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Create new file in Blender 2.79
I'm an absolute beginner in Blender.
I installed Blender 2.79,  when I want to create a new 2D animation file I couldn't perform this task.
I googled a lot but I couldn't find where is the problem.
I'm using Windows 10 - 32bit

2.79 doesn't have templates in the New File dialog, it had Screen layouts instead (changing editors layouts within certain file). Opportunity to pick a file template while creating new file was added in 2.8x releases.

That is normal behavior. Blender uses a template file, and to create a new document is to reload the template file. From the manual: "New (Ctrl-N): Clears the current scene and loads startup.blend."
Blender 2.79 is not the most recent release, and more recent releases of Blender have changed the phrasing of this menu option and it now gives a choice of templates.
The latest 2.9 release is available here: https://www.blender.org/download/
And the Long Term Support release of 2.83 is here: https://www.blender.org/download/lts/

User slerfsterdn is not quite right as all you need to do is to leftclick on the screen right after you launch Blender and go to preset layouts, as shown below, to change the Default one.
Read Blender manual first to learn i.a. editors should you need any modifications. You can add custom layouts with the "+".


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Axis locking will not work
When I select an object, press G ,S or R and then an axis shortcut X, Y or Z, the object does not lock to the axis.
I select an object - Works as expected.
I press a transform key, gizmo changes as expected.
I press an axis shortcut e.g. Z I get the shading radial menu.
Any ideas?

Could be an issue with your key mappings. Have you looked at your settings? Try going to Edit->Preferences->Keymap->3D View->3D View (Global)->Move->Transform Modal Map (long path, I know), there should be three entries that say something like 'X axis / X'.

Thanks, I ended up loading factory settings to resolve this.

source: Stack Exchange

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

sort: votes


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Blender glitches and a cube show up inside the cube model and shows no materials plus it doesn't render anything
Blender doesn't show materials and it has a model inside model effect thingy. Solid view works fine materials view doesn't show materials and rendered view shows this glitch effect thing (in EEVEE, in Cycles rendered view works fine but in materials view the cube is again blank).
Today i installed 2.91 and it still occurs. Any ideas on how to fix it?
Screenshot in rendered view:

Screenshot of when i scroll to zoom:

Screenshot when i rotate view:

Also screenshot of render in Eevee:

The only time I remember seeing this happen is when I pause rendering in cycles, do you have any principled bsdf plugged into the material?

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


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In Geometry nodes, why do I need to define the scale attribute before it can be used?
Using the scale attribute in the Attribute Vector Math  node causes the error "No attribute with the name scale". However, if I add a Point Scale node, it works.
On the other hand, if I were to just use the Attribute Mix node or an Attribute Math node, I do not need to use a Point Scale to achieve the same results.
Why is the Attribute Vector Math behaving this way?

Image 1 : Attribute Mix

Image 2 : Point Scale and Attribute Vector Math

Well, you need to define it because… It does not exist.
This is defined in documentation:

If the attributes don’t exist yet, a default value is used, which can
depend on the situation. For example, in the Point Instance Node, the
default value for scale is a unit scale of (1, 1, 1)

https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/attributes_reference.html#naming-conventions
So the Scale attribute doesn't exist, and the default value is used. In your case, you can do several things:

Put Scale as a result of math operation. B value should be a static vector. This will create attribute Scale

Don't use dist at all, use Scale from the beginning and manipulate with it.

IMO, this is very counter-intuitive. Yukky. BTW, should we be careful to call it scale? It's Scale in the spreadsheet, but scale if you type it in. Another gotcha.

Thank you for the reply but I still do not understand. Why does Attribute Math / Attribute Mix work but not Attribute Vector Math? If "scale" doesn't exist yet, then shouldn't Attribute Math and Attribute Mix give the same error? sorry, its still not clicking for me.

It's looks like Attribute Vector Math doesn't know about default value, maybe. So it's looks like a small design fault in GN development (Anyway it should be redesigned in 3.0). I believe you should create this attribute properly to make sure that it is exists, and every node will behave in the same way.

@RobinBetts I have seen a plan to redesign this in 3.0 with scale input socket, so it should be more intuitive.


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How does the snap math node work?
Pretty much the title, I'm pretty confused and the blender documentation doesn't help much : "Round the input value to down to the nearest integer multiple of Increment"

It does what it says on the tin.. :) .. it winds up being a staircase function:

.. with the rise and tread both being the 'Increment'. Here, shown with increments of 2, 1, and 2/3.
For any input X, the output will be X, rounded down to the nearest whole-number multiple of 'Increment'.
Thanks again to @Rich Sedman for this way of visualising functions..

Because of the great geometry nodes you can also watch easily the snap values with this node setup:

Just change the B-values and/or the x/y offset values and watch what happens.
As @batFINGER points out, in Python, it could be: increment * (x // increment)

So say for example for an increment of 1, X = 1. Will Snap(X) be 0 or 1?

Look at the picture : offset is 1 - x is 1 - snapx is 0 so the answer is: it is 0

It should be 1, bearing in mind, in floating-point world, you can't necessarily rely on there being any such thing as 1.

Alright, im gonna have to digest this for a bit. Thank you for the answers.

Robin, Scriptwise Is this  n * (x // n) where n is the increment?

@batFINGER just tested with dodgy range of floats in the console.. seems to be just the ticket.. (of course you could have done it in 0.500000001 of the time) :)


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How does the factor work when the attribute mix node is set to "multiply"?
In this practice project I am making a sphere with extruding rocks. The scale of the rocks depend on how close the selected empty object is to the sphere (as shown in the second image). In the first image, I would like to know why sliding the factor does nothing. P.S ignore the muted nodes please.

Multiply does (1-Fac)*A + Fac*A*B (src), ie. Factor lerps between A and A*B. So one reason Factor would do nothing is if A and A*B are equal.

@scurest This is an answer. It should be posted as an answer, not as a comment.

I don't understand what exactly you are trying to achieve. But I see that you have set mix node to multiply. In this case, you multiply dist attribute by scale. Scale is 1.
So, dist * 1 = dist - no changes.

I understand now, thank you


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Why is the bevel acting strangely?

Basically a Boolean operation + some vertex cleanup. What's causing this weird geometry when i bevel the edges? is it the unbalanced number of vertices on the Boolean object and the main mesh?

Try to apply the scale. Ctrl+A > Apply transforms.

@brockmann didnt fix it, i'll upload the file shortly

maybe recalculate the normals or make sure you don't have any inner faces

@moonboots yea the normals were the issue, completely missed it. thanks

@brockmann yep it does

Cool, explanation over here: https://blender.stackexchange.com/a/172871 is spot on IMHO.

Flipped normals can make the bevel fail. Select all in Edit mode and press ShiftN to recalculate the normals.


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Why are my liquid particles so HUGE?

Im trying to make a wine-pouring scene but somehow the particles come out huge. I made everything accurate to real-life scale so why is this happening? My understanding of liquid domains are quite poor...
Here is the blend file : https://drive.google.com/file/d/14visBBc9YyAL1f3viMbaKa6kWuKz5u0D/view?usp=sharing

If you want to make fluid simulation i would recommend first to watch some beginner tutorials. There are a lot of good tutorials on yt.
Also you can just give "quick liquid" to the default cube. And watch what happens. Then you can change one or two parameter...and watch and learn what happens.
What i don't recommend is: Just assuming that if you take "real world" measurements and default settings and then "hope" it will work.
Now back to your case:
If you "forget" about the real world size and resize all your objects with factor 10 and give your objects also some solidify modifiers so that the water doesn't come out of "everywhere" but so that the effector can work and if you raise your resolution to 100...you can get this:

blend file: https://www.dropbox.com/s/ppaiiqpfiv0r2fs/Wine%20pouring_solved.blend?dl=0

Somehow i still cannot for the life of me get the the same result. Do you mind sharing the file?

i added the blend file

so I don't get what were the different steps you did to fix it?

Right after „back to your case“: resize…solidify modifier…resolution.


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How do i make lights flicker AFTER turning it on?
Im making a scene in which i want these neon lights to flicker after they've been turned on. Before they are on, i want them to be transparent. I've tried attaching a Principled BSDF (with an emission) and a transparent BSDF to a mix shader and keyframe the factor.
However, when i apply the noise modifier, the noise is applied to the whole graph.

How do I make the noise come into effect only after the factor has changed from 1 to 0?

On the modifier panel you should see a check box labeled Restrict Frame Range.
Enabling it will open up a panel with options for setting the range of frames the moderator applies to:

thank you! wow didnt realise it was directly in front of me


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How do I use the camera view for Viewport Render Animation?
View > Viewport Render Animation does not use the camera. Is it possible for it to do so?

Contrary to a classical Render > Render Animation, if you want to render through View > Viewport Render Animation, you need to first be in camera view (press 0).


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Do I have to activate "denoising" when using the denoise node in the compositor?

So here's a regular denoise node setup. I just learned this recently.

But normally, I wouldn't denoise in the compositor. I would just denoise using Optix by ticking this.
Based on my understanding, the compositor method is better (Please correct me if I'm wrong)
My question is : If I were to denoise in the compositor, would I still have to tick the denoising box?

No, you don't, as you said yourself, you have 2 options by default:
Denoise in render settings or
Denoise in composition...
Composition denoise will work if you don't enable denoising in render settings, but it will still work even if you enable it in render settings, you just have to use Noisy Image instead of Image
just to clarify:
If you don't enable denoising in render settings - use Image value for composition
If you enable denoising in render settings - use Noisy Image value for composition (this value is only available if you activated denosing)

The Noisy Image output is not only available if you enabled denoising (you're talking about "denoising in render settings" here), it is also available along with some more data outputs if you enable Denoising Data under View Layer Properties > Passes > Data. The difference is, if Denoising is enabled in the Render Properties, the Image output will give you an already denoised image as render result, whereas just enabling Denoising Data will have the same output for Image and Noisy Image which makes it necessary to denoise in the Compositor.

@SohailNordin Additionally to the answer and my comment: I put up a simple scene which rendered without any denoising enabled in 4.87 seconds.
If I enable Denoising, it rendered in 12.28 s. Instead of using the already denoised image but plugging Noisy Image into a Denoise node in compositing, it rendered in 13.83 s, but the result looked much better.

@SohailNordin If I disable Denoising and enable Denoising Data so I have to denoise in compositing and use Denoising Normal and Denoising Albedo, the render took only 9.61 s.
Just denoising in Compositor without enabling anything the render time was 6.85 s and the result was just as good as the other denoised images (and better as the "directly" denoised image).
All in all, the Denoise node in the Compositor works quite good, I always prefer it over the Denoising option in the _Render Properties. Denoising Data I only use sometimes, when the denoise is a bit blurry.


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Why does the Attribute Sample Texture have 4 columns in the resulting attribute?

In the "height" attribute, why is there a column with only zeros? What does it represent?

It's RGBA. The last value is Alpha for transparency. Use a transparent image and you will see values greater than zero1.

(Note: I had to unwrap the plane again because the default UVMap of the default plane gives me weird values)
RGBA image for testing:
In the settings for the texture, there is a checkbox to invert the Alpha channel if you select an image file as the source (Texture Properties > Image > Alpha > Invert).

1 if it's not fully transparent at the sampled point, of course.

ahh, sorry but doesn't an alpha value of 0 mean completely transparent? So shouldn't the values be all 1's?

I think that's a limitation with color values that will be fixed in the next version

Looks like the built-in textures (cloud, etc) have a default alpha value of 0. For RGB images it's 1 and for RGBA images it's what the Alpha channel dictates.


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What do the axis values on the Point Rotate node represent?

When Y = 1, does it mean that 100% of the rotation is being influenced by the Y-axis? so when Y = 3 its influencing it 300%?

For 'axis angle' It seems that only the sign matters (sign of y for instance).

So what happens if Y=1 and Z  = 0.5? Does it just mean that there will be the same rotation about the Y and Z axis?

this is a typical "just try it out" question ;) lemon is right, if just 1 axis has a value unequal to zero. If two axis have a value with non-zero, the values do matter.

You can think of the axis values as one (direction) vector for the rotation axis. And the angle corresponds to that axis.
So if you have just one component like x, only the direction of that axis influences the rotation. (left/right rotation)
If you change the axis by another (second value) of course the axis changes it's direction and because of that the rotation of the angle will change.

That clears it up, thank you

You are welcome

The 'Axis' field of the Point Rotate node, is a vector, representing the axis of rotation, in 'Point Space'. The rotation will be around that vector, with its origin at the point.
What I'm calling 'Point Space' is the local space of each point. Before any manipulation, it is aligned to the modified object's axes, for all points. So a rotation around (0,0,1), which is straight up the Z axis of that space, looks like this:

Suppose the points' Z axes have previously been aligned to the normals of the modified object, for example? Then the rotation around (0,0,1) in 'Point Space' would look like this:


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How to overcome poles?

Currently, this is the shape I have. I have added bevel weights and creases on the edges.
However, there is one edge where creasing / beveling / adding support loops create a lot of artifacts, and that is this selected edge below.
I suspect this pole may be causing the issue

This is the result that I want, more or less (The edges still have a pinching effect so its not very good but you get the idea of how I want the edge to be). Also, it works in the picture below because i used a high level of subd. The reason im remaking this is so that i can get a less dense mesh.

Can anyone help guide me how to proceed on from here? As in how to make the edge look sharp without artifacts?
Here is the file

maybe try this topology (create a bevel all along the edge that needs to stay sharp):


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Are there downsides to increasing undo steps?
Will setting the undo steps to 256 make the software slower by any means?

I guess so as it will keep all the steps in the RAM?

I've gotten into situations where I have to restart blender to do the scene build for render.

Unfortunately, as is often the case with performance questions, the answer is "it depends".  In this case it depends on how much memory you are using in your Blender instance and how much physical memory you have on your computer.
I use 256 and have never seen a problem with performance as a result, but I also have 32GB of memory available to Blender and I rarely have an instance running that is using more than 8GB.
If you are going to see a problem it will be because your Blender instance will grow to need more memory that is physically available and will have to move pages back and forth between RAM and whatever secondary storage you have for paging, probably a hard drive or SSD.
A lot of this depends on the nature of the operations you perform.  The more state that Blender has to save to be able to undo an operation the quicker the undo buffer will expand.
There are no other performance penalties from changing the number.  The performance of the undo or redo operations are that of pushing things onto or popping them off of a stack, which is independent of the stack size.


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How to remove overlapping bevel in a triangle
I'm just starting out with Blender so apologies in advance if this is something very trivial I'm simply overlooking.I've created this triangle below using a cylinder with 3 vertices. When I apply a bevel to it then I can't figure out how to remove the overlapping effect that happens in the corners where two edges meet.
Any help would be much appreciated!

I'm pretty sure that's normal.  The bevel has to meet and I think that's the normal way for it to intersect.  Do you have smooth shading on?  That might make it look better

sometimes you need to do it manually (it means you need first to apply the modifier)

Lower numer of segments - 40 is waaay too high.
It's a quite sharp angle where different faces are meeting as @RBlong2us pointed out.
To get a smoother result: change  Bevel / Geometry / Miter Inner to Arc (default is Sharp)


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How to extrude inwards through face?
I've been trying to figure out how to extrude a face inwards and when hitting another face going through it and removing the face. I basically would want an uninterrupted extrusion. This can be achieved by removing the unwanted face and then filling in the parts of the face that aren't interrupting the extrusion. But this is a tedious and not very good method. I was wondering if there was any better way to do this?
Block before extrusion

Block after extrusion

Face that I would like to be removed

I would like to keep the faces that aren't interrupting the extrusion

Any help is appreciated!

I suggest you start modelling from the lowest part of your object, so you don't need to extrude part of the plane inward.

If I've got you right, after I insetting top and bottom faces simultaneously, it could be AltE > Extrude Manifold, followed by X > Delete Faces.

oh ok you must be right about the question

@moonboots Dunno.... I would never want to make geometry like this, anyway?

If I understand correctly, you can select the bottom face and all the side faces, go into the Face panel and choose Intersect (Boolean):

In the Operator box choose Difference and Fast:


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Why are my automatic weights not working?
I downloaded this Sonic the Hedgehog model on Sketchfab.com, and I'm trying to rig this model, but I keep getting the same error message.
The error I'm seeing is:
Bone Heat Weighting: Failed to find solution for one or more bones

I also don't know how to connect his parts so the model can be rigged.
My blend file

Does this answer your question? heat weighting: failed to find solution for one or more bones   ... Consider searching on error message

You have a lot of overlapping vertices, in Edit mode select all and press M to Merge by Distance


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Why does my Blend have more tris than it says?
My blend has about 552,076
Tris, however when I press A in object mode, press edit, then check the tris, it's magically 31,083 tris!
I'm not exactly sure why this happens, but it's a huge issue especially since I'm trying to import the whole model into another application. If anyone can help me please let me know!

to be clear, this is what my mesh looks like:
https://imgur.com/a/yrimTFl

So you are using subdivision with mirror modifier, suppose your mesh has 100 faces and when you add subdivision modifier then it will increases the faces up to 4 times if level viewport is set to 1 (100*4 = 400) and mirror modifier duplicate the faces in inverse direction so now your mesh has are 800 faces.

I'm not sure but you might have added a subdivision surface and forgot to apply it


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Creating a model of the S-Curve in Sonic the Hedgehog?
I'm really sorry that I have to ask such a full-on question, but I'm kinda new to Blender and I'm using it for a school project. As part of it, I'm trying to create an object/mesh that looks like this:

I'm thinking it would be something like two rotated cubic functions but I'm really not quite sure. If anyone would help me out, I'd be very grateful.
Thanks!

Please add more details. What exactly are you trying to create? When you say "something like this" do you mean a tube in an S shape? Or do you mean a volume with a tunnel going through it? Be more specific and detailed, otherwise people won't be able to help.

I have one possible solution if you don't want to model bezier/path by controls (even though it's pretty easy... ) firstly I recommend to you to activate this addon that is already in Blender -> Edit -> Preferences -> Addons :

After this you can make more default objects:

Out of there you can select Arc curve
and set it like this at the bottom left window:

You will get half circle curve and you can set type of curve as well, the you can simply duplicate it, rotate it:

Lastly, select joints you want to merge, press F and use RMB and select:

This is easy way withou need to manually rotate your curve but you will still need to tweak it to be exactly how you want it
After you have your curve, go to curve properties and give it some depth:

Or you can use some object


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AttributeError: 'str' object has no attribute 'dimensions'
i have a bpy code for taking in objects and exporting their bounding box as a .obj, but i keep getting this error whenever i try to copy the dimensions of the mesh:
Traceback (most recent call last):
  File "C:\Users\m8\Documents\untitled.blend\Text.py", line 52, in <module>
AttributeError: 'str' object has no attribute 'dimensions'
Error: Python script failed, check the message in the system console

my code:
import bpy
import os

# dict for mesh:object[]
mesh_objects = {}

# create dict with meshes
for m in bpy.data.meshes:
    mesh_objects[m.name] = []

# attach objects to dict keys
for o in bpy.context.scene.objects:
    # only for meshes
    if o.type == 'MESH':
        # if this mesh exists in the dict
        if o.data.name in mesh_objects:
            # object name mapped to mesh
            mesh_objects[o.data.name].append(o.name)

#print(mesh_objects)

mesh_list = []

for f in mesh_objects:
    mesh_list.append(f)

x = 0

the_object = mesh_list[x]
#print(the_object)

#print(mesh_list)

while x < len(mesh_list):
    pp = mesh_objects.get(the_object)
    print(pp)
    selected = pp
    print(selected)
    for obj in selected:
        #ensure origin is centered on bounding box center
        bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
        #create a cube for the bounding box
        bpy.ops.mesh.primitive_cube_add()
        #our new cube is now the active object, so we can keep track of it in a variable:
        bound_box = bpy.context.active_object

        #copy transforms
        bound_box.dimensions = obj.dimensions
        bound_box.location = obj.location
        bound_box.rotation_euler = obj.rotation_euler

        bpy.data.objects[selected].select_set(True)

        lend_file_path = 'C:\\Users\\m8\\Desktop\\san andrejo\\stuff\\bb\\bb'
        directory = os.path.dirname(blend_file_path)
        target_file = os.path.join(directory, selected + '.obj')

        bpy.ops.export_scene.obj(filepath=target_file)
        x += 1

i know that the problem is that it's supposed to be a float, but i have no idea how to fix it,
its reffering to 'obj' but i have no values named obj and you cannot assing float(obj) to the call
so im hoping someone can help
thanks!

Answered your prior question based on question's title, not question's content, which like here is  a python runtime error.  (Was searching for a duplicate to shut it down (close the question)) An object eg bpy.data.objects["Foo"] has a dimensions attribute, a string (str) eg "Foo" does not.  Strongly recommend pecking about in python console, and searching online re how to decipher (in this case) an AttributeError

I’m voting to close this question. It is outside the scope of BSE to answer questions relating to  generic python script debugging.


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Multiple meshes with the same atomic index, Export will be invalid?
Im using the dragonff addon for blender 2.8 and i keep getting this error while trying to import multiple .dff files (it succesfully imports around 200 files than gives me the error)
and i don't know if its the addon that's the problem or what "atomic index" even is
#refrence: https://i.sstatic.net/3tfIO.jpg
so if anyone can help i'd apprechiate that
thanks

Looks like you have a bad dff file and the importer isn't handling it well. You might want to check GTO forums where you might have more luck finding an answer

have you tried just importing the 200th file?  I.e. try to see if there is one particular file that is bad as Marty says?


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Q: Excessive loss of detail when baking normals from High Poly to Low Poly mesh
I've been strugling for a few days now, trying to find answers/causes of this. Unfortunately without luck.. So now I'm seeking help.
Issue: Excessive loss of detail when baking normals from High Poly to Low Poly mesh
Blender proficiency: Beginner
Details:
When baking a High Poly mesh unto a Low Poly mesh significant details are lost on the normal map, and quality is generally bad - despite me trying bake resolutions up to 16k.
High Poly Mesh:
Notice the amount of "fine" details along the rim of the ring. These are not transfered to the baked normal map.

When I bake from the High Poly Mesh, unto a Low Poly mesh (with same center) using a Cage mesh, the resulting Normal Map looks like this. I can't seem to figure out how to improve this.. Been fiddling with a bunch of things trying to improve it. Smooth shading, Flat shading, different shaders, render samples, Pixel margin, tangent vs object space, bevels, weighted normals etc. with no luck..

If we look a bit closer at the generated normal map, these areas are what raises my concern, as the high poly details in some parts carry over, but in most parts simply "disappear"..

Anyone experience anything similar, and know what I'm not doing right? Below is my setup in blender, all meshes are centered in the same origin. The Low Poly mesh is basically the same size as the high poly (just less detailed) and the cage is scaled to just exactly enclose the entire high poly model:

if the faces are completely perpendicular to the rays, they won't be baked, maybe it's the case here?

Thank you for the advise!
Did not consider that this could be an issue. Will look into it some more based on above, and see if I can "fix" it!

I meant perpendicular and parallel of course  ;)  I hope you've fixed your problem

Your advise was spot on! Some quick testing with more "sloped" angles did indeed make a difference. However I've not yet been able to actually fix the entire mesh (simply haven't had the time yet). Will post a proper answer here, once I finally get it fixed as I intend :)

Answer:
Based on Moonboot's comment about the rays hitting the mesh either directly perpendicular or parallel, I did some testing to see if changing the "direction of attack" for the rays, would improve the baked normal map.
Even though this is a hard-surface mesh I am modelling, I decided to add small bevels along all affected edges.
Basically I selected all the relevant edges. Pressed CTRL-B, and added a bevel edge!
Basically I went from this:

to this:

The effect on the Normal map is significant.
Before the "details" were barely visible:

And this is how it looks with such a "simple" edit (adding the bevels):

It's not perfect yet. Nor am i finished! But at least this hurdle has been defeated! Now I can continue working on the other details, UV layout, etc!
Thank you for the help!


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When I export glb my textures turn black
I'm trying to export my project to glb to put on Mozilla Hubs, but after the export process, when I up to web, my model is totally black.
what would be the problem?
Pls helpp
[

For one thing, you can't use Object Texture Coordinates in glTF. You have to unwrap your model and use UVs.

It's working now, thankss!!!

Glad it's working!  I would ask the moderators of this site, please don't close glTF / GLB questions as a duplicate of the FBX answer about materials not being very exportable.  The complex node graph shown in the OP's first screenshot here will export just fine to glTF, except for the one misplaced link to Object Texture Coordinates instead of a UV Map.  @scurest's comment here is the correct answer, and fixing that one link will make this work in glTF (but not FBX).


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Why my edit mode is bigger than my object
I created a rock by rock generator addon, but when i go to edit mode, the vertices are much bigger than my rock, then i can't export to glb because my object gets deformed.
Please helpp, i'm completely new at blender.

hello, maybe show the modifiers, maybe you have a Subdivision Surface modifier?

It's that? https://imgur.com/8IWX5Ga
Sorry, I dont know much yet

yes it looks like you have 2 Subdivision Surface modifiers (with a very high level of subdivision, not sure it's useful), so it virtually changes the shape of your object, as if it had much more faces, and it rounds it

what do I do to change that? Delete one or modify some configuration? If I change to "simple" the rock fits exactly to the shape of edit mode

duplicate your object in order to keep a copy somewhere, only keep one Subdivision Surface modifier, lower down its level of subdivision, apply the modifier, and see what it gives?

i got it!!! thanksssss, you helped a lot

Consider checking the "Apply Modifiers" under "Geometry" in the exporter.

Duplicate your object in order to keep a copy somewhere, only keep one Subdivision Surface modifier, lower down its level of subdivision, apply the modifier, and see what it gives until you're satisfied. Keep your object as low-poly as possible.


text:
DDS textures in a GLB file
I have recently discovered that the gltf exporter from Blender is automatically converting all of the texture data from whatever the original format is to either jpg or png (in my case it is always png).
My textures inside my blend file are in the DDS format, how can I produce a glb file with DDS textured from the gltf exporter of Blender ?
If it is not possible, are there any other solutions ?
Regards.

There's no easy way. glTF only supports PNG/JPG. There's an extension for DDS, but it isn't widely supported.

The recommended path to use GPU-compressed textures is to use the more modern KTX2 not proprietary old DDS.  But sadly, the Blender side of this is not built (...yet?), so for now, one must resort to post-processing the exported glTF with a tool such as gltf-transform.


text:
Double Triangulate in Blender
Is there any way to automatically make this

from this:

I guess it should be called "double-triangulation" or "cross-triangulation", but there's no trace of it in the docs nor anywhere on the Internet.
I need to split in two all the longest individual edges of triangulated mesh, and connect resulting vertices to closest vertices already exist, so the triangles I've recieved during the first triangulation were splitted in two.
Thanks in advance.

In blender it's called "Poke faces", but you have to perform it on quads to get the shape you are mentioning.
Here's a tut: https://www.youtube.com/watch?v=2Z2x3Wvzono
So:

run the "Tris to Quads" operator on all the faces
then run the "Poke Faces"

Here's a related question: https://blender.stackexchange.com/questions/19253/how-to-make-all-polygons-into-triangles

Dissolve and Poke.

Select a long edge, the select similar by length to select all.
XLimited dissolve.
Finally poke the faces.


text:
How to show self.report of operator called from another operator?
When I call an existing operator in the execute function of another operator I have created, the self.report from the existing operator is not triggered. Is there a way to enable this, or access the reports of the existing operator somehow so they can be called by my operator?

Test success version: v2.92, v2.93
Test failed version: v3.3 (I hope someone can explain that)

Run script and call the operator from search menu : xx
Make sure you have an object selected and the report is: Deleted 1 object(s)

import bpy

import io
from contextlib import redirect_stdout

stdout = io.StringIO()

def catch_report(fn): # not catch error
    with redirect_stdout(stdout):
        fn()

    stdout.seek(0)
    return stdout.read()

class XX(bpy.types.Operator):
    bl_idname = "xx.operator"
    bl_label = "XX"

    def execute(self, context):
        def fn():
            bpy.ops.object.delete(use_global=False, confirm=False)

        tx = catch_report(fn)
        if tx:
            tx = tx[:-1]
            print(tx)
            self.report({'INFO'}, tx)
        return {'FINISHED'}

def register():
    bpy.utils.register_class(XX)

def unregister():
    bpy.utils.unregister_class(XX)

if __name__ == "__main__":
    register()

This doesn't work for me. This is how I tried it: 1)Add Cube to scene 2)Paste code into text editor and run 3)Select Cube and delete using xx operator from search menu. There's no report. If I delete the cube normally there is a report.

Are you a Mac user? I tested on window11, it works on blender 2.92.

Windows 10, Blender 3.3.

I tested v3.3 the catch_report function doesn't work and the operator cannot register on the search menu. Some api seems to have changed on v3.3


text:
Viewport Z rotation relative to 3D cursor
I'm trying to append an object so that it is placed at the 3D cursor and rotated in the Z axis so that it is facing the viewport. I can set the location easily like this:
object.location = context.scene.cursor.location

But how do I get the Z rotation of the viewport camera relative to the 3D cursor?

Get z rotation of the viewport
import bpy, math

def find_area():
    try:
        for a in bpy.data.window_managers[0].windows[0].screen.areas:
            if a.type == "VIEW_3D":
                return a
        return None
    except:
        return None

area = find_area()

if area is None:
    print("area not find")
else:
    r3d = area.spaces[0].region_3d
    z = r3d.view_rotation.to_euler().z

    print(" Z rotation of the viewport is: ")
    print("     radians: ", z)
    print("     degrees: ", math.degrees(z))

more info:  https://blender.stackexchange.com/questions/265693/how-can-you-find-the-position-and-rotation-direction-of-the-viewport/265709#265709


text:
When Rigging a Scorpion-Bot Enemy in Pose Mode the Bones Drift Away from the Mesh when Rotating
at wits end trying to figure out what the issue with my rig is. I am trying to rig a Scorpion Bot I have for a project but once I create the Rig, create all of the Vertex Groups, and parent the mesh to it Using Empty Groups I then try to animate in Pose Mode. But when I do many of the bones will drift away from the mesh when rotated or moved and the Rotation will cap out at 180 degrees and then snap around to another spot. I have watched dozens of Rigging videos and feeling like I haven't missed anything. Also, I note this is a rig I am trying to use in a Unity Project as well. Any help is appreciated, thank you! Below are images showcasing what I am experiencing. Thanks for any advice you may have.

It's not easy to understand what exactly your problem is, but it seems a simple weighting error.
As robots are supposed not to deform, the condition you have to respect is that every vertex has to be weighted to ONE AND ONLY ONE vertex group.
In your photos it seems that this condition is not present, and vertices are influenced by more than one bone/vertex group.
To solve go to properties window, vertex group tab, choose "delete all vertex groups" from the drop down menu, then re-parent the mesh to the armature using "with empty groups" option, then select all vertices of a body zone, select the relevant vertex group and click the "assign" button (the value of the weight doesn't matter, it can be 1.0 or 0.001, as long as a vertex is asigned to one and only one vertex group, it will follow exactly the respective bone).


text:
Open 2.9 files to 2.8 blender issue
I tried to open a blend file in blender 2.8 that was made in blender 2.92 version. After opening the file,in the shader editor,the mapping node is displayed as undefined and has no effect.

Later versions of Blender introduce additional features and the developers try as much as possible to make these features compatible with later versions moving forwards. This is possible since each later version of Blender can be aware of the capabilities of earlier versions and can therefore “know” how to handle the features.
The opposite is not the case - older versions of Blender are incapable of handling features that did not exist when they were written. There is no project to go back and modify earlier versions to include all newer features (why would there be? Just use the later version!). Therefore, when you open a .blend that was saved from a later version using an ‘old’ version of Blender there may be features in that file that the ‘old’ version is not aware of and cannot handle. The developers do a good job of handling this as best as they can (the old file is generally loaded in a limited fashion, rather than just “crashing out” and refusing to load anything at all) but it can’t be expected to handle features that didn’t even exist at the time that version was developed and released.
Various nodes have changed drastically over the versions and the Mapping node is one of those that has changed quite significantly (it has inputs now that it didn’t have at earlier versions). From Blender 2.8’s point of view it is a completely different and unknown node.


text:
How can I change the location of the imported object without deforming the object?
I am new to Blender, and my mother language is not english so it is hard for me to find the answers I need. I have problem with moving an imported object to another place... When I appended or imported new object to my scene in the first time it was not a problem to change a location or scale, but after I add some textures and change pose and then I want to move with that object, it wasnt working. And also I wanted to duplicate this object so I click shift+d, it was ok on the first spot but when I move with this object it was defromed. How can I solve this problem?
Thank you!

hello, "it wasn't working" is a bit vague, so it's hard to guess what's your problem. As for the second question, maybe you have an armature for your object, it would explain why it deforms when you move it, instead duplicate object + armature and move the armature. Also, if you want the object to share the same mesh, use Alt D (linked duplication) instead of Shift D

Most likely if there is an armature the imported object is parented to, it will deform if the object is moved and the armature is not. Try selecting both the object and the armature and then move it. If either the armature or the object have animation keyframes, delete them.

My problem was moving the imported object because the object deformed when the position was changed. Now I know it was because I didn't move the armature. Your answers helped me, thank you very much!


text:
bpy.ops.uv.project_from_view get an error

Hi,
I'm trying make script for 'project from view' in 'UV Unwrap Face'.
Below is my code :
import bpy
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="FACE")
bpy.ops.mesh.select_all(action= 'SELECT')
bpy.ops.uv.project_from_view()
It seems that the last line is not working.
How can I solve it ?
Thanks in advance!

My guess is you are receiving  an incorrect context error. The operator needs to be run in the context of the 3d view  (eg When it is invoked from menu in 3d view), not the text editor.  Probable duplicate: https://blender.stackexchange.com/questions/99035/how-to-unwrap-project-from-view-with-script  related https://blender.stackexchange.com/questions/185496/how-to-unwrap-a-mesh-from-view-in-python-blender-2-8

Thank you @batFINGER


text:
How to make consistent bumpy pattern geometry
Could you suggest best approach to make this geometry? Not fake texture bump but geometry one?

Does this answer your question? How to transform a plane into a honeycomb?


text:
Final render volumetrics voxel glitches
Got stuck with a problem.
Viewport render volumetrics (cycles) look amazing even on low sample counts after 10 sec render.

Final render on the other hand has this ugly voxel square glitches with 10x samples rendered even before image got denoised.

Viewport and render settings for vilumetrics looks pretty much the same. How to fix this?

So. After fiddling with parameters for quite some time, i found the partial solution.
Step render parameter (default 1) changed to 5 did the trick (All the rest values i tested still output glitches)No glitches and smoke looks almost identical. Sample count increased by 10 times approximately (i have time limit 3 min for a frame, default value rendered 20-30 samples, value 5 rendered 300+ samples).


text:
Why is merging at center in Blender deleting/deselecting my vertex, or why can’t I select it?
So I’m trying to create a tube in Blender to create a dreadlock for my character model. I added a sphere, went into Edit Mode (I’ve added no modifiers, mind you), and, with all vertices of this sphere selected, tried to merge them into a single vertex in the middle.

But when I do, the entire sphere disappears (as expected), but the vertex isn’t selected, nor is it really there. I thought that because it was just been one vertex, it wouldn’t be easy to see, so I tried to select it by dragging the mouse across the area, but nothing is highlighted, or shown as selected in the transform panel.

I thought that I would continue and add modifiers (skin, and two subdivision modifiers) and it does show, yet I cannot select the vertex.

I see that this is a problem because if the vertex isn’t selected I can’t extrude it or anything. I am still considered a beginner, as it might be obvious; if someone would be so kind as to explain if I am doing something wrong and what exactly I should do, it would be much appreciated!

You can't select it because you are in Face Select mode, switch to Vertex Select mode:

Wrote my whole answer without even thinking of that - good eye ;)

it's because it happened to me several days ago aha  ;)

Wow this works too, I didn't even notice this — I am still learning, so I thank you as well :)

If you want to work with single vertices in the future, a good method is to enable the built-in addon Add Mesh: Extra Objects. Enable this in the addon section of the preferences menu, and it will add the ability to add a Single Vert from the Mesh menu:

Ah! Thank you, this seems a lot easier. 'Preciate it!


text:
Is there a way to smooth a mesh without it flattening?
When sculpting a mesh in Blender, the mesh looks all lumpy. I try to use the smoothing tool to smooth out the lumps but it flattens that part of the mesh. Is there a way to smooth a mesh out yet keep its normal shape without it flattening?

Change the Deformation setting of the Smooth brush tool to Surface from Laplacian. You can tweak the Shape Preservation and Per Vertex Displacement properties based on what you want to achieve.
Based on the brush's version 4.0 documentation, the Surface deformation type "smooths only the surface of the mesh, while preserving the volume" while the Laplacian deformation type "smooths the surface and volumes".

You can use the remesh modifier and play with the voxel size. This helps you clean up the mesh and make it smoother. Maybe it also helps to shade smooth after applying the modifier.

It depends on what you call "smooth a mesh out". There are 2 different things: the topology and the shading. What you want is probably a smooth shading, not a change of topology, otherwise the Smooth brush would do what you want (i.e. flattening your topology). So what you need to try is go in Object mode and right click > Shade Smooth. Note that as soon as you enable Dyntopo in Sculpt mode, you'll automatically switch back to Shade Flat, but you can change it back once you've finished the dyntopo.


text:
Image texture partially rendering but shown completely in render preview?
I'm having trouble understanding why this is happening! Here's my blender file for anyone who wants to take a look.
Here's what I see in Blender:
And here's what the render looks like:
And help, ideas, or advice would be much appreciated!

You have some objects than are hidden in viewport render preview but not in final render, so make sure that they are also hidden in final render if you don't want to see them:


text:
Exporting face texture animation to Unity
I'm trying to animate a 3D character's face using 2D face textures. I managed to make them work in Blender using an image sequence but I can't figure out how to export this into Unity. Is there any way to export this or any other method to animate face textures so the animation works in Unity?

It is possible for sure inside Unity (maybe you have to write your own controller for that), but it definitely not possible to export. So it's more Unity question, consider asking it on Unity forums

Thanks, good to know it can't be exported, I'll try to to find a solution in Unity  :)


text:
Normal map baking issue
I searched a lot for answers on this but couldn't find any solution that would fix the issue. In the image below you can see that the normal map is not exactly.. normal. I tried playing around with extrusion and ray distance, but this was the best result I could get out of it. Any ideas? The image texture is set to 32 bit, I've unwrapped both meshes and applied all their transforms.

the rays meet inverted faces, hard to say without the file but it probably happens around the armpits and groin, maybe share your file? you could paint these parts with a blue color for example

Moonboots is right.  Even without file (which I'd want to write a real answer), I can say: 1) disable max ray distance (set to 0), you don't want that; 2) you probably need a higher extrusion value.  Personally, I recommend using a displace modifier instead of extrusion: same thing, but you get visual feedback.  It's not impossible that there is no value for extrusion that is correct, at which point you would consider using a cage.

I tried uploading the file via blend-exchange but for some reason it won't process my file, I don't know why, it's only 13mb, but I've read on the forum that there might be some issues with blender 3 and above files.. Anyway, here is a google drive link https://drive.google.com/file/d/1cKl2ALSGYPPOWHRTFEaHU1vJHS2n7e0H/view?usp=drive_link .But yes, moonboots got it right, it happens around the armpits and groin. I tried recalculating the sculpt normals, playing around with the displace modifier, with no max ray distance, but nothing helps..

Hello, the link asksfor an authorization   ;)

AH sorry, check it now please https://drive.google.com/file/d/1cKl2ALSGYPPOWHRTFEaHU1vJHS2n7e0H/view?usp=sharing

I ended up adjusting the map manually in texture paint, since there weren't many areas with issues, but I'm still open to other solutions apart from this or the cage, which can e time consuming.

I can't get a better result than yours so what you could do is correct the colors or you could bake a second map with a low Extrusion value and mix it with the first one?

That's an interesting idea. but I think it's faster to edit the map in texture paint, or at least depending on the surface that needs to be corrected.


text:
Blender image editor path on Linux
I'm running Blender on the latest version of Mint and was wondering how could I set up Edit->Preferences->File Paths->Image Editor path to Krita. I have an appimage installed but that does not seem to work for Blender. I've also tried with Gimp, which gives me
Error: Image editor could not be launched, ensure that the path in User Preferences > File is valid, and Blender has rights to launch it.
It does not display any error when pressing Quick Edit, it just won't open :/

Setting Krita as an external editor works for me. Does the Krita .appimage have it's executable flag set and is your user it's owner?

Yes, I don't know what could cause it. I just went back to Windows for now, since I couldn't find anything.

That's unfortunate... You'll find the Linux Blender experience much more satisfying, it's generally faster across the board. Were you using Blender downloaded from https://www.blender.org/?

Yes, if I remember it right.


text:
How can I give the edges of my shadows a certain shape?
Essentially, I am looking for a way to deform the shadows on my object to match the textures.
Example:

I want the shadow's edges (and only the edges) to have the same or at least a similar structure to the texture I applied to the object, rather than just being a straight gradient. I think this would really help with making the texture and shading bleed into each other more.

if I understand correctly, maybe plug your texture into the Height socket of a Vector > Bump node and plug the Bump node into the Normal socket of your Principled BSDF (or your Diffuse if you've used a Diffuse)

doesn't achieve the desired result, unfortunately. The best way I can explain it is ... imagine the shadow wouldn't be able to cross the individual cells of the voronoi cells and could only move along the edges

in case anyone finds this small post sometime in the future, this video offers somewhat of a solution. Just do what he does in this section with whatever texture you want your shadow to conform to.


text:
Issue when importing an Adobe Fuse model
I'm trying to import a model that I made with Fuse. But everytime I try to import my .obj model I have this message.

If you have any solution I would really apperciate ;)

Perhaps you've changed the default colormanagement folder that ships with Blender? Maybe to this?

Yes I have filmic blender but even with the sRGB profile it doesn't import :/

Seems the importer won't work with Filmic Blender.


text:
A.n.t landscape addon can't be enabled
I'm using blender 2.79 on Ubuntu Linux since my computer can't handle the current version of blender. when I go to enable A.N.T Landscapes it's always giving me this error message.

I've done all that I could think of.
Any help would be appriciated.

It's trying to tell you that the Python package NumPy (https://numpy.org/) can't be found, either because Blender is looking in the wrong place or the package isn't installed.   The method for installing varies depending on the version of Ubuntu you have, but if you search for 'numpy install ubuntu' you'll find instructions for the various versions.

Thanks, I’ll look into it. If it helps I just downloaded blender through the terminal.

OMG THANK YOU SO MUCH. I just needed to download it, and there it is. Thanks for the help.

I'll make my comment an actual answer. I'd appreciate it if you'd check the check on the answer for 'solved my problem' or whatever it's called. (The green check mark.)

As the last line of the error says you need to install a python module called numpy. Installing it may fix it. To do so on Debian based distros like your Ubuntu type into the terminal sudo apt install python3-numpy . This command will install the numpy package globally and can be then seen by Blender. To be sure rather restart Blender after the installation and It should work now!

It's trying to tell you that the Python package NumPy can't be found, either because Blender is looking in the wrong place or the package isn't installed. The method for installing varies depending on the version of Ubuntu you have, but if you search for 'numpy install ubuntu' you'll find instructions for the various versions.
The thing about python stack trace backs is that if you're an end user, the useful information is almost always the last line, in this case
ModuleNotFoundError: No module named 'numpy'

Python has extra features like Blender, only instead of add-on the features are usually called module and once you know the name, you can usually search the web for instructions on how to install them.


text:
2.82 bone selection is acting wierd
I’ve used armatures before in older versions, but in 2.82 now every-time I to select the whole bone it only selects the joint, and it cycles through them too. I’m not sure what to do?

I would suspect you are in edit mode rather than pose mode.

Yes, I’m trying to set the armature up.


text:
Why won't my textures bake properly?
I posted another question earlier about trying to export my object keeping all the textures and materials intact and I was told the issue was that I haven't merged the meshes into one and UV unwrapped the result. I did attempt to do that but that process broke all my textures and I couldn't get them to go back to the way I had them before. I addition, the UV map became very messy and the seams didn't work the way they did before. I managed to get everything fairly straight and flat again, although some wouldn't straighten out at all, and also managed to get it so none of the islands were overlapping. But even after "fixing" the UV map, I still could not get the textures to go back on properly.
I was also told that I needed to bake the textures before merging them and apply those textures after the merge but now the issue I'm having is that the texture won't bake properly. It puts these weird lines over my texture and the texture image I'm trying to bake to is still just solid black. I'm not sure what I'm doing wrong here as I'm only very new to Blender.
Please help.
Here's what baking is doing to my texture:
Versus what it's supposed to look like:

I'll also provide a link to my .blend files and textures, there are three .blends, one after baking, and one for before and after decimating the meshes as I'm not sure if decimating it is causing texture or UV issues or not, so I've provided both versions.
Link here: https://drive.google.com/drive/folders/1lJp7Q-mkAsGS8jgc3275Bb4qrNzEgJMF?usp=sharing

What's your target application? Unreal? Or why you'd like to export your object(s)?

Nah, I;m trying to make an armor mod for Fallout 4. Never made a full on mod or used Blender before though, so I'm struggling with some aspects. I know Fallout 4 uses .nif files for meshes and .dds for textures, which Blender doesn't output, so I;m using the program Outfit Studio to bridge between the file types and convert things for me.

The file types are not that relevant in the first place. Much more important is to find out the actual requirements for your bakes before baking anything, in fact a list of image types that are needed to match the appearance of the model in the engine  (when plugging the images into their shader models), e.g. Diffuse/Albedo, Normal (OpenGL or DirectX?), Roughness, Metallic etc. and whether it should be one object (one UV tile for all) or multiple objects (one UV tile each)...?

From what I can tell I need Diffuse, Normal and Specular images, as well as a Glow image if I had glow maps, but I don't for this mesh so no need to worry about that one. I'm pretty sure it should be one object as well as other mods I've unpacked to examine only see to have one texture per item. Not sure about much of the other info here, like I  said, I'm very new to any of this and I haven't really been able to find any in-depth, comprehensive tutorials about the process so I'm just doing my best to figure things out as I go.

Depends on the engine, recommend ask in their forums or something what's needed or just test it. Make a low-poly version of all your objects (your polycont is way to high), try to bake the normal map first (from high to low), then bake the other textures. Blender uses a newer shading model (metallic roughness) so don't expect the appearance to be exactly the same (there will be some loss).

Is there some method to specifically creating low-poly meshes? At least one's that don't look completely awful? Because I tried to make lower poly versions of things but they just looked blocky and horrible and as soon as I started trying to curve things, even just a little my counts went through the roof so I figured I'd just build everything and decimate it later, is that a bad way of doing things?

Decimate modfier doesn't help much in my experience. I'd model a simple shape with less polygons from scratch to get full control. Especially when it comes to baking the normal map, it's nice to be able to edit the shape while going back and forth in the process.

I guess I'm having a hard time knowing how to model everything properly and keep the poly count down because I did model everything from basic planes and cubes but trying to do things like the straps seemed almost impossible without using things like bridge edge loops and solidify which ramped the polys waaayyy up. I also couldn't achieve very much in terms of decent curves and stuff without using subdivision surface which also seemed to increase the poly count by a huge amount.

Yep, there is a lot to learn and a lot to do to get it ported over properly.

You wouldn’t happen to know any good resources or tutorials on how to learn some of this stuff, would you? There’s obviously a ton of YouTube and stuff but the vast majority seem to be for animations or still renders where high poly counts don’t matter nearly as much and they don’t need to be exported or anything either. I’m really struggling to adapt the lessons in those videos to what I’m trying to do.

Youtube is a bad ressource in most cases when it comes to technical questions like this. Reading the manual and figuring out the requirements as suggested, is the quickest way IMHO. And/or split up your question into multiple chunks to make it "answerable". Good luck.


text:
Is there any way to fix the awful topology on curved text?
So I'm trying to make a license plate and have it bend around a shoulder like armor. Not sure if it's the best method, but I got the text on there by typing it out, bending both it and the backplate it would go on around a bezier curve so they both curved at the same angle and lined up, then converting text into a mesh and solidifying it. It worked pretty perfectly except for the fact that the topology on the text after applying the solidify modifier became super complex and created all these weird sharp angles all over it.
Like this:

Pretty new to Blender, so I don't know where to start with fixing something like this, so I tried going in a getting rid of some of the top edges, hoping the shape would sorta smooth out. Probably pretty far from the best method though, so no surprises that gave a weird result too, put a weird floating face that did a kind of overhang that covered up the curve of the text underneath.
Here's a picture of that:

It's not a huge deal, if there's nothing I can do or if the solution isn't worth the effort I'll probably just leave it. It's part of a high poly for a game asset, the low poly is just a smooth surface, so no topology issues with the one I actually need to unwrap and stuff. It does show up a bit on the normal map after baking, but it's less noticeable, only really see it if the light hits at just the right angle and you're looking for it. But I would also like to clean it up as much as possible, so any help is greatly appreciated.
Thanks.

If the desired end result is low-poly anyway - why not use the text as bump or displacement map in the first place?

Like I said, I'm very new to Blender and this is how I've always done it so far. I could learn how to do bump maps and stuff, I suppose, just never saw a reason to yet cause this method has worked well and given me really good results so far. I like doing all the modelling in Blender and baking the normals in Marmoset, fell like it would complicate things to start messing with normals and bumps in blender too. This way is currently a lot faster and simpler for my workflow, I guess is what I'm trying to say.

As Haarigertroll says you could use a map instead (Bump or Normal)
But if you want real 3D, as explained somewhere by Robin Betts, you can first delete the topology with X > Limited Dissolve:

Then create a grid, delete only faces, put it in front of the object, choose the orthographic view, select the grid, shift select the object, go in Edit mode, in the header menu, choose Mesh > Knife Project, in the Operator box enable Cut Through:

You end up with a vertical topology that allows you to bend the object. Give it Shade Smooth and Auto Smooth if you want a smoother result. If it still has bad shading you'll need to dissolve some old edges:

So this worked almost perfectly, most of the letters now have solid face on the top of the shape. The only issue is with two of the numbers at the end, a 0 and a 4, that still have just 2 or 3 lines still on top of them that I can't get rid of without messing up the entire shape. Not sure why just those numbers are doing that when all other numbers/letters worked fine? So close to having it perfect now, just need to figure out why these lines aren't going away. Hoping you have some idea. Could it just be the font I'm using? Just seems weird cause the C and 0 are basically identical shapes...

please share these 2 objects here (copy paste the link it will give you): https://pasteall.org/blend/

Ok, here you go: https://pasteall.org/blend/05da5dcfb8424b29b3dedf228dba6972 .

it works fine for me, please share the file after you've done the knife project operation so that I can see what's the problem with your topology. See my try: https://zupimages.net/up/21/35/9b17.jpg

Nevermind, got ahead of myself, assumed the lines would be an issue but they weren't at all. Thanks heaps.

Yes there is but I am not sure if it will work on already bent and extruded text (I use it before solidify/extrude)
You can create your text, shrinkwarp it around your object and then before extruding go to:
Select all your faces of the text and use:

It will recalculate your faces in much better way, It always work for me when I have to make text or numbers.
But as I have said, I never use it on already extruded text, so try it and if it won't work... hopefully you will find another easier solution rather than making it again

Tried it with the mesh I already made, no big shock that it didn't work. Also tried it with a brand new mesh and I was still getting those same issues, beautifying just seemed to shift the lines to different places, but the whole thing was still a mess. Maybe there's a specific order I'm supposed to do it all in? I tried shrink-wrapping the text to the already curved backplate, didn't solve it and seemed to cut off small parts of the text too, then tried shrinkwrapping while it was flat, then beautifying, then extruding, all looked fine, until you bend it. Then all the lines come back.


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How to make the circumference of a Path/Bezier Curve Low Poly?
I am working on a game asset and I wanted to create some wires, I'm relatively new to blender but I want to know how to make a low poly wire. The circumference is too round as it has too many vertices. I could not find a solution anywhere else.
It would be really helpful if one of y'all could give me a solution.

You should select  your bevel object (curve circle). And in settings of this curve you should change the resolution value:

If you set it to 1 or 2, I think, it will be close to that you want

Thank you so much. I messed around the bezier curve settings a lot but i forgot about the circle. m(_ _)m

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


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Why am I getting these white lines on my model?
Why am I getting these white lines along the side of my model?

What is the root cause and how can I fix it?

Are you in Edit Mode? Those look like selected edges but in white instead orange.. feel free to share the blend file at https://blend-exchange.com

It looks like you have Cavity turned on in the viewport shading properties.

You should start another question about improving the topology. But here you go:
As a rule of thumb, the topology should be more equalized. For instance, the topology in y-axis towards the front of the model looks nicely distributed, but towards the back it doesn't. It is very hard to judge the whole model without the model tho.
The very front faces of the model will cause some trouble with bevels and such (overlapping), so the inner vertices should get a better distribution. Again, very hard to describe without the model.


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How to add more vertices on my object
The video I'm following has more of those vertices (black dots), on their object and mine doesn't - it is required as I'm about
rip open the object ,and since I don't have more, its impossible to rip where the video is asking.

Apply the subdivision surface modifier. Press Ctrl + A (or use the arrow on the top right) to make the modifier permanent.

Read:
https://blender.stackexchange.com/a/205166/92768
and
How to apply a modifier in V2.9+
But if your "tutorial" doesn't explain those concepts, consider looking at one that explains better. Not all videos are "tutorials". Some are just not worth your time.


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How do I round this shape without serious clipping issues?
So I'm trying to create flintlock pistol, using this as a reference:

And I've gotten to this point here:

I'm happy with the overall shape of it, but I have no idea how to round it out like in the image. The grip is almost perfectly cylindrical but when I try to bevel the edge to give it that curve, it just applies the tiniest bevel ever:

It's nowhere near round enough but if it just clips horribly if it's any rounder:

I know I could use cylinders but the way I'm getting that shape is by cutting it out with boxcutter and doing that with a cylinder just won't work cause of the bend and the fact that the whole thing isn't cylindrical.
I just really don't know how to get an object like this smoothly rounded. Is there a way?

https://blender.stackexchange.com/questions/25984/the-subdivision-modifier-keeps-causing-my-models-to-warp-inside-of-itself/25995#25995

Hi, this doesn't appear to be an answer to my question at all. This guy was asking about weirdness with a subdivision surface, which I'm not using here. In fact the answer to that question is the problem in mine, they told that person to use a bevel, which bevelling is what's giving me the issue. Could you reopen the question?

Your bevel makes faces overlap, you should better start the modeling with a simple shape like an octahedral (or a shape that fits the profile), extrude, etc, it will make the modeling much easier and the object lighter:

Thank you, this looks like a perfect solution, feel a bit dumb I didn't think of it to be honest. Makes it a lot easier to take it section by section too, I was pulling my hair out thinking about how difficult this would've been otherwise, so you've probably saved a couple objects on my desk from getting thrown. Cheers!

your object seems flat on its sides so maybe make something a bit more accurate than what I've done, probably make the vertical side faces a bit longer

What I actually ended up doing was using a bunch of bezier circles and bridging the edge loops in the end. Then I just made the flat sides a little wider so I could come in and trim them down with booleans, flattening the whole side down. Pretty happy with the result.

I think the issue is because apparently the side of your model is a N-gon - it has more vertices than 4. Before bevelling, connect the vertices on the top to the bottom with the knife tool, so you will have an edge that goes around the model. Then, bevel.
Oh, after you bevel, used the sculpt tool to make it more round. Or instead of bevel, add some loops close to where you want to be round, and in the sculpt tool, use the smooth brush on the edges to make it round.

Thanks, I'll try connecting the verts. Not really wanting to use any sculpting at all though if I can avoid it because it's going to be a game asset and I don't want to mess around with sculpting and retopology if I don't have to.

Even with everything being quads, I had the exact same problem. Really not sure why.

Try Shift + A to select everything, then M to merge, and select "By distance". Maybe there are double vertices.

Only using the smooth brush won't mess your topology! If you don't trust me, make a backup beforehand and try it out. It only messes it up if you brushes that add resolution. Specially if you have dyntopo on.

Already had auto-merge on but I tried manually merging, still ran into the same problem. Tried the smoothing brush as well, it really doesn't round it very well, if I'm not adding resolution with dyntopo, there's just not enough faces there for it to not come out looking kinda jagged and messy and the amount of loop cuts I have to add to get it looking even passable put the tri count way too high for a low-poly game asset. Plus in some places faces were clipping through each other after sculpting as well. Maybe I just suck with sculpting brushes though.

Yeah, the smoothing brush only works if you have a good chunk of geometry close to where you want to be rounded, hence why I suggested to bevel or add loops. I didn't know it was supposed to be lowpoly, I apologize. I didn't want to suggest starting over as the other answer, but that sounds like the best way to go as it's a simple shape. Last tip is to look on an add-on called LoopTools, it may help you!!


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Donut Mesh is clipping through the icing in Render
I have been following BlenderGuru's Doughnut tutorial and since I am new to Blender I am unable to figure out as to why the Doughnut mesh keeps clipping through the icing mesh.The first render pass of the doughnut was absolutely fine until I was completing the "Part 5 : Level 2: Final Doughnut" video.
As the image stated above it looks completely normal in both the Layout mode and Lookdev mode until  I swtich to a Render View and I get this :

I did try pulling the vertices of the icing out with soft selection but apparently it messes up the geometry even more.Help a newbie out here will ya?Thanks!

It looks like in the viewport, you are looking through Material Preview (which doesn't show true displacement). In your render, the displacement of the mesh is causing it to protrude through the icing. Try turning down your displacement strength, and if that doesn't work/makes it look too flat, you may need to scale up your icing slightly, or move the affected areas manually.

Click the icing part and go to the solidify modifier. Make sure that camera icon is enable before clicking the render button. That works for me.

Make sure that your subdivision surface modifier are both set to the same levels, if the viewport levels are different than the render levels then you will see quite noticeable changes when you try to render.


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Keyframes not visible on timeline when selecting a bone in Pose Mode? -- v2.83.1
Every time I select a bone in Pose Mode, none of my keyframes show up but my animation still plays. So far I've tried changing/clicking in the "View" menu of the "Timeline" editor...

Disabling/enabling "Only Keyframes from Selected Channels" -- When disabled it only shows my shape keys.
Disabled "Only Show Errors"
Hit "Frame All" multiple times (which is "View All" in my case.)
Hit "Go to Current Frame"

I've also tried in the "Timeline" editor...

Scrubbing up and down holding down middle click
Zooming in/out of my timeline
Checking "Summary" but below it shows nothing

The only time Blender will show my keyframes is when I go to my Hair Bones Layer with it's baked Wiggle Addon data and my Shape Keys. Bones that control the head, fingers, hands/etc do not have their keyframes visible no matter what I try. Before all of this happened, I was able to see all my keyframes until I had enabled an addon known as "Wiggle Bones" and baked it onto my hair.
Screenshot:
My goal is to have my keyframes visible again for bones such as the one which controls the head. Any help? :, D

maybe you've pushed your action in the NLA? If it's not the case, please share your file (at least the armature): https://pasteall.org/blend/

What do you mean by I "pushed my action in the NLA?"

Also, heres my file: https://drive.google.com/file/d/1sWkqhqga5xi6QvSWXd0CgglJ0VIoHog2/view?usp=sharing

I can't reproduce this problem in the file you made available for downloading.

Oof well it's okay now since someone already found the answer to my issue so no worries  ovo

As you can see if you open the NonLiner Animation window, you've pushed your action into it (the yellow strip we see). Now open the Dope Sheet window, switch it to Action Editor mode. You can either select the yellow strip, press Tab in order to bring back the action, or select it in the dropdown menu.

Remember that if you press on the Dope Sheet Push Down button the action will play in the NLA but it won't be available in the Dope Sheet anymore, this is what probably happened here.

Oh I understand now

Thank you! This actually fixed my issue, I'm able to edit/see the keyframes again!! :D


text:
How to add an edge between two vertices
How can I add an edge between two vertex from different objects.

Does this answer your question? How to add edge between two vertices?

@brockmann Actually it's not directly a duplicate... he wants to connect two objects... maybe the title should be edited to clarify this?

Yeah, if you have the time please suggest an edit @GordonBrinkmann

another famous q&a: https://blender.stackexchange.com/questions/2632/how-do-i-make-multiple-blender-objects-into-one @GordonBrinkmann

If your meshes are different objects you can't join the vertices. You'd have highlight the different objects in object mode and combine them into one object comprising of two separate meshes with Ctrl+J.
From here you can just select the two vertices and join them with F.

I've edited your answer to the correct shortcut.

@GordonBrinkmann apologies, yes that was a silly mistake on my behalf

No problem, at first I even thought to remember it incorrectly...


text:
My object became very dense with faces and made it become black when previewing it. How do I fix this?
The materials were working fine but I don't remember when or how it happened but the donut became black at every view.

I realize it became very dense with faces and the black is actually all the vertices. I can see the color fine when zoomed in.

I do not have any subsurface modifiers on the object nor do I think I modified anything when this issue happened. How would I go about fixing this?
Expected Outcome: The donut/icing has less faces while previewing it so I can work with it.

I have never done donut tutorial before so I don't know what steps did you follow but you somehow had to use subdivision with very hight number and somehow even apply it... There are basically 3 options you have

Try to use Multiresolution Modifier on your dense object and click Unsubdivide It's purpose is to rebuild a lower subdivision level of the current base mesh. It may not work, but it can... If it does then click unsubdivide until it is no more dense
Try to use Remesh modifier, it will destroy your topology, but it can save it.
If nothing works, do it again from scratch

Good luck

If someone knows more option, teach me I will be happy to learn new possibilities

You could also use the "decimate" modifier

There are also tools like Instant Meshes

Well that's embarrassing, it was because wireframe is on. I get confused between x-ray mode, wireframe, edit mode. Looks like this novice still have far more learning to go.


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Texturing and shading problem
everyone, I'm working on an interior model, but whenever I go to my shading editor, my node setup doesn't display.
.any help?

Two immediate possibilities spring to mind: Make sure that 'Use Nodes' is checked in the shader menu bar and press the 'Home' key in case the node setup is off-screen.

Make sure the shader editor is set to Object: https://i.sstatic.net/pfJQu.png

Hello John, your suggestion worked just fine..I'm grateful

@iroh Good! I'll add it as an answer.

Dupe: https://blender.stackexchange.com/questions/55338/cant-see-material-nodes-in-node-editor

Two immediate possibilities spring to mind: Make sure that 'Use Nodes' is checked in the shader menu bar and press the Home key in case the node setup is off-screen.


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Stuck trying to model a Turban using cloth simulation
I've been wanting to model this turban:

I'm bad at sculpting and so to avoid it here's what I tried:
Started with a circle, extruded and scaled it a couple of times, then applied a subdiv, shrinkwrap and solidy modifiers to get this shape:

Then I'm running cloth sim using a pinning group, with weights like so:

But results are clunky and all over the place. Any Ideas I might try or different parameters that I need to mess with to get the desired results?

hello, why not use sculpt instead?

I've been trying for a week to use sculpt it but I can't for the life of me get the folds right. Do you think my best shot is to sculpt it instead of using simulations ?

Hi. First, I think you should get a better reference on a turban.
Investing some time in learning how to sculpt would probably save you a lot of time even with this single part.
If you find it interesting to solve this with cloth simulation, you should try to brake it up in as many prices as you can and do one layer at a time.

@InventedTech  you first need to roughly model a low-poly shape, then switch to Sculpt mode and use brushes like Draw, Crease... Like Jackdaw says, maybe use several reference images to see how it looks like

I'll try just that! Thanks guys, I'll switch to sculpting again and keep at it

Using a curve might work.
Make the curve curve around the head, in the shape you want and give it a bevel in its settings or use another curve as bevel.


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select all instances of text object, or curve objects in object mode?
How do you select all objects that are of similar type in object mode, say for example selecting all the instnaces of text objects. Or selecting only the meshes.

Related (but old) https://blender.stackexchange.com/questions/2181/how-to-do-filter-select-in-an-existing-selection  Type option Select menu.

⇧ ShiftL (Instances) or ⇧ ShiftG gives me all the options I use to select multiple objects.
Organising collections and naming conventions, and the same textures make this even easier with many options to select similar objects.

Object mode has a menu in the header called Select that, when expanded, has a submenu Select All by Type:


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Wireframe clipping
Recently I've been working on the anvil tutorial and noticed that my wireframe tends to do this. Is there any way to make it so it always appears above the mesh?

Hello, if you're talking about the edges that are disappearing under the surfaces, it may be because of the Subdivision Surface effect, it changes the shape of your surfaces but the edges keep their position

Click the circled option for the subsurface modifier, within the modifier stack:

This should pop the wireframe back into place

Leaving "Optimal Display" checked will still lead to some edges not being displayed; but I would leave it checked for performance reasons.


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Problem with bringing textures from Substance Painter to Blender
As I brought this material over to blender and hooked everything up, I noticed that some things where off.
This is how it looked like in substance painter(how it should look like):

And this is how it looked like in blender cycels:

As you can see its to reflective and the x on the side isn't even straight.
This is how my node setup looks like:

Ignore the displacement, it doesn't do anything here.
Some of my guesses are hdri, maybe cycels is different to the render engine in substance, I exported something incorrectly.

Your Normal Map, Roughness, Metallic and DIsplacement  textures should all have their Color-Spaces set to Non-Color (instead of sRGB)

Yeah I noticed that directly after posting this but the result is still the same

In that case, I know Substance uses DirectX by default for it's materials (though it can do both) and blender uses OpenGL. Make sure you have Substance set to create OpenGL maps (though there is a node based conversion if you're really stuck). Also, Substance has been known to export rather "strong" Normal Maps from time to time; If all else fails, try turning down the Normal Map strength.

maybe it's because of the light or environment.
Try it by bringing light closer perhaps

yup, I'm using open gl albedo map


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Rigging Character with complex outfits
https://i.sstatic.net/g4IEk.png
I want to make the rig control the fingers and the Finger Armor but I get the "Bone Heat Weighting: failed to find solution for one or more bones" Error. It seems like blender is having an issue with assigning object vertices to the bones. Merging the object together did no fix the problem. I'm having this problem all across my character, but for some reason there are no resources on rigging character with a complex outfits.
Another question is
https://i.sstatic.net/7Pxni.png
what's the best way of rigging solid armor pieces, do I want to use automatic weights or is there a better way like parenting the object to the bone so that the solid armor piece doesn't bend.
Also if anyone has links to resources on rigging characters with complex outfits please post.

So I found that when removing the metal bolts on the metal finger armor makes it work, but this doesn't make me understand any more why I'm having this issue

it may have to do with inverted normals, or a too dense mesh. For the rigging of this kind of mesh (robot, armor, engine, etc), don't parent With Automatic Weights, parent With Empty Groups, then assign each part to the group it is supposed to be part of


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Does the armature have to be the highest parent
What is better practice parenting model to rig or armature to model. Does it have a impact in any way or does it not matter. When generating the rig the mesh is parented to the rig however it seems that one can clear parent and parent the rig to the mesh without breaking anything. I think this is cleaner because one doesn't constantly see things like animation, pose, bone groups,... when working on the model.
Example:

Body mesh

Eyes mesh
Shirt mesh
Body rig

or

Body rig

Body mesh
Shirt mesh
Eye mesh

TL;DNR:  No, but if it's not various things are harder to do, especially if you have multiple objects controlled by the armature.
Short answer: No, it doesn't matter, so long as one is parented to the other. However parenting the object to the armature is common, and animators will expect to be able to move both by moving the armature.  If you parent the armature to the object instead, then to move both at once you have to remember to move the object, rather than the armature.  It's even more of a problem for an animator if the armature is used to control multiple objects.
Long answer:
It is a matter of workflow, that is, how things are done.  As you become more experienced using an application like blender you tend to learn sets of steps for doing similar things.  Adding a rig to a mesh is one of those things and there's a pretty efficient workflow that most people adopt variations of:

Create the mesh
Create and position the armature
Parent the mesh to the armature, using "with automatic weights", or, perhaps "with empty groups"
Use weight painting (and other techniques) to adjust the way the armature moves the mesh.

The usual way of doing step 3 results in the armature being the parent of the mesh.  A lot of other tools assume that relationship, so by not doing it you may break things.
When you parent with automatic weights, Blender does more than just make the armature the parent of the mesh:

It makes the armature the parent of the mesh object
It adds an armature modifier to the mesh object
It creates vertex groups for the mesh object, one per deforming bone in the armature.  (A bone is "deforming" if moving it is meant to deform the mesh.  Armatures often have bones that are used to control other bones and are not considered deforming.)
It attempts to fill out the vertex groups with vertices that should move when the related bone moves, and gives them "weight" -- a measure of how much influence the bone's movement should have on the vertices.

You can do all of these by hand.  You can even omit the first step and not parent either to the other.  The problem with not parenting is that you have to remember to move both at once if you want them to stay together.  The problem with parenting the armature to the mesh is that you run contrary to "usual" practice, and that can be confusing.
If you use your armature to control multiple objects, then not parenting the objects to the mesh makes moving everything together very complicated.
So it's most common for the armature to be the parent of the mesh.

The point with moving around the object, isn't that the soul purpose of the root bone?

There's moving the object to place it initially in the scene and there's moving the object to keyframe its position.  Moving the armature is for the first purpose; moving the root bone is for the second.

One interesting thing about this answer is that the "best" practice explained here is actually only for Movies. For development in video game, it's a completely different thing and, in case of complex "pieces-by-pieces" collection of mesh, it's expected that all pieces are set and separated properly though parents with the right naming. (For example, you might have a parent for all the heads models, 1 for all the chest armor, 1 for all the boots, etc. This is the standard in 3D assets for video games.)


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Bulk remove shape key drivers
How do I remove all shape key drivers from an object. Manually removing every driver would take much to long

Select your object, ShiftF4 to open console, paste this code: [b.driver_remove('value') for b in C.active_object.data.shape_keys.key_blocks], Enter, ShiftF5 to return to 3D Viewport. The Properties view will not automatically update, so you may need to move your mouse over the panel with shape keys to see the change.
A slightly more readable version if you want to save it as text and perhaps modify to apply on multiple objects:
import bpy
from bpy import context as C

for b in C.active_object.data.shape_keys.key_blocks:
    b.driver_remove('value')


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Cleaning up interface
Is their some way of removing these useless tool buttons below the axis viewer. They are so often in the way.
In viewport gizmos one can toggle navigate but that removes all of this.

Disable Navigation Controls in Preferences > Interface > Editors
By the way, I find these buttons not useless at all

As a hotkey user the are more than useless, but thanks


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What height method should I use
First off all I use the metallic workflow and the following maps: Albedo, Metallic, Roughness, Height, Normal. And I have found many different ways to give my materials the scene of depth/height. And I'm sure there are some situation are better for some methods and others for other method. So my question is, what is the best way to do it and when would I use what. Maybe there are also some ways I didn't mention here.
(Blender)

Height and normal map in Principled BSDF method +

Height map -> Bump node -> Principled BSDF node
Normal map -> Normal Map node -> Bump node -> Principled BSDF node
works in Eevee/Cycles/Viewport
flat surface

2.Normal map in Principled BSDF method

Normal map -> Normal Map node -> Principled BSDF node
works in Eevee/Cycles/Viewport
flat surface

3.Height map in Principled BSDF method

Height map -> Bump node -> Principled BSDF node
works in Eevee/Cycles/Viewport
flat surface

4.Displace modifier method

Subdivide mesh + Displace modifier -> use height map texture -> reduce strength + Shade Smooth + Method 1./Method 2./Method 3.
works in Eevee/Cycles/Viewport
surface with height information

5.Displacement Material Output method

Height map -> Displacement node -> Material Output +  Subdivide mesh + Material Properties Tab>Settings>Surface>Displacement Displacement and Bump + Method 1./Method 2./Method 3.
works in Cycles
surface with height information

if you have a normal map you'll have to use a Normal Map node, if you have a height map you'll have to use a Bump node, the result will not be very noticeable between the 2 imho. For the moment it's most easier to bake the normals than the heights so it may be a typical reason why you'll have to use normals rather than heights, but, in another hand, you can create procedural bump. As for real or fake displacement, I think that if you can fake it it's always better.

So after testing many different ways with many different materials I have found out the best ways of doing it.
Flat Material
Base Color map -> Principled BSDF
Metallic map -> “
Roughness map -> “
Normal map -> “
Material with height
1.

Base Color map -> “
Metallic map -> “
Roughness map -> “
Normal map -> “
Subdivide mesh
Displace modifier (select the height map and change strength)
Extra Cycles setting: Materials Properties>Settings>Displacement

Base Color map -> “
Metallic map -> “
Roughness map -> “
Normal map -> “
Height map -> Displacement node -> Material Output
Subdivide mesh
Extra Cycles setting: Materials Properties>Settings>Displacement

For the last 2, both are equally good however only one of them work with EEVEE.


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Match render sub-D levels with viewport levels
I've just finished a character with a huge amount of objects, allot of which have sub-D mods. But I only ever set the Viewport level so all objects have a incorrect render sub-D level. Is there a way to make the renderer take the viewport sub-D levels or maybe to convert all render levels to be the same as the viewport levels without having to manually go through every single object.

I think if you have a bunch of objects with the same modifiers you can group select and hold Alt while changing settings and it will change for all.

if Allen's comment doesn't help, you could write a simple python script which does the work for u...

Allen's comment doesn't help because the objects have other things besides sub d and not all objects have the same sub d level

I asked ChatGPT to write a script and I got a nice result. This matches the value on the selected objects and it also matches if there are more than 1 modifiers in the stack. It's slow to show the result (I don't know why, but hover over the value and it should update).
import bpy

# Get selected objects
selected_objects = bpy.context.selected_objects

# Loop through selected objects
for obj in selected_objects:
    # Check if object has subdivision modifier
    for mod in obj.modifiers:
        if mod.type == 'SUBSURF' and mod.name.startswith("Sub"):
            # Copy "Levels Viewport" value to "Render" value
            mod.render_levels = mod.levels

            # Print success message
            print("Subdivision modifier render levels matched to viewport levels on object: " + obj.name + " for modifier: " + mod.name)

    else:
        # Print error message if no subdivision modifier found
        print("No subdivision modifier found on object: " + obj.name)


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Scatter Points inside object
The point distribute is supposed to scatter points inside an object, but this has been removed in 3.0, how the hell am I supposed to scatter points inside an object.

The point distribute node from 2.93 only scattered points on faces, so it has been renamed 'Distribute points on faces'.

You can create get the min and the max of the object so that you can plug it into the random value node that will set the position of each point randomly inside the bounding box.
To check if the point is inside the mesh, you can use the raycast to point into itself, and delete the point that is not inside the mesh

Very creative solution, thanks

You can offset your geometry inward and scatter points on that inner object, you can also use particles to scatter points inside objects.

This is an essential feature and should not need workarounds. I feel like they have changed to much that I have no idea anymore how geometry nodes work, and this really frustrates me

I think these features will come back in future updates, geometry nodes and the way they work is still in its anfancy.


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Loop Cut was created not as expected
I'm new to Blender and I use this video as tutorial.Now I have a problem at this moment.
I do everything as in video, but I get this result, after pressing CTRL+R (created Loop Cut was too short, red line display, what I expect to see)

Here is an example from video, how should it works

How to fix it? I understand, that I can create Loop Cut on every cell, but I would like to know, how to fix it

Usually the loop cut stops when there are tris or n-gons since it only works with quads. Are there somehow doubled vertices by accident? Have you tried hitting A to select all then M > Merge By Distance?

Hello, there must be a problem with your topology here, the loop cut won't work if the loop meets a face with more than 4 vertices for example, but please share your file so that we can test:

@Gordon Brinkmann, thank you, that is solution!!!

I sometimes attempt a loop-cut with no intention to complete it, as a diagnostic tool, to 'debug' topology :)

@RobinBetts : I don‘t know if it is allowed to misuse the loopcut in THAT way!!!

Like RB I also use loop-cuts to see the flow and understand my topology better.

I'll just take this here from the comments so that this question doesn't remain unanswered:
Usually the loop cut stops when there are tris or n-gons since it only works with quads. There could be doubled vertices somehow by accident. To get rid of them, hit A to select all then M > Merge By Distance.


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Texture paint colours not showing on model with normal maps
I have baked normals on the model, and now wanting to texture paint, but the colours do not show, this may be due the painting on the same image as the normals?

Make sure to select the good Image Texture node in the Shader Editor, and also plug it into the Base Color of the Principled BSDF (not sure what is the node that is currently plugged). If it still doesn't work please pack your images and share your file: https://blend-exchange.com/

It's difficult to see your node setup in the attached screenshot, however it looks like you have connected an 'attribute' node to the color input on your Principled BSDF.
You should have an image texture plugged in to the color input. This should be a blank image on which we can paint colors. This should NOT be your baked normal map, which you seem to have correctly connected to the normal input on the Princlipled BSDF.
Please try these steps:

Create a new Image Texture node in your node tree.
Connect this Image Texture node directly to the Color input on the Principled BSDF
Use this Image Texture node to create a new, blank image. The resolution doesn't need to be too high, try 2048x2048 to begin with. The name of the image doesn't matter, use something like 'model_color'.
Go to Texture Painting, select the image you created in the node editor ('model_color'), and start painting. This will add color to your model, and will not affect the baked normal map. You can paint either on the image, or directly on the model itself.

Note: Please don't forget to use the Save All Images button on the Texture Painting screen each time you make a change to your 'model_color' image.

This worked! Thank you very much!

Don't mention it :) Would you mind accepting my answer using the tick mark on the left? An upvote would be much appreciated as well :)

Just done! Thank you for helping me understand blender hand painting more!


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Model moving when using automatic weights
When using the automatic weight option to attach the model to the rig, the model moves down and is attached, this only happened after modeling the spikes on the wings. Any ideas on how to prevent this?

maybe before parenting try to unparent the object? If it doesn't work please share your file: https://pasteall.org/blend/

This worked and had to move the model again to line it up. Thank you!

Before parenting, unparent the object so that it moves to its real location, if your object is already parented the visual location is not the real one. If you want to unparent the object and keep it at its visual location, press AltP > Clear and Keep Transformation.


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attach multiple unwrapped objects for wings for video game to rig
I am trying to make wings for a video game, what may be the best workflow to join the feathers to the wing structure and not the main body as they will be separate in-game? Thanks!

maybe use parent and child relation?

Would that be with the rigged bones themselves?

Honestly, I am not sure, I just had an idea that it may be working the same way as people are making movable armor for their game character, it is attached to the main body but still moves with it separately. Try to look out for it, I once did character that had shoulder plates as objects parented to shoulder bones

Interesting! Thank you very much!