my clothing assets or free license clothing pieces that are in an A pose on say Sketchfab.
So far I’ve tried the following:

metarigging the clothing and moving into place, then adjusting with sculpting and edit mode to better fit the model
Using the pose brush with Face sets on the UV seams followed by some clean up

I’m just wondering if there is a better solution? For reference it’s just still renders I am trying to achieve (no animation )
Sorry if I did not provide enough detail. Please advise on any other information you need. The model in question is basically a male mannequin with the legs and hands removed so just upper torso with arms by his sides. I have him rigged to put him in an A or T pose to place the clothing then I move into place


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My lowpoly character went smooth, how to unsmooth it
My lowpoly character went smooth and i don't know what i did wrong. I can't go back with ctrl + Z and i don't know how to retreive my lowpoly look. If i edit my object i still got my hard edges so there should be a way to unsmooth it. I don't have any Modifier except a Mirror

in Object mode, right click > Shade Flat?

thanks @moonboots !! it's okay now :) i'm new to blender so i didn't know this option

You must have right clicked > Shade Smooth, it has smoothed the shading between the faces. So in Object mode, right click again > Shade Flat


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How to export Geometry Nodes as Mesh - with random colors
I made a Donut in Blender and I did the Sprinkles with Geometry Nodes.
As Base for the sprinkles there are 5 deformed Cylinders which are placed randomly on top. The Material for these Cylinders is equal and is set to choose a random color, which it does perfectly, as you can see.
I want to export the whole thing as a single mesh for using it in unreal engine.
My problem now is, that I actually cant get it to work. If I export the Donut as it is right now, the Sprinkles arent there in the fbx file. If I apply the modifier (which isnt really the sense of it, since I want to make changes later), the sprinkles disappear inside Blender.
I can make the Instances real, which works perfectly fine. I can export now, but of course have then more then 500 different Models, and also the sprinkles havent got any color, which is weird.
If I join them (CTRL + J), I have a model in Blender which looks like this:

It seems to have distribute the random color not on the different cylinders, but on each of them.
Does somebody knows what there is to do?
If somebody wants to see it, here is a picture of my Geometry Node System
And here of my Shader
If somebody could help me and probably some others since the feature is relativly new, I would be very grateful.
Thank you!

Hi! Welcome. For future reference, it pays to link the tutorial you're following. However, because this one is so famous I think you'll get away with it. In fact, it being so famous is the sole reason I know you've followed it ;)

Yes, everyone knows it :D But alright, link it anyway, its from BlenderGuru, Blender 3.0 Tutorial on youtube. https://www.youtube.com/watch?v=LMA3S2EGM6U&list=PLjEaoINr3zgFX8ZsChQVQsuDSjEqdWMAD&index=11

I watched some more tutorials and actually found a very elegant solution.
Its the one, josephhasen proposed earlier, but I want to explain it more precise, so that it may help some "newbies" like me!

In geometry node setup, make sure, that there are Instances on the points, not just references.
For easier handling, make a new collection and store your mesh inside it.
Select the mesh, search (F3) for make instances real, click it
All the instances on your mesh will be under your mesh
then you can bake:
In shading add 2 image textures, one for normals one for colors, dont connect them with anything, create new images in the right size (1024*1024 or products of that, base 2)
select the node where you want to bake your first texture
goto scene settings, select Cycles, goto Bake, for Colors select Bake Type "Combined", for Normals "Normal"
under Selected to Active, find good settings, for me it did good on 0.05m for Extrusion and Max Ray Distance, and 2px for the size.
Hit Bake, save Picture (UV Editor), connect Nodes properly.
of course make sure, that you UV unwrapped the mesh!

Baking takes a while, its will get a lot faster, if the selected Tile Size in Performance is set equally to the resolution of the Texture. Lower samples will also reduce the time needed, but Quality will get lost.

It's not possible at the moment. I wanted to suggest using UV for this task, but this issue prevents this: https://developer.blender.org/T85962
So as workaround, I suggest creating several objects for sprinkles with different colors and move them into separate collection. Then you can use this collection to distribute different colors:

Full node setup:

This is the easiest way to solve the problem as for now.

Thank you very much. So the actual problem lies within the random color I assign?

Only thing that you can save in FBX is UV maps. You cannot save attributes, they are not existed is FBX format.

So as soon as I work with "randomness" in my shaders, it wont export them?

Here's what you can do:

Add realize instances geometry node to make sprinkles part of mesh
apply modifiers (backup glazing if you want to modify it later)
go to edit mode and separate sprinkles from donut (AA --> P --> Loose parts) (this step is to fix sprinkles sharing same color)
after separation parent everything to donut base and export - as all parts of mesh will be parented to donut base it should be easy to use in game engine

Thats actually better then anything ive got so far. But the Cylinders are still colorless when exported. Is there some setting I have to use?
I also tried joining them (even I am not exactly sure what this is, I thought its combining all the polygons into one mesh, is that right)
But when I join them, the cylinders are just green inside blender!

You can bake the sprinkles as a texture and a bump map, that way you can get them exactly how you want (colorwise) without the added load of millions of polygons

Could you elaborate or maybe link some tutorial to this?
I am relativly new.
But thank you!


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Cleaning up bubbles/imperfections in mesh for printing 3D scanned statues
I have a custom statue and sculpture business, and just recently expanded from life-sized sculpting by hand to 3D scanning and printing. Blender has been a godsend in cleaning up and editing the scans.
A problem I keep running into is needing several days to carefully remove individual bubbles/imperfections scattered all over the statues. These bubbles appear on either side of the mesh (basically right on top of the person's skin, or right under it on the inside of the hollow statue), and are sometimes intertwined with the what should be the single correct layer of mesh where the person's skin is. I'll attach some photos of individual bubbles. Some are taken from inside the statue, some are on the outside surface of the statue. Sometimes it comes down to deleting these 3D bubbles one vertex at a time. It's not always as simple as lasso selecting the entire affected area on X-ray and deleting it, then selecting the loop along the edge of the hole and filling it in. For example, imagine if this cloud of bubbles is intertwined with the area around someone's eyes or fingers. I can't delete the area of what should be the single layer of skin, so I have to painstakingly go through and carefully delete all these tiny extra pieces on the outside of the skin and under the skin.
Please tell me there is a way to more quickly simplify the mesh to a single continuous layer, just in the areas with these bubbles.
I don't want to decimate the whole statue, because I need the detail when printing it out.
And I have quite a decent 3D scanner, and am at least above average if not advanced with using it. When you're 3D scanning a person's entire body and they're breathing and trying to hold still, little tiny imperfections happen sometimes. I'm sure if I got a $30k scanner to capture an entire body in 5 seconds, that would be great, but it's just not in the budget.
Anyway, I'd be so grateful if anyone has ideas for how to streamline this process so it's not days and days of bubble removal.

This seems to be related to sharp edges, so, you could try this method:

In edit mode, go to the "select" menu to select sharp edges (adjust the angle that will appear in a box)

With the sharp edges selected, ctrl+e and "mark seam" (The sharp edges will become red)

Now, select one vertice/edge/face on the bubble

Press ctrl+L (select linked) and select the "seam" option.

This will very probably select the entire bubble at once so you can delete.
Another hint, you could try to "dissolve" (ctrl+x) the bubble instead of deleting. This will leave a face so you don't have to create another one. (But if you need that it is made of a pattern instead of a single face, then do what you're used to)

Thank you so much for trying to help. I thought this was going to solve at least 70% of my issue, because you're right that these bubbles often have sharp edges around them, and nowhere else on the statues has that. I can get it to select the seams along the bubble edges, but when I select a vertice on the bubble and ctrl+L, basically the entire statue lights up. I think the bubbles are too intertwined with the surface of the statue. It would be more helpful if the bubbles were neatly disonnected.
Not sure if this is allowed, but could I possibly send you a file and have you look at it?

@MarieStacey, if everything gets selected (you must click seam!), this means that the seam has a hole in it, it's not a cloosed loop. If you can identify the hole, you can select the missing edges and mark seam to close the seam loop.

Yeah, the bubbles are rarely perfect enough to be a neat loop. They're so numerous and interconnected with the skin's surface. I guess I have to delete them all the slow way. Thanks anyway.

@MarieStacey Have you ever tried to use the "smooth" brush in sculpt mode?

Yeah, it helps a tiny bit, but definitely doesn't solve the bubbles.


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Shading problem with Game Asset
Dear Blender Community,
I am quite new to Blender but would like to create a game asset for Unity for my friend, and I need some help. As far as I’ve learned, game assets should be as low poly as possible to save capacity, so I decided to model the trunk and the branches of this tree as simple cubes. The trunk and branches were modeled separately and then combined using a boolean/union modifyer. To avoid the low-poly effect, I set everything to “shade smooth.” However, I’m encountering shading issues at the transitions between the trunk and the branches, which I can’t find a solution for.

What I’ve tried so far:

Different topology (see image)
Recalculate normals
Bevel at the
transitions
Data transfer modifier from an object where the trunk and
branches are separate meshes

Note: All vertices on the trunk are on the same plane.
What’s the solution here? My last resort would be to embed the branches as separate meshes inside the trunk. But I’d rather avoid that because I want it to be a single connected mesh.
Maybe you can help me out, and I can also learn something about topology.

I wouldn't worry about combining the meshes, that's not absolutely necessary in games for most situations, especially not for trees and foliage. One trick I like to do to maintain the impression that it's a solid mesh is to use this technique.
Start with a branch and trunk mesh:

Assign these verts of the branch mesh to a vertex group.

Then add a few modifiers like this.

Which gives this result. Looks like it's joined together but the branch is still totally separate and editable.

Makes UVing alot easier too, just UV the single/handful of branches and then just distribute them around easy peasy. You could even set up geonodes/datatransfer setups to generate a tree and still do the Shrinkwrap/DT workflow.

Be sure to make linked duplicates, if you want to edit all the branches simultaneously, even after copying them a bunch.

Not exactly what I was looking for, but thank you for your answer and the time you took to make such a nice response. It helped me a lot. <3

Sometimes when you're just starting out, you aren't exactly sure what answer you're even looking for. You might have a specific idea in mind but someone with more experience might tell you to disregard that option entirely. It's often known as an XY Problem


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How do I play animation exactly N times?
I need something like a python script to control exactly how many times I playback the animation in blender. I need to test simulated cloth, so I also want to clear simulation cache after every cycle. Does anyone know how to do it?

The value you need to change in script:
number_of_time_you_want_loop = 3
frame_start = 1
frame_end = 60
# blender 2.93.3
# choice your current frame first
import bpy
from bpy.app.handlers import persistent

@persistent
def run_after_frame_change(dummy):
    #print("frame_changed")
    if bpy.context.scene.frame_current > frame_end:
        bpy.app.handlers.frame_change_post.remove(run_after_frame_change)
        bpy.ops.screen.animation_cancel()
        loop()

def loop():
    global n
    n += 1
    if n == number_of_time_you_want_loop:
        print("done")
        return

    bpy.context.scene.frame_current = frame_start
    bpy.app.handlers.frame_change_post.append(run_after_frame_change)
    bpy.ops.screen.animation_play()

n = 0
number_of_time_you_want_loop = 3
frame_start, frame_end = 1, 60
bpy.ops.screen.animation_play()

bpy.app.handlers.frame_change_post.append(run_after_frame_change)

Thanks. Do you know how would I clear simulation cache? I would also want to measure time/average fps of the animation as well as cpu/memory usage.

bpy.ops.ptcache.free_bake_all()    ➤ Delete all baked caches of all objects in the current scene

Thank you very much


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Eevee : Render Layer Emit pass rendering black
my emit(emission) render layer outputs black even though I have objects with materials on them that use emission surface. I can see the emission working in the Image output, but nothing in the emit pass. Am I doing this right?

Your emission shader blend mode needs to be set to anything other than "alpha blend". This same issue was driving me nuts cause I was trying to make faded light beams but, it just renders black.


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How can I transfer the rig from different model?
I am using a animset from Weapon Master in my project, everything is doing fine and I would like to replace the default character, I tried to drag it in place but the rig doesn't seems doing right, I wanna keep the animation in these model, what can I do? Thanks a lot.

Switch your armature to Edit mode and move the bones heads and tails so that it fits your mesh?

Thanks for reply! I did it once and it end up the situation at picture 2, I thinks is the shape of the hands is different, and it can't rig quite right.

Hard to tell what's happening, maybe share your file

it doesn't look like there's anything special here, as I said you need to make the armature fit the mesh, then parent again With Automatic Weight, it will need some manual corrections in Weight Paint mode though

Thanks man, I will try it out.


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Keyframe of object property is saved but not applied to model (MB-Lab)
I have a human model from MB-Lab and I need to change the character mass over time. I can change the mass and save the value for a frame i and when scrubbing through the timeline I can see the value changing inside of this MB-Lab configuration box. However, the values aren't applied to the model itself, such that it stays at a single character_mass value. Am I changing the wrong variable or using the wrong data_path in keyframe_insert()? I was already able to keyframe a bone which is working flawlessly and how I expected it to be for character_mass as well.
random_mass = random.uniform(-0.9, 0.9)
bpy.data.objects["m_ca01"].character_mass = random_mass
bpy.data.objects["m_ca01"].keyframe_insert(data_path="character_mass", frame=i)
print(bpy.data.objects["m_ca01"].character_mass)

Blender 3.0.1 on Ubuntu; MB-Lab 1.7.8

MB-Lab uses a two part process.  Prior to finalizing the model, you can change parameters like character_mass and the model will change to match; but once you finalize the model those parameters are ignored.

@MartyFouts Actually I haven't used the "finalize" function yet. For my project I'm currently using a human model from MB-Lab, randomly change a few parameters, render an image and repeat. This works fine in a loop, but I want to use keyframes for an animation, so that I can export this animation to multiple nodes for speeding up the rendering. However, now that I'm thinking about this a bit more, I could simply run the loop on different devices. The parameters are random whatsoever and there's no certain order - I could simply dump all outputs into a single pool.


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Does Blender have a similar node to Unity's Scene Depth node?
Video for reference.
I'm trying to make a shader that needs to get data based on its intersections, like that forcefield shader in the linked video. I've looked if there were any tutorials doing this, but nothing too helpful. The closest thing was the Fresnel node, but that doesn't interact with the scene in any way either.
So is there a node, or a combination of nodes, that'll achieve this look of emission at intersecting scene geometry?

The depth is Z-depth in Blender. You will find it in the Compositor, not in the Shader editor.


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VSE Preview Window - Cannot set proxy because there's no option in the preview view menu
I am editing in the video editor.  I've built the proxies to 25%, but this doesn't help my preview window.  The fps is so low and the video lags to where I can't edit my videos.  I cannot find the view settings for the preview window.  There's a view button right above the preview window but there aren't any options to preview the proxy I just made.
I can't find any answers online because everything I find is for an older version of blender.
TIA

Press N, it will open the panel on the right > View > View Settings > Proxy Render Size:

oh my goodness - THANK YOU.  I don't know why I couldn't find the answer but I spent hours trying to figure this out.  I'm a newbie to software like this haha thank you so much!


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720P Render Preset Makes Audio shorter than Video VSE
I have a video that I'm trying to change the render preset to 720P instead of the 1920x1080.  When I click this preset, it makes the audio way shorter than the video so it's no longer lined up.  How can I fix this?

If you are talking about the Format presets in the Output Properties like DVCPRO HD 720p or HDTV 720p, they are not simply changing the image resolution and/or ratio. They also set a framerate of 24 fps.
So, if you have a video with a length of 60 seconds at 30 fps, then this video contains 1800 frames. The audio strip of the movie has a length of 60 seconds as well, which results in an audio strip of 1800 frames length.
If you now switch to the HDTV 720p preset, the framerate is set to 24 fps. The Video Sequence Editor works frame-based. Now your video has still 1800 frames, but at 24 fps that's 75 seconds.
The audio strip doesn't get stretched automatically, because the audio is time-based, not frame-based like the video strip. The audio stays at 60 seconds, which means it is now 15 seconds shorter than the video - and this results in a length of 24 × 60 = 1440 frames.
To make them match again, you have to set the fps back to the video's original framerate (in my example 30 fps) manually - which I would recommend, because I imagine things like animations are intended to be played back at the framerate they were created in order to make them look correctly.
You could also change the duration of the audio strip by changing the Pitch, but you still have to change the audio strip's frame range manually and it also makes the audio sound deeper. Changing the length without changing the pitch you have to do in a separate audio software.


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When rendered, the results go haywire
It looks nice in the viewport, but when I render it, various parts of the image become absurd. Why does this happen?please help me.

look into the modifiers visibility options

All modifiers are already applied, but does it matter to the render results?

yes if you disable their visibility for render, but maybe share your file? https://pasteall.org/blend/

uploading the blend file is the fastest way to solve most issues

k,Here's the file.https://github.com/muroyamei/somefiles/raw/main/20220321-2.blend

As Crantisz says, you have hidden some objects for preview but not for render, look into the BackUps collection, or press Alt H

fuck me, I had missed it.

sorry guys. I was an idiot.

I'm sure that you have some hidden objects that's not hidden in the render, like this rim light:

I don't see this on screenshot, maybe this object is in the hidden part of Outliner

thank you very much !


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Vectors are represented by colors in the shader nodes, but what exactly does that mean?
When we look at vectors as colors, we see strange blues and pinks, what exactly does this mean? It seems to be different from normal maps, etc. so I am confused.
There may be similar questions, but I could not find them. I would be grateful if you could provide a link if one exists.

does this answer your question? https://blender.stackexchange.com/questions/242857/what-does-vector-mean-in-nodes-as-input-and-output-please-explain

vectors can be anything. The type of data store in normal maps can call vector, the coordinates of vertex can call vector, ...

Vectors are not represented as colors; they're represented as collections of floating point numbers.  Collections of floats like that can be interpreted as color data, if you tell Blender to do that.  When you use a vector as the input for something expecting color, you're telling Blender to interpret the vector as a color.
A 3D vector is a triplet of x, y, z values.  These can be in any range; a normalized 3D vector has components that exist in the -1,1 range.  When these are read as colors, there's no special conversion that's done-- it reads x as red, y as green, z as blue.  Generally, negative values will thus be clamped to 0 (but it depends on what you're doing with that color value, some shaders can or used to be able to accept negative color values.)
Traditionally, image formats could not accept colors outside of the 0,1 range (which can instead be interpreted as the 0,255 range, in the case of 8 bit per channel color.)  Because of this, normal maps have traditionally remapped their normalized vectors, that could exist in the -1,1 range for each component, into the 0,1 range that can be held in, for example, a .bmp.  The math for this is simple: you divide the component by 2, then you add 0.5.  To convert back to a vector, you subtract 0.5, then multiply by 2.
In Blender's normal map node, and in its normal map bakes, this math is built-in.
So, the frequently found 0,0,1 vector will show up as deep blue when you interpret the vector data as color data.  But if you have a normal map representing that vector, it will show up as 0.5,0.5,1 lilac.

thanks! i got it!


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Change the radius and resolution of instanced circles per instance
I needed to make a centric circular array for an assignment.
My idea was to instance circles with increasing resolution and radius and instance cylinders on the vertices of those circles. I tried and tried to change those values but I could not get any results at all.
Since time was short, I manually created 50 or something circles with increasing resolution and radius.
Since I have some spare time now, i tried it one more time, looking through tutorials and using google. No results.
So back to the question:
Is it possible to access and change the radius and the resolution of a curve circle per instance?
Thanks and all the best!
This is the final result for a better understanding.

You can change the radius individually via their scale, either directly from the Scale socket of "Instance on Points" node, or with a "Scale Instances" node after. But changing the resolution of one would mean changing the mesh of it, which would also change all other instances—after all, that's what an instance is.

It is possible to access attributes from destinct instances via the index node and the values of the spreadsheet, but I could not get it to work.

You can generate a line and move its points into circles based on point index. This is my attempt:

Thanks for the effort, I check your solution as soon as I'm on my workstation!

Is it possible to access and change the radius and the resolution of a
curve circle per instance?

Yes. Radius immediately, resolution after realization. You can do something like:

Create a 0-length line with [the desired number of rings] points
Instance  a Curve Circle (your rings) on all those points, scaled by a function of instance-index
Realize the instances, and resample by [dot-interval] length
Instance the dots on the resampled circles.

Thanks man, I chose your solution. Worked like a charm, very flexible


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Inconsistent Roughness & Warping on Mesh
Hate to be the #9058609436043 person to ask a question about the damn donut render, but I'm trying to decipher the why behind these visual aberrations on my icing AND the clipping happening with sprinkles with rotations that are all set at 0. Any ideas?

@moonboots ah, I see. My file is 7MB over their limit though. Can I link to the file via other means? https://drive.google.com/file/d/1SmNqZgYu_rf11J13fyl5_JIhrqxfX8tA/view?usp=sharing

@moonboots first of all, thank you for even taking the time to answer this. I really appreciate it. The first bit was simple enough, but the second bit involving overlapping meshes, is there a way to see this? I press L and the linked menu pops up, but I when I grab it the whole thing moves? I know I'm missing something obvious here :(

I'm talking about the torus under the icing: https://zupimages.net/up/22/12/tq6x.gif

@moonboots hmm, perhaps I'm not enabling something correct in here because I only have two Torus'(002 and 004) one is the donut base and the other is the top half that comprises of the icing. In edit mode I don't know how you're pulling all of those from the base
https://zupimages.net/viewer.php?id=22/12/pt84.png

you need first to disable the Proportional Editing option on the top (blue sphere), then put your cursor on the top of the torus, press L to select the mesh, then G to move it away. Do it again beacuase there's a second mesh overlapping

@moonboots :( If I can't get it after this I'll leave you alone, lol
https://zupimages.net/viewer.php?id=22/12/78zn.png

have you disabled the Proportional Editing option?

@moonboots yeah man, video recording attached: https://drive.google.com/file/d/1YPjPm2hxbh5pWTH9li5YENn1skUvPH-O/view

Yes I saw it, I don't understand what's happening

You have overlapping faces, select all in Edit mode and merge by distance (M). You also have overlapping meshes on the top of the donut itself (press L to select one mesh, move it and delete).


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Is there any way to increase in polys in edit mode?
When in object or sculpt mode, I can use modifiers to make the object I'm working on look smoother. But when I move to edit mode it's a low poly mess. I'm rather new to blender, so I'm not quite sure if there's any way to fix this or if it's just a feature.

If you're using a Subdivision Surface modifier, it won't change the topology itself, it will only make it look higher in polygons, it's purely virtual, unless you apply the modifier, in that case the polygons will be created for real.

Also note the contrasted diagonal on some of your faces indicates they're not coplanar. You should try and keep your faces' vertices on the same plane otherwise you'll run into shading artifacts.

With your Subdivision modifier, you won't see it in edit mode without the relevant option enabled. This can be done by clicking the Edit Mode button circled button in this screenshot:

By default it's enabled on the latest version, so you may have disabled it.
In addition to this, you can enter a different mode whereby the vertices are shown against the surface by clicking the On Cage button to the left of the above (the upside down triangle):


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Why does appear a green light while rendering
Sorry I'm new to blender i don't know why it does this

Does this answer your question? Render result is completely blank

Number 2 in your case https://blender.stackexchange.com/a/53633/2214 ... just in opposite way :) Or here https://blender.stackexchange.com/a/67491/2214 number 1

You have another light that is hiddent in preview but active in final render:

Thank you very much and i'm sorry fot this stupid error


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Using force field to rotate objects/particles?
I am trying to use some force field to affect rotation of a rigid body object or at least particles and fail miserably. Rotation checked, Location unchecked in field settings, tried cranking up strength, size, inflow, almost everything with every type of fields - nothing happens. Is anyone ever did this succesfully? Is there something I should know?

Hm. I've checked it seems not working without affect location. I suppose there is no much we can help with. Describe that your task is, so that we can try to find a workaround

@Crantisz Well, thank you for checking, at least now I know I'm not going insane. Not trying to do anything too specific, just experimenting with abstract animations with particles and objects moving and rotating in pattern and was hoping to use most straightforward way. I guess workarounds would be geo nodes or animation graph noise.