text:
How to Change Geometry Nodes Modifier for selected object with Python?
I need to automate this basic task with python, changing the geometry nodes modifier as seen in the screenshot from "GeometryNodes" to "Animation".
My knowledge in Python is 0 could someone help me out?

A function to change node group of GeometryNodes modifier in all selected object
It will add new Geometry Nodes modifier if not exist
import bpy

def change_GN_node_group(node_name):
    selected_objs   = bpy.context.selected_objects
    if node_name in bpy.data.node_groups:
        node_group  = bpy.data.node_groups[node_name]
    else:
        print(f"Node Group {node_name} does not exist")
        return

    for obj in selected_objs:
        if obj.type == 'MESH':
            md_node = None

            for md in obj.modifiers:    # find GeometryNodes modifier
                if md.type == 'NODES':
                    md_node = md
                    break

            if md_node is None: # can not find GeometryNodes modifier, add new one
                md_node = obj.modifiers.new(type='NODES', name="GeometryNodes")

            md_node.node_group = node_group

change_GN_node_group("Animation")

Thank you it works perfectly!


text:
How do I convert keyframe animations to a fbx file?
I'm an absolute beginner to Blender and I'm working on animating this horse's skeletal foot with all its ligaments. To animate the foot itself, I've put an armature on it and put in keyframes for animation

Since I wanted the ligaments to be "stretchy" I put a cube "around" them and a mesh deform modifier on the ligaments itself. I've hooked the caging cube to hooks. I have basically followed this https://www.youtube.com/watch?v=ihW4myc7Fko tutorial step by step.

My problem now is when I try to convert it to .fbx (to upload it on sketchfab) some objects have no animation at all and some do.
I've bascially put keyframes on the objects, the armature, the hooks and the cubes for the mesh deform modifier; it's pretty messy tbh but since this is my first project ever I'm sort of lost.
Help is appreciated and I'm sorry for not really using tech language. Not really the best at operating computers lol

And you followed the correct steps of how to export to .fbx?

When it comes to exporting animation, there are two routes you can go: standard or mesh cache.
Standard is what most exchange formats and softwares will support: shapekeys and transforms keyframes on objects or bones deformations. Anything else like physics simulations, geonodes or modifiers deformations is pretty much to be considered off limits.
Here you are having issues precisely because you are trying to make a standard export while using non-standard technologies to animate.
Standard exchange formats are your everyday FBX, OBJ, gLTF, etc...
Mesh cache is something that comes from the VFX industry AFAIK. Instead of exporting mesh objects and bones with keyframes and let the target software evaluate the animation on the fly like standard export does, you take snapshots of the mesh "as it is".
The advantage being that it doesn't matter how you deformed the mesh, since it's a snapshot of the results that is exported, and there's nothing to evaluate in the target software, so you not only are sure to have exactly the same result, but at a lower performance cost.
But the downsides are that these formats are not supported everywhere, are heavy, and are meant to be a final export, you can't really do modifications on the exported data, since there are no bones and keyframes animating a mesh: it really is just a bunch of snapshots of your mesh for each frame.
Such formats are Alembic and USD.
Since you are exporting to Sketchfab, Alembic and USD are available to you, so you could export your animation as-is using Alembic. But if your goal is to let the user download your model and customize the animation, these formats will not allow that.
You could use standard export formats, but it would mean first refactoring your animation system to use only bones and shapekeys so that it can be supported.

Thank you so much for your response! I now understand my problem much better and I will definitely have an in depth look into shape key animation!

My pleasure. If that answer was useful. please hit the ✔ and ⬆ buttons to the top left corner of my answer to give it more visibility and send the proper rewards ;)

source: Stack Exchange

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

sort: votes


text:
Is it possible to transform a video file duration proportionally like things in the 3d workspace?
Ive got a video that is 270 frames. I want the video to gradually shift into slower and slower motion from the 240th frame until its basically at a dead stop on the 270th frame. I figured this would be as simple as turning on proportional editing, setting it to sharp or something, grabbing the 270th frame, expanding the sphere of influence to the last 30 frames, then dragging the 270th frame out to like frame 300 or something. Well there does not appear to be a proportional editing button in the video editor, nor does it appear to be possible to select the last frame of a video file. does anyone know if something like what im looking for is even possible in blender?

so the effect i was trying to achieve is actually very easy! (sorry if this question was too obvious I can take it down) here is a good example of how to slow down or speed up a video properly: https://www.youtube.com/watch?v=RaA3VVSmwfo
the video shows visually to soft cut the section of video you want to be effected (using the "k" key), then selecting the video section and "add"ing a "speed control" "effect strip". then depending on how you alter the speed of the cut section you will need to resize the effected section from the "time" portion of the "strip" options. If you double the speed of the effected section then you halve the "duration".
and then if you want to make the shift more gradual instead of sudden animate the speed control multiply factor of the speed effect using keyframes, and to make the video behave smoothly instead of, like, jittery select the interpolation checkbox

Thanks for the posts. This is not a regular forum, according to site rules links to answers are not answers if the link goes missing your answer becomes an empty shell without content. Answers should be substantial and stand on their own without relying on external data like links, videos or images. Instead of having users go through external links, either transcribe essential parts of the process here, linking the source, or posts these in the comments section instead.

thanks Harry! good to know

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


text:
y2k edged chrome font

Hey Guys,
has anyone of you an idea how I can create this sharped/ edged Type in Blender?
I am new at it and I dont know how to start the modeling or maybe to use Geo nodes?
Alot of Tutorials are out there, but only with the remash option, here the edges are all rounded and smooth

https://blender.stackexchange.com/questions/134971/round-beveled-text https://blender.stackexchange.com/questions/100117/modeling-v-engraved-chiseled-text https://blender.stackexchange.com/questions/296789/how-to-make-sharp-edge-bevel-3d-text https://blender.stackexchange.com/questions/58457/how-to-make-a-bevel-on-text


text:
Blender to Unity - Normals Seriously Messed Up?

I've been using Blender and Unity for awhile now and this is the first time I have had this happen. As you can see the Faces on the Model are correct, they are on the outside of the mesh. But in Unity (just the face) is some how inside out. I have tried flipping the normals to see if it would maybe fix the issue but it looks even more inside out. It's like the outer shell of the model doesn't exists or something. Did I click something in Blender that causes this issue? This head took me 8 hours to sculpt and rig (the model itself took a whole 2 days). Really would hate to loose all that work. Any ideas?
The only thing I remember in the earlier stages when I was checking the faces, it started off showing they were indeed inside out (So I flipped them to be outside) everything else went smoothly. But I cant help but wonder if I must have clicked something accidentally to cause this. The faces are perfectly fine in Blender, but when taken into Unity it's like the outer shell doesn't exist, even if I flip the face, it simply doesn't change it and makes it look even worst.Any ideas?

Have you tried resetting the normals in Blender (Alt N-> Reset Vectors)? Also, what format did you export the model from Blender as?


text:
When using single vert to do molding, when I apply the skin and subdiv mods I can’t edit the verticals or faces of the mesh
I can’t edit the verticals on the mesh on the single vert after applying the skin and subdiv mod it only shows two verticals once on top and bottoms but how do I get the dots all over the surface of the mesh

You can't because faces and edges don't actually exist until you've applied the skin modifier. Suggest you watch Joey Carlino's YT video on modelling with the skin modifier.

How do the guys on YouTube do it that way? Is it something they not showing us

I guess you don't mean "applying" but rather "giving"? Maybe show a screenshot

As @moonboots says, show a screenshot (via Window > Save Screenshot and loading it into your question) and possibly upload your blend file to https://pasteall.org/blend/ so that we can see your object.


text:
How to add pie menu item to the quick favorites?
I want to add a pie menu item (from Shift+S menu, Cursor to Selected) to Quick Favorites (the menu that opens on Q), but I only know how to add to favorites through right-click, which does not function inside the pie menu. Any other way to add an item to favorites?
this is what i want to add

You might don't know where you can find the function in menus, or even if it can be found in the interface. But everything in Blender you can find using quick search, Just press F3 and type what you want:

As you see, it is tolerant to mistakes.
Once you've found the operator, you can use right click to add it to quick favorites:

You can set it from the Object > Snap menu as shown below.


text:
is it possible to detect edges/curvature in blender geometry nodes?
Working on a non-destructive asset (roofing tiles) and I'm trying to  use vertex colors to
define edges (red vertex color) and curvature (green vertex color)
There's meant to be an edge detect node in geometry nodes, but I cant seem to find it.
The example below is done by handpainting in vertex colormode. However trying to find a more efficient way of doing it.
Similar to how the AO node works in the shader nodes (however that becomes prohibitive after a while since there's no quick way to bake down the shader without baking out afaik)
So the question is:
Is there a good way of generating vertex colors (similar to example) based on the geometry in geometry nodes?

As an idea of how to approach this, I might consider sampling the nearest-face-interpolated  normals of the mesh, at infinitesimal, object-space offsets in the plane of the normal, in the plus or minus direction of the normal, via a raycast node, and measuring the difference in normals.  If it doesn't hit, that also tells you there's a mesh boundary.  This has the property-- advantage or disadvantage-- of ignoring ripped edges.

you can use a node setup like this to get this effect:

if you have less geometry, the effect will look like this:

Thanks! that's along the lines what I was looking for.
I have one problem though, I cant for the life of me find where the edge neighbors live. On the blender wiki it says nothing wheter it's nested under a math/vector or similar. Searching for it gives no results really

If my answer helped you, please click on the checkmark left to my answer. If you have another question, please open another question so that everybody can learn from it. Answers or questions in comments doesn’t help the community. Thanks.


text:
Visibility of triangle above camera?
Is there a way to turn off visibility of the large triangle above the camera but retain the wireframe of the field of view (so the scene would appear like the example in the image on the right)? Thanks

As far as I know, there is no way to only disable the camera orientation arrow, however, you can remove both the arrow and the field of view by un-checking the box under under Overlays > Extras, or by just disabling overlays altogether:


text:
Importing huge .stl Files / unsigned long long
I have code, which imports a .stl file and does stuff with it.
Currently I am testing the limitations of this code and ran into a problem.
When importing .stl files with a huge amount of vertices I am running into an Error:
    array length mismatch (expected -375467073, got 429839295)

The .stl has around 40bn vertices, so I was expecting problems coming my way, but not exactly this. I also got other error messages but blender crashed shortly after and I was unable to copy other errors.
I already found out that I am capping out an unsigned long, which produces the error.
Is there a way to tell blender to import the .stl while using unsigned long long?
Why even is python struggling with datatypes anyways?

Python isn't so much struggling as it is simple.  It was an early design decision that ints should be " implemented as “long” integer objects of arbitrary size."  You can't tell Python to use UlL ints.  You could try writing an STL importer that uses bignum but at 40B vertices you're going to run into a lot of other issues with algorithms that aren't designed to scale to that size.

@MartyFouts I see, thank you :D

Regardless of the file format, you'll have trouble working with 40 Bn vertices, let alone display them in the viewport


text:
How do I use a grease pencil layer to make only certain parts of objects behind it invisible?
I am using a grease pencil holdout material to cut out footage of a car driving with a character drawn on top. I want to make the red layer cut out the video behind it so the car looks like it's driving on the moon.
Both videos, the car and the moon, are images as planes. What is the easiest way to do this? I am using Blender 4.1 running Linux Mint 21.1 Cinnamon.


text:
How do I disable lights by default when I create a new later in grease pencil?
New layers always have "Lights" checked. I have to go through each layer and uncheck it, which is annoying and time-consuming. Is there a way to disable this by default?

Go to the Object tab and in the Visibility section you can disable lights for the entire objects. Layers will still have the Use Lights checkbox enabled but they will not react to your scene lighting.

(as pointed out in a comment to this question)

That helps a lot, thanks. But now my new problem is I have to turn lights off for every new object. Is there a way to turn lights of entirely so I never even have to think about them? I never use them.

hmm, i don't think that's doable, but it would be worth posting as a feature request on right click select as I would totally use it. Also, if this answer is helpful you can up-vote it without accepting it, thanks

done it: https://blender.community/c/rightclickselect/GYO8/


text:
Creating a Plane and storing it in a variable directly -Python-
I want to create a plane and manipulate it further down the line. To store this object in a variable my code currently looks like that:
     bpy.ops.mesh.primitive_plane_add(enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1,1,1))
     plane = bpy.data.objects["Plane"]

Which is jank as hell since it references the Plane by name. Say the script ran already or the user already added an object called plane, this code does not work.
How do I fix this?

I upvoted your question because I think it's a good question. I hope you'll find your answer in the linked Q&A.

plane = bpy.context.object


text:
Deleting Objects in 3.2 Python
# Deprecated API
bpy.ops.object.delete({"selected_objects": objects_to_delete})

# New API
with context.temp_override(selected_objects=objects_to_delete):
    bpy.ops.object.delete()

This is stated in the 3.2 release notes.
Currently, on 3.1, I am deleting objects like so:
bpy.data.objects.remove(my_object, do_unlink = True)

Im curious of 2 things now:

Does this change affect my current script?
Am I deleting stuff the wrong way?

The API change only affects operators. If the start of your line begins with bpy.ops, you're using an operator. Otherwise, you're not.
Operators are meant to be used in the user interface, but they can also be called by script. However the script has to provide additional information which would otherwise be provided by the interface context otherwise. (eg the selected objects in the 3D viewport).
Here you are using a lower-level API call to directly affect the bpy.data.objects container, so you don't have to change anything. Your method is the preferred one since it's (usually) more efficient to use lower level functions than using operators.


text:
Calling a function in a different class, using its classes variables
I want to add UDIMS to the a mesh, which is created in class A.
import bpy

class A(Operator):
    ...
    #stuff happens
    ...
    B.add_udim()

class B(Operator):
    bl_label = "Very cool label"
    bl_idname = "wm.add_udim"

    edge_lenx : bpy.props.IntProperty(name = "UDIM-Count, X:", default = 1, min = 1, max = 10)
    edge_leny : bpy.props.IntProperty(name = "UDIM-Count, Y:", default = 1, min = 1)

    @classmethod
    def add_udim(self):
        tile_nr = None
        udim_tex = bpy.data.images.new(name="UDIM Texture", width=1024, height=1024, tiled=True)
        for ix in range(self.edge_lenx):

            for iy in range(self.edge_leny):

                tile_nr = 1001 + iy*10 + ix
                udim_tex.tiles.new(tile_number=tile_nr)

I hope this shows what I am trying to do.
This however produces the following error:
AttributeError: type object 'B' has no attribute 'edge_lenx'

Which I am very confused by, since the execute function in class B already used these variables.
If you find any typo in the code itself, it happened while copying it into here, the code runs fine, until the line, where the add_udim function wants to use the edge_length-variables.

You can't use operators like that. edge_lenx is a class annotation, and it is used by the Blender API to dynamically add this property to the instance of the class that's generated from the class definition. The class B doesn't actually know what edge_lenx is and you can't access it from outside the class. You may want to define these properties globally ,eg bpy.types.Scene.edge_lenx = bpy.props.IntProperty(name = "UDIM-Count, X:", default = 1, min = 1, max = 10)

The possible solution could be putting all properties into a PropertyGroup and access them via context in the execute method using a separate function created:
import bpy
from bpy.types import Operator as Operator
from bpy.types import PropertyGroup as PropertyGroup

#make your method a separate function
def add_udim(context):
    my_props = context.scene.my_props
    #instead of using self. use my_props. class

    tile_nr = None
    udim_tex = bpy.data.images.new(name="UDIM Texture", width=1024, height=1024, tiled=True)
for ix in range(my_props.edge_lenx):

    for iy in range(my_props.edge_leny):

        tile_nr = 1001 + iy*10 + ix
        udim_tex.tiles.new(tile_number=tile_nr)

class A(Operator):
    #your stuff here

    def execute(self, context): #add execute to access context and run the function
    add_udim(context)

class B(Operator):
    #your stuff here

#add property group for all your properties
class Props(PropertyGroup):
    edge_lenx : bpy.props.IntProperty(name = "UDIM-Count, X:", default = 1, min = 1, max = 10)
    edge_leny : bpy.props.IntProperty(name = "UDIM-Count, Y:", default = 1, min = 1)

#register and assign the property group to the PointerProperty
def register():
    bpy.utils.register_class(A)
    bpy.utils.register_class(B)
    bpy.utils.register_class(Props)

    bpy.types.Scene.my_props = bpy.props.PointerProperty(type = Props)

def unregister():
    bpy.utils.unregister_class(A)
    bpy.utils.unregister_class(B)
    bpy.utils.unregister_class(Props)

    del bpy.types.Scene.my_props

if __name__ == "__main__":
    register()

This construction is the annotate:
edge_lenx : bpy.props.IntProperty()

And this is an equivalent of:
edge_lenx = None # bpy.props.IntProperty()

So you have to initialize these values before use them. It can be like this:
edge_lenx : bpy.props.IntProperty() = 1

But I see, that it is not that you want. Then Blender runs operator, it creates an instance of the class, fill annotations with real properties and after the operator has finished, this instance is no longer accessible. So as Gorgious sad, you can save these properties somewhere globally to get access later.


text:
Exposing Variables in addon OR opening file through addon
I wrote a script, which imports a .stl file and does stuff with it.
Now I want to convert the script into an addon.
Currently the file and directory are hardcoded, which doesnt make much sense in an addon. Now I am looking for 2 possible ways to fix this.
Either I expose where the user can enter the file and directory
or
I find something like tkinters askopenfile.

If you have the variable exposed in a ui panel or set some kind of default in the addon preferences, you could set the subtype of the stringproperty to 'FILE_PATH' or 'DIR_PATH' as desired. API
subtype (string) – Enumerator in [‘FILE_PATH’, ‘DIR_PATH’, ‘FILE_NAME’, ‘BYTE_STRING’, ‘PASSWORD’, ‘NONE’]

Below is an addon that you would need to complete with the code you want to execute for each STL you input, but it is a starting point.  It includes a panel with a button to invoke the operator, but you could do it with a menu entry, shortcut, or simply from the operator search menu instead.
It relies on the ImportHelper class.  This class is not well documented, but the key feature is that it adds an invoke function to your class as well as a couple of members, mainly filepath, that it fills out when it calls the file browser from the invoke function.
Something that's hard to find in the documentation is that ImportHelper calls fileselect_add from invoke and it is fileselect_add that sets

The string properties filepath, filename, directory and a files collection [...] when present in the [invoking] operator

It is the files collection that is used to iterate through the input files.
bl_info = {
    "name" : "Import/Process STL files",
    "description" : "Import multiple STL files and process them",
    "author" : "Marty",
    "version" : (0, 0, 1),
    "blender" : (2, 80, 0),
    "location" : "View3D",
    "warning" : "",
    "support" : "COMMUNITY",
    "doc_url" : "",
    "category" : "3D View"
}

import bpy
from bpy.types import Operator
from bpy.types import Panel
from bpy.props import StringProperty, CollectionProperty
from bpy_extras.io_utils import ImportHelper
from pathlib import Path

class TLA_OT_stlhandler(Operator, ImportHelper):
    """ Import an STL and do things with it"""
    bl_idname = "import.stlhandler"
    bl_label = "Process STL"
    bl_options = {"REGISTER", "UNDO"}

    filter_glob: StringProperty(
        default='*.stl',
        options={'HIDDEN'}
    )

    files: CollectionProperty(type=bpy.types.PropertyGroup)

    @classmethod
    def poll(cls, context):
        return context.mode == "OBJECT"

    def execute(self, context):
        directory_path = Path(self.filepath).parent
        for file in self.files:
            bpy.ops.import_mesh.stl(filepath=str(directory_path / file.name))
            print(f'Do Your thing here')
        return {'FINISHED'}

class TLA_PT_sidebar(Panel):
    """Display Process STL"""
    bl_label = "STL"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "TLA"

    def draw(self, context):
        col = self.layout.column(align=True)
        prop = col.operator(TLA_OT_stlhandler.bl_idname)

classes = [
    TLA_OT_stlhandler,
    TLA_PT_sidebar,
]

def register():
    for c in classes:
        bpy.utils.register_class(c)

def unregister():
    for c in classes:
        bpy.utils.unregister_class(c)

if __name__ == '__main__':
    register()

you can do it like this:
import bpy
import os

from bpy.props import StringProperty, BoolProperty
from bpy_extras.io_utils import ImportHelper
from bpy.types import Operator

class OT_TestOpenFilebrowser(Operator, ImportHelper):

    bl_idname = "test.open_filebrowser"
    bl_label = "Open the file browser (yay)"

    filter_glob: StringProperty(
        default='*.jpg;*.jpeg;*.png;*.tif;*.tiff;*.bmp',
        options={'HIDDEN'}
    )

    some_boolean: BoolProperty(
        name='Do a thing',
        description='Do a thing with the file you\'ve selected',
        default=True,
    )

    def execute(self, context):
        """Do something with the selected file(s)."""

        filename, extension = os.path.splitext(self.filepath)

        print('Selected file:', self.filepath)
        print('File name:', filename)
        print('File extension:', extension)
        print('Some Boolean:', self.some_boolean)

        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.test.open_filebrowser('INVOKE_DEFAULT')

code from here:
https://sinestesia.co/blog/tutorials/using-blenders-filebrowser-with-python/


text:
Sorting vertices counter-clockwise
I want to create a face, using given tuples, representing the xyz-coordinates of vertices.
For that I need to arrange the vertices in a list.
They need to be structured "counter-clockwise" if that makes sense.
p1 = [1,1.5]
p2 = [0,-2]
p3 = [-1,-2]
p4 = [-1,1.5]
p5 = [1, 0]

points = [p1,p2,p3,p4,p5]

These are the unsorted points.
The desired outcome is:
points = [p3,p2,p5,p1,p4]

Thanks in advance :D

Counter-clokwise? Like ascending vs descending? And the order you provided doesn't make sense to me, p4 in particular.

They should be the vertices of a new face, I have a method, which uses the points list to create a face between them. If you draw the coordinates on a paper, p4 would be in the "Top Left" Corner. P3 would be Bottom left and so on. Hope this makes sense, idk @Lukasz-40sth

I think this solution will probably get you what you need. Numpy comes packaged with blender so it should transfer 1:1

Here's how Blender creates a face from a vertex cloud

>>> import bmesh
>>> bm = bmesh.from_edit_mesh(C.object.data)
>>> bm.verts.ensure_lookup_table()
>>> verts = [v for v in bm.verts]
>>> print([v.index for v in verts])
[0, 1, 2, 3, 4]

>>> print([v.co.xy.to_tuple() for v in verts])
[(1.0, 1.5), (0.0, -2.0), (-1.0, -2.0), (-1.0, 1.5), (1.0, 0.0)]

>>> angles = [atan2(*v.co.yx) for v in verts]
>>> angles
[0.982793723247329, -1.5707963267948966, -2.0344439357957027, 2.158798930342464, 0.0]

>>> combined = zip(angles, verts)
>>> sorted_by_angle = list(sorted(combined))
>>> print([t[1].index + 1 for t in sorted_by_angle])
[3, 2, 5, 1, 4]

In 3D space you probably want to estimate the normal of the face (if all vertices lay on the same plane, that's just cross product of 2 vectors between vertices, otherwise perhaps you want to average the plane first, then calculate normal) and rotate the coordinate system so the normal points up...


text:
Fill in exmpty spaces along screw threads
So I am trying to make screw threads for a pen. I would like to solidify the inner part of the screw threads, as I am planning to make 3D prints out of my model.
Does anyone have a simple way how to achieve this?
I highly appreciate any help on this.

This depends on how you want your model to look like at the end. For 3D-printing, the entire model needs to have thickness, so the flat parts of the screw at the top and bottom need to be solidified as well either way.
If you want the inner part of the screw threads to be screwable as well, applying a solidify modifier might be enough. Otherwise, if you want the inner wall to be flat, it you could just extrude the upper and lower edge loops of the cylinder and use the Bridge Edge Loops function to get a solid object for 3D-printing, like this:

Thank you very much for this advice. Very useful. Just one question. In your example you extrude the edges along the normals. How do I achieve that?
Please apologize I am quite new to Blender. Usually when I extrude, I can only extrude along the X Y Z axis. Only if I chose faces I can extrude along the normals as you do it in your example.

@teodorw. I selected the edges, pressed E to extrude them, but did not move them from where they were generated, I just clicked instantly. Then, with the newly generated edges still selected, I pressed S to enter scaling mode and Shift + Z to scale the edges only on the X- and Y-Axes. You can then move the mouse to scale the edges inwards or outwards however you'd like.

FWIW a useful tool to enable is a built-in addon: Edit Mesh Tools. Then when you press Ctrl+E in edit mode, Offset Edges > and you can do this kind of operation alot more cleanly than can be achieved with the Scale > Shift + [Axis] method.

Thanks a million for your help. Very useful!

@Mantelmann A tip to do this extrude + scale even more efficiently: it's not necessary to click first to avoid moving the extrusion (even if, I would specify to right-click instead of left-click to make sure you did not move it accidentally a little bit), but if you hit S immediately after E to extrude, the move action will be abandoned and instead you will directly scale the extruded edges.


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blender not rendering last frame
When I render animations, it renders very fast. But I use MPEG-4 as the output and it doesn't render the last frame! The MP4 Never appeared. I had to use my SCREEN RECORDER to record the animation.
Specs:
M1 Air
M1 GPU
M1 CPU
8GB RAM
I hate my life

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

It may be this issue: https://blender.stackexchange.com/questions/263568/image-strip-rendered-to-video-is-missing-half-of-its-frames-throughout-the-anima


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How to change sculpt expand shapes without numpad?
I'm trying to learn blender sculpt expand feature. I would like to change shape of the mask, normaly you can do this by pressing numpad-2, 3 etc.
I have no numpad, and I'm emulating it, but pressing numerical keys doesn't work.

I have a numpad and pressing num-2, num-3 does not change the shape of the mask for me, it changes the view angle. Which is normal. What do you mean change the shape? Change the falloff? Grow or shrink the mask?

True, you need to use nummercal keys not numpad, so i formed my question wrong. Anyway, when  you are emulating numpad it doesn't work. https://youtu.be/XT7h6lmE5bc - 14:30


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Draw tool in Sculpting mode paints like the brush is highly scattered. Click and hold paints single dots every once in a while. Maybe a bug?
I've searched all over and it seems like I'm the only one who has had this problem. I have a sphere with plenty of geometry, no modifiers, and every other sculpting tools works totally fine. However, when I use the draw tool it only applies single dots instead of a steady flow. As far as I can tell, all the default settings are in place. I have no idea what the problem is. Thanks for any help in advance!
Each dot appears after dragging my mouse around a bit

Have you tried starting Blender with factory default settings?

Under Brush Settings -> Stroke, check the Spacing setting - the higher the value the larger the spacing will be between each time the brush is applied during a stroke.

Apparently it was a bug, I just had to restart my computer and its working fine now. Thanks guys!


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Blender baking textures
I've been having problems baking textures in blender. i'm using 2.97 because i'm trying to export to Xplane. this is the artifacts i'm getting on my textures and i cannot figure out why. what am i doing wrong?

This appears to be overlapping faces. Try hiding your object (h) to see if there is something under it that would conflict with it.

that actualy helped alot thank you!

This happens when there are two or more faces overlapping. You can fix this by,

Using the keyboard shortcut "h", hide the object you want to be there, and
If there is anything underneath that is conflicting with your object, you can delete it by hitting delete in Object mode or delete it in Edit mode with face-select.


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How to Have Blender play "Animation 2"
I'm trying to import an FBX to Blender and when I do, it stays in it's Idle position. I opened the animation with Windows' 3D Viewer, and on the bottom it said it was playing "Animation 1," which is the Idle animation:

When I open the drop down menu, I can play Animation 2, which is the animation I want.
So, how do I make Blender play Animation 2?

You can select which animations to play by going to the Dope sheet > Action Editor then pressing the dope sheet icon in the middle. It'll open a drop down menu of all the animations, just select one and play the animation as usual.

THANK YOU! This had been driving me crazy for hours!


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question on displacement and sculpt
hi so what i did as in this tutorial was to add a displacement modifier to have a slightly uneven surface and then go to the sculpt mode to add details.
first thing is that after I supplied the displacement modifier it seems still have some kind of pixel like look...those squares... instead in the tutorial it looks so smooth..(i did supply the subdivision(2 as in the tutorial) before the displacement.
second question is mine seems part of those lines are under the surface so that I couldn't sculpt wherever i'd like to which doesn't seem like a problem in the tutorial.
ps the tutorial here
https://www.youtube.com/watch?v=ywSq0bSYLWI
my file

thank you for your time!!

The way to solve your specific issue in this question is to set your model to Shade Smooth.
If you select it in object mode and right click it should be right there near the top.

However, pretty much everything about this tutorial is outdated from a sculpting perspective. Dyntopo is magnitudes slower than remesh or multires workflows, the main developer of the sculpt tools has said that you should only have Dynamic Topoplogy turned on for the exact amount of time you need it while trying to extrude new geo in sculpt mode, and basically disregard it as a tool for everything else. I would at least try to find a tutorial about sculpting from Blender post 2.8. Anything else is learning how to do stuff that you shouldn't be doing.


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Blender Deform Modifiers: Trying to Bind Fiber Mesh (Pure Edges) to Cloth
I've been playing with Blender 3.3's hair system. Off the suggestion from another question, I've been exploring combining cloth physics on a proxy fiber mesh and the hair deform Geometry Node which transfers the position attribute of every point in the fiber mesh back to the Hair Curve object.
Here is the node group in question:

I have gotten the physics to work on the cloth mesh, which I created by:

In Hair Curve Object, convert to Particles
From particle system, Convert to Mesh. This creates my fiber mesh.
Select all vertices in the fiber mesh and extrude (turns all the fiber edges to faces)

Running cloth sim on this works like a charm. The reason I have to do step 3 instead of running cloth sim on the fiber mesh is that it seems Blender's cloth sim collisions don't work with the fibers, and it needs faces. As I need collisions for long hair (properly spreading on the shoulders, for instance), this is unfortunately my only option, otherwise I would just stick to fiber mesh + cloth sim.
This would be the final solution, except that once I add faces to the hair mesh, I can no longer use the "Hair Deform" geometry node group. This is because modifying that mesh throws off the index of the points in the mesh so they are no longer 1:1 with the Hair Curves points.
Changing the transfer attribute mode to "Nearest" instead of "Index" does not work, unfortunately, because once the cloth mesh moves at all, Hair Curves object points that are not close to the points in the cloth mesh will simply disappear.
So I hatched this idea that I would perform physics on the cloth mesh, bind the original fiber mesh to the cloth mesh via some kind of modifier, and then I can have it both ways; the fibers will move according to physics, and the Hair Curves move according to the fiber, effectively appending working physics to the 3.3 Hair system.
However, I can not seem to figure out how to make the fiber mesh follow the cloth mesh. The Surface Deform requires faces, and the Mesh Deform seems to just crash when I try to do it.
Does anyone have any ideas? Could I maybe even hack the indices of the cloth mesh so that all of the new ones are indexed beyond the originals?
P.S. I forgot to mention this, but the reason I am not using the Particle Hair physics is because they simply do not work. I've tried on multiple hairstyles; they simply explode, no matter what settings are used. The hair root vertices also don't seem to actually stick to their original location when turning on collision, and pop off the scalp.


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Material lighting with and without background
I like the lighting on objects surface when there is a bright background. But I want to export this object without the background, and still keep the way the light bounce off the surface. Anyone has any idea how to achieve that? Thanks a lot.

Select the background object, go to the Object Properties and under Visibility uncheck Camera. Then the object has full effect on other objects like being reflected etc. but is not visible.

@GordonBrinkmann that appears to be a complete answer. Please post it as such.

@GordonBrinkmann I tried that one, but it turned out as the second photo above. Thanks for the answer, but it doesn't work. or maybe not work in 4.2? The only camera option was Ray visibility, and there is a camera tick beside it. turn that off, and the whole reflection was off.

@Jack First of all, I do not know if this was clear: to make it work you have to turn viewport and render visibility back on in the Outliner. Another thing: are you using Cycles or EEVEE? You did not specify anything in your question. For issues involving reflections etc. this is always important to clarify that, since other than Cycles. reflections not always work out of the box and totally as expected in EEVEE. And if it's EEVEE, the next important thing would be if it is the old version or the new one from Blender 4.2 because they work different now.

@GordonBrinkmannOh damn, I forgot to mention that. it's EEVEE. I try to stick with EEVEE since it's way faster, and with 4.2, it looks almost as good as Cycle. Thanks a lot for a detail answer, man. It's working now.

Here is an example, Suzanne over a blue floor/background (I chose blue to make it even more visible later on that it's the plane and no other reflection). The floor should not be visible in camera, only on the object and in the reflections. First make sure that the floor is generally visible in viewport and render by enabling it in the Outliner.

The quick and easy way (only Cycles)
Go to the Object Properties panel and under Visibility > Ray Visibility disable Camera.

Slightly more inconvenient: EEVEE Next (Blender 4.2)
In Blender's current version 4.2 we already have the option to disable the Ray Visibility for Camera in EEVEE like shown above, but at first the floor is no longer visible (no matter if Raytracing is enabled in the Render Properties or not):

What I do is add a Light Probe object (Shift+A > Add > Light Probe > Sphere) and adjust the values to my liking (mainly Radius, Clipping Start/End) and this is the result with Raytracing disabled:

Unfortunately, if you need/want Raytracing for your EEVEE renders, when you enable it the effect is limited to specular reflection, no diffuse reflection no matter if you choose the Method > Light Probe or Screen-Trace:

More complicated: older EEVEE (4.1x and previous versions)
First of all, old EEVEE had no Ray Visibility > Camera to turn off. So to make the floor invisible to the camera but still have an effect on Suzanne, you have to change the material by adding a Light Path node and using the Is Camera Ray output either as mix factor between the actual material and a Transparent BSDF, with the transparency in the second Shader input of the Mix Shader node, or when your material shader is a Principled BSDF you can take an Invert Color node to switch the Light Path output and plug it into the Alpha channel of the Principled BSDF:

Just like before the invisible plane will not appear in the reflections automatically. You have to add a Light Probe again and adjust the settings. However you will not see the effect in realtime. You have to go to the Render Properties > Indirect Lighting and press Bake Indirect Lighting. The good thing is, after it is baked you would not need the light probe object anymore and could delete it. The bad thing is, this also means dynamic changes in lighting are not possible and you would always have to rebake.

Last but not least: Compositor method after rendering (Cycles + EEVEE)
For this method it does not matter if you are rendering with Cycles, old or new EEVEE - you do not even have to make the floor invisible for the camera (actually it has to be visible to effect the monkey normally). The only problem is that you will not see a result in the viewport since it is done by post processing the rendered image in the Compositor. To make it possible, go to the View Layer Properties, and under Passes > Cryptomatte enable Object.

Then render your image just normal with F12 and go to the Compositor afterwards where you should have Use Nodes and Backdrop enabled. Add a Viewer node to the nodetree so you can see the result in the backdrop.

Now add a Mask > Cryptomatte node - not Cryptomatte (Legacy)! - to the setup, you can leave it unconnected at first. Click on the + button next to the Matte ID field. An eyedropper tool appears, hover over the backdrop image with it and it shows the name of the object you are about to pick. Click on Suzanne and the name of the picked object appears in the Matte ID field. In this case it is just one object, but you can repeat this process for more.

If you now plug the Cryptomatte node with its Image in- and outputs between the Render Layers node and the Composite/Viewer output nodes, you get a masked image where the plane is not visible:


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My .dds textures doesnt appear on render viewport
I'm using blender 4.2
And I exported a fbx model of a car with a folder of textures from assetto corsa.I wanted to practice blender with it
Import went well, but the problem is that those .dds textures assigned to each meshes doesnt work. I searched some but seems like blender now support .dds
So I cant figure out whats the problem. Help me to figure out how to use the model

I strongly suggest you do not start with Blender by importing a model. Importing typically is flawed and is its own puzzle if you already know Blender. It's like trying to learn to drive by practicing jumping into the driver's seat of a moving vehicle.

I agree with @TheLabCat that importing files from different software/formats is not always the best idea when you are still trying to figure out how Blender itself works. As said in the answer, you did not need to copy the texture node to use it for the Alpha for example. And have you even checked the Alpha channel if it has usable data that makes sense for the object? It looks like an engine hood and I don't see a reason why it should need Alpha transparency at all...

Thanks to both of your comments. I studied the basic recently so i wanted to see a tual use of what i learned. But i guess what i need is more solid background tho. Thanks

This is likely because the alpha channel in the DDS texture is being used for something else besides actual alpha. There is no reason to have that Image Texture node twice anyway, so delete the one connected to the Principled BSDF's Alpha input.

Thank you so much it works! I also appreciate of your comment about how i study too. But since the model includes tens of meshes with it, is there a way i can delete all those alpha nodes of all those meshes?

Yes, but I’ll have to look into it a bit. Basically use the Python API.


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I editted shadings of the model, but exported model not reflects the changes
So, i got one fbx model with textures online and imported it to blender. But the alpha maps were weirdly connected to meshes, so i manually removed them and made some tweaks to shadings
i was satisfied with how the model looks, so i wanted to export the model in fbx so i could use it in UE5
But as i export the model in fbx in copy-texture embedded option, i found out that the exported model is not changed, the texture settings were all the same with the first one; all alpha maps connected
Gltf seems like it doesnt carry those settings but when i load the glb file, the base color map was weird like below
Am i doing something wrong when i export the model into fbx? I hope i could use some help

.fbx export why there are no materials or textures


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Trying to Create Driver for Armature Layer
import bpy
arm = bpy.data.armatures[bpy.context.active_object.name]  # type: ignore
drv = arm.driver_add('layers', 0)[0].driver

The error I receive here is: TypeError: this type doesn't support IDProperties
I'm working on an addon and isolated this part of the script as something I cannot figure out how to get working. This is run in EDIT_ARMATURE mode so the active object that is an armature is guaranteed.
I've also tried various other things like adding the driver to bpy.context.active_object, but then it complains that "layers" does not exist.
For context, I'm trying to create a driver that can toggle the visibility of an armature layer on or off based on a property. This can be done in Blender itself no problem, but I can't seem to get it working in Python.
Any guidance on properly adding a driver to the layers array of the armature is welcome.

I found my mistake. The bpy auto-complete module I was using type-annotated the result of add_driver() as a return type of List[FCurve] and was giving syntax errors without accessing the indexed result first with [0].
However it seems this must be an erroneous type annotation, as the [0] is not necessary, and I can access .driver directly on the return of the add_driver() function.
So my final line is drv = arm.driver_add('layers', 0).driver.


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Filter View to Specific Set of Keyframes
I'm animating multiple characters and would like to filter my timeline keyframe view to just the relevant keyframes for my characters, instead of the entire dump of all of the keyframes for all characters and objects.
Please do not suggest the "Only View Keyframes from Selected Channels" option. This feature is completely counterproductive. Once I select all the 30-40 bones I want to see, what then? As soon as I click a bone in the viewport to move or rotate it, the entire selection destroyed, back to viewing just a single keyframe lane. I honestly don't understand why this feature exists.
I'm a bit exasperated to find no mention of this anywhere. Are there any add-ons out there that let you filter the shown keyframes to arbitrary, definable sets? Kind of like bone-selection sets, but for creating filtered timeline keyframe display.

You could try this:
if you turn off only show selected and then get all the objects/rigs you want showing keyframes and put them into a new collection, then use the dope sheet's filter option, go up to the filtering collection box and select the collection you just created, it should show keyframes only for the objects you want.
Hope this helps!

At least it's something! Though this would mess up my scene's collection organization, at least until Blender allows stuff to be in multiple collections. But thank you regardless, I'll give it a go.


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Blender - Rendering Samples In Stages then Compositing
Apologies if this has been asked, I really couldn't find anything on it.
Let's say I want to render a 7200-frame animation, and the goal is to have the final render be at a samples = 1000.
However, doing so directly is committing the PC to a very long render job in its entirety.
Is it instead possible to render the animation, at say, 250-sample increments?
For example, I render 7200 frames at 250 samples.
Then I do it again, with some different seed.
Then again, 2 more times.
This breaks the render into 4 shorter jobs. Of course, it takes 4x the space, because it's 4 separate EXR sequences.
Can I then composite these together to approach a 1000 sample quality?
Is there some setting or property of seeds, and/or some technique in the Compository node system I can use to essentially "render in sample stages"?

What you are saying is just not possible.
If you just don't want to commit your cpu for a super long time but still want the quality of 1000 samples, then a better option would be to render the frames at 1000 samples but at a time render only a few frames. You can do this by changing you start and end frames. eg. First day set start frame to 1 and end frame to 1000 then next day set start frame to 1001 and end frame to 2000. Just set them according to your situation. Even if what you are trying would be possible, this is actually faster because CyclesX uses adaptive sampling by default.

All good, then, so it's not possible.
Chunking by sets of frames isn't really an answer to my question. The premise is to have the entire animation rendered faster, so I could denoise and deliver if I wanted to at the reduced quality level. It's a safety mechanism to prevent a delivery being delayed by rendering at a higher quality and having that process potentially crash or fail, resulting in an incomplete animation by deadline time.
But if this isn't possible, then I'll mark this as answered.


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blender is only rendering a small area of the screen
I have tried everything and i cant fix it. it was not like this before and i was able to render the whole image, but now its only rendering a small area of the screen. I cant figure out why its not rendering the whole screen, and i cant find anything online to help.

Blender renders what the camera "sees" (whats included in border on the left on your screen)
Move your camera in 3d space and adjust focal length to achieve desired result
I hope I understood you correctly


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Blender 2.8 Viewport Glitching out
I recently downloaded Blender 2.82a and I've been having some issues with the viewport. I have tried other versions of Blender, such as 2.79 and 3.0 and this issue doesn't happen on other versions. Whenever I go on material view, the model does this weird thing when I move the camera and it also doesn't show the material applied to it.
After I go on material view and go back to the solid view or wireframe view it looks like this.
It happens on both Eevee and Cycles and my graphic drivers are up to date with the latest version. If anyone can help with this problem feel free to help!

This is a problem very commonly associated with AMD GPU's and drivers - updating to the latest version doesn't always fix it - this was a huge problem around Jan 2021 with some bad drivers that caused many users to need to actually revert to an earlier driver version to fix it. HOWEVER, many people have also had success (and doged the driver problem) by enabling High Quality Normals under Render Properties > Performance. See here - https://blender.stackexchange.com/questions/204297/amd-gpu-material-in-material-preview-mode-and-rendered-mode-is-entirely-gra

Hi, Thanks for the quick response! I'll try this out

Oh, there's a problem though. I don't know if its normal but blender doesnt have the performance property in the render properties tab. I'll try downloading a newer version, Thanks for your help though!

Yeah. You said you were using 2.82a - isn't that an alpha build anyway? That's probably the source of your problem.

Yep. Thing is it happened with 2.8 and 2.83 too, but updating fixed the problem.


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How to instance objects on points only on an edge
Using the Cube mesh node under the Mesh Primitives menu, I want to create a cube that has a length of L and (L+1) vertices. Using that cube, I want to instance smaller cubes only on the vertices that are on the edge of the cube.
Basically, it should look like a hollow box frame of 10m sides made of smaller solid cubes of 1m sides.
I think I can do it using Grid mesh, but it's getting too complicated.

What do you mean by "...create a cube that has a length of L and (L+1) vertices"? The default cube has an edge length of L=2m. So it should have 3 vertices(points) per edge? Something like this?

@Blunder: yep, i think too that this is what he wants

One way to discriminate, (on a mesh-primitive cube of any size,) would be to select vertices whose normals have no component reaching a length of 1:

The '1.00' is in the Less Than to illustrate the point. For floating-point safety, it would probably be better to go to '0.95' or something like that.
Or for more complicated cases, where you want to do other stuff too, it might be worth using an Indexed Grid group:

Which can, for example, use a vertex-neighbour count.

very clever...as usual +1

@Chris Unusual.  You guys have been much better and quicker than me at this stuff recently.. gettin' old :D

i am not sure whether you are older than me.... ;)

Math Gangster Robin ::sunglasses:: at it again.

for non-mathematic genius you can use this node setup:

Very flexible! :) (Bearing in mind, Einstein wasn't actually  that great at arithmetic)

thanks mate! i appreciate that ;)

Your solution will work on lots of things that aren't cubes.

Honestly - I didn’t think about that and I was looking quite a time to that solution….

Well this is awkward. I created this question using a guest account and thought that I could have it registered using the email link I received. Now that I have registered it, I cannot seem to be able to upvote or comment on the answers. And this new account seems to be a completely different after registration, so I can't select an answer as a solution.
Anyway, I have been successful thanks to your answers.
The solution posted by @Robin Betts does the job. However, I didn't need the second method for a cuboid. I did it with the first one by passing the length/breadth/height as different parameters. I used vertices=(length+1), but I think length=(vertices-1) would be more intuitive.

The solution posted by @Chris has gaps between the cubes, which I believe can be fixed by the Resample Curve node.
Thank you all for helping me out.

Thanks for taking the time to get around the bureaucracy! I'm sure, for once, this will qualify as an answer. (Your constructive criticism of the Indexed Grid group: noted. )


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Is there any way to render a perfect curve just like pointclouds in blender?
When we use the 'curve to mesh' node in geometry nodes, sometimes we cannot get an ideal results because mesh overlap frequently happens and leads to bad shading on surface, just like this figure:

So I tried to transform the curve into dense pointclouds to get "perfect curve". I did get a much better shading on curve surface (shown below), but this idea was too primitive that cost too much computer performance.

I can't help think about that, is there a way to render a curve just like the way we render pointclouds in blender? Since point cloud can be rendered into perfect spheres, there should be a similar way for curve.

It looks like all you need to do is to increase curve resolution to get the same effect. You can get more natural, smoothened creasing if you additionally remesh and smooth:

Imgur mirror (SE image hosting has problems)
If you want higher curve resolution (round profile is limited to 32 vertices), you can use Geometry Nodes to convert the curve to mesh:

Imgur mirror

Yes (but not cyclic).
You use the new hair system. what you do is wrap the curves you want to render in a hair object and set the radius.


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bpy.ops.wm.open_mainfile() in gradio function causing core dumped
(I also send a issue to blender developer, but I'm not quite sure if it's a bug or it's just my bad coding skill causing this problem, so I also ask the problem here for help.)
System Information
Operating system: Windows 10, Ubuntu 22.04
Graphics card: RTX 2080super(Windows 10), RTX 4090D(Ubuntu 22.04)
Blender Version
Broken: 4.2.2, 4.2.3, 4.3.0-beta, python module bpy
Short description of error
Got core dump both in Windows and Linux when placing bpy.ops.wm.open_mainfile() in gradio function.
In Linux (bpy as python3.11 module):
root@mypc:~/shiki# python test.py
                        * Running on local URL:  http://127.0.0.1:7860
                        To create a public link, set `share=True` in `launch()`.
                        Read blend: "/root/shiki/testp.blend"
                        Segmentation fault (core dumped)

No crash file generated in this case.
In Windows (run test.py in blender):
* Running on local URL:  http://127.0.0.1:7860
To create a public link, set `share=True` in `launch()`.
Read blend: "C:\Users\Shiki\Desktop\TmpRender\tst.blend"

Error: EXCEPTION_ACCESS_VIOLATION
Address: 0x00007FF75E9C9270
Module: blender.exe
Thread: 0004e28c
Writing: C:\Users\Shiki\AppData\Local\Temp\script.crash.txt

script.crash.txt
test.py is shown here:
import gradio as gr
import bpy

## Set your blender file path here
blend_filepath = "/root/shiki/testp.blend"
## For Windows, blend_filepath = "C:\\Users\\Shiki\\Desktop\\TmpRender\\tst.blend"

## When bpy.ops.wm.open_mainfile is placed here, everything goes well.
## bpy.ops.wm.open_mainfile(filepath=blend_filepath)

def read():
    ## When bpy.ops.wm.open_mainfile is placed here, core dumped.
    bpy.ops.wm.open_mainfile(filepath=blend_filepath)
    fps = str(bpy.context.scene.render.fps)
    res = str(bpy.context.scene.render.resolution_x) + "*" + str(bpy.context.scene.render.resolution_y)
    info = "FrameRate: " + fps + "\n" + "Resolution: " + res
    return info

with gr.Blocks() as demo:
    read_blend_file = gr.Button("Read Your Blender File")
    file_info_box = gr.Textbox(label="File Info")

    read_blend_file.click(fn=read, outputs=file_info_box)

demo.launch()

test.py
Exact steps for others to reproduce the error
For Linux (Python3.11):
pip install bpy
pip install gradio
python test.py

Open 127.0.0.1:7860 in browser and click "Read Your Blender File", then python will crash without crash log.
For Windows:
Pip install gradio for blender's bundled Pythonblender-***/4.**/python/bin/python -m pip install --upgrade gradio
Run test.py in Blender
Open 127.0.0.1:7860 in browser and click "Read Your Blender File", then Blender will crash.


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Inset in Edit mode not showing in Object Mode
I am brand new to blender, I am following a tutorial on youtube - TipTup Basic Blender Toon / Cel Shader
https://www.youtube.com/watch?v=hBztmFHkNQo&list=PLHoZH5RmmJe8Hu3W0XJ4vQtCGpgfWoKid
I am stuck at 3:28 when it goes to the part to inset the bottom and top face.
It shows the inset in Edit mode, but when I change to object mode it doesn't show the inset, versus how on the tutorial it does show it.
I have tried looking for solutions but none quite fit what I'm having. I attached screen shots to help see the issue.

The bottom is a flat face so you won't see the inset in Object mode because there's no change in face angle for light to bounce off and show the edge.  The tutorial doesn't show it so why are you expecting this to be a problem?

thank you, this was my first tutorial so I'm very new at this.

No problem. In Object mode and Rendered view you won't see any vertices or edges and you'll only be able to see where two faces join if they are at an angle to each other or are different colours.


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How to put a seperate animation onto an already rigged character?
I was wondering if someone could help me. You see, I have rigged up a 3d character and all and it works pretty well, but what I am trying to do now is put animations on that said rig.
So what I did was went to Mixamo and got myself a no-skin character animation (basically just the rig), but my problem is that I have no idea how to put that animation onto my already existing rig that I made for my character earlier

Is your 3d character rig a Mixamo rig or a Blender armature?

The easiest way would be to upload your character (without an armature) to Mixamo and get Mixamo to rig it for you. There's a tutorial for Blender 4.2 here whcih includes downloading and applying Mixamo animation sequences to your rigged model.

It's a blender armature and I have uploaded it to Mixamo, but it seems to not work when I redownload it afterwards. none of the animations are there. What is your opinion on Rokoko?
Thanks!

I'm not sure you can use a Blender armature in Mixamo. Never used Rokoko and that's off-topic here (as is Mixamo to be honest.)


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question for the simplest workflow for exporting Skydomes to GLB format
I made a fairly ‘primitive skydome’ in Blender using YouTube tutorials - with my own 360° photo of my Insta360 on the inside - but in such a way that the skydome is transparent from the outside and the 360° image is only projected onto the inside. I can also export the part as a GLB format, but it does not take the image setting with it - i.e. it takes the setting of the transparency from the outside into the export, but the image does not appear.
In Blender it looks like this: https://www.youtube.com/watch?v=42dCHEgw2BA
https://www.dropbox.com/scl/fi/jhc8xchnh...4hyzs&dl=0
What's the point?
As an Archicad teacher at school, I want to find a simple way to create a Skydome for architectural representations with my own real images of the construction site on my VR glasses - a Metaquest3 in the ARKIO programme, so that I can put my 3D houses from Archicad in there and give the impression that I am really on the site near the house.
https://www.arkio.is/workflow/
Such an inward-facing skydome could also work directly in Archicad... with appropriate lighting, because Archicad does not ‘snuff’ the one-sided transparency. But, if at least the shape of the Skydome as an element is inside with the image on it, I would be quite satisfied.
I can of course connect the VR glasses directly to Blender on the Win computer and then go straight into the VR scene - but my Win computer is rather too weak for this and there is ‘a jerky game’ on the glasses. I can't get a direct connection with the MacBookPro and I want to work directly on the glasses without an external connection anyway, because the ARKIO app doesn't work that badly for design work.
I've installed the ‘simple baking’ add-on in Blender, but I'm still too much of a layman to get results that work.
Can any of you guide me in the right direction?  Greetings from lake Wallersee in Austria

Here is a video that better explains what I want to achieve in upload:
https://www.youtube.com/watch?v=JbCtlT6MO38

Your Dropbox link goes to a page which says: "This link isn't quite right" and your second YT video says: "We're processing this video. Check back later.". I've never used a skydome in Blender, but are you sure that the GLB format will export image types like that? Never heard of a "simple baking" addon. I assume that's a third-party one?

https://www.youtube.com/watch?v=R-w0LFgebKs&t=334s
it bakes all surfaces into one single picture aud applies it on an uv-vertex - all in one klick and for several Forms at once for exporting.

Hmm.. That's a paid addon, so unless someone here has bought it we can't really help.

Without the addon, it seems to be possible to bake the environment picture within blender also - but much more needed steps - and when I tried it - I just get a black picture mapped on the inside of the dome. The video-Link above should now work. here again: https://www.youtube.com/watch?v=JbCtlT6MO38

All tutorials for baking I found till now just shows me, how it's made on the outside of a form - what's the normal the case. But I need it to be seen from the inside.

No idea I'm afraid. I assume you've tried flipping the Normals on the object?

Yes. I think I made the flipping - but its a year ago or so when I made this following a tutorial..

Your Texture Coordinate node is using the Object socket as input to your Image Texture node which probably isn't acceptable when exporting as a .glb. My guess is you should have your sky dome UV unwrapped and have your image mapped to the UV's. I have uploaded a UV unwrapped sky dome which is mapped to a 1024 x 512 360) image to here: https://blend-exchange.com/b/BaKQDd8R  can you see if this imports correctly into your Archicad programme along with the image texture?

That does the job for the Metaquest 3 - ARKIO-APP! Mega - thanks for Your efforts! In Archicad - I have to use some other formats and have to try further on..  And I will post the results here!

I have now added my comment as an answer. If you think this a solution to your question could you mark the answer as accepted.

Who I got working till now: https://www.youtube.com/watch?v=O0OqHL1RVL0 Thank You for Your massive help so far!

Looks good to me. :) The sky dome on the platform looked tiny yet it was indicating the correct diameter of 2 meters. It just means it needs to be scaled up to have something like 30m radius in Blender before exporting.

The "segmentierung" that you spoke about in the video is because your sky dome is using the default hard shading where as the one I sent you was using smooth shading.  See my answer below. Setting to smooth shading does not increase the complexity of the dome (actually if it works the same as in a game engine it may very well reduce the file size) both my smooth shaded and your "Segmentierung" domes look like they have very similar geometry, number of vertices and faces.

For .gltf (.glb) export your sky dome should be UV unwrapped and the UV's should be mapped to your 360° view image texture.
Then when exporting to .glb  ensure that the the UV's option is checked.
Fortunately for us the default Blender UV sphere comes already correctly UV unwrapped for our needs.
After adding a UV sphere set the surface shading to be smooth shading: Object mode > with the sphere selected > Object drop-down menu > Shade Auto Smooth.

To create the floor of the sky dome: Edit mode > enable X-ray and Wireframe mode > Select the vertices that make up the lower half of the sphere > and scale to zero along the Z axis, S Z 0.

Add a New Material and from Material > Setting > Surface > enable Backface Culling.
In the Shader Editor add a new Image Texture node and from there load up the 360° view texture. Link the output of that to the Material Output node. Add a Texture Coordinate node and connect the UV socket to the Image Texture node.
In the UV Editor open the 360° view image texture. (To see how the sphere's uv's are mapped to the image, in edit mode select all of the sky dome or simply enable the UV Sync Selection button in the UV editor).
In the 3D viewport change to Material Preview mode. The 360° view image should appear on the outside of the sky dome. To have it appear on the inside we need to Flip the face normals of the dome. In Edit mode > select All > Alt N to open the Normals menu and choose the Flip option.

When exporting, in the .glb export Options panel > Data > Mesh > enable Apply Modifiers, UV's and Normals. (Apply Modifiers because earlier when we set the surface to use smooth shading Blender created a Smooth by Angle modifier).

Adding a sky_dome bake.blend file set up ready to bake out the texture from the inside of the dome to a new 2048 x 1024 image texture using 1 Render sample and Bake Type set to Emit.

Screenshot of Baking set up using Bake Type Emit.


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Joining Two Objects Together W/Geo Nodes (Scalable)
I need help figuring out how to merge between two objects generated using geo nodes, one is a blade of grass that is 5 vertices wide and the other object is a spiral that is only 5 vertices in resolution, how can I interpolate or merge the top of the spiral into the bottom of the grass blade that is scalable?(being able to change 5 to whatever number)

Given your grass has the starting indices 0 to 4 at the bottom (good), we can make the spiral extruded "up" select the top of the spiral and set the positions based on index:

This setup works ok if you extrude the spiral up.

Thanks, this seems to work fairly well.


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method to quickly delete unconnected interior faces?
Whenever I'm optimizing a mesh for a game I will always delete faces that will never be seen by the player, finding them usually takes a while to find depending on the complexity of the model, so I'm wondering if there is a faster way to do it?, perhaps an addon?
Unfortunately "Select>Select all by trait>Interior faces" won't work because the two meshes are one object, but are not connected to each other by vertices

Could you provide your Blender file using https://blend-exchange.com/ ? Do you mind a GeometryNodes modifier ?


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How to replace vertex normal with custom normal data?
I have a set of custom normal data here.

First one simply use the normal data in the shader.

Second one is achieved by define custom split normals of this mesh from normal data by script.(normals_split_custom_set(normals))

Is there anyway to make leaves look like first one without using any normal data or texture in shader?

Perhaps you are looking for Point to Target?

You want to get the attribute data onto an true custom normal, is that right?  It's not easy.  Potentially you could instance a face on every point and realize instances, using GN, then data transfer custom normals from it.  Is that something you'd be interested in, or is it too much work?

Both normal->point to target and data transfer(face corner data->custom normal) manipulate split normal and get same result  in second image.

Hmm, one difference is the split normals get normalized after interpolation, whereas a generic attribute doesn't. To test if this causes the difference, try putting a [Vector Math:Normalize] node after the Attribute node in your first image and see what you get.

Also normals_split_custom_set will misbehave if the normals you pass it are not exactly unit length (or very close), so maybe check that.

That attribute is normal of nearest surface captured by GN, so it's already normalized.

Might be good to attach a .blend.

The question as I'm hearing it: Suzanne has weird normals, set by an attribute created in GN.  How do we turn those weird normals into actual custom normals?  Maybe we have an export algorithm that can't read attributes or something like that.  And, even though it'd be easier, we can't use image-based normal mapping instead.  Maybe our desired rendering engine doesn't support that.
GN still doesn't have real custom normal support, so we have to use tricks.  We'll just start by adding a cube (any mesh object) with a geometry nodes modifier:

I'm just instancing a plane, on every vertex of Suzanne, and aligning that with the "normal" attribute.  I realize instances so that I can apply the modifier or convert to mesh to eliminate any future dependency problems, although I'm not sure that dependencies would actually create any problems.
After creating this object and its modifier, as mentioned, we'll apply it, then we'll transfer normals from it to our original mesh with a data transfer modifier:

Shown side-by-side with an unmodified copy so I can compare.  We can (and should) apply the data transfer modifier after we make sure it's working correctly.  Use of custom normals currently requires enabling autosmooth (soon to disappear, I understand...)
Here are the things to be careful of if using this technique:

As scurest pointed out in comments, a normal, custom normal, or whatever, gets renormalized implicitly, while a GN attribute does not.  It doesn't matter that the attribute might already be normalized, because interpolation between different values along the face can take two normalized inputs and still give unnormalized output.  (Worst case: halfway between 1,0,0 and -1,0,0 lies 0,0,0.)  This can mean minor differences in your output between your attributes and your custom normal, and there is no way to tell Blender to not bother normalizing a custom normal.  But, especially with the mesh and normals you're showing, this should be a tiny, tiny effect.

I'm transferring custom normals here, but not really split custom normals.  Because I'm transferring from faces, all face-corners of a particular vertex get the same custom normal.  For the mesh that you're showing in your pic, it looks like this is fine: you appear to have custom normals, but no split custom normals (which show up as hard creases, like the sharp edge of a cube.)  I am not sure that there is any kind of workaround to get true, split normals from a GN attribute, because "best matching normal" may not map to the correct face-corner in cases of extreme difference, topology is not possible without edge splitting the input mesh, and other transfer methods just give us vertex normals, not face-corner normals.


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Blender result different from png rendered

The actual rendered png shows nothing at this pixel(white circle), because alpha is 0.
But Render result window still has some color visible(white circle).You can see its alpha value as well in this picture above which indicate this pixel should be total transparent.
My color management setting are basically SRGB and Standard.
Is there a way making render result showing exact the same thing png does?

if you don't want that question closed again, you should add a blend file so we can check it out. You nearly gave us any useful information what you did. And "normally" you should edit/improve your old question - not ask the same again. Duarte will love you for that... :D

@Chris A file will not save this question from closing... it's the same problem asked over and over again, why a saved png with transparency looks different than a full dynamic range render result.

You are totally right. But a file will hopefully (including me) make people wanna help and answer this question and will make sure that it is the „right“ answer because we can test it. That’s what I like about blend files. And as you know as very experienced Blender user - there can nearly always  be several reasons for most of the questions.

And of course I wanna „save“ people from the bad experience here that questions are closed before they got any answer - which I experienced myself a lot in my beginning here - which is very frustrating.

Alpha channel is used differently in different types of software. Then you save this image in PNG, alpha will be converted from premultiplied to straight and this pixel will be transparent. It is an actual headache for newcomers, these are just a couple of questions:
Glare Transparency Correct in Render, but lost in save to PNG
EXR color difference to PNG
Why are transparent colours desaturated when exported?
How do I get the Glare node to output transparent instead of Black background
Glow effect invisible on transparent background
Straight Alpha
Method where RGBA channels are stored as (R, G, B, A) channels, with the RGB channels unaffected by the alpha channel. This is the alpha type used by paint programs such as Photoshop or Gimp, and used in common file formats like PNG, BMP or Targa. So, image textures or output for the web are usually straight alpha.
Premultiplied Alpha
Method where RGBA channels are stored as (R × A, G × A, B × A, A), with the alpha multiplied into the RGB channel.
This is the natural output of render engines, with the RGB channels representing the amount of light that comes toward the viewer, and alpha representing how much of the light from the background is blocked. The OpenEXR file format uses this alpha type. So, intermediate files for rendering and compositing are often stored as premultiplied alpha.
Info from blender manual


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Why is vertex snap not working
Snap does not work if the mesh is behind another model.
As far as I remember, this was not the case in previous versions, and in X-Ray mode it was possible to use snap, no matter how many meshes were in front of the selected object.
Is there a way to get the old settings back?

On the screenshot: I'm trying to position the vertex in the Y axis in the same position as the bottom vertex, but due to the mesh blocking the view, I can't do it.

I can confirm that something has changed. It works fine in Blender 3.5 but not in 3.6 with exactly the same settings on the vertex snapping dropdown. Suggest you report it as a bug via Blender's Help > Report a Bug menu.

Same issue with 3.6. No bug report filed yet :(

I just downloaded 3.6.1 and the issue seems to be fixed.


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How to render material channels (Albedo, Roughness, Metallic, Normal, etc)?
How can I render specific material channels in a scene in Blender?
So far, the methods that I have found on the Internet are very long and complex and are not suitable for scenes where there is a lot of materials. In Marmoset Toolbag, such renderings are made very easily; all I need to do is select the channels that I want to render. Are there equally easy ways to do this in Blender?
I am attaching a screenshot from ArtStation as an example. (Author - Vadym Samchuk)

Inside properties panel> view layer >passes. Make sure tu set the render engine to cycles to have all the option

@Emir Would you like to add this as an answer?

@Leander I'm pretty sure that this is a duplicate, but not sure yet

@Emir Unfortunately no. Passes give a different result. There is no Roughness, Metallic, Normal.


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How can I save an image of the nodes?
Is it possible somehow to save an image from the entire node window so that I can view the circuit in detail without having to go into the program? In addition to taking regular screenshots of course.

top menu > Window > Save Screenshot?

As @moonboots says, but use Window > Save Screenshot (Editor) and click in the node window to save an image of just that window.

Nope, the quality is too bad, besides, it will not be possible to take a screenshot of areas of the node window that do not fit on the screen.

Press Ctrl Spacebar to make the window full size?

https://github.com/b-init/PrintNodes

@quellenform you can give that as an answer

@quellenform this is exactly what I was looking for, although the plugin does not work on new versions

You can enable Nvidia DSR with factors allowing up to 4K resolution, to easily make a 4K screenshot on Full HD monitor. If you have an analog monitor, you can also set it to whatever resolution you want (WARNING: no guarantee it won't break it, do at your own risk), though it's harder to operate what's going on that monitor (could use OBS), I used this trick to capture 16K in the past… If you don't have an analog monitor, it's enough to have a dummy plug, BUT BE CAREFUL DOING ONE YOURSELF, AS SHORT-CIRCUITING THE GPU MAY DESTROY IT

@solo_GRV I just used v1.2 of it in Blender 3.6.1 without any problem

I'm not sure if this deserves its own answer, but as far as I know there is no other answer to this question at the moment.
It is possible to create a screenshot of the shown window content with the function integrated in Blender via Window > Save Screenshot (Editor), but this always shows exactly the existing window content with the shown resolution. ...nothing more.
As soon as you want to screenshot large node trees, this function is often not sufficient, as the resolution is also reduced.
The only possibility I know of at the moment is PrintNodes, an add-on that does this for you:
The handling is relatively simple:

Download and install the latest release here
Read the manual
Use it (and hope you don't find a bug)

All credit goes to the author of the extension.


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How to quickly update connected textures in Blender?
I work with textures in Substance Painter and every time I make changes and export textures from SP to a folder, I have to re-select a new texture map file in the "Image Texture" node in the Shader Editor window. Doing it manually is very time consuming.
However, if I close and reopen the .blend file, Blender will load the new textures from the folder. This is a very inconvenient way, but for some reason I can't find the texture refresh button in Blender itself.
What solutions might this problem have? Addons, plugins, maybe a feature in Blender itself?

In the Image Editor (or UV Editor) you can select an image and go into Image > Reload (or Alt R), I don't know if it's possible for several images. Or you can save then File > Revert and it will reload all the images (no need to close Blender)

I'm ashamed to admit it, but I didn't know about the Reload button, it will be useful.
The Revert way also looks better than just opening and closing Blender.
Thanks for pointing this out.

In the Image Editor (or UV Editor) you can select an image and go into Image > Reload (or AltR), but I don't know if it's possible for several images.
Or you can save the file then File > Revert (you can create a shortcut for the Revert operation by the way, right click on it) and it will reload all the images (no need to close Blender).


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How to delete polygons/edges/vertices at once, without selecting the corresponding item in the menu on the X key?
I've read in other threads that Blender needs to know exactly what I want to remove in the selection. But it's not obvious to me why Blender can't remove those values that I already use for selection - selection of vertices/edges/polygons.
Perhaps if Blender can't do that, are there any plugins or addons that add such a feature? I would appreciate any of your help or advice.

if you want to delete vertices (which does delete everything you selected) you could assign a shortcut here:

Just right click on that menu entry, assign a shortcut you want and select what you wanna delete, then press your shortcut.
And of course you can assign to other menu entries shortcuts as well, if you wanna delete something else and i might have misunderstood you.

This is the closest solution so far. I will be able to make three different shortcuts for three delete commands. It's not as convenient as if blender could figure out what to remove on its own, but it's still better than choosing something from the menu each time.
Thanks for the advice!

you are welcome!

There is some Blenderish logic to it: if the delete operation followed the selection mode, there would still be distinctions unresolved: if you're in Face selection, do you want to delete faces and their edges (which is not the same as deleting edges, and all their dependent faces), or leave their edges  intact? .. or, if deleting faces / edges, do you want to leave only the vertices behind?
It's also Blenderish, (whatever toolbars are provided,) that keyboard shortcuts are the way to fast modelling. Those are indicated by the underlined chatracters on the menu. So, for example, XN will delete faces, leaving edges behind.
You might also want to look at the shipped add-on: '3D Viewport Pie Menus'  which  provides swipe-gestures, too. (Annoyingly, the keyboard shortcuts in those are slightly different)

In 99% of cases, if I need to delete several polygons, then I also need to delete their common edges. For another option, I can select Only Faces from the delete menu. This applies to all rarely used delete commands. Most often I need the top three items - deleting vertices, edges, faces.
Therefore, I wanted to optimize this process, because I want to skip the stage of selecting an item in the menu in the program itself, and do everything at once with 1 click on the keyboard or an additional mouse button.
I'll take the advice about shortcuts, thanks!

@solo_GRV.. I do see what you mean. That would be a sensible default.  Having said that..  IMO, Blender, on the whole, so far, is pretty good at being minimal, consistent and complete in its modelling interface. Personally, I much prefer it to hunting through forests of options in some other 3D applications.


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Texture strech not showing on UV edit map
Im having an issue with an awful looking stretched texture while following blender gurus' Anvil tutorial, the two small holes at the back have a horrid stretched look around the rim but it does not show up in the UV edit map.
I assumed it was a result of the SubDiv modifier and tried marking the top edges as sharp but it made no difference, I am very much a beginner here so apologies if I am missing something obvious

Did you try to re-unwrap the holes?

Yes I have tried a few times to re-seam and unwrap but these stretches appear everytime, confusing because both holes are seperate islands on the UV map

This looks like a kind of malfunction of the Subdivision Surface modifier. Try to increase the "Mean Crease" on the rims of the holes. https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/subdivision_surface.html?highlight=mean%20crease#weighted-edge-creases


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Boolean union not working properly
Whenever I try to use a boolean operation to union two objects together strange patterns appear on on the object selected in the boolean modifier, it also affects any material I try to hide it with and makes it unuseable.
As I rotate the camera the weird pattern moves and transforms

Booleans don't work well with large open surfaces (such as a flat planes) - blender often must choose places to place an edge through an existing face in order to accommodate the boolean operation. Thus, ugly topology that does not shade well is often created. One way to mitigate this is to make sure that the target object is sufficiently subdivided, so the new vertices added by the boolean operation have a place to connect "relatively cleanly" to. You may still have to manually re-topologize afterwards, though not as much as if you perform the operation on an un-subdivided object.

Thank you so much! I am very new to booleans and did not understand how they worked, I added in a load of loop cuts and it sorted it out


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How to deform mesh to have one side look like fire?
I'm looking to make a cartoon character, and I want the character to have eyes that look like they turn into fire. I'm looking to make one side of each eye to be normal, the other side to look like it's turned into fire, and blend between both sides. Any existing techniques or tools that can make this easy?

I'm no expert while using Blender, haven't really made much with it, but I have been editing existing projects for over a year now, so I'm no novice.

Not exactly fire looking, but an emission animation https://blender.stackexchange.com/a/244710/19307 https://blender.stackexchange.com/questions/194011/is-there-any-technique-to-give-a-metaball-effect-to-the-particles-emitting-from/194013#194013

@DuarteFarrajotaRamos That's interesting, though I was looking for a way to make the mesh deform into fire. Not just to have fire on the mesh. So, I want the eye to transition from normal shaped to fire shaped as it gets closer to the fire side of the eye.

Morph it with shapekeys https://blender.stackexchange.com/questions/45142/how-can-i-make-a-mouth-open-in-blender/45147#45147

@DuarteFarrajotaRamos Thanks, I'll try using these and see where it leads me.


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close popup dialog via python
I want to dynamically change the invoke_props_dialog window width based on the showing contents, the way I figured out is to update a global IntProperty to control the window width by calling a new popup window when it changes, the problem I met is that the old window persists(see below picture), anyone knows is there a way to close the old window through python script? Or can I change the original window size instead of instancing a new window? Or any better suggestions to change the popup window size dynamically based on needs?

The dialog window is called in my operator "data_vis.data_select", invoke function, when the window width or column width value changes, I call the operation again to draw a new window.
Call the popup window in the invoke function of the operator:

update the widow size when window width or column width value changes


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Composition in Blender: Scene turns black when adding an alpha over
When I add a image sequence node to my composition in blender my scene turns black.
Additionally the image stays on the composition after its over.
Any suggestions?


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Bump/normal/displacment only applied to ambient occlusion
Hi I'm kind of working towards a shoreline effect shader and testing out having foam and water separated using the ambient occlusion node.
What I can't figure out is how to have a normal or bump or displacment for the foam separated in any way similar to the diffuse part of the shader using the ambient occlusion node.
I can only combine the two maps not have the foam bump/normal/displacement only used where the foam shows up and the water bump/normal/displacement only show up where the water is.
Below are some pics of the combined and normal renders to show what I mean.

You just make your two separate shaders and then select all the relevant nodes and turn them into a group. Then you just use the AO node to mix between the two.

Final result:

Thanks so much, that worked.

Awesome! if this answers your question then can you accept it as the answer so that it gets removed from the unanswered question pool?


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Extruding along Normals equally
I'm new in Blender and I'm facing a problem which I couldn't find any solution yet. Normally when the cube is equally in all the faces, extruding along normals works perfect. But when the faces are not equal, is there a chance to extrude them equally along normals? please check the picture to understand it better.

1,2 and 3 corners are by default when I extrude them along normals and press S for offset Even option,(see that one face is goes out more than the other) but I want to equally extrude them like the example nr.4 ( Which I moved the vertices manually) I'm working on a bulding that has a lot of these examples and I was thinking if there is an option to automatically fix that.
I would really appreciate your help

Your object is probably scaled in Object Mode. Try Ctrl-A Apply Scale.

You saved my life, thank you so much <3


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How to deform/curve a mesh without getting sharp edges?
I am having an issue. I want to curve a concrete plinth mesh that I made for a project of mine. However, whenever I use the curve tool on the plinth two edges show up perpendicular to the curve. I've tried to subdivide the face to little avail.

Your model is to high density to make large-scale adjustments to. You need to figure out a way to remake it with lower resolution and then bump it up once you get the base shape you like.

The solution to this issue I found out is to select the "Beauty" modifier whenever you fill the loop mesh after you convert the curve to a mesh but before you solidify. This method uses large faces rather than trying to turn the entire mesh into thin prisms. Using this method I have had no further issues. Any adjustments can simply be made by undoing back to the curve and manipulating control points.


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How do I extend edges until intersection to create a corner from two perpendicular faces?
I am recreating a building for a project but I don't know how to extend the edges of the buttress to create a corner. On the real building the top of the corner is the same vertex as the tops of the two sides.
For the bottom each side has one vertex and shares one vertex.
Here is an image of what I am referring to.

Hesitate to post this one, it's peculiar to right-angle corners..

V on the common edge, to ensure faces are separated
Select the faces, and Bridge Edge Loops with the settings as shown.

The 'Smoothness' setting will stick, making repeats a bit quicker.
But a more general method would be to create the buttresses already mitred, either by putting a profile down a 2D curve, or by..

AltE Extruding a face-loop along normals, with 'Offset Even' checked
GZ Lowering the top edge

As your walls are aligned with the global X and Y axis, what you can do is use the Snap option. First enable the Snap to Vertex option (you'll use Ctrl to snap) and also the Auto Merge option:

Then remove the faces, move the first edge on X or Y, depending, press Ctrl so that it snaps to the other edge, move the second edge until it snaps and merges with the first one:

This isn't a great way to do it, but one thing you might try is just manually copying the coordinates. select one of the points and in the n panel on the right, copy down the relevant coordinate (X in this case):

Then after you paste it into the x position to your other vertex, you can use merge (m) to make just one vertex at the new position:

Repeat for both vertices on the edge and you should be good.

This definitely isn't a great way to do it... Why not use the snapping functionality at least?..


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Geometry Nodes : Unexpected Grid Node behavior (spacing, seamless)
I'm really new to geometry nodes and I am trying to get a simple grid of cubes, but things aren't working as I expected.
I thought making a 10x10 grid at a size of 1m² and placing cubes 1/10m² would give me a seamless grid.

But I end up having some spacing between the cubes

If anyone knows how to fix it, or even better knows why this is happening, I would love to hear it :D
(I am using Blender 4.0)

Haven't got my math head on to explain it at the moment, but try using 11 x 11 vertices on the Grid node...

@JohnEason I was tempted to suggest 11 × 11 as well, but since the question does not give any information if the goal is to have 10 × 10 cubes, or cubes of 0.1 edge length or maybe cubes filling an area of 1 m × 1 m I stuck to the explanation why there are gaps between the cubes  :-)

@GordonBrinkmann It was very late at night when I posted that comment1 :^)

https://en.wikipedia.org/wiki/Off-by-one_error

You have a grid of 10 × 10 vertices with a dimension of 1 m in X and Y direction.
10 vertices mean there are 9 gaps between the vertices. 9 gaps with a length of 1 m altogether means the distances between the vertices are:
$$\frac{1\text{ m}}{9}\approx 0.111\text{ m}$$
I would call this expected Grid node behaviour.

Thanks, that helps a ton !
My misunderstanding came from the fact I thought points where placed on each face's center, this is indeed very predictable behavior now that you've enlightened me

@SillyNeve could you kindly click the checkmark on the left of this answer post so we can mark this question as answered.

@SillyNeve But you know simple square or rectangular faces (which a grid basically is just made of) is built from vertices on each corner, don't you?

Yes ! My wording isn't the best sorry. When I said : " My misunderstanding came from the fact I thought points where placed on each face's center" I forgot to say I also wrongly thought the terms faces and vertices were interchangeable in this scenario.