text:
Faces don't look smooth when using shade smooth
I'm working on a human mesh, and I wanted to Shade Smooth it, but for some reason it looks weird around the shins.

This has happened twice, the active face seems to gets messed up when using shade smooth. Why is this happening? There's a way to fix this, right?

Looks very similar to this: https://blender.stackexchange.com/questions/3606/why-are-some-faces-in-my-mesh-darker/3615#3615

Click the Object Data Properties (green triangle) icon on the R/H properties panel, then click 'Normals' and check Auto Smooth.


text:
Armature bones aren't visible
I have a mesh that I rigged yesterday, and all the bones were visible. Today, they were still visible, but after adding just a couple faces, they now seem invisible. The armature object still exists, same with all the bones, I can even see the XYZ location of the heads and the tails for each bone, but can't find them anywhere. Edit Mode and Pose Mode can be entered, but still, the bones aren't visible. So how can I make the bones viewable again? Below is a MediaFire link.
https://www.mediafire.com/file/9ler05n29xjzr2b/sneo.blend/file

You're in local view mode. This focuses on the selected objects - in this case the mesh - and hides all other objects.
To toggle the mode use the viewport's menu View > Local View > Toggle Local View or just press the shortcut key Numpad / if you have a numpad. Turn the local view off and you will see the bones again.

source: Stack Exchange

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

sort: votes


text:
How do I delete the materials under this drop-down menu?
I was making a couple Materials for a Mesh, and now every new material says "Material.001", "Material.002", and so on. I think it's because of these Materials under the Material icon next to the "+ New" button. How do I delete them?

No Materials appear under the Mesh's Data in the Outliner, so I can't delete them from there. I can select the Materials to create a  new, editable Material, but deleting that Material won't delete the ones under the icon.

The dropdown menu gives a list of available materials in the scene, they are not applied to the object - they are applied to no object as you can see from the "0" in front of almost all of them - that's why they don't show up under the object in the Outliner. The name suffixes "Material.001", "Material.002" etc. indicate that you created them by duplicating a material named "Material". The numbers will be added because they have no unique name. To get rid of them, delete them from the menu under File > Clean Up > Unused Data-Blocks.

Select one with a '0' against it and click the '-' button? You'll have to do this in Object mode. Alternatively you can save your Blend file and exit Blender. That will delete all the materials which aren't allocated to objects.

@JohnEason "Select one with a '0' against it and click the '-' button"? Closing the blend file and reopening makes much more sense ;) Selecting it would just put it on the object and the '-' button removes it again... so you're back where you were before when it had the '0'. And if you have very many of those '0' objects that's a lot of totally unnecessary work...

@GordonBrinkmann Yes. I agree. Anyway I guess he has enough suggestions to choose from now! :^)

If your materials have the "0" prefix they will be deleted as soon as you'll close your file. That said, you can remove them right away:
Go into File > Clean Up > Unused Data-Blocks:

Also if you switch the Outliner to Orphan Data you can see what are the unused datas, and click on the Purge button:

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


text:
Fluid Sim: unable to achieve constant stream

I'm currently working on a coffee machine and wanted to take the chance and dive deeper in fluid simulations.
I now tried every parameter for days, but I only get results that look like some gnome is filling your coffee cup with an high pressure cleaner. (left) What I want is a nice, small, constant stream of coffee as illustrated on the right.
The only thing that got me closer was cranking up the viscosity, but when it reaches the cup it looks like it's filling with black ketchup.
Very grateful for every hint that might help!
Thanks,
Julius

maybe this tutorial can help you. https://www.youtube.com/watch?v=6B0QM4Cft5c

do you have flip fluids or would you use it if it works for you? i can offer a solution with flip fluids and playing around with the settings for some minutes i got this: [1]: https://i.sstatic.net/CVKPi.gif and no...i couldn't make it with mantaflow with which i tried 20 mins...without sucess

although i got nothing for my advertising for flip fluids here sigh it is pretty amazing. Much faster than mantaflow...and (!) you can keep on working while it it baking!! And inbuild are some materials two....like ocean water...and coffee ;)

@NatureK yeah I've seen that one, my problem with this is that it is too much fluid and I couldn't reduce the amount. It looks more like something being poured out a bottle.

@Chris Hm that looks pretty promising! Yeah maybe I should take a look at this one. Even if I'm switching to blender because it's free... :D Tbh, for 76$ you could buy Maya or 3ds Max for like two days, so probably I shouldn't care.

Or you wait. They make regular cheaper offers. I bought it for 52€ I think…


text:
Moving VSE sequences between files
I am making a series of educational videos for my lab and have a separate blender file for each chapter. I have created an opening sequence that uses multiple lines of text that I metastrip-ed together. I would like to avoid reformatting the opening text for each file - positioning and sizing them to all be identical - for each chapter. Is there a way to copy the metastrip from one file and move to another?
I've been researching this problem for a few hours and realized that maybe I should have setup all the chapters in one file as different scenes. It appears you can move metastrips between scenes of the same file. Different facet of the same problem here - would there be a way to move all the work I've done from the VSE in one file to another. Append doesn't seem to work - just nothing shows up when I append a scene. Copy and Paste doesn't work. Would I have to export the file as something other than a .blend file and import into the other file? Would that save the ability to edit the text (since each chapter has a different title)?
Any help is appreciated. Maybe I just don't know what language to use, because I found very little info about this online.
Thanks in advance,
April

Q: Is there a way to copy the metastrip from one file and move to another?
Yes. You can Append a Scene from one blend file to another and copy&paste its (meta)strips you want, between scenes of current blend file.

Blender 2.8x and newer - if I open a blend and go to File > Append I can navigate to saved blend and choose existing Scene.A and Scene.B (from attached blend file here). From thouse appended scenes I can Copy ⎈ Ctrl+C any strip (image, text, color ... or metastrip) and Paste ⎈ Ctrl+V into another scene of the same blend file.

Note: Just to prevent confusion. When you are in VSE editor and press Add ⇧ Shift+A > Scene this operator adds a strip with Camera view from 3Dview editor includede Compositor result as well (when used).
Like here I created Scene.C in a new blend, appended Scene.B, then copy-paste text strip to Scene.C and added "Scene" strip (that's 3Dview scene - default cube with Normal Matcap, plus Blur node in Node Compositor).

Aha. I realize now what my misunderstanding was. I was expecting that when I appended a scene, it would show up in my current scene. I now realize that an appended scene is added as a separate scene and that I can navigate to it from the scene drop down. Learning lots about how to use scenes! Thanks!
As a separate question about workflow, do people tend to use one file with multiple scenes for large projects, or to use multiple files with fewer scenes to keep file sizes lower?

I don't think someone can give you an answer to this :) Some projects are easier to handle with several scenes some with linked parts from other blend files. Sometimes the criterium is how large project is, sometimes how many people needs to share (or to work with) these parts of projects. You can open it as regular question on this site, but you would have to specify circumstances of your project :)


text:
Can't see any of objects in blender or the grid?
It seems all of my objects are in some far away place I cant even see the grid or tell zoomed in or out I am. When I try to grab the object and change the location back to origin it goes back to its original position. I am just really confused. When I tried adding a simple mesh cube it does not even show up. Any solutions or advice? I really can't start over.

It is probably your camera clipping settings....related

Does this answer your question? How do I increase the render distance?


text:
How to render object in front of everything else?

I want the robot arm to always be fully visible in front when rendered (and preferably while working in the viewport, too).
So the tree should never overlap the robot in the final image, even if the robot is technically inside the tree.
How can I achieve this (in the easiest way possible)?

Create two scenes, one with the tree only and the other with the robot only.

The robot scene should have a transparent background (Select Film Transparent in the Rendering Properties menu).

In the Compositor mix the two scenes using the alpha of the robot scene as mix factor.

I think using view layers in the one scene rather than two different scenes would be more convenient in this case : That way you can actually see and edit the interactions in real time if you create a third view layer with all objects enabled. Just my 2 cents

Yep... Actually you're right. But I haven't used layers in 2.8 and later yet, so I answered with something I was sure about. :-)


text:
how to select grease pencil layers via python？

how to select grease pencil layers via python？

What is your goal?

You can access grease pencil layers into Object.data.layers, and define the active layer with Object.data.layers.active :
import bpy

gp = bpy.context.object
if gp.type == 'GPENCIL' :
    my_layer = gp.data.layers[0]
    gp.data.layers.active = my_layer

Possibly worth mentioning could select by index, reducing last two lines to  gp.data.layers.active_index = 0  or by name gp.data.layers.active = gp.data.layers["OL"]

This is not the same as selecting. This is setting the active layer. Selecting would allow for multiple selected layers in the Dopesheet. Each GreasePencilLayer has a property called select however it does not change the selected state of the object when using it as such: bpy.context.object.data.layers["GP_Layer"].select = True. It is not read only. I believe this is a bug. https://docs.blender.org/api/current/bpy.types.GPencilLayer.html#bpy.types.GPencilLayer.select


text:
How do I call execution code in two classes?
There are two classes A_H1 and A_V1 whose meaning is to add different objects in the top and fronts view respectively, now I want to build a third class A_H1V1 whose role is to execute the contents of the first two classes in order, what if I write the third class and simplify the code?
class A_V1(bpy.types.Operator):
    bl_idname = "align.v1"
    bl_label = "A_V1"
    cam_name = "A_V1"

    def execute(self, context):

        viewmode = "none"

        view_matrix = ((0.41, -0.4017, 0.8188, 0.0),  # This is the view matrix from Factory settings
                       (0.912, 0.1936, -0.3617, 0.0),
                       (-0.0133, 0.8959, 0.4458, 0.0),
                       (0.0, 0.0, -14.9892, 1.0))

        for area in bpy.context.screen.areas:
            if area.type == 'VIEW_3D':
                rv3d = area.spaces[0].region_3d
                if rv3d is not None:
                    # --------------------------- check for views -----------------------------------------------------------
                    # We check if the view is in top, left, etc. by comparing the quaternion of the region3d.view_rotation
                    viewrot = area.spaces[0].region_3d.view_rotation
                    viewrot = area.spaces[0].region_3d.view_rotation
                    viewrot = tuple(map(lambda x: round(x, 4), viewrot))  # 使用舍入
                    print(viewrot)

        vlist = [
            ((1.0000,-0.0000,-0.0000,-0.0000), "Top"),
            ((0.7071, 0.7071, -0.0, -0.0), "Front"),]

        for v, vm in vlist:
            if viewrot == v:
                viewmode = vm
                print(viewmode)
                if viewmode == "Top":
                    bpy.ops.mesh.primitive_cube_add()
                if viewmode == "Front":
                    bpy.ops.mesh.primitive_uv_sphere_add()

        return {'FINISHED'}

class A_H1(bpy.types.Operator):
    bl_idname = "align.h1"
    bl_label = "A_H1"
    cam_name = "A_H1"

    def execute(self, context):

        viewmode = "none"

        view_matrix = ((0.41, -0.4017, 0.8188, 0.0),  # This is the view matrix from Factory settings
                       (0.912, 0.1936, -0.3617, 0.0),
                       (-0.0133, 0.8959, 0.4458, 0.0),
                       (0.0, 0.0, -14.9892, 1.0))

        for area in bpy.context.screen.areas:
            if area.type == 'VIEW_3D':
                rv3d = area.spaces[0].region_3d
                if rv3d is not None:
                    # --------------------------- check for views -----------------------------------------------------------
                    # We check if the view is in top, left, etc. by comparing the quaternion of the region3d.view_rotation
                    viewrot = area.spaces[0].region_3d.view_rotation
                    viewrot = area.spaces[0].region_3d.view_rotation
                    viewrot = tuple(map(lambda x: round(x, 4), viewrot))
                    print(viewrot)

        vlist = [
            ((1.0000,-0.0000,-0.0000,-0.0000), "Top"),
            ((0.7071, 0.7071, -0.0, -0.0), "Front"),]

        for v, vm in vlist:
            if viewrot == v:
                viewmode = vm
                print(viewmode)
                if viewmode == "Top":
                    bpy.ops.mesh.primitive_cylinder_add()
                if viewmode == "Front":
                    bpy.ops.mesh.primitive_cone_add()

        return {'FINISHED'}

class A_H1V1(bpy.types.Operator):
    bl_idname = "align.h1v1"
    bl_label = "A_H1V1"
    cam_name = "A_H1V1"

    def execute(self, context):

         execute class A_H1 and class A_V1

        return {'FINISHED'}

```


text:
How to simplify this code to Switch to a specific camera view in each area？
How to simplify this code to Switch to a specific camera view in each area？
import bpy

class C_0V0(bpy.types.Operator):
    bl_idname = "cam.c0v0"
    bl_label = "C_0V0"
    cam_name = "C_0V0"

    def execute(self, context):
        C = bpy.context
        # select cam in context area
        C.space_data.camera = bpy.data.objects["C_0V0"]

        # set scene cam
        for area in C.screen.areas:
            if area.type == 'VIEW_3D':
                A = C.area.spaces.active.camera

        C.scene.camera = bpy.data.objects[A.name]

        C.space_data.shading.color_type = 'OBJECT'
        C.space_data.region_3d.view_perspective = 'CAMERA'

        #cam view center
        bpy.ops.view3d.view_center_camera()

        # set cam attributes
        bpy.data.objects[A.name].lock_scale = (True, True, True)
        bpy.data.objects[A.name].lock_location = (True, True, True)
        bpy.data.objects[A.name].lock_rotation = (True, True, True)
        bpy.data.objects[A.name].scale = (1, 1, 1)
        bpy.data.cameras[A.name].display_size = 0.05
        bpy.data.cameras[A.name].background_images[0].alpha = 0
        bpy.data.cameras[A.name].dof.use_dof = False
        bpy.data.cameras[A.name].clip_start = 25
        bpy.data.cameras[A.name].clip_end = 100000
        bpy.data.cameras[A.name].background_images[0].scale = 1
        bpy.data.cameras[A.name].background_images[1].scale = 1
        bpy.data.cameras[A.name].background_images[2].scale = 1

        return {'FINISHED'}

class C_0V1(bpy.types.Operator):
    bl_idname = "cam.c0v1"
    bl_label = "C_0V1"
    cam_name = "C_0V1"

    def execute(self, context):
        C = bpy.context
        # select cam in context area
        C.space_data.camera = bpy.data.objects["C_0V1"]

        # set scene cam
        for area in C.screen.areas:
            if area.type == 'VIEW_3D':
                A = C.area.spaces.active.camera

        C.scene.camera = bpy.data.objects[A.name]

        C.space_data.shading.color_type = 'OBJECT'
        C.space_data.region_3d.view_perspective = 'CAMERA'

        #cam view center
        bpy.ops.view3d.view_center_camera()

        # set cam attributes
        bpy.data.objects[A.name].lock_scale = (True, True, True)
        bpy.data.objects[A.name].lock_location = (True, True, True)
        bpy.data.objects[A.name].lock_rotation = (True, True, True)
        bpy.data.objects[A.name].scale = (1, 1, 1)
        bpy.data.cameras[A.name].display_size = 0.05
        bpy.data.cameras[A.name].background_images[0].alpha = 0
        bpy.data.cameras[A.name].dof.use_dof = False
        bpy.data.cameras[A.name].clip_start = 25
        bpy.data.cameras[A.name].clip_end = 100000
        bpy.data.cameras[A.name].background_images[0].scale = 1
        bpy.data.cameras[A.name].background_images[1].scale = 1
        bpy.data.cameras[A.name].background_images[2].scale = 1

        return {'FINISHED'}

addon_keymaps = []

def register():
    bpy.utils.register_class(C_0V0)
    bpy.utils.register_class(C_0V1)

def unregister():
    bpy.utils.unregister_class(C_0V0)
    bpy.utils.unregister_class(C_0V1)

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

Difficult to answer since it can depend on what you are trying to achieve in general and from where your operators are called. You have some code redundancy spread over two operators. Whenever you repeat a lot of actions using the same code and variables it is usually a code idea to rewrite this part using a loop or a function call. Since your code is separated over two operators you could use function calls. A good example would be the part where you set cam attributes. You can define your own method outside of the two operators and call it from inside the operator classes. This could look like this:
import bpy

def set_cam_attributes(object: bpy.types.Object):
    if object.type != 'CAMERA':
        return

    object.lock_scale = (True, True, True)
    object.lock_location = (True, True, True)
    object.lock_rotation = (True, True, True)
    object.scale = (1, 1, 1)

    cam_data: bpy.types.Camera = object.data

    cam_data.display_size = 0.05
    cam_data.dof.use_dof = False
    cam_data.clip_start = 25
    cam_data.clip_end = 100000
    if cam_data.background_images:
        cam_data.background_images[0].alpha = 0
        cam_data.background_images[0].scale = 1
        cam_data.background_images[1].scale = 1
        cam_data.background_images[2].scale = 1

class C_0V0(bpy.types.Operator):
    bl_idname = "cam.c0v0"
    bl_label = "C_0V0"
    cam_name = "C_0V0"

    def execute(self, context):
        C = bpy.context
        # select cam in context area
        C.space_data.camera = bpy.data.objects["C_0V0"]

        # set scene cam
        for area in C.screen.areas:
            if area.type == 'VIEW_3D':
                A = C.area.spaces.active.camera

        C.scene.camera = bpy.data.objects[A.name]

        C.space_data.shading.color_type = 'OBJECT'
        C.space_data.region_3d.view_perspective = 'CAMERA'

        #cam view center
        bpy.ops.view3d.view_center_camera()

        # set cam attributes
        set_cam_attributes(bpy.data.objects["C_0V0"])

        return {'FINISHED'}

class C_0V1(bpy.types.Operator):
    bl_idname = "cam.c0v1"
    bl_label = "C_0V1"
    cam_name = "C_0V1"

    def execute(self, context):
        C = bpy.context
        # select cam in context area
        C.space_data.camera = bpy.data.objects["C_0V1"]

        # set scene cam
        for area in C.screen.areas:
            if area.type == 'VIEW_3D':
                A = C.area.spaces.active.camera

        C.scene.camera = bpy.data.objects[A.name]

        C.space_data.shading.color_type = 'OBJECT'
        C.space_data.region_3d.view_perspective = 'CAMERA'

        #cam view center
        bpy.ops.view3d.view_center_camera()

        # set cam attributes
        set_cam_attributes(bpy.data.objects["C_0V1"])

        return {'FINISHED'}

addon_keymaps = []

def register():
    bpy.utils.register_class(C_0V0)
    bpy.utils.register_class(C_0V1)

def unregister():
    bpy.utils.unregister_class(C_0V0)
    bpy.utils.unregister_class(C_0V1)

if __name__ == "__main__":
    register()

Depending on what you are trying to do you could also rewrite this code to just use one operator using bpy.properties. Using a StringProperty you can query the camera name and execute code based on user input.
import bpy

class C_0V0(bpy.types.Operator):
    bl_idname = "cam.c0v0"
    bl_label = "C_0V0"
    cam_name = "C_0V0"

    cam_name: bpy.props.StringProperty(name="Camera Name",
                                       default="C_0V0")

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self, width=400)

    def draw(self, context):
        self.layout.prop(self, "cam_name")

    def execute(self, context):
        C = bpy.context

        cam_object = None
        lf_index = C.scene.objects.find(self.cam_name)
        if lf_index != -1:
            if C.scene.objects[lf_index].type == 'CAMERA':
                cam_object = C.scene.objects[lf_index]

        if not cam_object:
            self.report({'ERROR'}, f"Camera with name \"{self.cam_name}\" not found")
            return {'CANCELLED'}

        C.space_data.camera = cam_object

        # set scene cam
        for area in C.screen.areas:
            if area.type == 'VIEW_3D':
                A = C.area.spaces.active.camera

        C.scene.camera = cam_object

        C.space_data.shading.color_type = 'OBJECT'
        C.space_data.region_3d.view_perspective = 'CAMERA'

        # cam view center
        bpy.ops.view3d.view_center_camera()

        # set cam attributes
        cam_object.lock_scale = (True, True, True)
        cam_object.lock_location = (True, True, True)
        cam_object.lock_rotation = (True, True, True)
        cam_object.scale = (1, 1, 1)

        cam_data: bpy.types.Camera = cam_object.data

        cam_data.display_size = 0.05
        cam_data.dof.use_dof = False
        cam_data.clip_start = 25
        cam_data.clip_end = 100000
        if cam_data.background_images:
            cam_data.background_images[0].alpha = 0
            cam_data.background_images[0].scale = 1
            cam_data.background_images[1].scale = 1
            cam_data.background_images[2].scale = 1

        return {'FINISHED'}

def register():
    bpy.utils.register_class(C_0V0)

def unregister():
    bpy.utils.unregister_class(C_0V0)

if __name__ == "__main__":
    register()

If you don't want user input, you could also use properties passed as arguments in operator calls. This would look something like this.
bpy.ops.cam.c0v0(cam_name="C_0V0") # call executed on camera "C_0V0"
bpy.ops.cam.c0v0(cam_name="C_0V1") # call executed on camera "C_0V1"

Thanks for the reply, it's like this, each class executes the same content, only the name is different, if there are 80 such classes, I have to write 80 such class.Someone has simplified this code but there is something wrong with his code.https://blender.stackexchange.com/questions/291133/runtimeerroroperator-bpy-ops-view3d-view-center-camera-poll-failed-context-is?noredirect=1#comment501121_291133

before my code ca switch the area‘s camera in the current area where the mouse is located,it is this paragraph code： “bpy.context.space_data.camera = bpy.data.objects["C_0V0"]” change to “c.space_data.camera = bpy.data.objects[self.cam_name]” It doesn't work anymore.，But the new code can only switch the camera in one area now when there ara many areas in windows.Please tell me how to modify it


text:
sky texture doesn't work in renders
when I do my rendering on Blender 3.0 the sky texture doesn't show up, but we I observe my viewport screen I can see the effects.
My "transparent option" is unchecked, I use cycle and I tried to use both CPU and GPU rendering.

Thanks you and sorry for my english.

if Allens answer doesn't help, pls provide blend file

Check for objects like this in the Outliner.

This object is hidden in the viewport (Eye icon) but still active in render (Camera icon).  It looks like you have a hidden object blocking the window.


text:
Bezier curve geometry selecting same object - Creating 2 different pipe sizes
Would be so grateful if someone can help me here.
I am trying to create a pipes along bezier curves, and eventually (after i get over this hurdle) create different thicknesses along the pipes. But when I create the initial pipes, my bezier curves, are creating completely different sized pipes to start with.
How I did it:

I created all my bezier curves
Went to geometry in the side panel for each individual bezier curve
Selected my bezier circle (0.5mm diameter)
Watch it become a pipe on my screen

I tried applying all transforms and clearing everything too but not sure why it's not working. Too me a long time to create the bezier curve so hoping there's a fix rather than re-drawing it.
Would love anyone's help! :) Image attached of the 2 pipes created.
Thank you for reading.

what do you mean when you say that it doesn't work? Maybe in Edit mode select all and right click > Set Curve Radius > 1

@JachymMichal I think this is the right answer.

Hi Thanks for suggesting. I gave it a try but unfortunately it didn't work :( @moonboots

please share your file: https://pasteall.org/blend/


text:
How to make a script to import 1 csv file and generate simple meshes on coordinates from csv file
I am very new to scripting. My problem is that I want the panel to look like this:

My code so far looks like this:
import bpy

class plm(bpy.types.Panel):
    bl_idname = "d"
    bl_label = "whatever"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = 'My 1st '
    def draw(self, context):
        layout = self.layout

        row = layout.row()
        row.label(text= "generate sphere based on xy positions")
        row.operator("mesh.primitive_uv_sphere_add")
        row = layout.row()

def register():
    bpy.utils.register_class(plm)
def unregister():
    bpy.utils.unregister_class(plm)
if __name__ == "__main__":
    register()

I want when the user clicks the icon to browse and select the file and the when it presses the (in this case sphere) button to generate the meshes based on the positions from the file.
I already have code to generate cubes and other meshes.
def genc(i,s,x,y):
    bpy.ops.mesh.primitive_plane_add(size=0.01, enter_editmode=False, align='WORLD', location=(x, y, 0), scale=(1,1,1))
    bpy.context.object.scale = s

The only problem is the panel, the icon click.
Thanks.

you need to add an Operator class that executes your cvs read and cube gen code and replace mesh.primitive_uv_sphere_add in you draw function with the name of that class from its bl_idname.

You also need code for the part of the layout that has the filebrowser input.


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Using Geometry Nodes to fill a mesh with instances that *do not* intersect each other
Without relying on physics sims is this possible? And how would it be done?
im basically trying to accomplish “a pile of random objects stuffed in a closet” kind of effect, essentially.  but procedurally. Making an infinite number of possible compositions possible.
Using an instance on points node from a collection of objects is obviously how it starts. And then filling the a volume with those objects.
The trick, though, arranging the objects randomly and in a way that keeps them from intersecting with each other. That part. How???

Does this help? https://blender.stackexchange.com/questions/279281/avoid-self-intersection-in-blender-geometry-nodes/279283#279283

In the example @JohnEason posted it is explained very precisely how this can be implemented with Poisson Disk. The method works as long as you are satisfied that a distance value is used in the distribution of the points. However, it is not a method that actually checks for intersection of geometry. This method does not exist for Geometry Nodes. For that you would have to use Physics.

i am pretty sure this is already now possible with geometry nodes with the help of raycast....but ...it would be super slow and not really usable because of that bad performance. So in the end...quellenform is right and you should use physics for that.


text:
How do I set a very SPECIFIC number of instances to distribute within a randomized selection of points?

I'm pulling 1 object at a time from a small collection to instance onto points in a scene. And I want those to arrange themselves randomly on the grid points as shown in the image. That's easy enough.
But it's important that while the points chosen to instance the object, and the object chosen both remain random, the exact number of times the chosen object is instanced is controlled and limited. Likely to be around 1 instance up to 10 instances. This will basically be used to visualize a data input so the grid structure and the number of instances will need to be controlled. For that reason, none of these "scattering grass" tutorials are helping me.
So for example the results I'm seeking are 10 Cubes distributed randomly. Or 6 monkes. or 7 cylinders.
I'm assuming theres some way to apply some math node magic to that Random Value node but nothing Ive tried has worked so far!
Does anyone know how to do this??

you could e.g. use this node tree:

result:

This is amazing thank you! any advice on how to get the points that the geometry is distributed to be constrained to the points of the grid rather than just randomly on that surface?

I think instead of distribute points on faces you can use the initial mesh vertices as 'points'


text:
How do I select a mesh face by the length of it's longest edge in geometry nodes?
In my node tree I have a varied amount of mesh faces generated depending input values.
I want to be able to select all the faces over a specified size, (or select all the ones whose longest edge is over a specified length).
So far I've just been able to select based on the index of mesh islands as shown. Ultimately the goal would be to either delete those selected meshes or to change their material.
Any ideas on how to best do this?

to "select all the faces over a specified size" you can use the Face Area node if size is the face area.

Found a workable solution that captures the distance between two vertices of each face. then using a compare node I select anything greater or less than an input to select or deselect faces by those values.
I'd like to make a system with more precision and control but this works for now!


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How to give each instanced object a unique selection value so that each instance in the system is different than the previous?

Here I've instanced 100 tiny 10x10 grids into a larger, second 10x10 grid.
My goal is to have each instance of the tiny grid to have one less square instanced than the previous grid.
So for example, the grid labeled as 1 in the bottom left hand corner would have a full 100 grid of squares. but 2 grid would have 99, 3 grid would have 98 and so on.
You can see in the node tree theres a "greater than" compare node attached to the selection socket in the first instance on points. Obviously by lowering that value every tiny grid subtracts squares from their array equally.

Is there a way to make each instance subtract an incremental value of squares from their array?

You can use Capture attribute node for that.

But keep in mind that you have to choose correct domain for them

Thank you! This gave me almost exactly what i needed.


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I'm trying to achieve this kinda grainy color mixing material texture
Specifically really love the way that the colors blend softly and have a kind of cloudy grainy mix to them. But also theres some variety and randomness to them that I can't really achieve with a color ramp since the color ramp has a very set order to colors.
anyone have any idea how i can achieve this??

I think i got it!
The main "gradient" is actually just a noise texture/Multifractal color output.
Using the separated color channels as a mask. In this case the red channel.
using another noise texture > detail socket of the main color noise texture node.
Using layer weight as a way to modify kind of do an "event horizon" style warping of the color as it approaches the visible edges of the mesh object.


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Is it possible to create a roof shape for a Procedural House with Geometry Nodes?
I'm trying to make a Random House generator with Random Walk, the trickiest part so far is the roof, I wanna make it like a Gable Roof or a Hip Roof.
At the moment it's working perfectly to get the random shape, so I think the only thing that's left to make share it with the world is the roof.

I think there should be some way to subdivide the mesh with triangles, but the triangulate node doesn´t work in the way I thought it would, happens the same when I mix it with a subdivide mesh node. Another way a may be adding a vertex in the center of the face or doing something with distance to vertex and position but I don't know how to do it.
This is the result I need to achieve what I want.

BTW I've been following this Houdini tutorial just to get an idea.

if your roof is "fixed" you could just use a mesh line and set the points to the coordinates. what do you mean with random walk?

There is an addon that does this. https://github.com/prochitecture/bpypolyskel Maybe you can extract some of the logic from the code.

@Chris With random walk I mean an algorithm that gives you random direction (or movement) along any axis depending on an input or seed. It is normally used to create dungeons or caves, but I implemented it only along the X and Y axis.

@Gorgious that's big! Thank you very much!

If your question has been solved, please be so kind and mark the answer that contributed to the solution as "Accepted answer" so that this question will not continue to be displayed as unsolved. Thank you! Here you can find more information: What should I do if someone answers my question?. If you still haven't gotten a solution to your question, please be kind enough to address it.

This task can be solved as follows:

Subdivide the mesh with the node Subdivide.
Create a selection of the points that have more than $3$ faces and move their position with Set Position.
Triangulate the mesh along the longest diagonal so that the roof has correct edges.
(Optional): Additionally use the modifier Decimate to remove the excess edges.

(Blender 3.2+)


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Wierd shading on flat mesh after one object was cut into two | Cycles
Recently I had to cut one object into two, and I did it like this - I've selected mesh that I wanted to separate in Edit Mode, duplicated the object in Object Mode, then deleted my selection in Edit Mode in one object, and inversion of it in second object.
And because of this I am facing an issue right now, that you can see in screens below.
Basically shading of some flat surfaces is wierd, depending on camera position in scene.
What doen't fix the issue (I tried)

Regenerating UVs (every projection)
Recalculating normals
Not using normalmap or changing any material setting (it just made it less visible)
Sun rotation or strength
Rotation or position of object itself
HDRi scene background
Shade flat/smooth

Hello please share your file: https://pasteall.org/blend/

Unfortunatelly it's too big and also containg a model that I am not allowed to share :(

just share one piece of the object  ;)

https://pasteall.org/blend/a07dbe4f5ebc4597a0d9ab25afeab43c  :D

From what it looks, it comes from the Anisotropy of the Principled BSDF (anisotropy is made for pan metal etc, it creates this radial effect):

Thanks a lot! :D


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Distribute offset in Set Position relative to face direction | Geometry Nodes
I am making ice-cream in Blender 3.1.2 with procedural topping and this is how it looks like half-the way poured on top. I tried to add some noise in offset to imitate peanuts in the topping. My problem is that with my current setup noise is only added in one oblique axis, not around the whole topping.
Clean Ice-cream topping:

Noise applied: (A little bit increased for the issue to be clearer for you)

Basically I would love to have this pikes all over the topping, facing outwards, like a dog toy ball.
Here is my node setup:

You may be rather interested in the lower half of nodes, but I am sharing whole picture.
Upper half is for procedural topping itself, lower is for noise for imitating peanuts.
I would appreciate any help or tips! :D
Anyone have a idea what to do?

You are intermixing vectors and normal math nodes. each time you connect a vector into a math node it becomes a singular float value. So the voronoi texture loses it's 3Dimensionality at the power operation and your normal node loses it's 3Dimensionaliity as soon as its pluged into the math node. Change those to vector math nodes.

Right, thanks a lot!


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Why do my properties show up as '[string contents] not found' during debug?
Im pretty new to the BGE and Im just getting to grip with Logic bricks
I recently attempted to create a property named Next (String) that holds the word Up, Down, Left or Right inside it depending on user inputs.
My problem is that Up is the default starting direction which seems fine; although as soon as I attempt to change it it becomes [Up/Left/Right/Down not found].

It seems like this problem is effecting other parts of logic that refer to the Next variable.

I guess I'm a little idiotic for not noticing but I've found my own answer and I guess I should leave it here for future reference!
When changing a strings data the word needed to be stored inside quotation marks (e.g -  "Up") or it won't work, hope this helps someone in the future.

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


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Verts/ Edges can only have one material

An objects with multiple faces can be assigned multiple materials, but it seems that vertices and edges can only share one material? I would expect that assign would also work for non faces, but apparently that is not the case.
Edit: In the comments below it has been pointed out that only Faces can be rendered and have materials. In the example the red material has no face connected to it, is only an edge, and yet can rendered via the modifier which creates the faces. It appears the basic mechanism is in place to make it possible to separate the materials further in this way, but is - perhaps for lack of interest - not yet coded.
For those who ask why would you need it? In Edit mode you have have a design flexibly that is not easily recreated when tabbing in and out of Object mode.
Ter info: The setup above is with the screw modifier. [Blender 2.78]

Why would you assign a material to vertices/edges? Only faces are actually rendered anyway.

In the example image the two red ribbons are edges and yes they can be rendered. The advantage of this setup is it is non destructive and easier to interact in one setup.

They are edges indeed, but it's still the faces being rendered. But if I understand this correctly, you want to add several materials to the same face(s) made by the edges?

For example if one of the red ribbons was another color. Right now the only solution is making a face or creating a separate object. I just want to confirm that Assigning separate materials is not possible with edges and vertices.

Ah, I see. I actually haven't experimented with that, so I can't really comment on that.

All the assumptions in the questions are wrong. Faces can only have one material at a time, and you cannot assing materials to anything other than faces because they have no renderable geometry

Technically, you can apply several materials onto one face, although not directly. The easiest method is using masks.

@Duarte - I have updated my phrasing to 'An object with multiple faces...' As mentioned in my first comment, the red edges can be rendered i.e. via a modifier.

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


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OBJ texture issues: halved/triangular faces in Mario Kart Wii
I've just gotten into modding Mario Kart Wii and I was hoping someone on this end of the 3D modelling process could help me with my texture issue.
For kicks, I found a Thomas the Tank Engine model from a Nintendo 3DS game on a model site. When I first loaded the model into the game, the faces appeared as they do in the photo I've provided. At that point I assumed the polycount needed to be lowered to 1000, so I removed bits from the model to bring it down to 999, and I still have the same problem.
I've just made a model with 12 faces (cube + 6 other colored panels) and again the same result. Hopefully someone out there can enlighten me on the formatting for the model, or whatever I'm missing. This could also be something I'm not getting involving the BRRES model importer for modding Mario Kart.

How are you exporting this, what file format are you using and what exporter? It looks like the the importer/engine/editor/whatever you are opening your models with doesn't like quads (four sided faces) very much, only triangles appear to be shown. Some blender exporters (like OBJ) have an option to triangulate the model on export, have you tried exporting with that option ticked?

I ticked the triangulate faces option and the model looks the way it should. Thank you for your help.


text:
Exporting a complex item to Unreal 4
I've been playing around with Blender the last few days and decided to try and export an object into UE4.
I made a fairly complicated, and definitely non symmetrical, rock to try it out on. I want to see how the details translate into UE4. I textured it with nodes too.
I haven't got a UV map for it, because I have no idea where to start with an object like this.
How do I go about doing this? If there are readily available tutorials I haven't managed to stumble into, I'd grateful.
I've attached a picture of the rock for clarity.

Incidentally, I don't mind starting over from scratch if I've done something I shouldn't have. I'd take me 20 minutes to knock together another.1

I am not sure I entirely understand your question. Are you asking about importing into Unreal or about texturing, or about materials?  If your plan is to export into game engines (whichever they are) my advice to you is to not waste too much time with materials in Blender beyond basic UV Unwrapping, materials are mostly not exportable, you should create them in the engine editor in question. Especially not Cycles materials or materials using builtin procedural textures beyond. See one of these https://www.google.com/search?q=Blender+beginner+unwrap&tbm=vid

For starters, this model seems to have way too much verts/faces for a basic model - as long as this model isn't intended to be the only model in your scene (correct me if I'm wrong). If you want to create game assets the usual way is "Create hi-poly model - use it to retopologize a low-poly model - uv-unwrap that low-poly model - bake textures for diffuse/normal/specularity/displacement... - export lo-poly model to fbx - import lo-poly model to unity - re-create material, if necessary - done". Also watch https://www.youtube.com/watch?v=wHmw783xreY for a good hi-poly to lo-poly rock tutorial.

What Duarte said. Safer to deal with this material directly on the UE editor.
But either way here are some images that might help you think about the UV maps for this rock:
https://www.cgtrader.com/3d-models/plant-tree/other/realistic-rock

Typically sculpting is used to create high-poly or high-detail meshes. And typically these are not used in your game engine. High poly models are used to bake the detailed information they have into textures and those textures are applied to low poly meshes that have an identical shape but do not have all the fine detail. Because they're lower in detail (less polygons) they are better for performance and also easier to unwrap.
So instead of importing this rock into UE4, create a low poly version of this rock that has the same overall shape, size and position, but way less polygons and unwrap it. You then need a process called baking, or texture baking. Blender has some tools for this, but you could also use something like xNormal.
They all work in the same way, they take a high poly model and a similar low poly model and project the detail from the high poly onto a texture that fits on the low poly. Also, look into 'normal maps' and how to bake them. These texture maps are one of the most important ones to create an impression of high detail without costing too much preformance.


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RuntimeError:Operator bpy.ops.view3d.view_center_camera.poll() failed,context is incorrect
When running the addon, This error has occurred, how do I fix it? I am running it in 3dview, I don't know why the context is incorrect.
Python:Traceback (most recent call last):
File "C:\Users\blues\AppData\RoamingBlender Foundation\Blender3.3\scripts\addons\CamS3.py",line 49,in execute bpy.ops.view3d.view_center_camera（）
File "C:\Programs\blender-3.3.0-windows-x6413.3\scripts\modules\bpyops.py".line 113,in call ret op call(self.idname_py（）,None,kw)
RuntimeError:Operator bpy.ops.view3d.view_center_camera.poll（）failed,context is incorrect

import bpy

class Cam_Base():
    bl_idname = "cam.base"
    bl_label = "Cam Base"
    cam_name = "C_"

    def execute(self, context):
        area_type = 'VIEW_3D'
        areas = [area for area in bpy.context.window.screen.areas if area.type == area_type]

        if len(areas) <= 0:
            raise Exception(f"Make sure an Area of type {area_type} is open or visible in your screen!")

        with bpy.context.temp_override(area=areas[0]):
            c = bpy.context
            c.object.lock_scale = (True, True, True)
            c.object.lock_rotation = (True, True, True)
            c.object.lock_location = (True, True, True)
            c.space_data.camera = bpy.data.objects[self.cam_name]
            c.scene.camera = bpy.data.objects[self.cam_name]
            c.space_data.shading.color_type = 'OBJECT'
            c.space_data.region_3d.view_perspective = 'CAMERA'

            #Modify camera attributes
            bpy.data.objects[self.cam_name].scale = (1, 1, 1)
            bpy.data.cameras[self.cam_name].display_size = 0.05
            bpy.data.cameras[self.cam_name].background_images[0].alpha = 0
            bpy.data.cameras[self.cam_name].dof.use_dof = False
            bpy.data.cameras[self.cam_name].clip_start = 25
            bpy.data.cameras[self.cam_name].clip_end = 100000
            bpy.data.cameras[self.cam_name].background_images[0].scale = 1
            bpy.data.cameras[self.cam_name].background_images[1].scale = 1
            bpy.data.cameras[self.cam_name].background_images[1].scale = 1

            bpy.ops.view3d.view_center_camera()
            bpy.ops.image.reload()

             #select camera as active objcet in object mode
            if bpy.context.object.mode == 'OBJECT':
                bpy.ops.object.select_all(action='DESELECT')
                objectToSelect = bpy.data.objects[self.cam_name]
                objectToSelect.select_set(True)
                bpy.context.view_layer.objects.active = objectToSelect

        return {'FINISHED'}

class Cam_0V0(bpy.types.Operator, Cam_Base):
    bl_idname = "cam.cam0"
    bl_label = "Cam_0V0"
    cam_name = "C_0V0"

class Cam_0V1(bpy.types.Operator, Cam_Base):
    bl_idname = "cam.cam1"
    bl_label = "Cam_0V1"
    cam_name = "C_0V1"

class Cam_0V2(bpy.types.Operator, Cam_Base):
    bl_idname = "cam.cam2"
    bl_label = "Cam_0V2"
    cam_name = "C_0V2"

addon_keymaps = []

def register():
    bpy.utils.register_class(Cam_0V0)
    bpy.utils.register_class(Cam_0V1)
    bpy.utils.register_class(Cam_0V2)

def unregister():
    bpy.utils.unregister_class(Cam_0V0)
    bpy.utils.unregister_class(Cam_0V1)
    bpy.utils.unregister_class(Cam_0V2)

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

good question, i have tried and couldn't figure it out, there is a solution using the deprecated context object but that does not work for blender 3.2 and above https://blender.stackexchange.com/questions/95793/how-to-use-view-center-camera-for-fitting-camera-to-3d-view

it seems there is currently no solution for blender 3.5

just switched the order of commands, It worked. This means that the command has to be placed before the specific camera is called，A little strange

just switched the order of commands, It worked. This means that the command has to be placed before the specific camera is called

cool you resolved it, so i guess it does not need to be in the VIEW_3D context?

Strangely, I think it needs to be in the VIEW_3D context and needs to be in camera perspective, so I put the code for camera perspective at the top c.space_data.region_3d.view_perspective = 'CAMERA' ，then call the specific camera. if this order is wrong, the code will not run. Thank you again for your code.


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How to set the display precision of the edge length to 0.01mm?
How to set the display precision of the edge length to 0.01mm?

I think it might be hardcoded to 3 significant digits, Measureit addon allows to increase precision to 5 decimal places, but you need to explicitly add the measurement for each edge… Also Mesh Tools addon allows to set edge length and there it displays more accurate current edge length.

yes, i know Mesh Tools addon to set edge length, But it also only shows 3 digits, Measureit addon is a very troublesome tool, blender original settings can not set the accuracy, that only so

For me it shows 3 decimal digits on top: https://i.imgur.com/S5cG8sP.png and 4 decimal digits on bottom and 1 more if I click the field https://i.imgur.com/AmcpLGg.png.

If you don't mind doing some converting you could simply do the following: under Scene Properties > Units either switch the setting for Length from Millimeters to Micrometers, so instead of 19.3 mm it would then show e.g. 19314 μm, or (which would of course show an "upscaled" value) switch the Unit Scale from 1 to 1000, in this case it would show 19314 mm instead of 19.3 mm, which would just require you to keep in mind it is multiplied by 1000. For even more decimal places accuracy you could additionally change the Length to Micrometers and get something like 19314267 μm.

yes，I've used the method you mentioned to convert to μm. But it looks confusing because I often have to compare my vernier calipers in real life, so it's not very convenient ，and come to ask this question.


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"Masonry" alignment of 2D or 3D objects of various sizes using geometry nodes
i would like to take a collection of image planes, for example, or 3D objects of various sizes and instance them in a "masonry" style distribution pattern based that arranges each instance with equal (and tweakable) gaps between each instance.
Important that gap between is procedurally modifiable and that the scale of each object that is instanced is not changed when it is instanced.
Any ideas how I would go about accomplishing this?

A simple 'Masonry' arrangement would be all in a row. You're obviously looking for more than that.. so the question is: what is  your constraint? ('Best Fit' is a mathematically hard problem) ..if the objects do not resize to fit.


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Issue with the orientation of joints
I am new to blender, although I've done some rigging in Maya. Is there a way for me to fix and reorient these joints? When the FBX was imported, it apparently made every single go straight up except the hand joints, the spine to head joints, and the knee to feet joints, every thing else is just completely wrong. Anyway to easily fix this without rerigging?

See if this bit of video starting at about 40 seconds in about import problems with Mixamo characters helps: https://youtu.be/zfaskQ2BK1s?list=PLdcL5aF8ZcJux9f5Bvb1QlByiHWTK3ICP&t=42. When using the file selector to import the FBX, click the gear wheel at the top right of the file window or press 'N' to display the settings panel with the bone orientation checkbox that he mentions in the video.

@JohnEason Thank you, you are a life saver! I did that and it came out wrong, but then did "Force Connect Children" With it and it came out about as well as I think I will get it. Thanks again, really appreciate it!

No problem. I haven't had that issue myself but remembered seeing that video which looked similar to your case so though it worth mentioning.


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subdivision Surface Modifier not working alright
I'm following a tutorial, and the teacher uses the subdivision Surface Modifier after finishing the modeling. and here is the result:

And when I do this, it's like jaggy on the edges:

How should I fix this?
Thanks.

Right-click and choose 'Shade Smooth' from the popup menu.

It seems that your model has some mistake,pls upload your file.


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How to change ColorRamp Values in python
I am not that new to blender and I am trying to create a new blender addon (will spare the details) But I need to add a random value to a colorRamp (ShaderNodeValToRGB).
When I use toolTips, it says I need to adjust element[0].position HOWEVER the console is telling me that it has no element attribute. The snippet of my code and the error message is below:
        ## Add First ColorRamp node W/Randomizer
        ramp1 = material_planet.node_tree.nodes.new('ShaderNodeValToRGB')
        ramp1.location = (-300, 200)
        ramp1.elements[0].position = random.uniform(0.291, 0.514)

Python: Traceback (most recent call last):
File "/Users/thomas/Desktop/Blender Addon.blend/ui_panel_simple.py", line 42, in execute
AttributeError: 'ShaderNodeValToRGB' object has no attribute 'elements'
location: :-1
Thank you for you assistance.

ramp1.color_ramp.elements[0]. You're missing the .color_ramp part.

Does this answer your question?  In addition to @scurest comment, when you create a new ramp, yo have to create the elements.


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How can I make a cable track follow a linear path while fixed at one end
I am trying to create a cable track that follows a machine part along a linear path while fixed in position at the end. The cable track keeps moving too away from the machine part so that it looks like it is detatched.

hello could you please show some screenshots, maybe also share your file?

Basically, this is what I need to achieve but in blender
https://www.youtube.com/watch?v=kABLfvY7T4k&t=81s

are you talking about the machine at 1:50?


text:
What model does blender use for subsurface scattering material in cycles?
I was trying to implement subsurface scattering that blender uses in opengl. So I wanted to know what method it uses for subsurface scattering. Is it possible to replicate the effect without ray tracing?

Related: Reconstructing the Principled Shader SSS with standard nodes

@JachymMichal "Cycles supports Christensen-Burley, Random Walk, Cubic, and Gaussian algorithms." (in the link). I don't get what it means. What kind of algorithms are these?

Hi :). I'm not a developer, but Cycles is open-source so you can look through the code ;)

@JachymMichal Yeah, I'm currently doing that only. Thanks : )

This is from the Blender docs about the SSS node.
It should be noted the Random Walk method is only available in Cycles, not Eevee.

Thanks, I have seen this. But if I want to implement it in opengl so I need the exact procedure on how these are implemented in blender.

Blender is an open source project so literally anyone can find the source code readily available. This looks like a decent spot to start.
https://github.com/blender/cycles/blob/master/src/scene/shader_nodes.h

@AayushKumar What exactly do you expect from an answer here? Do you want someone to just paste the source code, or are you expecting a lengthy explanation of what those algorithms do and how they work? Neither are something you could reasonably expect anyone to do nor are they adequate for this site.

This is a Q&A site, not a forum for open ended discussions. Questions here are expected to be clear and concise and strictly about using Blender. I invite you to read the help center to better understand how this site works


text:
How to make an edge similar to this image

Hello, I would like to have this kind of edge on my plane instead of a straight surface. how can I achieve this...
I had tried adding circles but the straight surface edge shows.If I bring the series of circles slightly towards the front the circle outlines will be the ones showing instead. New to blender, kindly help

Create a 12 vertex circle, remove the bottom, activate the Auto Merge and the Snap To vertex options, duplicate it on X, merge the second with the first one, extrude down, scale on Z (SZ0):

Thank you. How did you flat out the semi curve at the end

press S+Z+0 (to flatten on Z)


text:
Make fluid simulation go up instead of down

Hello, I want to make it seem like my fluid is coming from the well and overflowing...
so far

I've tried hiding the flow/fluid emitter object into the well but the fluid doesn't go beyond the brim of the well. Even after increasing the size of the sphere

I've also tried using a circle that's slightly extruded as the flow object. But it doesn't work. Is this right? Should it work or am I limited to a few shapes

New to blender, kindly help

Your well is leaking and most of the fluid is going out through the leaks. try putting an open cylinder just inside the well and making it invisible in renders but also an effector object in your animation if you don't want that.

Thank you!! I actually thought the leaking added a nice touch so I'll keep it. But the info on adding an invisible object is definitely noted. Might use it in a different sim

I like it too.  There should be some easier way to increase the total flow, but I've never figured out what it is.


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How to get addon from github
I'm trying to download an addon linked in a tutorial called UV squares but don't know how to get the file exactly from github. I think it's supposed to be free
Here's the link, kindly help: https://github.com/Radivarig/UvSquares

To do this, simply click on the green Code button on the main page of the project and select Download ZIP there.
If there are specific releases for a project, you can also find the ZIP files in the navigation on the right under Releases. This is rather recommended if you want to use tested releases.
But of course you also have the possibility to download directly via the command line program git.
This procedure is called cloning and using it is relatively simple.
To clone a repository, use the following command on the command line:
git clone <remote-repo>

In your specific case, this would be:
git clone https://github.com/Radivarig/UvSquares.git

If you want to clone a specific branch, you can do so by also specifying the name of the branch:
git clone --single-branch --branch <branchname> <remote-repo>

I feel so silly, thank you!!!


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Cell fracture nothing happening ; Breaking apart an object
I'm following a tutorial that has used the annotation tool to mark around the cube so as to guide on where the cell fracture should be concentrated at most. But nothing is happening on my end despite doing the exact same steps, * Mark around the cube  > *Apply the cell fracture with his exact settings.
Could anyone kindly help me understand why nothing is happening

Seems like you haven't actually got your cube selected!
Select it first, then use the cell fracture operation. You may not be able to do this with the pencil tool selected, so switch to a selection tool first.
As an aside: I always thought it was better to add dots with varying density with the annotations rather than scribble on the object, but I could be wrong:

Looking closer at this screenshot I took, the one line where I accidentally (hurriedly) drew a longer stroke (as opposed to a dot) actually created a high concentration of cracks. Something to bear in mind.

Thank you so much, I hadn't selected the object. And you're right, adding dots with varying density is actually a lot better in terms of look and controlling how/where I want the cell fractures to be, thank you once again!


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Blender 3.1.2 - Solidify Modifier shrink issue
I was working on a light saber model for a class I am taking and ran into a rather weird issue. The part I was working on was a cylinder which was nothing to crazy mesh wise. Went in object mode applied 'scale and rotation' selected the Solidify modifier, adjusted to the thickness I wanted and checked the 'even' box under the options of the modifier. Apply the modifier and then in object mode went to bring in another cylinder and the previous part with the modifier shrunk in size, considerably. So I performed a few undo's and tried to see if I didn't apply the modifier and it did the same exact thing with the modifier applied (shrunk).

Based on the colors of your transform box (N panel), I would guess you have keyframed your object's scale somewhere.

He also has the Auto Keying option enabled at the top of the Timeline window which is probably what caused the keyframe to be added!


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Trying to duplicate extruded windows up the face of a building
I'm using trying to learn blender (3.4) and I'm having an issue with duplicating my extruded windows up the face of my building, I'm just not quite sure how to.
Here is the face of my building:

And here are the windows I'd like to duplicate to the top:

I tried just removing the face of my building and then shift+D up to the top, which did technically work. But then none of my vertices were connected to the rest of the building. I'm just not sure of the proper way of doing this.

There are several ways to do it but you could do it the way you're doing it, just enable the Auto Merge option and the Split Edges & Faces options and, thanks to the last option, the duplicated faces will merge with the adjacent:

Thank you, perfect.


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Eevee Glass Problems with Overlap and Alphas
im working on a 3D model of a car for my company, and the problem is that the windows (front, lateral, back, etc) of the main car have problems on export and in viewport.
When you rotate the view around, in some point the glasses loss the effect and become grey or white (only when there are too much glass behind other from our viewpoint)
i made my research on internet and other forums and the alpha for glass in Eevee have problems
I saw too a post where they say to not have the same material, but i try to, and i run into the same quickly
i did check normals, geometry, hdri, and look at materials blend modes, backface and similar tweaks for glass and i dont know if the problem is from my parameters or its a bug from Eevee
Here the images for see what i mean:
https://ibb.co/DgKJXmd (where is the bug)(front passenger window is where you need to look)
https://ibb.co/XDnvgFZ (rotated view a bit from the perspective of image 1, and that weird colour is gone)
sorry for my bad english, hope i didnt make your eyes bleed
Thx for your time :D

Add image from your shading , i think you missed some nodes
This is what you need :

Same in Evee .
And set alpha for BSDF material to "0"
GL .

i try to recreate your setup, exactly same parameters, but it makes the same effect.
Update: I pick the materials, and i apply them to prmitives (a flatten box, but a box to keep that inside and double side), nd i think the problem is in the curvature of the the glass in the the car)
The primitives with flat quads works much better than the window already placed, which is triangulated and deformed, so maybe is a geometry problem
But thx so much Salman for the quick answer,it is  very appreciated

Make a test Scene as simplify scene and handle your problem over there , and make sure what is making this issue , good luck.

The problem was (as the good of Salman said) (I was doing the simplify scene scene when I saw the comment, so perfect)
When retry to do everything the problem was Alpha at high levels, more than 0.4 is when it start to flick with no sense, so:
SOLUTION: Reduce Alpha levels until you get good transparency, recreate Salman setup, and even without the glass node, Principled BSDF directly to Material Output works the same way (if you want to optimise exports, which is my case)
Thanks aging Salman.
Have a nice day


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Why does the line tool not work in 2d?
Ok I am very new to blender and how it works so if I could get a response that would be great. But whenever I use the line tool and I put the line down in the drawing area and I left click it just disappears I tried to snap it but that does not work either.

To confirm the drawn line you have to press Enter.


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Rendering multiple layers, missing background
I'm hoping this should be a pretty straightforward question. I need to have the purple be the color of the background, not a film overlaying the architecture. What am I doing wrong?

Your model is receiving purple colour from the world material settings. There are two ways of dealing with this.

Compositor Method - If you simply want to add a background behind your render, you could change the world colour to white or anything else, and in the Compositor, plug in the render result into the bottom input of an Alpha Over node, and simply set the colour of your background in the other input setting. In your case, this step would come after your freestyle composite so you'll be adding a second Alpha Over.

Shader Method - If you want your actual scene background to have a different colour from what's being cast onto the objects, then in your world material, add a second Background shader. Connect this into a Mix shader along with the original Background shader. Then add a Light Path node and connect its "Is Camera Ray" output into the factor of the Mix node. And voila, now basically the colour on the top input of the mix is the one that the objects will receive but is not visible to us, and the second input is the one that we see but won't affect the scene.

Hope that makes sense! :)

Wow, this is such a thorough answer. Thank you for these examples, I learned a lot from looking at them.


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boolean fail - mesh import and mesh primitive
I need to trim the cone with the imported mesh. I am able to split the imported mesh with the cone but not the other way around. Any ideas?

Many questions/answers about this kind of things. 2.90 and before has some limitations. 2.91 may correct them.

worth a try you think?

Sure 2.91 is just released https://www.blender.org/download/

this didn't solve the problem unfortunately

Share your file so that people here can have a look. Please use this site and paste the obtained link here http://blend-exchange.giantcowfilms.com/ ... and 2.91 has new option for booleans, have you checked it?

i didn't know about the new boolean options. i will explore

It helps when both meshes are close to the same poly density. The imported mesh looks quite dense, try adding a couple of sub-d levels to your cone and try again.
Also, both meshes need to be manifold for a good boolean.

so if anybody is interested, I was able to perform the boolean operation and create the "wall" with a cube but not a plane nor a regular cone. Maybe that is useful for bug reporting. thanks-


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"panelized" procedural material
i'm working with a rust procedural material from another tutorial. I need each panel of my mesh to display an instance of the material, rather than having it connect across edges. That is to say, how it would look "as-built" with individual metal panels. How do I specify that in my shader node network?

I recommend using assigned colors for each face as input for a Mapping node that affects whatever texture coordinate you are using.

Here's what worked:
Mark all edges as seams then select all and UV unwrap.

Lightmap Pack under UV also does a good job of jumbling things up.  If you don't care about following topology the possibilities are endless.

That was my next question - so I would now like to randomly displace the tiling across each of three mirrors of the original object. Now if you look at the orthos, the material appears like butterfly wings across the projection and I'd like it to be randomized. What will accomplish that?

it would be better to post a new question with pictures and specifics

@CharlieT Thanks for the answer. Could you elaborate on how? Perhaps add describe the steps or indicate the keyboard shortcuts, and add screenshot showing the results


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Trim mesh/planes with another mesh. Bisect? Knife Project?
I've been looking at different methods but nothing has worked. I need to trim the lattice of planes using the cylinder, so that the interior of the cylinder is empty. How do I do it?

The best way to do that is using the boolean modifier, but I got some artifacts with cylinder. It worked perfectly fine with cube

if you're trying to cut off the planes with the cylinder (?) it seems to work fine, at least in 2.91...


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Split, extrude and mirror for low poly legs
I am trying to create low-poly style legs. I have enabled auto-mirror for the lower body and scaled the lower face to create the boundary of the part. Now i am not sure how to create the void/gap while still preserving auto-mirror editability. is there a different strategy altogether that would be a better choice?
Thank you for your thoughts.

Go into the modifier stack for your object and turn off the "clipping" checkbox before you execute your move/extrude. Then turn it back on as you need it.


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reseting/evenly distributing vertices
I had a character wearing shorts, i converted these shorts to a skirt in edit mode. i made the mesh look how i wanted it, but the vertices are terrible.
is there some tool or programatic way to keep the mesh as it is but reset the vertices,  into some sort of lattice structure or evenly distributed pattern.  im happy to delete lots of vertices to do this. i just want it neat.

Suggestion.  Consider using a cylinder object which is quads, with more uniform vertex density. 3 minutes of proportional edit.  Shrinkwrap modifier to fit your existing skirt.

Some people would notice that using quads would likely be helpful for you.  Especially for organic animation.  Do you have some reason for all the apparent triangles?

i didnt make this charachter. i imported it from vroid.

Use the "remesh" modifier on the skirt and change the voxel size until the resolution of the mesh looks like what you want. Then, apply the modifier. Attached is a link for a gif showing how it's done. https://drive.google.com/file/d/145Gv9YF8Q14uO4vAGxEKq-mhd41HgW_K/view?usp=sharing

thank you, ill have a go

Updated the answer with a video showcasing how to use the modifier, @tgmjack.

Could also try using the QuadRemesher, rather than the Voxel remesher, Might result in cleaner output.


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how to completely stop all deformation in an armature
i have created a simple armature. its basically one of the sticks which you can use to clamp around a dangerous animals neck.
my armature is 3 bones, main stick, left clamp and right clamp. my problem is demonstrated below. you can see as the clamp is supposed to rotate it also deforms (ive tried unticking the deform box in bone properties)

update
i have tried to add a hinge object, and parent the clamp to the hinge and just move the hinge. i was sure this would work and was shocked when the clamp still deformed even though now the clamp has no bonees, its just parented to the hinge.

how can i stop this from deforming?

You've scaled your armature on Z, switch back to Object mode and apply the scale (CtrlA > Scale)


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Graph editor numbers
I have a problem with proportions of my graph editor, on the right side of the picture is how it looks and on the left side is how it suppose to look, the problem as you can see is with the proportions of the axes as you can see on the right side frames goes up to around 120 and the height/y axis it goes up to 100 while on the it goes up to only 10. Because of that my graph is very flat and is very hard to work with, is there any setting so i  could fix that?

In the graph editor, you can use Ctrl MMB to resize the graph by moving either left ↔ right or up ↔ down:

You can also press the home button to frame everything.
There are a bunch of other view options, you can see them all under the view menu:


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Changing colour of texture painted model, after painting
So I have go through and texture painted a model and afterward we decided we want a colour to be less pink and more red. Is there anyway to adjust just that colour, or do I need to repaint the model?
Thanks!

you can use a Color > RGB Curves node in order to change the color but it will change the whole image colors (if you add red it will also add red in the blue areas and so on)

Not a pixel-perfect solution, but it works decently well and it's procedural so you don't have to edit the image. You can use a HSV Separation and some simple Math nodes to change just a hue range on an image:

Hi Joseph, Thanks for the comment. I will give that a shot and see if it could work for my model.
Take care


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What happened to my file? Now has this weird ghosting effect on the Geo in the viewport
All of a sudden my geo went weird on me. It could be a rendering thing - I have no idea? I am fairly new to Blender?
Its not Xray Toggle. Rendered in Cycles (Even looks the same)
(version 3.01 Windows)
any suggestions would be very helpful.

it looks like your mesh is very very far away from the world origin.
The further an object is from the world origin the harder it becomes for Blender to accurately calculate it's position, this usually starts becoming visible at around 5,000 meters away from world origin, aka 5k units.
your object shows us it's 3,884,704 units away from the world origin, which is a lot, so Blender has a reaally bad time calculating it, even the grid guidelines are freaking out.
Dragging your object back to the world origin will fix this, use Alt G to reset it

Thank you so much for you reply, I will try this now. Cheers


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Sculpting tool not working when using tablet
I just started to learn blender.
I got a pan tablet to try the sculpting.
However, when I used the pen of the tablet, sculpting brushes stopped working except the clay brush.
It was working with mouse, but after using the pen, it stopped working with mouse too.
I searched everywhere about it but couldn't find any answer...
How should I solve this problem?

Start by checking if the pen tablet works with other aps on your system, especially windows.  Then edit  settings and take a look at the Input section.  Do the mouse settings look reasonable? What are the tablet settings?  (On windows go with Tablet API Automatic).  Finally in sculpt mode, to the right of "Radius" and to the right of "Strength" in the menu bar on top of the 3D viewport, there are two buttons that look like a pencil and a bunch of circles.  Check to see that at most one of those is set.

Not sure how likely it is, but I suspect that pressure and velocity sensitivity settings are causing issues somewhere by resulting in strengths that are too low. Try turning these dynamic options off if they are on.


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How would I flatten a bezier curve?
so I'm an a bit of a blender noob and I'm having trouble figuring out how to straighten/flatten this curve (on the Z axis).
Can someone explain how to do this?

select all of the control points and use the scale command to set the scale to 0 on Z.  If you type SZ0 you will accomplish this.  It raises some points and lowers others until all of the points have the same Z coordinate.

^ Thanks Marty!


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Flip Fluids Baking Error
I compiled the flip fluids addon from the source code on github and followed the tutorial, but when I bake it gives me this error, i used the mingw compiler and tried clearing the user preferences, but the error persist, what can I do?

You seem to have a 32 bit version of one and a 64 bit version of the other. find out which Blender is and recompile flip the same. how depends on your os

I installed python yesterday from the windows terminal, maybe I installed it in 32 bit, but I think blender is in 64 bit

Ok, I checked and they are both 64 bits


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How To Model and Recreate This Practical Slime Effect
I've just dived into Blender over the last few weeks in order to gain some skills to solve a filmic problem. I of course did the Donut tutorial and really enjoyed the process.
Here's my question:
I want to build a photo real model of slime to composite over the practical slime used on a short film set as it is "underwhelming". I've attached a frame grab from the film. The camera tracks the slime trail from the doorway, this is close to the end of the shot. I've tried to build models using metaballs and other shapes but I really can't seem to nail it. A see through organic shape that reflects light with air bubbles (particles?) could do it but I can't seem to get there. Might anyone point me in a direction..tutorial, etc that could be helpful. I've watched several like the Beer tutorial but can't seem to find an answer.

Several other questions come to mind.
If I am successful building something that looks good in Blender...

How does one export a finished detail rendered photoreal 3D model to import into Blackmagic Fusion?

Is there way to to fully render the model and bake in the transparency andshaders etc. in high detail in Blender?

I see models on line with glass textures etc. that look great that I have imported as FBX and they look like unshaded clay models. I outputted an FBX and quick comped into the scene, please disregard light and shadows..it's just for the detail and transparency. I know there are some fundamentals here that I am missing in the execution and workflow. Thanks for considering my project. Joe

Hi :). Could you please split this post into three separate questions? It'll make it easier to get answers :)


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How do I size a cylinder for a soda to fit specific image dimensions for uv wrapping?
I’m making a 3d model for a seltzer brand, who has given me the artwork they want on the can. the can is supposedly 330 ml, but I’ve tried making the two different types of ‘real world’ 330 ml cans, and when I unwrap the uv the aspect ratio is wrong on both cans.
How would I go about reverse engineering a soda can which would be able to fit the aspect ratio of the artwork that I have?
The size of the image is 1962px x 1336px for reference. Any help would be greatly appreciated!

Start by changing your base units to something smaller (like centimeters), and add a plane:

Bring up the transform menu with N and change the dimensions of the plane to that of your image. Make sure to apply scale afterwards (Ctrl + A > Scale):

Enter edit mode and rotate your object so it's "upright" (90 degrees on the x for me). Add a bunch of loop cuts to facilitate the bending (I did 24):

Add a Simple Deform Modifier, set to Bend and pick the Z axis (this is because we rotated a flat plane upright earlier without applying rotation - it's ok). Change the bend degrees to 360.

That makes the can shape that will fit the label - the tops and bottoms (above and below) will be all "metal" I assume. You can unwrap the can piece and extrude those parts later (whether or not you unwrap them is up to you - just unwrap them separately to the "main piece").  For the can, make sure to do a straight unwrap (U > unwrap - choose a straight on ortho perspective before doing so (Numpad 1 or 3)) BEFORE applying the modifier (while it's still a plane). You may need to rotate the UV map afterwards by 90 deg (and maybe scale it slightly). That should make it fit your texture.
If there's a "gap" after you apply the modifier and add a subdivision surface (don't worry - you'll see it). Just select the whole mesh in edit mode and press M (merge) and select "by distance"


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UV and Imported Meshes from Collada file
I am working with some simple geometric characters designed in Sketchup and imported into Blender via a .DAE file. When I try to mark seams to get geometry to unpack correctly, I don't see a difference in the UV - it doesn't show connected faces and edges correctly. However, when I redraw the same shape in Blender (i.e. cube drawn over imported cube), then I can mark seams and get correct unfolding behavior. So I would like to avoid re-drawing everything and get the right behavior from my imported model, which I cleaned and simplified. Thanks for any suggestions to address this.

can you add some screen captures showing the details of the problem? It's difficult to tell from just your description what the problem could be.

When importing the cube model from SketchUp the 6 faces are not connected to each other, meaning instead of one vertex at each corner there are 3. This means that whether you have marked seams or not it will always unwrap as 6 separate UV islands. You mentioned that you did a clean-up so just checking to see that that also included using the merge tool to merge the 3 vertices at each corner so that they become 1. In Edit mode with every thing selected > Mesh > Merge > By Distance.

I wish I could upvote this. Thank you for the explanation and solution.

Consider to accept it though @CharlieT See: https://blender.stackexchange.com/help/someone-answers


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Rig hierarchy breaking when Appending into a file
I have a rig on a character and I have set up a simple soft body dynamic on it's hair geo (it's a carrot so it's hair is the green stalk). Works fine in it's original file, but when I bring it in (Append) to another file the hierarchy adds an empty that I don't see existing in my original. What's stranger to me is though the empty exists it seems to work fine when I Append it into a completely clean file, BUT, when I bring it into my main animation file with my other characters and set it doesn't work, the hair rig stays in place and doesn't follow the rest of the rig (easy to see in the videos). I am no rigger so the fact I almost got it working is a miracle. Can someone help me learn how to fix it so I can avoid these issues in the future?
I am including a few pics and video screengrabs below to help illustrate what I'm talking about.
-- I've dumbed down some of my files. I can not upload my larger animation file because of copyright reasons. I know that may make it difficult to troubleshoot but I'm hopeful it's something obvious to a seasoned rigger in my original file that will fix it.--
Here is my carrot's Blender file:

Here is an image of the original file's hierarchy:

And here is how it looks when I Append it into a clean Blender file, notice the hierarchy has changed and it's added an Empty:

And here is the video of it working just fine in it's original file:
It works!
And here it is NOT working after Appending it to my full animation file:
It doesn't work... :(

Is there any way to help get some more exposure to this question? Did I not include enough information?

Helloooooo? Is anyone out there? .......... there?  ..................... there? ...........................


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Curve modifier - wrapping honeycomb mesh
I am really struggling to get this to work. It seems very simple. Every time i mess with origins and axis', it always stays flat and i get a bunch of variations like this:

What i want to do is take this honeycomb mesh wrap around the simple curve in front of it:

so that it looks like this, but the honeycomb:

Where am i going wrong? Im assuming i am just missing some combination of axis, origins and Ctrl + A'ing something.
The Blend file:

Settings all fine.. you have doubled-up control-points at both ends of your curve-thingy, which also flip direction there. So delete those to get a clean, curve in one direction. Took quite a time to find!

I salute to your sharp eye @Robin, couldn't crack it at all :).

Thanks man, that'll do it! I agree, good eye!


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Geometry Nodes instance child objects?
In Geometry Modes (Blender 3), when instancing objects. How can I also instance their child objects too?

I'm not sure about dragging a object and all its children into instances, BUT if you want to instance a series of objects, you can do it with collections. Add all your objects into a collection, then drag that collection to your node setup like so:

It will automatically create a Collection Info node and populate it with the required collection. I believe you also need to check the boxes next to Separate Children, Reset Children and Pick Instance if you want them all to be separately distributed objects but I'm not certain.
Hope that helps.


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Blender 3.0 shows backface of wireframe (not X-ray), how can I hide back faces?
Blender v3 seemed to change something in the wireframe view where back faces are showing, simlar to X-Ray mode.  Any way to hide / clip back faces in wireframe overlay?

when you switch to Wireframe display mode, it will be transparent by default (X-Ray), what happens if you press Alt Z?

Actually it would be great if you also showed the viewport settings in your screenshot, not only the resulting effect on the objects.

Try turning off X-ray in the Wireframe Viewport Shading:

Xray is off but the wireframe view is presenting the same effect as X-Ray

So x-ray does nothing? I dunno - maybe try updating your graphics drivers? Default for me in 3.0 is see through (backface) wireframe with X-ray on - turning off x-ray makes the backfacing wires disappear.


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Grease Pencil animation behavior changed - keyframes don't override
I don't know how to explain this exactly. Ordinarily on a blank scene, drawing circles in succession and advancing a keyframe is the way to animate it. Upon advancing to a new frame and drawing, the previous frame's work is cleared and onionskinned, and seen below:

However, I'm not quite sure what happened but on a project that I have many hours in, this behavior has completely chnaged. Now, when I advance a frame and draw, the previous frame's work is maintained for the current frame. This means that I need to manually delete the previous frame's circle to create movement, otherwise it looks like the balls are being drawn in sequence, not moving.
Is there some setting to toggle this? I am animating characters and having to completely delete the character from the last frame is very irritating.

OK, I ended up clicking every single button on the screen and it turns out it's the snowflake near the top left labelled, "Use Additive Drawing." Turning this off brought back the original behavior.


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How to increase Grease Pencil dot density?
I am using a textured brush from blender. If I stay zoomed in, the dot density is fine; however upon zooming out it no longer forms a cohesive line.

Past solutions on here have simply said to set the line type to line instead of dots. However, this makes it so that it looks completely different.

Is there any way to increase the density of the dots?

If you open the stroke menu (at the top of the 3D viewport when in grease pencil mode) you have two options to change the stroke density.
The simplest is to turn down the 'simplify value' but you can also increase 'subdivision steps' if turning down simplify lags when drawing.


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Inset by a specific measurement
I would like to be able to inset a face by exactly 1mm so I can easily extrude out 1mm walls. However, the only value that seems related is called 'thickness', which starts at 0 and then goes to a seemingly arbitrary value with no relation to the actual thickness of the inset it is creating.
Can anyone teach me how to do this?

As long as your scene units (Properties > Scene Properties > Units) are set to Metric, there should be a direct relationship between the value you want in mm and Thickness. The other main option that has a direct effect on the result is Offset Even. When on, your walls would have a thickness of 1mm; when off, the corner edge would have a length of 1mm instead:

Be aware that Scale of the object does not affect the values shown here until it's applied. A plane of 2m with a scale of 2 would still show these same numbers in Edit mode, but they would double when the scale is applied.

Thank you for the help. It was a combination of not applying scale and having Offset Even turned off that made it so I couldn't find a relationship between the thickness parameter and actual thickness. Now it works as expected!

@Kuboå thanks for the catch I did something similar to the user (didn't apply scale till after the fact) the numbers I used with the scale of (3.5) just so happen to work out...strange.
https://i.imgur.com/obePxyF.png

Make sure to apply your transformations before doing this, or you might get wrong inset distances, I made this mistake. select object → ctrl + a → all transformations You should do this compulsively in Blender anyway, solves all kinds of problems.

Also side note, I do not see this menu pop up when I do insets. I'm on 3.6


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I want to make Voronoi type Cells go from 0-1 in UV space: so I can run a gradient through each cell individually. i.e. each cell runs from 0-1
Main issue:
I have a cell like mask that I made on this texture. I want a gradient to run through each cell individually. I'm not sure if I can make cells into attributes or something and pass that way- not sure how to solve this. Picture of my texture and the reference I'm trying to copy are posted.
Current Texture explanation:
The texture has something similar to voronoi type texture. Take 1-0 UV space. Multiple by 10 on x and y. Giving 10 by 10 grid. Mod these results so there is a zero on each result. Then use distance function paired with color ramp to make circles. (img1)
Last there is a noise texture to make circles all wavy. (img2)
My dumb boy attempts:
So what I tried is this formula. Dot Product the "wavy texture" against it's self to make to cells go from 0-1.Multiply by a number and run this through fraction function thing-this makes cell repeat it's self inside of it's self. This is the best I could do(img3)... But it doesn't really look like the reference image. (Last img) Please Help. This is for my wife's company and I really want to help her make 3D marketing. I can also post the blend file.

I am not sure what exactly you expect. It is hard to recreate the exact same result with some chaotic distorted noise when you do not know all the parameters that were used for the reference. All in all I think you were quite close with the second setup, just missing a bit more rainbowy colors and then playing around with the values to get it more similar:

As I said, not easy to get it exactly the same, but I think this is going in the right direction. It is all a matter of tweaking the values and colors until you are satisfied with the result. Here is mine in the same context as your reference:


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FBX Export with higher subdivision than what's displayed in blender
Is there a way to FBX export a model with higher subdivision than what's displayed in blender?

Is there a special reason why you cannot simply increase the subdivision levels, export the model and decrease the levels again afterwards?

The performance in Blender is simply too bad when increasing the SubD so that the model has millions of triangles. The iteration times becomes too slow on huge models.

Yeah, I mean but, just for a short moment to export it...?

Problem is that just increasing the SubD to the level I want makes Blender freeze for some time or crash.


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Duplicate Linked with Boolean Modifier
I am building a model with sockets for a 3D print and want to attach various things to the finished print. To make sure that my sockets are spaced out properly I want to show them populated in the viewport on demand:
empty:

filled:

desired behavior:
There will be a lot of sockets with different positions/rotations and I may want to modify them in batches. So I tried using Linked Duplicates for the sockets. The problem with that is that only the socket is duplicated, the Boolean Modifiers Object stays in place.
How can I show my sockets populated and also easily switch off the simulation?
Boolean modifiers are already not very good since I will have 30-40 sockets where I would manually turn on and off the display in viewport  option. Placing and rotating the objects manually is even worse, but would allow me to group the objects and hide them all at once.

You could parent the object + boolean object to an empty and then duplicate the whole thing but there's a problem, you can't apply a modifier to an object that is linked-duplicated, you first need to make it single user and that will slow down your work.
What you could do though is use collection instances rather than linked duplications. That way you can work as much as you want on your original object, and when you want you can apply its modifier, it will be applied to all its duplications.
When you're definitely good you can make the instances real, select them all and press CtrlA > Make Instance Real. The objects will still share the same mesh, if you don't want that go into the header menu > Object > Relations > Make Single User > Object & Data.

Thanks I will check it out and get back to you!

This is quite useful, thanks! It even works recursively ;)


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Animate camera based off selected object like in viewport
hopefully the title isn't too confusing.
I want to animate a camera. And i want it to pivot around an object- like when you select an object in the regular viewport. Here is a gif trying to explain:
Imgur
In the gif, i am looking thru the camera, and have the cylinder selected, and am pivoting off that selected object, and seeing it thru the camera as well. I want to press record, and then animate based off how i am explaining this, then smooth the keys after recording.
I have tried using emptys, different pivot methods by pressing the period key and some parenting stuff, but cant quite get it.
Is this possible?


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Rendering Knob GUI in perspective
im doing an audio plugin. We want to do the GUI in perspective. Here is a sloppy example for getting the point across:

In this view, the knobs have perspective. This is how we would like it to appear in the plugin. My question is, is it possible to somehow render the knob filmstrips and have them keep the perspective in this view?
When i go to render the knob frames, the camera is centered on the knob, in perspective. Shown below:

This is obviously not the desired result. I zoomed out further, and increased focal length to get a little more detail:

Zoomed out, higher focal length again:

Is it possible to render a closeup of the knob like this and get the result in the first example or does it simply go against physics/science/whatever?
Or would i have to be in the 1st example perspective, and render each knob from that view and solo out every other knob to get the individual filmstrip?
Thanks!

That's absolutely possible.
Keep all the cameras in one place and only change the X Shift.

Damn, beat me to it! Your gif is nicer though with the split view

~ Without my gifs, I am nothing. ~ :)

~ ...and my gifs without me are nothing ~

Thanks man, i will give this a try and report back if it works!

This seems like it could be the key. Question is: with the shift parameter, i can basically customize how much perspective i want. What if i wanted to use the orginal camera, straight on, and somehow match the perspective from that view. Is that possible?

Hey @Rikky :). I don't think that's how the lens shift works. But perhaps I just can't imagine it. Could you add a quick sketch?

@JachymMichal the very first image in the post. Like somehow match the correct perspective of the knobs from that camera angle. But still be able to get up close for a render.

@Rikky Oh, I get it now :). Use the original camera settings and position, and to "zoom in", simply lower the camera sensor size - then adjust XY lens shift to 'move around'.

@JachymMichal thanks for your help man!

@Rikky No problem, good luck with your project :).


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Get rid of rotation point | Blender
I am creaiting objekt and I have trouble with rotating. When it rotates, the object rotates around some point, I need to get rid of this point.  Please help.

I'm only now learning Blender (2.83) but this was covered by the tutorial sequence I viewed yesterday.
This may not be the only answer, but it's one of them.
You cannot "remove" or get rid of the pivot. It appears that your pivot is at the bottom of the black dotted line to the left of the object. Every selected object has one. You can place it to a more convenient or useful location, however.
Place your 3D cursor where you would like the object pivot. (Shift Right Mouse Button)
In the layout viewport (I can't tell which viewport you are using), select Object, Origin, Set Origin to 3D Cursor. You'll see the small circle become coincident with the 3D cursor and rotations will now happen about that center.

You normally want to use 'Set origin to geometry' on that menu,

That's a superior method, thanks!


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When I move one bone everething of objects moves. | Blender
I recently created a character from among us according this turtorial on youtube: turtorial, I tried to move with legs (bones of leg) as well, but when I move one bone everything from character moves including the other leg. Please help me.
Pictures:

hello, please share your file: https://blend-exchange.giantcowfilms.com/

I shared it ...

https://blend-exchange.giantcowfilms.com/b/prvKSR1B

Select your mesh and in the Viewport Overlays panel, enable the Face Orientation option, you'll see that the normals are flipped (they are red). In Edit mode, select all and press AltN > Recalculate Outside, then parent again:

OMG, you are the best. Thanks a lot. It helped. How did you figure it out?

this is one of the causes of bad parenting so I just checked  ;)


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Faces won't fill
I am a noob at 3D-modeling so I don't know if I'm just being an idiot, but I am trying to fill in a simple triangle with a face and it won't do it. It works on some triangles in the model, but not all of them. I have tried using both alt-F and F, I checked to see if there were doubles, and I tried splitting up the triangle. It just kept saying no faces filled. I'm really confused, do I just have a faulty copy of Blender?

hello, could you please share your triangle? https://pasteall.org/blend/

pls add some picture,it will do good help.